4035 lines
		
	
	
		
			137 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			4035 lines
		
	
	
		
			137 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * This file is part of OpenTTD.
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 * 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.
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 * 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.
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 * 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/>.
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 */
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/** @file train_cmd.cpp Handling of trains. */
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#include "stdafx.h"
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#include "error.h"
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#include "articulated_vehicles.h"
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#include "command_func.h"
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#include "pathfinder/npf/npf_func.h"
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#include "pathfinder/yapf/yapf.hpp"
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#include "news_func.h"
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#include "company_func.h"
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#include "newgrf_sound.h"
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#include "newgrf_text.h"
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#include "strings_func.h"
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#include "viewport_func.h"
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "ai/ai.hpp"
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#include "game/game.hpp"
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#include "newgrf_station.h"
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#include "effectvehicle_func.h"
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#include "network/network.h"
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#include "spritecache.h"
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#include "core/random_func.hpp"
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#include "company_base.h"
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#include "newgrf.h"
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#include "order_backup.h"
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#include "zoom_func.h"
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#include "newgrf_debug.h"
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#include "framerate_type.h"
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#include "table/strings.h"
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#include "table/train_cmd.h"
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#include "safeguards.h"
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static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
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static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
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bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
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static TileIndex TrainApproachingCrossingTile(const Train *v);
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static void CheckIfTrainNeedsService(Train *v);
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static void CheckNextTrainTile(Train *v);
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static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
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static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
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template <>
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bool IsValidImageIndex<VEH_TRAIN>(uint8 image_index)
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{
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	return image_index < lengthof(_engine_sprite_base);
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}
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/**
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 * Return the cargo weight multiplier to use for a rail vehicle
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 * @param cargo Cargo type to get multiplier for
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 * @return Cargo weight multiplier
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 */
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byte FreightWagonMult(CargoID cargo)
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{
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	if (!CargoSpec::Get(cargo)->is_freight) return 1;
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	return _settings_game.vehicle.freight_trains;
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}
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/** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
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void CheckTrainsLengths()
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{
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	bool first = true;
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	for (const Train *v : Train::Iterate()) {
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		if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
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			for (const Train *u = v, *w = v->Next(); w != nullptr; u = w, w = w->Next()) {
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				if (u->track != TRACK_BIT_DEPOT) {
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					if ((w->track != TRACK_BIT_DEPOT &&
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							std::max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
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							(w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
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						SetDParam(0, v->index);
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						SetDParam(1, v->owner);
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						ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
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						if (!_networking && first) {
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							first = false;
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							DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
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						}
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						/* Break so we warn only once for each train. */
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						break;
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					}
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				}
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			}
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		}
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	}
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}
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/**
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 * Recalculates the cached stuff of a train. Should be called each time a vehicle is added
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 * to/removed from the chain, and when the game is loaded.
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 * Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
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 * @param allowed_changes Stuff that is allowed to change.
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 */
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void Train::ConsistChanged(ConsistChangeFlags allowed_changes)
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{
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	uint16 max_speed = UINT16_MAX;
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	assert(this->IsFrontEngine() || this->IsFreeWagon());
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	const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
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	EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
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	this->gcache.cached_total_length = 0;
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	this->compatible_railtypes = RAILTYPES_NONE;
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	bool train_can_tilt = true;
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	for (Train *u = this; u != nullptr; u = u->Next()) {
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		const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
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		/* Check the this->first cache. */
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		assert(u->First() == this);
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		/* update the 'first engine' */
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		u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
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		u->railtype = rvi_u->railtype;
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		if (u->IsEngine()) first_engine = u->engine_type;
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		/* Set user defined data to its default value */
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		u->tcache.user_def_data = rvi_u->user_def_data;
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		this->InvalidateNewGRFCache();
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		u->InvalidateNewGRFCache();
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	}
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	for (Train *u = this; u != nullptr; u = u->Next()) {
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		/* Update user defined data (must be done before other properties) */
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		u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
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		this->InvalidateNewGRFCache();
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		u->InvalidateNewGRFCache();
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	}
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	for (Train *u = this; u != nullptr; u = u->Next()) {
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		const Engine *e_u = u->GetEngine();
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		const RailVehicleInfo *rvi_u = &e_u->u.rail;
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		if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
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		/* Cache wagon override sprite group. nullptr is returned if there is none */
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		u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
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		/* Reset colour map */
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		u->colourmap = PAL_NONE;
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		/* Update powered-wagon-status and visual effect */
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		u->UpdateVisualEffect(true);
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		if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
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				UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
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			/* wagon is powered */
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			SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
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		} else {
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			ClrBit(u->flags, VRF_POWEREDWAGON);
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		}
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		if (!u->IsArticulatedPart()) {
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			/* Do not count powered wagons for the compatible railtypes, as wagons always
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			   have railtype normal */
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			if (rvi_u->power > 0) {
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				this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
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			}
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			/* Some electric engines can be allowed to run on normal rail. It happens to all
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			 * existing electric engines when elrails are disabled and then re-enabled */
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			if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
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				u->railtype = RAILTYPE_RAIL;
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				u->compatible_railtypes |= RAILTYPES_RAIL;
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			}
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			/* max speed is the minimum of the speed limits of all vehicles in the consist */
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			if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
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				uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
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				if (speed != 0) max_speed = std::min(speed, max_speed);
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			}
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		}
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		uint16 new_cap = e_u->DetermineCapacity(u);
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		if (allowed_changes & CCF_CAPACITY) {
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			/* Update vehicle capacity. */
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			if (u->cargo_cap > new_cap) u->cargo.Truncate(new_cap);
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			u->refit_cap = std::min(new_cap, u->refit_cap);
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			u->cargo_cap = new_cap;
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		} else {
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			/* Verify capacity hasn't changed. */
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			if (new_cap != u->cargo_cap) ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_CAPACITY, GBUG_VEH_CAPACITY, true);
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		}
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		u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
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		/* check the vehicle length (callback) */
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		uint16 veh_len = CALLBACK_FAILED;
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		if (e_u->GetGRF() != nullptr && e_u->GetGRF()->grf_version >= 8) {
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			/* Use callback 36 */
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			veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
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			if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
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				ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
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			}
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		} else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
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			/* Use callback 11 */
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			veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
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		}
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		if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
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		veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
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		if (allowed_changes & CCF_LENGTH) {
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			/* Update vehicle length. */
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			u->gcache.cached_veh_length = veh_len;
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		} else {
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			/* Verify length hasn't changed. */
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			if (veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
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		}
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		this->gcache.cached_total_length += u->gcache.cached_veh_length;
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		this->InvalidateNewGRFCache();
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		u->InvalidateNewGRFCache();
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	}
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	/* store consist weight/max speed in cache */
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	this->vcache.cached_max_speed = max_speed;
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	this->tcache.cached_tilt = train_can_tilt;
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	this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
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	/* 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) */
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	this->CargoChanged();
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	if (this->IsFrontEngine()) {
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		this->UpdateAcceleration();
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		SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
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		InvalidateWindowData(WC_VEHICLE_REFIT, this->index, VIWD_CONSIST_CHANGED);
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		InvalidateWindowData(WC_VEHICLE_ORDERS, this->index, VIWD_CONSIST_CHANGED);
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		InvalidateNewGRFInspectWindow(GSF_TRAINS, this->index);
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	}
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}
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/**
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 * Get the stop location of (the center) of the front vehicle of a train at
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 * a platform of a station.
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 * @param station_id     the ID of the station where we're stopping
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 * @param tile           the tile where the vehicle currently is
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 * @param v              the vehicle to get the stop location of
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 * @param station_ahead  'return' the amount of 1/16th tiles in front of the train
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 * @param station_length 'return' the station length in 1/16th tiles
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 * @return the location, calculated from the begin of the station to stop at.
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 */
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int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
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{
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	const Station *st = Station::Get(station_id);
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	*station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
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	*station_length = st->GetPlatformLength(tile) * TILE_SIZE;
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	/* Default to the middle of the station for stations stops that are not in
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	 * the order list like intermediate stations when non-stop is disabled */
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	OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
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	if (v->gcache.cached_total_length >= *station_length) {
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		/* The train is longer than the station, make it stop at the far end of the platform */
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		osl = OSL_PLATFORM_FAR_END;
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	} else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
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		osl = v->current_order.GetStopLocation();
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	}
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	/* The stop location of the FRONT! of the train */
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	int stop;
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	switch (osl) {
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		default: NOT_REACHED();
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		case OSL_PLATFORM_NEAR_END:
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			stop = v->gcache.cached_total_length;
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			break;
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		case OSL_PLATFORM_MIDDLE:
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			stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
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			break;
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		case OSL_PLATFORM_FAR_END:
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			stop = *station_length;
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			break;
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	}
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	/* Subtract half the front vehicle length of the train so we get the real
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	 * stop location of the train. */
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	return stop - (v->gcache.cached_veh_length + 1) / 2;
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}
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/**
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 * Computes train speed limit caused by curves
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 * @return imposed speed limit
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 */
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int Train::GetCurveSpeedLimit() const
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{
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	assert(this->First() == this);
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	static const int absolute_max_speed = UINT16_MAX;
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	int max_speed = absolute_max_speed;
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	if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
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	int curvecount[2] = {0, 0};
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	/* first find the curve speed limit */
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	int numcurve = 0;
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	int sum = 0;
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	int pos = 0;
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	int lastpos = -1;
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	for (const Vehicle *u = this; u->Next() != nullptr; u = u->Next(), pos++) {
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		Direction this_dir = u->direction;
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		Direction next_dir = u->Next()->direction;
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		DirDiff dirdiff = DirDifference(this_dir, next_dir);
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		if (dirdiff == DIRDIFF_SAME) continue;
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		if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
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		if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
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		if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
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			if (lastpos != -1) {
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				numcurve++;
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				sum += pos - lastpos;
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				if (pos - lastpos == 1 && max_speed > 88) {
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					max_speed = 88;
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				}
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			}
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			lastpos = pos;
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		}
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		/* if we have a 90 degree turn, fix the speed limit to 60 */
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		if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
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			max_speed = 61;
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		}
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	}
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	if (numcurve > 0 && max_speed > 88) {
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		if (curvecount[0] == 1 && curvecount[1] == 1) {
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			max_speed = absolute_max_speed;
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		} else {
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			sum /= numcurve;
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			max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
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		}
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	}
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	if (max_speed != absolute_max_speed) {
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		/* Apply the current railtype's curve speed advantage */
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		const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(this->tile));
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		max_speed += (max_speed / 2) * rti->curve_speed;
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		if (this->tcache.cached_tilt) {
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			/* Apply max_speed bonus of 20% for a tilting train */
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			max_speed += max_speed / 5;
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		}
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	}
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	return max_speed;
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}
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/**
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 * Calculates the maximum speed of the vehicle under its current conditions.
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 * @return Maximum speed of the vehicle.
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 */
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int Train::GetCurrentMaxSpeed() const
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{
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	int max_speed = _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL ?
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			this->gcache.cached_max_track_speed :
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			this->tcache.cached_max_curve_speed;
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	if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && IsRailStationTile(this->tile)) {
 | 
						|
		StationID sid = GetStationIndex(this->tile);
 | 
						|
		if (this->current_order.ShouldStopAtStation(this, sid)) {
 | 
						|
			int station_ahead;
 | 
						|
			int station_length;
 | 
						|
			int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
 | 
						|
 | 
						|
			/* The distance to go is whatever is still ahead of the train minus the
 | 
						|
			 * distance from the train's stop location to the end of the platform */
 | 
						|
			int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
 | 
						|
 | 
						|
			if (distance_to_go > 0) {
 | 
						|
				int st_max_speed = 120;
 | 
						|
 | 
						|
				int delta_v = this->cur_speed / (distance_to_go + 1);
 | 
						|
				if (max_speed > (this->cur_speed - delta_v)) {
 | 
						|
					st_max_speed = this->cur_speed - (delta_v / 10);
 | 
						|
				}
 | 
						|
 | 
						|
				st_max_speed = std::max(st_max_speed, 25 * distance_to_go);
 | 
						|
				max_speed = std::min(max_speed, st_max_speed);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	for (const Train *u = this; u != nullptr; u = u->Next()) {
 | 
						|
		if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && u->track == TRACK_BIT_DEPOT) {
 | 
						|
			max_speed = std::min(max_speed, 61);
 | 
						|
			break;
 | 
						|
		}
 | 
						|
 | 
						|
		/* Vehicle is on the middle part of a bridge. */
 | 
						|
		if (u->track == TRACK_BIT_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
 | 
						|
			max_speed = std::min<int>(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	max_speed = std::min<int>(max_speed, this->current_order.GetMaxSpeed());
 | 
						|
	return std::min<int>(max_speed, this->gcache.cached_max_track_speed);
 | 
						|
}
 | 
						|
 | 
						|
/** Update acceleration of the train from the cached power and weight. */
 | 
						|
void Train::UpdateAcceleration()
 | 
						|
{
 | 
						|
	assert(this->IsFrontEngine() || this->IsFreeWagon());
 | 
						|
 | 
						|
	uint power = this->gcache.cached_power;
 | 
						|
	uint weight = this->gcache.cached_weight;
 | 
						|
	assert(weight != 0);
 | 
						|
	this->acceleration = Clamp(power / weight * 4, 1, 255);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the width of a train vehicle image in the GUI.
 | 
						|
 * @param offset Additional offset for positioning the sprite; set to nullptr if not needed
 | 
						|
 * @return Width in pixels
 | 
						|
 */
 | 
						|
int Train::GetDisplayImageWidth(Point *offset) const
 | 
						|
{
 | 
						|
	int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
 | 
						|
	int vehicle_pitch = 0;
 | 
						|
 | 
						|
	const Engine *e = this->GetEngine();
 | 
						|
	if (e->GetGRF() != nullptr && is_custom_sprite(e->u.rail.image_index)) {
 | 
						|
		reference_width = e->GetGRF()->traininfo_vehicle_width;
 | 
						|
		vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
 | 
						|
	}
 | 
						|
 | 
						|
	if (offset != nullptr) {
 | 
						|
		offset->x = ScaleGUITrad(reference_width) / 2;
 | 
						|
		offset->y = ScaleGUITrad(vehicle_pitch);
 | 
						|
	}
 | 
						|
	return ScaleGUITrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
 | 
						|
}
 | 
						|
 | 
						|
static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
 | 
						|
{
 | 
						|
	assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
 | 
						|
	return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the sprite to display the train.
 | 
						|
 * @param direction Direction of view/travel.
 | 
						|
 * @param image_type Visualisation context.
 | 
						|
 * @return Sprite to display.
 | 
						|
 */
 | 
						|
void Train::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
 | 
						|
{
 | 
						|
	uint8 spritenum = this->spritenum;
 | 
						|
 | 
						|
	if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
 | 
						|
 | 
						|
	if (is_custom_sprite(spritenum)) {
 | 
						|
		GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type, result);
 | 
						|
		if (result->IsValid()) return;
 | 
						|
 | 
						|
		spritenum = this->GetEngine()->original_image_index;
 | 
						|
	}
 | 
						|
 | 
						|
	assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
 | 
						|
	SpriteID sprite = GetDefaultTrainSprite(spritenum, direction);
 | 
						|
 | 
						|
	if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
 | 
						|
 | 
						|
	result->Set(sprite);
 | 
						|
}
 | 
						|
 | 
						|
static void GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type, VehicleSpriteSeq *result)
 | 
						|
{
 | 
						|
	const Engine *e = Engine::Get(engine);
 | 
						|
	Direction dir = rear_head ? DIR_E : DIR_W;
 | 
						|
	uint8 spritenum = e->u.rail.image_index;
 | 
						|
 | 
						|
	if (is_custom_sprite(spritenum)) {
 | 
						|
		GetCustomVehicleIcon(engine, dir, image_type, result);
 | 
						|
		if (result->IsValid()) {
 | 
						|
			if (e->GetGRF() != nullptr) {
 | 
						|
				y += ScaleGUITrad(e->GetGRF()->traininfo_vehicle_pitch);
 | 
						|
			}
 | 
						|
			return;
 | 
						|
		}
 | 
						|
 | 
						|
		spritenum = Engine::Get(engine)->original_image_index;
 | 
						|
	}
 | 
						|
 | 
						|
	if (rear_head) spritenum++;
 | 
						|
 | 
						|
	result->Set(GetDefaultTrainSprite(spritenum, DIR_W));
 | 
						|
}
 | 
						|
 | 
						|
void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
 | 
						|
{
 | 
						|
	if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
 | 
						|
		int yf = y;
 | 
						|
		int yr = y;
 | 
						|
 | 
						|
		VehicleSpriteSeq seqf, seqr;
 | 
						|
		GetRailIcon(engine, false, yf, image_type, &seqf);
 | 
						|
		GetRailIcon(engine, true, yr, image_type, &seqr);
 | 
						|
 | 
						|
		Rect rectf, rectr;
 | 
						|
		seqf.GetBounds(&rectf);
 | 
						|
		seqr.GetBounds(&rectr);
 | 
						|
 | 
						|
		preferred_x = Clamp(preferred_x,
 | 
						|
				left - UnScaleGUI(rectf.left) + ScaleGUITrad(14),
 | 
						|
				right - UnScaleGUI(rectr.right) - ScaleGUITrad(15));
 | 
						|
 | 
						|
		seqf.Draw(preferred_x - ScaleGUITrad(14), yf, pal, pal == PALETTE_CRASH);
 | 
						|
		seqr.Draw(preferred_x + ScaleGUITrad(15), yr, pal, pal == PALETTE_CRASH);
 | 
						|
	} else {
 | 
						|
		VehicleSpriteSeq seq;
 | 
						|
		GetRailIcon(engine, false, y, image_type, &seq);
 | 
						|
 | 
						|
		Rect rect;
 | 
						|
		seq.GetBounds(&rect);
 | 
						|
		preferred_x = Clamp(preferred_x,
 | 
						|
				left - UnScaleGUI(rect.left),
 | 
						|
				right - UnScaleGUI(rect.right));
 | 
						|
 | 
						|
		seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
 | 
						|
 * @param engine The engine to get the sprite from.
 | 
						|
 * @param[out] width The width of the sprite.
 | 
						|
 * @param[out] height The height of the sprite.
 | 
						|
 * @param[out] xoffs Number of pixels to shift the sprite to the right.
 | 
						|
 * @param[out] yoffs Number of pixels to shift the sprite downwards.
 | 
						|
 * @param image_type Context the sprite is used in.
 | 
						|
 */
 | 
						|
void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
 | 
						|
{
 | 
						|
	int y = 0;
 | 
						|
 | 
						|
	VehicleSpriteSeq seq;
 | 
						|
	GetRailIcon(engine, false, y, image_type, &seq);
 | 
						|
 | 
						|
	Rect rect;
 | 
						|
	seq.GetBounds(&rect);
 | 
						|
 | 
						|
	width  = UnScaleGUI(rect.right - rect.left + 1);
 | 
						|
	height = UnScaleGUI(rect.bottom - rect.top + 1);
 | 
						|
	xoffs  = UnScaleGUI(rect.left);
 | 
						|
	yoffs  = UnScaleGUI(rect.top);
 | 
						|
 | 
						|
	if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
 | 
						|
		GetRailIcon(engine, true, y, image_type, &seq);
 | 
						|
		seq.GetBounds(&rect);
 | 
						|
 | 
						|
		/* Calculate values relative to an imaginary center between the two sprites. */
 | 
						|
		width = ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) + UnScaleGUI(rect.right) - xoffs;
 | 
						|
		height = std::max<uint>(height, UnScaleGUI(rect.bottom - rect.top + 1));
 | 
						|
		xoffs  = xoffs - ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) / 2;
 | 
						|
		yoffs  = std::min(yoffs, UnScaleGUI(rect.top));
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Build a railroad wagon.
 | 
						|
 * @param tile     tile of the depot where rail-vehicle is built.
 | 
						|
 * @param flags    type of operation.
 | 
						|
 * @param e        the engine to build.
 | 
						|
 * @param[out] ret the vehicle that has been built.
 | 
						|
 * @return the cost of this operation or an error.
 | 
						|
 */
 | 
						|
static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
 | 
						|
{
 | 
						|
	const RailVehicleInfo *rvi = &e->u.rail;
 | 
						|
 | 
						|
	/* Check that the wagon can drive on the track in question */
 | 
						|
	if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
 | 
						|
 | 
						|
	if (flags & DC_EXEC) {
 | 
						|
		Train *v = new Train();
 | 
						|
		*ret = v;
 | 
						|
		v->spritenum = rvi->image_index;
 | 
						|
 | 
						|
		v->engine_type = e->index;
 | 
						|
		v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
 | 
						|
 | 
						|
		DiagDirection dir = GetRailDepotDirection(tile);
 | 
						|
 | 
						|
		v->direction = DiagDirToDir(dir);
 | 
						|
		v->tile = tile;
 | 
						|
 | 
						|
		int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
 | 
						|
		int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
 | 
						|
 | 
						|
		v->x_pos = x;
 | 
						|
		v->y_pos = y;
 | 
						|
		v->z_pos = GetSlopePixelZ(x, y);
 | 
						|
		v->owner = _current_company;
 | 
						|
		v->track = TRACK_BIT_DEPOT;
 | 
						|
		v->vehstatus = VS_HIDDEN | VS_DEFPAL;
 | 
						|
 | 
						|
		v->SetWagon();
 | 
						|
 | 
						|
		v->SetFreeWagon();
 | 
						|
		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
 | 
						|
 | 
						|
		v->cargo_type = e->GetDefaultCargoType();
 | 
						|
		v->cargo_cap = rvi->capacity;
 | 
						|
		v->refit_cap = 0;
 | 
						|
 | 
						|
		v->railtype = rvi->railtype;
 | 
						|
 | 
						|
		v->date_of_last_service = _date;
 | 
						|
		v->build_year = _cur_year;
 | 
						|
		v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
 | 
						|
		v->random_bits = VehicleRandomBits();
 | 
						|
 | 
						|
		v->group_id = DEFAULT_GROUP;
 | 
						|
 | 
						|
		AddArticulatedParts(v);
 | 
						|
 | 
						|
		_new_vehicle_id = v->index;
 | 
						|
 | 
						|
		v->UpdatePosition();
 | 
						|
		v->First()->ConsistChanged(CCF_ARRANGE);
 | 
						|
		UpdateTrainGroupID(v->First());
 | 
						|
 | 
						|
		CheckConsistencyOfArticulatedVehicle(v);
 | 
						|
 | 
						|
		/* Try to connect the vehicle to one of free chains of wagons. */
 | 
						|
		for (Train *w : Train::Iterate()) {
 | 
						|
			if (w->tile == tile &&              ///< Same depot
 | 
						|
					w->IsFreeWagon() &&             ///< A free wagon chain
 | 
						|
					w->engine_type == e->index &&   ///< Same type
 | 
						|
					w->First() != v &&              ///< Don't connect to ourself
 | 
						|
					!(w->vehstatus & VS_CRASHED)) { ///< Not crashed/flooded
 | 
						|
				if (DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE).Succeeded()) {
 | 
						|
					break;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return CommandCost();
 | 
						|
}
 | 
						|
 | 
						|
/** Move all free vehicles in the depot to the train */
 | 
						|
static void NormalizeTrainVehInDepot(const Train *u)
 | 
						|
{
 | 
						|
	for (const Train *v : Train::Iterate()) {
 | 
						|
		if (v->IsFreeWagon() && v->tile == u->tile &&
 | 
						|
				v->track == TRACK_BIT_DEPOT) {
 | 
						|
			if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
 | 
						|
					CMD_MOVE_RAIL_VEHICLE).Failed())
 | 
						|
				break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void AddRearEngineToMultiheadedTrain(Train *v)
 | 
						|
{
 | 
						|
	Train *u = new Train();
 | 
						|
	v->value >>= 1;
 | 
						|
	u->value = v->value;
 | 
						|
	u->direction = v->direction;
 | 
						|
	u->owner = v->owner;
 | 
						|
	u->tile = v->tile;
 | 
						|
	u->x_pos = v->x_pos;
 | 
						|
	u->y_pos = v->y_pos;
 | 
						|
	u->z_pos = v->z_pos;
 | 
						|
	u->track = TRACK_BIT_DEPOT;
 | 
						|
	u->vehstatus = v->vehstatus & ~VS_STOPPED;
 | 
						|
	u->spritenum = v->spritenum + 1;
 | 
						|
	u->cargo_type = v->cargo_type;
 | 
						|
	u->cargo_subtype = v->cargo_subtype;
 | 
						|
	u->cargo_cap = v->cargo_cap;
 | 
						|
	u->refit_cap = v->refit_cap;
 | 
						|
	u->railtype = v->railtype;
 | 
						|
	u->engine_type = v->engine_type;
 | 
						|
	u->date_of_last_service = v->date_of_last_service;
 | 
						|
	u->build_year = v->build_year;
 | 
						|
	u->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
 | 
						|
	u->random_bits = VehicleRandomBits();
 | 
						|
	v->SetMultiheaded();
 | 
						|
	u->SetMultiheaded();
 | 
						|
	v->SetNext(u);
 | 
						|
	u->UpdatePosition();
 | 
						|
 | 
						|
	/* Now we need to link the front and rear engines together */
 | 
						|
	v->other_multiheaded_part = u;
 | 
						|
	u->other_multiheaded_part = v;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Build a railroad vehicle.
 | 
						|
 * @param tile     tile of the depot where rail-vehicle is built.
 | 
						|
 * @param flags    type of operation.
 | 
						|
 * @param e        the engine to build.
 | 
						|
 * @param data     bit 0 prevents any free cars from being added to the train.
 | 
						|
 * @param[out] ret the vehicle that has been built.
 | 
						|
 * @return the cost of this operation or an error.
 | 
						|
 */
 | 
						|
CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
 | 
						|
{
 | 
						|
	const RailVehicleInfo *rvi = &e->u.rail;
 | 
						|
 | 
						|
	if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
 | 
						|
 | 
						|
	/* Check if depot and new engine uses the same kind of tracks *
 | 
						|
	 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
 | 
						|
	if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
 | 
						|
 | 
						|
	if (flags & DC_EXEC) {
 | 
						|
		DiagDirection dir = GetRailDepotDirection(tile);
 | 
						|
		int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
 | 
						|
		int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
 | 
						|
 | 
						|
		Train *v = new Train();
 | 
						|
		*ret = v;
 | 
						|
		v->direction = DiagDirToDir(dir);
 | 
						|
		v->tile = tile;
 | 
						|
		v->owner = _current_company;
 | 
						|
		v->x_pos = x;
 | 
						|
		v->y_pos = y;
 | 
						|
		v->z_pos = GetSlopePixelZ(x, y);
 | 
						|
		v->track = TRACK_BIT_DEPOT;
 | 
						|
		v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
 | 
						|
		v->spritenum = rvi->image_index;
 | 
						|
		v->cargo_type = e->GetDefaultCargoType();
 | 
						|
		v->cargo_cap = rvi->capacity;
 | 
						|
		v->refit_cap = 0;
 | 
						|
		v->last_station_visited = INVALID_STATION;
 | 
						|
		v->last_loading_station = INVALID_STATION;
 | 
						|
 | 
						|
		v->engine_type = e->index;
 | 
						|
		v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
 | 
						|
 | 
						|
		v->reliability = e->reliability;
 | 
						|
		v->reliability_spd_dec = e->reliability_spd_dec;
 | 
						|
		v->max_age = e->GetLifeLengthInDays();
 | 
						|
 | 
						|
		v->railtype = rvi->railtype;
 | 
						|
		_new_vehicle_id = v->index;
 | 
						|
 | 
						|
		v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
 | 
						|
		v->date_of_last_service = _date;
 | 
						|
		v->build_year = _cur_year;
 | 
						|
		v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
 | 
						|
		v->random_bits = VehicleRandomBits();
 | 
						|
 | 
						|
		if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
 | 
						|
		v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
 | 
						|
 | 
						|
		v->group_id = DEFAULT_GROUP;
 | 
						|
 | 
						|
		v->SetFrontEngine();
 | 
						|
		v->SetEngine();
 | 
						|
 | 
						|
		v->UpdatePosition();
 | 
						|
 | 
						|
		if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
 | 
						|
			AddRearEngineToMultiheadedTrain(v);
 | 
						|
		} else {
 | 
						|
			AddArticulatedParts(v);
 | 
						|
		}
 | 
						|
 | 
						|
		v->ConsistChanged(CCF_ARRANGE);
 | 
						|
		UpdateTrainGroupID(v);
 | 
						|
 | 
						|
		if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
 | 
						|
			NormalizeTrainVehInDepot(v);
 | 
						|
		}
 | 
						|
 | 
						|
		CheckConsistencyOfArticulatedVehicle(v);
 | 
						|
	}
 | 
						|
 | 
						|
	return CommandCost();
 | 
						|
}
 | 
						|
 | 
						|
static Train *FindGoodVehiclePos(const Train *src)
 | 
						|
{
 | 
						|
	EngineID eng = src->engine_type;
 | 
						|
	TileIndex tile = src->tile;
 | 
						|
 | 
						|
	for (Train *dst : Train::Iterate()) {
 | 
						|
		if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
 | 
						|
			/* check so all vehicles in the line have the same engine. */
 | 
						|
			Train *t = dst;
 | 
						|
			while (t->engine_type == eng) {
 | 
						|
				t = t->Next();
 | 
						|
				if (t == nullptr) return dst;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return nullptr;
 | 
						|
}
 | 
						|
 | 
						|
/** Helper type for lists/vectors of trains */
 | 
						|
typedef std::vector<Train *> TrainList;
 | 
						|
 | 
						|
/**
 | 
						|
 * Make a backup of a train into a train list.
 | 
						|
 * @param list to make the backup in
 | 
						|
 * @param t    the train to make the backup of
 | 
						|
 */
 | 
						|
static void MakeTrainBackup(TrainList &list, Train *t)
 | 
						|
{
 | 
						|
	for (; t != nullptr; t = t->Next()) list.push_back(t);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Restore the train from the backup list.
 | 
						|
 * @param list the train to restore.
 | 
						|
 */
 | 
						|
static void RestoreTrainBackup(TrainList &list)
 | 
						|
{
 | 
						|
	/* No train, nothing to do. */
 | 
						|
	if (list.size() == 0) return;
 | 
						|
 | 
						|
	Train *prev = nullptr;
 | 
						|
	/* Iterate over the list and rebuild it. */
 | 
						|
	for (Train *t : list) {
 | 
						|
		if (prev != nullptr) {
 | 
						|
			prev->SetNext(t);
 | 
						|
		} else if (t->Previous() != nullptr) {
 | 
						|
			/* Make sure the head of the train is always the first in the chain. */
 | 
						|
			t->Previous()->SetNext(nullptr);
 | 
						|
		}
 | 
						|
		prev = t;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Remove the given wagon from its consist.
 | 
						|
 * @param part the part of the train to remove.
 | 
						|
 * @param chain whether to remove the whole chain.
 | 
						|
 */
 | 
						|
static void RemoveFromConsist(Train *part, bool chain = false)
 | 
						|
{
 | 
						|
	Train *tail = chain ? part->Last() : part->GetLastEnginePart();
 | 
						|
 | 
						|
	/* Unlink at the front, but make it point to the next
 | 
						|
	 * vehicle after the to be remove part. */
 | 
						|
	if (part->Previous() != nullptr) part->Previous()->SetNext(tail->Next());
 | 
						|
 | 
						|
	/* Unlink at the back */
 | 
						|
	tail->SetNext(nullptr);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Inserts a chain into the train at dst.
 | 
						|
 * @param dst   the place where to append after.
 | 
						|
 * @param chain the chain to actually add.
 | 
						|
 */
 | 
						|
static void InsertInConsist(Train *dst, Train *chain)
 | 
						|
{
 | 
						|
	/* We do not want to add something in the middle of an articulated part. */
 | 
						|
	assert(dst != nullptr && (dst->Next() == nullptr || !dst->Next()->IsArticulatedPart()));
 | 
						|
 | 
						|
	chain->Last()->SetNext(dst->Next());
 | 
						|
	dst->SetNext(chain);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Normalise the dual heads in the train, i.e. if one is
 | 
						|
 * missing move that one to this train.
 | 
						|
 * @param t the train to normalise.
 | 
						|
 */
 | 
						|
static void NormaliseDualHeads(Train *t)
 | 
						|
{
 | 
						|
	for (; t != nullptr; t = t->GetNextVehicle()) {
 | 
						|
		if (!t->IsMultiheaded() || !t->IsEngine()) continue;
 | 
						|
 | 
						|
		/* Make sure that there are no free cars before next engine */
 | 
						|
		Train *u;
 | 
						|
		for (u = t; u->Next() != nullptr && !u->Next()->IsEngine(); u = u->Next()) {}
 | 
						|
 | 
						|
		if (u == t->other_multiheaded_part) continue;
 | 
						|
 | 
						|
		/* Remove the part from the 'wrong' train */
 | 
						|
		RemoveFromConsist(t->other_multiheaded_part);
 | 
						|
		/* And add it to the 'right' train */
 | 
						|
		InsertInConsist(u, t->other_multiheaded_part);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Normalise the sub types of the parts in this chain.
 | 
						|
 * @param chain the chain to normalise.
 | 
						|
 */
 | 
						|
static void NormaliseSubtypes(Train *chain)
 | 
						|
{
 | 
						|
	/* Nothing to do */
 | 
						|
	if (chain == nullptr) return;
 | 
						|
 | 
						|
	/* We must be the first in the chain. */
 | 
						|
	assert(chain->Previous() == nullptr);
 | 
						|
 | 
						|
	/* Set the appropriate bits for the first in the chain. */
 | 
						|
	if (chain->IsWagon()) {
 | 
						|
		chain->SetFreeWagon();
 | 
						|
	} else {
 | 
						|
		assert(chain->IsEngine());
 | 
						|
		chain->SetFrontEngine();
 | 
						|
	}
 | 
						|
 | 
						|
	/* Now clear the bits for the rest of the chain */
 | 
						|
	for (Train *t = chain->Next(); t != nullptr; t = t->Next()) {
 | 
						|
		t->ClearFreeWagon();
 | 
						|
		t->ClearFrontEngine();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Check/validate whether we may actually build a new train.
 | 
						|
 * @note All vehicles are/were 'heads' of their chains.
 | 
						|
 * @param original_dst The original destination chain.
 | 
						|
 * @param dst          The destination chain after constructing the train.
 | 
						|
 * @param original_src The original source chain.
 | 
						|
 * @param src          The source chain after constructing the train.
 | 
						|
 * @return possible error of this command.
 | 
						|
 */
 | 
						|
static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
 | 
						|
{
 | 
						|
	/* Just add 'new' engines and subtract the original ones.
 | 
						|
	 * If that's less than or equal to 0 we can be sure we did
 | 
						|
	 * not add any engines (read: trains) along the way. */
 | 
						|
	if ((src          != nullptr && src->IsEngine()          ? 1 : 0) +
 | 
						|
			(dst          != nullptr && dst->IsEngine()          ? 1 : 0) -
 | 
						|
			(original_src != nullptr && original_src->IsEngine() ? 1 : 0) -
 | 
						|
			(original_dst != nullptr && original_dst->IsEngine() ? 1 : 0) <= 0) {
 | 
						|
		return CommandCost();
 | 
						|
	}
 | 
						|
 | 
						|
	/* Get a free unit number and check whether it's within the bounds.
 | 
						|
	 * There will always be a maximum of one new train. */
 | 
						|
	if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
 | 
						|
 | 
						|
	return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Check whether the train parts can be attached.
 | 
						|
 * @param t the train to check
 | 
						|
 * @return possible error of this command.
 | 
						|
 */
 | 
						|
static CommandCost CheckTrainAttachment(Train *t)
 | 
						|
{
 | 
						|
	/* No multi-part train, no need to check. */
 | 
						|
	if (t == nullptr || t->Next() == nullptr) return CommandCost();
 | 
						|
 | 
						|
	/* The maximum length for a train. For each part we decrease this by one
 | 
						|
	 * and if the result is negative the train is simply too long. */
 | 
						|
	int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
 | 
						|
 | 
						|
	/* For free-wagon chains, check if they are within the max_train_length limit. */
 | 
						|
	if (!t->IsEngine()) {
 | 
						|
		t = t->Next();
 | 
						|
		while (t != nullptr) {
 | 
						|
			allowed_len -= t->gcache.cached_veh_length;
 | 
						|
 | 
						|
			t = t->Next();
 | 
						|
		}
 | 
						|
 | 
						|
		if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
 | 
						|
		return CommandCost();
 | 
						|
	}
 | 
						|
 | 
						|
	Train *head = t;
 | 
						|
	Train *prev = t;
 | 
						|
 | 
						|
	/* Break the prev -> t link so it always holds within the loop. */
 | 
						|
	t = t->Next();
 | 
						|
	prev->SetNext(nullptr);
 | 
						|
 | 
						|
	/* Make sure the cache is cleared. */
 | 
						|
	head->InvalidateNewGRFCache();
 | 
						|
 | 
						|
	while (t != nullptr) {
 | 
						|
		allowed_len -= t->gcache.cached_veh_length;
 | 
						|
 | 
						|
		Train *next = t->Next();
 | 
						|
 | 
						|
		/* Unlink the to-be-added piece; it is already unlinked from the previous
 | 
						|
		 * part due to the fact that the prev -> t link is broken. */
 | 
						|
		t->SetNext(nullptr);
 | 
						|
 | 
						|
		/* Don't check callback for articulated or rear dual headed parts */
 | 
						|
		if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
 | 
						|
			/* Back up and clear the first_engine data to avoid using wagon override group */
 | 
						|
			EngineID first_engine = t->gcache.first_engine;
 | 
						|
			t->gcache.first_engine = INVALID_ENGINE;
 | 
						|
 | 
						|
			/* We don't want the cache to interfere. head's cache is cleared before
 | 
						|
			 * the loop and after each callback does not need to be cleared here. */
 | 
						|
			t->InvalidateNewGRFCache();
 | 
						|
 | 
						|
			uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
 | 
						|
 | 
						|
			/* Restore original first_engine data */
 | 
						|
			t->gcache.first_engine = first_engine;
 | 
						|
 | 
						|
			/* We do not want to remember any cached variables from the test run */
 | 
						|
			t->InvalidateNewGRFCache();
 | 
						|
			head->InvalidateNewGRFCache();
 | 
						|
 | 
						|
			if (callback != CALLBACK_FAILED) {
 | 
						|
				/* A failing callback means everything is okay */
 | 
						|
				StringID error = STR_NULL;
 | 
						|
 | 
						|
				if (head->GetGRF()->grf_version < 8) {
 | 
						|
					if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
 | 
						|
					if (callback  < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
 | 
						|
					if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
 | 
						|
				} else {
 | 
						|
					if (callback < 0x400) {
 | 
						|
						error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
 | 
						|
					} else {
 | 
						|
						switch (callback) {
 | 
						|
							case 0x400: // allow if railtypes match (always the case for OpenTTD)
 | 
						|
							case 0x401: // allow
 | 
						|
								break;
 | 
						|
 | 
						|
							default:    // unknown reason -> disallow
 | 
						|
							case 0x402: // disallow attaching
 | 
						|
								error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
 | 
						|
								break;
 | 
						|
						}
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				if (error != STR_NULL) return_cmd_error(error);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/* And link it to the new part. */
 | 
						|
		prev->SetNext(t);
 | 
						|
		prev = t;
 | 
						|
		t = next;
 | 
						|
	}
 | 
						|
 | 
						|
	if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
 | 
						|
	return CommandCost();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Validate whether we are going to create valid trains.
 | 
						|
 * @note All vehicles are/were 'heads' of their chains.
 | 
						|
 * @param original_dst The original destination chain.
 | 
						|
 * @param dst          The destination chain after constructing the train.
 | 
						|
 * @param original_src The original source chain.
 | 
						|
 * @param src          The source chain after constructing the train.
 | 
						|
 * @param check_limit  Whether to check the vehicle limit.
 | 
						|
 * @return possible error of this command.
 | 
						|
 */
 | 
						|
static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
 | 
						|
{
 | 
						|
	/* Check whether we may actually construct the trains. */
 | 
						|
	CommandCost ret = CheckTrainAttachment(src);
 | 
						|
	if (ret.Failed()) return ret;
 | 
						|
	ret = CheckTrainAttachment(dst);
 | 
						|
	if (ret.Failed()) return ret;
 | 
						|
 | 
						|
	/* Check whether we need to build a new train. */
 | 
						|
	return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Arrange the trains in the wanted way.
 | 
						|
 * @param dst_head   The destination chain of the to be moved vehicle.
 | 
						|
 * @param dst        The destination for the to be moved vehicle.
 | 
						|
 * @param src_head   The source chain of the to be moved vehicle.
 | 
						|
 * @param src        The to be moved vehicle.
 | 
						|
 * @param move_chain Whether to move all vehicles after src or not.
 | 
						|
 */
 | 
						|
static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
 | 
						|
{
 | 
						|
	/* First determine the front of the two resulting trains */
 | 
						|
	if (*src_head == *dst_head) {
 | 
						|
		/* If we aren't moving part(s) to a new train, we are just moving the
 | 
						|
		 * front back and there is not destination head. */
 | 
						|
		*dst_head = nullptr;
 | 
						|
	} else if (*dst_head == nullptr) {
 | 
						|
		/* If we are moving to a new train the head of the move train would become
 | 
						|
		 * the head of the new vehicle. */
 | 
						|
		*dst_head = src;
 | 
						|
	}
 | 
						|
 | 
						|
	if (src == *src_head) {
 | 
						|
		/* If we are moving the front of a train then we are, in effect, creating
 | 
						|
		 * a new head for the train. Point to that. Unless we are moving the whole
 | 
						|
		 * train in which case there is not 'source' train anymore.
 | 
						|
		 * In case we are a multiheaded part we want the complete thing to come
 | 
						|
		 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
 | 
						|
		 * that is followed by a rear multihead we do not want to include that. */
 | 
						|
		*src_head = move_chain ? nullptr :
 | 
						|
				(src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
 | 
						|
	}
 | 
						|
 | 
						|
	/* Now it's just simply removing the part that we are going to move from the
 | 
						|
	 * source train and *if* the destination is a not a new train add the chain
 | 
						|
	 * at the destination location. */
 | 
						|
	RemoveFromConsist(src, move_chain);
 | 
						|
	if (*dst_head != src) InsertInConsist(dst, src);
 | 
						|
 | 
						|
	/* Now normalise the dual heads, that is move the dual heads around in such
 | 
						|
	 * a way that the head and rear of a dual head are in the same train */
 | 
						|
	NormaliseDualHeads(*src_head);
 | 
						|
	NormaliseDualHeads(*dst_head);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Normalise the head of the train again, i.e. that is tell the world that
 | 
						|
 * we have changed and update all kinds of variables.
 | 
						|
 * @param head the train to update.
 | 
						|
 */
 | 
						|
static void NormaliseTrainHead(Train *head)
 | 
						|
{
 | 
						|
	/* Not much to do! */
 | 
						|
	if (head == nullptr) return;
 | 
						|
 | 
						|
	/* Tell the 'world' the train changed. */
 | 
						|
	head->ConsistChanged(CCF_ARRANGE);
 | 
						|
	UpdateTrainGroupID(head);
 | 
						|
 | 
						|
	/* Not a front engine, i.e. a free wagon chain. No need to do more. */
 | 
						|
	if (!head->IsFrontEngine()) return;
 | 
						|
 | 
						|
	/* Update the refit button and window */
 | 
						|
	InvalidateWindowData(WC_VEHICLE_REFIT, head->index, VIWD_CONSIST_CHANGED);
 | 
						|
	SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
 | 
						|
 | 
						|
	/* If we don't have a unit number yet, set one. */
 | 
						|
	if (head->unitnumber != 0) return;
 | 
						|
	head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Move a rail vehicle around inside the depot.
 | 
						|
 * @param tile unused
 | 
						|
 * @param flags type of operation
 | 
						|
 *              Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
 | 
						|
 * @param p1 various bitstuffed elements
 | 
						|
 * - p1 (bit  0 - 19) source vehicle index
 | 
						|
 * - p1 (bit      20) move all vehicles following the source vehicle
 | 
						|
 * @param p2 what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
 | 
						|
 * @param text unused
 | 
						|
 * @return the cost of this operation or an error
 | 
						|
 */
 | 
						|
CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
 | 
						|
{
 | 
						|
	VehicleID s = GB(p1, 0, 20);
 | 
						|
	VehicleID d = GB(p2, 0, 20);
 | 
						|
	bool move_chain = HasBit(p1, 20);
 | 
						|
 | 
						|
	Train *src = Train::GetIfValid(s);
 | 
						|
	if (src == nullptr) return CMD_ERROR;
 | 
						|
 | 
						|
	CommandCost ret = CheckOwnership(src->owner);
 | 
						|
	if (ret.Failed()) return ret;
 | 
						|
 | 
						|
	/* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
 | 
						|
	if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
 | 
						|
 | 
						|
	/* if nothing is selected as destination, try and find a matching vehicle to drag to. */
 | 
						|
	Train *dst;
 | 
						|
	if (d == INVALID_VEHICLE) {
 | 
						|
		dst = src->IsEngine() ? nullptr : FindGoodVehiclePos(src);
 | 
						|
	} else {
 | 
						|
		dst = Train::GetIfValid(d);
 | 
						|
		if (dst == nullptr) return CMD_ERROR;
 | 
						|
 | 
						|
		CommandCost ret = CheckOwnership(dst->owner);
 | 
						|
		if (ret.Failed()) return ret;
 | 
						|
 | 
						|
		/* Do not allow appending to crashed vehicles, too */
 | 
						|
		if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
 | 
						|
	}
 | 
						|
 | 
						|
	/* if an articulated part is being handled, deal with its parent vehicle */
 | 
						|
	src = src->GetFirstEnginePart();
 | 
						|
	if (dst != nullptr) {
 | 
						|
		dst = dst->GetFirstEnginePart();
 | 
						|
	}
 | 
						|
 | 
						|
	/* don't move the same vehicle.. */
 | 
						|
	if (src == dst) return CommandCost();
 | 
						|
 | 
						|
	/* locate the head of the two chains */
 | 
						|
	Train *src_head = src->First();
 | 
						|
	Train *dst_head;
 | 
						|
	if (dst != nullptr) {
 | 
						|
		dst_head = dst->First();
 | 
						|
		if (dst_head->tile != src_head->tile) return CMD_ERROR;
 | 
						|
		/* Now deal with articulated part of destination wagon */
 | 
						|
		dst = dst->GetLastEnginePart();
 | 
						|
	} else {
 | 
						|
		dst_head = nullptr;
 | 
						|
	}
 | 
						|
 | 
						|
	if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
 | 
						|
 | 
						|
	/* When moving all wagons, we can't have the same src_head and dst_head */
 | 
						|
	if (move_chain && src_head == dst_head) return CommandCost();
 | 
						|
 | 
						|
	/* When moving a multiheaded part to be place after itself, bail out. */
 | 
						|
	if (!move_chain && dst != nullptr && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
 | 
						|
 | 
						|
	/* Check if all vehicles in the source train are stopped inside a depot. */
 | 
						|
	if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
 | 
						|
 | 
						|
	/* Check if all vehicles in the destination train are stopped inside a depot. */
 | 
						|
	if (dst_head != nullptr && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
 | 
						|
 | 
						|
	/* First make a backup of the order of the trains. That way we can do
 | 
						|
	 * whatever we want with the order and later on easily revert. */
 | 
						|
	TrainList original_src;
 | 
						|
	TrainList original_dst;
 | 
						|
 | 
						|
	MakeTrainBackup(original_src, src_head);
 | 
						|
	MakeTrainBackup(original_dst, dst_head);
 | 
						|
 | 
						|
	/* Also make backup of the original heads as ArrangeTrains can change them.
 | 
						|
	 * For the destination head we do not care if it is the same as the source
 | 
						|
	 * head because in that case it's just a copy. */
 | 
						|
	Train *original_src_head = src_head;
 | 
						|
	Train *original_dst_head = (dst_head == src_head ? nullptr : dst_head);
 | 
						|
 | 
						|
	/* We want this information from before the rearrangement, but execute this after the validation.
 | 
						|
	 * original_src_head can't be nullptr; src is by definition != nullptr, so src_head can't be nullptr as
 | 
						|
	 * src->GetFirst() always yields non-nullptr, so eventually original_src_head != nullptr as well. */
 | 
						|
	bool original_src_head_front_engine = original_src_head->IsFrontEngine();
 | 
						|
	bool original_dst_head_front_engine = original_dst_head != nullptr && original_dst_head->IsFrontEngine();
 | 
						|
 | 
						|
	/* (Re)arrange the trains in the wanted arrangement. */
 | 
						|
	ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
 | 
						|
 | 
						|
	if ((flags & DC_AUTOREPLACE) == 0) {
 | 
						|
		/* If the autoreplace flag is set we do not need to test for the validity
 | 
						|
		 * because we are going to revert the train to its original state. As we
 | 
						|
		 * assume the original state was correct autoreplace can skip this. */
 | 
						|
		CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
 | 
						|
		if (ret.Failed()) {
 | 
						|
			/* Restore the train we had. */
 | 
						|
			RestoreTrainBackup(original_src);
 | 
						|
			RestoreTrainBackup(original_dst);
 | 
						|
			return ret;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* do it? */
 | 
						|
	if (flags & DC_EXEC) {
 | 
						|
		/* Remove old heads from the statistics */
 | 
						|
		if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
 | 
						|
		if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
 | 
						|
 | 
						|
		/* First normalise the sub types of the chains. */
 | 
						|
		NormaliseSubtypes(src_head);
 | 
						|
		NormaliseSubtypes(dst_head);
 | 
						|
 | 
						|
		/* There are 14 different cases:
 | 
						|
		 *  1) front engine gets moved to a new train, it stays a front engine.
 | 
						|
		 *     a) the 'next' part is a wagon that becomes a free wagon chain.
 | 
						|
		 *     b) the 'next' part is an engine that becomes a front engine.
 | 
						|
		 *     c) there is no 'next' part, nothing else happens
 | 
						|
		 *  2) front engine gets moved to another train, it is not a front engine anymore
 | 
						|
		 *     a) the 'next' part is a wagon that becomes a free wagon chain.
 | 
						|
		 *     b) the 'next' part is an engine that becomes a front engine.
 | 
						|
		 *     c) there is no 'next' part, nothing else happens
 | 
						|
		 *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
 | 
						|
		 *     a) the 'next' part is a wagon that becomes a free wagon chain.
 | 
						|
		 *     b) the 'next' part is an engine that becomes a front engine.
 | 
						|
		 *  4) free wagon gets moved
 | 
						|
		 *     a) the 'next' part is a wagon that becomes a free wagon chain.
 | 
						|
		 *     b) the 'next' part is an engine that becomes a front engine.
 | 
						|
		 *     c) there is no 'next' part, nothing else happens
 | 
						|
		 *  5) non front engine gets moved and becomes a new train, nothing else happens
 | 
						|
		 *  6) non front engine gets moved within a train / to another train, nothing happens
 | 
						|
		 *  7) wagon gets moved, nothing happens
 | 
						|
		 */
 | 
						|
		if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
 | 
						|
			/* Cases #2 and #3: the front engine gets trashed. */
 | 
						|
			DeleteWindowById(WC_VEHICLE_VIEW, src->index);
 | 
						|
			DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
 | 
						|
			DeleteWindowById(WC_VEHICLE_REFIT, src->index);
 | 
						|
			DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
 | 
						|
			DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
 | 
						|
			DeleteNewGRFInspectWindow(GSF_TRAINS, src->index);
 | 
						|
			SetWindowDirty(WC_COMPANY, _current_company);
 | 
						|
 | 
						|
			/* Delete orders, group stuff and the unit number as we're not the
 | 
						|
			 * front of any vehicle anymore. */
 | 
						|
			DeleteVehicleOrders(src);
 | 
						|
			RemoveVehicleFromGroup(src);
 | 
						|
			src->unitnumber = 0;
 | 
						|
		}
 | 
						|
 | 
						|
		/* We weren't a front engine but are becoming one. So
 | 
						|
		 * we should be put in the default group. */
 | 
						|
		if (original_src_head != src && dst_head == src) {
 | 
						|
			SetTrainGroupID(src, DEFAULT_GROUP);
 | 
						|
			SetWindowDirty(WC_COMPANY, _current_company);
 | 
						|
		}
 | 
						|
 | 
						|
		/* Add new heads to statistics */
 | 
						|
		if (src_head != nullptr && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
 | 
						|
		if (dst_head != nullptr && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
 | 
						|
 | 
						|
		/* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
 | 
						|
		NormaliseTrainHead(src_head);
 | 
						|
		NormaliseTrainHead(dst_head);
 | 
						|
 | 
						|
		if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
 | 
						|
			CheckCargoCapacity(src_head);
 | 
						|
			CheckCargoCapacity(dst_head);
 | 
						|
		}
 | 
						|
 | 
						|
		if (src_head != nullptr) src_head->First()->MarkDirty();
 | 
						|
		if (dst_head != nullptr) dst_head->First()->MarkDirty();
 | 
						|
 | 
						|
		/* We are undoubtedly changing something in the depot and train list. */
 | 
						|
		InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
 | 
						|
		InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
 | 
						|
	} else {
 | 
						|
		/* We don't want to execute what we're just tried. */
 | 
						|
		RestoreTrainBackup(original_src);
 | 
						|
		RestoreTrainBackup(original_dst);
 | 
						|
	}
 | 
						|
 | 
						|
	return CommandCost();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Sell a (single) train wagon/engine.
 | 
						|
 * @param flags type of operation
 | 
						|
 * @param t     the train wagon to sell
 | 
						|
 * @param data  the selling mode
 | 
						|
 * - data = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
 | 
						|
 * - data = 1: sell the vehicle and all vehicles following it in the chain
 | 
						|
 *             if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
 | 
						|
 * @param user  the user for the order backup.
 | 
						|
 * @return the cost of this operation or an error
 | 
						|
 */
 | 
						|
CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
 | 
						|
{
 | 
						|
	/* Sell a chain of vehicles or not? */
 | 
						|
	bool sell_chain = HasBit(data, 0);
 | 
						|
 | 
						|
	Train *v = Train::From(t)->GetFirstEnginePart();
 | 
						|
	Train *first = v->First();
 | 
						|
 | 
						|
	if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
 | 
						|
 | 
						|
	/* First make a backup of the order of the train. That way we can do
 | 
						|
	 * whatever we want with the order and later on easily revert. */
 | 
						|
	TrainList original;
 | 
						|
	MakeTrainBackup(original, first);
 | 
						|
 | 
						|
	/* We need to keep track of the new head and the head of what we're going to sell. */
 | 
						|
	Train *new_head = first;
 | 
						|
	Train *sell_head = nullptr;
 | 
						|
 | 
						|
	/* Split the train in the wanted way. */
 | 
						|
	ArrangeTrains(&sell_head, nullptr, &new_head, v, sell_chain);
 | 
						|
 | 
						|
	/* We don't need to validate the second train; it's going to be sold. */
 | 
						|
	CommandCost ret = ValidateTrains(nullptr, nullptr, first, new_head, (flags & DC_AUTOREPLACE) == 0);
 | 
						|
	if (ret.Failed()) {
 | 
						|
		/* Restore the train we had. */
 | 
						|
		RestoreTrainBackup(original);
 | 
						|
		return ret;
 | 
						|
	}
 | 
						|
 | 
						|
	if (first->orders.list == nullptr && !OrderList::CanAllocateItem()) {
 | 
						|
		/* Restore the train we had. */
 | 
						|
		RestoreTrainBackup(original);
 | 
						|
		return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
 | 
						|
	}
 | 
						|
 | 
						|
	CommandCost cost(EXPENSES_NEW_VEHICLES);
 | 
						|
	for (Train *t = sell_head; t != nullptr; t = t->Next()) cost.AddCost(-t->value);
 | 
						|
 | 
						|
	/* do it? */
 | 
						|
	if (flags & DC_EXEC) {
 | 
						|
		/* First normalise the sub types of the chain. */
 | 
						|
		NormaliseSubtypes(new_head);
 | 
						|
 | 
						|
		if (v == first && v->IsEngine() && !sell_chain && new_head != nullptr && new_head->IsFrontEngine()) {
 | 
						|
			/* We are selling the front engine. In this case we want to
 | 
						|
			 * 'give' the order, unit number and such to the new head. */
 | 
						|
			new_head->orders.list = first->orders.list;
 | 
						|
			new_head->AddToShared(first);
 | 
						|
			DeleteVehicleOrders(first);
 | 
						|
 | 
						|
			/* Copy other important data from the front engine */
 | 
						|
			new_head->CopyVehicleConfigAndStatistics(first);
 | 
						|
			GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
 | 
						|
		} else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
 | 
						|
			OrderBackup::Backup(v, user);
 | 
						|
		}
 | 
						|
 | 
						|
		/* We need to update the information about the train. */
 | 
						|
		NormaliseTrainHead(new_head);
 | 
						|
 | 
						|
		/* We are undoubtedly changing something in the depot and train list. */
 | 
						|
		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
 | 
						|
		InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
 | 
						|
 | 
						|
		/* Actually delete the sold 'goods' */
 | 
						|
		delete sell_head;
 | 
						|
	} else {
 | 
						|
		/* We don't want to execute what we're just tried. */
 | 
						|
		RestoreTrainBackup(original);
 | 
						|
	}
 | 
						|
 | 
						|
	return cost;
 | 
						|
}
 | 
						|
 | 
						|
void Train::UpdateDeltaXY()
 | 
						|
{
 | 
						|
	/* Set common defaults. */
 | 
						|
	this->x_offs    = -1;
 | 
						|
	this->y_offs    = -1;
 | 
						|
	this->x_extent  =  3;
 | 
						|
	this->y_extent  =  3;
 | 
						|
	this->z_extent  =  6;
 | 
						|
	this->x_bb_offs =  0;
 | 
						|
	this->y_bb_offs =  0;
 | 
						|
 | 
						|
	if (!IsDiagonalDirection(this->direction)) {
 | 
						|
		static const int _sign_table[] =
 | 
						|
		{
 | 
						|
			/* x, y */
 | 
						|
			-1, -1, // DIR_N
 | 
						|
			-1,  1, // DIR_E
 | 
						|
			 1,  1, // DIR_S
 | 
						|
			 1, -1, // DIR_W
 | 
						|
		};
 | 
						|
 | 
						|
		int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
 | 
						|
 | 
						|
		/* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
 | 
						|
		this->x_offs -= half_shorten * _sign_table[this->direction];
 | 
						|
		this->y_offs -= half_shorten * _sign_table[this->direction + 1];
 | 
						|
		this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
 | 
						|
		this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
 | 
						|
	} else {
 | 
						|
		switch (this->direction) {
 | 
						|
				/* Shorten southern corner of the bounding box according the vehicle length
 | 
						|
				 * and center the bounding box on the vehicle. */
 | 
						|
			case DIR_NE:
 | 
						|
				this->x_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
 | 
						|
				this->x_extent  = this->gcache.cached_veh_length - 1;
 | 
						|
				this->x_bb_offs = -1;
 | 
						|
				break;
 | 
						|
 | 
						|
			case DIR_NW:
 | 
						|
				this->y_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
 | 
						|
				this->y_extent  = this->gcache.cached_veh_length - 1;
 | 
						|
				this->y_bb_offs = -1;
 | 
						|
				break;
 | 
						|
 | 
						|
				/* Move northern corner of the bounding box down according to vehicle length
 | 
						|
				 * and center the bounding box on the vehicle. */
 | 
						|
			case DIR_SW:
 | 
						|
				this->x_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
 | 
						|
				this->x_extent  = VEHICLE_LENGTH - 1;
 | 
						|
				this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
 | 
						|
				break;
 | 
						|
 | 
						|
			case DIR_SE:
 | 
						|
				this->y_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
 | 
						|
				this->y_extent  = VEHICLE_LENGTH - 1;
 | 
						|
				this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
 | 
						|
				break;
 | 
						|
 | 
						|
			default:
 | 
						|
				NOT_REACHED();
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Mark a train as stuck and stop it if it isn't stopped right now.
 | 
						|
 * @param v %Train to mark as being stuck.
 | 
						|
 */
 | 
						|
static void MarkTrainAsStuck(Train *v)
 | 
						|
{
 | 
						|
	if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
 | 
						|
		/* It is the first time the problem occurred, set the "train stuck" flag. */
 | 
						|
		SetBit(v->flags, VRF_TRAIN_STUCK);
 | 
						|
 | 
						|
		v->wait_counter = 0;
 | 
						|
 | 
						|
		/* Stop train */
 | 
						|
		v->cur_speed = 0;
 | 
						|
		v->subspeed = 0;
 | 
						|
		v->SetLastSpeed();
 | 
						|
 | 
						|
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Swap the two up/down flags in two ways:
 | 
						|
 * - Swap values of \a swap_flag1 and \a swap_flag2, and
 | 
						|
 * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
 | 
						|
 * @param[in,out] swap_flag1 First train flag.
 | 
						|
 * @param[in,out] swap_flag2 Second train flag.
 | 
						|
 */
 | 
						|
static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
 | 
						|
{
 | 
						|
	uint16 flag1 = *swap_flag1;
 | 
						|
	uint16 flag2 = *swap_flag2;
 | 
						|
 | 
						|
	/* Clear the flags */
 | 
						|
	ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
 | 
						|
	ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
 | 
						|
	ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
 | 
						|
	ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
 | 
						|
 | 
						|
	/* Reverse the rail-flags (if needed) */
 | 
						|
	if (HasBit(flag1, GVF_GOINGUP_BIT)) {
 | 
						|
		SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
 | 
						|
	} else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
 | 
						|
		SetBit(*swap_flag2, GVF_GOINGUP_BIT);
 | 
						|
	}
 | 
						|
	if (HasBit(flag2, GVF_GOINGUP_BIT)) {
 | 
						|
		SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
 | 
						|
	} else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
 | 
						|
		SetBit(*swap_flag1, GVF_GOINGUP_BIT);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Updates some variables after swapping the vehicle.
 | 
						|
 * @param v swapped vehicle
 | 
						|
 */
 | 
						|
static void UpdateStatusAfterSwap(Train *v)
 | 
						|
{
 | 
						|
	/* Reverse the direction. */
 | 
						|
	if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
 | 
						|
 | 
						|
	/* Call the proper EnterTile function unless we are in a wormhole. */
 | 
						|
	if (v->track != TRACK_BIT_WORMHOLE) {
 | 
						|
		VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
 | 
						|
	} else {
 | 
						|
		/* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
 | 
						|
		 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
 | 
						|
		 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
 | 
						|
		 * when we shouldn't have. Check if this is the case. */
 | 
						|
		TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
 | 
						|
		if (IsTileType(vt, MP_TUNNELBRIDGE)) {
 | 
						|
			VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
 | 
						|
			if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
 | 
						|
				/* We have just left the wormhole, possibly set the
 | 
						|
				 * "goingdown" bit. UpdateInclination() can be used
 | 
						|
				 * because we are at the border of the tile. */
 | 
						|
				v->UpdatePosition();
 | 
						|
				v->UpdateInclination(true, true);
 | 
						|
				return;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	v->UpdatePosition();
 | 
						|
	v->UpdateViewport(true, true);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
 | 
						|
 * @param v Consist to change.
 | 
						|
 * @param l %Vehicle index in the consist of the first vehicle.
 | 
						|
 * @param r %Vehicle index in the consist of the second vehicle.
 | 
						|
 */
 | 
						|
void ReverseTrainSwapVeh(Train *v, int l, int r)
 | 
						|
{
 | 
						|
	Train *a, *b;
 | 
						|
 | 
						|
	/* locate vehicles to swap */
 | 
						|
	for (a = v; l != 0; l--) a = a->Next();
 | 
						|
	for (b = v; r != 0; r--) b = b->Next();
 | 
						|
 | 
						|
	if (a != b) {
 | 
						|
		/* swap the hidden bits */
 | 
						|
		{
 | 
						|
			uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
 | 
						|
			b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
 | 
						|
			a->vehstatus = tmp;
 | 
						|
		}
 | 
						|
 | 
						|
		Swap(a->track, b->track);
 | 
						|
		Swap(a->direction, b->direction);
 | 
						|
		Swap(a->x_pos, b->x_pos);
 | 
						|
		Swap(a->y_pos, b->y_pos);
 | 
						|
		Swap(a->tile,  b->tile);
 | 
						|
		Swap(a->z_pos, b->z_pos);
 | 
						|
 | 
						|
		SwapTrainFlags(&a->gv_flags, &b->gv_flags);
 | 
						|
 | 
						|
		UpdateStatusAfterSwap(a);
 | 
						|
		UpdateStatusAfterSwap(b);
 | 
						|
	} else {
 | 
						|
		/* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
 | 
						|
		 * This is a little bit redundant way, a->gv_flags will
 | 
						|
		 * be (re)set twice, but it reduces code duplication */
 | 
						|
		SwapTrainFlags(&a->gv_flags, &a->gv_flags);
 | 
						|
		UpdateStatusAfterSwap(a);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Check if the vehicle is a train
 | 
						|
 * @param v vehicle on tile
 | 
						|
 * @return v if it is a train, nullptr otherwise
 | 
						|
 */
 | 
						|
static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
 | 
						|
{
 | 
						|
	return (v->type == VEH_TRAIN) ? v : nullptr;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Checks if a train is approaching a rail-road crossing
 | 
						|
 * @param v vehicle on tile
 | 
						|
 * @param data tile with crossing we are testing
 | 
						|
 * @return v if it is approaching a crossing, nullptr otherwise
 | 
						|
 */
 | 
						|
static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
 | 
						|
{
 | 
						|
	if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return nullptr;
 | 
						|
 | 
						|
	Train *t = Train::From(v);
 | 
						|
	if (!t->IsFrontEngine()) return nullptr;
 | 
						|
 | 
						|
	TileIndex tile = *(TileIndex *)data;
 | 
						|
 | 
						|
	if (TrainApproachingCrossingTile(t) != tile) return nullptr;
 | 
						|
 | 
						|
	return t;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Finds a vehicle approaching rail-road crossing
 | 
						|
 * @param tile tile to test
 | 
						|
 * @return true if a vehicle is approaching the crossing
 | 
						|
 * @pre tile is a rail-road crossing
 | 
						|
 */
 | 
						|
static bool TrainApproachingCrossing(TileIndex tile)
 | 
						|
{
 | 
						|
	assert(IsLevelCrossingTile(tile));
 | 
						|
 | 
						|
	DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
 | 
						|
	TileIndex tile_from = tile + TileOffsByDiagDir(dir);
 | 
						|
 | 
						|
	if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
 | 
						|
 | 
						|
	dir = ReverseDiagDir(dir);
 | 
						|
	tile_from = tile + TileOffsByDiagDir(dir);
 | 
						|
 | 
						|
	return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Sets correct crossing state
 | 
						|
 * @param tile tile to update
 | 
						|
 * @param sound should we play sound?
 | 
						|
 * @pre tile is a rail-road crossing
 | 
						|
 */
 | 
						|
void UpdateLevelCrossing(TileIndex tile, bool sound)
 | 
						|
{
 | 
						|
	assert(IsLevelCrossingTile(tile));
 | 
						|
 | 
						|
	/* reserved || train on crossing || train approaching crossing */
 | 
						|
	bool new_state = HasCrossingReservation(tile) || HasVehicleOnPos(tile, nullptr, &TrainOnTileEnum) || TrainApproachingCrossing(tile);
 | 
						|
 | 
						|
	if (new_state != IsCrossingBarred(tile)) {
 | 
						|
		if (new_state && sound) {
 | 
						|
			if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
 | 
						|
		}
 | 
						|
		SetCrossingBarred(tile, new_state);
 | 
						|
		MarkTileDirtyByTile(tile);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Bars crossing and plays ding-ding sound if not barred already
 | 
						|
 * @param tile tile with crossing
 | 
						|
 * @pre tile is a rail-road crossing
 | 
						|
 */
 | 
						|
static inline void MaybeBarCrossingWithSound(TileIndex tile)
 | 
						|
{
 | 
						|
	if (!IsCrossingBarred(tile)) {
 | 
						|
		BarCrossing(tile);
 | 
						|
		if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
 | 
						|
		MarkTileDirtyByTile(tile);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Advances wagons for train reversing, needed for variable length wagons.
 | 
						|
 * This one is called before the train is reversed.
 | 
						|
 * @param v First vehicle in chain
 | 
						|
 */
 | 
						|
static void AdvanceWagonsBeforeSwap(Train *v)
 | 
						|
{
 | 
						|
	Train *base = v;
 | 
						|
	Train *first = base; // first vehicle to move
 | 
						|
	Train *last = v->Last(); // last vehicle to move
 | 
						|
	uint length = CountVehiclesInChain(v);
 | 
						|
 | 
						|
	while (length > 2) {
 | 
						|
		last = last->Previous();
 | 
						|
		first = first->Next();
 | 
						|
 | 
						|
		int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
 | 
						|
 | 
						|
		/* do not update images now
 | 
						|
		 * negative differential will be handled in AdvanceWagonsAfterSwap() */
 | 
						|
		for (int i = 0; i < differential; i++) TrainController(first, last->Next());
 | 
						|
 | 
						|
		base = first; // == base->Next()
 | 
						|
		length -= 2;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Advances wagons for train reversing, needed for variable length wagons.
 | 
						|
 * This one is called after the train is reversed.
 | 
						|
 * @param v First vehicle in chain
 | 
						|
 */
 | 
						|
static void AdvanceWagonsAfterSwap(Train *v)
 | 
						|
{
 | 
						|
	/* first of all, fix the situation when the train was entering a depot */
 | 
						|
	Train *dep = v; // last vehicle in front of just left depot
 | 
						|
	while (dep->Next() != nullptr && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
 | 
						|
		dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
 | 
						|
	}
 | 
						|
 | 
						|
	Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
 | 
						|
 | 
						|
	if (leave != nullptr) {
 | 
						|
		/* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
 | 
						|
		int d = TicksToLeaveDepot(dep);
 | 
						|
 | 
						|
		if (d <= 0) {
 | 
						|
			leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
 | 
						|
			leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
 | 
						|
			for (int i = 0; i >= d; i--) TrainController(leave, nullptr); // maybe move it, and maybe let another wagon leave
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
		dep = nullptr; // no vehicle in a depot, so no vehicle leaving a depot
 | 
						|
	}
 | 
						|
 | 
						|
	Train *base = v;
 | 
						|
	Train *first = base; // first vehicle to move
 | 
						|
	Train *last = v->Last(); // last vehicle to move
 | 
						|
	uint length = CountVehiclesInChain(v);
 | 
						|
 | 
						|
	/* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
 | 
						|
	 * they have already correct spacing, so we have to make sure they are moved how they should */
 | 
						|
	bool nomove = (dep == nullptr); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
 | 
						|
 | 
						|
	while (length > 2) {
 | 
						|
		/* we reached vehicle (originally) in front of a depot, stop now
 | 
						|
		 * (we would move wagons that are already moved with new wagon length). */
 | 
						|
		if (base == dep) break;
 | 
						|
 | 
						|
		/* the last wagon was that one leaving a depot, so do not move it anymore */
 | 
						|
		if (last == dep) nomove = true;
 | 
						|
 | 
						|
		last = last->Previous();
 | 
						|
		first = first->Next();
 | 
						|
 | 
						|
		int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
 | 
						|
 | 
						|
		/* do not update images now */
 | 
						|
		for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : nullptr));
 | 
						|
 | 
						|
		base = first; // == base->Next()
 | 
						|
		length -= 2;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Turn a train around.
 | 
						|
 * @param v %Train to turn around.
 | 
						|
 */
 | 
						|
void ReverseTrainDirection(Train *v)
 | 
						|
{
 | 
						|
	if (IsRailDepotTile(v->tile)) {
 | 
						|
		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
 | 
						|
	}
 | 
						|
 | 
						|
	/* Clear path reservation in front if train is not stuck. */
 | 
						|
	if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
 | 
						|
 | 
						|
	/* Check if we were approaching a rail/road-crossing */
 | 
						|
	TileIndex crossing = TrainApproachingCrossingTile(v);
 | 
						|
 | 
						|
	/* count number of vehicles */
 | 
						|
	int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
 | 
						|
 | 
						|
	AdvanceWagonsBeforeSwap(v);
 | 
						|
 | 
						|
	/* swap start<>end, start+1<>end-1, ... */
 | 
						|
	int l = 0;
 | 
						|
	do {
 | 
						|
		ReverseTrainSwapVeh(v, l++, r--);
 | 
						|
	} while (l <= r);
 | 
						|
 | 
						|
	AdvanceWagonsAfterSwap(v);
 | 
						|
 | 
						|
	if (IsRailDepotTile(v->tile)) {
 | 
						|
		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
 | 
						|
	}
 | 
						|
 | 
						|
	ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
 | 
						|
 | 
						|
	ClrBit(v->flags, VRF_REVERSING);
 | 
						|
 | 
						|
	/* recalculate cached data */
 | 
						|
	v->ConsistChanged(CCF_TRACK);
 | 
						|
 | 
						|
	/* update all images */
 | 
						|
	for (Train *u = v; u != nullptr; u = u->Next()) u->UpdateViewport(false, false);
 | 
						|
 | 
						|
	/* update crossing we were approaching */
 | 
						|
	if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
 | 
						|
 | 
						|
	/* maybe we are approaching crossing now, after reversal */
 | 
						|
	crossing = TrainApproachingCrossingTile(v);
 | 
						|
	if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
 | 
						|
 | 
						|
	/* If we are inside a depot after reversing, don't bother with path reserving. */
 | 
						|
	if (v->track == TRACK_BIT_DEPOT) {
 | 
						|
		/* Can't be stuck here as inside a depot is always a safe tile. */
 | 
						|
		if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
 | 
						|
		ClrBit(v->flags, VRF_TRAIN_STUCK);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	/* VehicleExitDir does not always produce the desired dir for depots and
 | 
						|
	 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
 | 
						|
	DiagDirection dir = VehicleExitDir(v->direction, v->track);
 | 
						|
	if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
 | 
						|
 | 
						|
	if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
 | 
						|
		/* If we are currently on a tile with conventional signals, we can't treat the
 | 
						|
		 * current tile as a safe tile or we would enter a PBS block without a reservation. */
 | 
						|
		bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
 | 
						|
			HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
 | 
						|
			!IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
 | 
						|
 | 
						|
		/* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
 | 
						|
		if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
 | 
						|
 | 
						|
		if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
 | 
						|
		if (TryPathReserve(v, false, first_tile_okay)) {
 | 
						|
			/* Do a look-ahead now in case our current tile was already a safe tile. */
 | 
						|
			CheckNextTrainTile(v);
 | 
						|
		} else if (v->current_order.GetType() != OT_LOADING) {
 | 
						|
			/* Do not wait for a way out when we're still loading */
 | 
						|
			MarkTrainAsStuck(v);
 | 
						|
		}
 | 
						|
	} else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
 | 
						|
		/* A train not inside a PBS block can't be stuck. */
 | 
						|
		ClrBit(v->flags, VRF_TRAIN_STUCK);
 | 
						|
		v->wait_counter = 0;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Reverse train.
 | 
						|
 * @param tile unused
 | 
						|
 * @param flags type of operation
 | 
						|
 * @param p1 train to reverse
 | 
						|
 * @param p2 if true, reverse a unit in a train (needs to be in a depot)
 | 
						|
 * @param text unused
 | 
						|
 * @return the cost of this operation or an error
 | 
						|
 */
 | 
						|
CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
 | 
						|
{
 | 
						|
	Train *v = Train::GetIfValid(p1);
 | 
						|
	if (v == nullptr) return CMD_ERROR;
 | 
						|
 | 
						|
	CommandCost ret = CheckOwnership(v->owner);
 | 
						|
	if (ret.Failed()) return ret;
 | 
						|
 | 
						|
	if (p2 != 0) {
 | 
						|
		/* turn a single unit around */
 | 
						|
 | 
						|
		if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
 | 
						|
			return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
 | 
						|
		}
 | 
						|
		if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
 | 
						|
 | 
						|
		Train *front = v->First();
 | 
						|
		/* make sure the vehicle is stopped in the depot */
 | 
						|
		if (!front->IsStoppedInDepot()) {
 | 
						|
			return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
 | 
						|
		}
 | 
						|
 | 
						|
		if (flags & DC_EXEC) {
 | 
						|
			ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
 | 
						|
 | 
						|
			front->ConsistChanged(CCF_ARRANGE);
 | 
						|
			SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
 | 
						|
			SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
 | 
						|
			SetWindowDirty(WC_VEHICLE_VIEW, front->index);
 | 
						|
			SetWindowClassesDirty(WC_TRAINS_LIST);
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
		/* turn the whole train around */
 | 
						|
		if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
 | 
						|
 | 
						|
		if (flags & DC_EXEC) {
 | 
						|
			/* Properly leave the station if we are loading and won't be loading anymore */
 | 
						|
			if (v->current_order.IsType(OT_LOADING)) {
 | 
						|
				const Vehicle *last = v;
 | 
						|
				while (last->Next() != nullptr) last = last->Next();
 | 
						|
 | 
						|
				/* not a station || different station --> leave the station */
 | 
						|
				if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
 | 
						|
					v->LeaveStation();
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			/* We cancel any 'skip signal at dangers' here */
 | 
						|
			v->force_proceed = TFP_NONE;
 | 
						|
			SetWindowDirty(WC_VEHICLE_VIEW, v->index);
 | 
						|
 | 
						|
			if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
 | 
						|
				ToggleBit(v->flags, VRF_REVERSING);
 | 
						|
			} else {
 | 
						|
				v->cur_speed = 0;
 | 
						|
				v->SetLastSpeed();
 | 
						|
				HideFillingPercent(&v->fill_percent_te_id);
 | 
						|
				ReverseTrainDirection(v);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return CommandCost();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Force a train through a red signal
 | 
						|
 * @param tile unused
 | 
						|
 * @param flags type of operation
 | 
						|
 * @param p1 train to ignore the red signal
 | 
						|
 * @param p2 unused
 | 
						|
 * @param text unused
 | 
						|
 * @return the cost of this operation or an error
 | 
						|
 */
 | 
						|
CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
 | 
						|
{
 | 
						|
	Train *t = Train::GetIfValid(p1);
 | 
						|
	if (t == nullptr) return CMD_ERROR;
 | 
						|
 | 
						|
	if (!t->IsPrimaryVehicle()) return CMD_ERROR;
 | 
						|
 | 
						|
	CommandCost ret = CheckOwnership(t->owner);
 | 
						|
	if (ret.Failed()) return ret;
 | 
						|
 | 
						|
 | 
						|
	if (flags & DC_EXEC) {
 | 
						|
		/* If we are forced to proceed, cancel that order.
 | 
						|
		 * If we are marked stuck we would want to force the train
 | 
						|
		 * to proceed to the next signal. In the other cases we
 | 
						|
		 * would like to pass the signal at danger and run till the
 | 
						|
		 * next signal we encounter. */
 | 
						|
		t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
 | 
						|
		SetWindowDirty(WC_VEHICLE_VIEW, t->index);
 | 
						|
	}
 | 
						|
 | 
						|
	return CommandCost();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Try to find a depot nearby.
 | 
						|
 * @param v %Train that wants a depot.
 | 
						|
 * @param max_distance Maximal search distance.
 | 
						|
 * @return Information where the closest train depot is located.
 | 
						|
 * @pre The given vehicle must not be crashed!
 | 
						|
 */
 | 
						|
static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
 | 
						|
{
 | 
						|
	assert(!(v->vehstatus & VS_CRASHED));
 | 
						|
 | 
						|
	if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
 | 
						|
 | 
						|
	PBSTileInfo origin = FollowTrainReservation(v);
 | 
						|
	if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
 | 
						|
 | 
						|
	switch (_settings_game.pf.pathfinder_for_trains) {
 | 
						|
		case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
 | 
						|
		case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
 | 
						|
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Locate the closest depot for this consist, and return the information to the caller.
 | 
						|
 * @param[out] location    If not \c nullptr and a depot is found, store its location in the given address.
 | 
						|
 * @param[out] destination If not \c nullptr and a depot is found, store its index in the given address.
 | 
						|
 * @param[out] reverse     If not \c nullptr and a depot is found, store reversal information in the given address.
 | 
						|
 * @return A depot has been found.
 | 
						|
 */
 | 
						|
bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
 | 
						|
{
 | 
						|
	FindDepotData tfdd = FindClosestTrainDepot(this, 0);
 | 
						|
	if (tfdd.best_length == UINT_MAX) return false;
 | 
						|
 | 
						|
	if (location    != nullptr) *location    = tfdd.tile;
 | 
						|
	if (destination != nullptr) *destination = GetDepotIndex(tfdd.tile);
 | 
						|
	if (reverse     != nullptr) *reverse     = tfdd.reverse;
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
/** Play a sound for a train leaving the station. */
 | 
						|
void Train::PlayLeaveStationSound() const
 | 
						|
{
 | 
						|
	static const SoundFx sfx[] = {
 | 
						|
		SND_04_DEPARTURE_STEAM,
 | 
						|
		SND_0A_DEPARTURE_TRAIN,
 | 
						|
		SND_0A_DEPARTURE_TRAIN,
 | 
						|
		SND_47_DEPARTURE_MONORAIL,
 | 
						|
		SND_41_DEPARTURE_MAGLEV
 | 
						|
	};
 | 
						|
 | 
						|
	if (PlayVehicleSound(this, VSE_START)) return;
 | 
						|
 | 
						|
	EngineID engtype = this->engine_type;
 | 
						|
	SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Check if the train is on the last reserved tile and try to extend the path then.
 | 
						|
 * @param v %Train that needs its path extended.
 | 
						|
 */
 | 
						|
static void CheckNextTrainTile(Train *v)
 | 
						|
{
 | 
						|
	/* Don't do any look-ahead if path_backoff_interval is 255. */
 | 
						|
	if (_settings_game.pf.path_backoff_interval == 255) return;
 | 
						|
 | 
						|
	/* Exit if we are inside a depot. */
 | 
						|
	if (v->track == TRACK_BIT_DEPOT) return;
 | 
						|
 | 
						|
	switch (v->current_order.GetType()) {
 | 
						|
		/* Exit if we reached our destination depot. */
 | 
						|
		case OT_GOTO_DEPOT:
 | 
						|
			if (v->tile == v->dest_tile) return;
 | 
						|
			break;
 | 
						|
 | 
						|
		case OT_GOTO_WAYPOINT:
 | 
						|
			/* If we reached our waypoint, make sure we see that. */
 | 
						|
			if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
 | 
						|
			break;
 | 
						|
 | 
						|
		case OT_NOTHING:
 | 
						|
		case OT_LEAVESTATION:
 | 
						|
		case OT_LOADING:
 | 
						|
			/* Exit if the current order doesn't have a destination, but the train has orders. */
 | 
						|
			if (v->GetNumOrders() > 0) return;
 | 
						|
			break;
 | 
						|
 | 
						|
		default:
 | 
						|
			break;
 | 
						|
	}
 | 
						|
	/* Exit if we are on a station tile and are going to stop. */
 | 
						|
	if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
 | 
						|
 | 
						|
	Trackdir td = v->GetVehicleTrackdir();
 | 
						|
 | 
						|
	/* On a tile with a red non-pbs signal, don't look ahead. */
 | 
						|
	if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
 | 
						|
			!IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
 | 
						|
			GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
 | 
						|
 | 
						|
	CFollowTrackRail ft(v);
 | 
						|
	if (!ft.Follow(v->tile, td)) return;
 | 
						|
 | 
						|
	if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
 | 
						|
		/* Next tile is not reserved. */
 | 
						|
		if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
 | 
						|
			if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
 | 
						|
				/* If the next tile is a PBS signal, try to make a reservation. */
 | 
						|
				TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
 | 
						|
				if (Rail90DegTurnDisallowed(GetTileRailType(ft.m_old_tile), GetTileRailType(ft.m_new_tile))) {
 | 
						|
					tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
 | 
						|
				}
 | 
						|
				ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, nullptr, false);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Will the train stay in the depot the next tick?
 | 
						|
 * @param v %Train to check.
 | 
						|
 * @return True if it stays in the depot, false otherwise.
 | 
						|
 */
 | 
						|
static bool CheckTrainStayInDepot(Train *v)
 | 
						|
{
 | 
						|
	/* bail out if not all wagons are in the same depot or not in a depot at all */
 | 
						|
	for (const Train *u = v; u != nullptr; u = u->Next()) {
 | 
						|
		if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
 | 
						|
	}
 | 
						|
 | 
						|
	/* if the train got no power, then keep it in the depot */
 | 
						|
	if (v->gcache.cached_power == 0) {
 | 
						|
		v->vehstatus |= VS_STOPPED;
 | 
						|
		SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
 | 
						|
	SigSegState seg_state;
 | 
						|
 | 
						|
	if (v->force_proceed == TFP_NONE) {
 | 
						|
		/* force proceed was not pressed */
 | 
						|
		if (++v->wait_counter < 37) {
 | 
						|
			SetWindowClassesDirty(WC_TRAINS_LIST);
 | 
						|
			return true;
 | 
						|
		}
 | 
						|
 | 
						|
		v->wait_counter = 0;
 | 
						|
 | 
						|
		seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
 | 
						|
		if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
 | 
						|
			/* Full and no PBS signal in block or depot reserved, can't exit. */
 | 
						|
			SetWindowClassesDirty(WC_TRAINS_LIST);
 | 
						|
			return true;
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
		seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
 | 
						|
	}
 | 
						|
 | 
						|
	/* We are leaving a depot, but have to go to the exact same one; re-enter. */
 | 
						|
	if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
 | 
						|
		/* Service when depot has no reservation. */
 | 
						|
		if (!HasDepotReservation(v->tile)) VehicleEnterDepot(v);
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Only leave when we can reserve a path to our destination. */
 | 
						|
	if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
 | 
						|
		/* No path and no force proceed. */
 | 
						|
		SetWindowClassesDirty(WC_TRAINS_LIST);
 | 
						|
		MarkTrainAsStuck(v);
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
 | 
						|
	SetDepotReservation(v->tile, true);
 | 
						|
	if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
 | 
						|
 | 
						|
	VehicleServiceInDepot(v);
 | 
						|
	SetWindowClassesDirty(WC_TRAINS_LIST);
 | 
						|
	v->PlayLeaveStationSound();
 | 
						|
 | 
						|
	v->track = TRACK_BIT_X;
 | 
						|
	if (v->direction & 2) v->track = TRACK_BIT_Y;
 | 
						|
 | 
						|
	v->vehstatus &= ~VS_HIDDEN;
 | 
						|
	v->cur_speed = 0;
 | 
						|
 | 
						|
	v->UpdateViewport(true, true);
 | 
						|
	v->UpdatePosition();
 | 
						|
	UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
 | 
						|
	v->UpdateAcceleration();
 | 
						|
	InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
 | 
						|
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
 | 
						|
 * @param v %Train owning the reservation.
 | 
						|
 * @param tile Tile with reservation to clear.
 | 
						|
 * @param track_dir Track direction to clear.
 | 
						|
 */
 | 
						|
static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
 | 
						|
{
 | 
						|
	DiagDirection dir = TrackdirToExitdir(track_dir);
 | 
						|
 | 
						|
	if (IsTileType(tile, MP_TUNNELBRIDGE)) {
 | 
						|
		/* Are we just leaving a tunnel/bridge? */
 | 
						|
		if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
 | 
						|
			TileIndex end = GetOtherTunnelBridgeEnd(tile);
 | 
						|
 | 
						|
			if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
 | 
						|
				/* Free the reservation only if no other train is on the tiles. */
 | 
						|
				SetTunnelBridgeReservation(tile, false);
 | 
						|
				SetTunnelBridgeReservation(end, false);
 | 
						|
 | 
						|
				if (_settings_client.gui.show_track_reservation) {
 | 
						|
					if (IsBridge(tile)) {
 | 
						|
						MarkBridgeDirty(tile);
 | 
						|
					} else {
 | 
						|
						MarkTileDirtyByTile(tile);
 | 
						|
						MarkTileDirtyByTile(end);
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	} else if (IsRailStationTile(tile)) {
 | 
						|
		TileIndex new_tile = TileAddByDiagDir(tile, dir);
 | 
						|
		/* If the new tile is not a further tile of the same station, we
 | 
						|
		 * clear the reservation for the whole platform. */
 | 
						|
		if (!IsCompatibleTrainStationTile(new_tile, tile)) {
 | 
						|
			SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
		/* Any other tile */
 | 
						|
		UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Free the reserved path in front of a vehicle.
 | 
						|
 * @param v %Train owning the reserved path.
 | 
						|
 */
 | 
						|
void FreeTrainTrackReservation(const Train *v)
 | 
						|
{
 | 
						|
	assert(v->IsFrontEngine());
 | 
						|
 | 
						|
	TileIndex tile = v->tile;
 | 
						|
	Trackdir  td = v->GetVehicleTrackdir();
 | 
						|
	bool      free_tile = !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
 | 
						|
	StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
 | 
						|
 | 
						|
	/* Can't be holding a reservation if we enter a depot. */
 | 
						|
	if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
 | 
						|
	if (v->track == TRACK_BIT_DEPOT) {
 | 
						|
		/* Front engine is in a depot. We enter if some part is not in the depot. */
 | 
						|
		for (const Train *u = v; u != nullptr; u = u->Next()) {
 | 
						|
			if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	/* Don't free reservation if it's not ours. */
 | 
						|
	if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
 | 
						|
 | 
						|
	CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
 | 
						|
	while (ft.Follow(tile, td)) {
 | 
						|
		tile = ft.m_new_tile;
 | 
						|
		TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
 | 
						|
		td = RemoveFirstTrackdir(&bits);
 | 
						|
		assert(bits == TRACKDIR_BIT_NONE);
 | 
						|
 | 
						|
		if (!IsValidTrackdir(td)) break;
 | 
						|
 | 
						|
		if (IsTileType(tile, MP_RAILWAY)) {
 | 
						|
			if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
 | 
						|
				/* Conventional signal along trackdir: remove reservation and stop. */
 | 
						|
				UnreserveRailTrack(tile, TrackdirToTrack(td));
 | 
						|
				break;
 | 
						|
			}
 | 
						|
			if (HasPbsSignalOnTrackdir(tile, td)) {
 | 
						|
				if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
 | 
						|
					/* Red PBS signal? Can't be our reservation, would be green then. */
 | 
						|
					break;
 | 
						|
				} else {
 | 
						|
					/* Turn the signal back to red. */
 | 
						|
					SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
 | 
						|
					MarkTileDirtyByTile(tile);
 | 
						|
				}
 | 
						|
			} else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/* Don't free first station/bridge/tunnel if we are on it. */
 | 
						|
		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);
 | 
						|
 | 
						|
		free_tile = true;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static const byte _initial_tile_subcoord[6][4][3] = {
 | 
						|
{{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
 | 
						|
{{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
 | 
						|
{{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
 | 
						|
{{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
 | 
						|
{{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
 | 
						|
{{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
 | 
						|
};
 | 
						|
 | 
						|
/**
 | 
						|
 * Perform pathfinding for a train.
 | 
						|
 *
 | 
						|
 * @param v The train
 | 
						|
 * @param tile The tile the train is about to enter
 | 
						|
 * @param enterdir Diagonal direction the train is coming from
 | 
						|
 * @param tracks Usable tracks on the new tile
 | 
						|
 * @param[out] path_found Whether a path has been found or not.
 | 
						|
 * @param do_track_reservation Path reservation is requested
 | 
						|
 * @param[out] dest State and destination of the requested path
 | 
						|
 * @return The best track the train should follow
 | 
						|
 */
 | 
						|
static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
 | 
						|
{
 | 
						|
	switch (_settings_game.pf.pathfinder_for_trains) {
 | 
						|
		case VPF_NPF: return NPFTrainChooseTrack(v, path_found, do_track_reservation, dest);
 | 
						|
		case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
 | 
						|
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Extend a train path as far as possible. Stops on encountering a safe tile,
 | 
						|
 * another reservation or a track choice.
 | 
						|
 * @return INVALID_TILE indicates that the reservation failed.
 | 
						|
 */
 | 
						|
static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
 | 
						|
{
 | 
						|
	PBSTileInfo origin = FollowTrainReservation(v);
 | 
						|
 | 
						|
	CFollowTrackRail ft(v);
 | 
						|
 | 
						|
	TileIndex tile = origin.tile;
 | 
						|
	Trackdir  cur_td = origin.trackdir;
 | 
						|
	while (ft.Follow(tile, cur_td)) {
 | 
						|
		if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
 | 
						|
			/* Possible signal tile. */
 | 
						|
			if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
 | 
						|
		}
 | 
						|
 | 
						|
		if (Rail90DegTurnDisallowed(GetTileRailType(ft.m_old_tile), GetTileRailType(ft.m_new_tile))) {
 | 
						|
			ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
 | 
						|
			if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
 | 
						|
		}
 | 
						|
 | 
						|
		/* Station, depot or waypoint are a possible target. */
 | 
						|
		bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
 | 
						|
		if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
 | 
						|
			/* Choice found or possible target encountered.
 | 
						|
			 * On finding a possible target, we need to stop and let the pathfinder handle the
 | 
						|
			 * remaining path. This is because we don't know if this target is in one of our
 | 
						|
			 * orders, so we might cause pathfinding to fail later on if we find a choice.
 | 
						|
			 * This failure would cause a bogous call to TryReserveSafePath which might reserve
 | 
						|
			 * a wrong path not leading to our next destination. */
 | 
						|
			if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
 | 
						|
 | 
						|
			/* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
 | 
						|
			 * actually starts its search at the first unreserved tile. */
 | 
						|
			if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
 | 
						|
 | 
						|
			/* Choice found, path valid but not okay. Save info about the choice tile as well. */
 | 
						|
			if (new_tracks != nullptr) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
 | 
						|
			if (enterdir != nullptr) *enterdir = ft.m_exitdir;
 | 
						|
			return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
 | 
						|
		}
 | 
						|
 | 
						|
		tile = ft.m_new_tile;
 | 
						|
		cur_td = FindFirstTrackdir(ft.m_new_td_bits);
 | 
						|
 | 
						|
		if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
 | 
						|
			bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
 | 
						|
			if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
 | 
						|
			/* Safe position is all good, path valid and okay. */
 | 
						|
			return PBSTileInfo(tile, cur_td, true);
 | 
						|
		}
 | 
						|
 | 
						|
		if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
 | 
						|
	}
 | 
						|
 | 
						|
	if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
 | 
						|
		/* End of line, path valid and okay. */
 | 
						|
		return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
 | 
						|
	}
 | 
						|
 | 
						|
	/* Sorry, can't reserve path, back out. */
 | 
						|
	tile = origin.tile;
 | 
						|
	cur_td = origin.trackdir;
 | 
						|
	TileIndex stopped = ft.m_old_tile;
 | 
						|
	Trackdir  stopped_td = ft.m_old_td;
 | 
						|
	while (tile != stopped || cur_td != stopped_td) {
 | 
						|
		if (!ft.Follow(tile, cur_td)) break;
 | 
						|
 | 
						|
		if (Rail90DegTurnDisallowed(GetTileRailType(ft.m_old_tile), GetTileRailType(ft.m_new_tile))) {
 | 
						|
			ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
 | 
						|
			assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
 | 
						|
		}
 | 
						|
		assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
 | 
						|
 | 
						|
		tile = ft.m_new_tile;
 | 
						|
		cur_td = FindFirstTrackdir(ft.m_new_td_bits);
 | 
						|
 | 
						|
		UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
 | 
						|
	}
 | 
						|
 | 
						|
	/* Path invalid. */
 | 
						|
	return PBSTileInfo();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Try to reserve any path to a safe tile, ignoring the vehicle's destination.
 | 
						|
 * Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
 | 
						|
 *
 | 
						|
 * @param v The vehicle.
 | 
						|
 * @param tile The tile the search should start from.
 | 
						|
 * @param td The trackdir the search should start from.
 | 
						|
 * @param override_railtype Whether all physically compatible railtypes should be followed.
 | 
						|
 * @return True if a path to a safe stopping tile could be reserved.
 | 
						|
 */
 | 
						|
static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_railtype)
 | 
						|
{
 | 
						|
	switch (_settings_game.pf.pathfinder_for_trains) {
 | 
						|
		case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_railtype);
 | 
						|
		case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_railtype);
 | 
						|
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/** This class will save the current order of a vehicle and restore it on destruction. */
 | 
						|
class VehicleOrderSaver {
 | 
						|
private:
 | 
						|
	Train          *v;
 | 
						|
	Order          old_order;
 | 
						|
	TileIndex      old_dest_tile;
 | 
						|
	StationID      old_last_station_visited;
 | 
						|
	VehicleOrderID index;
 | 
						|
	bool           suppress_implicit_orders;
 | 
						|
 | 
						|
public:
 | 
						|
	VehicleOrderSaver(Train *_v) :
 | 
						|
		v(_v),
 | 
						|
		old_order(_v->current_order),
 | 
						|
		old_dest_tile(_v->dest_tile),
 | 
						|
		old_last_station_visited(_v->last_station_visited),
 | 
						|
		index(_v->cur_real_order_index),
 | 
						|
		suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
 | 
						|
	{
 | 
						|
	}
 | 
						|
 | 
						|
	~VehicleOrderSaver()
 | 
						|
	{
 | 
						|
		this->v->current_order = this->old_order;
 | 
						|
		this->v->dest_tile = this->old_dest_tile;
 | 
						|
		this->v->last_station_visited = this->old_last_station_visited;
 | 
						|
		SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
 | 
						|
	}
 | 
						|
 | 
						|
	/**
 | 
						|
	 * Set the current vehicle order to the next order in the order list.
 | 
						|
	 * @param skip_first Shall the first (i.e. active) order be skipped?
 | 
						|
	 * @return True if a suitable next order could be found.
 | 
						|
	 */
 | 
						|
	bool SwitchToNextOrder(bool skip_first)
 | 
						|
	{
 | 
						|
		if (this->v->GetNumOrders() == 0) return false;
 | 
						|
 | 
						|
		if (skip_first) ++this->index;
 | 
						|
 | 
						|
		int depth = 0;
 | 
						|
 | 
						|
		do {
 | 
						|
			/* Wrap around. */
 | 
						|
			if (this->index >= this->v->GetNumOrders()) this->index = 0;
 | 
						|
 | 
						|
			Order *order = this->v->GetOrder(this->index);
 | 
						|
			assert(order != nullptr);
 | 
						|
 | 
						|
			switch (order->GetType()) {
 | 
						|
				case OT_GOTO_DEPOT:
 | 
						|
					/* Skip service in depot orders when the train doesn't need service. */
 | 
						|
					if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
 | 
						|
					FALLTHROUGH;
 | 
						|
				case OT_GOTO_STATION:
 | 
						|
				case OT_GOTO_WAYPOINT:
 | 
						|
					this->v->current_order = *order;
 | 
						|
					return UpdateOrderDest(this->v, order, 0, true);
 | 
						|
				case OT_CONDITIONAL: {
 | 
						|
					VehicleOrderID next = ProcessConditionalOrder(order, this->v);
 | 
						|
					if (next != INVALID_VEH_ORDER_ID) {
 | 
						|
						depth++;
 | 
						|
						this->index = next;
 | 
						|
						/* Don't increment next, so no break here. */
 | 
						|
						continue;
 | 
						|
					}
 | 
						|
					break;
 | 
						|
				}
 | 
						|
				default:
 | 
						|
					break;
 | 
						|
			}
 | 
						|
			/* Don't increment inside the while because otherwise conditional
 | 
						|
			 * orders can lead to an infinite loop. */
 | 
						|
			++this->index;
 | 
						|
			depth++;
 | 
						|
		} while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
 | 
						|
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
};
 | 
						|
 | 
						|
/* choose a track */
 | 
						|
static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
 | 
						|
{
 | 
						|
	Track best_track = INVALID_TRACK;
 | 
						|
	bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
 | 
						|
	bool changed_signal = false;
 | 
						|
 | 
						|
	assert((tracks & ~TRACK_BIT_MASK) == 0);
 | 
						|
 | 
						|
	if (got_reservation != nullptr) *got_reservation = false;
 | 
						|
 | 
						|
	/* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
 | 
						|
	TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
 | 
						|
	/* Do we have a suitable reserved track? */
 | 
						|
	if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
 | 
						|
 | 
						|
	/* Quick return in case only one possible track is available */
 | 
						|
	if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
 | 
						|
		Track track = FindFirstTrack(tracks);
 | 
						|
		/* We need to check for signals only here, as a junction tile can't have signals. */
 | 
						|
		if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
 | 
						|
			do_track_reservation = true;
 | 
						|
			changed_signal = true;
 | 
						|
			SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
 | 
						|
		} else if (!do_track_reservation) {
 | 
						|
			return track;
 | 
						|
		}
 | 
						|
		best_track = track;
 | 
						|
	}
 | 
						|
 | 
						|
	PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
 | 
						|
	DiagDirection dest_enterdir = enterdir;
 | 
						|
	if (do_track_reservation) {
 | 
						|
		res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
 | 
						|
		if (res_dest.tile == INVALID_TILE) {
 | 
						|
			/* Reservation failed? */
 | 
						|
			if (mark_stuck) MarkTrainAsStuck(v);
 | 
						|
			if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
 | 
						|
			return FindFirstTrack(tracks);
 | 
						|
		}
 | 
						|
		if (res_dest.okay) {
 | 
						|
			/* Got a valid reservation that ends at a safe target, quick exit. */
 | 
						|
			if (got_reservation != nullptr) *got_reservation = true;
 | 
						|
			if (changed_signal) MarkTileDirtyByTile(tile);
 | 
						|
			TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
 | 
						|
			return best_track;
 | 
						|
		}
 | 
						|
 | 
						|
		/* Check if the train needs service here, so it has a chance to always find a depot.
 | 
						|
		 * Also check if the current order is a service order so we don't reserve a path to
 | 
						|
		 * the destination but instead to the next one if service isn't needed. */
 | 
						|
		CheckIfTrainNeedsService(v);
 | 
						|
		if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
 | 
						|
	}
 | 
						|
 | 
						|
	/* Save the current train order. The destructor will restore the old order on function exit. */
 | 
						|
	VehicleOrderSaver orders(v);
 | 
						|
 | 
						|
	/* If the current tile is the destination of the current order and
 | 
						|
	 * a reservation was requested, advance to the next order.
 | 
						|
	 * Don't advance on a depot order as depots are always safe end points
 | 
						|
	 * for a path and no look-ahead is necessary. This also avoids a
 | 
						|
	 * problem with depot orders not part of the order list when the
 | 
						|
	 * order list itself is empty. */
 | 
						|
	if (v->current_order.IsType(OT_LEAVESTATION)) {
 | 
						|
		orders.SwitchToNextOrder(false);
 | 
						|
	} else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
 | 
						|
			v->current_order.IsType(OT_GOTO_STATION) ?
 | 
						|
			IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
 | 
						|
			v->tile == v->dest_tile))) {
 | 
						|
		orders.SwitchToNextOrder(true);
 | 
						|
	}
 | 
						|
 | 
						|
	if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
 | 
						|
		/* Pathfinders are able to tell that route was only 'guessed'. */
 | 
						|
		bool      path_found = true;
 | 
						|
		TileIndex new_tile = res_dest.tile;
 | 
						|
 | 
						|
		Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
 | 
						|
		if (new_tile == tile) best_track = next_track;
 | 
						|
		v->HandlePathfindingResult(path_found);
 | 
						|
	}
 | 
						|
 | 
						|
	/* No track reservation requested -> finished. */
 | 
						|
	if (!do_track_reservation) return best_track;
 | 
						|
 | 
						|
	/* A path was found, but could not be reserved. */
 | 
						|
	if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
 | 
						|
		if (mark_stuck) MarkTrainAsStuck(v);
 | 
						|
		FreeTrainTrackReservation(v);
 | 
						|
		return best_track;
 | 
						|
	}
 | 
						|
 | 
						|
	/* No possible reservation target found, we are probably lost. */
 | 
						|
	if (res_dest.tile == INVALID_TILE) {
 | 
						|
		/* Try to find any safe destination. */
 | 
						|
		PBSTileInfo origin = FollowTrainReservation(v);
 | 
						|
		if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
 | 
						|
			TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
 | 
						|
			best_track = FindFirstTrack(res);
 | 
						|
			TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
 | 
						|
			if (got_reservation != nullptr) *got_reservation = true;
 | 
						|
			if (changed_signal) MarkTileDirtyByTile(tile);
 | 
						|
		} else {
 | 
						|
			FreeTrainTrackReservation(v);
 | 
						|
			if (mark_stuck) MarkTrainAsStuck(v);
 | 
						|
		}
 | 
						|
		return best_track;
 | 
						|
	}
 | 
						|
 | 
						|
	if (got_reservation != nullptr) *got_reservation = true;
 | 
						|
 | 
						|
	/* Reservation target found and free, check if it is safe. */
 | 
						|
	while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
 | 
						|
		/* Extend reservation until we have found a safe position. */
 | 
						|
		DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
 | 
						|
		TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
 | 
						|
		TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
 | 
						|
		if (Rail90DegTurnDisallowed(GetTileRailType(res_dest.tile), GetTileRailType(next_tile))) {
 | 
						|
			reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
 | 
						|
		}
 | 
						|
 | 
						|
		/* Get next order with destination. */
 | 
						|
		if (orders.SwitchToNextOrder(true)) {
 | 
						|
			PBSTileInfo cur_dest;
 | 
						|
			bool path_found;
 | 
						|
			DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
 | 
						|
			if (cur_dest.tile != INVALID_TILE) {
 | 
						|
				res_dest = cur_dest;
 | 
						|
				if (res_dest.okay) continue;
 | 
						|
				/* Path found, but could not be reserved. */
 | 
						|
				FreeTrainTrackReservation(v);
 | 
						|
				if (mark_stuck) MarkTrainAsStuck(v);
 | 
						|
				if (got_reservation != nullptr) *got_reservation = false;
 | 
						|
				changed_signal = false;
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		/* No order or no safe position found, try any position. */
 | 
						|
		if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
 | 
						|
			FreeTrainTrackReservation(v);
 | 
						|
			if (mark_stuck) MarkTrainAsStuck(v);
 | 
						|
			if (got_reservation != nullptr) *got_reservation = false;
 | 
						|
			changed_signal = false;
 | 
						|
		}
 | 
						|
		break;
 | 
						|
	}
 | 
						|
 | 
						|
	TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
 | 
						|
 | 
						|
	if (changed_signal) MarkTileDirtyByTile(tile);
 | 
						|
 | 
						|
	return best_track;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Try to reserve a path to a safe position.
 | 
						|
 *
 | 
						|
 * @param v The vehicle
 | 
						|
 * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
 | 
						|
 * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
 | 
						|
 * @return True if a path could be reserved.
 | 
						|
 */
 | 
						|
bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
 | 
						|
{
 | 
						|
	assert(v->IsFrontEngine());
 | 
						|
 | 
						|
	/* We have to handle depots specially as the track follower won't look
 | 
						|
	 * at the depot tile itself but starts from the next tile. If we are still
 | 
						|
	 * inside the depot, a depot reservation can never be ours. */
 | 
						|
	if (v->track == TRACK_BIT_DEPOT) {
 | 
						|
		if (HasDepotReservation(v->tile)) {
 | 
						|
			if (mark_as_stuck) MarkTrainAsStuck(v);
 | 
						|
			return false;
 | 
						|
		} else {
 | 
						|
			/* Depot not reserved, but the next tile might be. */
 | 
						|
			TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
 | 
						|
			if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	Vehicle *other_train = nullptr;
 | 
						|
	PBSTileInfo origin = FollowTrainReservation(v, &other_train);
 | 
						|
	/* The path we are driving on is already blocked by some other train.
 | 
						|
	 * This can only happen in certain situations when mixing path and
 | 
						|
	 * block signals or when changing tracks and/or signals.
 | 
						|
	 * Exit here as doing any further reservations will probably just
 | 
						|
	 * make matters worse. */
 | 
						|
	if (other_train != nullptr && other_train->index != v->index) {
 | 
						|
		if (mark_as_stuck) MarkTrainAsStuck(v);
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
	/* If we have a reserved path and the path ends at a safe tile, we are finished already. */
 | 
						|
	if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
 | 
						|
		/* Can't be stuck then. */
 | 
						|
		if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
 | 
						|
		ClrBit(v->flags, VRF_TRAIN_STUCK);
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
 | 
						|
	/* If we are in a depot, tentatively reserve the depot. */
 | 
						|
	if (v->track == TRACK_BIT_DEPOT) {
 | 
						|
		SetDepotReservation(v->tile, true);
 | 
						|
		if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
 | 
						|
	}
 | 
						|
 | 
						|
	DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
 | 
						|
	TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
 | 
						|
	TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
 | 
						|
 | 
						|
	if (Rail90DegTurnDisallowed(GetTileRailType(origin.tile), GetTileRailType(new_tile))) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
 | 
						|
 | 
						|
	bool res_made = false;
 | 
						|
	ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
 | 
						|
 | 
						|
	if (!res_made) {
 | 
						|
		/* Free the depot reservation as well. */
 | 
						|
		if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
 | 
						|
		v->wait_counter = 0;
 | 
						|
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
 | 
						|
	}
 | 
						|
	ClrBit(v->flags, VRF_TRAIN_STUCK);
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static bool CheckReverseTrain(const Train *v)
 | 
						|
{
 | 
						|
	if (_settings_game.difficulty.line_reverse_mode != 0 ||
 | 
						|
			v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
 | 
						|
			!(v->direction & 1)) {
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	assert(v->track != TRACK_BIT_NONE);
 | 
						|
 | 
						|
	switch (_settings_game.pf.pathfinder_for_trains) {
 | 
						|
		case VPF_NPF: return NPFTrainCheckReverse(v);
 | 
						|
		case VPF_YAPF: return YapfTrainCheckReverse(v);
 | 
						|
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the location of the next station to visit.
 | 
						|
 * @param station Next station to visit.
 | 
						|
 * @return Location of the new station.
 | 
						|
 */
 | 
						|
TileIndex Train::GetOrderStationLocation(StationID station)
 | 
						|
{
 | 
						|
	if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
 | 
						|
 | 
						|
	const Station *st = Station::Get(station);
 | 
						|
	if (!(st->facilities & FACIL_TRAIN)) {
 | 
						|
		/* The destination station has no trainstation tiles. */
 | 
						|
		this->IncrementRealOrderIndex();
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
 | 
						|
	return st->xy;
 | 
						|
}
 | 
						|
 | 
						|
/** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
 | 
						|
void Train::MarkDirty()
 | 
						|
{
 | 
						|
	Train *v = this;
 | 
						|
	do {
 | 
						|
		v->colourmap = PAL_NONE;
 | 
						|
		v->UpdateViewport(true, false);
 | 
						|
	} while ((v = v->Next()) != nullptr);
 | 
						|
 | 
						|
	/* need to update acceleration and cached values since the goods on the train changed. */
 | 
						|
	this->CargoChanged();
 | 
						|
	this->UpdateAcceleration();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * This function looks at the vehicle and updates its speed (cur_speed
 | 
						|
 * and subspeed) variables. Furthermore, it returns the distance that
 | 
						|
 * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
 | 
						|
 * the distance to drive before moving a step on the map.
 | 
						|
 * @return distance to drive.
 | 
						|
 */
 | 
						|
int Train::UpdateSpeed()
 | 
						|
{
 | 
						|
	switch (_settings_game.vehicle.train_acceleration_model) {
 | 
						|
		default: NOT_REACHED();
 | 
						|
		case AM_ORIGINAL:
 | 
						|
			return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed());
 | 
						|
 | 
						|
		case AM_REALISTIC:
 | 
						|
			return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Trains enters a station, send out a news item if it is the first train, and start loading.
 | 
						|
 * @param v Train that entered the station.
 | 
						|
 * @param station Station visited.
 | 
						|
 */
 | 
						|
static void TrainEnterStation(Train *v, StationID station)
 | 
						|
{
 | 
						|
	v->last_station_visited = station;
 | 
						|
 | 
						|
	/* check if a train ever visited this station before */
 | 
						|
	Station *st = Station::Get(station);
 | 
						|
	if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
 | 
						|
		st->had_vehicle_of_type |= HVOT_TRAIN;
 | 
						|
		SetDParam(0, st->index);
 | 
						|
		AddVehicleNewsItem(
 | 
						|
			STR_NEWS_FIRST_TRAIN_ARRIVAL,
 | 
						|
			v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
 | 
						|
			v->index,
 | 
						|
			st->index
 | 
						|
		);
 | 
						|
		AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
 | 
						|
		Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
 | 
						|
	}
 | 
						|
 | 
						|
	v->force_proceed = TFP_NONE;
 | 
						|
	SetWindowDirty(WC_VEHICLE_VIEW, v->index);
 | 
						|
 | 
						|
	v->BeginLoading();
 | 
						|
 | 
						|
	TriggerStationRandomisation(st, v->tile, SRT_TRAIN_ARRIVES);
 | 
						|
	TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
 | 
						|
}
 | 
						|
 | 
						|
/* Check if the vehicle is compatible with the specified tile */
 | 
						|
static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
 | 
						|
{
 | 
						|
	return IsTileOwner(tile, v->owner) &&
 | 
						|
			(!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
 | 
						|
}
 | 
						|
 | 
						|
/** Data structure for storing engine speed changes of an acceleration type. */
 | 
						|
struct AccelerationSlowdownParams {
 | 
						|
	byte small_turn; ///< Speed change due to a small turn.
 | 
						|
	byte large_turn; ///< Speed change due to a large turn.
 | 
						|
	byte z_up;       ///< Fraction to remove when moving up.
 | 
						|
	byte z_down;     ///< Fraction to add when moving down.
 | 
						|
};
 | 
						|
 | 
						|
/** Speed update fractions for each acceleration type. */
 | 
						|
static const AccelerationSlowdownParams _accel_slowdown[] = {
 | 
						|
	/* normal accel */
 | 
						|
	{256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
 | 
						|
	{256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
 | 
						|
	{0,       256 / 2, 256 / 4, 2}, ///< maglev
 | 
						|
};
 | 
						|
 | 
						|
/**
 | 
						|
 * Modify the speed of the vehicle due to a change in altitude.
 | 
						|
 * @param v %Train to update.
 | 
						|
 * @param old_z Previous height.
 | 
						|
 */
 | 
						|
static inline void AffectSpeedByZChange(Train *v, int old_z)
 | 
						|
{
 | 
						|
	if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
 | 
						|
 | 
						|
	const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
 | 
						|
 | 
						|
	if (old_z < v->z_pos) {
 | 
						|
		v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
 | 
						|
	} else {
 | 
						|
		uint16 spd = v->cur_speed + asp->z_down;
 | 
						|
		if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
 | 
						|
{
 | 
						|
	if (IsTileType(tile, MP_RAILWAY) &&
 | 
						|
			GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
 | 
						|
		TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
 | 
						|
		Trackdir trackdir = FindFirstTrackdir(tracks);
 | 
						|
		if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
 | 
						|
			/* A PBS block with a non-PBS signal facing us? */
 | 
						|
			if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
/** Tries to reserve track under whole train consist. */
 | 
						|
void Train::ReserveTrackUnderConsist() const
 | 
						|
{
 | 
						|
	for (const Train *u = this; u != nullptr; u = u->Next()) {
 | 
						|
		switch (u->track) {
 | 
						|
			case TRACK_BIT_WORMHOLE:
 | 
						|
				TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
 | 
						|
				break;
 | 
						|
			case TRACK_BIT_DEPOT:
 | 
						|
				break;
 | 
						|
			default:
 | 
						|
				TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
 | 
						|
				break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * The train vehicle crashed!
 | 
						|
 * Update its status and other parts around it.
 | 
						|
 * @param flooded Crash was caused by flooding.
 | 
						|
 * @return Number of people killed.
 | 
						|
 */
 | 
						|
uint Train::Crash(bool flooded)
 | 
						|
{
 | 
						|
	uint pass = 0;
 | 
						|
	if (this->IsFrontEngine()) {
 | 
						|
		pass += 2; // driver
 | 
						|
 | 
						|
		/* Remove the reserved path in front of the train if it is not stuck.
 | 
						|
		 * Also clear all reserved tracks the train is currently on. */
 | 
						|
		if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
 | 
						|
		for (const Train *v = this; v != nullptr; v = v->Next()) {
 | 
						|
			ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
 | 
						|
			if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
 | 
						|
				/* ClearPathReservation will not free the wormhole exit
 | 
						|
				 * if the train has just entered the wormhole. */
 | 
						|
				SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/* we may need to update crossing we were approaching,
 | 
						|
		 * but must be updated after the train has been marked crashed */
 | 
						|
		TileIndex crossing = TrainApproachingCrossingTile(this);
 | 
						|
		if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
 | 
						|
 | 
						|
		/* Remove the loading indicators (if any) */
 | 
						|
		HideFillingPercent(&this->fill_percent_te_id);
 | 
						|
	}
 | 
						|
 | 
						|
	pass += this->GroundVehicleBase::Crash(flooded);
 | 
						|
 | 
						|
	this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
 | 
						|
	return pass;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Marks train as crashed and creates an AI event.
 | 
						|
 * Doesn't do anything if the train is crashed already.
 | 
						|
 * @param v first vehicle of chain
 | 
						|
 * @return number of victims (including 2 drivers; zero if train was already crashed)
 | 
						|
 */
 | 
						|
static uint TrainCrashed(Train *v)
 | 
						|
{
 | 
						|
	uint num = 0;
 | 
						|
 | 
						|
	/* do not crash train twice */
 | 
						|
	if (!(v->vehstatus & VS_CRASHED)) {
 | 
						|
		num = v->Crash();
 | 
						|
		AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
 | 
						|
		Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
 | 
						|
	}
 | 
						|
 | 
						|
	/* Try to re-reserve track under already crashed train too.
 | 
						|
	 * Crash() clears the reservation! */
 | 
						|
	v->ReserveTrackUnderConsist();
 | 
						|
 | 
						|
	return num;
 | 
						|
}
 | 
						|
 | 
						|
/** Temporary data storage for testing collisions. */
 | 
						|
struct TrainCollideChecker {
 | 
						|
	Train *v; ///< %Vehicle we are testing for collision.
 | 
						|
	uint num; ///< Total number of victims if train collided.
 | 
						|
};
 | 
						|
 | 
						|
/**
 | 
						|
 * Collision test function.
 | 
						|
 * @param v %Train vehicle to test collision with.
 | 
						|
 * @param data %Train being examined.
 | 
						|
 * @return \c nullptr (always continue search)
 | 
						|
 */
 | 
						|
static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
 | 
						|
{
 | 
						|
	TrainCollideChecker *tcc = (TrainCollideChecker*)data;
 | 
						|
 | 
						|
	/* not a train or in depot */
 | 
						|
	if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return nullptr;
 | 
						|
 | 
						|
	/* do not crash into trains of another company. */
 | 
						|
	if (v->owner != tcc->v->owner) return nullptr;
 | 
						|
 | 
						|
	/* get first vehicle now to make most usual checks faster */
 | 
						|
	Train *coll = Train::From(v)->First();
 | 
						|
 | 
						|
	/* can't collide with own wagons */
 | 
						|
	if (coll == tcc->v) return nullptr;
 | 
						|
 | 
						|
	int x_diff = v->x_pos - tcc->v->x_pos;
 | 
						|
	int y_diff = v->y_pos - tcc->v->y_pos;
 | 
						|
 | 
						|
	/* Do fast calculation to check whether trains are not in close vicinity
 | 
						|
	 * and quickly reject trains distant enough for any collision.
 | 
						|
	 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
 | 
						|
	 * Differences are then ORed and then we check for any higher bits */
 | 
						|
	uint hash = (y_diff + 7) | (x_diff + 7);
 | 
						|
	if (hash & ~15) return nullptr;
 | 
						|
 | 
						|
	/* Slower check using multiplication */
 | 
						|
	int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
 | 
						|
	if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return nullptr;
 | 
						|
 | 
						|
	/* Happens when there is a train under bridge next to bridge head */
 | 
						|
	if (abs(v->z_pos - tcc->v->z_pos) > 5) return nullptr;
 | 
						|
 | 
						|
	/* crash both trains */
 | 
						|
	tcc->num += TrainCrashed(tcc->v);
 | 
						|
	tcc->num += TrainCrashed(coll);
 | 
						|
 | 
						|
	return nullptr; // continue searching
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Checks whether the specified train has a collision with another vehicle. If
 | 
						|
 * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
 | 
						|
 * Reports the incident in a flashy news item, modifies station ratings and
 | 
						|
 * plays a sound.
 | 
						|
 * @param v %Train to test.
 | 
						|
 */
 | 
						|
static bool CheckTrainCollision(Train *v)
 | 
						|
{
 | 
						|
	/* can't collide in depot */
 | 
						|
	if (v->track == TRACK_BIT_DEPOT) return false;
 | 
						|
 | 
						|
	assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
 | 
						|
 | 
						|
	TrainCollideChecker tcc;
 | 
						|
	tcc.v = v;
 | 
						|
	tcc.num = 0;
 | 
						|
 | 
						|
	/* find colliding vehicles */
 | 
						|
	if (v->track == TRACK_BIT_WORMHOLE) {
 | 
						|
		FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
 | 
						|
		FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
 | 
						|
	} else {
 | 
						|
		FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
 | 
						|
	}
 | 
						|
 | 
						|
	/* any dead -> no crash */
 | 
						|
	if (tcc.num == 0) return false;
 | 
						|
 | 
						|
	SetDParam(0, tcc.num);
 | 
						|
	AddTileNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->tile);
 | 
						|
 | 
						|
	ModifyStationRatingAround(v->tile, v->owner, -160, 30);
 | 
						|
	if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_TRAIN_COLLISION, v);
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
 | 
						|
{
 | 
						|
	if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return nullptr;
 | 
						|
 | 
						|
	Train *t = Train::From(v);
 | 
						|
	DiagDirection exitdir = *(DiagDirection *)data;
 | 
						|
 | 
						|
	/* not front engine of a train, inside wormhole or depot, crashed */
 | 
						|
	if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return nullptr;
 | 
						|
 | 
						|
	if (t->cur_speed > 5 || VehicleExitDir(t->direction, t->track) != exitdir) return nullptr;
 | 
						|
 | 
						|
	return t;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Move a vehicle chain one movement stop forwards.
 | 
						|
 * @param v First vehicle to move.
 | 
						|
 * @param nomove Stop moving this and all following vehicles.
 | 
						|
 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
 | 
						|
 * @return True if the vehicle could be moved forward, false otherwise.
 | 
						|
 */
 | 
						|
bool TrainController(Train *v, Vehicle *nomove, bool reverse)
 | 
						|
{
 | 
						|
	Train *first = v->First();
 | 
						|
	Train *prev;
 | 
						|
	bool direction_changed = false; // has direction of any part changed?
 | 
						|
 | 
						|
	/* For every vehicle after and including the given vehicle */
 | 
						|
	for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
 | 
						|
		DiagDirection enterdir = DIAGDIR_BEGIN;
 | 
						|
		bool update_signals_crossing = false; // will we update signals or crossing state?
 | 
						|
 | 
						|
		GetNewVehiclePosResult gp = GetNewVehiclePos(v);
 | 
						|
		if (v->track != TRACK_BIT_WORMHOLE) {
 | 
						|
			/* Not inside tunnel */
 | 
						|
			if (gp.old_tile == gp.new_tile) {
 | 
						|
				/* Staying in the old tile */
 | 
						|
				if (v->track == TRACK_BIT_DEPOT) {
 | 
						|
					/* Inside depot */
 | 
						|
					gp.x = v->x_pos;
 | 
						|
					gp.y = v->y_pos;
 | 
						|
				} else {
 | 
						|
					/* Not inside depot */
 | 
						|
 | 
						|
					/* Reverse when we are at the end of the track already, do not move to the new position */
 | 
						|
					if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
 | 
						|
 | 
						|
					uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
 | 
						|
					if (HasBit(r, VETS_CANNOT_ENTER)) {
 | 
						|
						goto invalid_rail;
 | 
						|
					}
 | 
						|
					if (HasBit(r, VETS_ENTERED_STATION)) {
 | 
						|
						/* The new position is the end of the platform */
 | 
						|
						TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
 | 
						|
					}
 | 
						|
				}
 | 
						|
			} else {
 | 
						|
				/* A new tile is about to be entered. */
 | 
						|
 | 
						|
				/* Determine what direction we're entering the new tile from */
 | 
						|
				enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
 | 
						|
				assert(IsValidDiagDirection(enterdir));
 | 
						|
 | 
						|
				/* Get the status of the tracks in the new tile and mask
 | 
						|
				 * away the bits that aren't reachable. */
 | 
						|
				TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
 | 
						|
				TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
 | 
						|
 | 
						|
				TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
 | 
						|
				TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
 | 
						|
 | 
						|
				TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
 | 
						|
				if (Rail90DegTurnDisallowed(GetTileRailType(gp.old_tile), GetTileRailType(gp.new_tile)) && prev == nullptr) {
 | 
						|
					/* We allow wagons to make 90 deg turns, because forbid_90_deg
 | 
						|
					 * can be switched on halfway a turn */
 | 
						|
					bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
 | 
						|
				}
 | 
						|
 | 
						|
				if (bits == TRACK_BIT_NONE) goto invalid_rail;
 | 
						|
 | 
						|
				/* Check if the new tile constrains tracks that are compatible
 | 
						|
				 * with the current train, if not, bail out. */
 | 
						|
				if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
 | 
						|
 | 
						|
				TrackBits chosen_track;
 | 
						|
				if (prev == nullptr) {
 | 
						|
					/* Currently the locomotive is active. Determine which one of the
 | 
						|
					 * available tracks to choose */
 | 
						|
					chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, nullptr, true));
 | 
						|
					assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
 | 
						|
 | 
						|
					if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
 | 
						|
						/* For each signal we find decrease the counter by one.
 | 
						|
						 * We start at two, so the first signal we pass decreases
 | 
						|
						 * this to one, then if we reach the next signal it is
 | 
						|
						 * decreased to zero and we won't pass that new signal. */
 | 
						|
						Trackdir dir = FindFirstTrackdir(trackdirbits);
 | 
						|
						if (HasSignalOnTrackdir(gp.new_tile, dir) ||
 | 
						|
								(HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir)) &&
 | 
						|
								GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS)) {
 | 
						|
							/* However, we do not want to be stopped by PBS signals
 | 
						|
							 * entered via the back. */
 | 
						|
							v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
 | 
						|
							SetWindowDirty(WC_VEHICLE_VIEW, v->index);
 | 
						|
						}
 | 
						|
					}
 | 
						|
 | 
						|
					/* Check if it's a red signal and that force proceed is not clicked. */
 | 
						|
					if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
 | 
						|
						/* In front of a red signal */
 | 
						|
						Trackdir i = FindFirstTrackdir(trackdirbits);
 | 
						|
 | 
						|
						/* Don't handle stuck trains here. */
 | 
						|
						if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
 | 
						|
 | 
						|
						if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
 | 
						|
							v->cur_speed = 0;
 | 
						|
							v->subspeed = 0;
 | 
						|
							v->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
 | 
						|
							if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * DAY_TICKS * 2) return false;
 | 
						|
						} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
 | 
						|
							v->cur_speed = 0;
 | 
						|
							v->subspeed = 0;
 | 
						|
							v->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
 | 
						|
							if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * DAY_TICKS * 2) {
 | 
						|
								DiagDirection exitdir = TrackdirToExitdir(i);
 | 
						|
								TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
 | 
						|
 | 
						|
								exitdir = ReverseDiagDir(exitdir);
 | 
						|
 | 
						|
								/* check if a train is waiting on the other side */
 | 
						|
								if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
 | 
						|
							}
 | 
						|
						}
 | 
						|
 | 
						|
						/* If we would reverse but are currently in a PBS block and
 | 
						|
						 * reversing of stuck trains is disabled, don't reverse.
 | 
						|
						 * This does not apply if the reason for reversing is a one-way
 | 
						|
						 * signal blocking us, because a train would then be stuck forever. */
 | 
						|
						if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
 | 
						|
								UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
 | 
						|
							v->wait_counter = 0;
 | 
						|
							return false;
 | 
						|
						}
 | 
						|
						goto reverse_train_direction;
 | 
						|
					} else {
 | 
						|
						TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
					/* The wagon is active, simply follow the prev vehicle. */
 | 
						|
					if (prev->tile == gp.new_tile) {
 | 
						|
						/* Choose the same track as prev */
 | 
						|
						if (prev->track == TRACK_BIT_WORMHOLE) {
 | 
						|
							/* Vehicles entering tunnels enter the wormhole earlier than for bridges.
 | 
						|
							 * However, just choose the track into the wormhole. */
 | 
						|
							assert(IsTunnel(prev->tile));
 | 
						|
							chosen_track = bits;
 | 
						|
						} else {
 | 
						|
							chosen_track = prev->track;
 | 
						|
						}
 | 
						|
					} else {
 | 
						|
						/* Choose the track that leads to the tile where prev is.
 | 
						|
						 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
 | 
						|
						 * I.e. when the tile between them has only space for a single vehicle like
 | 
						|
						 *  1) horizontal/vertical track tiles and
 | 
						|
						 *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
 | 
						|
						 *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
 | 
						|
						 */
 | 
						|
						static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
 | 
						|
							{TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
 | 
						|
							{TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
 | 
						|
							{TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
 | 
						|
							{TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
 | 
						|
						};
 | 
						|
						DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
 | 
						|
						assert(IsValidDiagDirection(exitdir));
 | 
						|
						chosen_track = _connecting_track[enterdir][exitdir];
 | 
						|
					}
 | 
						|
					chosen_track &= bits;
 | 
						|
				}
 | 
						|
 | 
						|
				/* Make sure chosen track is a valid track */
 | 
						|
				assert(
 | 
						|
						chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
 | 
						|
						chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
 | 
						|
						chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
 | 
						|
 | 
						|
				/* Update XY to reflect the entrance to the new tile, and select the direction to use */
 | 
						|
				const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
 | 
						|
				gp.x = (gp.x & ~0xF) | b[0];
 | 
						|
				gp.y = (gp.y & ~0xF) | b[1];
 | 
						|
				Direction chosen_dir = (Direction)b[2];
 | 
						|
 | 
						|
				/* Call the landscape function and tell it that the vehicle entered the tile */
 | 
						|
				uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
 | 
						|
				if (HasBit(r, VETS_CANNOT_ENTER)) {
 | 
						|
					goto invalid_rail;
 | 
						|
				}
 | 
						|
 | 
						|
				if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
 | 
						|
					Track track = FindFirstTrack(chosen_track);
 | 
						|
					Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
 | 
						|
					if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
 | 
						|
						SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
 | 
						|
						MarkTileDirtyByTile(gp.new_tile);
 | 
						|
					}
 | 
						|
 | 
						|
					/* Clear any track reservation when the last vehicle leaves the tile */
 | 
						|
					if (v->Next() == nullptr) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
 | 
						|
 | 
						|
					v->tile = gp.new_tile;
 | 
						|
 | 
						|
					if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
 | 
						|
						v->First()->ConsistChanged(CCF_TRACK);
 | 
						|
					}
 | 
						|
 | 
						|
					v->track = chosen_track;
 | 
						|
					assert(v->track);
 | 
						|
				}
 | 
						|
 | 
						|
				/* We need to update signal status, but after the vehicle position hash
 | 
						|
				 * has been updated by UpdateInclination() */
 | 
						|
				update_signals_crossing = true;
 | 
						|
 | 
						|
				if (chosen_dir != v->direction) {
 | 
						|
					if (prev == nullptr && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
 | 
						|
						const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
 | 
						|
						DirDiff diff = DirDifference(v->direction, chosen_dir);
 | 
						|
						v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
 | 
						|
					}
 | 
						|
					direction_changed = true;
 | 
						|
					v->direction = chosen_dir;
 | 
						|
				}
 | 
						|
 | 
						|
				if (v->IsFrontEngine()) {
 | 
						|
					v->wait_counter = 0;
 | 
						|
 | 
						|
					/* If we are approaching a crossing that is reserved, play the sound now. */
 | 
						|
					TileIndex crossing = TrainApproachingCrossingTile(v);
 | 
						|
					if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
 | 
						|
 | 
						|
					/* Always try to extend the reservation when entering a tile. */
 | 
						|
					CheckNextTrainTile(v);
 | 
						|
				}
 | 
						|
 | 
						|
				if (HasBit(r, VETS_ENTERED_STATION)) {
 | 
						|
					/* The new position is the location where we want to stop */
 | 
						|
					TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		} else {
 | 
						|
			if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
 | 
						|
				/* Perform look-ahead on tunnel exit. */
 | 
						|
				if (v->IsFrontEngine()) {
 | 
						|
					TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
 | 
						|
					CheckNextTrainTile(v);
 | 
						|
				}
 | 
						|
				/* Prevent v->UpdateInclination() being called with wrong parameters.
 | 
						|
				 * This could happen if the train was reversed inside the tunnel/bridge. */
 | 
						|
				if (gp.old_tile == gp.new_tile) {
 | 
						|
					gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
 | 
						|
				}
 | 
						|
			} else {
 | 
						|
				v->x_pos = gp.x;
 | 
						|
				v->y_pos = gp.y;
 | 
						|
				v->UpdatePosition();
 | 
						|
				if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/* update image of train, as well as delta XY */
 | 
						|
		v->UpdateDeltaXY();
 | 
						|
 | 
						|
		v->x_pos = gp.x;
 | 
						|
		v->y_pos = gp.y;
 | 
						|
		v->UpdatePosition();
 | 
						|
 | 
						|
		/* update the Z position of the vehicle */
 | 
						|
		int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
 | 
						|
 | 
						|
		if (prev == nullptr) {
 | 
						|
			/* This is the first vehicle in the train */
 | 
						|
			AffectSpeedByZChange(v, old_z);
 | 
						|
		}
 | 
						|
 | 
						|
		if (update_signals_crossing) {
 | 
						|
			if (v->IsFrontEngine()) {
 | 
						|
				if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
 | 
						|
					/* We are entering a block with PBS signals right now, but
 | 
						|
					 * not through a PBS signal. This means we don't have a
 | 
						|
					 * reservation right now. As a conventional signal will only
 | 
						|
					 * ever be green if no other train is in the block, getting
 | 
						|
					 * a path should always be possible. If the player built
 | 
						|
					 * such a strange network that it is not possible, the train
 | 
						|
					 * will be marked as stuck and the player has to deal with
 | 
						|
					 * the problem. */
 | 
						|
					if ((!HasReservedTracks(gp.new_tile, v->track) &&
 | 
						|
							!TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
 | 
						|
							!TryPathReserve(v)) {
 | 
						|
						MarkTrainAsStuck(v);
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			/* Signals can only change when the first
 | 
						|
			 * (above) or the last vehicle moves. */
 | 
						|
			if (v->Next() == nullptr) {
 | 
						|
				TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
 | 
						|
				if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/* Do not check on every tick to save some computing time. */
 | 
						|
		if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
 | 
						|
	}
 | 
						|
 | 
						|
	if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
 | 
						|
 | 
						|
	return true;
 | 
						|
 | 
						|
invalid_rail:
 | 
						|
	/* We've reached end of line?? */
 | 
						|
	if (prev != nullptr) error("Disconnecting train");
 | 
						|
 | 
						|
reverse_train_direction:
 | 
						|
	if (reverse) {
 | 
						|
		v->wait_counter = 0;
 | 
						|
		v->cur_speed = 0;
 | 
						|
		v->subspeed = 0;
 | 
						|
		ReverseTrainDirection(v);
 | 
						|
	}
 | 
						|
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Collect trackbits of all crashed train vehicles on a tile
 | 
						|
 * @param v Vehicle passed from Find/HasVehicleOnPos()
 | 
						|
 * @param data trackdirbits for the result
 | 
						|
 * @return nullptr to iterate over all vehicles on the tile.
 | 
						|
 */
 | 
						|
static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
 | 
						|
{
 | 
						|
	TrackBits *trackbits = (TrackBits *)data;
 | 
						|
 | 
						|
	if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
 | 
						|
		TrackBits train_tbits = Train::From(v)->track;
 | 
						|
		if (train_tbits == TRACK_BIT_WORMHOLE) {
 | 
						|
			/* Vehicle is inside a wormhole, v->track contains no useful value then. */
 | 
						|
			*trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
 | 
						|
		} else if (train_tbits != TRACK_BIT_DEPOT) {
 | 
						|
			*trackbits |= train_tbits;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return nullptr;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
 | 
						|
 * train, then goes to the last wagon and deletes that. Each call to this function
 | 
						|
 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
 | 
						|
 * or inside a tunnel/bridge, recalculate the signals as they might need updating
 | 
						|
 * @param v the Vehicle of which last wagon is to be removed
 | 
						|
 */
 | 
						|
static void DeleteLastWagon(Train *v)
 | 
						|
{
 | 
						|
	Train *first = v->First();
 | 
						|
 | 
						|
	/* Go to the last wagon and delete the link pointing there
 | 
						|
	 * *u is then the one-before-last wagon, and *v the last
 | 
						|
	 * one which will physically be removed */
 | 
						|
	Train *u = v;
 | 
						|
	for (; v->Next() != nullptr; v = v->Next()) u = v;
 | 
						|
	u->SetNext(nullptr);
 | 
						|
 | 
						|
	if (first != v) {
 | 
						|
		/* Recalculate cached train properties */
 | 
						|
		first->ConsistChanged(CCF_ARRANGE);
 | 
						|
		/* Update the depot window if the first vehicle is in depot -
 | 
						|
		 * if v == first, then it is updated in PreDestructor() */
 | 
						|
		if (first->track == TRACK_BIT_DEPOT) {
 | 
						|
			SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
 | 
						|
		}
 | 
						|
		v->last_station_visited = first->last_station_visited; // for PreDestructor
 | 
						|
	}
 | 
						|
 | 
						|
	/* 'v' shouldn't be accessed after it has been deleted */
 | 
						|
	TrackBits trackbits = v->track;
 | 
						|
	TileIndex tile = v->tile;
 | 
						|
	Owner owner = v->owner;
 | 
						|
 | 
						|
	delete v;
 | 
						|
	v = nullptr; // make sure nobody will try to read 'v' anymore
 | 
						|
 | 
						|
	if (trackbits == TRACK_BIT_WORMHOLE) {
 | 
						|
		/* Vehicle is inside a wormhole, v->track contains no useful value then. */
 | 
						|
		trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
 | 
						|
	}
 | 
						|
 | 
						|
	Track track = TrackBitsToTrack(trackbits);
 | 
						|
	if (HasReservedTracks(tile, trackbits)) {
 | 
						|
		UnreserveRailTrack(tile, track);
 | 
						|
 | 
						|
		/* If there are still crashed vehicles on the tile, give the track reservation to them */
 | 
						|
		TrackBits remaining_trackbits = TRACK_BIT_NONE;
 | 
						|
		FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
 | 
						|
 | 
						|
		/* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
 | 
						|
		assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
 | 
						|
		Track t;
 | 
						|
		FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
 | 
						|
	}
 | 
						|
 | 
						|
	/* check if the wagon was on a road/rail-crossing */
 | 
						|
	if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
 | 
						|
 | 
						|
	/* Update signals */
 | 
						|
	if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
 | 
						|
		UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
 | 
						|
	} else {
 | 
						|
		SetSignalsOnBothDir(tile, track, owner);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
 | 
						|
 * @param v First crashed vehicle.
 | 
						|
 */
 | 
						|
static void ChangeTrainDirRandomly(Train *v)
 | 
						|
{
 | 
						|
	static const DirDiff delta[] = {
 | 
						|
		DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
 | 
						|
	};
 | 
						|
 | 
						|
	do {
 | 
						|
		/* We don't need to twist around vehicles if they're not visible */
 | 
						|
		if (!(v->vehstatus & VS_HIDDEN)) {
 | 
						|
			v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
 | 
						|
			/* Refrain from updating the z position of the vehicle when on
 | 
						|
			 * a bridge, because UpdateInclination() will put the vehicle under
 | 
						|
			 * the bridge in that case */
 | 
						|
			if (v->track != TRACK_BIT_WORMHOLE) {
 | 
						|
				v->UpdatePosition();
 | 
						|
				v->UpdateInclination(false, true);
 | 
						|
			} else {
 | 
						|
				v->UpdateViewport(false, true);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	} while ((v = v->Next()) != nullptr);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Handle a crashed train.
 | 
						|
 * @param v First train vehicle.
 | 
						|
 * @return %Vehicle chain still exists.
 | 
						|
 */
 | 
						|
static bool HandleCrashedTrain(Train *v)
 | 
						|
{
 | 
						|
	int state = ++v->crash_anim_pos;
 | 
						|
 | 
						|
	if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
 | 
						|
		CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
 | 
						|
	}
 | 
						|
 | 
						|
	uint32 r;
 | 
						|
	if (state <= 200 && Chance16R(1, 7, r)) {
 | 
						|
		int index = (r * 10 >> 16);
 | 
						|
 | 
						|
		Vehicle *u = v;
 | 
						|
		do {
 | 
						|
			if (--index < 0) {
 | 
						|
				r = Random();
 | 
						|
 | 
						|
				CreateEffectVehicleRel(u,
 | 
						|
					GB(r,  8, 3) + 2,
 | 
						|
					GB(r, 16, 3) + 2,
 | 
						|
					GB(r,  0, 3) + 5,
 | 
						|
					EV_EXPLOSION_SMALL);
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		} while ((u = u->Next()) != nullptr);
 | 
						|
	}
 | 
						|
 | 
						|
	if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
 | 
						|
 | 
						|
	if (state >= 4440 && !(v->tick_counter & 0x1F)) {
 | 
						|
		bool ret = v->Next() != nullptr;
 | 
						|
		DeleteLastWagon(v);
 | 
						|
		return ret;
 | 
						|
	}
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
/** Maximum speeds for train that is broken down or approaching line end */
 | 
						|
static const uint16 _breakdown_speeds[16] = {
 | 
						|
	225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Train is approaching line end, slow down and possibly reverse
 | 
						|
 *
 | 
						|
 * @param v front train engine
 | 
						|
 * @param signal not line end, just a red signal
 | 
						|
 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
 | 
						|
 * @return true iff we did NOT have to reverse
 | 
						|
 */
 | 
						|
static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
 | 
						|
{
 | 
						|
	/* Calc position within the current tile */
 | 
						|
	uint x = v->x_pos & 0xF;
 | 
						|
	uint y = v->y_pos & 0xF;
 | 
						|
 | 
						|
	/* for diagonal directions, 'x' will be 0..15 -
 | 
						|
	 * for other directions, it will be 1, 3, 5, ..., 15 */
 | 
						|
	switch (v->direction) {
 | 
						|
		case DIR_N : x = ~x + ~y + 25; break;
 | 
						|
		case DIR_NW: x = y;            FALLTHROUGH;
 | 
						|
		case DIR_NE: x = ~x + 16;      break;
 | 
						|
		case DIR_E : x = ~x + y + 9;   break;
 | 
						|
		case DIR_SE: x = y;            break;
 | 
						|
		case DIR_S : x = x + y - 7;    break;
 | 
						|
		case DIR_W : x = ~y + x + 9;   break;
 | 
						|
		default: break;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Do not reverse when approaching red signal. Make sure the vehicle's front
 | 
						|
	 * does not cross the tile boundary when we do reverse, but as the vehicle's
 | 
						|
	 * location is based on their center, use half a vehicle's length as offset.
 | 
						|
	 * Multiply the half-length by two for straight directions to compensate that
 | 
						|
	 * we only get odd x offsets there. */
 | 
						|
	if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
 | 
						|
		/* we are too near the tile end, reverse now */
 | 
						|
		v->cur_speed = 0;
 | 
						|
		if (reverse) ReverseTrainDirection(v);
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	/* slow down */
 | 
						|
	v->vehstatus |= VS_TRAIN_SLOWING;
 | 
						|
	uint16 break_speed = _breakdown_speeds[x & 0xF];
 | 
						|
	if (break_speed < v->cur_speed) v->cur_speed = break_speed;
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Determines whether train would like to leave the tile
 | 
						|
 * @param v train to test
 | 
						|
 * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
 | 
						|
 */
 | 
						|
static bool TrainCanLeaveTile(const Train *v)
 | 
						|
{
 | 
						|
	/* Exit if inside a tunnel/bridge or a depot */
 | 
						|
	if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
 | 
						|
 | 
						|
	TileIndex tile = v->tile;
 | 
						|
 | 
						|
	/* entering a tunnel/bridge? */
 | 
						|
	if (IsTileType(tile, MP_TUNNELBRIDGE)) {
 | 
						|
		DiagDirection dir = GetTunnelBridgeDirection(tile);
 | 
						|
		if (DiagDirToDir(dir) == v->direction) return false;
 | 
						|
	}
 | 
						|
 | 
						|
	/* entering a depot? */
 | 
						|
	if (IsRailDepotTile(tile)) {
 | 
						|
		DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
 | 
						|
		if (DiagDirToDir(dir) == v->direction) return false;
 | 
						|
	}
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Determines whether train is approaching a rail-road crossing
 | 
						|
 *   (thus making it barred)
 | 
						|
 * @param v front engine of train
 | 
						|
 * @return TileIndex of crossing the train is approaching, else INVALID_TILE
 | 
						|
 * @pre v in non-crashed front engine
 | 
						|
 */
 | 
						|
static TileIndex TrainApproachingCrossingTile(const Train *v)
 | 
						|
{
 | 
						|
	assert(v->IsFrontEngine());
 | 
						|
	assert(!(v->vehstatus & VS_CRASHED));
 | 
						|
 | 
						|
	if (!TrainCanLeaveTile(v)) return INVALID_TILE;
 | 
						|
 | 
						|
	DiagDirection dir = VehicleExitDir(v->direction, v->track);
 | 
						|
	TileIndex tile = v->tile + TileOffsByDiagDir(dir);
 | 
						|
 | 
						|
	/* not a crossing || wrong axis || unusable rail (wrong type or owner) */
 | 
						|
	if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
 | 
						|
			!CheckCompatibleRail(v, tile)) {
 | 
						|
		return INVALID_TILE;
 | 
						|
	}
 | 
						|
 | 
						|
	return tile;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Checks for line end. Also, bars crossing at next tile if needed
 | 
						|
 *
 | 
						|
 * @param v vehicle we are checking
 | 
						|
 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
 | 
						|
 * @return true iff we did NOT have to reverse
 | 
						|
 */
 | 
						|
static bool TrainCheckIfLineEnds(Train *v, bool reverse)
 | 
						|
{
 | 
						|
	/* First, handle broken down train */
 | 
						|
 | 
						|
	int t = v->breakdown_ctr;
 | 
						|
	if (t > 1) {
 | 
						|
		v->vehstatus |= VS_TRAIN_SLOWING;
 | 
						|
 | 
						|
		uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
 | 
						|
		if (break_speed < v->cur_speed) v->cur_speed = break_speed;
 | 
						|
	} else {
 | 
						|
		v->vehstatus &= ~VS_TRAIN_SLOWING;
 | 
						|
	}
 | 
						|
 | 
						|
	if (!TrainCanLeaveTile(v)) return true;
 | 
						|
 | 
						|
	/* Determine the non-diagonal direction in which we will exit this tile */
 | 
						|
	DiagDirection dir = VehicleExitDir(v->direction, v->track);
 | 
						|
	/* Calculate next tile */
 | 
						|
	TileIndex tile = v->tile + TileOffsByDiagDir(dir);
 | 
						|
 | 
						|
	/* Determine the track status on the next tile */
 | 
						|
	TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
 | 
						|
	TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
 | 
						|
 | 
						|
	TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
 | 
						|
	TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
 | 
						|
 | 
						|
	/* We are sure the train is not entering a depot, it is detected above */
 | 
						|
 | 
						|
	/* mask unreachable track bits if we are forbidden to do 90deg turns */
 | 
						|
	TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
 | 
						|
	if (Rail90DegTurnDisallowed(GetTileRailType(v->tile), GetTileRailType(tile))) {
 | 
						|
		bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
 | 
						|
	}
 | 
						|
 | 
						|
	/* no suitable trackbits at all || unusable rail (wrong type or owner) */
 | 
						|
	if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
 | 
						|
		return TrainApproachingLineEnd(v, false, reverse);
 | 
						|
	}
 | 
						|
 | 
						|
	/* approaching red signal */
 | 
						|
	if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
 | 
						|
 | 
						|
	/* approaching a rail/road crossing? then make it red */
 | 
						|
	if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static bool TrainLocoHandler(Train *v, bool mode)
 | 
						|
{
 | 
						|
	/* train has crashed? */
 | 
						|
	if (v->vehstatus & VS_CRASHED) {
 | 
						|
		return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
 | 
						|
	}
 | 
						|
 | 
						|
	if (v->force_proceed != TFP_NONE) {
 | 
						|
		ClrBit(v->flags, VRF_TRAIN_STUCK);
 | 
						|
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
 | 
						|
	}
 | 
						|
 | 
						|
	/* train is broken down? */
 | 
						|
	if (v->HandleBreakdown()) return true;
 | 
						|
 | 
						|
	if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
 | 
						|
		ReverseTrainDirection(v);
 | 
						|
	}
 | 
						|
 | 
						|
	/* exit if train is stopped */
 | 
						|
	if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
 | 
						|
 | 
						|
	bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
 | 
						|
	if (ProcessOrders(v) && CheckReverseTrain(v)) {
 | 
						|
		v->wait_counter = 0;
 | 
						|
		v->cur_speed = 0;
 | 
						|
		v->subspeed = 0;
 | 
						|
		ClrBit(v->flags, VRF_LEAVING_STATION);
 | 
						|
		ReverseTrainDirection(v);
 | 
						|
		return true;
 | 
						|
	} else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
 | 
						|
		/* Try to reserve a path when leaving the station as we
 | 
						|
		 * might not be marked as wanting a reservation, e.g.
 | 
						|
		 * when an overlength train gets turned around in a station. */
 | 
						|
		DiagDirection dir = VehicleExitDir(v->direction, v->track);
 | 
						|
		if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
 | 
						|
 | 
						|
		if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
 | 
						|
			TryPathReserve(v, true, true);
 | 
						|
		}
 | 
						|
		ClrBit(v->flags, VRF_LEAVING_STATION);
 | 
						|
	}
 | 
						|
 | 
						|
	v->HandleLoading(mode);
 | 
						|
 | 
						|
	if (v->current_order.IsType(OT_LOADING)) return true;
 | 
						|
 | 
						|
	if (CheckTrainStayInDepot(v)) return true;
 | 
						|
 | 
						|
	if (!mode) v->ShowVisualEffect();
 | 
						|
 | 
						|
	/* We had no order but have an order now, do look ahead. */
 | 
						|
	if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
 | 
						|
		CheckNextTrainTile(v);
 | 
						|
	}
 | 
						|
 | 
						|
	/* Handle stuck trains. */
 | 
						|
	if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
 | 
						|
		++v->wait_counter;
 | 
						|
 | 
						|
		/* Should we try reversing this tick if still stuck? */
 | 
						|
		bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
 | 
						|
 | 
						|
		if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
 | 
						|
		if (!TryPathReserve(v)) {
 | 
						|
			/* Still stuck. */
 | 
						|
			if (turn_around) ReverseTrainDirection(v);
 | 
						|
 | 
						|
			if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
 | 
						|
				/* Show message to player. */
 | 
						|
				if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
 | 
						|
					SetDParam(0, v->index);
 | 
						|
					AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
 | 
						|
				}
 | 
						|
				v->wait_counter = 0;
 | 
						|
			}
 | 
						|
			/* Exit if force proceed not pressed, else reset stuck flag anyway. */
 | 
						|
			if (v->force_proceed == TFP_NONE) return true;
 | 
						|
			ClrBit(v->flags, VRF_TRAIN_STUCK);
 | 
						|
			v->wait_counter = 0;
 | 
						|
			SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (v->current_order.IsType(OT_LEAVESTATION)) {
 | 
						|
		v->current_order.Free();
 | 
						|
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
 | 
						|
	int j = v->UpdateSpeed();
 | 
						|
 | 
						|
	/* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
 | 
						|
	if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
 | 
						|
		/* If we manually stopped, we're not force-proceeding anymore. */
 | 
						|
		v->force_proceed = TFP_NONE;
 | 
						|
		SetWindowDirty(WC_VEHICLE_VIEW, v->index);
 | 
						|
	}
 | 
						|
 | 
						|
	int adv_spd = v->GetAdvanceDistance();
 | 
						|
	if (j < adv_spd) {
 | 
						|
		/* if the vehicle has speed 0, update the last_speed field. */
 | 
						|
		if (v->cur_speed == 0) v->SetLastSpeed();
 | 
						|
	} else {
 | 
						|
		TrainCheckIfLineEnds(v);
 | 
						|
		/* Loop until the train has finished moving. */
 | 
						|
		for (;;) {
 | 
						|
			j -= adv_spd;
 | 
						|
			TrainController(v, nullptr);
 | 
						|
			/* Don't continue to move if the train crashed. */
 | 
						|
			if (CheckTrainCollision(v)) break;
 | 
						|
			/* Determine distance to next map position */
 | 
						|
			adv_spd = v->GetAdvanceDistance();
 | 
						|
 | 
						|
			/* No more moving this tick */
 | 
						|
			if (j < adv_spd || v->cur_speed == 0) break;
 | 
						|
 | 
						|
			OrderType order_type = v->current_order.GetType();
 | 
						|
			/* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
 | 
						|
			if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
 | 
						|
						(v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
 | 
						|
						IsTileType(v->tile, MP_STATION) &&
 | 
						|
						v->current_order.GetDestination() == GetStationIndex(v->tile)) {
 | 
						|
				ProcessOrders(v);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		v->SetLastSpeed();
 | 
						|
	}
 | 
						|
 | 
						|
	for (Train *u = v; u != nullptr; u = u->Next()) {
 | 
						|
		if ((u->vehstatus & VS_HIDDEN) != 0) continue;
 | 
						|
 | 
						|
		u->UpdateViewport(false, false);
 | 
						|
	}
 | 
						|
 | 
						|
	if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Get running cost for the train consist.
 | 
						|
 * @return Yearly running costs.
 | 
						|
 */
 | 
						|
Money Train::GetRunningCost() const
 | 
						|
{
 | 
						|
	Money cost = 0;
 | 
						|
	const Train *v = this;
 | 
						|
 | 
						|
	do {
 | 
						|
		const Engine *e = v->GetEngine();
 | 
						|
		if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
 | 
						|
 | 
						|
		uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
 | 
						|
		if (cost_factor == 0) continue;
 | 
						|
 | 
						|
		/* Halve running cost for multiheaded parts */
 | 
						|
		if (v->IsMultiheaded()) cost_factor /= 2;
 | 
						|
 | 
						|
		cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
 | 
						|
	} while ((v = v->GetNextVehicle()) != nullptr);
 | 
						|
 | 
						|
	return cost;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Update train vehicle data for a tick.
 | 
						|
 * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
 | 
						|
 */
 | 
						|
bool Train::Tick()
 | 
						|
{
 | 
						|
	PerformanceAccumulator framerate(PFE_GL_TRAINS);
 | 
						|
 | 
						|
	this->tick_counter++;
 | 
						|
 | 
						|
	if (this->IsFrontEngine()) {
 | 
						|
		if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
 | 
						|
 | 
						|
		this->current_order_time++;
 | 
						|
 | 
						|
		if (!TrainLocoHandler(this, false)) return false;
 | 
						|
 | 
						|
		return TrainLocoHandler(this, true);
 | 
						|
	} else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
 | 
						|
		/* Delete flooded standalone wagon chain */
 | 
						|
		if (++this->crash_anim_pos >= 4400) {
 | 
						|
			delete this;
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Check whether a train needs service, and if so, find a depot or service it.
 | 
						|
 * @return v %Train to check.
 | 
						|
 */
 | 
						|
static void CheckIfTrainNeedsService(Train *v)
 | 
						|
{
 | 
						|
	if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
 | 
						|
	if (v->IsChainInDepot()) {
 | 
						|
		VehicleServiceInDepot(v);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	uint max_penalty;
 | 
						|
	switch (_settings_game.pf.pathfinder_for_trains) {
 | 
						|
		case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
 | 
						|
		case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
 | 
						|
	FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
 | 
						|
	/* Only go to the depot if it is not too far out of our way. */
 | 
						|
	if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
 | 
						|
		if (v->current_order.IsType(OT_GOTO_DEPOT)) {
 | 
						|
			/* If we were already heading for a depot but it has
 | 
						|
			 * suddenly moved farther away, we continue our normal
 | 
						|
			 * schedule? */
 | 
						|
			v->current_order.MakeDummy();
 | 
						|
			SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
 | 
						|
		}
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	DepotID depot = GetDepotIndex(tfdd.tile);
 | 
						|
 | 
						|
	if (v->current_order.IsType(OT_GOTO_DEPOT) &&
 | 
						|
			v->current_order.GetDestination() != depot &&
 | 
						|
			!Chance16(3, 16)) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
 | 
						|
	v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
 | 
						|
	v->dest_tile = tfdd.tile;
 | 
						|
	SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
 | 
						|
}
 | 
						|
 | 
						|
/** Update day counters of the train vehicle. */
 | 
						|
void Train::OnNewDay()
 | 
						|
{
 | 
						|
	AgeVehicle(this);
 | 
						|
 | 
						|
	if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
 | 
						|
 | 
						|
	if (this->IsFrontEngine()) {
 | 
						|
		CheckVehicleBreakdown(this);
 | 
						|
 | 
						|
		CheckIfTrainNeedsService(this);
 | 
						|
 | 
						|
		CheckOrders(this);
 | 
						|
 | 
						|
		/* update destination */
 | 
						|
		if (this->current_order.IsType(OT_GOTO_STATION)) {
 | 
						|
			TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
 | 
						|
			if (tile != INVALID_TILE) this->dest_tile = tile;
 | 
						|
		}
 | 
						|
 | 
						|
		if (this->running_ticks != 0) {
 | 
						|
			/* running costs */
 | 
						|
			CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
 | 
						|
 | 
						|
			this->profit_this_year -= cost.GetCost();
 | 
						|
			this->running_ticks = 0;
 | 
						|
 | 
						|
			SubtractMoneyFromCompanyFract(this->owner, cost);
 | 
						|
 | 
						|
			SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
 | 
						|
			SetWindowClassesDirty(WC_TRAINS_LIST);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the tracks of the train vehicle.
 | 
						|
 * @return Current tracks of the vehicle.
 | 
						|
 */
 | 
						|
Trackdir Train::GetVehicleTrackdir() const
 | 
						|
{
 | 
						|
	if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
 | 
						|
 | 
						|
	if (this->track == TRACK_BIT_DEPOT) {
 | 
						|
		/* We'll assume the train is facing outwards */
 | 
						|
		return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
 | 
						|
	}
 | 
						|
 | 
						|
	if (this->track == TRACK_BIT_WORMHOLE) {
 | 
						|
		/* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
 | 
						|
		return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
 | 
						|
	}
 | 
						|
 | 
						|
	return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
 | 
						|
}
 |