1 /*
2  * This file is part of OpenTTD.
3  * 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.
4  * 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.
5  * 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/>.
6  */
7 
8 /** @file train_cmd.cpp Handling of trains. */
9 
10 #include "stdafx.h"
11 #include "error.h"
12 #include "articulated_vehicles.h"
13 #include "command_func.h"
14 #include "pathfinder/npf/npf_func.h"
15 #include "pathfinder/yapf/yapf.hpp"
16 #include "news_func.h"
17 #include "company_func.h"
18 #include "newgrf_sound.h"
19 #include "newgrf_text.h"
20 #include "strings_func.h"
21 #include "viewport_func.h"
22 #include "vehicle_func.h"
23 #include "sound_func.h"
24 #include "ai/ai.hpp"
25 #include "game/game.hpp"
26 #include "newgrf_station.h"
27 #include "effectvehicle_func.h"
28 #include "network/network.h"
29 #include "spritecache.h"
30 #include "core/random_func.hpp"
31 #include "company_base.h"
32 #include "newgrf.h"
33 #include "order_backup.h"
34 #include "zoom_func.h"
35 #include "newgrf_debug.h"
36 #include "framerate_type.h"
37 
38 #include "table/strings.h"
39 #include "table/train_cmd.h"
40 
41 #include "safeguards.h"
42 
43 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
44 static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
45 bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
46 static TileIndex TrainApproachingCrossingTile(const Train *v);
47 static void CheckIfTrainNeedsService(Train *v);
48 static void CheckNextTrainTile(Train *v);
49 
50 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
51 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
52 
53 template <>
IsValidImageIndex(uint8 image_index)54 bool IsValidImageIndex<VEH_TRAIN>(uint8 image_index)
55 {
56 	return image_index < lengthof(_engine_sprite_base);
57 }
58 
59 
60 /**
61  * Return the cargo weight multiplier to use for a rail vehicle
62  * @param cargo Cargo type to get multiplier for
63  * @return Cargo weight multiplier
64  */
FreightWagonMult(CargoID cargo)65 byte FreightWagonMult(CargoID cargo)
66 {
67 	if (!CargoSpec::Get(cargo)->is_freight) return 1;
68 	return _settings_game.vehicle.freight_trains;
69 }
70 
71 /** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
CheckTrainsLengths()72 void CheckTrainsLengths()
73 {
74 	bool first = true;
75 
76 	for (const Train *v : Train::Iterate()) {
77 		if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
78 			for (const Train *u = v, *w = v->Next(); w != nullptr; u = w, w = w->Next()) {
79 				if (u->track != TRACK_BIT_DEPOT) {
80 					if ((w->track != TRACK_BIT_DEPOT &&
81 							std::max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
82 							(w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
83 						SetDParam(0, v->index);
84 						SetDParam(1, v->owner);
85 						ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
86 
87 						if (!_networking && first) {
88 							first = false;
89 							DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
90 						}
91 						/* Break so we warn only once for each train. */
92 						break;
93 					}
94 				}
95 			}
96 		}
97 	}
98 }
99 
100 /**
101  * Recalculates the cached stuff of a train. Should be called each time a vehicle is added
102  * to/removed from the chain, and when the game is loaded.
103  * Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
104  * @param allowed_changes Stuff that is allowed to change.
105  */
ConsistChanged(ConsistChangeFlags allowed_changes)106 void Train::ConsistChanged(ConsistChangeFlags allowed_changes)
107 {
108 	uint16 max_speed = UINT16_MAX;
109 
110 	assert(this->IsFrontEngine() || this->IsFreeWagon());
111 
112 	const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
113 	EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
114 	this->gcache.cached_total_length = 0;
115 	this->compatible_railtypes = RAILTYPES_NONE;
116 
117 	bool train_can_tilt = true;
118 	int min_curve_speed_mod = INT_MAX;
119 
120 	for (Train *u = this; u != nullptr; u = u->Next()) {
121 		const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
122 
123 		/* Check the this->first cache. */
124 		assert(u->First() == this);
125 
126 		/* update the 'first engine' */
127 		u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
128 		u->railtype = rvi_u->railtype;
129 
130 		if (u->IsEngine()) first_engine = u->engine_type;
131 
132 		/* Set user defined data to its default value */
133 		u->tcache.user_def_data = rvi_u->user_def_data;
134 		this->InvalidateNewGRFCache();
135 		u->InvalidateNewGRFCache();
136 	}
137 
138 	for (Train *u = this; u != nullptr; u = u->Next()) {
139 		/* Update user defined data (must be done before other properties) */
140 		u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
141 		this->InvalidateNewGRFCache();
142 		u->InvalidateNewGRFCache();
143 	}
144 
145 	for (Train *u = this; u != nullptr; u = u->Next()) {
146 		const Engine *e_u = u->GetEngine();
147 		const RailVehicleInfo *rvi_u = &e_u->u.rail;
148 
149 		if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
150 		min_curve_speed_mod = std::min(min_curve_speed_mod, u->GetCurveSpeedModifier());
151 
152 		/* Cache wagon override sprite group. nullptr is returned if there is none */
153 		u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
154 
155 		/* Reset colour map */
156 		u->colourmap = PAL_NONE;
157 
158 		/* Update powered-wagon-status and visual effect */
159 		u->UpdateVisualEffect(true);
160 
161 		if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
162 				UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
163 			/* wagon is powered */
164 			SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
165 		} else {
166 			ClrBit(u->flags, VRF_POWEREDWAGON);
167 		}
168 
169 		if (!u->IsArticulatedPart()) {
170 			/* Do not count powered wagons for the compatible railtypes, as wagons always
171 			   have railtype normal */
172 			if (rvi_u->power > 0) {
173 				this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
174 			}
175 
176 			/* Some electric engines can be allowed to run on normal rail. It happens to all
177 			 * existing electric engines when elrails are disabled and then re-enabled */
178 			if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
179 				u->railtype = RAILTYPE_RAIL;
180 				u->compatible_railtypes |= RAILTYPES_RAIL;
181 			}
182 
183 			/* max speed is the minimum of the speed limits of all vehicles in the consist */
184 			if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
185 				uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
186 				if (speed != 0) max_speed = std::min(speed, max_speed);
187 			}
188 		}
189 
190 		uint16 new_cap = e_u->DetermineCapacity(u);
191 		if (allowed_changes & CCF_CAPACITY) {
192 			/* Update vehicle capacity. */
193 			if (u->cargo_cap > new_cap) u->cargo.Truncate(new_cap);
194 			u->refit_cap = std::min(new_cap, u->refit_cap);
195 			u->cargo_cap = new_cap;
196 		} else {
197 			/* Verify capacity hasn't changed. */
198 			if (new_cap != u->cargo_cap) ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_CAPACITY, GBUG_VEH_CAPACITY, true);
199 		}
200 		u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
201 
202 		/* check the vehicle length (callback) */
203 		uint16 veh_len = CALLBACK_FAILED;
204 		if (e_u->GetGRF() != nullptr && e_u->GetGRF()->grf_version >= 8) {
205 			/* Use callback 36 */
206 			veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
207 
208 			if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
209 				ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
210 			}
211 		} else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
212 			/* Use callback 11 */
213 			veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
214 		}
215 		if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
216 		veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
217 
218 		if (allowed_changes & CCF_LENGTH) {
219 			/* Update vehicle length. */
220 			u->gcache.cached_veh_length = veh_len;
221 		} else {
222 			/* Verify length hasn't changed. */
223 			if (veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
224 		}
225 
226 		this->gcache.cached_total_length += u->gcache.cached_veh_length;
227 		this->InvalidateNewGRFCache();
228 		u->InvalidateNewGRFCache();
229 	}
230 
231 	/* store consist weight/max speed in cache */
232 	this->vcache.cached_max_speed = max_speed;
233 	this->tcache.cached_tilt = train_can_tilt;
234 	this->tcache.cached_curve_speed_mod = min_curve_speed_mod;
235 	this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
236 
237 	/* 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) */
238 	this->CargoChanged();
239 
240 	if (this->IsFrontEngine()) {
241 		this->UpdateAcceleration();
242 		SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
243 		InvalidateWindowData(WC_VEHICLE_REFIT, this->index, VIWD_CONSIST_CHANGED);
244 		InvalidateWindowData(WC_VEHICLE_ORDERS, this->index, VIWD_CONSIST_CHANGED);
245 		InvalidateNewGRFInspectWindow(GSF_TRAINS, this->index);
246 	}
247 }
248 
249 /**
250  * Get the stop location of (the center) of the front vehicle of a train at
251  * a platform of a station.
252  * @param station_id     the ID of the station where we're stopping
253  * @param tile           the tile where the vehicle currently is
254  * @param v              the vehicle to get the stop location of
255  * @param station_ahead  'return' the amount of 1/16th tiles in front of the train
256  * @param station_length 'return' the station length in 1/16th tiles
257  * @return the location, calculated from the begin of the station to stop at.
258  */
GetTrainStopLocation(StationID station_id,TileIndex tile,const Train * v,int * station_ahead,int * station_length)259 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
260 {
261 	const Station *st = Station::Get(station_id);
262 	*station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
263 	*station_length = st->GetPlatformLength(tile) * TILE_SIZE;
264 
265 	/* Default to the middle of the station for stations stops that are not in
266 	 * the order list like intermediate stations when non-stop is disabled */
267 	OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
268 	if (v->gcache.cached_total_length >= *station_length) {
269 		/* The train is longer than the station, make it stop at the far end of the platform */
270 		osl = OSL_PLATFORM_FAR_END;
271 	} else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
272 		osl = v->current_order.GetStopLocation();
273 	}
274 
275 	/* The stop location of the FRONT! of the train */
276 	int stop;
277 	switch (osl) {
278 		default: NOT_REACHED();
279 
280 		case OSL_PLATFORM_NEAR_END:
281 			stop = v->gcache.cached_total_length;
282 			break;
283 
284 		case OSL_PLATFORM_MIDDLE:
285 			stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
286 			break;
287 
288 		case OSL_PLATFORM_FAR_END:
289 			stop = *station_length;
290 			break;
291 	}
292 
293 	/* Subtract half the front vehicle length of the train so we get the real
294 	 * stop location of the train. */
295 	return stop - (v->gcache.cached_veh_length + 1) / 2;
296 }
297 
298 
299 /**
300  * Computes train speed limit caused by curves
301  * @return imposed speed limit
302  */
GetCurveSpeedLimit() const303 int Train::GetCurveSpeedLimit() const
304 {
305 	assert(this->First() == this);
306 
307 	static const int absolute_max_speed = UINT16_MAX;
308 	int max_speed = absolute_max_speed;
309 
310 	if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
311 
312 	int curvecount[2] = {0, 0};
313 
314 	/* first find the curve speed limit */
315 	int numcurve = 0;
316 	int sum = 0;
317 	int pos = 0;
318 	int lastpos = -1;
319 	for (const Vehicle *u = this; u->Next() != nullptr; u = u->Next(), pos++) {
320 		Direction this_dir = u->direction;
321 		Direction next_dir = u->Next()->direction;
322 
323 		DirDiff dirdiff = DirDifference(this_dir, next_dir);
324 		if (dirdiff == DIRDIFF_SAME) continue;
325 
326 		if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
327 		if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
328 		if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
329 			if (lastpos != -1) {
330 				numcurve++;
331 				sum += pos - lastpos;
332 				if (pos - lastpos == 1 && max_speed > 88) {
333 					max_speed = 88;
334 				}
335 			}
336 			lastpos = pos;
337 		}
338 
339 		/* if we have a 90 degree turn, fix the speed limit to 60 */
340 		if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
341 			max_speed = 61;
342 		}
343 	}
344 
345 	if (numcurve > 0 && max_speed > 88) {
346 		if (curvecount[0] == 1 && curvecount[1] == 1) {
347 			max_speed = absolute_max_speed;
348 		} else {
349 			sum /= numcurve;
350 			max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
351 		}
352 	}
353 
354 	if (max_speed != absolute_max_speed) {
355 		/* Apply the current railtype's curve speed advantage */
356 		const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(this->tile));
357 		max_speed += (max_speed / 2) * rti->curve_speed;
358 
359 		if (this->tcache.cached_tilt) {
360 			/* Apply max_speed bonus of 20% for a tilting train */
361 			max_speed += max_speed / 5;
362 		}
363 
364 		/* Apply max_speed modifier (cached value is fixed-point binary with 8 fractional bits)
365 		 * and clamp the result to an acceptable range. */
366 		max_speed += (max_speed * this->tcache.cached_curve_speed_mod) / 256;
367 		max_speed = Clamp(max_speed, 2, absolute_max_speed);
368 	}
369 
370 	return max_speed;
371 }
372 
373 /**
374  * Calculates the maximum speed of the vehicle under its current conditions.
375  * @return Maximum speed of the vehicle.
376  */
GetCurrentMaxSpeed() const377 int Train::GetCurrentMaxSpeed() const
378 {
379 	int max_speed = _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL ?
380 			this->gcache.cached_max_track_speed :
381 			this->tcache.cached_max_curve_speed;
382 
383 	if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && IsRailStationTile(this->tile)) {
384 		StationID sid = GetStationIndex(this->tile);
385 		if (this->current_order.ShouldStopAtStation(this, sid)) {
386 			int station_ahead;
387 			int station_length;
388 			int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
389 
390 			/* The distance to go is whatever is still ahead of the train minus the
391 			 * distance from the train's stop location to the end of the platform */
392 			int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
393 
394 			if (distance_to_go > 0) {
395 				int st_max_speed = 120;
396 
397 				int delta_v = this->cur_speed / (distance_to_go + 1);
398 				if (max_speed > (this->cur_speed - delta_v)) {
399 					st_max_speed = this->cur_speed - (delta_v / 10);
400 				}
401 
402 				st_max_speed = std::max(st_max_speed, 25 * distance_to_go);
403 				max_speed = std::min(max_speed, st_max_speed);
404 			}
405 		}
406 	}
407 
408 	for (const Train *u = this; u != nullptr; u = u->Next()) {
409 		if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && u->track == TRACK_BIT_DEPOT) {
410 			max_speed = std::min(max_speed, 61);
411 			break;
412 		}
413 
414 		/* Vehicle is on the middle part of a bridge. */
415 		if (u->track == TRACK_BIT_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
416 			max_speed = std::min<int>(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
417 		}
418 	}
419 
420 	max_speed = std::min<int>(max_speed, this->current_order.GetMaxSpeed());
421 	return std::min<int>(max_speed, this->gcache.cached_max_track_speed);
422 }
423 
424 /** Update acceleration of the train from the cached power and weight. */
UpdateAcceleration()425 void Train::UpdateAcceleration()
426 {
427 	assert(this->IsFrontEngine() || this->IsFreeWagon());
428 
429 	uint power = this->gcache.cached_power;
430 	uint weight = this->gcache.cached_weight;
431 	assert(weight != 0);
432 	this->acceleration = Clamp(power / weight * 4, 1, 255);
433 }
434 
435 /**
436  * Get the width of a train vehicle image in the GUI.
437  * @param offset Additional offset for positioning the sprite; set to nullptr if not needed
438  * @return Width in pixels
439  */
GetDisplayImageWidth(Point * offset) const440 int Train::GetDisplayImageWidth(Point *offset) const
441 {
442 	int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
443 	int vehicle_pitch = 0;
444 
445 	const Engine *e = this->GetEngine();
446 	if (e->GetGRF() != nullptr && is_custom_sprite(e->u.rail.image_index)) {
447 		reference_width = e->GetGRF()->traininfo_vehicle_width;
448 		vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
449 	}
450 
451 	if (offset != nullptr) {
452 		offset->x = ScaleGUITrad(reference_width) / 2;
453 		offset->y = ScaleGUITrad(vehicle_pitch);
454 	}
455 	return ScaleGUITrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
456 }
457 
GetDefaultTrainSprite(uint8 spritenum,Direction direction)458 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
459 {
460 	assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
461 	return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
462 }
463 
464 /**
465  * Get the sprite to display the train.
466  * @param direction Direction of view/travel.
467  * @param image_type Visualisation context.
468  * @return Sprite to display.
469  */
GetImage(Direction direction,EngineImageType image_type,VehicleSpriteSeq * result) const470 void Train::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
471 {
472 	uint8 spritenum = this->spritenum;
473 
474 	if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
475 
476 	if (is_custom_sprite(spritenum)) {
477 		GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type, result);
478 		if (result->IsValid()) return;
479 
480 		spritenum = this->GetEngine()->original_image_index;
481 	}
482 
483 	assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
484 	SpriteID sprite = GetDefaultTrainSprite(spritenum, direction);
485 
486 	if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
487 
488 	result->Set(sprite);
489 }
490 
GetRailIcon(EngineID engine,bool rear_head,int & y,EngineImageType image_type,VehicleSpriteSeq * result)491 static void GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type, VehicleSpriteSeq *result)
492 {
493 	const Engine *e = Engine::Get(engine);
494 	Direction dir = rear_head ? DIR_E : DIR_W;
495 	uint8 spritenum = e->u.rail.image_index;
496 
497 	if (is_custom_sprite(spritenum)) {
498 		GetCustomVehicleIcon(engine, dir, image_type, result);
499 		if (result->IsValid()) {
500 			if (e->GetGRF() != nullptr) {
501 				y += ScaleGUITrad(e->GetGRF()->traininfo_vehicle_pitch);
502 			}
503 			return;
504 		}
505 
506 		spritenum = Engine::Get(engine)->original_image_index;
507 	}
508 
509 	if (rear_head) spritenum++;
510 
511 	result->Set(GetDefaultTrainSprite(spritenum, DIR_W));
512 }
513 
DrawTrainEngine(int left,int right,int preferred_x,int y,EngineID engine,PaletteID pal,EngineImageType image_type)514 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
515 {
516 	if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
517 		int yf = y;
518 		int yr = y;
519 
520 		VehicleSpriteSeq seqf, seqr;
521 		GetRailIcon(engine, false, yf, image_type, &seqf);
522 		GetRailIcon(engine, true, yr, image_type, &seqr);
523 
524 		Rect rectf, rectr;
525 		seqf.GetBounds(&rectf);
526 		seqr.GetBounds(&rectr);
527 
528 		preferred_x = Clamp(preferred_x,
529 				left - UnScaleGUI(rectf.left) + ScaleGUITrad(14),
530 				right - UnScaleGUI(rectr.right) - ScaleGUITrad(15));
531 
532 		seqf.Draw(preferred_x - ScaleGUITrad(14), yf, pal, pal == PALETTE_CRASH);
533 		seqr.Draw(preferred_x + ScaleGUITrad(15), yr, pal, pal == PALETTE_CRASH);
534 	} else {
535 		VehicleSpriteSeq seq;
536 		GetRailIcon(engine, false, y, image_type, &seq);
537 
538 		Rect rect;
539 		seq.GetBounds(&rect);
540 		preferred_x = Clamp(preferred_x,
541 				left - UnScaleGUI(rect.left),
542 				right - UnScaleGUI(rect.right));
543 
544 		seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
545 	}
546 }
547 
548 /**
549  * Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
550  * @param engine The engine to get the sprite from.
551  * @param[out] width The width of the sprite.
552  * @param[out] height The height of the sprite.
553  * @param[out] xoffs Number of pixels to shift the sprite to the right.
554  * @param[out] yoffs Number of pixels to shift the sprite downwards.
555  * @param image_type Context the sprite is used in.
556  */
GetTrainSpriteSize(EngineID engine,uint & width,uint & height,int & xoffs,int & yoffs,EngineImageType image_type)557 void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
558 {
559 	int y = 0;
560 
561 	VehicleSpriteSeq seq;
562 	GetRailIcon(engine, false, y, image_type, &seq);
563 
564 	Rect rect;
565 	seq.GetBounds(&rect);
566 
567 	width  = UnScaleGUI(rect.right - rect.left + 1);
568 	height = UnScaleGUI(rect.bottom - rect.top + 1);
569 	xoffs  = UnScaleGUI(rect.left);
570 	yoffs  = UnScaleGUI(rect.top);
571 
572 	if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
573 		GetRailIcon(engine, true, y, image_type, &seq);
574 		seq.GetBounds(&rect);
575 
576 		/* Calculate values relative to an imaginary center between the two sprites. */
577 		width = ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) + UnScaleGUI(rect.right) - xoffs;
578 		height = std::max<uint>(height, UnScaleGUI(rect.bottom - rect.top + 1));
579 		xoffs  = xoffs - ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) / 2;
580 		yoffs  = std::min(yoffs, UnScaleGUI(rect.top));
581 	}
582 }
583 
584 /**
585  * Build a railroad wagon.
586  * @param tile     tile of the depot where rail-vehicle is built.
587  * @param flags    type of operation.
588  * @param e        the engine to build.
589  * @param[out] ret the vehicle that has been built.
590  * @return the cost of this operation or an error.
591  */
CmdBuildRailWagon(TileIndex tile,DoCommandFlag flags,const Engine * e,Vehicle ** ret)592 static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
593 {
594 	const RailVehicleInfo *rvi = &e->u.rail;
595 
596 	/* Check that the wagon can drive on the track in question */
597 	if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
598 
599 	if (flags & DC_EXEC) {
600 		Train *v = new Train();
601 		*ret = v;
602 		v->spritenum = rvi->image_index;
603 
604 		v->engine_type = e->index;
605 		v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
606 
607 		DiagDirection dir = GetRailDepotDirection(tile);
608 
609 		v->direction = DiagDirToDir(dir);
610 		v->tile = tile;
611 
612 		int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
613 		int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
614 
615 		v->x_pos = x;
616 		v->y_pos = y;
617 		v->z_pos = GetSlopePixelZ(x, y);
618 		v->owner = _current_company;
619 		v->track = TRACK_BIT_DEPOT;
620 		v->vehstatus = VS_HIDDEN | VS_DEFPAL;
621 
622 		v->SetWagon();
623 
624 		v->SetFreeWagon();
625 		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
626 
627 		v->cargo_type = e->GetDefaultCargoType();
628 		v->cargo_cap = rvi->capacity;
629 		v->refit_cap = 0;
630 
631 		v->railtype = rvi->railtype;
632 
633 		v->date_of_last_service = _date;
634 		v->build_year = _cur_year;
635 		v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
636 		v->random_bits = VehicleRandomBits();
637 
638 		v->group_id = DEFAULT_GROUP;
639 
640 		AddArticulatedParts(v);
641 
642 		_new_vehicle_id = v->index;
643 
644 		v->UpdatePosition();
645 		v->First()->ConsistChanged(CCF_ARRANGE);
646 		UpdateTrainGroupID(v->First());
647 
648 		CheckConsistencyOfArticulatedVehicle(v);
649 
650 		/* Try to connect the vehicle to one of free chains of wagons. */
651 		for (Train *w : Train::Iterate()) {
652 			if (w->tile == tile &&              ///< Same depot
653 					w->IsFreeWagon() &&             ///< A free wagon chain
654 					w->engine_type == e->index &&   ///< Same type
655 					w->First() != v &&              ///< Don't connect to ourself
656 					!(w->vehstatus & VS_CRASHED)) { ///< Not crashed/flooded
657 				if (DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE).Succeeded()) {
658 					break;
659 				}
660 			}
661 		}
662 	}
663 
664 	return CommandCost();
665 }
666 
667 /** Move all free vehicles in the depot to the train */
NormalizeTrainVehInDepot(const Train * u)668 static void NormalizeTrainVehInDepot(const Train *u)
669 {
670 	for (const Train *v : Train::Iterate()) {
671 		if (v->IsFreeWagon() && v->tile == u->tile &&
672 				v->track == TRACK_BIT_DEPOT) {
673 			if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
674 					CMD_MOVE_RAIL_VEHICLE).Failed())
675 				break;
676 		}
677 	}
678 }
679 
AddRearEngineToMultiheadedTrain(Train * v)680 static void AddRearEngineToMultiheadedTrain(Train *v)
681 {
682 	Train *u = new Train();
683 	v->value >>= 1;
684 	u->value = v->value;
685 	u->direction = v->direction;
686 	u->owner = v->owner;
687 	u->tile = v->tile;
688 	u->x_pos = v->x_pos;
689 	u->y_pos = v->y_pos;
690 	u->z_pos = v->z_pos;
691 	u->track = TRACK_BIT_DEPOT;
692 	u->vehstatus = v->vehstatus & ~VS_STOPPED;
693 	u->spritenum = v->spritenum + 1;
694 	u->cargo_type = v->cargo_type;
695 	u->cargo_subtype = v->cargo_subtype;
696 	u->cargo_cap = v->cargo_cap;
697 	u->refit_cap = v->refit_cap;
698 	u->railtype = v->railtype;
699 	u->engine_type = v->engine_type;
700 	u->date_of_last_service = v->date_of_last_service;
701 	u->build_year = v->build_year;
702 	u->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
703 	u->random_bits = VehicleRandomBits();
704 	v->SetMultiheaded();
705 	u->SetMultiheaded();
706 	v->SetNext(u);
707 	u->UpdatePosition();
708 
709 	/* Now we need to link the front and rear engines together */
710 	v->other_multiheaded_part = u;
711 	u->other_multiheaded_part = v;
712 }
713 
714 /**
715  * Build a railroad vehicle.
716  * @param tile     tile of the depot where rail-vehicle is built.
717  * @param flags    type of operation.
718  * @param e        the engine to build.
719  * @param data     bit 0 prevents any free cars from being added to the train.
720  * @param[out] ret the vehicle that has been built.
721  * @return the cost of this operation or an error.
722  */
CmdBuildRailVehicle(TileIndex tile,DoCommandFlag flags,const Engine * e,uint16 data,Vehicle ** ret)723 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
724 {
725 	const RailVehicleInfo *rvi = &e->u.rail;
726 
727 	if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
728 
729 	/* Check if depot and new engine uses the same kind of tracks *
730 	 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
731 	if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
732 
733 	if (flags & DC_EXEC) {
734 		DiagDirection dir = GetRailDepotDirection(tile);
735 		int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
736 		int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
737 
738 		Train *v = new Train();
739 		*ret = v;
740 		v->direction = DiagDirToDir(dir);
741 		v->tile = tile;
742 		v->owner = _current_company;
743 		v->x_pos = x;
744 		v->y_pos = y;
745 		v->z_pos = GetSlopePixelZ(x, y);
746 		v->track = TRACK_BIT_DEPOT;
747 		v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
748 		v->spritenum = rvi->image_index;
749 		v->cargo_type = e->GetDefaultCargoType();
750 		v->cargo_cap = rvi->capacity;
751 		v->refit_cap = 0;
752 		v->last_station_visited = INVALID_STATION;
753 		v->last_loading_station = INVALID_STATION;
754 
755 		v->engine_type = e->index;
756 		v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
757 
758 		v->reliability = e->reliability;
759 		v->reliability_spd_dec = e->reliability_spd_dec;
760 		v->max_age = e->GetLifeLengthInDays();
761 
762 		v->railtype = rvi->railtype;
763 		_new_vehicle_id = v->index;
764 
765 		v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
766 		v->date_of_last_service = _date;
767 		v->build_year = _cur_year;
768 		v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
769 		v->random_bits = VehicleRandomBits();
770 
771 		if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
772 		v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
773 
774 		v->group_id = DEFAULT_GROUP;
775 
776 		v->SetFrontEngine();
777 		v->SetEngine();
778 
779 		v->UpdatePosition();
780 
781 		if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
782 			AddRearEngineToMultiheadedTrain(v);
783 		} else {
784 			AddArticulatedParts(v);
785 		}
786 
787 		v->ConsistChanged(CCF_ARRANGE);
788 		UpdateTrainGroupID(v);
789 
790 		if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
791 			NormalizeTrainVehInDepot(v);
792 		}
793 
794 		CheckConsistencyOfArticulatedVehicle(v);
795 	}
796 
797 	return CommandCost();
798 }
799 
FindGoodVehiclePos(const Train * src)800 static Train *FindGoodVehiclePos(const Train *src)
801 {
802 	EngineID eng = src->engine_type;
803 	TileIndex tile = src->tile;
804 
805 	for (Train *dst : Train::Iterate()) {
806 		if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
807 			/* check so all vehicles in the line have the same engine. */
808 			Train *t = dst;
809 			while (t->engine_type == eng) {
810 				t = t->Next();
811 				if (t == nullptr) return dst;
812 			}
813 		}
814 	}
815 
816 	return nullptr;
817 }
818 
819 /** Helper type for lists/vectors of trains */
820 typedef std::vector<Train *> TrainList;
821 
822 /**
823  * Make a backup of a train into a train list.
824  * @param list to make the backup in
825  * @param t    the train to make the backup of
826  */
MakeTrainBackup(TrainList & list,Train * t)827 static void MakeTrainBackup(TrainList &list, Train *t)
828 {
829 	for (; t != nullptr; t = t->Next()) list.push_back(t);
830 }
831 
832 /**
833  * Restore the train from the backup list.
834  * @param list the train to restore.
835  */
RestoreTrainBackup(TrainList & list)836 static void RestoreTrainBackup(TrainList &list)
837 {
838 	/* No train, nothing to do. */
839 	if (list.size() == 0) return;
840 
841 	Train *prev = nullptr;
842 	/* Iterate over the list and rebuild it. */
843 	for (Train *t : list) {
844 		if (prev != nullptr) {
845 			prev->SetNext(t);
846 		} else if (t->Previous() != nullptr) {
847 			/* Make sure the head of the train is always the first in the chain. */
848 			t->Previous()->SetNext(nullptr);
849 		}
850 		prev = t;
851 	}
852 }
853 
854 /**
855  * Remove the given wagon from its consist.
856  * @param part the part of the train to remove.
857  * @param chain whether to remove the whole chain.
858  */
RemoveFromConsist(Train * part,bool chain=false)859 static void RemoveFromConsist(Train *part, bool chain = false)
860 {
861 	Train *tail = chain ? part->Last() : part->GetLastEnginePart();
862 
863 	/* Unlink at the front, but make it point to the next
864 	 * vehicle after the to be remove part. */
865 	if (part->Previous() != nullptr) part->Previous()->SetNext(tail->Next());
866 
867 	/* Unlink at the back */
868 	tail->SetNext(nullptr);
869 }
870 
871 /**
872  * Inserts a chain into the train at dst.
873  * @param dst   the place where to append after.
874  * @param chain the chain to actually add.
875  */
InsertInConsist(Train * dst,Train * chain)876 static void InsertInConsist(Train *dst, Train *chain)
877 {
878 	/* We do not want to add something in the middle of an articulated part. */
879 	assert(dst != nullptr && (dst->Next() == nullptr || !dst->Next()->IsArticulatedPart()));
880 
881 	chain->Last()->SetNext(dst->Next());
882 	dst->SetNext(chain);
883 }
884 
885 /**
886  * Normalise the dual heads in the train, i.e. if one is
887  * missing move that one to this train.
888  * @param t the train to normalise.
889  */
NormaliseDualHeads(Train * t)890 static void NormaliseDualHeads(Train *t)
891 {
892 	for (; t != nullptr; t = t->GetNextVehicle()) {
893 		if (!t->IsMultiheaded() || !t->IsEngine()) continue;
894 
895 		/* Make sure that there are no free cars before next engine */
896 		Train *u;
897 		for (u = t; u->Next() != nullptr && !u->Next()->IsEngine(); u = u->Next()) {}
898 
899 		if (u == t->other_multiheaded_part) continue;
900 
901 		/* Remove the part from the 'wrong' train */
902 		RemoveFromConsist(t->other_multiheaded_part);
903 		/* And add it to the 'right' train */
904 		InsertInConsist(u, t->other_multiheaded_part);
905 	}
906 }
907 
908 /**
909  * Normalise the sub types of the parts in this chain.
910  * @param chain the chain to normalise.
911  */
NormaliseSubtypes(Train * chain)912 static void NormaliseSubtypes(Train *chain)
913 {
914 	/* Nothing to do */
915 	if (chain == nullptr) return;
916 
917 	/* We must be the first in the chain. */
918 	assert(chain->Previous() == nullptr);
919 
920 	/* Set the appropriate bits for the first in the chain. */
921 	if (chain->IsWagon()) {
922 		chain->SetFreeWagon();
923 	} else {
924 		assert(chain->IsEngine());
925 		chain->SetFrontEngine();
926 	}
927 
928 	/* Now clear the bits for the rest of the chain */
929 	for (Train *t = chain->Next(); t != nullptr; t = t->Next()) {
930 		t->ClearFreeWagon();
931 		t->ClearFrontEngine();
932 	}
933 }
934 
935 /**
936  * Check/validate whether we may actually build a new train.
937  * @note All vehicles are/were 'heads' of their chains.
938  * @param original_dst The original destination chain.
939  * @param dst          The destination chain after constructing the train.
940  * @param original_src The original source chain.
941  * @param src          The source chain after constructing the train.
942  * @return possible error of this command.
943  */
CheckNewTrain(Train * original_dst,Train * dst,Train * original_src,Train * src)944 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
945 {
946 	/* Just add 'new' engines and subtract the original ones.
947 	 * If that's less than or equal to 0 we can be sure we did
948 	 * not add any engines (read: trains) along the way. */
949 	if ((src          != nullptr && src->IsEngine()          ? 1 : 0) +
950 			(dst          != nullptr && dst->IsEngine()          ? 1 : 0) -
951 			(original_src != nullptr && original_src->IsEngine() ? 1 : 0) -
952 			(original_dst != nullptr && original_dst->IsEngine() ? 1 : 0) <= 0) {
953 		return CommandCost();
954 	}
955 
956 	/* Get a free unit number and check whether it's within the bounds.
957 	 * There will always be a maximum of one new train. */
958 	if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
959 
960 	return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
961 }
962 
963 /**
964  * Check whether the train parts can be attached.
965  * @param t the train to check
966  * @return possible error of this command.
967  */
CheckTrainAttachment(Train * t)968 static CommandCost CheckTrainAttachment(Train *t)
969 {
970 	/* No multi-part train, no need to check. */
971 	if (t == nullptr || t->Next() == nullptr) return CommandCost();
972 
973 	/* The maximum length for a train. For each part we decrease this by one
974 	 * and if the result is negative the train is simply too long. */
975 	int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
976 
977 	/* For free-wagon chains, check if they are within the max_train_length limit. */
978 	if (!t->IsEngine()) {
979 		t = t->Next();
980 		while (t != nullptr) {
981 			allowed_len -= t->gcache.cached_veh_length;
982 
983 			t = t->Next();
984 		}
985 
986 		if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
987 		return CommandCost();
988 	}
989 
990 	Train *head = t;
991 	Train *prev = t;
992 
993 	/* Break the prev -> t link so it always holds within the loop. */
994 	t = t->Next();
995 	prev->SetNext(nullptr);
996 
997 	/* Make sure the cache is cleared. */
998 	head->InvalidateNewGRFCache();
999 
1000 	while (t != nullptr) {
1001 		allowed_len -= t->gcache.cached_veh_length;
1002 
1003 		Train *next = t->Next();
1004 
1005 		/* Unlink the to-be-added piece; it is already unlinked from the previous
1006 		 * part due to the fact that the prev -> t link is broken. */
1007 		t->SetNext(nullptr);
1008 
1009 		/* Don't check callback for articulated or rear dual headed parts */
1010 		if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
1011 			/* Back up and clear the first_engine data to avoid using wagon override group */
1012 			EngineID first_engine = t->gcache.first_engine;
1013 			t->gcache.first_engine = INVALID_ENGINE;
1014 
1015 			/* We don't want the cache to interfere. head's cache is cleared before
1016 			 * the loop and after each callback does not need to be cleared here. */
1017 			t->InvalidateNewGRFCache();
1018 
1019 			uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
1020 
1021 			/* Restore original first_engine data */
1022 			t->gcache.first_engine = first_engine;
1023 
1024 			/* We do not want to remember any cached variables from the test run */
1025 			t->InvalidateNewGRFCache();
1026 			head->InvalidateNewGRFCache();
1027 
1028 			if (callback != CALLBACK_FAILED) {
1029 				/* A failing callback means everything is okay */
1030 				StringID error = STR_NULL;
1031 
1032 				if (head->GetGRF()->grf_version < 8) {
1033 					if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1034 					if (callback  < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
1035 					if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
1036 				} else {
1037 					if (callback < 0x400) {
1038 						error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
1039 					} else {
1040 						switch (callback) {
1041 							case 0x400: // allow if railtypes match (always the case for OpenTTD)
1042 							case 0x401: // allow
1043 								break;
1044 
1045 							default:    // unknown reason -> disallow
1046 							case 0x402: // disallow attaching
1047 								error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1048 								break;
1049 						}
1050 					}
1051 				}
1052 
1053 				if (error != STR_NULL) return_cmd_error(error);
1054 			}
1055 		}
1056 
1057 		/* And link it to the new part. */
1058 		prev->SetNext(t);
1059 		prev = t;
1060 		t = next;
1061 	}
1062 
1063 	if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
1064 	return CommandCost();
1065 }
1066 
1067 /**
1068  * Validate whether we are going to create valid trains.
1069  * @note All vehicles are/were 'heads' of their chains.
1070  * @param original_dst The original destination chain.
1071  * @param dst          The destination chain after constructing the train.
1072  * @param original_src The original source chain.
1073  * @param src          The source chain after constructing the train.
1074  * @param check_limit  Whether to check the vehicle limit.
1075  * @return possible error of this command.
1076  */
ValidateTrains(Train * original_dst,Train * dst,Train * original_src,Train * src,bool check_limit)1077 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
1078 {
1079 	/* Check whether we may actually construct the trains. */
1080 	CommandCost ret = CheckTrainAttachment(src);
1081 	if (ret.Failed()) return ret;
1082 	ret = CheckTrainAttachment(dst);
1083 	if (ret.Failed()) return ret;
1084 
1085 	/* Check whether we need to build a new train. */
1086 	return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
1087 }
1088 
1089 /**
1090  * Arrange the trains in the wanted way.
1091  * @param dst_head   The destination chain of the to be moved vehicle.
1092  * @param dst        The destination for the to be moved vehicle.
1093  * @param src_head   The source chain of the to be moved vehicle.
1094  * @param src        The to be moved vehicle.
1095  * @param move_chain Whether to move all vehicles after src or not.
1096  */
ArrangeTrains(Train ** dst_head,Train * dst,Train ** src_head,Train * src,bool move_chain)1097 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
1098 {
1099 	/* First determine the front of the two resulting trains */
1100 	if (*src_head == *dst_head) {
1101 		/* If we aren't moving part(s) to a new train, we are just moving the
1102 		 * front back and there is not destination head. */
1103 		*dst_head = nullptr;
1104 	} else if (*dst_head == nullptr) {
1105 		/* If we are moving to a new train the head of the move train would become
1106 		 * the head of the new vehicle. */
1107 		*dst_head = src;
1108 	}
1109 
1110 	if (src == *src_head) {
1111 		/* If we are moving the front of a train then we are, in effect, creating
1112 		 * a new head for the train. Point to that. Unless we are moving the whole
1113 		 * train in which case there is not 'source' train anymore.
1114 		 * In case we are a multiheaded part we want the complete thing to come
1115 		 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1116 		 * that is followed by a rear multihead we do not want to include that. */
1117 		*src_head = move_chain ? nullptr :
1118 				(src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
1119 	}
1120 
1121 	/* Now it's just simply removing the part that we are going to move from the
1122 	 * source train and *if* the destination is a not a new train add the chain
1123 	 * at the destination location. */
1124 	RemoveFromConsist(src, move_chain);
1125 	if (*dst_head != src) InsertInConsist(dst, src);
1126 
1127 	/* Now normalise the dual heads, that is move the dual heads around in such
1128 	 * a way that the head and rear of a dual head are in the same train */
1129 	NormaliseDualHeads(*src_head);
1130 	NormaliseDualHeads(*dst_head);
1131 }
1132 
1133 /**
1134  * Normalise the head of the train again, i.e. that is tell the world that
1135  * we have changed and update all kinds of variables.
1136  * @param head the train to update.
1137  */
NormaliseTrainHead(Train * head)1138 static void NormaliseTrainHead(Train *head)
1139 {
1140 	/* Not much to do! */
1141 	if (head == nullptr) return;
1142 
1143 	/* Tell the 'world' the train changed. */
1144 	head->ConsistChanged(CCF_ARRANGE);
1145 	UpdateTrainGroupID(head);
1146 
1147 	/* Not a front engine, i.e. a free wagon chain. No need to do more. */
1148 	if (!head->IsFrontEngine()) return;
1149 
1150 	/* Update the refit button and window */
1151 	InvalidateWindowData(WC_VEHICLE_REFIT, head->index, VIWD_CONSIST_CHANGED);
1152 	SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
1153 
1154 	/* If we don't have a unit number yet, set one. */
1155 	if (head->unitnumber != 0) return;
1156 	head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
1157 }
1158 
1159 /**
1160  * Move a rail vehicle around inside the depot.
1161  * @param tile unused
1162  * @param flags type of operation
1163  *              Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
1164  * @param p1 various bitstuffed elements
1165  * - p1 (bit  0 - 19) source vehicle index
1166  * - p1 (bit      20) move all vehicles following the source vehicle
1167  * @param p2 what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
1168  * @param text unused
1169  * @return the cost of this operation or an error
1170  */
CmdMoveRailVehicle(TileIndex tile,DoCommandFlag flags,uint32 p1,uint32 p2,const std::string & text)1171 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
1172 {
1173 	VehicleID s = GB(p1, 0, 20);
1174 	VehicleID d = GB(p2, 0, 20);
1175 	bool move_chain = HasBit(p1, 20);
1176 
1177 	Train *src = Train::GetIfValid(s);
1178 	if (src == nullptr) return CMD_ERROR;
1179 
1180 	CommandCost ret = CheckOwnership(src->owner);
1181 	if (ret.Failed()) return ret;
1182 
1183 	/* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1184 	if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
1185 
1186 	/* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1187 	Train *dst;
1188 	if (d == INVALID_VEHICLE) {
1189 		dst = (src->IsEngine() || (flags & DC_AUTOREPLACE)) ? nullptr : FindGoodVehiclePos(src);
1190 	} else {
1191 		dst = Train::GetIfValid(d);
1192 		if (dst == nullptr) return CMD_ERROR;
1193 
1194 		CommandCost ret = CheckOwnership(dst->owner);
1195 		if (ret.Failed()) return ret;
1196 
1197 		/* Do not allow appending to crashed vehicles, too */
1198 		if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
1199 	}
1200 
1201 	/* if an articulated part is being handled, deal with its parent vehicle */
1202 	src = src->GetFirstEnginePart();
1203 	if (dst != nullptr) {
1204 		dst = dst->GetFirstEnginePart();
1205 	}
1206 
1207 	/* don't move the same vehicle.. */
1208 	if (src == dst) return CommandCost();
1209 
1210 	/* locate the head of the two chains */
1211 	Train *src_head = src->First();
1212 	Train *dst_head;
1213 	if (dst != nullptr) {
1214 		dst_head = dst->First();
1215 		if (dst_head->tile != src_head->tile) return CMD_ERROR;
1216 		/* Now deal with articulated part of destination wagon */
1217 		dst = dst->GetLastEnginePart();
1218 	} else {
1219 		dst_head = nullptr;
1220 	}
1221 
1222 	if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1223 
1224 	/* When moving all wagons, we can't have the same src_head and dst_head */
1225 	if (move_chain && src_head == dst_head) return CommandCost();
1226 
1227 	/* When moving a multiheaded part to be place after itself, bail out. */
1228 	if (!move_chain && dst != nullptr && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
1229 
1230 	/* Check if all vehicles in the source train are stopped inside a depot. */
1231 	if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1232 
1233 	/* Check if all vehicles in the destination train are stopped inside a depot. */
1234 	if (dst_head != nullptr && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1235 
1236 	/* First make a backup of the order of the trains. That way we can do
1237 	 * whatever we want with the order and later on easily revert. */
1238 	TrainList original_src;
1239 	TrainList original_dst;
1240 
1241 	MakeTrainBackup(original_src, src_head);
1242 	MakeTrainBackup(original_dst, dst_head);
1243 
1244 	/* Also make backup of the original heads as ArrangeTrains can change them.
1245 	 * For the destination head we do not care if it is the same as the source
1246 	 * head because in that case it's just a copy. */
1247 	Train *original_src_head = src_head;
1248 	Train *original_dst_head = (dst_head == src_head ? nullptr : dst_head);
1249 
1250 	/* We want this information from before the rearrangement, but execute this after the validation.
1251 	 * original_src_head can't be nullptr; src is by definition != nullptr, so src_head can't be nullptr as
1252 	 * src->GetFirst() always yields non-nullptr, so eventually original_src_head != nullptr as well. */
1253 	bool original_src_head_front_engine = original_src_head->IsFrontEngine();
1254 	bool original_dst_head_front_engine = original_dst_head != nullptr && original_dst_head->IsFrontEngine();
1255 
1256 	/* (Re)arrange the trains in the wanted arrangement. */
1257 	ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
1258 
1259 	if ((flags & DC_AUTOREPLACE) == 0) {
1260 		/* If the autoreplace flag is set we do not need to test for the validity
1261 		 * because we are going to revert the train to its original state. As we
1262 		 * assume the original state was correct autoreplace can skip this. */
1263 		CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
1264 		if (ret.Failed()) {
1265 			/* Restore the train we had. */
1266 			RestoreTrainBackup(original_src);
1267 			RestoreTrainBackup(original_dst);
1268 			return ret;
1269 		}
1270 	}
1271 
1272 	/* do it? */
1273 	if (flags & DC_EXEC) {
1274 		/* Remove old heads from the statistics */
1275 		if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
1276 		if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
1277 
1278 		/* First normalise the sub types of the chains. */
1279 		NormaliseSubtypes(src_head);
1280 		NormaliseSubtypes(dst_head);
1281 
1282 		/* There are 14 different cases:
1283 		 *  1) front engine gets moved to a new train, it stays a front engine.
1284 		 *     a) the 'next' part is a wagon that becomes a free wagon chain.
1285 		 *     b) the 'next' part is an engine that becomes a front engine.
1286 		 *     c) there is no 'next' part, nothing else happens
1287 		 *  2) front engine gets moved to another train, it is not a front engine anymore
1288 		 *     a) the 'next' part is a wagon that becomes a free wagon chain.
1289 		 *     b) the 'next' part is an engine that becomes a front engine.
1290 		 *     c) there is no 'next' part, nothing else happens
1291 		 *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
1292 		 *     a) the 'next' part is a wagon that becomes a free wagon chain.
1293 		 *     b) the 'next' part is an engine that becomes a front engine.
1294 		 *  4) free wagon gets moved
1295 		 *     a) the 'next' part is a wagon that becomes a free wagon chain.
1296 		 *     b) the 'next' part is an engine that becomes a front engine.
1297 		 *     c) there is no 'next' part, nothing else happens
1298 		 *  5) non front engine gets moved and becomes a new train, nothing else happens
1299 		 *  6) non front engine gets moved within a train / to another train, nothing happens
1300 		 *  7) wagon gets moved, nothing happens
1301 		 */
1302 		if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
1303 			/* Cases #2 and #3: the front engine gets trashed. */
1304 			CloseWindowById(WC_VEHICLE_VIEW, src->index);
1305 			CloseWindowById(WC_VEHICLE_ORDERS, src->index);
1306 			CloseWindowById(WC_VEHICLE_REFIT, src->index);
1307 			CloseWindowById(WC_VEHICLE_DETAILS, src->index);
1308 			CloseWindowById(WC_VEHICLE_TIMETABLE, src->index);
1309 			DeleteNewGRFInspectWindow(GSF_TRAINS, src->index);
1310 			SetWindowDirty(WC_COMPANY, _current_company);
1311 
1312 			/* Delete orders, group stuff and the unit number as we're not the
1313 			 * front of any vehicle anymore. */
1314 			DeleteVehicleOrders(src);
1315 			RemoveVehicleFromGroup(src);
1316 			src->unitnumber = 0;
1317 		}
1318 
1319 		/* We weren't a front engine but are becoming one. So
1320 		 * we should be put in the default group. */
1321 		if (original_src_head != src && dst_head == src) {
1322 			SetTrainGroupID(src, DEFAULT_GROUP);
1323 			SetWindowDirty(WC_COMPANY, _current_company);
1324 		}
1325 
1326 		/* Add new heads to statistics */
1327 		if (src_head != nullptr && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
1328 		if (dst_head != nullptr && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
1329 
1330 		/* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1331 		NormaliseTrainHead(src_head);
1332 		NormaliseTrainHead(dst_head);
1333 
1334 		if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
1335 			CheckCargoCapacity(src_head);
1336 			CheckCargoCapacity(dst_head);
1337 		}
1338 
1339 		if (src_head != nullptr) src_head->First()->MarkDirty();
1340 		if (dst_head != nullptr) dst_head->First()->MarkDirty();
1341 
1342 		/* We are undoubtedly changing something in the depot and train list. */
1343 		InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
1344 		InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
1345 	} else {
1346 		/* We don't want to execute what we're just tried. */
1347 		RestoreTrainBackup(original_src);
1348 		RestoreTrainBackup(original_dst);
1349 	}
1350 
1351 	return CommandCost();
1352 }
1353 
1354 /**
1355  * Sell a (single) train wagon/engine.
1356  * @param flags type of operation
1357  * @param t     the train wagon to sell
1358  * @param data  the selling mode
1359  * - data = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
1360  * - data = 1: sell the vehicle and all vehicles following it in the chain
1361  *             if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
1362  * @param user  the user for the order backup.
1363  * @return the cost of this operation or an error
1364  */
CmdSellRailWagon(DoCommandFlag flags,Vehicle * t,uint16 data,uint32 user)1365 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
1366 {
1367 	/* Sell a chain of vehicles or not? */
1368 	bool sell_chain = HasBit(data, 0);
1369 
1370 	Train *v = Train::From(t)->GetFirstEnginePart();
1371 	Train *first = v->First();
1372 
1373 	if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1374 
1375 	/* First make a backup of the order of the train. That way we can do
1376 	 * whatever we want with the order and later on easily revert. */
1377 	TrainList original;
1378 	MakeTrainBackup(original, first);
1379 
1380 	/* We need to keep track of the new head and the head of what we're going to sell. */
1381 	Train *new_head = first;
1382 	Train *sell_head = nullptr;
1383 
1384 	/* Split the train in the wanted way. */
1385 	ArrangeTrains(&sell_head, nullptr, &new_head, v, sell_chain);
1386 
1387 	/* We don't need to validate the second train; it's going to be sold. */
1388 	CommandCost ret = ValidateTrains(nullptr, nullptr, first, new_head, (flags & DC_AUTOREPLACE) == 0);
1389 	if (ret.Failed()) {
1390 		/* Restore the train we had. */
1391 		RestoreTrainBackup(original);
1392 		return ret;
1393 	}
1394 
1395 	if (first->orders.list == nullptr && !OrderList::CanAllocateItem()) {
1396 		/* Restore the train we had. */
1397 		RestoreTrainBackup(original);
1398 		return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
1399 	}
1400 
1401 	CommandCost cost(EXPENSES_NEW_VEHICLES);
1402 	for (Train *part = sell_head; part != nullptr; part = part->Next()) cost.AddCost(-part->value);
1403 
1404 	/* do it? */
1405 	if (flags & DC_EXEC) {
1406 		/* First normalise the sub types of the chain. */
1407 		NormaliseSubtypes(new_head);
1408 
1409 		if (v == first && v->IsEngine() && !sell_chain && new_head != nullptr && new_head->IsFrontEngine()) {
1410 			/* We are selling the front engine. In this case we want to
1411 			 * 'give' the order, unit number and such to the new head. */
1412 			new_head->orders.list = first->orders.list;
1413 			new_head->AddToShared(first);
1414 			DeleteVehicleOrders(first);
1415 
1416 			/* Copy other important data from the front engine */
1417 			new_head->CopyVehicleConfigAndStatistics(first);
1418 			GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
1419 		} else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
1420 			OrderBackup::Backup(v, user);
1421 		}
1422 
1423 		/* We need to update the information about the train. */
1424 		NormaliseTrainHead(new_head);
1425 
1426 		/* We are undoubtedly changing something in the depot and train list. */
1427 		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1428 		InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
1429 
1430 		/* Actually delete the sold 'goods' */
1431 		delete sell_head;
1432 	} else {
1433 		/* We don't want to execute what we're just tried. */
1434 		RestoreTrainBackup(original);
1435 	}
1436 
1437 	return cost;
1438 }
1439 
UpdateDeltaXY()1440 void Train::UpdateDeltaXY()
1441 {
1442 	/* Set common defaults. */
1443 	this->x_offs    = -1;
1444 	this->y_offs    = -1;
1445 	this->x_extent  =  3;
1446 	this->y_extent  =  3;
1447 	this->z_extent  =  6;
1448 	this->x_bb_offs =  0;
1449 	this->y_bb_offs =  0;
1450 
1451 	if (!IsDiagonalDirection(this->direction)) {
1452 		static const int _sign_table[] =
1453 		{
1454 			/* x, y */
1455 			-1, -1, // DIR_N
1456 			-1,  1, // DIR_E
1457 			 1,  1, // DIR_S
1458 			 1, -1, // DIR_W
1459 		};
1460 
1461 		int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
1462 
1463 		/* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1464 		this->x_offs -= half_shorten * _sign_table[this->direction];
1465 		this->y_offs -= half_shorten * _sign_table[this->direction + 1];
1466 		this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
1467 		this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
1468 	} else {
1469 		switch (this->direction) {
1470 				/* Shorten southern corner of the bounding box according the vehicle length
1471 				 * and center the bounding box on the vehicle. */
1472 			case DIR_NE:
1473 				this->x_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
1474 				this->x_extent  = this->gcache.cached_veh_length - 1;
1475 				this->x_bb_offs = -1;
1476 				break;
1477 
1478 			case DIR_NW:
1479 				this->y_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
1480 				this->y_extent  = this->gcache.cached_veh_length - 1;
1481 				this->y_bb_offs = -1;
1482 				break;
1483 
1484 				/* Move northern corner of the bounding box down according to vehicle length
1485 				 * and center the bounding box on the vehicle. */
1486 			case DIR_SW:
1487 				this->x_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
1488 				this->x_extent  = VEHICLE_LENGTH - 1;
1489 				this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
1490 				break;
1491 
1492 			case DIR_SE:
1493 				this->y_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
1494 				this->y_extent  = VEHICLE_LENGTH - 1;
1495 				this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
1496 				break;
1497 
1498 			default:
1499 				NOT_REACHED();
1500 		}
1501 	}
1502 }
1503 
1504 /**
1505  * Mark a train as stuck and stop it if it isn't stopped right now.
1506  * @param v %Train to mark as being stuck.
1507  */
MarkTrainAsStuck(Train * v)1508 static void MarkTrainAsStuck(Train *v)
1509 {
1510 	if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
1511 		/* It is the first time the problem occurred, set the "train stuck" flag. */
1512 		SetBit(v->flags, VRF_TRAIN_STUCK);
1513 
1514 		v->wait_counter = 0;
1515 
1516 		/* Stop train */
1517 		v->cur_speed = 0;
1518 		v->subspeed = 0;
1519 		v->SetLastSpeed();
1520 
1521 		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1522 	}
1523 }
1524 
1525 /**
1526  * Swap the two up/down flags in two ways:
1527  * - Swap values of \a swap_flag1 and \a swap_flag2, and
1528  * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
1529  * @param[in,out] swap_flag1 First train flag.
1530  * @param[in,out] swap_flag2 Second train flag.
1531  */
SwapTrainFlags(uint16 * swap_flag1,uint16 * swap_flag2)1532 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
1533 {
1534 	uint16 flag1 = *swap_flag1;
1535 	uint16 flag2 = *swap_flag2;
1536 
1537 	/* Clear the flags */
1538 	ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
1539 	ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1540 	ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
1541 	ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1542 
1543 	/* Reverse the rail-flags (if needed) */
1544 	if (HasBit(flag1, GVF_GOINGUP_BIT)) {
1545 		SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1546 	} else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
1547 		SetBit(*swap_flag2, GVF_GOINGUP_BIT);
1548 	}
1549 	if (HasBit(flag2, GVF_GOINGUP_BIT)) {
1550 		SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1551 	} else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
1552 		SetBit(*swap_flag1, GVF_GOINGUP_BIT);
1553 	}
1554 }
1555 
1556 /**
1557  * Updates some variables after swapping the vehicle.
1558  * @param v swapped vehicle
1559  */
UpdateStatusAfterSwap(Train * v)1560 static void UpdateStatusAfterSwap(Train *v)
1561 {
1562 	/* Reverse the direction. */
1563 	if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
1564 
1565 	/* Call the proper EnterTile function unless we are in a wormhole. */
1566 	if (v->track != TRACK_BIT_WORMHOLE) {
1567 		VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
1568 	} else {
1569 		/* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1570 		 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1571 		 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1572 		 * when we shouldn't have. Check if this is the case. */
1573 		TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
1574 		if (IsTileType(vt, MP_TUNNELBRIDGE)) {
1575 			VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
1576 			if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
1577 				/* We have just left the wormhole, possibly set the
1578 				 * "goingdown" bit. UpdateInclination() can be used
1579 				 * because we are at the border of the tile. */
1580 				v->UpdatePosition();
1581 				v->UpdateInclination(true, true);
1582 				return;
1583 			}
1584 		}
1585 	}
1586 
1587 	v->UpdatePosition();
1588 	v->UpdateViewport(true, true);
1589 }
1590 
1591 /**
1592  * Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
1593  * @param v Consist to change.
1594  * @param l %Vehicle index in the consist of the first vehicle.
1595  * @param r %Vehicle index in the consist of the second vehicle.
1596  */
ReverseTrainSwapVeh(Train * v,int l,int r)1597 void ReverseTrainSwapVeh(Train *v, int l, int r)
1598 {
1599 	Train *a, *b;
1600 
1601 	/* locate vehicles to swap */
1602 	for (a = v; l != 0; l--) a = a->Next();
1603 	for (b = v; r != 0; r--) b = b->Next();
1604 
1605 	if (a != b) {
1606 		/* swap the hidden bits */
1607 		{
1608 			uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
1609 			b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
1610 			a->vehstatus = tmp;
1611 		}
1612 
1613 		Swap(a->track, b->track);
1614 		Swap(a->direction, b->direction);
1615 		Swap(a->x_pos, b->x_pos);
1616 		Swap(a->y_pos, b->y_pos);
1617 		Swap(a->tile,  b->tile);
1618 		Swap(a->z_pos, b->z_pos);
1619 
1620 		SwapTrainFlags(&a->gv_flags, &b->gv_flags);
1621 
1622 		UpdateStatusAfterSwap(a);
1623 		UpdateStatusAfterSwap(b);
1624 	} else {
1625 		/* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1626 		 * This is a little bit redundant way, a->gv_flags will
1627 		 * be (re)set twice, but it reduces code duplication */
1628 		SwapTrainFlags(&a->gv_flags, &a->gv_flags);
1629 		UpdateStatusAfterSwap(a);
1630 	}
1631 }
1632 
1633 
1634 /**
1635  * Check if the vehicle is a train
1636  * @param v vehicle on tile
1637  * @return v if it is a train, nullptr otherwise
1638  */
TrainOnTileEnum(Vehicle * v,void *)1639 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
1640 {
1641 	return (v->type == VEH_TRAIN) ? v : nullptr;
1642 }
1643 
1644 
1645 /**
1646  * Checks if a train is approaching a rail-road crossing
1647  * @param v vehicle on tile
1648  * @param data tile with crossing we are testing
1649  * @return v if it is approaching a crossing, nullptr otherwise
1650  */
TrainApproachingCrossingEnum(Vehicle * v,void * data)1651 static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
1652 {
1653 	if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return nullptr;
1654 
1655 	Train *t = Train::From(v);
1656 	if (!t->IsFrontEngine()) return nullptr;
1657 
1658 	TileIndex tile = *(TileIndex *)data;
1659 
1660 	if (TrainApproachingCrossingTile(t) != tile) return nullptr;
1661 
1662 	return t;
1663 }
1664 
1665 
1666 /**
1667  * Finds a vehicle approaching rail-road crossing
1668  * @param tile tile to test
1669  * @return true if a vehicle is approaching the crossing
1670  * @pre tile is a rail-road crossing
1671  */
TrainApproachingCrossing(TileIndex tile)1672 static bool TrainApproachingCrossing(TileIndex tile)
1673 {
1674 	assert(IsLevelCrossingTile(tile));
1675 
1676 	DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
1677 	TileIndex tile_from = tile + TileOffsByDiagDir(dir);
1678 
1679 	if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
1680 
1681 	dir = ReverseDiagDir(dir);
1682 	tile_from = tile + TileOffsByDiagDir(dir);
1683 
1684 	return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
1685 }
1686 
1687 
1688 /**
1689  * Sets correct crossing state
1690  * @param tile tile to update
1691  * @param sound should we play sound?
1692  * @pre tile is a rail-road crossing
1693  */
UpdateLevelCrossing(TileIndex tile,bool sound)1694 void UpdateLevelCrossing(TileIndex tile, bool sound)
1695 {
1696 	assert(IsLevelCrossingTile(tile));
1697 
1698 	/* reserved || train on crossing || train approaching crossing */
1699 	bool new_state = HasCrossingReservation(tile) || HasVehicleOnPos(tile, nullptr, &TrainOnTileEnum) || TrainApproachingCrossing(tile);
1700 
1701 	if (new_state != IsCrossingBarred(tile)) {
1702 		if (new_state && sound) {
1703 			if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1704 		}
1705 		SetCrossingBarred(tile, new_state);
1706 		MarkTileDirtyByTile(tile);
1707 	}
1708 }
1709 
1710 
1711 /**
1712  * Bars crossing and plays ding-ding sound if not barred already
1713  * @param tile tile with crossing
1714  * @pre tile is a rail-road crossing
1715  */
MaybeBarCrossingWithSound(TileIndex tile)1716 static inline void MaybeBarCrossingWithSound(TileIndex tile)
1717 {
1718 	if (!IsCrossingBarred(tile)) {
1719 		BarCrossing(tile);
1720 		if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1721 		MarkTileDirtyByTile(tile);
1722 	}
1723 }
1724 
1725 
1726 /**
1727  * Advances wagons for train reversing, needed for variable length wagons.
1728  * This one is called before the train is reversed.
1729  * @param v First vehicle in chain
1730  */
AdvanceWagonsBeforeSwap(Train * v)1731 static void AdvanceWagonsBeforeSwap(Train *v)
1732 {
1733 	Train *base = v;
1734 	Train *first = base; // first vehicle to move
1735 	Train *last = v->Last(); // last vehicle to move
1736 	uint length = CountVehiclesInChain(v);
1737 
1738 	while (length > 2) {
1739 		last = last->Previous();
1740 		first = first->Next();
1741 
1742 		int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
1743 
1744 		/* do not update images now
1745 		 * negative differential will be handled in AdvanceWagonsAfterSwap() */
1746 		for (int i = 0; i < differential; i++) TrainController(first, last->Next());
1747 
1748 		base = first; // == base->Next()
1749 		length -= 2;
1750 	}
1751 }
1752 
1753 
1754 /**
1755  * Advances wagons for train reversing, needed for variable length wagons.
1756  * This one is called after the train is reversed.
1757  * @param v First vehicle in chain
1758  */
AdvanceWagonsAfterSwap(Train * v)1759 static void AdvanceWagonsAfterSwap(Train *v)
1760 {
1761 	/* first of all, fix the situation when the train was entering a depot */
1762 	Train *dep = v; // last vehicle in front of just left depot
1763 	while (dep->Next() != nullptr && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
1764 		dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1765 	}
1766 
1767 	Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
1768 
1769 	if (leave != nullptr) {
1770 		/* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1771 		int d = TicksToLeaveDepot(dep);
1772 
1773 		if (d <= 0) {
1774 			leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
1775 			leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
1776 			for (int i = 0; i >= d; i--) TrainController(leave, nullptr); // maybe move it, and maybe let another wagon leave
1777 		}
1778 	} else {
1779 		dep = nullptr; // no vehicle in a depot, so no vehicle leaving a depot
1780 	}
1781 
1782 	Train *base = v;
1783 	Train *first = base; // first vehicle to move
1784 	Train *last = v->Last(); // last vehicle to move
1785 	uint length = CountVehiclesInChain(v);
1786 
1787 	/* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1788 	 * they have already correct spacing, so we have to make sure they are moved how they should */
1789 	bool nomove = (dep == nullptr); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1790 
1791 	while (length > 2) {
1792 		/* we reached vehicle (originally) in front of a depot, stop now
1793 		 * (we would move wagons that are already moved with new wagon length). */
1794 		if (base == dep) break;
1795 
1796 		/* the last wagon was that one leaving a depot, so do not move it anymore */
1797 		if (last == dep) nomove = true;
1798 
1799 		last = last->Previous();
1800 		first = first->Next();
1801 
1802 		int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
1803 
1804 		/* do not update images now */
1805 		for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : nullptr));
1806 
1807 		base = first; // == base->Next()
1808 		length -= 2;
1809 	}
1810 }
1811 
IsWholeTrainInsideDepot(const Train * v)1812 static bool IsWholeTrainInsideDepot(const Train *v)
1813 {
1814 	for (const Train *u = v; u != nullptr; u = u->Next()) {
1815 		if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
1816 	}
1817 	return true;
1818 }
1819 
1820 /**
1821  * Turn a train around.
1822  * @param v %Train to turn around.
1823  */
ReverseTrainDirection(Train * v)1824 void ReverseTrainDirection(Train *v)
1825 {
1826 	if (IsRailDepotTile(v->tile)) {
1827 		if (IsWholeTrainInsideDepot(v)) return;
1828 		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1829 	}
1830 
1831 	/* Clear path reservation in front if train is not stuck. */
1832 	if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
1833 
1834 	/* Check if we were approaching a rail/road-crossing */
1835 	TileIndex crossing = TrainApproachingCrossingTile(v);
1836 
1837 	/* count number of vehicles */
1838 	int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
1839 
1840 	AdvanceWagonsBeforeSwap(v);
1841 
1842 	/* swap start<>end, start+1<>end-1, ... */
1843 	int l = 0;
1844 	do {
1845 		ReverseTrainSwapVeh(v, l++, r--);
1846 	} while (l <= r);
1847 
1848 	AdvanceWagonsAfterSwap(v);
1849 
1850 	if (IsRailDepotTile(v->tile)) {
1851 		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1852 	}
1853 
1854 	ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
1855 
1856 	ClrBit(v->flags, VRF_REVERSING);
1857 
1858 	/* recalculate cached data */
1859 	v->ConsistChanged(CCF_TRACK);
1860 
1861 	/* update all images */
1862 	for (Train *u = v; u != nullptr; u = u->Next()) u->UpdateViewport(false, false);
1863 
1864 	/* update crossing we were approaching */
1865 	if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
1866 
1867 	/* maybe we are approaching crossing now, after reversal */
1868 	crossing = TrainApproachingCrossingTile(v);
1869 	if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
1870 
1871 	/* If we are inside a depot after reversing, don't bother with path reserving. */
1872 	if (v->track == TRACK_BIT_DEPOT) {
1873 		/* Can't be stuck here as inside a depot is always a safe tile. */
1874 		if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1875 		ClrBit(v->flags, VRF_TRAIN_STUCK);
1876 		return;
1877 	}
1878 
1879 	/* VehicleExitDir does not always produce the desired dir for depots and
1880 	 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
1881 	DiagDirection dir = VehicleExitDir(v->direction, v->track);
1882 	if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
1883 
1884 	if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
1885 		/* If we are currently on a tile with conventional signals, we can't treat the
1886 		 * current tile as a safe tile or we would enter a PBS block without a reservation. */
1887 		bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
1888 			HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
1889 			!IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
1890 
1891 		/* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
1892 		if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
1893 
1894 		if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
1895 		if (TryPathReserve(v, false, first_tile_okay)) {
1896 			/* Do a look-ahead now in case our current tile was already a safe tile. */
1897 			CheckNextTrainTile(v);
1898 		} else if (v->current_order.GetType() != OT_LOADING) {
1899 			/* Do not wait for a way out when we're still loading */
1900 			MarkTrainAsStuck(v);
1901 		}
1902 	} else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
1903 		/* A train not inside a PBS block can't be stuck. */
1904 		ClrBit(v->flags, VRF_TRAIN_STUCK);
1905 		v->wait_counter = 0;
1906 	}
1907 }
1908 
1909 /**
1910  * Reverse train.
1911  * @param tile unused
1912  * @param flags type of operation
1913  * @param p1 train to reverse
1914  * @param p2 if true, reverse a unit in a train (needs to be in a depot)
1915  * @param text unused
1916  * @return the cost of this operation or an error
1917  */
CmdReverseTrainDirection(TileIndex tile,DoCommandFlag flags,uint32 p1,uint32 p2,const std::string & text)1918 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
1919 {
1920 	Train *v = Train::GetIfValid(p1);
1921 	if (v == nullptr) return CMD_ERROR;
1922 
1923 	CommandCost ret = CheckOwnership(v->owner);
1924 	if (ret.Failed()) return ret;
1925 
1926 	if (p2 != 0) {
1927 		/* turn a single unit around */
1928 
1929 		if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
1930 			return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
1931 		}
1932 		if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
1933 
1934 		Train *front = v->First();
1935 		/* make sure the vehicle is stopped in the depot */
1936 		if (!front->IsStoppedInDepot()) {
1937 			return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1938 		}
1939 
1940 		if (flags & DC_EXEC) {
1941 			ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
1942 
1943 			front->ConsistChanged(CCF_ARRANGE);
1944 			SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
1945 			SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
1946 			SetWindowDirty(WC_VEHICLE_VIEW, front->index);
1947 			SetWindowClassesDirty(WC_TRAINS_LIST);
1948 		}
1949 	} else {
1950 		/* turn the whole train around */
1951 		if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
1952 
1953 		if (flags & DC_EXEC) {
1954 			/* Properly leave the station if we are loading and won't be loading anymore */
1955 			if (v->current_order.IsType(OT_LOADING)) {
1956 				const Vehicle *last = v;
1957 				while (last->Next() != nullptr) last = last->Next();
1958 
1959 				/* not a station || different station --> leave the station */
1960 				if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
1961 					v->LeaveStation();
1962 				}
1963 			}
1964 
1965 			/* We cancel any 'skip signal at dangers' here */
1966 			v->force_proceed = TFP_NONE;
1967 			SetWindowDirty(WC_VEHICLE_VIEW, v->index);
1968 
1969 			if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
1970 				ToggleBit(v->flags, VRF_REVERSING);
1971 			} else {
1972 				v->cur_speed = 0;
1973 				v->SetLastSpeed();
1974 				HideFillingPercent(&v->fill_percent_te_id);
1975 				ReverseTrainDirection(v);
1976 			}
1977 		}
1978 	}
1979 	return CommandCost();
1980 }
1981 
1982 /**
1983  * Force a train through a red signal
1984  * @param tile unused
1985  * @param flags type of operation
1986  * @param p1 train to ignore the red signal
1987  * @param p2 unused
1988  * @param text unused
1989  * @return the cost of this operation or an error
1990  */
CmdForceTrainProceed(TileIndex tile,DoCommandFlag flags,uint32 p1,uint32 p2,const std::string & text)1991 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
1992 {
1993 	Train *t = Train::GetIfValid(p1);
1994 	if (t == nullptr) return CMD_ERROR;
1995 
1996 	if (!t->IsPrimaryVehicle()) return CMD_ERROR;
1997 
1998 	CommandCost ret = CheckOwnership(t->owner);
1999 	if (ret.Failed()) return ret;
2000 
2001 
2002 	if (flags & DC_EXEC) {
2003 		/* If we are forced to proceed, cancel that order.
2004 		 * If we are marked stuck we would want to force the train
2005 		 * to proceed to the next signal. In the other cases we
2006 		 * would like to pass the signal at danger and run till the
2007 		 * next signal we encounter. */
2008 		t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
2009 		SetWindowDirty(WC_VEHICLE_VIEW, t->index);
2010 	}
2011 
2012 	return CommandCost();
2013 }
2014 
2015 /**
2016  * Try to find a depot nearby.
2017  * @param v %Train that wants a depot.
2018  * @param max_distance Maximal search distance.
2019  * @return Information where the closest train depot is located.
2020  * @pre The given vehicle must not be crashed!
2021  */
FindClosestTrainDepot(Train * v,int max_distance)2022 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
2023 {
2024 	assert(!(v->vehstatus & VS_CRASHED));
2025 
2026 	if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
2027 
2028 	PBSTileInfo origin = FollowTrainReservation(v);
2029 	if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
2030 
2031 	switch (_settings_game.pf.pathfinder_for_trains) {
2032 		case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
2033 		case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
2034 
2035 		default: NOT_REACHED();
2036 	}
2037 }
2038 
2039 /**
2040  * Locate the closest depot for this consist, and return the information to the caller.
2041  * @param[out] location    If not \c nullptr and a depot is found, store its location in the given address.
2042  * @param[out] destination If not \c nullptr and a depot is found, store its index in the given address.
2043  * @param[out] reverse     If not \c nullptr and a depot is found, store reversal information in the given address.
2044  * @return A depot has been found.
2045  */
FindClosestDepot(TileIndex * location,DestinationID * destination,bool * reverse)2046 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
2047 {
2048 	FindDepotData tfdd = FindClosestTrainDepot(this, 0);
2049 	if (tfdd.best_length == UINT_MAX) return false;
2050 
2051 	if (location    != nullptr) *location    = tfdd.tile;
2052 	if (destination != nullptr) *destination = GetDepotIndex(tfdd.tile);
2053 	if (reverse     != nullptr) *reverse     = tfdd.reverse;
2054 
2055 	return true;
2056 }
2057 
2058 /** Play a sound for a train leaving the station. */
PlayLeaveStationSound() const2059 void Train::PlayLeaveStationSound() const
2060 {
2061 	static const SoundFx sfx[] = {
2062 		SND_04_DEPARTURE_STEAM,
2063 		SND_0A_DEPARTURE_TRAIN,
2064 		SND_0A_DEPARTURE_TRAIN,
2065 		SND_47_DEPARTURE_MONORAIL,
2066 		SND_41_DEPARTURE_MAGLEV
2067 	};
2068 
2069 	if (PlayVehicleSound(this, VSE_START)) return;
2070 
2071 	EngineID engtype = this->engine_type;
2072 	SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
2073 }
2074 
2075 /**
2076  * Check if the train is on the last reserved tile and try to extend the path then.
2077  * @param v %Train that needs its path extended.
2078  */
CheckNextTrainTile(Train * v)2079 static void CheckNextTrainTile(Train *v)
2080 {
2081 	/* Don't do any look-ahead if path_backoff_interval is 255. */
2082 	if (_settings_game.pf.path_backoff_interval == 255) return;
2083 
2084 	/* Exit if we are inside a depot. */
2085 	if (v->track == TRACK_BIT_DEPOT) return;
2086 
2087 	switch (v->current_order.GetType()) {
2088 		/* Exit if we reached our destination depot. */
2089 		case OT_GOTO_DEPOT:
2090 			if (v->tile == v->dest_tile) return;
2091 			break;
2092 
2093 		case OT_GOTO_WAYPOINT:
2094 			/* If we reached our waypoint, make sure we see that. */
2095 			if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
2096 			break;
2097 
2098 		case OT_NOTHING:
2099 		case OT_LEAVESTATION:
2100 		case OT_LOADING:
2101 			/* Exit if the current order doesn't have a destination, but the train has orders. */
2102 			if (v->GetNumOrders() > 0) return;
2103 			break;
2104 
2105 		default:
2106 			break;
2107 	}
2108 	/* Exit if we are on a station tile and are going to stop. */
2109 	if (IsRailStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
2110 
2111 	Trackdir td = v->GetVehicleTrackdir();
2112 
2113 	/* On a tile with a red non-pbs signal, don't look ahead. */
2114 	if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
2115 			!IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
2116 			GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
2117 
2118 	CFollowTrackRail ft(v);
2119 	if (!ft.Follow(v->tile, td)) return;
2120 
2121 	if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
2122 		/* Next tile is not reserved. */
2123 		if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
2124 			if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
2125 				/* If the next tile is a PBS signal, try to make a reservation. */
2126 				TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
2127 				if (Rail90DegTurnDisallowed(GetTileRailType(ft.m_old_tile), GetTileRailType(ft.m_new_tile))) {
2128 					tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
2129 				}
2130 				ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, nullptr, false);
2131 			}
2132 		}
2133 	}
2134 }
2135 
2136 /**
2137  * Will the train stay in the depot the next tick?
2138  * @param v %Train to check.
2139  * @return True if it stays in the depot, false otherwise.
2140  */
CheckTrainStayInDepot(Train * v)2141 static bool CheckTrainStayInDepot(Train *v)
2142 {
2143 	/* bail out if not all wagons are in the same depot or not in a depot at all */
2144 	for (const Train *u = v; u != nullptr; u = u->Next()) {
2145 		if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
2146 	}
2147 
2148 	/* if the train got no power, then keep it in the depot */
2149 	if (v->gcache.cached_power == 0) {
2150 		v->vehstatus |= VS_STOPPED;
2151 		SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
2152 		return true;
2153 	}
2154 
2155 	SigSegState seg_state;
2156 
2157 	if (v->force_proceed == TFP_NONE) {
2158 		/* force proceed was not pressed */
2159 		if (++v->wait_counter < 37) {
2160 			SetWindowClassesDirty(WC_TRAINS_LIST);
2161 			return true;
2162 		}
2163 
2164 		v->wait_counter = 0;
2165 
2166 		seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2167 		if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
2168 			/* Full and no PBS signal in block or depot reserved, can't exit. */
2169 			SetWindowClassesDirty(WC_TRAINS_LIST);
2170 			return true;
2171 		}
2172 	} else {
2173 		seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2174 	}
2175 
2176 	/* We are leaving a depot, but have to go to the exact same one; re-enter. */
2177 	if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
2178 		/* Service when depot has no reservation. */
2179 		if (!HasDepotReservation(v->tile)) VehicleEnterDepot(v);
2180 		return true;
2181 	}
2182 
2183 	/* Only leave when we can reserve a path to our destination. */
2184 	if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
2185 		/* No path and no force proceed. */
2186 		SetWindowClassesDirty(WC_TRAINS_LIST);
2187 		MarkTrainAsStuck(v);
2188 		return true;
2189 	}
2190 
2191 	SetDepotReservation(v->tile, true);
2192 	if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
2193 
2194 	VehicleServiceInDepot(v);
2195 	SetWindowClassesDirty(WC_TRAINS_LIST);
2196 	v->PlayLeaveStationSound();
2197 
2198 	v->track = TRACK_BIT_X;
2199 	if (v->direction & 2) v->track = TRACK_BIT_Y;
2200 
2201 	v->vehstatus &= ~VS_HIDDEN;
2202 	v->cur_speed = 0;
2203 
2204 	v->UpdateViewport(true, true);
2205 	v->UpdatePosition();
2206 	UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
2207 	v->UpdateAcceleration();
2208 	InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
2209 
2210 	return false;
2211 }
2212 
2213 /**
2214  * Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
2215  * @param v %Train owning the reservation.
2216  * @param tile Tile with reservation to clear.
2217  * @param track_dir Track direction to clear.
2218  */
ClearPathReservation(const Train * v,TileIndex tile,Trackdir track_dir)2219 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
2220 {
2221 	DiagDirection dir = TrackdirToExitdir(track_dir);
2222 
2223 	if (IsTileType(tile, MP_TUNNELBRIDGE)) {
2224 		/* Are we just leaving a tunnel/bridge? */
2225 		if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
2226 			TileIndex end = GetOtherTunnelBridgeEnd(tile);
2227 
2228 			if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
2229 				/* Free the reservation only if no other train is on the tiles. */
2230 				SetTunnelBridgeReservation(tile, false);
2231 				SetTunnelBridgeReservation(end, false);
2232 
2233 				if (_settings_client.gui.show_track_reservation) {
2234 					if (IsBridge(tile)) {
2235 						MarkBridgeDirty(tile);
2236 					} else {
2237 						MarkTileDirtyByTile(tile);
2238 						MarkTileDirtyByTile(end);
2239 					}
2240 				}
2241 			}
2242 		}
2243 	} else if (IsRailStationTile(tile)) {
2244 		TileIndex new_tile = TileAddByDiagDir(tile, dir);
2245 		/* If the new tile is not a further tile of the same station, we
2246 		 * clear the reservation for the whole platform. */
2247 		if (!IsCompatibleTrainStationTile(new_tile, tile)) {
2248 			SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
2249 		}
2250 	} else {
2251 		/* Any other tile */
2252 		UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
2253 	}
2254 }
2255 
2256 /**
2257  * Free the reserved path in front of a vehicle.
2258  * @param v %Train owning the reserved path.
2259  */
FreeTrainTrackReservation(const Train * v)2260 void FreeTrainTrackReservation(const Train *v)
2261 {
2262 	assert(v->IsFrontEngine());
2263 
2264 	TileIndex tile = v->tile;
2265 	Trackdir  td = v->GetVehicleTrackdir();
2266 	bool      free_tile = !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
2267 	StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
2268 
2269 	/* Can't be holding a reservation if we enter a depot. */
2270 	if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
2271 	if (v->track == TRACK_BIT_DEPOT) {
2272 		/* Front engine is in a depot. We enter if some part is not in the depot. */
2273 		for (const Train *u = v; u != nullptr; u = u->Next()) {
2274 			if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
2275 		}
2276 	}
2277 	/* Don't free reservation if it's not ours. */
2278 	if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
2279 
2280 	CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
2281 	while (ft.Follow(tile, td)) {
2282 		tile = ft.m_new_tile;
2283 		TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
2284 		td = RemoveFirstTrackdir(&bits);
2285 		assert(bits == TRACKDIR_BIT_NONE);
2286 
2287 		if (!IsValidTrackdir(td)) break;
2288 
2289 		if (IsTileType(tile, MP_RAILWAY)) {
2290 			if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
2291 				/* Conventional signal along trackdir: remove reservation and stop. */
2292 				UnreserveRailTrack(tile, TrackdirToTrack(td));
2293 				break;
2294 			}
2295 			if (HasPbsSignalOnTrackdir(tile, td)) {
2296 				if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
2297 					/* Red PBS signal? Can't be our reservation, would be green then. */
2298 					break;
2299 				} else {
2300 					/* Turn the signal back to red. */
2301 					SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
2302 					MarkTileDirtyByTile(tile);
2303 				}
2304 			} else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
2305 				break;
2306 			}
2307 		}
2308 
2309 		/* Don't free first station/bridge/tunnel if we are on it. */
2310 		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);
2311 
2312 		free_tile = true;
2313 	}
2314 }
2315 
2316 static const byte _initial_tile_subcoord[6][4][3] = {
2317 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
2318 {{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2319 {{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
2320 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2321 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
2322 {{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2323 };
2324 
2325 /**
2326  * Perform pathfinding for a train.
2327  *
2328  * @param v The train
2329  * @param tile The tile the train is about to enter
2330  * @param enterdir Diagonal direction the train is coming from
2331  * @param tracks Usable tracks on the new tile
2332  * @param[out] path_found Whether a path has been found or not.
2333  * @param do_track_reservation Path reservation is requested
2334  * @param[out] dest State and destination of the requested path
2335  * @return The best track the train should follow
2336  */
DoTrainPathfind(const Train * v,TileIndex tile,DiagDirection enterdir,TrackBits tracks,bool & path_found,bool do_track_reservation,PBSTileInfo * dest)2337 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
2338 {
2339 	switch (_settings_game.pf.pathfinder_for_trains) {
2340 		case VPF_NPF: return NPFTrainChooseTrack(v, path_found, do_track_reservation, dest);
2341 		case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
2342 
2343 		default: NOT_REACHED();
2344 	}
2345 }
2346 
2347 /**
2348  * Extend a train path as far as possible. Stops on encountering a safe tile,
2349  * another reservation or a track choice.
2350  * @return INVALID_TILE indicates that the reservation failed.
2351  */
ExtendTrainReservation(const Train * v,TrackBits * new_tracks,DiagDirection * enterdir)2352 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
2353 {
2354 	PBSTileInfo origin = FollowTrainReservation(v);
2355 
2356 	CFollowTrackRail ft(v);
2357 
2358 	TileIndex tile = origin.tile;
2359 	Trackdir  cur_td = origin.trackdir;
2360 	while (ft.Follow(tile, cur_td)) {
2361 		if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
2362 			/* Possible signal tile. */
2363 			if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
2364 		}
2365 
2366 		if (Rail90DegTurnDisallowed(GetTileRailType(ft.m_old_tile), GetTileRailType(ft.m_new_tile))) {
2367 			ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
2368 			if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
2369 		}
2370 
2371 		/* Station, depot or waypoint are a possible target. */
2372 		bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
2373 		if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
2374 			/* Choice found or possible target encountered.
2375 			 * On finding a possible target, we need to stop and let the pathfinder handle the
2376 			 * remaining path. This is because we don't know if this target is in one of our
2377 			 * orders, so we might cause pathfinding to fail later on if we find a choice.
2378 			 * This failure would cause a bogous call to TryReserveSafePath which might reserve
2379 			 * a wrong path not leading to our next destination. */
2380 			if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
2381 
2382 			/* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2383 			 * actually starts its search at the first unreserved tile. */
2384 			if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
2385 
2386 			/* Choice found, path valid but not okay. Save info about the choice tile as well. */
2387 			if (new_tracks != nullptr) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
2388 			if (enterdir != nullptr) *enterdir = ft.m_exitdir;
2389 			return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
2390 		}
2391 
2392 		tile = ft.m_new_tile;
2393 		cur_td = FindFirstTrackdir(ft.m_new_td_bits);
2394 
2395 		if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
2396 			bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
2397 			if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
2398 			/* Safe position is all good, path valid and okay. */
2399 			return PBSTileInfo(tile, cur_td, true);
2400 		}
2401 
2402 		if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
2403 	}
2404 
2405 	if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
2406 		/* End of line, path valid and okay. */
2407 		return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
2408 	}
2409 
2410 	/* Sorry, can't reserve path, back out. */
2411 	tile = origin.tile;
2412 	cur_td = origin.trackdir;
2413 	TileIndex stopped = ft.m_old_tile;
2414 	Trackdir  stopped_td = ft.m_old_td;
2415 	while (tile != stopped || cur_td != stopped_td) {
2416 		if (!ft.Follow(tile, cur_td)) break;
2417 
2418 		if (Rail90DegTurnDisallowed(GetTileRailType(ft.m_old_tile), GetTileRailType(ft.m_new_tile))) {
2419 			ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
2420 			assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
2421 		}
2422 		assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
2423 
2424 		tile = ft.m_new_tile;
2425 		cur_td = FindFirstTrackdir(ft.m_new_td_bits);
2426 
2427 		UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
2428 	}
2429 
2430 	/* Path invalid. */
2431 	return PBSTileInfo();
2432 }
2433 
2434 /**
2435  * Try to reserve any path to a safe tile, ignoring the vehicle's destination.
2436  * Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
2437  *
2438  * @param v The vehicle.
2439  * @param tile The tile the search should start from.
2440  * @param td The trackdir the search should start from.
2441  * @param override_railtype Whether all physically compatible railtypes should be followed.
2442  * @return True if a path to a safe stopping tile could be reserved.
2443  */
TryReserveSafeTrack(const Train * v,TileIndex tile,Trackdir td,bool override_railtype)2444 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_railtype)
2445 {
2446 	switch (_settings_game.pf.pathfinder_for_trains) {
2447 		case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_railtype);
2448 		case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_railtype);
2449 
2450 		default: NOT_REACHED();
2451 	}
2452 }
2453 
2454 /** This class will save the current order of a vehicle and restore it on destruction. */
2455 class VehicleOrderSaver {
2456 private:
2457 	Train          *v;
2458 	Order          old_order;
2459 	TileIndex      old_dest_tile;
2460 	StationID      old_last_station_visited;
2461 	VehicleOrderID index;
2462 	bool           suppress_implicit_orders;
2463 
2464 public:
VehicleOrderSaver(Train * _v)2465 	VehicleOrderSaver(Train *_v) :
2466 		v(_v),
2467 		old_order(_v->current_order),
2468 		old_dest_tile(_v->dest_tile),
2469 		old_last_station_visited(_v->last_station_visited),
2470 		index(_v->cur_real_order_index),
2471 		suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
2472 	{
2473 	}
2474 
~VehicleOrderSaver()2475 	~VehicleOrderSaver()
2476 	{
2477 		this->v->current_order = this->old_order;
2478 		this->v->dest_tile = this->old_dest_tile;
2479 		this->v->last_station_visited = this->old_last_station_visited;
2480 		SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
2481 	}
2482 
2483 	/**
2484 	 * Set the current vehicle order to the next order in the order list.
2485 	 * @param skip_first Shall the first (i.e. active) order be skipped?
2486 	 * @return True if a suitable next order could be found.
2487 	 */
SwitchToNextOrder(bool skip_first)2488 	bool SwitchToNextOrder(bool skip_first)
2489 	{
2490 		if (this->v->GetNumOrders() == 0) return false;
2491 
2492 		if (skip_first) ++this->index;
2493 
2494 		int depth = 0;
2495 
2496 		do {
2497 			/* Wrap around. */
2498 			if (this->index >= this->v->GetNumOrders()) this->index = 0;
2499 
2500 			Order *order = this->v->GetOrder(this->index);
2501 			assert(order != nullptr);
2502 
2503 			switch (order->GetType()) {
2504 				case OT_GOTO_DEPOT:
2505 					/* Skip service in depot orders when the train doesn't need service. */
2506 					if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
2507 					FALLTHROUGH;
2508 				case OT_GOTO_STATION:
2509 				case OT_GOTO_WAYPOINT:
2510 					this->v->current_order = *order;
2511 					return UpdateOrderDest(this->v, order, 0, true);
2512 				case OT_CONDITIONAL: {
2513 					VehicleOrderID next = ProcessConditionalOrder(order, this->v);
2514 					if (next != INVALID_VEH_ORDER_ID) {
2515 						depth++;
2516 						this->index = next;
2517 						/* Don't increment next, so no break here. */
2518 						continue;
2519 					}
2520 					break;
2521 				}
2522 				default:
2523 					break;
2524 			}
2525 			/* Don't increment inside the while because otherwise conditional
2526 			 * orders can lead to an infinite loop. */
2527 			++this->index;
2528 			depth++;
2529 		} while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
2530 
2531 		return false;
2532 	}
2533 };
2534 
2535 /* choose a track */
ChooseTrainTrack(Train * v,TileIndex tile,DiagDirection enterdir,TrackBits tracks,bool force_res,bool * got_reservation,bool mark_stuck)2536 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
2537 {
2538 	Track best_track = INVALID_TRACK;
2539 	bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
2540 	bool changed_signal = false;
2541 
2542 	assert((tracks & ~TRACK_BIT_MASK) == 0);
2543 
2544 	if (got_reservation != nullptr) *got_reservation = false;
2545 
2546 	/* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2547 	TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
2548 	/* Do we have a suitable reserved track? */
2549 	if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
2550 
2551 	/* Quick return in case only one possible track is available */
2552 	if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
2553 		Track track = FindFirstTrack(tracks);
2554 		/* We need to check for signals only here, as a junction tile can't have signals. */
2555 		if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
2556 			do_track_reservation = true;
2557 			changed_signal = true;
2558 			SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir), SIGNAL_STATE_GREEN);
2559 		} else if (!do_track_reservation) {
2560 			return track;
2561 		}
2562 		best_track = track;
2563 	}
2564 
2565 	PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
2566 	DiagDirection dest_enterdir = enterdir;
2567 	if (do_track_reservation) {
2568 		res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
2569 		if (res_dest.tile == INVALID_TILE) {
2570 			/* Reservation failed? */
2571 			if (mark_stuck) MarkTrainAsStuck(v);
2572 			if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
2573 			return FindFirstTrack(tracks);
2574 		}
2575 		if (res_dest.okay) {
2576 			/* Got a valid reservation that ends at a safe target, quick exit. */
2577 			if (got_reservation != nullptr) *got_reservation = true;
2578 			if (changed_signal) MarkTileDirtyByTile(tile);
2579 			TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2580 			return best_track;
2581 		}
2582 
2583 		/* Check if the train needs service here, so it has a chance to always find a depot.
2584 		 * Also check if the current order is a service order so we don't reserve a path to
2585 		 * the destination but instead to the next one if service isn't needed. */
2586 		CheckIfTrainNeedsService(v);
2587 		if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
2588 	}
2589 
2590 	/* Save the current train order. The destructor will restore the old order on function exit. */
2591 	VehicleOrderSaver orders(v);
2592 
2593 	/* If the current tile is the destination of the current order and
2594 	 * a reservation was requested, advance to the next order.
2595 	 * Don't advance on a depot order as depots are always safe end points
2596 	 * for a path and no look-ahead is necessary. This also avoids a
2597 	 * problem with depot orders not part of the order list when the
2598 	 * order list itself is empty. */
2599 	if (v->current_order.IsType(OT_LEAVESTATION)) {
2600 		orders.SwitchToNextOrder(false);
2601 	} else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
2602 			v->current_order.IsType(OT_GOTO_STATION) ?
2603 			IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
2604 			v->tile == v->dest_tile))) {
2605 		orders.SwitchToNextOrder(true);
2606 	}
2607 
2608 	if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2609 		/* Pathfinders are able to tell that route was only 'guessed'. */
2610 		bool      path_found = true;
2611 		TileIndex new_tile = res_dest.tile;
2612 
2613 		Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
2614 		if (new_tile == tile) best_track = next_track;
2615 		v->HandlePathfindingResult(path_found);
2616 	}
2617 
2618 	/* No track reservation requested -> finished. */
2619 	if (!do_track_reservation) return best_track;
2620 
2621 	/* A path was found, but could not be reserved. */
2622 	if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2623 		if (mark_stuck) MarkTrainAsStuck(v);
2624 		FreeTrainTrackReservation(v);
2625 		return best_track;
2626 	}
2627 
2628 	/* No possible reservation target found, we are probably lost. */
2629 	if (res_dest.tile == INVALID_TILE) {
2630 		/* Try to find any safe destination. */
2631 		PBSTileInfo origin = FollowTrainReservation(v);
2632 		if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
2633 			TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
2634 			best_track = FindFirstTrack(res);
2635 			TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2636 			if (got_reservation != nullptr) *got_reservation = true;
2637 			if (changed_signal) MarkTileDirtyByTile(tile);
2638 		} else {
2639 			FreeTrainTrackReservation(v);
2640 			if (mark_stuck) MarkTrainAsStuck(v);
2641 		}
2642 		return best_track;
2643 	}
2644 
2645 	if (got_reservation != nullptr) *got_reservation = true;
2646 
2647 	/* Reservation target found and free, check if it is safe. */
2648 	while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
2649 		/* Extend reservation until we have found a safe position. */
2650 		DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
2651 		TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
2652 		TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
2653 		if (Rail90DegTurnDisallowed(GetTileRailType(res_dest.tile), GetTileRailType(next_tile))) {
2654 			reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
2655 		}
2656 
2657 		/* Get next order with destination. */
2658 		if (orders.SwitchToNextOrder(true)) {
2659 			PBSTileInfo cur_dest;
2660 			bool path_found;
2661 			DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
2662 			if (cur_dest.tile != INVALID_TILE) {
2663 				res_dest = cur_dest;
2664 				if (res_dest.okay) continue;
2665 				/* Path found, but could not be reserved. */
2666 				FreeTrainTrackReservation(v);
2667 				if (mark_stuck) MarkTrainAsStuck(v);
2668 				if (got_reservation != nullptr) *got_reservation = false;
2669 				changed_signal = false;
2670 				break;
2671 			}
2672 		}
2673 		/* No order or no safe position found, try any position. */
2674 		if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
2675 			FreeTrainTrackReservation(v);
2676 			if (mark_stuck) MarkTrainAsStuck(v);
2677 			if (got_reservation != nullptr) *got_reservation = false;
2678 			changed_signal = false;
2679 		}
2680 		break;
2681 	}
2682 
2683 	TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
2684 
2685 	if (changed_signal) MarkTileDirtyByTile(tile);
2686 
2687 	return best_track;
2688 }
2689 
2690 /**
2691  * Try to reserve a path to a safe position.
2692  *
2693  * @param v The vehicle
2694  * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
2695  * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
2696  * @return True if a path could be reserved.
2697  */
TryPathReserve(Train * v,bool mark_as_stuck,bool first_tile_okay)2698 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
2699 {
2700 	assert(v->IsFrontEngine());
2701 
2702 	/* We have to handle depots specially as the track follower won't look
2703 	 * at the depot tile itself but starts from the next tile. If we are still
2704 	 * inside the depot, a depot reservation can never be ours. */
2705 	if (v->track == TRACK_BIT_DEPOT) {
2706 		if (HasDepotReservation(v->tile)) {
2707 			if (mark_as_stuck) MarkTrainAsStuck(v);
2708 			return false;
2709 		} else {
2710 			/* Depot not reserved, but the next tile might be. */
2711 			TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
2712 			if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
2713 		}
2714 	}
2715 
2716 	Vehicle *other_train = nullptr;
2717 	PBSTileInfo origin = FollowTrainReservation(v, &other_train);
2718 	/* The path we are driving on is already blocked by some other train.
2719 	 * This can only happen in certain situations when mixing path and
2720 	 * block signals or when changing tracks and/or signals.
2721 	 * Exit here as doing any further reservations will probably just
2722 	 * make matters worse. */
2723 	if (other_train != nullptr && other_train->index != v->index) {
2724 		if (mark_as_stuck) MarkTrainAsStuck(v);
2725 		return false;
2726 	}
2727 	/* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2728 	if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
2729 		/* Can't be stuck then. */
2730 		if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2731 		ClrBit(v->flags, VRF_TRAIN_STUCK);
2732 		return true;
2733 	}
2734 
2735 	/* If we are in a depot, tentatively reserve the depot. */
2736 	if (v->track == TRACK_BIT_DEPOT) {
2737 		SetDepotReservation(v->tile, true);
2738 		if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
2739 	}
2740 
2741 	DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
2742 	TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
2743 	TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
2744 
2745 	if (Rail90DegTurnDisallowed(GetTileRailType(origin.tile), GetTileRailType(new_tile))) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
2746 
2747 	bool res_made = false;
2748 	ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
2749 
2750 	if (!res_made) {
2751 		/* Free the depot reservation as well. */
2752 		if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
2753 		return false;
2754 	}
2755 
2756 	if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
2757 		v->wait_counter = 0;
2758 		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2759 	}
2760 	ClrBit(v->flags, VRF_TRAIN_STUCK);
2761 	return true;
2762 }
2763 
2764 
CheckReverseTrain(const Train * v)2765 static bool CheckReverseTrain(const Train *v)
2766 {
2767 	if (_settings_game.difficulty.line_reverse_mode != 0 ||
2768 			v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
2769 			!(v->direction & 1)) {
2770 		return false;
2771 	}
2772 
2773 	assert(v->track != TRACK_BIT_NONE);
2774 
2775 	switch (_settings_game.pf.pathfinder_for_trains) {
2776 		case VPF_NPF: return NPFTrainCheckReverse(v);
2777 		case VPF_YAPF: return YapfTrainCheckReverse(v);
2778 
2779 		default: NOT_REACHED();
2780 	}
2781 }
2782 
2783 /**
2784  * Get the location of the next station to visit.
2785  * @param station Next station to visit.
2786  * @return Location of the new station.
2787  */
GetOrderStationLocation(StationID station)2788 TileIndex Train::GetOrderStationLocation(StationID station)
2789 {
2790 	if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
2791 
2792 	const Station *st = Station::Get(station);
2793 	if (!(st->facilities & FACIL_TRAIN)) {
2794 		/* The destination station has no trainstation tiles. */
2795 		this->IncrementRealOrderIndex();
2796 		return 0;
2797 	}
2798 
2799 	return st->xy;
2800 }
2801 
2802 /** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
MarkDirty()2803 void Train::MarkDirty()
2804 {
2805 	Train *v = this;
2806 	do {
2807 		v->colourmap = PAL_NONE;
2808 		v->UpdateViewport(true, false);
2809 	} while ((v = v->Next()) != nullptr);
2810 
2811 	/* need to update acceleration and cached values since the goods on the train changed. */
2812 	this->CargoChanged();
2813 	this->UpdateAcceleration();
2814 }
2815 
2816 /**
2817  * This function looks at the vehicle and updates its speed (cur_speed
2818  * and subspeed) variables. Furthermore, it returns the distance that
2819  * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
2820  * the distance to drive before moving a step on the map.
2821  * @return distance to drive.
2822  */
UpdateSpeed()2823 int Train::UpdateSpeed()
2824 {
2825 	switch (_settings_game.vehicle.train_acceleration_model) {
2826 		default: NOT_REACHED();
2827 		case AM_ORIGINAL:
2828 			return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed());
2829 
2830 		case AM_REALISTIC:
2831 			return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
2832 	}
2833 }
2834 
2835 /**
2836  * Trains enters a station, send out a news item if it is the first train, and start loading.
2837  * @param v Train that entered the station.
2838  * @param station Station visited.
2839  */
TrainEnterStation(Train * v,StationID station)2840 static void TrainEnterStation(Train *v, StationID station)
2841 {
2842 	v->last_station_visited = station;
2843 
2844 	/* check if a train ever visited this station before */
2845 	Station *st = Station::Get(station);
2846 	if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
2847 		st->had_vehicle_of_type |= HVOT_TRAIN;
2848 		SetDParam(0, st->index);
2849 		AddVehicleNewsItem(
2850 			STR_NEWS_FIRST_TRAIN_ARRIVAL,
2851 			v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
2852 			v->index,
2853 			st->index
2854 		);
2855 		AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
2856 		Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
2857 	}
2858 
2859 	v->force_proceed = TFP_NONE;
2860 	SetWindowDirty(WC_VEHICLE_VIEW, v->index);
2861 
2862 	v->BeginLoading();
2863 
2864 	TriggerStationRandomisation(st, v->tile, SRT_TRAIN_ARRIVES);
2865 	TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
2866 }
2867 
2868 /* Check if the vehicle is compatible with the specified tile */
CheckCompatibleRail(const Train * v,TileIndex tile)2869 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
2870 {
2871 	return IsTileOwner(tile, v->owner) &&
2872 			(!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
2873 }
2874 
2875 /** Data structure for storing engine speed changes of an acceleration type. */
2876 struct AccelerationSlowdownParams {
2877 	byte small_turn; ///< Speed change due to a small turn.
2878 	byte large_turn; ///< Speed change due to a large turn.
2879 	byte z_up;       ///< Fraction to remove when moving up.
2880 	byte z_down;     ///< Fraction to add when moving down.
2881 };
2882 
2883 /** Speed update fractions for each acceleration type. */
2884 static const AccelerationSlowdownParams _accel_slowdown[] = {
2885 	/* normal accel */
2886 	{256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
2887 	{256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
2888 	{0,       256 / 2, 256 / 4, 2}, ///< maglev
2889 };
2890 
2891 /**
2892  * Modify the speed of the vehicle due to a change in altitude.
2893  * @param v %Train to update.
2894  * @param old_z Previous height.
2895  */
AffectSpeedByZChange(Train * v,int old_z)2896 static inline void AffectSpeedByZChange(Train *v, int old_z)
2897 {
2898 	if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
2899 
2900 	const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
2901 
2902 	if (old_z < v->z_pos) {
2903 		v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
2904 	} else {
2905 		uint16 spd = v->cur_speed + asp->z_down;
2906 		if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
2907 	}
2908 }
2909 
TrainMovedChangeSignals(TileIndex tile,DiagDirection dir)2910 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
2911 {
2912 	if (IsTileType(tile, MP_RAILWAY) &&
2913 			GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
2914 		TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
2915 		Trackdir trackdir = FindFirstTrackdir(tracks);
2916 		if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
2917 			/* A PBS block with a non-PBS signal facing us? */
2918 			if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
2919 		}
2920 	}
2921 	return false;
2922 }
2923 
2924 /** Tries to reserve track under whole train consist. */
ReserveTrackUnderConsist() const2925 void Train::ReserveTrackUnderConsist() const
2926 {
2927 	for (const Train *u = this; u != nullptr; u = u->Next()) {
2928 		switch (u->track) {
2929 			case TRACK_BIT_WORMHOLE:
2930 				TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
2931 				break;
2932 			case TRACK_BIT_DEPOT:
2933 				break;
2934 			default:
2935 				TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
2936 				break;
2937 		}
2938 	}
2939 }
2940 
2941 /**
2942  * The train vehicle crashed!
2943  * Update its status and other parts around it.
2944  * @param flooded Crash was caused by flooding.
2945  * @return Number of people killed.
2946  */
Crash(bool flooded)2947 uint Train::Crash(bool flooded)
2948 {
2949 	uint pass = 0;
2950 	if (this->IsFrontEngine()) {
2951 		pass += 2; // driver
2952 
2953 		/* Remove the reserved path in front of the train if it is not stuck.
2954 		 * Also clear all reserved tracks the train is currently on. */
2955 		if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
2956 		for (const Train *v = this; v != nullptr; v = v->Next()) {
2957 			ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
2958 			if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
2959 				/* ClearPathReservation will not free the wormhole exit
2960 				 * if the train has just entered the wormhole. */
2961 				SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
2962 			}
2963 		}
2964 
2965 		/* we may need to update crossing we were approaching,
2966 		 * but must be updated after the train has been marked crashed */
2967 		TileIndex crossing = TrainApproachingCrossingTile(this);
2968 		if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
2969 
2970 		/* Remove the loading indicators (if any) */
2971 		HideFillingPercent(&this->fill_percent_te_id);
2972 	}
2973 
2974 	pass += this->GroundVehicleBase::Crash(flooded);
2975 
2976 	this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
2977 	return pass;
2978 }
2979 
2980 /**
2981  * Marks train as crashed and creates an AI event.
2982  * Doesn't do anything if the train is crashed already.
2983  * @param v first vehicle of chain
2984  * @return number of victims (including 2 drivers; zero if train was already crashed)
2985  */
TrainCrashed(Train * v)2986 static uint TrainCrashed(Train *v)
2987 {
2988 	uint num = 0;
2989 
2990 	/* do not crash train twice */
2991 	if (!(v->vehstatus & VS_CRASHED)) {
2992 		num = v->Crash();
2993 		AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
2994 		Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
2995 	}
2996 
2997 	/* Try to re-reserve track under already crashed train too.
2998 	 * Crash() clears the reservation! */
2999 	v->ReserveTrackUnderConsist();
3000 
3001 	return num;
3002 }
3003 
3004 /** Temporary data storage for testing collisions. */
3005 struct TrainCollideChecker {
3006 	Train *v; ///< %Vehicle we are testing for collision.
3007 	uint num; ///< Total number of victims if train collided.
3008 };
3009 
3010 /**
3011  * Collision test function.
3012  * @param v %Train vehicle to test collision with.
3013  * @param data %Train being examined.
3014  * @return \c nullptr (always continue search)
3015  */
FindTrainCollideEnum(Vehicle * v,void * data)3016 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
3017 {
3018 	TrainCollideChecker *tcc = (TrainCollideChecker*)data;
3019 
3020 	/* not a train or in depot */
3021 	if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return nullptr;
3022 
3023 	/* do not crash into trains of another company. */
3024 	if (v->owner != tcc->v->owner) return nullptr;
3025 
3026 	/* get first vehicle now to make most usual checks faster */
3027 	Train *coll = Train::From(v)->First();
3028 
3029 	/* can't collide with own wagons */
3030 	if (coll == tcc->v) return nullptr;
3031 
3032 	int x_diff = v->x_pos - tcc->v->x_pos;
3033 	int y_diff = v->y_pos - tcc->v->y_pos;
3034 
3035 	/* Do fast calculation to check whether trains are not in close vicinity
3036 	 * and quickly reject trains distant enough for any collision.
3037 	 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3038 	 * Differences are then ORed and then we check for any higher bits */
3039 	uint hash = (y_diff + 7) | (x_diff + 7);
3040 	if (hash & ~15) return nullptr;
3041 
3042 	/* Slower check using multiplication */
3043 	int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
3044 	if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return nullptr;
3045 
3046 	/* Happens when there is a train under bridge next to bridge head */
3047 	if (abs(v->z_pos - tcc->v->z_pos) > 5) return nullptr;
3048 
3049 	/* crash both trains */
3050 	tcc->num += TrainCrashed(tcc->v);
3051 	tcc->num += TrainCrashed(coll);
3052 
3053 	return nullptr; // continue searching
3054 }
3055 
3056 /**
3057  * Checks whether the specified train has a collision with another vehicle. If
3058  * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
3059  * Reports the incident in a flashy news item, modifies station ratings and
3060  * plays a sound.
3061  * @param v %Train to test.
3062  */
CheckTrainCollision(Train * v)3063 static bool CheckTrainCollision(Train *v)
3064 {
3065 	/* can't collide in depot */
3066 	if (v->track == TRACK_BIT_DEPOT) return false;
3067 
3068 	assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
3069 
3070 	TrainCollideChecker tcc;
3071 	tcc.v = v;
3072 	tcc.num = 0;
3073 
3074 	/* find colliding vehicles */
3075 	if (v->track == TRACK_BIT_WORMHOLE) {
3076 		FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
3077 		FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
3078 	} else {
3079 		FindVehicleOnPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
3080 	}
3081 
3082 	/* any dead -> no crash */
3083 	if (tcc.num == 0) return false;
3084 
3085 	SetDParam(0, tcc.num);
3086 	AddTileNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->tile);
3087 
3088 	ModifyStationRatingAround(v->tile, v->owner, -160, 30);
3089 	if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_TRAIN_COLLISION, v);
3090 	return true;
3091 }
3092 
CheckTrainAtSignal(Vehicle * v,void * data)3093 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
3094 {
3095 	if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return nullptr;
3096 
3097 	Train *t = Train::From(v);
3098 	DiagDirection exitdir = *(DiagDirection *)data;
3099 
3100 	/* not front engine of a train, inside wormhole or depot, crashed */
3101 	if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return nullptr;
3102 
3103 	if (t->cur_speed > 5 || VehicleExitDir(t->direction, t->track) != exitdir) return nullptr;
3104 
3105 	return t;
3106 }
3107 
3108 /**
3109  * Move a vehicle chain one movement stop forwards.
3110  * @param v First vehicle to move.
3111  * @param nomove Stop moving this and all following vehicles.
3112  * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3113  * @return True if the vehicle could be moved forward, false otherwise.
3114  */
TrainController(Train * v,Vehicle * nomove,bool reverse)3115 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
3116 {
3117 	Train *first = v->First();
3118 	Train *prev;
3119 	bool direction_changed = false; // has direction of any part changed?
3120 
3121 	/* For every vehicle after and including the given vehicle */
3122 	for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
3123 		DiagDirection enterdir = DIAGDIR_BEGIN;
3124 		bool update_signals_crossing = false; // will we update signals or crossing state?
3125 
3126 		GetNewVehiclePosResult gp = GetNewVehiclePos(v);
3127 		if (v->track != TRACK_BIT_WORMHOLE) {
3128 			/* Not inside tunnel */
3129 			if (gp.old_tile == gp.new_tile) {
3130 				/* Staying in the old tile */
3131 				if (v->track == TRACK_BIT_DEPOT) {
3132 					/* Inside depot */
3133 					gp.x = v->x_pos;
3134 					gp.y = v->y_pos;
3135 				} else {
3136 					/* Not inside depot */
3137 
3138 					/* Reverse when we are at the end of the track already, do not move to the new position */
3139 					if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
3140 
3141 					uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3142 					if (HasBit(r, VETS_CANNOT_ENTER)) {
3143 						goto invalid_rail;
3144 					}
3145 					if (HasBit(r, VETS_ENTERED_STATION)) {
3146 						/* The new position is the end of the platform */
3147 						TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
3148 					}
3149 				}
3150 			} else {
3151 				/* A new tile is about to be entered. */
3152 
3153 				/* Determine what direction we're entering the new tile from */
3154 				enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
3155 				assert(IsValidDiagDirection(enterdir));
3156 
3157 				/* Get the status of the tracks in the new tile and mask
3158 				 * away the bits that aren't reachable. */
3159 				TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
3160 				TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
3161 
3162 				TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3163 				TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
3164 
3165 				TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3166 				if (Rail90DegTurnDisallowed(GetTileRailType(gp.old_tile), GetTileRailType(gp.new_tile)) && prev == nullptr) {
3167 					/* We allow wagons to make 90 deg turns, because forbid_90_deg
3168 					 * can be switched on halfway a turn */
3169 					bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
3170 				}
3171 
3172 				if (bits == TRACK_BIT_NONE) goto invalid_rail;
3173 
3174 				/* Check if the new tile constrains tracks that are compatible
3175 				 * with the current train, if not, bail out. */
3176 				if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
3177 
3178 				TrackBits chosen_track;
3179 				if (prev == nullptr) {
3180 					/* Currently the locomotive is active. Determine which one of the
3181 					 * available tracks to choose */
3182 					chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, nullptr, true));
3183 					assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
3184 
3185 					if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
3186 						/* For each signal we find decrease the counter by one.
3187 						 * We start at two, so the first signal we pass decreases
3188 						 * this to one, then if we reach the next signal it is
3189 						 * decreased to zero and we won't pass that new signal. */
3190 						Trackdir dir = FindFirstTrackdir(trackdirbits);
3191 						if (HasSignalOnTrackdir(gp.new_tile, dir) ||
3192 								(HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir)) &&
3193 								GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS)) {
3194 							/* However, we do not want to be stopped by PBS signals
3195 							 * entered via the back. */
3196 							v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
3197 							SetWindowDirty(WC_VEHICLE_VIEW, v->index);
3198 						}
3199 					}
3200 
3201 					/* Check if it's a red signal and that force proceed is not clicked. */
3202 					if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
3203 						/* In front of a red signal */
3204 						Trackdir i = FindFirstTrackdir(trackdirbits);
3205 
3206 						/* Don't handle stuck trains here. */
3207 						if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
3208 
3209 						if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
3210 							v->cur_speed = 0;
3211 							v->subspeed = 0;
3212 							v->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3213 							if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * DAY_TICKS * 2) return false;
3214 						} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
3215 							v->cur_speed = 0;
3216 							v->subspeed = 0;
3217 							v->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
3218 							if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * DAY_TICKS * 2) {
3219 								DiagDirection exitdir = TrackdirToExitdir(i);
3220 								TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
3221 
3222 								exitdir = ReverseDiagDir(exitdir);
3223 
3224 								/* check if a train is waiting on the other side */
3225 								if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
3226 							}
3227 						}
3228 
3229 						/* If we would reverse but are currently in a PBS block and
3230 						 * reversing of stuck trains is disabled, don't reverse.
3231 						 * This does not apply if the reason for reversing is a one-way
3232 						 * signal blocking us, because a train would then be stuck forever. */
3233 						if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
3234 								UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
3235 							v->wait_counter = 0;
3236 							return false;
3237 						}
3238 						goto reverse_train_direction;
3239 					} else {
3240 						TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
3241 					}
3242 				} else {
3243 					/* The wagon is active, simply follow the prev vehicle. */
3244 					if (prev->tile == gp.new_tile) {
3245 						/* Choose the same track as prev */
3246 						if (prev->track == TRACK_BIT_WORMHOLE) {
3247 							/* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3248 							 * However, just choose the track into the wormhole. */
3249 							assert(IsTunnel(prev->tile));
3250 							chosen_track = bits;
3251 						} else {
3252 							chosen_track = prev->track;
3253 						}
3254 					} else {
3255 						/* Choose the track that leads to the tile where prev is.
3256 						 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3257 						 * I.e. when the tile between them has only space for a single vehicle like
3258 						 *  1) horizontal/vertical track tiles and
3259 						 *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3260 						 *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3261 						 */
3262 						static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
3263 							{TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
3264 							{TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
3265 							{TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
3266 							{TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
3267 						};
3268 						DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
3269 						assert(IsValidDiagDirection(exitdir));
3270 						chosen_track = _connecting_track[enterdir][exitdir];
3271 					}
3272 					chosen_track &= bits;
3273 				}
3274 
3275 				/* Make sure chosen track is a valid track */
3276 				assert(
3277 						chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
3278 						chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
3279 						chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
3280 
3281 				/* Update XY to reflect the entrance to the new tile, and select the direction to use */
3282 				const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
3283 				gp.x = (gp.x & ~0xF) | b[0];
3284 				gp.y = (gp.y & ~0xF) | b[1];
3285 				Direction chosen_dir = (Direction)b[2];
3286 
3287 				/* Call the landscape function and tell it that the vehicle entered the tile */
3288 				uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3289 				if (HasBit(r, VETS_CANNOT_ENTER)) {
3290 					goto invalid_rail;
3291 				}
3292 
3293 				if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
3294 					Track track = FindFirstTrack(chosen_track);
3295 					Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
3296 					if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
3297 						SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
3298 						MarkTileDirtyByTile(gp.new_tile);
3299 					}
3300 
3301 					/* Clear any track reservation when the last vehicle leaves the tile */
3302 					if (v->Next() == nullptr) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
3303 
3304 					v->tile = gp.new_tile;
3305 
3306 					if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
3307 						v->First()->ConsistChanged(CCF_TRACK);
3308 					}
3309 
3310 					v->track = chosen_track;
3311 					assert(v->track);
3312 				}
3313 
3314 				/* We need to update signal status, but after the vehicle position hash
3315 				 * has been updated by UpdateInclination() */
3316 				update_signals_crossing = true;
3317 
3318 				if (chosen_dir != v->direction) {
3319 					if (prev == nullptr && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
3320 						const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
3321 						DirDiff diff = DirDifference(v->direction, chosen_dir);
3322 						v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
3323 					}
3324 					direction_changed = true;
3325 					v->direction = chosen_dir;
3326 				}
3327 
3328 				if (v->IsFrontEngine()) {
3329 					v->wait_counter = 0;
3330 
3331 					/* If we are approaching a crossing that is reserved, play the sound now. */
3332 					TileIndex crossing = TrainApproachingCrossingTile(v);
3333 					if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
3334 
3335 					/* Always try to extend the reservation when entering a tile. */
3336 					CheckNextTrainTile(v);
3337 				}
3338 
3339 				if (HasBit(r, VETS_ENTERED_STATION)) {
3340 					/* The new position is the location where we want to stop */
3341 					TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
3342 				}
3343 			}
3344 		} else {
3345 			if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
3346 				/* Perform look-ahead on tunnel exit. */
3347 				if (v->IsFrontEngine()) {
3348 					TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
3349 					CheckNextTrainTile(v);
3350 				}
3351 				/* Prevent v->UpdateInclination() being called with wrong parameters.
3352 				 * This could happen if the train was reversed inside the tunnel/bridge. */
3353 				if (gp.old_tile == gp.new_tile) {
3354 					gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
3355 				}
3356 			} else {
3357 				v->x_pos = gp.x;
3358 				v->y_pos = gp.y;
3359 				v->UpdatePosition();
3360 				if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
3361 				continue;
3362 			}
3363 		}
3364 
3365 		/* update image of train, as well as delta XY */
3366 		v->UpdateDeltaXY();
3367 
3368 		v->x_pos = gp.x;
3369 		v->y_pos = gp.y;
3370 		v->UpdatePosition();
3371 
3372 		/* update the Z position of the vehicle */
3373 		int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
3374 
3375 		if (prev == nullptr) {
3376 			/* This is the first vehicle in the train */
3377 			AffectSpeedByZChange(v, old_z);
3378 		}
3379 
3380 		if (update_signals_crossing) {
3381 			if (v->IsFrontEngine()) {
3382 				if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
3383 					/* We are entering a block with PBS signals right now, but
3384 					 * not through a PBS signal. This means we don't have a
3385 					 * reservation right now. As a conventional signal will only
3386 					 * ever be green if no other train is in the block, getting
3387 					 * a path should always be possible. If the player built
3388 					 * such a strange network that it is not possible, the train
3389 					 * will be marked as stuck and the player has to deal with
3390 					 * the problem. */
3391 					if ((!HasReservedTracks(gp.new_tile, v->track) &&
3392 							!TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
3393 							!TryPathReserve(v)) {
3394 						MarkTrainAsStuck(v);
3395 					}
3396 				}
3397 			}
3398 
3399 			/* Signals can only change when the first
3400 			 * (above) or the last vehicle moves. */
3401 			if (v->Next() == nullptr) {
3402 				TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
3403 				if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
3404 			}
3405 		}
3406 
3407 		/* Do not check on every tick to save some computing time. */
3408 		if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
3409 	}
3410 
3411 	if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
3412 
3413 	return true;
3414 
3415 invalid_rail:
3416 	/* We've reached end of line?? */
3417 	if (prev != nullptr) error("Disconnecting train");
3418 
3419 reverse_train_direction:
3420 	if (reverse) {
3421 		v->wait_counter = 0;
3422 		v->cur_speed = 0;
3423 		v->subspeed = 0;
3424 		ReverseTrainDirection(v);
3425 	}
3426 
3427 	return false;
3428 }
3429 
3430 /**
3431  * Collect trackbits of all crashed train vehicles on a tile
3432  * @param v Vehicle passed from Find/HasVehicleOnPos()
3433  * @param data trackdirbits for the result
3434  * @return nullptr to iterate over all vehicles on the tile.
3435  */
CollectTrackbitsFromCrashedVehiclesEnum(Vehicle * v,void * data)3436 static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
3437 {
3438 	TrackBits *trackbits = (TrackBits *)data;
3439 
3440 	if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
3441 		TrackBits train_tbits = Train::From(v)->track;
3442 		if (train_tbits == TRACK_BIT_WORMHOLE) {
3443 			/* Vehicle is inside a wormhole, v->track contains no useful value then. */
3444 			*trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
3445 		} else if (train_tbits != TRACK_BIT_DEPOT) {
3446 			*trackbits |= train_tbits;
3447 		}
3448 	}
3449 
3450 	return nullptr;
3451 }
3452 
3453 /**
3454  * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
3455  * train, then goes to the last wagon and deletes that. Each call to this function
3456  * will remove the last wagon of a crashed train. If this wagon was on a crossing,
3457  * or inside a tunnel/bridge, recalculate the signals as they might need updating
3458  * @param v the Vehicle of which last wagon is to be removed
3459  */
DeleteLastWagon(Train * v)3460 static void DeleteLastWagon(Train *v)
3461 {
3462 	Train *first = v->First();
3463 
3464 	/* Go to the last wagon and delete the link pointing there
3465 	 * *u is then the one-before-last wagon, and *v the last
3466 	 * one which will physically be removed */
3467 	Train *u = v;
3468 	for (; v->Next() != nullptr; v = v->Next()) u = v;
3469 	u->SetNext(nullptr);
3470 
3471 	if (first != v) {
3472 		/* Recalculate cached train properties */
3473 		first->ConsistChanged(CCF_ARRANGE);
3474 		/* Update the depot window if the first vehicle is in depot -
3475 		 * if v == first, then it is updated in PreDestructor() */
3476 		if (first->track == TRACK_BIT_DEPOT) {
3477 			SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
3478 		}
3479 		v->last_station_visited = first->last_station_visited; // for PreDestructor
3480 	}
3481 
3482 	/* 'v' shouldn't be accessed after it has been deleted */
3483 	TrackBits trackbits = v->track;
3484 	TileIndex tile = v->tile;
3485 	Owner owner = v->owner;
3486 
3487 	delete v;
3488 	v = nullptr; // make sure nobody will try to read 'v' anymore
3489 
3490 	if (trackbits == TRACK_BIT_WORMHOLE) {
3491 		/* Vehicle is inside a wormhole, v->track contains no useful value then. */
3492 		trackbits = DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
3493 	}
3494 
3495 	Track track = TrackBitsToTrack(trackbits);
3496 	if (HasReservedTracks(tile, trackbits)) {
3497 		UnreserveRailTrack(tile, track);
3498 
3499 		/* If there are still crashed vehicles on the tile, give the track reservation to them */
3500 		TrackBits remaining_trackbits = TRACK_BIT_NONE;
3501 		FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
3502 
3503 		/* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3504 		assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
3505 		for (Track t : SetTrackBitIterator(remaining_trackbits)) TryReserveRailTrack(tile, t);
3506 	}
3507 
3508 	/* check if the wagon was on a road/rail-crossing */
3509 	if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
3510 
3511 	/* Update signals */
3512 	if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
3513 		UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
3514 	} else {
3515 		SetSignalsOnBothDir(tile, track, owner);
3516 	}
3517 }
3518 
3519 /**
3520  * Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
3521  * @param v First crashed vehicle.
3522  */
ChangeTrainDirRandomly(Train * v)3523 static void ChangeTrainDirRandomly(Train *v)
3524 {
3525 	static const DirDiff delta[] = {
3526 		DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
3527 	};
3528 
3529 	do {
3530 		/* We don't need to twist around vehicles if they're not visible */
3531 		if (!(v->vehstatus & VS_HIDDEN)) {
3532 			v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
3533 			/* Refrain from updating the z position of the vehicle when on
3534 			 * a bridge, because UpdateInclination() will put the vehicle under
3535 			 * the bridge in that case */
3536 			if (v->track != TRACK_BIT_WORMHOLE) {
3537 				v->UpdatePosition();
3538 				v->UpdateInclination(false, true);
3539 			} else {
3540 				v->UpdateViewport(false, true);
3541 			}
3542 		}
3543 	} while ((v = v->Next()) != nullptr);
3544 }
3545 
3546 /**
3547  * Handle a crashed train.
3548  * @param v First train vehicle.
3549  * @return %Vehicle chain still exists.
3550  */
HandleCrashedTrain(Train * v)3551 static bool HandleCrashedTrain(Train *v)
3552 {
3553 	int state = ++v->crash_anim_pos;
3554 
3555 	if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
3556 		CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
3557 	}
3558 
3559 	uint32 r;
3560 	if (state <= 200 && Chance16R(1, 7, r)) {
3561 		int index = (r * 10 >> 16);
3562 
3563 		Vehicle *u = v;
3564 		do {
3565 			if (--index < 0) {
3566 				r = Random();
3567 
3568 				CreateEffectVehicleRel(u,
3569 					GB(r,  8, 3) + 2,
3570 					GB(r, 16, 3) + 2,
3571 					GB(r,  0, 3) + 5,
3572 					EV_EXPLOSION_SMALL);
3573 				break;
3574 			}
3575 		} while ((u = u->Next()) != nullptr);
3576 	}
3577 
3578 	if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
3579 
3580 	if (state >= 4440 && !(v->tick_counter & 0x1F)) {
3581 		bool ret = v->Next() != nullptr;
3582 		DeleteLastWagon(v);
3583 		return ret;
3584 	}
3585 
3586 	return true;
3587 }
3588 
3589 /** Maximum speeds for train that is broken down or approaching line end */
3590 static const uint16 _breakdown_speeds[16] = {
3591 	225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3592 };
3593 
3594 
3595 /**
3596  * Train is approaching line end, slow down and possibly reverse
3597  *
3598  * @param v front train engine
3599  * @param signal not line end, just a red signal
3600  * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3601  * @return true iff we did NOT have to reverse
3602  */
TrainApproachingLineEnd(Train * v,bool signal,bool reverse)3603 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
3604 {
3605 	/* Calc position within the current tile */
3606 	uint x = v->x_pos & 0xF;
3607 	uint y = v->y_pos & 0xF;
3608 
3609 	/* for diagonal directions, 'x' will be 0..15 -
3610 	 * for other directions, it will be 1, 3, 5, ..., 15 */
3611 	switch (v->direction) {
3612 		case DIR_N : x = ~x + ~y + 25; break;
3613 		case DIR_NW: x = y;            FALLTHROUGH;
3614 		case DIR_NE: x = ~x + 16;      break;
3615 		case DIR_E : x = ~x + y + 9;   break;
3616 		case DIR_SE: x = y;            break;
3617 		case DIR_S : x = x + y - 7;    break;
3618 		case DIR_W : x = ~y + x + 9;   break;
3619 		default: break;
3620 	}
3621 
3622 	/* Do not reverse when approaching red signal. Make sure the vehicle's front
3623 	 * does not cross the tile boundary when we do reverse, but as the vehicle's
3624 	 * location is based on their center, use half a vehicle's length as offset.
3625 	 * Multiply the half-length by two for straight directions to compensate that
3626 	 * we only get odd x offsets there. */
3627 	if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
3628 		/* we are too near the tile end, reverse now */
3629 		v->cur_speed = 0;
3630 		if (reverse) ReverseTrainDirection(v);
3631 		return false;
3632 	}
3633 
3634 	/* slow down */
3635 	v->vehstatus |= VS_TRAIN_SLOWING;
3636 	uint16 break_speed = _breakdown_speeds[x & 0xF];
3637 	if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3638 
3639 	return true;
3640 }
3641 
3642 
3643 /**
3644  * Determines whether train would like to leave the tile
3645  * @param v train to test
3646  * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
3647  */
TrainCanLeaveTile(const Train * v)3648 static bool TrainCanLeaveTile(const Train *v)
3649 {
3650 	/* Exit if inside a tunnel/bridge or a depot */
3651 	if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
3652 
3653 	TileIndex tile = v->tile;
3654 
3655 	/* entering a tunnel/bridge? */
3656 	if (IsTileType(tile, MP_TUNNELBRIDGE)) {
3657 		DiagDirection dir = GetTunnelBridgeDirection(tile);
3658 		if (DiagDirToDir(dir) == v->direction) return false;
3659 	}
3660 
3661 	/* entering a depot? */
3662 	if (IsRailDepotTile(tile)) {
3663 		DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
3664 		if (DiagDirToDir(dir) == v->direction) return false;
3665 	}
3666 
3667 	return true;
3668 }
3669 
3670 
3671 /**
3672  * Determines whether train is approaching a rail-road crossing
3673  *   (thus making it barred)
3674  * @param v front engine of train
3675  * @return TileIndex of crossing the train is approaching, else INVALID_TILE
3676  * @pre v in non-crashed front engine
3677  */
TrainApproachingCrossingTile(const Train * v)3678 static TileIndex TrainApproachingCrossingTile(const Train *v)
3679 {
3680 	assert(v->IsFrontEngine());
3681 	assert(!(v->vehstatus & VS_CRASHED));
3682 
3683 	if (!TrainCanLeaveTile(v)) return INVALID_TILE;
3684 
3685 	DiagDirection dir = VehicleExitDir(v->direction, v->track);
3686 	TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3687 
3688 	/* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3689 	if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
3690 			!CheckCompatibleRail(v, tile)) {
3691 		return INVALID_TILE;
3692 	}
3693 
3694 	return tile;
3695 }
3696 
3697 
3698 /**
3699  * Checks for line end. Also, bars crossing at next tile if needed
3700  *
3701  * @param v vehicle we are checking
3702  * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
3703  * @return true iff we did NOT have to reverse
3704  */
TrainCheckIfLineEnds(Train * v,bool reverse)3705 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
3706 {
3707 	/* First, handle broken down train */
3708 
3709 	int t = v->breakdown_ctr;
3710 	if (t > 1) {
3711 		v->vehstatus |= VS_TRAIN_SLOWING;
3712 
3713 		uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
3714 		if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3715 	} else {
3716 		v->vehstatus &= ~VS_TRAIN_SLOWING;
3717 	}
3718 
3719 	if (!TrainCanLeaveTile(v)) return true;
3720 
3721 	/* Determine the non-diagonal direction in which we will exit this tile */
3722 	DiagDirection dir = VehicleExitDir(v->direction, v->track);
3723 	/* Calculate next tile */
3724 	TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3725 
3726 	/* Determine the track status on the next tile */
3727 	TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
3728 	TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
3729 
3730 	TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3731 	TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
3732 
3733 	/* We are sure the train is not entering a depot, it is detected above */
3734 
3735 	/* mask unreachable track bits if we are forbidden to do 90deg turns */
3736 	TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3737 	if (Rail90DegTurnDisallowed(GetTileRailType(v->tile), GetTileRailType(tile))) {
3738 		bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
3739 	}
3740 
3741 	/* no suitable trackbits at all || unusable rail (wrong type or owner) */
3742 	if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
3743 		return TrainApproachingLineEnd(v, false, reverse);
3744 	}
3745 
3746 	/* approaching red signal */
3747 	if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
3748 
3749 	/* approaching a rail/road crossing? then make it red */
3750 	if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
3751 
3752 	return true;
3753 }
3754 
3755 
TrainLocoHandler(Train * v,bool mode)3756 static bool TrainLocoHandler(Train *v, bool mode)
3757 {
3758 	/* train has crashed? */
3759 	if (v->vehstatus & VS_CRASHED) {
3760 		return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
3761 	}
3762 
3763 	if (v->force_proceed != TFP_NONE) {
3764 		ClrBit(v->flags, VRF_TRAIN_STUCK);
3765 		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3766 	}
3767 
3768 	/* train is broken down? */
3769 	if (v->HandleBreakdown()) return true;
3770 
3771 	if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
3772 		ReverseTrainDirection(v);
3773 	}
3774 
3775 	/* exit if train is stopped */
3776 	if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
3777 
3778 	bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
3779 	if (ProcessOrders(v) && CheckReverseTrain(v)) {
3780 		v->wait_counter = 0;
3781 		v->cur_speed = 0;
3782 		v->subspeed = 0;
3783 		ClrBit(v->flags, VRF_LEAVING_STATION);
3784 		ReverseTrainDirection(v);
3785 		return true;
3786 	} else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
3787 		/* Try to reserve a path when leaving the station as we
3788 		 * might not be marked as wanting a reservation, e.g.
3789 		 * when an overlength train gets turned around in a station. */
3790 		DiagDirection dir = VehicleExitDir(v->direction, v->track);
3791 		if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
3792 
3793 		if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
3794 			TryPathReserve(v, true, true);
3795 		}
3796 		ClrBit(v->flags, VRF_LEAVING_STATION);
3797 	}
3798 
3799 	v->HandleLoading(mode);
3800 
3801 	if (v->current_order.IsType(OT_LOADING)) return true;
3802 
3803 	if (CheckTrainStayInDepot(v)) return true;
3804 
3805 	if (!mode) v->ShowVisualEffect();
3806 
3807 	/* We had no order but have an order now, do look ahead. */
3808 	if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
3809 		CheckNextTrainTile(v);
3810 	}
3811 
3812 	/* Handle stuck trains. */
3813 	if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
3814 		++v->wait_counter;
3815 
3816 		/* Should we try reversing this tick if still stuck? */
3817 		bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
3818 
3819 		if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
3820 		if (!TryPathReserve(v)) {
3821 			/* Still stuck. */
3822 			if (turn_around) ReverseTrainDirection(v);
3823 
3824 			if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
3825 				/* Show message to player. */
3826 				if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
3827 					SetDParam(0, v->index);
3828 					AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
3829 				}
3830 				v->wait_counter = 0;
3831 			}
3832 			/* Exit if force proceed not pressed, else reset stuck flag anyway. */
3833 			if (v->force_proceed == TFP_NONE) return true;
3834 			ClrBit(v->flags, VRF_TRAIN_STUCK);
3835 			v->wait_counter = 0;
3836 			SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3837 		}
3838 	}
3839 
3840 	if (v->current_order.IsType(OT_LEAVESTATION)) {
3841 		v->current_order.Free();
3842 		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3843 		return true;
3844 	}
3845 
3846 	int j = v->UpdateSpeed();
3847 
3848 	/* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
3849 	if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
3850 		/* If we manually stopped, we're not force-proceeding anymore. */
3851 		v->force_proceed = TFP_NONE;
3852 		SetWindowDirty(WC_VEHICLE_VIEW, v->index);
3853 	}
3854 
3855 	int adv_spd = v->GetAdvanceDistance();
3856 	if (j < adv_spd) {
3857 		/* if the vehicle has speed 0, update the last_speed field. */
3858 		if (v->cur_speed == 0) v->SetLastSpeed();
3859 	} else {
3860 		TrainCheckIfLineEnds(v);
3861 		/* Loop until the train has finished moving. */
3862 		for (;;) {
3863 			j -= adv_spd;
3864 			TrainController(v, nullptr);
3865 			/* Don't continue to move if the train crashed. */
3866 			if (CheckTrainCollision(v)) break;
3867 			/* Determine distance to next map position */
3868 			adv_spd = v->GetAdvanceDistance();
3869 
3870 			/* No more moving this tick */
3871 			if (j < adv_spd || v->cur_speed == 0) break;
3872 
3873 			OrderType order_type = v->current_order.GetType();
3874 			/* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
3875 			if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
3876 						(v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
3877 						IsTileType(v->tile, MP_STATION) &&
3878 						v->current_order.GetDestination() == GetStationIndex(v->tile)) {
3879 				ProcessOrders(v);
3880 			}
3881 		}
3882 		v->SetLastSpeed();
3883 	}
3884 
3885 	for (Train *u = v; u != nullptr; u = u->Next()) {
3886 		if ((u->vehstatus & VS_HIDDEN) != 0) continue;
3887 
3888 		u->UpdateViewport(false, false);
3889 	}
3890 
3891 	if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
3892 
3893 	return true;
3894 }
3895 
3896 /**
3897  * Get running cost for the train consist.
3898  * @return Yearly running costs.
3899  */
GetRunningCost() const3900 Money Train::GetRunningCost() const
3901 {
3902 	Money cost = 0;
3903 	const Train *v = this;
3904 
3905 	do {
3906 		const Engine *e = v->GetEngine();
3907 		if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
3908 
3909 		uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
3910 		if (cost_factor == 0) continue;
3911 
3912 		/* Halve running cost for multiheaded parts */
3913 		if (v->IsMultiheaded()) cost_factor /= 2;
3914 
3915 		cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
3916 	} while ((v = v->GetNextVehicle()) != nullptr);
3917 
3918 	return cost;
3919 }
3920 
3921 /**
3922  * Update train vehicle data for a tick.
3923  * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
3924  */
Tick()3925 bool Train::Tick()
3926 {
3927 	PerformanceAccumulator framerate(PFE_GL_TRAINS);
3928 
3929 	this->tick_counter++;
3930 
3931 	if (this->IsFrontEngine()) {
3932 		if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
3933 
3934 		this->current_order_time++;
3935 
3936 		if (!TrainLocoHandler(this, false)) return false;
3937 
3938 		return TrainLocoHandler(this, true);
3939 	} else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
3940 		/* Delete flooded standalone wagon chain */
3941 		if (++this->crash_anim_pos >= 4400) {
3942 			delete this;
3943 			return false;
3944 		}
3945 	}
3946 
3947 	return true;
3948 }
3949 
3950 /**
3951  * Check whether a train needs service, and if so, find a depot or service it.
3952  * @return v %Train to check.
3953  */
CheckIfTrainNeedsService(Train * v)3954 static void CheckIfTrainNeedsService(Train *v)
3955 {
3956 	if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
3957 	if (v->IsChainInDepot()) {
3958 		VehicleServiceInDepot(v);
3959 		return;
3960 	}
3961 
3962 	uint max_penalty;
3963 	switch (_settings_game.pf.pathfinder_for_trains) {
3964 		case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
3965 		case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
3966 		default: NOT_REACHED();
3967 	}
3968 
3969 	FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
3970 	/* Only go to the depot if it is not too far out of our way. */
3971 	if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
3972 		if (v->current_order.IsType(OT_GOTO_DEPOT)) {
3973 			/* If we were already heading for a depot but it has
3974 			 * suddenly moved farther away, we continue our normal
3975 			 * schedule? */
3976 			v->current_order.MakeDummy();
3977 			SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3978 		}
3979 		return;
3980 	}
3981 
3982 	DepotID depot = GetDepotIndex(tfdd.tile);
3983 
3984 	if (v->current_order.IsType(OT_GOTO_DEPOT) &&
3985 			v->current_order.GetDestination() != depot &&
3986 			!Chance16(3, 16)) {
3987 		return;
3988 	}
3989 
3990 	SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
3991 	v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
3992 	v->dest_tile = tfdd.tile;
3993 	SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
3994 }
3995 
3996 /** Update day counters of the train vehicle. */
OnNewDay()3997 void Train::OnNewDay()
3998 {
3999 	AgeVehicle(this);
4000 
4001 	if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
4002 
4003 	if (this->IsFrontEngine()) {
4004 		CheckVehicleBreakdown(this);
4005 
4006 		CheckIfTrainNeedsService(this);
4007 
4008 		CheckOrders(this);
4009 
4010 		/* update destination */
4011 		if (this->current_order.IsType(OT_GOTO_STATION)) {
4012 			TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
4013 			if (tile != INVALID_TILE) this->dest_tile = tile;
4014 		}
4015 
4016 		if (this->running_ticks != 0) {
4017 			/* running costs */
4018 			CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
4019 
4020 			this->profit_this_year -= cost.GetCost();
4021 			this->running_ticks = 0;
4022 
4023 			SubtractMoneyFromCompanyFract(this->owner, cost);
4024 
4025 			SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
4026 			SetWindowClassesDirty(WC_TRAINS_LIST);
4027 		}
4028 	}
4029 }
4030 
4031 /**
4032  * Get the tracks of the train vehicle.
4033  * @return Current tracks of the vehicle.
4034  */
GetVehicleTrackdir() const4035 Trackdir Train::GetVehicleTrackdir() const
4036 {
4037 	if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
4038 
4039 	if (this->track == TRACK_BIT_DEPOT) {
4040 		/* We'll assume the train is facing outwards */
4041 		return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
4042 	}
4043 
4044 	if (this->track == TRACK_BIT_WORMHOLE) {
4045 		/* train in tunnel or on bridge, so just use its direction and assume a diagonal track */
4046 		return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
4047 	}
4048 
4049 	return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
4050 }
4051