train_cmd.cpp

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00001 /* $Id: train_cmd.cpp 18866 2010-01-18 22:57:21Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "gui.h"
00014 #include "articulated_vehicles.h"
00015 #include "command_func.h"
00016 #include "pathfinder/npf/npf_func.h"
00017 #include "pathfinder/yapf/yapf.hpp"
00018 #include "news_func.h"
00019 #include "company_func.h"
00020 #include "vehicle_gui.h"
00021 #include "newgrf_engine.h"
00022 #include "newgrf_sound.h"
00023 #include "newgrf_text.h"
00024 #include "group.h"
00025 #include "table/sprites.h"
00026 #include "strings_func.h"
00027 #include "functions.h"
00028 #include "window_func.h"
00029 #include "vehicle_func.h"
00030 #include "sound_func.h"
00031 #include "autoreplace_gui.h"
00032 #include "ai/ai.hpp"
00033 #include "newgrf_station.h"
00034 #include "effectvehicle_func.h"
00035 #include "effectvehicle_base.h"
00036 #include "gamelog.h"
00037 #include "network/network.h"
00038 #include "spritecache.h"
00039 #include "core/random_func.hpp"
00040 #include "company_base.h"
00041 #include "engine_base.h"
00042 #include "engine_func.h"
00043 #include "newgrf.h"
00044 
00045 #include "table/strings.h"
00046 #include "table/train_cmd.h"
00047 
00048 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
00049 static bool TrainCheckIfLineEnds(Train *v);
00050 static void TrainController(Train *v, Vehicle *nomove);
00051 static TileIndex TrainApproachingCrossingTile(const Train *v);
00052 static void CheckIfTrainNeedsService(Train *v);
00053 static void CheckNextTrainTile(Train *v);
00054 
00055 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
00056 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
00057 
00058 
00066 static inline DiagDirection TrainExitDir(Direction direction, TrackBits track)
00067 {
00068   static const TrackBits state_dir_table[DIAGDIR_END] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
00069 
00070   DiagDirection diagdir = DirToDiagDir(direction);
00071 
00072   /* Determine the diagonal direction in which we will exit this tile */
00073   if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
00074     diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
00075   }
00076 
00077   return diagdir;
00078 }
00079 
00080 
00085 byte FreightWagonMult(CargoID cargo)
00086 {
00087   if (!CargoSpec::Get(cargo)->is_freight) return 1;
00088   return _settings_game.vehicle.freight_trains;
00089 }
00090 
00091 
00095 void Train::PowerChanged()
00096 {
00097   assert(this->First() == this);
00098 
00099   uint32 total_power = 0;
00100   uint32 max_te = 0;
00101   uint32 number_of_parts = 0;
00102 
00103   for (const Train *u = this; u != NULL; u = u->Next()) {
00104     uint32 current_power = u->GetPower();
00105     total_power += current_power;
00106 
00107     /* Only powered parts add tractive effort */
00108     if (current_power > 0) max_te += u->GetWeight() * u->GetTractiveEffort();
00109     total_power += u->GetPoweredPartPower(this);
00110     number_of_parts++;
00111   }
00112 
00113   this->tcache.cached_axle_resistance = 60 * number_of_parts;
00114   this->tcache.cached_air_drag = 20 + 3 * number_of_parts;
00115 
00116   max_te *= 10000; // Tractive effort in (tonnes * 1000 * 10 =) N
00117   max_te /= 256;   // Tractive effort is a [0-255] coefficient
00118   if (this->tcache.cached_power != total_power || this->tcache.cached_max_te != max_te) {
00119     /* Stop the vehicle if it has no power */
00120     if (total_power == 0) this->vehstatus |= VS_STOPPED;
00121 
00122     this->tcache.cached_power = total_power;
00123     this->tcache.cached_max_te = max_te;
00124     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
00125     SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
00126   }
00127 }
00128 
00129 
00134 void Train::CargoChanged()
00135 {
00136   assert(this->First() == this);
00137   uint32 weight = 0;
00138 
00139   for (Train *u = this; u != NULL; u = u->Next()) {
00140     uint32 current_weight = u->GetWeight();
00141     weight += current_weight;
00142     u->tcache.cached_slope_resistance = current_weight * 20 * _settings_game.vehicle.train_slope_steepness; //1% slope * slope steepness
00143   }
00144 
00145   /* store consist weight in cache */
00146   this->tcache.cached_weight = weight;
00147 
00148   /* Now update train power (tractive effort is dependent on weight) */
00149   this->PowerChanged();
00150 }
00151 
00152 
00157 static void RailVehicleLengthChanged(const Train *u)
00158 {
00159   /* show a warning once for each engine in whole game and once for each GRF after each game load */
00160   const Engine *engine = Engine::Get(u->engine_type);
00161   uint32 grfid = engine->grffile->grfid;
00162   GRFConfig *grfconfig = GetGRFConfig(grfid);
00163   if (GamelogGRFBugReverse(grfid, engine->internal_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
00164     ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
00165   }
00166 }
00167 
00169 void CheckTrainsLengths()
00170 {
00171   const Train *v;
00172 
00173   FOR_ALL_TRAINS(v) {
00174     if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
00175       for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
00176         if (u->track != TRACK_BIT_DEPOT) {
00177           if ((w->track != TRACK_BIT_DEPOT &&
00178               max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->tcache.cached_veh_length) ||
00179               (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
00180             SetDParam(0, v->index);
00181             SetDParam(1, v->owner);
00182             ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, 0, 0, true);
00183 
00184             if (!_networking) DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
00185           }
00186         }
00187       }
00188     }
00189   }
00190 }
00191 
00198 void Train::ConsistChanged(bool same_length)
00199 {
00200   uint16 max_speed = UINT16_MAX;
00201 
00202   assert(this->IsFrontEngine() || this->IsFreeWagon());
00203 
00204   const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
00205   EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
00206   this->tcache.cached_total_length = 0;
00207   this->compatible_railtypes = RAILTYPES_NONE;
00208 
00209   bool train_can_tilt = true;
00210 
00211   for (Train *u = this; u != NULL; u = u->Next()) {
00212     const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
00213 
00214     /* Check the this->first cache. */
00215     assert(u->First() == this);
00216 
00217     /* update the 'first engine' */
00218     u->tcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
00219     u->railtype = rvi_u->railtype;
00220 
00221     if (u->IsEngine()) first_engine = u->engine_type;
00222 
00223     /* Set user defined data to its default value */
00224     u->tcache.user_def_data = rvi_u->user_def_data;
00225     this->InvalidateNewGRFCache();
00226     u->InvalidateNewGRFCache();
00227   }
00228 
00229   for (Train *u = this; u != NULL; u = u->Next()) {
00230     /* Update user defined data (must be done before other properties) */
00231     u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
00232     this->InvalidateNewGRFCache();
00233     u->InvalidateNewGRFCache();
00234   }
00235 
00236   for (Train *u = this; u != NULL; u = u->Next()) {
00237     const Engine *e_u = Engine::Get(u->engine_type);
00238     const RailVehicleInfo *rvi_u = &e_u->u.rail;
00239 
00240     if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
00241 
00242     /* Cache wagon override sprite group. NULL is returned if there is none */
00243     u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->tcache.first_engine);
00244 
00245     /* Reset colour map */
00246     u->colourmap = PAL_NONE;
00247 
00248     if (rvi_u->visual_effect != 0) {
00249       u->tcache.cached_vis_effect = rvi_u->visual_effect;
00250     } else {
00251       if (u->IsWagon() || u->IsArticulatedPart()) {
00252         /* Wagons and articulated parts have no effect by default */
00253         u->tcache.cached_vis_effect = 0x40;
00254       } else if (rvi_u->engclass == 0) {
00255         /* Steam is offset by -4 units */
00256         u->tcache.cached_vis_effect = 4;
00257       } else {
00258         /* Diesel fumes and sparks come from the centre */
00259         u->tcache.cached_vis_effect = 8;
00260       }
00261     }
00262 
00263     /* Check powered wagon / visual effect callback */
00264     if (HasBit(e_u->info.callback_mask, CBM_TRAIN_WAGON_POWER)) {
00265       uint16 callback = GetVehicleCallback(CBID_TRAIN_WAGON_POWER, 0, 0, u->engine_type, u);
00266 
00267       if (callback != CALLBACK_FAILED) u->tcache.cached_vis_effect = GB(callback, 0, 8);
00268     }
00269 
00270     if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
00271       UsesWagonOverride(u) && !HasBit(u->tcache.cached_vis_effect, 7)) {
00272       /* wagon is powered */
00273       SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
00274     } else {
00275       ClrBit(u->flags, VRF_POWEREDWAGON);
00276     }
00277 
00278     if (!u->IsArticulatedPart()) {
00279       /* Do not count powered wagons for the compatible railtypes, as wagons always
00280          have railtype normal */
00281       if (rvi_u->power > 0) {
00282         this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
00283       }
00284 
00285       /* Some electric engines can be allowed to run on normal rail. It happens to all
00286        * existing electric engines when elrails are disabled and then re-enabled */
00287       if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
00288         u->railtype = RAILTYPE_RAIL;
00289         u->compatible_railtypes |= RAILTYPES_RAIL;
00290       }
00291 
00292       /* max speed is the minimum of the speed limits of all vehicles in the consist */
00293       if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
00294         uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
00295         if (speed != 0) max_speed = min(speed, max_speed);
00296       }
00297     }
00298 
00299     u->cargo_cap = GetVehicleCapacity(u);
00300 
00301     /* check the vehicle length (callback) */
00302     uint16 veh_len = CALLBACK_FAILED;
00303     if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
00304       veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
00305     }
00306     if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
00307     veh_len = 8 - Clamp(veh_len, 0, 7);
00308 
00309     /* verify length hasn't changed */
00310     if (same_length && veh_len != u->tcache.cached_veh_length) RailVehicleLengthChanged(u);
00311 
00312     /* update vehicle length? */
00313     if (!same_length) u->tcache.cached_veh_length = veh_len;
00314 
00315     this->tcache.cached_total_length += u->tcache.cached_veh_length;
00316     this->InvalidateNewGRFCache();
00317     u->InvalidateNewGRFCache();
00318   }
00319 
00320   /* store consist weight/max speed in cache */
00321   this->tcache.cached_max_speed = max_speed;
00322   this->tcache.cached_tilt = train_can_tilt;
00323   this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
00324 
00325   /* 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) */
00326   this->CargoChanged();
00327 
00328   if (this->IsFrontEngine()) {
00329     this->UpdateAcceleration();
00330     SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
00331   }
00332 }
00333 
00344 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
00345 {
00346   const Station *st = Station::Get(station_id);
00347   *station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
00348   *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
00349 
00350   /* Default to the middle of the station for stations stops that are not in
00351    * the order list like intermediate stations when non-stop is disabled */
00352   OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
00353   if (v->tcache.cached_total_length >= *station_length) {
00354     /* The train is longer than the station, make it stop at the far end of the platform */
00355     osl = OSL_PLATFORM_FAR_END;
00356   } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
00357     osl = v->current_order.GetStopLocation();
00358   }
00359 
00360   /* The stop location of the FRONT! of the train */
00361   int stop;
00362   switch (osl) {
00363     default: NOT_REACHED();
00364 
00365     case OSL_PLATFORM_NEAR_END:
00366       stop = v->tcache.cached_total_length;
00367       break;
00368 
00369     case OSL_PLATFORM_MIDDLE:
00370       stop = *station_length - (*station_length - v->tcache.cached_total_length) / 2;
00371       break;
00372 
00373     case OSL_PLATFORM_FAR_END:
00374       stop = *station_length;
00375       break;
00376   }
00377 
00378   /* Substract half the front vehicle length of the train so we get the real
00379    * stop location of the train. */
00380   return stop - (v->tcache.cached_veh_length + 1) / 2;
00381 }
00382 
00383 
00388 int Train::GetCurveSpeedLimit() const
00389 {
00390   assert(this->First() == this);
00391 
00392   static const int absolute_max_speed = UINT16_MAX;
00393   int max_speed = absolute_max_speed;
00394 
00395   if (_settings_game.vehicle.train_acceleration_model == TAM_ORIGINAL) return max_speed;
00396 
00397   int curvecount[2] = {0, 0};
00398 
00399   /* first find the curve speed limit */
00400   int numcurve = 0;
00401   int sum = 0;
00402   int pos = 0;
00403   int lastpos = -1;
00404   for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
00405     Direction this_dir = u->direction;
00406     Direction next_dir = u->Next()->direction;
00407 
00408     DirDiff dirdiff = DirDifference(this_dir, next_dir);
00409     if (dirdiff == DIRDIFF_SAME) continue;
00410 
00411     if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
00412     if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
00413     if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
00414       if (lastpos != -1) {
00415         numcurve++;
00416         sum += pos - lastpos;
00417         if (pos - lastpos == 1) {
00418           max_speed = 88;
00419         }
00420       }
00421       lastpos = pos;
00422     }
00423 
00424     /* if we have a 90 degree turn, fix the speed limit to 60 */
00425     if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
00426       max_speed = 61;
00427     }
00428   }
00429 
00430   if (numcurve > 0 && max_speed > 88) {
00431     if (curvecount[0] == 1 && curvecount[1] == 1) {
00432       max_speed = absolute_max_speed;
00433     } else {
00434       sum /= numcurve;
00435       max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
00436     }
00437   }
00438 
00439   if (max_speed != absolute_max_speed) {
00440     /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
00441     const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
00442     max_speed += (max_speed / 2) * rti->curve_speed;
00443 
00444     if (this->tcache.cached_tilt) {
00445       /* Apply max_speed bonus of 20% for a tilting train */
00446       max_speed += max_speed / 5;
00447     }
00448   }
00449 
00450   return max_speed;
00451 }
00452 
00457 int Train::GetCurrentMaxSpeed() const
00458 {
00459   int max_speed = this->tcache.cached_max_curve_speed;
00460   assert(max_speed == this->GetCurveSpeedLimit());
00461 
00462   if (IsRailStationTile(this->tile)) {
00463     StationID sid = GetStationIndex(this->tile);
00464     if (this->current_order.ShouldStopAtStation(this, sid)) {
00465       int station_ahead;
00466       int station_length;
00467       int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
00468 
00469       /* The distance to go is whatever is still ahead of the train minus the
00470        * distance from the train's stop location to the end of the platform */
00471       int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
00472 
00473       if (distance_to_go > 0) {
00474         int st_max_speed = 120;
00475 
00476         int delta_v = this->cur_speed / (distance_to_go + 1);
00477         if (this->max_speed > (this->cur_speed - delta_v)) {
00478           st_max_speed = this->cur_speed - (delta_v / 10);
00479         }
00480 
00481         st_max_speed = max(st_max_speed, 25 * distance_to_go);
00482         max_speed = min(max_speed, st_max_speed);
00483       }
00484     }
00485   }
00486 
00487   for (const Train *u = this; u != NULL; u = u->Next()) {
00488     if (u->track == TRACK_BIT_DEPOT) {
00489       max_speed = min(max_speed, 61);
00490       break;
00491     }
00492   }
00493 
00494   return min(max_speed, this->tcache.cached_max_speed);
00495 }
00496 
00502 int Train::GetAcceleration() const
00503 {
00504   int32 speed = this->GetCurrentSpeed();
00505 
00506   /* Weight is stored in tonnes */
00507   int32 mass = this->tcache.cached_weight;
00508 
00509   /* Power is stored in HP, we need it in watts. */
00510   int32 power = this->tcache.cached_power * 746;
00511 
00512   int32 resistance = 0;
00513 
00514   bool maglev = this->GetAccelerationType() == 2;
00515 
00516   const int area = 120;
00517   if (!maglev) {
00518     resistance = (13 * mass) / 10;
00519     resistance += this->tcache.cached_axle_resistance;
00520     resistance += (this->GetRollingFriction() * mass * speed) / 1000;
00521     resistance += (area * this->tcache.cached_air_drag * speed * speed) / 10000;
00522   } else {
00523     resistance += (area * this->tcache.cached_air_drag * speed * speed) / 20000;
00524   }
00525 
00526   resistance += this->GetSlopeResistance();
00527   resistance *= 4; //[N]
00528 
00529   /* This value allows to know if the vehicle is accelerating or braking. */
00530   AccelStatus mode = this->GetAccelerationStatus();
00531 
00532   const int max_te = this->tcache.cached_max_te; // [N]
00533   int force;
00534   if (speed > 0) {
00535     if (!maglev) {
00536       force = power / speed; //[N]
00537       force *= 22;
00538       force /= 10;
00539       if (mode == AS_ACCEL && force > max_te) force = max_te;
00540     } else {
00541       force = power / 25;
00542     }
00543   } else {
00544     /* "kickoff" acceleration */
00545     force = (mode == AS_ACCEL && !maglev) ? min(max_te, power) : power;
00546     force = max(force, (mass * 8) + resistance);
00547   }
00548 
00549   if (mode == AS_ACCEL) {
00550     return (force - resistance) / (mass * 2);
00551   } else {
00552     return min(-force - resistance, -10000) / mass;
00553   }
00554 }
00555 
00556 void Train::UpdateAcceleration()
00557 {
00558   assert(this->IsFrontEngine());
00559 
00560   this->max_speed = this->tcache.cached_max_speed;
00561 
00562   uint power = this->tcache.cached_power;
00563   uint weight = this->tcache.cached_weight;
00564   assert(weight != 0);
00565   this->acceleration = Clamp(power / weight * 4, 1, 255);
00566 }
00567 
00573 int Train::GetDisplayImageWidth(Point *offset) const
00574 {
00575   int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
00576   int vehicle_pitch = 0;
00577 
00578   const Engine *e = Engine::Get(this->engine_type);
00579   if (e->grffile != NULL && is_custom_sprite(e->u.rail.image_index)) {
00580     reference_width = e->grffile->traininfo_vehicle_width;
00581     vehicle_pitch = e->grffile->traininfo_vehicle_pitch;
00582   }
00583 
00584   if (offset != NULL) {
00585     offset->x = reference_width / 2;
00586     offset->y = vehicle_pitch;
00587   }
00588   return this->tcache.cached_veh_length * reference_width / 8;
00589 }
00590 
00591 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
00592 {
00593   return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
00594 }
00595 
00596 SpriteID Train::GetImage(Direction direction) const
00597 {
00598   uint8 spritenum = this->spritenum;
00599   SpriteID sprite;
00600 
00601   if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
00602 
00603   if (is_custom_sprite(spritenum)) {
00604     sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
00605     if (sprite != 0) return sprite;
00606 
00607     spritenum = Engine::Get(this->engine_type)->original_image_index;
00608   }
00609 
00610   sprite = GetDefaultTrainSprite(spritenum, direction);
00611 
00612   if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
00613 
00614   return sprite;
00615 }
00616 
00617 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y)
00618 {
00619   const Engine *e = Engine::Get(engine);
00620   Direction dir = rear_head ? DIR_E : DIR_W;
00621   uint8 spritenum = e->u.rail.image_index;
00622 
00623   if (is_custom_sprite(spritenum)) {
00624     SpriteID sprite = GetCustomVehicleIcon(engine, dir);
00625     if (sprite != 0) {
00626       if (e->grffile != NULL) {
00627         y += e->grffile->traininfo_vehicle_pitch;
00628       }
00629       return sprite;
00630     }
00631 
00632     spritenum = Engine::Get(engine)->original_image_index;
00633   }
00634 
00635   if (rear_head) spritenum++;
00636 
00637   return GetDefaultTrainSprite(spritenum, DIR_W);
00638 }
00639 
00640 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, SpriteID pal)
00641 {
00642   if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
00643     int yf = y;
00644     int yr = y;
00645 
00646     SpriteID spritef = GetRailIcon(engine, false, yf);
00647     SpriteID spriter = GetRailIcon(engine, true, yr);
00648     const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
00649     const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
00650 
00651     preferred_x = Clamp(preferred_x, left - real_spritef->x_offs + 14, right - real_spriter->width - real_spriter->x_offs - 15);
00652 
00653     DrawSprite(spritef, pal, preferred_x - 14, yf);
00654     DrawSprite(spriter, pal, preferred_x + 15, yr);
00655   } else {
00656     SpriteID sprite = GetRailIcon(engine, false, y);
00657     const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
00658     preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
00659     DrawSprite(sprite, pal, preferred_x, y);
00660   }
00661 }
00662 
00663 static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandFlag flags)
00664 {
00665   const Engine *e = Engine::Get(engine);
00666   const RailVehicleInfo *rvi = &e->u.rail;
00667   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
00668 
00669   /* Engines without valid cargo should not be available */
00670   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
00671 
00672   if (flags & DC_QUERY_COST) return value;
00673 
00674   /* Check that the wagon can drive on the track in question */
00675   if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
00676 
00677   uint num_vehicles = 1 + CountArticulatedParts(engine, false);
00678 
00679   /* Allow for the wagon and the articulated parts */
00680   if (!Vehicle::CanAllocateItem(num_vehicles)) {
00681     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00682   }
00683 
00684   if (flags & DC_EXEC) {
00685     Train *v = new Train();
00686     v->spritenum = rvi->image_index;
00687 
00688     v->engine_type = engine;
00689     v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
00690 
00691     DiagDirection dir = GetRailDepotDirection(tile);
00692 
00693     v->direction = DiagDirToDir(dir);
00694     v->tile = tile;
00695 
00696     int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
00697     int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
00698 
00699     v->x_pos = x;
00700     v->y_pos = y;
00701     v->z_pos = GetSlopeZ(x, y);
00702     v->owner = _current_company;
00703     v->track = TRACK_BIT_DEPOT;
00704     v->vehstatus = VS_HIDDEN | VS_DEFPAL;
00705 
00706 //    v->subtype = 0;
00707     v->SetWagon();
00708 
00709     v->SetFreeWagon();
00710     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00711 
00712     v->cargo_type = e->GetDefaultCargoType();
00713 //    v->cargo_subtype = 0;
00714     v->cargo_cap = rvi->capacity;
00715     v->value = value.GetCost();
00716 //    v->day_counter = 0;
00717 
00718     v->railtype = rvi->railtype;
00719 
00720     v->build_year = _cur_year;
00721     v->cur_image = SPR_IMG_QUERY;
00722     v->random_bits = VehicleRandomBits();
00723 
00724     v->group_id = DEFAULT_GROUP;
00725 
00726     AddArticulatedParts(v);
00727 
00728     _new_vehicle_id = v->index;
00729 
00730     VehicleMove(v, false);
00731     v->First()->ConsistChanged(false);
00732     UpdateTrainGroupID(v->First());
00733 
00734     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
00735     if (IsLocalCompany()) {
00736       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
00737     }
00738     Company::Get(_current_company)->num_engines[engine]++;
00739 
00740     CheckConsistencyOfArticulatedVehicle(v);
00741 
00742     /* Try to connect the vehicle to one of free chains of wagons. */
00743     Train *w;
00744     FOR_ALL_TRAINS(w) {
00745       if (w->tile == tile &&              
00746           w->IsFreeWagon() &&             
00747           w->engine_type == engine &&     
00748           w->First() != v &&              
00749           !(w->vehstatus & VS_CRASHED)) { 
00750         DoCommand(0, v->index | (w->Last()->index << 16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
00751         break;
00752       }
00753     }
00754   }
00755 
00756   return value;
00757 }
00758 
00760 static void NormalizeTrainVehInDepot(const Train *u)
00761 {
00762   const Train *v;
00763   FOR_ALL_TRAINS(v) {
00764     if (v->IsFreeWagon() && v->tile == u->tile &&
00765         v->track == TRACK_BIT_DEPOT) {
00766       if (DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
00767           CMD_MOVE_RAIL_VEHICLE).Failed())
00768         break;
00769     }
00770   }
00771 }
00772 
00773 static void AddRearEngineToMultiheadedTrain(Train *v)
00774 {
00775   Train *u = new Train();
00776   v->value >>= 1;
00777   u->value = v->value;
00778   u->direction = v->direction;
00779   u->owner = v->owner;
00780   u->tile = v->tile;
00781   u->x_pos = v->x_pos;
00782   u->y_pos = v->y_pos;
00783   u->z_pos = v->z_pos;
00784   u->track = TRACK_BIT_DEPOT;
00785   u->vehstatus = v->vehstatus & ~VS_STOPPED;
00786 //  u->subtype = 0;
00787   u->spritenum = v->spritenum + 1;
00788   u->cargo_type = v->cargo_type;
00789   u->cargo_subtype = v->cargo_subtype;
00790   u->cargo_cap = v->cargo_cap;
00791   u->railtype = v->railtype;
00792   u->engine_type = v->engine_type;
00793   u->build_year = v->build_year;
00794   u->cur_image = SPR_IMG_QUERY;
00795   u->random_bits = VehicleRandomBits();
00796   v->SetMultiheaded();
00797   u->SetMultiheaded();
00798   v->SetNext(u);
00799   VehicleMove(u, false);
00800 
00801   /* Now we need to link the front and rear engines together */
00802   v->other_multiheaded_part = u;
00803   u->other_multiheaded_part = v;
00804 }
00805 
00814 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00815 {
00816   /* Check if the engine-type is valid (for the company) */
00817   if (!IsEngineBuildable(p1, VEH_TRAIN, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE);
00818 
00819   const Engine *e = Engine::Get(p1);
00820   const RailVehicleInfo *rvi = &e->u.rail;
00821   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
00822 
00823   /* Engines with CT_INVALID should not be available */
00824   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
00825 
00826   if (flags & DC_QUERY_COST) return value;
00827 
00828   /* Check if the train is actually being built in a depot belonging
00829    * to the company. Doesn't matter if only the cost is queried */
00830   if (!IsRailDepotTile(tile)) return CMD_ERROR;
00831   if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
00832 
00833   if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(p1, tile, flags);
00834 
00835   uint num_vehicles =
00836     (rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
00837     CountArticulatedParts(p1, false);
00838 
00839   /* Check if depot and new engine uses the same kind of tracks *
00840    * We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
00841   if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
00842 
00843   /* Allow for the dual-heads and the articulated parts */
00844   if (!Vehicle::CanAllocateItem(num_vehicles)) {
00845     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00846   }
00847 
00848   UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
00849   if (unit_num > _settings_game.vehicle.max_trains) {
00850     return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
00851   }
00852 
00853   if (flags & DC_EXEC) {
00854     DiagDirection dir = GetRailDepotDirection(tile);
00855     int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
00856     int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
00857 
00858     Train *v = new Train();
00859     v->unitnumber = unit_num;
00860     v->direction = DiagDirToDir(dir);
00861     v->tile = tile;
00862     v->owner = _current_company;
00863     v->x_pos = x;
00864     v->y_pos = y;
00865     v->z_pos = GetSlopeZ(x, y);
00866 //    v->running_ticks = 0;
00867     v->track = TRACK_BIT_DEPOT;
00868     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
00869     v->spritenum = rvi->image_index;
00870     v->cargo_type = e->GetDefaultCargoType();
00871 //    v->cargo_subtype = 0;
00872     v->cargo_cap = rvi->capacity;
00873     v->max_speed = rvi->max_speed;
00874     v->value = value.GetCost();
00875     v->last_station_visited = INVALID_STATION;
00876 //    v->dest_tile = 0;
00877 
00878     v->engine_type = p1;
00879     v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
00880 
00881     v->reliability = e->reliability;
00882     v->reliability_spd_dec = e->reliability_spd_dec;
00883     v->max_age = e->GetLifeLengthInDays();
00884 
00885     v->name = NULL;
00886     v->railtype = rvi->railtype;
00887     _new_vehicle_id = v->index;
00888 
00889     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_trains;
00890     v->date_of_last_service = _date;
00891     v->build_year = _cur_year;
00892     v->cur_image = SPR_IMG_QUERY;
00893     v->random_bits = VehicleRandomBits();
00894 
00895 //    v->vehicle_flags = 0;
00896     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
00897 
00898     v->group_id = DEFAULT_GROUP;
00899 
00900 //    v->subtype = 0;
00901     v->SetFrontEngine();
00902     v->SetEngine();
00903 
00904     VehicleMove(v, false);
00905 
00906     if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
00907       AddRearEngineToMultiheadedTrain(v);
00908     } else {
00909       AddArticulatedParts(v);
00910     }
00911 
00912     v->ConsistChanged(false);
00913     UpdateTrainGroupID(v);
00914 
00915     if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
00916       NormalizeTrainVehInDepot(v);
00917     }
00918 
00919     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00920     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
00921     SetWindowDirty(WC_COMPANY, v->owner);
00922     if (IsLocalCompany()) {
00923       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
00924     }
00925 
00926     Company::Get(_current_company)->num_engines[p1]++;
00927 
00928     CheckConsistencyOfArticulatedVehicle(v);
00929   }
00930 
00931   return value;
00932 }
00933 
00934 
00935 bool Train::IsInDepot() const
00936 {
00937   /* Is the front engine stationary in the depot? */
00938   if (!IsRailDepotTile(this->tile) || this->cur_speed != 0) return false;
00939 
00940   /* Check whether the rest is also already trying to enter the depot. */
00941   for (const Train *v = this; v != NULL; v = v->Next()) {
00942     if (v->track != TRACK_BIT_DEPOT || v->tile != this->tile) return false;
00943   }
00944 
00945   return true;
00946 }
00947 
00948 bool Train::IsStoppedInDepot() const
00949 {
00950   /* Are we stopped? Ofcourse wagons don't really care... */
00951   if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
00952   return this->IsInDepot();
00953 }
00954 
00955 static Train *FindGoodVehiclePos(const Train *src)
00956 {
00957   EngineID eng = src->engine_type;
00958   TileIndex tile = src->tile;
00959 
00960   Train *dst;
00961   FOR_ALL_TRAINS(dst) {
00962     if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
00963       /* check so all vehicles in the line have the same engine. */
00964       Train *t = dst;
00965       while (t->engine_type == eng) {
00966         t = t->Next();
00967         if (t == NULL) return dst;
00968       }
00969     }
00970   }
00971 
00972   return NULL;
00973 }
00974 
00976 typedef SmallVector<Train *, 16> TrainList;
00977 
00983 static void MakeTrainBackup(TrainList &list, Train *t)
00984 {
00985   for (; t != NULL; t = t->Next()) *list.Append() = t;
00986 }
00987 
00992 static void RestoreTrainBackup(TrainList &list)
00993 {
00994   /* No train, nothing to do. */
00995   if (list.Length() == 0) return;
00996 
00997   Train *prev = NULL;
00998   /* Iterate over the list and rebuild it. */
00999   for (Train **iter = list.Begin(); iter != list.End(); iter++) {
01000     Train *t = *iter;
01001     if (prev != NULL) {
01002       prev->SetNext(t);
01003     } else if (t->Previous() != NULL) {
01004       /* Make sure the head of the train is always the first in the chain. */
01005       t->Previous()->SetNext(NULL);
01006     }
01007     prev = t;
01008   }
01009 }
01010 
01016 static void RemoveFromConsist(Train *part, bool chain = false)
01017 {
01018   Train *tail = chain ? part->Last() : part->GetLastEnginePart();
01019 
01020   /* Unlink at the front, but make it point to the next
01021    * vehicle after the to be remove part. */
01022   if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
01023 
01024   /* Unlink at the back */
01025   tail->SetNext(NULL);
01026 }
01027 
01033 static void InsertInConsist(Train *dst, Train *chain)
01034 {
01035   /* We do not want to add something in the middle of an articulated part. */
01036   assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
01037 
01038   chain->Last()->SetNext(dst->Next());
01039   dst->SetNext(chain);
01040 }
01041 
01047 static void NormaliseDualHeads(Train *t)
01048 {
01049   for (; t != NULL; t = t->GetNextVehicle()) {
01050     if (!t->IsMultiheaded() || !t->IsEngine()) continue;
01051 
01052     /* Make sure that there are no free cars before next engine */
01053     Train *u;
01054     for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
01055 
01056     if (u == t->other_multiheaded_part) continue;
01057 
01058     /* Remove the part from the 'wrong' train */
01059     RemoveFromConsist(t->other_multiheaded_part);
01060     /* And add it to the 'right' train */
01061     InsertInConsist(u, t->other_multiheaded_part);
01062   }
01063 }
01064 
01069 static void NormaliseSubtypes(Train *chain)
01070 {
01071   /* Nothing to do */
01072   if (chain == NULL) return;
01073 
01074   /* We must be the first in the chain. */
01075   assert(chain->Previous() == NULL);
01076 
01077   /* Set the appropirate bits for the first in the chain. */
01078   if (chain->IsWagon()) {
01079     chain->SetFreeWagon();
01080   } else {
01081     assert(chain->IsEngine());
01082     chain->SetFrontEngine();
01083   }
01084 
01085   /* Now clear the bits for the rest of the chain */
01086   for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
01087     t->ClearFreeWagon();
01088     t->ClearFrontEngine();
01089   }
01090 }
01091 
01101 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
01102 {
01103   /* Just add 'new' engines and substract the original ones.
01104    * If that's less than or equal to 0 we can be sure we did
01105    * not add any engines (read: trains) along the way. */
01106   if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
01107       (dst          != NULL && dst->IsEngine()          ? 1 : 0) -
01108       (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
01109       (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
01110     return CommandCost();
01111   }
01112 
01113   /* Get a free unit number and check whether it's within the bounds.
01114    * There will always be a maximum of one new train. */
01115   if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
01116 
01117   return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01118 }
01119 
01125 static CommandCost CheckTrainAttachment(Train *t)
01126 {
01127   /* No multi-part train, no need to check. */
01128   if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
01129 
01130   /* The maximum length for a train. For each part we decrease this by one
01131    * and if the result is negative the train is simply too long. */
01132   int allowed_len = _settings_game.vehicle.mammoth_trains ? 100 : 10;
01133 
01134   Train *head = t;
01135   Train *prev = t;
01136 
01137   /* Break the prev -> t link so it always holds within the loop. */
01138   t = t->Next();
01139   allowed_len--;
01140   prev->SetNext(NULL);
01141 
01142   /* Make sure the cache is cleared. */
01143   head->InvalidateNewGRFCache();
01144 
01145   while (t != NULL) {
01146     Train *next = t->Next();
01147 
01148     /* Unlink the to-be-added piece; it is already unlinked from the previous
01149      * part due to the fact that the prev -> t link is broken. */
01150     t->SetNext(NULL);
01151 
01152     /* Don't check callback for articulated or rear dual headed parts */
01153     if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
01154       allowed_len--; // We do not count articulated parts and rear heads either.
01155 
01156       /* Back up and clear the first_engine data to avoid using wagon override group */
01157       EngineID first_engine = t->tcache.first_engine;
01158       t->tcache.first_engine = INVALID_ENGINE;
01159 
01160       /* We don't want the cache to interfere. head's cache is cleared before
01161        * the loop and after each callback does not need to be cleared here. */
01162       t->InvalidateNewGRFCache();
01163 
01164       uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
01165 
01166       /* Restore original first_engine data */
01167       t->tcache.first_engine = first_engine;
01168 
01169       /* We do not want to remember any cached variables from the test run */
01170       t->InvalidateNewGRFCache();
01171       head->InvalidateNewGRFCache();
01172 
01173       if (callback != CALLBACK_FAILED) {
01174         /* A failing callback means everything is okay */
01175         StringID error = STR_NULL;
01176 
01177         if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
01178         if (callback  < 0xFD) error = GetGRFStringID(GetEngineGRFID(head->engine_type), 0xD000 + callback);
01179 
01180         if (error != STR_NULL) return_cmd_error(error);
01181       }
01182     }
01183 
01184     /* And link it to the new part. */
01185     prev->SetNext(t);
01186     prev = t;
01187     t = next;
01188   }
01189 
01190   if (allowed_len <= 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
01191   return CommandCost();
01192 }
01193 
01203 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src)
01204 {
01205   /* Check whether we may actually construct the trains. */
01206   CommandCost ret = CheckTrainAttachment(src);
01207   if (ret.Failed()) return ret;
01208   ret = CheckTrainAttachment(dst);
01209   if (ret.Failed()) return ret;
01210 
01211   /* Check whether we need to build a new train. */
01212   return CheckNewTrain(original_dst, dst, original_src, src);
01213 }
01214 
01223 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
01224 {
01225   /* First determine the front of the two resulting trains */
01226   if (*src_head == *dst_head) {
01227     /* If we aren't moving part(s) to a new train, we are just moving the
01228      * front back and there is not destination head. */
01229     *dst_head = NULL;
01230   } else if (*dst_head == NULL) {
01231     /* If we are moving to a new train the head of the move train would become
01232      * the head of the new vehicle. */
01233     *dst_head = src;
01234   }
01235 
01236   if (src == *src_head) {
01237     /* If we are moving the front of a train then we are, in effect, creating
01238      * a new head for the train. Point to that. Unless we are moving the whole
01239      * train in which case there is not 'source' train anymore.
01240      * In case we are a multiheaded part we want the complete thing to come
01241      * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
01242      * that is followed by a rear multihead we do not want to include that. */
01243     *src_head = move_chain ? NULL :
01244         (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
01245   }
01246 
01247   /* Now it's just simply removing the part that we are going to move from the
01248    * source train and *if* the destination is a not a new train add the chain
01249    * at the destination location. */
01250   RemoveFromConsist(src, move_chain);
01251   if (*dst_head != src) InsertInConsist(dst, src);
01252 
01253   /* Now normalise the dual heads, that is move the dual heads around in such
01254    * a way that the head and rear of a dual head are in the same train */
01255   NormaliseDualHeads(*src_head);
01256   NormaliseDualHeads(*dst_head);
01257 }
01258 
01264 static void NormaliseTrainHead(Train *head)
01265 {
01266   /* Not much to do! */
01267   if (head == NULL) return;
01268 
01269   /* Tell the 'world' the train changed. */
01270   head->ConsistChanged(false);
01271   UpdateTrainGroupID(head);
01272 
01273   /* Not a front engine, i.e. a free wagon chain. No need to do more. */
01274   if (!head->IsFrontEngine()) return;
01275 
01276   /* Update the refit button and window */
01277   SetWindowDirty(WC_VEHICLE_REFIT, head->index);
01278   SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, VVW_WIDGET_REFIT_VEH);
01279 
01280   /* If we don't have a unit number yet, set one. */
01281   if (head->unitnumber != 0) return;
01282   head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
01283 }
01284 
01296 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01297 {
01298   VehicleID s = GB(p1, 0, 16);
01299   VehicleID d = GB(p1, 16, 16);
01300   bool move_chain = HasBit(p2, 0);
01301 
01302   Train *src = Train::GetIfValid(s);
01303   if (src == NULL || !CheckOwnership(src->owner)) return CMD_ERROR;
01304 
01305   /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
01306   if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
01307 
01308   /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
01309   Train *dst;
01310   if (d == INVALID_VEHICLE) {
01311     dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
01312   } else {
01313     dst = Train::GetIfValid(d);
01314     if (dst == NULL || !CheckOwnership(dst->owner)) return CMD_ERROR;
01315 
01316     /* Do not allow appending to crashed vehicles, too */
01317     if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
01318   }
01319 
01320   /* if an articulated part is being handled, deal with its parent vehicle */
01321   src = src->GetFirstEnginePart();
01322   if (dst != NULL) {
01323     dst = dst->GetFirstEnginePart();
01324   }
01325 
01326   /* don't move the same vehicle.. */
01327   if (src == dst) return CommandCost();
01328 
01329   /* locate the head of the two chains */
01330   Train *src_head = src->First();
01331   Train *dst_head;
01332   if (dst != NULL) {
01333     dst_head = dst->First();
01334     if (dst_head->tile != src_head->tile) return CMD_ERROR;
01335     /* Now deal with articulated part of destination wagon */
01336     dst = dst->GetLastEnginePart();
01337   } else {
01338     dst_head = NULL;
01339   }
01340 
01341   if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
01342 
01343   /* When moving all wagons, we can't have the same src_head and dst_head */
01344   if (move_chain && src_head == dst_head) return CommandCost();
01345 
01346   /* When moving a multiheaded part to be place after itself, bail out. */
01347   if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
01348 
01349   /* Check if all vehicles in the source train are stopped inside a depot. */
01350   if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01351 
01352   /* Check if all vehicles in the destination train are stopped inside a depot. */
01353   if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01354 
01355   /* First make a backup of the order of the trains. That way we can do
01356    * whatever we want with the order and later on easily revert. */
01357   TrainList original_src;
01358   TrainList original_dst;
01359 
01360   MakeTrainBackup(original_src, src_head);
01361   MakeTrainBackup(original_dst, dst_head);
01362 
01363   /* Also make backup of the original heads as ArrangeTrains can change them.
01364    * For the destination head we do not care if it is the same as the source
01365    * head because in that case it's just a copy. */
01366   Train *original_src_head = src_head;
01367   Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
01368 
01369   /* (Re)arrange the trains in the wanted arrangement. */
01370   ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
01371 
01372   if ((flags & DC_AUTOREPLACE) == 0) {
01373     /* If the autoreplace flag is set we do not need to test for the validity
01374      * because we are going to revert the train to its original state. As we
01375      * assume the original state was correct autoreplace can skip this. */
01376     CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head);
01377     if (ret.Failed()) {
01378       /* Restore the train we had. */
01379       RestoreTrainBackup(original_src);
01380       RestoreTrainBackup(original_dst);
01381       return ret;
01382     }
01383   }
01384 
01385   /* do it? */
01386   if (flags & DC_EXEC) {
01387     /* First normalise the sub types of the chains. */
01388     NormaliseSubtypes(src_head);
01389     NormaliseSubtypes(dst_head);
01390 
01391     /* There are 14 different cases:
01392      *  1) front engine gets moved to a new train, it stays a front engine.
01393      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01394      *     b) the 'next' part is an engine, that becomes a front engine.
01395      *     c) there is no 'next' part, nothing else happens
01396      *  2) front engine gets moved to another train, it is not a front engine anymore
01397      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01398      *     b) the 'next' part is an engine, that becomes a front engine.
01399      *     c) there is no 'next' part, nothing else happens
01400      *  3) front engine gets moved to later in the current train, it is not an engine anymore.
01401      *     a) the 'next' part is a wagon, that becomes a free wagon chain.
01402      *     b) the 'next' part is an engine, that becomes a front engine.
01403      *  4) free wagon gets moved
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      *  5) non front engine gets moved and becomes a new train, nothing else happens
01408      *  6) non front engine gets moved within a train / to another train, nothing hapens
01409      *  7) wagon gets moved, nothing happens
01410      */
01411     if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
01412       /* Cases #2 and #3: the front engine gets trashed. */
01413       DeleteWindowById(WC_VEHICLE_VIEW, src->index);
01414       DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
01415       DeleteWindowById(WC_VEHICLE_REFIT, src->index);
01416       DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
01417       DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
01418 
01419       /* We are going to be move to another train. So we
01420        * are no part of this group anymore. In case we
01421        * are not moving group... well, then we do not need
01422        * to move.
01423        * Or we are moving to later in the train and our
01424        * new head isn't a front engine anymore.
01425        */
01426       if (dst_head != NULL ? dst_head != src : !src_head->IsFrontEngine()) {
01427         DecreaseGroupNumVehicle(src->group_id);
01428       }
01429 
01430       /* Delete orders, group stuff and the unit number as we're not the
01431        * front of any vehicle anymore. */
01432       DeleteVehicleOrders(src);
01433       RemoveVehicleFromGroup(src);
01434       src->unitnumber = 0;
01435     }
01436 
01437     /* We weren't a front engine but are becoming one. So
01438      * we should be put in the default group. */
01439     if (original_src_head != src && dst_head == src) {
01440       SetTrainGroupID(src, DEFAULT_GROUP);
01441     }
01442 
01443     /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
01444     NormaliseTrainHead(src_head);
01445     NormaliseTrainHead(dst_head);
01446 
01447     /* We are undoubtedly changing something in the depot and train list. */
01448     InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
01449     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01450   } else {
01451     /* We don't want to execute what we're just tried. */
01452     RestoreTrainBackup(original_src);
01453     RestoreTrainBackup(original_dst);
01454   }
01455 
01456   return CommandCost();
01457 }
01458 
01470 CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01471 {
01472   /* Check if we deleted a vehicle window */
01473   Window *w = NULL;
01474 
01475   Train *v = Train::GetIfValid(p1);
01476   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
01477 
01478   /* Sell a chain of vehicles or not? */
01479   bool sell_chain = HasBit(p2, 0);
01480 
01481   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_SELL_DESTROYED_VEHICLE);
01482 
01483   v = v->GetFirstEnginePart();
01484   Train *first = v->First();
01485 
01486   /* make sure the vehicle is stopped in the depot */
01487   if (!first->IsStoppedInDepot()) {
01488     return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01489   }
01490 
01491   if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
01492 
01493   /* First make a backup of the order of the train. That way we can do
01494    * whatever we want with the order and later on easily revert. */
01495   TrainList original;
01496   MakeTrainBackup(original, first);
01497 
01498   /* We need to keep track of the new head and the head of what we're going to sell. */
01499   Train *new_head = first;
01500   Train *sell_head = NULL;
01501 
01502   /* Split the train in the wanted way. */
01503   ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
01504 
01505   /* We don't need to validate the second train; it's going to be sold. */
01506   CommandCost ret = ValidateTrains(NULL, NULL, first, new_head);
01507   if (ret.Failed()) {
01508     /* Restore the train we had. */
01509     RestoreTrainBackup(original);
01510     return ret;
01511   }
01512 
01513   CommandCost cost(EXPENSES_NEW_VEHICLES);
01514   for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
01515 
01516   /* do it? */
01517   if (flags & DC_EXEC) {
01518     /* First normalise the sub types of the chain. */
01519     NormaliseSubtypes(new_head);
01520 
01521     if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
01522       /* We are selling the front engine. In this case we want to
01523        * 'give' the order, unitnumber and such to the new head. */
01524       new_head->orders.list = first->orders.list;
01525       new_head->AddToShared(first);
01526       DeleteVehicleOrders(first);
01527 
01528       /* Copy other important data from the front engine */
01529       new_head->CopyVehicleConfigAndStatistics(first);
01530       IncreaseGroupNumVehicle(new_head->group_id);
01531 
01532       /* If we deleted a window then open a new one for the 'new' train */
01533       if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head);
01534     }
01535 
01536     /* We need to update the information about the train. */
01537     NormaliseTrainHead(new_head);
01538 
01539     /* We are undoubtedly changing something in the depot and train list. */
01540     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01541     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01542 
01543     /* Actually delete the sold 'goods' */
01544     delete sell_head;
01545   } else {
01546     /* We don't want to execute what we're just tried. */
01547     RestoreTrainBackup(original);
01548   }
01549 
01550   return cost;
01551 }
01552 
01553 void Train::UpdateDeltaXY(Direction direction)
01554 {
01555 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
01556   static const uint32 _delta_xy_table[8] = {
01557     MKIT(3, 3, -1, -1),
01558     MKIT(3, 7, -1, -3),
01559     MKIT(3, 3, -1, -1),
01560     MKIT(7, 3, -3, -1),
01561     MKIT(3, 3, -1, -1),
01562     MKIT(3, 7, -1, -3),
01563     MKIT(3, 3, -1, -1),
01564     MKIT(7, 3, -3, -1),
01565   };
01566 #undef MKIT
01567 
01568   uint32 x = _delta_xy_table[direction];
01569   this->x_offs        = GB(x,  0, 8);
01570   this->y_offs        = GB(x,  8, 8);
01571   this->x_extent      = GB(x, 16, 8);
01572   this->y_extent      = GB(x, 24, 8);
01573   this->z_extent      = 6;
01574 }
01575 
01576 static inline void SetLastSpeed(Train *v, int spd)
01577 {
01578   int old = v->tcache.last_speed;
01579   if (spd != old) {
01580     v->tcache.last_speed = spd;
01581     if (_settings_client.gui.vehicle_speed || (old == 0) != (spd == 0)) {
01582       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01583     }
01584   }
01585 }
01586 
01588 static void MarkTrainAsStuck(Train *v)
01589 {
01590   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
01591     /* It is the first time the problem occured, set the "train stuck" flag. */
01592     SetBit(v->flags, VRF_TRAIN_STUCK);
01593 
01594     v->wait_counter = 0;
01595 
01596     /* Stop train */
01597     v->cur_speed = 0;
01598     v->subspeed = 0;
01599     SetLastSpeed(v, 0);
01600 
01601     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01602   }
01603 }
01604 
01605 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
01606 {
01607   uint16 flag1 = *swap_flag1;
01608   uint16 flag2 = *swap_flag2;
01609 
01610   /* Clear the flags */
01611   ClrBit(*swap_flag1, VRF_GOINGUP);
01612   ClrBit(*swap_flag1, VRF_GOINGDOWN);
01613   ClrBit(*swap_flag2, VRF_GOINGUP);
01614   ClrBit(*swap_flag2, VRF_GOINGDOWN);
01615 
01616   /* Reverse the rail-flags (if needed) */
01617   if (HasBit(flag1, VRF_GOINGUP)) {
01618     SetBit(*swap_flag2, VRF_GOINGDOWN);
01619   } else if (HasBit(flag1, VRF_GOINGDOWN)) {
01620     SetBit(*swap_flag2, VRF_GOINGUP);
01621   }
01622   if (HasBit(flag2, VRF_GOINGUP)) {
01623     SetBit(*swap_flag1, VRF_GOINGDOWN);
01624   } else if (HasBit(flag2, VRF_GOINGDOWN)) {
01625     SetBit(*swap_flag1, VRF_GOINGUP);
01626   }
01627 }
01628 
01629 static void ReverseTrainSwapVeh(Train *v, int l, int r)
01630 {
01631   Train *a, *b;
01632 
01633   /* locate vehicles to swap */
01634   for (a = v; l != 0; l--) a = a->Next();
01635   for (b = v; r != 0; r--) b = b->Next();
01636 
01637   if (a != b) {
01638     /* swap the hidden bits */
01639     {
01640       uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
01641       b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
01642       a->vehstatus = tmp;
01643     }
01644 
01645     Swap(a->track, b->track);
01646     Swap(a->direction,    b->direction);
01647 
01648     /* toggle direction */
01649     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
01650     if (b->track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
01651 
01652     Swap(a->x_pos, b->x_pos);
01653     Swap(a->y_pos, b->y_pos);
01654     Swap(a->tile,  b->tile);
01655     Swap(a->z_pos, b->z_pos);
01656 
01657     SwapTrainFlags(&a->flags, &b->flags);
01658 
01659     /* update other vars */
01660     a->UpdateViewport(true, true);
01661     b->UpdateViewport(true, true);
01662 
01663     /* call the proper EnterTile function unless we are in a wormhole */
01664     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
01665     if (b->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
01666   } else {
01667     if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
01668     a->UpdateViewport(true, true);
01669 
01670     if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
01671   }
01672 
01673   /* Update train's power incase tiles were different rail type */
01674   v->PowerChanged();
01675 }
01676 
01677 
01683 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
01684 {
01685   return (v->type == VEH_TRAIN) ? v : NULL;
01686 }
01687 
01688 
01695 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
01696 {
01697   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
01698 
01699   Train *t = Train::From(v);
01700   if (!t->IsFrontEngine()) return NULL;
01701 
01702   TileIndex tile = *(TileIndex *)data;
01703 
01704   if (TrainApproachingCrossingTile(t) != tile) return NULL;
01705 
01706   return t;
01707 }
01708 
01709 
01716 static bool TrainApproachingCrossing(TileIndex tile)
01717 {
01718   assert(IsLevelCrossingTile(tile));
01719 
01720   DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
01721   TileIndex tile_from = tile + TileOffsByDiagDir(dir);
01722 
01723   if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
01724 
01725   dir = ReverseDiagDir(dir);
01726   tile_from = tile + TileOffsByDiagDir(dir);
01727 
01728   return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
01729 }
01730 
01731 
01738 void UpdateLevelCrossing(TileIndex tile, bool sound)
01739 {
01740   assert(IsLevelCrossingTile(tile));
01741 
01742   /* train on crossing || train approaching crossing || reserved */
01743   bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
01744 
01745   if (new_state != IsCrossingBarred(tile)) {
01746     if (new_state && sound) {
01747       SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
01748     }
01749     SetCrossingBarred(tile, new_state);
01750     MarkTileDirtyByTile(tile);
01751   }
01752 }
01753 
01754 
01760 static inline void MaybeBarCrossingWithSound(TileIndex tile)
01761 {
01762   if (!IsCrossingBarred(tile)) {
01763     BarCrossing(tile);
01764     SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
01765     MarkTileDirtyByTile(tile);
01766   }
01767 }
01768 
01769 
01775 static void AdvanceWagonsBeforeSwap(Train *v)
01776 {
01777   Train *base = v;
01778   Train *first = base; // first vehicle to move
01779   Train *last = v->Last(); // last vehicle to move
01780   uint length = CountVehiclesInChain(v);
01781 
01782   while (length > 2) {
01783     last = last->Previous();
01784     first = first->Next();
01785 
01786     int differential = base->tcache.cached_veh_length - last->tcache.cached_veh_length;
01787 
01788     /* do not update images now
01789      * negative differential will be handled in AdvanceWagonsAfterSwap() */
01790     for (int i = 0; i < differential; i++) TrainController(first, last->Next());
01791 
01792     base = first; // == base->Next()
01793     length -= 2;
01794   }
01795 }
01796 
01797 
01803 static void AdvanceWagonsAfterSwap(Train *v)
01804 {
01805   /* first of all, fix the situation when the train was entering a depot */
01806   Train *dep = v; // last vehicle in front of just left depot
01807   while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
01808     dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
01809   }
01810 
01811   Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
01812 
01813   if (leave != NULL) {
01814     /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
01815     int d = TicksToLeaveDepot(dep);
01816 
01817     if (d <= 0) {
01818       leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
01819       leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
01820       for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
01821     }
01822   } else {
01823     dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
01824   }
01825 
01826   Train *base = v;
01827   Train *first = base; // first vehicle to move
01828   Train *last = v->Last(); // last vehicle to move
01829   uint length = CountVehiclesInChain(v);
01830 
01831   /* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
01832    * they have already correct spacing, so we have to make sure they are moved how they should */
01833   bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
01834 
01835   while (length > 2) {
01836     /* we reached vehicle (originally) in front of a depot, stop now
01837      * (we would move wagons that are alredy moved with new wagon length) */
01838     if (base == dep) break;
01839 
01840     /* the last wagon was that one leaving a depot, so do not move it anymore */
01841     if (last == dep) nomove = true;
01842 
01843     last = last->Previous();
01844     first = first->Next();
01845 
01846     int differential = last->tcache.cached_veh_length - base->tcache.cached_veh_length;
01847 
01848     /* do not update images now */
01849     for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
01850 
01851     base = first; // == base->Next()
01852     length -= 2;
01853   }
01854 }
01855 
01856 
01857 static void ReverseTrainDirection(Train *v)
01858 {
01859   if (IsRailDepotTile(v->tile)) {
01860     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01861   }
01862 
01863   /* Clear path reservation in front if train is not stuck. */
01864   if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
01865 
01866   /* Check if we were approaching a rail/road-crossing */
01867   TileIndex crossing = TrainApproachingCrossingTile(v);
01868 
01869   /* count number of vehicles */
01870   int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
01871 
01872   AdvanceWagonsBeforeSwap(v);
01873 
01874   /* swap start<>end, start+1<>end-1, ... */
01875   int l = 0;
01876   do {
01877     ReverseTrainSwapVeh(v, l++, r--);
01878   } while (l <= r);
01879 
01880   AdvanceWagonsAfterSwap(v);
01881 
01882   if (IsRailDepotTile(v->tile)) {
01883     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01884   }
01885 
01886   ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
01887 
01888   ClrBit(v->flags, VRF_REVERSING);
01889 
01890   /* recalculate cached data */
01891   v->ConsistChanged(true);
01892 
01893   /* update all images */
01894   for (Vehicle *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
01895 
01896   /* update crossing we were approaching */
01897   if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
01898 
01899   /* maybe we are approaching crossing now, after reversal */
01900   crossing = TrainApproachingCrossingTile(v);
01901   if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
01902 
01903   /* If we are inside a depot after reversing, don't bother with path reserving. */
01904   if (v->track == TRACK_BIT_DEPOT) {
01905     /* Can't be stuck here as inside a depot is always a safe tile. */
01906     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
01907     ClrBit(v->flags, VRF_TRAIN_STUCK);
01908     return;
01909   }
01910 
01911   /* TrainExitDir does not always produce the desired dir for depots and
01912    * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
01913   DiagDirection dir = TrainExitDir(v->direction, v->track);
01914   if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
01915 
01916   if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
01917     /* If we are currently on a tile with conventional signals, we can't treat the
01918      * current tile as a safe tile or we would enter a PBS block without a reservation. */
01919     bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
01920       HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
01921       !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
01922 
01923     if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
01924     if (TryPathReserve(v, false, first_tile_okay)) {
01925       /* Do a look-ahead now in case our current tile was already a safe tile. */
01926       CheckNextTrainTile(v);
01927     } else if (v->current_order.GetType() != OT_LOADING) {
01928       /* Do not wait for a way out when we're still loading */
01929       MarkTrainAsStuck(v);
01930     }
01931   } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
01932     /* A train not inside a PBS block can't be stuck. */
01933     ClrBit(v->flags, VRF_TRAIN_STUCK);
01934     v->wait_counter = 0;
01935   }
01936 }
01937 
01946 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01947 {
01948   Train *v = Train::GetIfValid(p1);
01949   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
01950 
01951   if (p2 != 0) {
01952     /* turn a single unit around */
01953 
01954     if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
01955       return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
01956     }
01957 
01958     Train *front = v->First();
01959     /* make sure the vehicle is stopped in the depot */
01960     if (!front->IsStoppedInDepot()) {
01961       return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
01962     }
01963 
01964     if (flags & DC_EXEC) {
01965       ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
01966       SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
01967       SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01968       /* We cancel any 'skip signal at dangers' here */
01969       v->force_proceed = 0;
01970       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01971     }
01972   } else {
01973     /* turn the whole train around */
01974     if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
01975 
01976     if (flags & DC_EXEC) {
01977       /* Properly leave the station if we are loading and won't be loading anymore */
01978       if (v->current_order.IsType(OT_LOADING)) {
01979         const Vehicle *last = v;
01980         while (last->Next() != NULL) last = last->Next();
01981 
01982         /* not a station || different station --> leave the station */
01983         if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
01984           v->LeaveStation();
01985         }
01986       }
01987 
01988       /* We cancel any 'skip signal at dangers' here */
01989       v->force_proceed = 0;
01990       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
01991 
01992       if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && v->cur_speed != 0) {
01993         ToggleBit(v->flags, VRF_REVERSING);
01994       } else {
01995         v->cur_speed = 0;
01996         SetLastSpeed(v, 0);
01997         HideFillingPercent(&v->fill_percent_te_id);
01998         ReverseTrainDirection(v);
01999       }
02000     }
02001   }
02002   return CommandCost();
02003 }
02004 
02013 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02014 {
02015   Train *t = Train::GetIfValid(p1);
02016   if (t == NULL || !CheckOwnership(t->owner)) return CMD_ERROR;
02017 
02018   if (flags & DC_EXEC) {
02019     /* If we are forced to proceed, cancel that order.
02020      * If we are marked stuck we would want to force the train
02021      * to proceed to the next signal. In the other cases we
02022      * would like to pass the signal at danger and run till the
02023      * next signal we encounter. */
02024     t->force_proceed = t->force_proceed == 2 ? 0 : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? 1 : 2;
02025     SetWindowDirty(WC_VEHICLE_VIEW, t->index);
02026   }
02027 
02028   return CommandCost();
02029 }
02030 
02042 CommandCost CmdRefitRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02043 {
02044   CargoID new_cid = GB(p2, 0, 8);
02045   byte new_subtype = GB(p2, 8, 8);
02046   bool only_this = HasBit(p2, 16);
02047 
02048   Train *v = Train::GetIfValid(p1);
02049   if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
02050 
02051   if (!v->IsStoppedInDepot()) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
02052   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_REFIT_DESTROYED_VEHICLE);
02053 
02054   /* Check cargo */
02055   if (new_cid >= NUM_CARGO) return CMD_ERROR;
02056 
02057   CommandCost cost = RefitVehicle(v, only_this, new_cid, new_subtype, flags);
02058 
02059   /* Update the train's cached variables */
02060   if (flags & DC_EXEC) {
02061     Train *front = v->First();
02062     front->ConsistChanged(false);
02063     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
02064     SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
02065     InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
02066   } else {
02067     v->InvalidateNewGRFCacheOfChain(); // always invalidate; querycost might have filled it
02068   }
02069 
02070   return cost;
02071 }
02072 
02075 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
02076 {
02077   assert(!(v->vehstatus & VS_CRASHED));
02078 
02079   if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
02080 
02081   PBSTileInfo origin = FollowTrainReservation(v);
02082   if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
02083 
02084   switch (_settings_game.pf.pathfinder_for_trains) {
02085     case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
02086     case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
02087 
02088     default: NOT_REACHED();
02089   }
02090 }
02091 
02092 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
02093 {
02094   FindDepotData tfdd = FindClosestTrainDepot(this, 0);
02095   if (tfdd.best_length == UINT_MAX) return false;
02096 
02097   if (location    != NULL) *location    = tfdd.tile;
02098   if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
02099   if (reverse     != NULL) *reverse     = tfdd.reverse;
02100 
02101   return true;
02102 }
02103 
02114 CommandCost CmdSendTrainToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02115 {
02116   if (p2 & DEPOT_MASS_SEND) {
02117     /* Mass goto depot requested */
02118     if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
02119     return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
02120   }
02121 
02122   Train *v = Train::GetIfValid(p1);
02123   if (v == NULL) return CMD_ERROR;
02124 
02125   return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
02126 }
02127 
02128 static const int8 _vehicle_smoke_pos[8] = {
02129   1, 1, 1, 0, -1, -1, -1, 0
02130 };
02131 
02132 static void HandleLocomotiveSmokeCloud(const Train *v)
02133 {
02134   bool sound = false;
02135 
02136   if ((v->vehstatus & VS_TRAIN_SLOWING) || v->cur_speed < 2) {
02137     return;
02138   }
02139 
02140   const Train *u = v;
02141 
02142   do {
02143     const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
02144     int effect_offset = GB(v->tcache.cached_vis_effect, 0, 4) - 8;
02145     byte effect_type = GB(v->tcache.cached_vis_effect, 4, 2);
02146     bool disable_effect = HasBit(v->tcache.cached_vis_effect, 6);
02147 
02148     /* no smoke? */
02149     if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
02150         disable_effect ||
02151         v->vehstatus & VS_HIDDEN) {
02152       continue;
02153     }
02154 
02155     /* No smoke in depots or tunnels */
02156     if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
02157 
02158     /* No sparks for electric vehicles on nonelectrified tracks */
02159     if (!HasPowerOnRail(v->railtype, GetTileRailType(v->tile))) continue;
02160 
02161     if (effect_type == 0) {
02162       /* Use default effect type for engine class. */
02163       effect_type = rvi->engclass;
02164     } else {
02165       effect_type--;
02166     }
02167 
02168     int x = _vehicle_smoke_pos[v->direction] * effect_offset;
02169     int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
02170 
02171     if (HasBit(v->flags, VRF_REVERSE_DIRECTION)) {
02172       x = -x;
02173       y = -y;
02174     }
02175 
02176     switch (effect_type) {
02177       case 0:
02178         /* steam smoke. */
02179         if (GB(v->tick_counter, 0, 4) == 0) {
02180           CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
02181           sound = true;
02182         }
02183         break;
02184 
02185       case 1:
02186         /* diesel smoke */
02187         if (u->cur_speed <= 40 && Chance16(15, 128)) {
02188           CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
02189           sound = true;
02190         }
02191         break;
02192 
02193       case 2:
02194         /* blue spark */
02195         if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
02196           CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
02197           sound = true;
02198         }
02199         break;
02200 
02201       default:
02202         break;
02203     }
02204   } while ((v = v->Next()) != NULL);
02205 
02206   if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
02207 }
02208 
02209 void Train::PlayLeaveStationSound() const
02210 {
02211   static const SoundFx sfx[] = {
02212     SND_04_TRAIN,
02213     SND_0A_TRAIN_HORN,
02214     SND_0A_TRAIN_HORN,
02215     SND_47_MAGLEV_2,
02216     SND_41_MAGLEV
02217   };
02218 
02219   if (PlayVehicleSound(this, VSE_START)) return;
02220 
02221   EngineID engtype = this->engine_type;
02222   SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
02223 }
02224 
02226 static void CheckNextTrainTile(Train *v)
02227 {
02228   /* Don't do any look-ahead if path_backoff_interval is 255. */
02229   if (_settings_game.pf.path_backoff_interval == 255) return;
02230 
02231   /* Exit if we reached our destination depot or are inside a depot. */
02232   if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || v->track == TRACK_BIT_DEPOT) return;
02233   /* Exit if we are on a station tile and are going to stop. */
02234   if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
02235   /* Exit if the current order doesn't have a destination, but the train has orders. */
02236   if ((v->current_order.IsType(OT_NOTHING) || v->current_order.IsType(OT_LEAVESTATION) || v->current_order.IsType(OT_LOADING)) && v->GetNumOrders() > 0) return;
02237 
02238   Trackdir td = v->GetVehicleTrackdir();
02239 
02240   /* On a tile with a red non-pbs signal, don't look ahead. */
02241   if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
02242       !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
02243       GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
02244 
02245   CFollowTrackRail ft(v);
02246   if (!ft.Follow(v->tile, td)) return;
02247 
02248   if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
02249     /* Next tile is not reserved. */
02250     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
02251       if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
02252         /* If the next tile is a PBS signal, try to make a reservation. */
02253         TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
02254         if (_settings_game.pf.forbid_90_deg) {
02255           tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
02256         }
02257         ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
02258       }
02259     }
02260   }
02261 }
02262 
02263 static bool CheckTrainStayInDepot(Train *v)
02264 {
02265   /* bail out if not all wagons are in the same depot or not in a depot at all */
02266   for (const Train *u = v; u != NULL; u = u->Next()) {
02267     if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
02268   }
02269 
02270   /* if the train got no power, then keep it in the depot */
02271   if (v->tcache.cached_power == 0) {
02272     v->vehstatus |= VS_STOPPED;
02273     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
02274     return true;
02275   }
02276 
02277   SigSegState seg_state;
02278 
02279   if (v->force_proceed == 0) {
02280     /* force proceed was not pressed */
02281     if (++v->wait_counter < 37) {
02282       SetWindowClassesDirty(WC_TRAINS_LIST);
02283       return true;
02284     }
02285 
02286     v->wait_counter = 0;
02287 
02288     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02289     if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
02290       /* Full and no PBS signal in block or depot reserved, can't exit. */
02291       SetWindowClassesDirty(WC_TRAINS_LIST);
02292       return true;
02293     }
02294   } else {
02295     seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02296   }
02297 
02298   /* We are leaving a depot, but have to go to the exact same one; re-enter */
02299   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
02300     /* We need to have a reservation for this to work. */
02301     if (HasDepotReservation(v->tile)) return true;
02302     SetDepotReservation(v->tile, true);
02303     VehicleEnterDepot(v);
02304     return true;
02305   }
02306 
02307   /* Only leave when we can reserve a path to our destination. */
02308   if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == 0) {
02309     /* No path and no force proceed. */
02310     SetWindowClassesDirty(WC_TRAINS_LIST);
02311     MarkTrainAsStuck(v);
02312     return true;
02313   }
02314 
02315   SetDepotReservation(v->tile, true);
02316   if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
02317 
02318   VehicleServiceInDepot(v);
02319   SetWindowClassesDirty(WC_TRAINS_LIST);
02320   v->PlayLeaveStationSound();
02321 
02322   v->track = TRACK_BIT_X;
02323   if (v->direction & 2) v->track = TRACK_BIT_Y;
02324 
02325   v->vehstatus &= ~VS_HIDDEN;
02326   v->cur_speed = 0;
02327 
02328   v->UpdateDeltaXY(v->direction);
02329   v->cur_image = v->GetImage(v->direction);
02330   VehicleMove(v, false);
02331   UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
02332   v->UpdateAcceleration();
02333   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
02334 
02335   return false;
02336 }
02337 
02339 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
02340 {
02341   DiagDirection dir = TrackdirToExitdir(track_dir);
02342 
02343   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
02344     /* Are we just leaving a tunnel/bridge? */
02345     if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
02346       TileIndex end = GetOtherTunnelBridgeEnd(tile);
02347 
02348       if (!HasVehicleOnTunnelBridge(tile, end, v)) {
02349         /* Free the reservation only if no other train is on the tiles. */
02350         SetTunnelBridgeReservation(tile, false);
02351         SetTunnelBridgeReservation(end, false);
02352 
02353         if (_settings_client.gui.show_track_reservation) {
02354           MarkTileDirtyByTile(tile);
02355           MarkTileDirtyByTile(end);
02356         }
02357       }
02358     }
02359   } else if (IsRailStationTile(tile)) {
02360     TileIndex new_tile = TileAddByDiagDir(tile, dir);
02361     /* If the new tile is not a further tile of the same station, we
02362      * clear the reservation for the whole platform. */
02363     if (!IsCompatibleTrainStationTile(new_tile, tile)) {
02364       SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
02365     }
02366   } else {
02367     /* Any other tile */
02368     UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
02369   }
02370 }
02371 
02373 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
02374 {
02375   assert(v->IsFrontEngine());
02376 
02377   TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
02378   Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
02379   bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
02380   StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
02381 
02382   /* Don't free reservation if it's not ours. */
02383   if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
02384 
02385   CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
02386   while (ft.Follow(tile, td)) {
02387     tile = ft.m_new_tile;
02388     TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
02389     td = RemoveFirstTrackdir(&bits);
02390     assert(bits == TRACKDIR_BIT_NONE);
02391 
02392     if (!IsValidTrackdir(td)) break;
02393 
02394     if (IsTileType(tile, MP_RAILWAY)) {
02395       if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
02396         /* Conventional signal along trackdir: remove reservation and stop. */
02397         UnreserveRailTrack(tile, TrackdirToTrack(td));
02398         break;
02399       }
02400       if (HasPbsSignalOnTrackdir(tile, td)) {
02401         if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
02402           /* Red PBS signal? Can't be our reservation, would be green then. */
02403           break;
02404         } else {
02405           /* Turn the signal back to red. */
02406           SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
02407           MarkTileDirtyByTile(tile);
02408         }
02409       } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
02410         break;
02411       }
02412     }
02413 
02414     /* Don't free first station/bridge/tunnel if we are on it. */
02415     if (free_tile || (!(ft.m_is_station && GetStationIndex(ft.m_new_tile) == station_id) && !ft.m_is_tunnel && !ft.m_is_bridge)) ClearPathReservation(v, tile, td);
02416 
02417     free_tile = true;
02418   }
02419 }
02420 
02421 static const byte _initial_tile_subcoord[6][4][3] = {
02422 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
02423 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
02424 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
02425 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
02426 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
02427 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
02428 };
02429 
02442 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
02443 {
02444   switch (_settings_game.pf.pathfinder_for_trains) {
02445     case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
02446     case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_not_found, do_track_reservation, dest);
02447 
02448     default: NOT_REACHED();
02449   }
02450 }
02451 
02457 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
02458 {
02459   PBSTileInfo origin = FollowTrainReservation(v);
02460 
02461   CFollowTrackRail ft(v);
02462 
02463   TileIndex tile = origin.tile;
02464   Trackdir  cur_td = origin.trackdir;
02465   while (ft.Follow(tile, cur_td)) {
02466     if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
02467       /* Possible signal tile. */
02468       if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
02469     }
02470 
02471     if (_settings_game.pf.forbid_90_deg) {
02472       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
02473       if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
02474     }
02475 
02476     /* Station, depot or waypoint are a possible target. */
02477     bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
02478     if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
02479       /* Choice found or possible target encountered.
02480        * On finding a possible target, we need to stop and let the pathfinder handle the
02481        * remaining path. This is because we don't know if this target is in one of our
02482        * orders, so we might cause pathfinding to fail later on if we find a choice.
02483        * This failure would cause a bogous call to TryReserveSafePath which might reserve
02484        * a wrong path not leading to our next destination. */
02485       if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
02486 
02487       /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
02488        * actually starts its search at the first unreserved tile. */
02489       if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
02490 
02491       /* Choice found, path valid but not okay. Save info about the choice tile as well. */
02492       if (new_tracks) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
02493       if (enterdir) *enterdir = ft.m_exitdir;
02494       return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
02495     }
02496 
02497     tile = ft.m_new_tile;
02498     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
02499 
02500     if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
02501       bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
02502       if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
02503       /* Safe position is all good, path valid and okay. */
02504       return PBSTileInfo(tile, cur_td, true);
02505     }
02506 
02507     if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
02508   }
02509 
02510   if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
02511     /* End of line, path valid and okay. */
02512     return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
02513   }
02514 
02515   /* Sorry, can't reserve path, back out. */
02516   tile = origin.tile;
02517   cur_td = origin.trackdir;
02518   TileIndex stopped = ft.m_old_tile;
02519   Trackdir  stopped_td = ft.m_old_td;
02520   while (tile != stopped || cur_td != stopped_td) {
02521     if (!ft.Follow(tile, cur_td)) break;
02522 
02523     if (_settings_game.pf.forbid_90_deg) {
02524       ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
02525       assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
02526     }
02527     assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
02528 
02529     tile = ft.m_new_tile;
02530     cur_td = FindFirstTrackdir(ft.m_new_td_bits);
02531 
02532     UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
02533   }
02534 
02535   /* Path invalid. */
02536   return PBSTileInfo();
02537 }
02538 
02549 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
02550 {
02551   switch (_settings_game.pf.pathfinder_for_trains) {
02552     case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
02553     case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
02554 
02555     default: NOT_REACHED();
02556   }
02557 }
02558 
02560 class VehicleOrderSaver
02561 {
02562 private:
02563   Vehicle        *v;
02564   Order          old_order;
02565   TileIndex      old_dest_tile;
02566   StationID      old_last_station_visited;
02567   VehicleOrderID index;
02568 
02569 public:
02570   VehicleOrderSaver(Vehicle *_v) :
02571     v(_v),
02572     old_order(_v->current_order),
02573     old_dest_tile(_v->dest_tile),
02574     old_last_station_visited(_v->last_station_visited),
02575     index(_v->cur_order_index)
02576   {
02577   }
02578 
02579   ~VehicleOrderSaver()
02580   {
02581     this->v->current_order = this->old_order;
02582     this->v->dest_tile = this->old_dest_tile;
02583     this->v->last_station_visited = this->old_last_station_visited;
02584   }
02585 
02591   bool SwitchToNextOrder(bool skip_first)
02592   {
02593     if (this->v->GetNumOrders() == 0) return false;
02594 
02595     if (skip_first) ++this->index;
02596 
02597     int conditional_depth = 0;
02598 
02599     do {
02600       /* Wrap around. */
02601       if (this->index >= this->v->GetNumOrders()) this->index = 0;
02602 
02603       Order *order = this->v->GetOrder(this->index);
02604       assert(order != NULL);
02605 
02606       switch (order->GetType()) {
02607         case OT_GOTO_DEPOT:
02608           /* Skip service in depot orders when the train doesn't need service. */
02609           if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
02610         case OT_GOTO_STATION:
02611         case OT_GOTO_WAYPOINT:
02612           this->v->current_order = *order;
02613           UpdateOrderDest(this->v, order);
02614           return true;
02615         case OT_CONDITIONAL: {
02616           if (conditional_depth > this->v->GetNumOrders()) return false;
02617           VehicleOrderID next = ProcessConditionalOrder(order, this->v);
02618           if (next != INVALID_VEH_ORDER_ID) {
02619             conditional_depth++;
02620             this->index = next;
02621             /* Don't increment next, so no break here. */
02622             continue;
02623           }
02624           break;
02625         }
02626         default:
02627           break;
02628       }
02629       /* Don't increment inside the while because otherwise conditional
02630        * orders can lead to an infinite loop. */
02631       ++this->index;
02632     } while (this->index != this->v->cur_order_index);
02633 
02634     return false;
02635   }
02636 };
02637 
02638 /* choose a track */
02639 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
02640 {
02641   Track best_track = INVALID_TRACK;
02642   bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
02643   bool changed_signal = false;
02644 
02645   assert((tracks & ~TRACK_BIT_MASK) == 0);
02646 
02647   if (got_reservation != NULL) *got_reservation = false;
02648 
02649   /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
02650   TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
02651   /* Do we have a suitable reserved track? */
02652   if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
02653 
02654   /* Quick return in case only one possible track is available */
02655   if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
02656     Track track = FindFirstTrack(tracks);
02657     /* We need to check for signals only here, as a junction tile can't have signals. */
02658     if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
02659       do_track_reservation = true;
02660       changed_signal = true;
02661       SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
02662     } else if (!do_track_reservation) {
02663       return track;
02664     }
02665     best_track = track;
02666   }
02667 
02668   PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
02669   DiagDirection dest_enterdir = enterdir;
02670   if (do_track_reservation) {
02671     /* Check if the train needs service here, so it has a chance to always find a depot.
02672      * Also check if the current order is a service order so we don't reserve a path to
02673      * the destination but instead to the next one if service isn't needed. */
02674     CheckIfTrainNeedsService(v);
02675     if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
02676 
02677     res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
02678     if (res_dest.tile == INVALID_TILE) {
02679       /* Reservation failed? */
02680       if (mark_stuck) MarkTrainAsStuck(v);
02681       if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
02682       return FindFirstTrack(tracks);
02683     }
02684   }
02685 
02686   /* Save the current train order. The destructor will restore the old order on function exit. */
02687   VehicleOrderSaver orders(v);
02688 
02689   /* If the current tile is the destination of the current order and
02690    * a reservation was requested, advance to the next order.
02691    * Don't advance on a depot order as depots are always safe end points
02692    * for a path and no look-ahead is necessary. This also avoids a
02693    * problem with depot orders not part of the order list when the
02694    * order list itself is empty. */
02695   if (v->current_order.IsType(OT_LEAVESTATION)) {
02696     orders.SwitchToNextOrder(false);
02697   } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
02698       v->current_order.IsType(OT_GOTO_STATION) ?
02699       IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
02700       v->tile == v->dest_tile))) {
02701     orders.SwitchToNextOrder(true);
02702   }
02703 
02704   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
02705     /* Pathfinders are able to tell that route was only 'guessed'. */
02706     bool      path_not_found = false;
02707     TileIndex new_tile = res_dest.tile;
02708 
02709     Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, &path_not_found, do_track_reservation, &res_dest);
02710     if (new_tile == tile) best_track = next_track;
02711 
02712     /* handle "path not found" state */
02713     if (path_not_found) {
02714       /* PF didn't find the route */
02715       if (!HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
02716         /* it is first time the problem occurred, set the "path not found" flag */
02717         SetBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
02718         /* and notify user about the event */
02719         AI::NewEvent(v->owner, new AIEventVehicleLost(v->index));
02720         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
02721           SetDParam(0, v->index);
02722           AddVehicleNewsItem(
02723             STR_NEWS_TRAIN_IS_LOST,
02724             NS_ADVICE,
02725             v->index
02726           );
02727         }
02728       }
02729     } else {
02730       /* route found, is the train marked with "path not found" flag? */
02731       if (HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
02732         /* clear the flag as the PF's problem was solved */
02733         ClrBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
02734         /* can we also delete the "News" item somehow? */
02735       }
02736     }
02737   }
02738 
02739   /* No track reservation requested -> finished. */
02740   if (!do_track_reservation) return best_track;
02741 
02742   /* A path was found, but could not be reserved. */
02743   if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
02744     if (mark_stuck) MarkTrainAsStuck(v);
02745     FreeTrainTrackReservation(v);
02746     return best_track;
02747   }
02748 
02749   /* No possible reservation target found, we are probably lost. */
02750   if (res_dest.tile == INVALID_TILE) {
02751     /* Try to find any safe destination. */
02752     PBSTileInfo origin = FollowTrainReservation(v);
02753     if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
02754       TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
02755       best_track = FindFirstTrack(res);
02756       TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
02757       if (got_reservation != NULL) *got_reservation = true;
02758       if (changed_signal) MarkTileDirtyByTile(tile);
02759     } else {
02760       FreeTrainTrackReservation(v);
02761       if (mark_stuck) MarkTrainAsStuck(v);
02762     }
02763     return best_track;
02764   }
02765 
02766   if (got_reservation != NULL) *got_reservation = true;
02767 
02768   /* Reservation target found and free, check if it is safe. */
02769   while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
02770     /* Extend reservation until we have found a safe position. */
02771     DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
02772     TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
02773     TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
02774     if (_settings_game.pf.forbid_90_deg) {
02775       reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
02776     }
02777 
02778     /* Get next order with destination. */
02779     if (orders.SwitchToNextOrder(true)) {
02780       PBSTileInfo cur_dest;
02781       DoTrainPathfind(v, next_tile, exitdir, reachable, NULL, true, &cur_dest);
02782       if (cur_dest.tile != INVALID_TILE) {
02783         res_dest = cur_dest;
02784         if (res_dest.okay) continue;
02785         /* Path found, but could not be reserved. */
02786         FreeTrainTrackReservation(v);
02787         if (mark_stuck) MarkTrainAsStuck(v);
02788         if (got_reservation != NULL) *got_reservation = false;
02789         changed_signal = false;
02790         break;
02791       }
02792     }
02793     /* No order or no safe position found, try any position. */
02794     if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
02795       FreeTrainTrackReservation(v);
02796       if (mark_stuck) MarkTrainAsStuck(v);
02797       if (got_reservation != NULL) *got_reservation = false;
02798       changed_signal = false;
02799     }
02800     break;
02801   }
02802 
02803   TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
02804 
02805   if (changed_signal) MarkTileDirtyByTile(tile);
02806 
02807   return best_track;
02808 }
02809 
02818 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
02819 {
02820   assert(v->IsFrontEngine());
02821 
02822   /* We have to handle depots specially as the track follower won't look
02823    * at the depot tile itself but starts from the next tile. If we are still
02824    * inside the depot, a depot reservation can never be ours. */
02825   if (v->track == TRACK_BIT_DEPOT) {
02826     if (HasDepotReservation(v->tile)) {
02827       if (mark_as_stuck) MarkTrainAsStuck(v);
02828       return false;
02829     } else {
02830       /* Depot not reserved, but the next tile might be. */
02831       TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
02832       if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
02833     }
02834   }
02835 
02836   Vehicle *other_train = NULL;
02837   PBSTileInfo origin = FollowTrainReservation(v, &other_train);
02838   /* The path we are driving on is alread blocked by some other train.
02839    * This can only happen in certain situations when mixing path and
02840    * block signals or when changing tracks and/or signals.
02841    * Exit here as doing any further reservations will probably just
02842    * make matters worse. */
02843   if (other_train != NULL && other_train->index != v->index) {
02844     if (mark_as_stuck) MarkTrainAsStuck(v);
02845     return false;
02846   }
02847   /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
02848   if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
02849     /* Can't be stuck then. */
02850     if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
02851     ClrBit(v->flags, VRF_TRAIN_STUCK);
02852     return true;
02853   }
02854 
02855   /* If we are in a depot, tentativly reserve the depot. */
02856   if (v->track == TRACK_BIT_DEPOT) {
02857     SetDepotReservation(v->tile, true);
02858     if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
02859   }
02860 
02861   DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
02862   TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
02863   TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
02864 
02865   if (_settings_game.pf.forbid_90_deg) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
02866 
02867   bool res_made = false;
02868   ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
02869 
02870   if (!res_made) {
02871     /* Free the depot reservation as well. */
02872     if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
02873     return false;
02874   }
02875 
02876   if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
02877     v->wait_counter = 0;
02878     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
02879   }
02880   ClrBit(v->flags, VRF_TRAIN_STUCK);
02881   return true;
02882 }
02883 
02884 
02885 static bool CheckReverseTrain(const Train *v)
02886 {
02887   if (_settings_game.difficulty.line_reverse_mode != 0 ||
02888       v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
02889       !(v->direction & 1)) {
02890     return false;
02891   }
02892 
02893   assert(v->track != TRACK_BIT_NONE);
02894 
02895   switch (_settings_game.pf.pathfinder_for_trains) {
02896     case VPF_NPF: return NPFTrainCheckReverse(v);
02897     case VPF_YAPF: return YapfTrainCheckReverse(v);
02898 
02899     default: NOT_REACHED();
02900   }
02901 }
02902 
02903 TileIndex Train::GetOrderStationLocation(StationID station)
02904 {
02905   if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
02906 
02907   const Station *st = Station::Get(station);
02908   if (!(st->facilities & FACIL_TRAIN)) {
02909     /* The destination station has no trainstation tiles. */
02910     this->IncrementOrderIndex();
02911     return 0;
02912   }
02913 
02914   return st->xy;
02915 }
02916 
02917 void Train::MarkDirty()
02918 {
02919   Vehicle *v = this;
02920   do {
02921     v->UpdateViewport(false, false);
02922   } while ((v = v->Next()) != NULL);
02923 
02924   /* need to update acceleration and cached values since the goods on the train changed. */
02925   this->CargoChanged();
02926   this->UpdateAcceleration();
02927 }
02928 
02938 int Train::UpdateSpeed()
02939 {
02940   uint accel;
02941 
02942   switch (_settings_game.vehicle.train_acceleration_model) {
02943     default: NOT_REACHED();
02944     case TAM_ORIGINAL: accel = this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2); break;
02945     case TAM_REALISTIC:
02946       this->max_speed = this->GetCurrentMaxSpeed();
02947       accel = this->GetAcceleration();
02948       break;
02949   }
02950 
02951   uint spd = this->subspeed + accel;
02952   this->subspeed = (byte)spd;
02953   {
02954     int tempmax = this->max_speed;
02955     if (this->cur_speed > this->max_speed)
02956       tempmax = this->cur_speed - (this->cur_speed / 10) - 1;
02957     this->cur_speed = spd = Clamp(this->cur_speed + ((int)spd >> 8), 0, tempmax);
02958   }
02959 
02960   /* Scale speed by 3/4. Previously this was only done when the train was
02961    * facing diagonally and would apply to however many moves the train made
02962    * regardless the of direction actually moved in. Now it is always scaled,
02963    * 256 spd is used to go straight and 192 is used to go diagonally
02964    * (3/4 of 256). This results in the same effect, but without the error the
02965    * previous method caused.
02966    *
02967    * The scaling is done in this direction and not by multiplying the amount
02968    * to be subtracted by 4/3 so that the leftover speed can be saved in a
02969    * byte in this->progress.
02970    */
02971   int scaled_spd = spd * 3 >> 2;
02972 
02973   scaled_spd += this->progress;
02974   this->progress = 0; // set later in TrainLocoHandler or TrainController
02975   return scaled_spd;
02976 }
02977 
02978 static void TrainEnterStation(Train *v, StationID station)
02979 {
02980   v->last_station_visited = station;
02981 
02982   /* check if a train ever visited this station before */
02983   Station *st = Station::Get(station);
02984   if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
02985     st->had_vehicle_of_type |= HVOT_TRAIN;
02986     SetDParam(0, st->index);
02987     AddVehicleNewsItem(
02988       STR_NEWS_FIRST_TRAIN_ARRIVAL,
02989       v->owner == _local_company ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
02990       v->index,
02991       st->index
02992     );
02993     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
02994   }
02995 
02996   v->BeginLoading();
02997 
02998   StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
02999 }
03000 
03001 static byte AfterSetTrainPos(Train *v, bool new_tile)
03002 {
03003   byte old_z = v->z_pos;
03004   v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
03005 
03006   if (new_tile) {
03007     ClrBit(v->flags, VRF_GOINGUP);
03008     ClrBit(v->flags, VRF_GOINGDOWN);
03009 
03010     if (v->track == TRACK_BIT_X || v->track == TRACK_BIT_Y) {
03011       /* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
03012        * To check whether the current tile is sloped, and in which
03013        * direction it is sloped, we get the 'z' at the center of
03014        * the tile (middle_z) and the edge of the tile (old_z),
03015        * which we then can compare. */
03016       static const int HALF_TILE_SIZE = TILE_SIZE / 2;
03017       static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
03018 
03019       byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
03020 
03021       if (middle_z != v->z_pos) {
03022         SetBit(v->flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
03023       }
03024     }
03025   }
03026 
03027   VehicleMove(v, true);
03028   return old_z;
03029 }
03030 
03031 /* Check if the vehicle is compatible with the specified tile */
03032 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
03033 {
03034   return
03035     IsTileOwner(tile, v->owner) && (
03036       !v->IsFrontEngine() ||
03037       HasBit(v->compatible_railtypes, GetRailType(tile))
03038     );
03039 }
03040 
03041 struct RailtypeSlowdownParams {
03042   byte small_turn, large_turn;
03043   byte z_up; // fraction to remove when moving up
03044   byte z_down; // fraction to remove when moving down
03045 };
03046 
03047 static const RailtypeSlowdownParams _railtype_slowdown[] = {
03048   /* normal accel */
03049   {256 / 4, 256 / 2, 256 / 4, 2}, 
03050   {256 / 4, 256 / 2, 256 / 4, 2}, 
03051   {256 / 4, 256 / 2, 256 / 4, 2}, 
03052   {0,       256 / 2, 256 / 4, 2}, 
03053 };
03054 
03056 static inline void AffectSpeedByZChange(Train *v, byte old_z)
03057 {
03058   if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
03059 
03060   const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
03061 
03062   if (old_z < v->z_pos) {
03063     v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
03064   } else {
03065     uint16 spd = v->cur_speed + rsp->z_down;
03066     if (spd <= v->max_speed) v->cur_speed = spd;
03067   }
03068 }
03069 
03070 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
03071 {
03072   if (IsTileType(tile, MP_RAILWAY) &&
03073       GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
03074     TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
03075     Trackdir trackdir = FindFirstTrackdir(tracks);
03076     if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
03077       /* A PBS block with a non-PBS signal facing us? */
03078       if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
03079     }
03080   }
03081   return false;
03082 }
03083 
03087 void Train::ReserveTrackUnderConsist() const
03088 {
03089   for (const Train *u = this; u != NULL; u = u->Next()) {
03090     switch (u->track) {
03091       case TRACK_BIT_WORMHOLE:
03092         TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
03093         break;
03094       case TRACK_BIT_DEPOT:
03095         break;
03096       default:
03097         TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
03098         break;
03099     }
03100   }
03101 }
03102 
03103 uint Train::Crash(bool flooded)
03104 {
03105   uint pass = 0;
03106   if (this->IsFrontEngine()) {
03107     pass += 4; // driver
03108 
03109     /* Remove the reserved path in front of the train if it is not stuck.
03110      * Also clear all reserved tracks the train is currently on. */
03111     if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
03112     for (const Train *v = this; v != NULL; v = v->Next()) {
03113       ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
03114       if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
03115         /* ClearPathReservation will not free the wormhole exit
03116          * if the train has just entered the wormhole. */
03117         SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
03118       }
03119     }
03120 
03121     /* we may need to update crossing we were approaching,
03122     * but must be updated after the train has been marked crashed */
03123     TileIndex crossing = TrainApproachingCrossingTile(this);
03124     if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
03125   }
03126 
03127   pass += Vehicle::Crash(flooded);
03128 
03129   this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
03130   return pass;
03131 }
03132 
03139 static uint TrainCrashed(Train *v)
03140 {
03141   uint num = 0;
03142 
03143   /* do not crash train twice */
03144   if (!(v->vehstatus & VS_CRASHED)) {
03145     num = v->Crash();
03146     AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
03147   }
03148 
03149   /* Try to re-reserve track under already crashed train too.
03150    * SetVehicleCrashed() clears the reservation! */
03151   v->ReserveTrackUnderConsist();
03152 
03153   return num;
03154 }
03155 
03156 struct TrainCollideChecker {
03157   Train *v; 
03158   uint num; 
03159 };
03160 
03161 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
03162 {
03163   TrainCollideChecker *tcc = (TrainCollideChecker*)data;
03164 
03165   /* not a train or in depot */
03166   if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
03167 
03168   /* get first vehicle now to make most usual checks faster */
03169   Train *coll = Train::From(v)->First();
03170 
03171   /* can't collide with own wagons */
03172   if (coll == tcc->v) return NULL;
03173 
03174   int x_diff = v->x_pos - tcc->v->x_pos;
03175   int y_diff = v->y_pos - tcc->v->y_pos;
03176 
03177   /* Do fast calculation to check whether trains are not in close vicinity
03178    * and quickly reject trains distant enough for any collision.
03179    * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
03180    * Differences are then ORed and then we check for any higher bits */
03181   uint hash = (y_diff + 7) | (x_diff + 7);
03182   if (hash & ~15) return NULL;
03183 
03184   /* Slower check using multiplication */
03185   if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
03186 
03187   /* Happens when there is a train under bridge next to bridge head */
03188   if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
03189 
03190   /* crash both trains */
03191   tcc->num += TrainCrashed(tcc->v);
03192   tcc->num += TrainCrashed(coll);
03193 
03194   return NULL; // continue searching
03195 }
03196 
03203 static bool CheckTrainCollision(Train *v)
03204 {
03205   /* can't collide in depot */
03206   if (v->track == TRACK_BIT_DEPOT) return false;
03207 
03208   assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
03209 
03210   TrainCollideChecker tcc;
03211   tcc.v = v;
03212   tcc.num = 0;
03213 
03214   /* find colliding vehicles */
03215   if (v->track == TRACK_BIT_WORMHOLE) {
03216     FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
03217     FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
03218   } else {
03219     FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
03220   }
03221 
03222   /* any dead -> no crash */
03223   if (tcc.num == 0) return false;
03224 
03225   SetDParam(0, tcc.num);
03226   AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH,
03227     NS_ACCIDENT,
03228     v->index
03229   );
03230 
03231   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
03232   SndPlayVehicleFx(SND_13_BIG_CRASH, v);
03233   return true;
03234 }
03235 
03236 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
03237 {
03238   if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
03239 
03240   Train *t = Train::From(v);
03241   DiagDirection exitdir = *(DiagDirection *)data;
03242 
03243   /* not front engine of a train, inside wormhole or depot, crashed */
03244   if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
03245 
03246   if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
03247 
03248   return t;
03249 }
03250 
03251 static void TrainController(Train *v, Vehicle *nomove)
03252 {
03253   Train *first = v->First();
03254   Train *prev;
03255   bool direction_changed = false; // has direction of any part changed?
03256 
03257   /* For every vehicle after and including the given vehicle */
03258   for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
03259     DiagDirection enterdir = DIAGDIR_BEGIN;
03260     bool update_signals_crossing = false; // will we update signals or crossing state?
03261 
03262     GetNewVehiclePosResult gp = GetNewVehiclePos(v);
03263     if (v->track != TRACK_BIT_WORMHOLE) {
03264       /* Not inside tunnel */
03265       if (gp.old_tile == gp.new_tile) {
03266         /* Staying in the old tile */
03267         if (v->track == TRACK_BIT_DEPOT) {
03268           /* Inside depot */
03269           gp.x = v->x_pos;
03270           gp.y = v->y_pos;
03271         } else {
03272           /* Not inside depot */
03273 
03274           /* Reverse when we are at the end of the track already, do not move to the new position */
03275           if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
03276 
03277           uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
03278           if (HasBit(r, VETS_CANNOT_ENTER)) {
03279             goto invalid_rail;
03280           }
03281           if (HasBit(r, VETS_ENTERED_STATION)) {
03282             /* The new position is the end of the platform */
03283             TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
03284           }
03285         }
03286       } else {
03287         /* A new tile is about to be entered. */
03288 
03289         /* Determine what direction we're entering the new tile from */
03290         enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
03291         assert(IsValidDiagDirection(enterdir));
03292 
03293         /* Get the status of the tracks in the new tile and mask
03294          * away the bits that aren't reachable. */
03295         TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
03296         TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
03297 
03298         TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
03299         TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
03300 
03301         TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
03302         if (_settings_game.pf.forbid_90_deg && prev == NULL) {
03303           /* We allow wagons to make 90 deg turns, because forbid_90_deg
03304            * can be switched on halfway a turn */
03305           bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
03306         }
03307 
03308         if (bits == TRACK_BIT_NONE) goto invalid_rail;
03309 
03310         /* Check if the new tile contrains tracks that are compatible
03311          * with the current train, if not, bail out. */
03312         if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
03313 
03314         TrackBits chosen_track;
03315         if (prev == NULL) {
03316           /* Currently the locomotive is active. Determine which one of the
03317            * available tracks to choose */
03318           chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
03319           assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
03320 
03321           if (v->force_proceed != 0 && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
03322             /* For each signal we find decrease the counter by one.
03323              * We start at two, so the first signal we pass decreases
03324              * this to one, then if we reach the next signal it is
03325              * decreased to zero and we won't pass that new signal. */
03326             Trackdir dir = FindFirstTrackdir(trackdirbits);
03327             if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
03328                 !HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
03329               /* However, we do not want to be stopped by PBS signals
03330                * entered via the back. */
03331               v->force_proceed--;
03332               SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03333             }
03334           }
03335 
03336           /* Check if it's a red signal and that force proceed is not clicked. */
03337           if ((red_signals & chosen_track) && v->force_proceed == 0) {
03338             /* In front of a red signal */
03339             Trackdir i = FindFirstTrackdir(trackdirbits);
03340 
03341             /* Don't handle stuck trains here. */
03342             if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
03343 
03344             if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
03345               v->cur_speed = 0;
03346               v->subspeed = 0;
03347               v->progress = 255 - 100;
03348               if (_settings_game.pf.wait_oneway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
03349             } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
03350               v->cur_speed = 0;
03351               v->subspeed = 0;
03352               v->progress = 255 - 10;
03353               if (_settings_game.pf.wait_twoway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
03354                 DiagDirection exitdir = TrackdirToExitdir(i);
03355                 TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
03356 
03357                 exitdir = ReverseDiagDir(exitdir);
03358 
03359                 /* check if a train is waiting on the other side */
03360                 if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
03361               }
03362             }
03363 
03364             /* If we would reverse but are currently in a PBS block and
03365              * reversing of stuck trains is disabled, don't reverse. */
03366             if (_settings_game.pf.wait_for_pbs_path == 255 && UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
03367               v->wait_counter = 0;
03368               return;
03369             }
03370             goto reverse_train_direction;
03371           } else {
03372             TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
03373           }
03374         } else {
03375           /* The wagon is active, simply follow the prev vehicle. */
03376           if (prev->tile == gp.new_tile) {
03377             /* Choose the same track as prev */
03378             if (prev->track == TRACK_BIT_WORMHOLE) {
03379               /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
03380                * However, just choose the track into the wormhole. */
03381               assert(IsTunnel(prev->tile));
03382               chosen_track = bits;
03383             } else {
03384               chosen_track = prev->track;
03385             }
03386           } else {
03387             /* Choose the track that leads to the tile where prev is.
03388              * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
03389              * I.e. when the tile between them has only space for a single vehicle like
03390              *  1) horizontal/vertical track tiles and
03391              *  2) some orientations of tunnelentries, where the vehicle is already inside the wormhole at 8/16 from the tileedge.
03392              *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnelentry.
03393              */
03394             static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
03395               {TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
03396               {TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
03397               {TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
03398               {TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
03399             };
03400             DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
03401             assert(IsValidDiagDirection(exitdir));
03402             chosen_track = _connecting_track[enterdir][exitdir];
03403           }
03404           chosen_track &= bits;
03405         }
03406 
03407         /* Make sure chosen track is a valid track */
03408         assert(
03409             chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
03410             chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
03411             chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
03412 
03413         /* Update XY to reflect the entrance to the new tile, and select the direction to use */
03414         const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
03415         gp.x = (gp.x & ~0xF) | b[0];
03416         gp.y = (gp.y & ~0xF) | b[1];
03417         Direction chosen_dir = (Direction)b[2];
03418 
03419         /* Call the landscape function and tell it that the vehicle entered the tile */
03420         uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
03421         if (HasBit(r, VETS_CANNOT_ENTER)) {
03422           goto invalid_rail;
03423         }
03424 
03425         if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
03426           Track track = FindFirstTrack(chosen_track);
03427           Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
03428           if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
03429             SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
03430             MarkTileDirtyByTile(gp.new_tile);
03431           }
03432 
03433           /* Clear any track reservation when the last vehicle leaves the tile */
03434           if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
03435 
03436           v->tile = gp.new_tile;
03437 
03438           if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
03439             v->First()->PowerChanged();
03440           }
03441 
03442           v->track = chosen_track;
03443           assert(v->track);
03444         }
03445 
03446         /* We need to update signal status, but after the vehicle position hash
03447          * has been updated by AfterSetTrainPos() */
03448         update_signals_crossing = true;
03449 
03450         if (chosen_dir != v->direction) {
03451           if (prev == NULL && _settings_game.vehicle.train_acceleration_model == TAM_ORIGINAL) {
03452             const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
03453             DirDiff diff = DirDifference(v->direction, chosen_dir);
03454             v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
03455           }
03456           direction_changed = true;
03457           v->direction = chosen_dir;
03458         }
03459 
03460         if (v->IsFrontEngine()) {
03461           v->wait_counter = 0;
03462 
03463           /* If we are approching a crossing that is reserved, play the sound now. */
03464           TileIndex crossing = TrainApproachingCrossingTile(v);
03465           if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
03466 
03467           /* Always try to extend the reservation when entering a tile. */
03468           CheckNextTrainTile(v);
03469         }
03470 
03471         if (HasBit(r, VETS_ENTERED_STATION)) {
03472           /* The new position is the location where we want to stop */
03473           TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
03474         }
03475       }
03476     } else {
03477       /* In a tunnel or on a bridge
03478        * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
03479        * - for bridges, only the middle part - without the bridge heads */
03480       if (!(v->vehstatus & VS_HIDDEN)) {
03481         v->cur_speed =
03482           min(v->cur_speed, GetBridgeSpec(GetBridgeType(v->tile))->speed);
03483       }
03484 
03485       if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
03486         /* Perform look-ahead on tunnel exit. */
03487         if (v->IsFrontEngine()) {
03488           TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
03489           CheckNextTrainTile(v);
03490         }
03491       } else {
03492         v->x_pos = gp.x;
03493         v->y_pos = gp.y;
03494         VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
03495         continue;
03496       }
03497     }
03498 
03499     /* update image of train, as well as delta XY */
03500     v->UpdateDeltaXY(v->direction);
03501 
03502     v->x_pos = gp.x;
03503     v->y_pos = gp.y;
03504 
03505     /* update the Z position of the vehicle */
03506     byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
03507 
03508     if (prev == NULL) {
03509       /* This is the first vehicle in the train */
03510       AffectSpeedByZChange(v, old_z);
03511     }
03512 
03513     if (update_signals_crossing) {
03514       if (v->IsFrontEngine()) {
03515         if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
03516           /* We are entering a block with PBS signals right now, but
03517            * not through a PBS signal. This means we don't have a
03518            * reservation right now. As a conventional signal will only
03519            * ever be green if no other train is in the block, getting
03520            * a path should always be possible. If the player built
03521            * such a strange network that it is not possible, the train
03522            * will be marked as stuck and the player has to deal with
03523            * the problem. */
03524           if ((!HasReservedTracks(gp.new_tile, v->track) &&
03525               !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
03526               !TryPathReserve(v)) {
03527             MarkTrainAsStuck(v);
03528           }
03529         }
03530       }
03531 
03532       /* Signals can only change when the first
03533        * (above) or the last vehicle moves. */
03534       if (v->Next() == NULL) {
03535         TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
03536         if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
03537       }
03538     }
03539 
03540     /* Do not check on every tick to save some computing time. */
03541     if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
03542   }
03543 
03544   if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
03545 
03546   return;
03547 
03548 invalid_rail:
03549   /* We've reached end of line?? */
03550   if (prev != NULL) error("Disconnecting train");
03551 
03552 reverse_train_direction:
03553   v->wait_counter = 0;
03554   v->cur_speed = 0;
03555   v->subspeed = 0;
03556   ReverseTrainDirection(v);
03557 }
03558 
03564 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
03565 {
03566   TrackBits *trackbits = (TrackBits *)data;
03567 
03568   if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
03569     if (Train::From(v)->track == TRACK_BIT_WORMHOLE) {
03570       /* Vehicle is inside a wormhole, v->track contains no useful value then. */
03571       *trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
03572     } else {
03573       *trackbits |= Train::From(v)->track;
03574     }
03575   }
03576 
03577   return NULL;
03578 }
03579 
03587 static void DeleteLastWagon(Train *v)
03588 {
03589   Train *first = v->First();
03590 
03591   /* Go to the last wagon and delete the link pointing there
03592    * *u is then the one-before-last wagon, and *v the last
03593    * one which will physicially be removed */
03594   Train *u = v;
03595   for (; v->Next() != NULL; v = v->Next()) u = v;
03596   u->SetNext(NULL);
03597 
03598   if (first != v) {
03599     /* Recalculate cached train properties */
03600     first->ConsistChanged(false);
03601     /* Update the depot window if the first vehicle is in depot -
03602      * if v == first, then it is updated in PreDestructor() */
03603     if (first->track == TRACK_BIT_DEPOT) {
03604       SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
03605     }
03606   }
03607 
03608   /* 'v' shouldn't be accessed after it has been deleted */
03609   TrackBits trackbits = v->track;
03610   TileIndex tile = v->tile;
03611   Owner owner = v->owner;
03612 
03613   delete v;
03614   v = NULL; // make sure nobody will try to read 'v' anymore
03615 
03616   if (trackbits == TRACK_BIT_WORMHOLE) {
03617     /* Vehicle is inside a wormhole, v->track contains no useful value then. */
03618     trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
03619   }
03620 
03621   Track track = TrackBitsToTrack(trackbits);
03622   if (HasReservedTracks(tile, trackbits)) {
03623     UnreserveRailTrack(tile, track);
03624 
03625     /* If there are still crashed vehicles on the tile, give the track reservation to them */
03626     TrackBits remaining_trackbits = TRACK_BIT_NONE;
03627     FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
03628 
03629     /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
03630     assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
03631     for (Track t = TRACK_BEGIN; t < TRACK_END; t++) {
03632       if (HasBit(remaining_trackbits, t)) {
03633         TryReserveRailTrack(tile, t);
03634       }
03635     }
03636   }
03637 
03638   /* check if the wagon was on a road/rail-crossing */
03639   if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
03640 
03641   /* Update signals */
03642   if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
03643     UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
03644   } else {
03645     SetSignalsOnBothDir(tile, track, owner);
03646   }
03647 }
03648 
03649 static void ChangeTrainDirRandomly(Train *v)
03650 {
03651   static const DirDiff delta[] = {
03652     DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
03653   };
03654 
03655   do {
03656     /* We don't need to twist around vehicles if they're not visible */
03657     if (!(v->vehstatus & VS_HIDDEN)) {
03658       v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
03659       v->UpdateDeltaXY(v->direction);
03660       v->cur_image = v->GetImage(v->direction);
03661       /* Refrain from updating the z position of the vehicle when on
03662        * a bridge, because AfterSetTrainPos will put the vehicle under
03663        * the bridge in that case */
03664       if (v->track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
03665     }
03666   } while ((v = v->Next()) != NULL);
03667 }
03668 
03669 static bool HandleCrashedTrain(Train *v)
03670 {
03671   int state = ++v->crash_anim_pos;
03672 
03673   if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
03674     CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
03675   }
03676 
03677   uint32 r;
03678   if (state <= 200 && Chance16R(1, 7, r)) {
03679     int index = (r * 10 >> 16);
03680 
03681     Vehicle *u = v;
03682     do {
03683       if (--index < 0) {
03684         r = Random();
03685 
03686         CreateEffectVehicleRel(u,
03687           GB(r,  8, 3) + 2,
03688           GB(r, 16, 3) + 2,
03689           GB(r,  0, 3) + 5,
03690           EV_EXPLOSION_SMALL);
03691         break;
03692       }
03693     } while ((u = u->Next()) != NULL);
03694   }
03695 
03696   if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
03697 
03698   if (state >= 4440 && !(v->tick_counter & 0x1F)) {
03699     bool ret = v->Next() != NULL;
03700     DeleteLastWagon(v);
03701     return ret;
03702   }
03703 
03704   return true;
03705 }
03706 
03707 static void HandleBrokenTrain(Train *v)
03708 {
03709   if (v->breakdown_ctr != 1) {
03710     v->breakdown_ctr = 1;
03711     v->cur_speed = 0;
03712 
03713     if (v->breakdowns_since_last_service != 255)
03714       v->breakdowns_since_last_service++;
03715 
03716     v->MarkDirty();
03717     SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03718     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
03719 
03720     if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
03721       SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
03722         SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
03723     }
03724 
03725     if (!(v->vehstatus & VS_HIDDEN)) {
03726       EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
03727       if (u != NULL) u->animation_state = v->breakdown_delay * 2;
03728     }
03729   }
03730 
03731   if (!(v->tick_counter & 3)) {
03732     if (!--v->breakdown_delay) {
03733       v->breakdown_ctr = 0;
03734       v->MarkDirty();
03735       SetWindowDirty(WC_VEHICLE_VIEW, v->index);
03736     }
03737   }
03738 }
03739 
03741 static const uint16 _breakdown_speeds[16] = {
03742   225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
03743 };
03744 
03745 
03753 static bool TrainApproachingLineEnd(Train *v, bool signal)
03754 {
03755   /* Calc position within the current tile */
03756   uint x = v->x_pos & 0xF;
03757   uint y = v->y_pos & 0xF;
03758 
03759   /* for diagonal directions, 'x' will be 0..15 -
03760    * for other directions, it will be 1, 3, 5, ..., 15 */
03761   switch (v->direction) {
03762     case DIR_N : x = ~x + ~y + 25; break;
03763     case DIR_NW: x = y;            // FALLTHROUGH
03764     case DIR_NE: x = ~x + 16;      break;
03765     case DIR_E : x = ~x + y + 9;   break;
03766     case DIR_SE: x = y;            break;
03767     case DIR_S : x = x + y - 7;    break;
03768     case DIR_W : x = ~y + x + 9;   break;
03769     default: break;
03770   }
03771 
03772   /* do not reverse when approaching red signal */
03773   if (!signal && x + (v->tcache.cached_veh_length + 1) / 2 >= TILE_SIZE) {
03774     /* we are too near the tile end, reverse now */
03775     v->cur_speed = 0;
03776     ReverseTrainDirection(v);
03777     return false;
03778   }
03779 
03780   /* slow down */
03781   v->vehstatus |= VS_TRAIN_SLOWING;
03782   uint16 break_speed = _breakdown_speeds[x & 0xF];
03783   if (break_speed < v->cur_speed) v->cur_speed = break_speed;
03784 
03785   return true;
03786 }
03787 
03788 
03794 static bool TrainCanLeaveTile(const Train *v)
03795 {
03796   /* Exit if inside a tunnel/bridge or a depot */
03797   if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
03798 
03799   TileIndex tile = v->tile;
03800 
03801   /* entering a tunnel/bridge? */
03802   if (IsTileType(tile, MP_TUNNELBRIDGE)) {
03803     DiagDirection dir = GetTunnelBridgeDirection(tile);
03804     if (DiagDirToDir(dir) == v->direction) return false;
03805   }
03806 
03807   /* entering a depot? */
03808   if (IsRailDepotTile(tile)) {
03809     DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
03810     if (DiagDirToDir(dir) == v->direction) return false;
03811   }
03812 
03813   return true;
03814 }
03815 
03816 
03824 static TileIndex TrainApproachingCrossingTile(const Train *v)
03825 {
03826   assert(v->IsFrontEngine());
03827   assert(!(v->vehstatus & VS_CRASHED));
03828 
03829   if (!TrainCanLeaveTile(v)) return INVALID_TILE;
03830 
03831   DiagDirection dir = TrainExitDir(v->direction, v->track);
03832   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
03833 
03834   /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
03835   if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
03836       !CheckCompatibleRail(v, tile)) {
03837     return INVALID_TILE;
03838   }
03839 
03840   return tile;
03841 }
03842 
03843 
03850 static bool TrainCheckIfLineEnds(Train *v)
03851 {
03852   /* First, handle broken down train */
03853 
03854   int t = v->breakdown_ctr;
03855   if (t > 1) {
03856     v->vehstatus |= VS_TRAIN_SLOWING;
03857 
03858     uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
03859     if (break_speed < v->cur_speed) v->cur_speed = break_speed;
03860   } else {
03861     v->vehstatus &= ~VS_TRAIN_SLOWING;
03862   }
03863 
03864   if (!TrainCanLeaveTile(v)) return true;
03865 
03866   /* Determine the non-diagonal direction in which we will exit this tile */
03867   DiagDirection dir = TrainExitDir(v->direction, v->track);
03868   /* Calculate next tile */
03869   TileIndex tile = v->tile + TileOffsByDiagDir(dir);
03870 
03871   /* Determine the track status on the next tile */
03872   TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
03873   TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
03874 
03875   TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
03876   TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
03877 
03878   /* We are sure the train is not entering a depot, it is detected above */
03879 
03880   /* mask unreachable track bits if we are forbidden to do 90deg turns */
03881   TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
03882   if (_settings_game.pf.forbid_90_deg) {
03883     bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
03884   }
03885 
03886   /* no suitable trackbits at all || unusable rail (wrong type or owner) */
03887   if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
03888     return TrainApproachingLineEnd(v, false);
03889   }
03890 
03891   /* approaching red signal */
03892   if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
03893 
03894   /* approaching a rail/road crossing? then make it red */
03895   if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
03896 
03897   return true;
03898 }
03899 
03900 
03901 static bool TrainLocoHandler(Train *v, bool mode)
03902 {
03903   /* train has crashed? */
03904   if (v->vehstatus & VS_CRASHED) {
03905     return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
03906   }
03907 
03908   if (v->force_proceed != 0) {
03909     ClrBit(v->flags, VRF_TRAIN_STUCK);
03910     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03911   }
03912 
03913   /* train is broken down? */
03914   if (v->breakdown_ctr != 0) {
03915     if (v->breakdown_ctr <= 2) {
03916       HandleBrokenTrain(v);
03917       return true;
03918     }
03919     if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
03920   }
03921 
03922   if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
03923     ReverseTrainDirection(v);
03924   }
03925 
03926   /* exit if train is stopped */
03927   if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
03928 
03929   bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
03930   if (ProcessOrders(v) && CheckReverseTrain(v)) {
03931     v->wait_counter = 0;
03932     v->cur_speed = 0;
03933     v->subspeed = 0;
03934     ReverseTrainDirection(v);
03935     return true;
03936   }
03937 
03938   v->HandleLoading(mode);
03939 
03940   if (v->current_order.IsType(OT_LOADING)) return true;
03941 
03942   if (CheckTrainStayInDepot(v)) return true;
03943 
03944   if (!mode) HandleLocomotiveSmokeCloud(v);
03945 
03946   /* We had no order but have an order now, do look ahead. */
03947   if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
03948     CheckNextTrainTile(v);
03949   }
03950 
03951   /* Handle stuck trains. */
03952   if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
03953     ++v->wait_counter;
03954 
03955     /* Should we try reversing this tick if still stuck? */
03956     bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
03957 
03958     if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == 0) return true;
03959     if (!TryPathReserve(v)) {
03960       /* Still stuck. */
03961       if (turn_around) ReverseTrainDirection(v);
03962 
03963       if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
03964         /* Show message to player. */
03965         if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
03966           SetDParam(0, v->index);
03967           AddVehicleNewsItem(
03968             STR_NEWS_TRAIN_IS_STUCK,
03969             NS_ADVICE,
03970             v->index
03971           );
03972         }
03973         v->wait_counter = 0;
03974       }
03975       /* Exit if force proceed not pressed, else reset stuck flag anyway. */
03976       if (v->force_proceed == 0) return true;
03977       ClrBit(v->flags, VRF_TRAIN_STUCK);
03978       v->wait_counter = 0;
03979       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03980     }
03981   }
03982 
03983   if (v->current_order.IsType(OT_LEAVESTATION)) {
03984     v->current_order.Free();
03985     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03986     return true;
03987   }
03988 
03989   int j = v->UpdateSpeed();
03990 
03991   /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
03992   if (v->cur_speed == 0 && v->tcache.last_speed == 0 && (v->vehstatus & VS_STOPPED)) {
03993     /* If we manually stopped, we're not force-proceeding anymore. */
03994     v->force_proceed = 0;
03995     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
03996   }
03997 
03998   int adv_spd = (v->direction & 1) ? 192 : 256;
03999   if (j < adv_spd) {
04000     /* if the vehicle has speed 0, update the last_speed field. */
04001     if (v->cur_speed == 0) SetLastSpeed(v, v->cur_speed);
04002   } else {
04003     TrainCheckIfLineEnds(v);
04004     /* Loop until the train has finished moving. */
04005     for (;;) {
04006       j -= adv_spd;
04007       TrainController(v, NULL);
04008       /* Don't continue to move if the train crashed. */
04009       if (CheckTrainCollision(v)) break;
04010       /* 192 spd used for going straight, 256 for going diagonally. */
04011       adv_spd = (v->direction & 1) ? 192 : 256;
04012 
04013       /* No more moving this tick */
04014       if (j < adv_spd || v->cur_speed == 0) break;
04015 
04016       OrderType order_type = v->current_order.GetType();
04017       /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
04018       if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
04019             (v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
04020             IsTileType(v->tile, MP_STATION) &&
04021             v->current_order.GetDestination() == GetStationIndex(v->tile)) {
04022         ProcessOrders(v);
04023       }
04024     }
04025     SetLastSpeed(v, v->cur_speed);
04026   }
04027 
04028   for (Train *u = v; u != NULL; u = u->Next()) {
04029     if ((u->vehstatus & VS_HIDDEN) != 0) continue;
04030 
04031     u->UpdateViewport(false, false);
04032   }
04033 
04034   if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
04035 
04036   return true;
04037 }
04038 
04039 
04040 
04041 Money Train::GetRunningCost() const
04042 {
04043   Money cost = 0;
04044   const Train *v = this;
04045 
04046   do {
04047     const Engine *e = Engine::Get(v->engine_type);
04048     if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
04049 
04050     uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
04051     if (cost_factor == 0) continue;
04052 
04053     /* Halve running cost for multiheaded parts */
04054     if (v->IsMultiheaded()) cost_factor /= 2;
04055 
04056     cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->grffile);
04057   } while ((v = v->GetNextVehicle()) != NULL);
04058 
04059   return cost;
04060 }
04061 
04062 
04063 bool Train::Tick()
04064 {
04065   this->tick_counter++;
04066 
04067   if (this->IsFrontEngine()) {
04068     if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
04069 
04070     this->current_order_time++;
04071 
04072     if (!TrainLocoHandler(this, false)) return false;
04073 
04074     return TrainLocoHandler(this, true);
04075   } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
04076     /* Delete flooded standalone wagon chain */
04077     if (++this->crash_anim_pos >= 4400) {
04078       delete this;
04079       return false;
04080     }
04081   }
04082 
04083   return true;
04084 }
04085 
04086 static void CheckIfTrainNeedsService(Train *v)
04087 {
04088   if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
04089   if (v->IsInDepot()) {
04090     VehicleServiceInDepot(v);
04091     return;
04092   }
04093 
04094   uint max_penalty;
04095   switch (_settings_game.pf.pathfinder_for_trains) {
04096     case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
04097     case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
04098     default: NOT_REACHED();
04099   }
04100 
04101   FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
04102   /* Only go to the depot if it is not too far out of our way. */
04103   if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
04104     if (v->current_order.IsType(OT_GOTO_DEPOT)) {
04105       /* If we were already heading for a depot but it has
04106        * suddenly moved farther away, we continue our normal
04107        * schedule? */
04108       v->current_order.MakeDummy();
04109       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04110     }
04111     return;
04112   }
04113 
04114   DepotID depot = GetDepotIndex(tfdd.tile);
04115 
04116   if (v->current_order.IsType(OT_GOTO_DEPOT) &&
04117       v->current_order.GetDestination() != depot &&
04118       !Chance16(3, 16)) {
04119     return;
04120   }
04121 
04122   v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
04123   v->dest_tile = tfdd.tile;
04124   SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
04125 }
04126 
04127 void Train::OnNewDay()
04128 {
04129   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
04130 
04131   if (this->IsFrontEngine()) {
04132     CheckVehicleBreakdown(this);
04133     AgeVehicle(this);
04134 
04135     CheckIfTrainNeedsService(this);
04136 
04137     CheckOrders(this);
04138 
04139     /* update destination */
04140     if (this->current_order.IsType(OT_GOTO_STATION)) {
04141       TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
04142       if (tile != INVALID_TILE) this->dest_tile = tile;
04143     }
04144 
04145     if (this->running_ticks != 0) {
04146       /* running costs */
04147       CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
04148 
04149       this->profit_this_year -= cost.GetCost();
04150       this->running_ticks = 0;
04151 
04152       SubtractMoneyFromCompanyFract(this->owner, cost);
04153 
04154       SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
04155       SetWindowClassesDirty(WC_TRAINS_LIST);
04156     }
04157   } else if (this->IsEngine()) {
04158     /* Also age engines that aren't front engines */
04159     AgeVehicle(this);
04160   }
04161 }
04162 
04163 Trackdir Train::GetVehicleTrackdir() const
04164 {
04165   if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
04166 
04167   if (this->track == TRACK_BIT_DEPOT) {
04168     /* We'll assume the train is facing outwards */
04169     return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
04170   }
04171 
04172   if (this->track == TRACK_BIT_WORMHOLE) {
04173     /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
04174     return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
04175   }
04176 
04177   return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
04178 }

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