Changeset - r8143:59f1aeab7b39
[Not reviewed]
master
0 1 0
smatz - 17 years ago 2007-12-27 13:25:23
smatz@openttd.org
(svn r11705) -Fix [FS#1557]: trains could have sprites with wrong direction when reversing, also was inconsistent with save/load process (possible desyncs)
1 file changed with 12 insertions and 14 deletions:
0 comments (0 inline, 0 general)
src/train_cmd.cpp
Show inline comments
 
@@ -805,2761 +805,2759 @@ int CheckTrainInDepot(const Vehicle *v, 
 

	
 
	int count = 0;
 
	for (; v != NULL; v = v->Next()) {
 
		/* This count is used by the depot code to determine the number of engines
 
		 * in the consist. Exclude articulated parts so that autoreplacing to
 
		 * engines with more articulated parts than before works correctly.
 
		 *
 
		 * Also skip counting rear ends of multiheaded engines */
 
		if (!IsArticulatedPart(v) && !IsRearDualheaded(v)) count++;
 
		if (v->u.rail.track != TRACK_BIT_DEPOT || v->tile != tile ||
 
				(IsFrontEngine(v) && needs_to_be_stopped && !(v->vehstatus & VS_STOPPED))) {
 
			return -1;
 
		}
 
	}
 

	
 
	return count;
 
}
 

	
 
/* Used to check if the train is inside the depot and verifying that the VS_STOPPED flag is set */
 
int CheckTrainStoppedInDepot(const Vehicle *v)
 
{
 
	return CheckTrainInDepot(v, true);
 
}
 

	
 
/* Used to check if the train is inside the depot, but not checking the VS_STOPPED flag */
 
inline bool CheckTrainIsInsideDepot(const Vehicle *v)
 
{
 
	return CheckTrainInDepot(v, false) > 0;
 
}
 

	
 
/**
 
 * Unlink a rail wagon from the consist.
 
 * @param v Vehicle to remove.
 
 * @param first The first vehicle of the consist.
 
 * @return The first vehicle of the consist.
 
 */
 
static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
 
{
 
	/* unlinking the first vehicle of the chain? */
 
	if (v == first) {
 
		v = GetNextVehicle(v);
 
		if (v == NULL) return NULL;
 

	
 
		if (IsTrainWagon(v)) SetFreeWagon(v);
 

	
 
		return v;
 
	}
 

	
 
	Vehicle *u;
 
	for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {}
 
	GetLastEnginePart(u)->SetNext(GetNextVehicle(v));
 
	return first;
 
}
 

	
 
static Vehicle *FindGoodVehiclePos(const Vehicle *src)
 
{
 
	Vehicle *dst;
 
	EngineID eng = src->engine_type;
 
	TileIndex tile = src->tile;
 

	
 
	FOR_ALL_VEHICLES(dst) {
 
		if (dst->type == VEH_TRAIN && IsFreeWagon(dst) && dst->tile == tile && !HASBITS(dst->vehstatus, VS_CRASHED)) {
 
			/* check so all vehicles in the line have the same engine. */
 
			Vehicle *v = dst;
 

	
 
			while (v->engine_type == eng) {
 
				v = v->Next();
 
				if (v == NULL) return dst;
 
			}
 
		}
 
	}
 

	
 
	return NULL;
 
}
 

	
 
/*
 
 * add a vehicle v behind vehicle dest
 
 * use this function since it sets flags as needed
 
 */
 
static void AddWagonToConsist(Vehicle *v, Vehicle *dest)
 
{
 
	UnlinkWagon(v, v->First());
 
	if (dest == NULL) return;
 

	
 
	Vehicle *next = dest->Next();
 
	v->SetNext(NULL);
 
	dest->SetNext(v);
 
	v->SetNext(next);
 
	ClearFreeWagon(v);
 
	ClearFrontEngine(v);
 
}
 

	
 
/*
 
 * move around on the train so rear engines are placed correctly according to the other engines
 
 * always call with the front engine
 
 */
 
static void NormaliseTrainConsist(Vehicle *v)
 
{
 
	if (IsFreeWagon(v)) return;
 

	
 
	assert(IsFrontEngine(v));
 

	
 
	for (; v != NULL; v = GetNextVehicle(v)) {
 
		if (!IsMultiheaded(v) || !IsTrainEngine(v)) continue;
 

	
 
		/* make sure that there are no free cars before next engine */
 
		Vehicle *u;
 
		for (u = v; u->Next() != NULL && !IsTrainEngine(u->Next()); u = u->Next()) {}
 

	
 
		if (u == v->u.rail.other_multiheaded_part) continue;
 
		AddWagonToConsist(v->u.rail.other_multiheaded_part, u);
 
	}
 
}
 

	
 
/** Move a rail vehicle around inside the depot.
 
 * @param tile unused
 
 * @param flags type of operation
 
 * @param p1 various bitstuffed elements
 
 * - p1 (bit  0 - 15) source vehicle index
 
 * - p1 (bit 16 - 31) what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
 
 * @param p2 (bit 0) move all vehicles following the source vehicle
 
 */
 
CommandCost CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 
{
 
	VehicleID s = GB(p1, 0, 16);
 
	VehicleID d = GB(p1, 16, 16);
 

	
 
	if (!IsValidVehicleID(s)) return CMD_ERROR;
 

	
 
	Vehicle *src = GetVehicle(s);
 

	
 
	if (src->type != VEH_TRAIN || !CheckOwnership(src->owner)) return CMD_ERROR;
 

	
 
	/* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
 
	if (HASBITS(src->vehstatus, VS_CRASHED)) return CMD_ERROR;
 

	
 
	/* if nothing is selected as destination, try and find a matching vehicle to drag to. */
 
	Vehicle *dst;
 
	if (d == INVALID_VEHICLE) {
 
		dst = IsTrainEngine(src) ? NULL : FindGoodVehiclePos(src);
 
	} else {
 
		if (!IsValidVehicleID(d)) return CMD_ERROR;
 
		dst = GetVehicle(d);
 
		if (dst->type != VEH_TRAIN || !CheckOwnership(dst->owner)) return CMD_ERROR;
 

	
 
		/* Do not allow appending to crashed vehicles, too */
 
		if (HASBITS(dst->vehstatus, VS_CRASHED)) return CMD_ERROR;
 
	}
 

	
 
	/* if an articulated part is being handled, deal with its parent vehicle */
 
	while (IsArticulatedPart(src)) src = src->Previous();
 
	if (dst != NULL) {
 
		while (IsArticulatedPart(dst)) dst = dst->Previous();
 
	}
 

	
 
	/* don't move the same vehicle.. */
 
	if (src == dst) return CommandCost();
 

	
 
	/* locate the head of the two chains */
 
	Vehicle *src_head = src->First();
 
	Vehicle *dst_head;
 
	if (dst != NULL) {
 
		dst_head = dst->First();
 
		if (dst_head->tile != src_head->tile) return CMD_ERROR;
 
		/* Now deal with articulated part of destination wagon */
 
		dst = GetLastEnginePart(dst);
 
	} else {
 
		dst_head = NULL;
 
	}
 

	
 
	if (IsRearDualheaded(src)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
 

	
 
	/* when moving all wagons, we can't have the same src_head and dst_head */
 
	if (HasBit(p2, 0) && src_head == dst_head) return CommandCost();
 

	
 
	{
 
		int max_len = _patches.mammoth_trains ? 100 : 9;
 

	
 
		/* check if all vehicles in the source train are stopped inside a depot. */
 
		int src_len = CheckTrainStoppedInDepot(src_head);
 
		if (src_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
 

	
 
		/* check the destination row if the source and destination aren't the same. */
 
		if (src_head != dst_head) {
 
			int dst_len = 0;
 

	
 
			if (dst_head != NULL) {
 
				/* check if all vehicles in the dest train are stopped. */
 
				dst_len = CheckTrainStoppedInDepot(dst_head);
 
				if (dst_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
 
			}
 

	
 
			/* We are moving between rows, so only count the wagons from the source
 
			 * row that are being moved. */
 
			if (HasBit(p2, 0)) {
 
				const Vehicle *u;
 
				for (u = src_head; u != src && u != NULL; u = GetNextVehicle(u))
 
					src_len--;
 
			} else {
 
				/* If moving only one vehicle, just count that. */
 
				src_len = 1;
 
			}
 

	
 
			if (src_len + dst_len > max_len) {
 
				/* Abort if we're adding too many wagons to a train. */
 
				if (dst_head != NULL && IsFrontEngine(dst_head)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
 
				/* Abort if we're making a train on a new row. */
 
				if (dst_head == NULL && IsTrainEngine(src)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
 
			}
 
		} else {
 
			/* Abort if we're creating a new train on an existing row. */
 
			if (src_len > max_len && src == src_head && IsTrainEngine(GetNextVehicle(src_head)))
 
				return_cmd_error(STR_8819_TRAIN_TOO_LONG);
 
		}
 
	}
 

	
 
	/* moving a loco to a new line?, then we need to assign a unitnumber. */
 
	if (dst == NULL && !IsFrontEngine(src) && IsTrainEngine(src)) {
 
		UnitID unit_num = GetFreeUnitNumber(VEH_TRAIN);
 
		if (unit_num > _patches.max_trains)
 
			return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
 

	
 
		if (flags & DC_EXEC) src->unitnumber = unit_num;
 
	}
 

	
 
	if (dst_head != NULL) {
 
		/* Check NewGRF Callback 0x1D */
 
		uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, dst_head->engine_type, src, dst_head);
 
		if (callback != CALLBACK_FAILED) {
 
			if (callback == 0xFD) return_cmd_error(STR_INCOMPATIBLE_RAIL_TYPES);
 
			if (callback < 0xFD) {
 
				StringID error = GetGRFStringID(GetEngineGRFID(dst_head->engine_type), 0xD000 + callback);
 
				return_cmd_error(error);
 
			}
 
		}
 
	}
 

	
 
	/* do it? */
 
	if (flags & DC_EXEC) {
 
		/* If we move the front Engine and if the second vehicle is not an engine
 
		   add the whole vehicle to the DEFAULT_GROUP */
 
		if (IsFrontEngine(src) && !IsDefaultGroupID(src->group_id)) {
 
			Vehicle *v = GetNextVehicle(src);
 

	
 
			if (v != NULL && IsTrainEngine(v)) {
 
				v->group_id   = src->group_id;
 
				src->group_id = DEFAULT_GROUP;
 
			}
 
		}
 

	
 
		if (HasBit(p2, 0)) {
 
			/* unlink ALL wagons */
 
			if (src != src_head) {
 
				Vehicle *v = src_head;
 
				while (GetNextVehicle(v) != src) v = GetNextVehicle(v);
 
				GetLastEnginePart(v)->SetNext(NULL);
 
			} else {
 
				InvalidateWindowData(WC_VEHICLE_DEPOT, src_head->tile); // We removed a line
 
				src_head = NULL;
 
			}
 
		} else {
 
			/* if moving within the same chain, dont use dst_head as it may get invalidated */
 
			if (src_head == dst_head) dst_head = NULL;
 
			/* unlink single wagon from linked list */
 
			src_head = UnlinkWagon(src, src_head);
 
			GetLastEnginePart(src)->SetNext(NULL);
 
		}
 

	
 
		if (dst == NULL) {
 
			/* We make a new line in the depot, so we know already that we invalidate the window data */
 
			InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
 

	
 
			/* move the train to an empty line. for locomotives, we set the type to TS_Front. for wagons, 4. */
 
			if (IsTrainEngine(src)) {
 
				if (!IsFrontEngine(src)) {
 
					/* setting the type to 0 also involves setting up the orders field. */
 
					SetFrontEngine(src);
 
					assert(src->orders == NULL);
 
					src->num_orders = 0;
 

	
 
					// Decrease the engines number of the src engine_type
 
					if (!IsDefaultGroupID(src->group_id) && IsValidGroupID(src->group_id)) {
 
						GetGroup(src->group_id)->num_engines[src->engine_type]--;
 
					}
 

	
 
					// If we move an engine to a new line affect it to the DEFAULT_GROUP
 
					src->group_id = DEFAULT_GROUP;
 
				}
 
			} else {
 
				SetFreeWagon(src);
 
			}
 
			dst_head = src;
 
		} else {
 
			if (IsFrontEngine(src)) {
 
				/* the vehicle was previously a loco. need to free the order list and delete vehicle windows etc. */
 
				DeleteWindowById(WC_VEHICLE_VIEW, src->index);
 
				DeleteVehicleOrders(src);
 
				RemoveVehicleFromGroup(src);
 
			}
 

	
 
			if (IsFrontEngine(src) || IsFreeWagon(src)) {
 
				InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
 
				ClearFrontEngine(src);
 
				ClearFreeWagon(src);
 
				src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
 
			}
 

	
 
			/* link in the wagon(s) in the chain. */
 
			{
 
				Vehicle *v;
 

	
 
				for (v = src; GetNextVehicle(v) != NULL; v = GetNextVehicle(v));
 
				GetLastEnginePart(v)->SetNext(dst->Next());
 
			}
 
			dst->SetNext(src);
 
		}
 

	
 
		if (src->u.rail.other_multiheaded_part != NULL) {
 
			if (src->u.rail.other_multiheaded_part == src_head) {
 
				src_head = src_head->Next();
 
			}
 
			AddWagonToConsist(src->u.rail.other_multiheaded_part, src);
 
		}
 

	
 
		/* If there is an engine behind first_engine we moved away, it should become new first_engine
 
		 * To do this, CmdMoveRailVehicle must be called once more
 
		 * we can't loop forever here because next time we reach this line we will have a front engine */
 
		if (src_head != NULL && !IsFrontEngine(src_head) && IsTrainEngine(src_head)) {
 
			/* As in CmdMoveRailVehicle src_head->group_id will be equal to DEFAULT_GROUP
 
			 * we need to save the group and reaffect it to src_head */
 
			const GroupID tmp_g = src_head->group_id;
 
			CmdMoveRailVehicle(0, flags, src_head->index | (INVALID_VEHICLE << 16), 1);
 
			SetTrainGroupID(src_head, tmp_g);
 
			src_head = NULL; // don't do anything more to this train since the new call will do it
 
		}
 

	
 
		if (src_head != NULL) {
 
			NormaliseTrainConsist(src_head);
 
			TrainConsistChanged(src_head);
 
			UpdateTrainGroupID(src_head);
 
			if (IsFrontEngine(src_head)) {
 
				UpdateTrainAcceleration(src_head);
 
				InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index);
 
				/* Update the refit button and window */
 
				InvalidateWindow(WC_VEHICLE_REFIT, src_head->index);
 
				InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, 12);
 
			}
 
			/* Update the depot window */
 
			InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
 
		}
 

	
 
		if (dst_head != NULL) {
 
			NormaliseTrainConsist(dst_head);
 
			TrainConsistChanged(dst_head);
 
			UpdateTrainGroupID(dst_head);
 
			if (IsFrontEngine(dst_head)) {
 
				UpdateTrainAcceleration(dst_head);
 
				InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index);
 
				/* Update the refit button and window */
 
				InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, 12);
 
				InvalidateWindow(WC_VEHICLE_REFIT, dst_head->index);
 
			}
 
			/* Update the depot window */
 
			InvalidateWindow(WC_VEHICLE_DEPOT, dst_head->tile);
 
		}
 

	
 
		RebuildVehicleLists();
 
	}
 

	
 
	return CommandCost();
 
}
 

	
 
/** Start/Stop a train.
 
 * @param tile unused
 
 * @param flags type of operation
 
 * @param p1 train to start/stop
 
 * @param p2 unused
 
 */
 
CommandCost CmdStartStopTrain(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 
{
 
	if (!IsValidVehicleID(p1)) return CMD_ERROR;
 

	
 
	Vehicle *v = GetVehicle(p1);
 

	
 
	if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
 

	
 
	/* Check if this train can be started/stopped. The callback will fail or
 
	 * return 0xFF if it can. */
 
	uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v);
 
	if (callback != CALLBACK_FAILED && callback != 0xFF) {
 
		StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback);
 
		return_cmd_error(error);
 
	}
 

	
 
	if (v->vehstatus & VS_STOPPED && v->u.rail.cached_power == 0) return_cmd_error(STR_TRAIN_START_NO_CATENARY);
 

	
 
	if (flags & DC_EXEC) {
 
		if (v->vehstatus & VS_STOPPED && v->u.rail.track == TRACK_BIT_DEPOT) {
 
			DeleteVehicleNews(p1, STR_8814_TRAIN_IS_WAITING_IN_DEPOT);
 
		}
 

	
 
		v->vehstatus ^= VS_STOPPED;
 
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
 
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
 
	}
 
	return CommandCost();
 
}
 

	
 
/** Sell a (single) train wagon/engine.
 
 * @param tile unused
 
 * @param flags type of operation
 
 * @param p1 the wagon/engine index
 
 * @param p2 the selling mode
 
 * - p2 = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
 
 * - p2 = 1: sell the vehicle and all vehicles following it in the chain
 
             if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
 
 * - p2 = 2: when selling attached locos, rearrange all vehicles after it to separate lines;
 
 *           all wagons of the same type will go on the same line. Used by the AI currently
 
 */
 
CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 
{
 
	/* Check if we deleted a vehicle window */
 
	Window *w = NULL;
 

	
 
	if (!IsValidVehicleID(p1) || p2 > 2) return CMD_ERROR;
 

	
 
	Vehicle *v = GetVehicle(p1);
 

	
 
	if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
 

	
 
	if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
 

	
 
	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
 

	
 
	while (IsArticulatedPart(v)) v = v->Previous();
 
	Vehicle *first = v->First();
 

	
 
	/* make sure the vehicle is stopped in the depot */
 
	if (CheckTrainStoppedInDepot(first) < 0) {
 
		return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
 
	}
 

	
 
	if (IsRearDualheaded(v)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
 

	
 
	if (flags & DC_EXEC) {
 
		if (v == first && IsFrontEngine(first)) {
 
			w = FindWindowById(WC_VEHICLE_VIEW, first->index);
 
			if (w != NULL) DeleteWindow(w);
 
		}
 
		InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
 
		RebuildVehicleLists();
 
	}
 

	
 
	CommandCost cost;
 
	switch (p2) {
 
		case 0: case 2: { /* Delete given wagon */
 
			bool switch_engine = false;    // update second wagon to engine?
 
			byte ori_subtype = v->subtype; // backup subtype of deleted wagon in case DeleteVehicle() changes
 

	
 
			/* 1. Delete the engine, if it is dualheaded also delete the matching
 
			 * rear engine of the loco (from the point of deletion onwards) */
 
			Vehicle *rear = (IsMultiheaded(v) &&
 
				IsTrainEngine(v)) ? v->u.rail.other_multiheaded_part : NULL;
 

	
 
			if (rear != NULL) {
 
				cost.AddCost(-rear->value);
 
				if (flags & DC_EXEC) {
 
					UnlinkWagon(rear, first);
 
					DeleteDepotHighlightOfVehicle(rear);
 
					delete rear;
 
				}
 
			}
 

	
 
			/* 2. We are selling the first engine, some special action might be required
 
			 * here, so take attention */
 
			if ((flags & DC_EXEC) && v == first) {
 
				Vehicle *new_f = GetNextVehicle(first);
 

	
 
				/* 2.2 If there are wagons present after the deleted front engine, check
 
				 * if the second wagon (which will be first) is an engine. If it is one,
 
				 * promote it as a new train, retaining the unitnumber, orders */
 
				if (new_f != NULL && IsTrainEngine(new_f)) {
 
					switch_engine = true;
 
					/* Copy important data from the front engine */
 
					new_f->unitnumber      = first->unitnumber;
 
					new_f->current_order   = first->current_order;
 
					new_f->cur_order_index = first->cur_order_index;
 
					new_f->orders          = first->orders;
 
					new_f->num_orders      = first->num_orders;
 
					new_f->group_id        = first->group_id;
 

	
 
					if (first->prev_shared != NULL) {
 
						first->prev_shared->next_shared = new_f;
 
						new_f->prev_shared = first->prev_shared;
 
					}
 

	
 
					if (first->next_shared != NULL) {
 
						first->next_shared->prev_shared = new_f;
 
						new_f->next_shared = first->next_shared;
 
					}
 

	
 
					/*
 
					 * Remove all order information from the front train, to
 
					 * prevent the order and the shared order list to be
 
					 * destroyed by Destroy/DeleteVehicle.
 
					 */
 
					first->orders      = NULL;
 
					first->prev_shared = NULL;
 
					first->next_shared = NULL;
 
					first->group_id    = DEFAULT_GROUP;
 

	
 
					/* If we deleted a window then open a new one for the 'new' train */
 
					if (IsLocalPlayer() && w != NULL) ShowVehicleViewWindow(new_f);
 
				}
 
			}
 

	
 
			/* 3. Delete the requested wagon */
 
			cost.AddCost(-v->value);
 
			if (flags & DC_EXEC) {
 
				first = UnlinkWagon(v, first);
 
				DeleteDepotHighlightOfVehicle(v);
 
				delete v;
 

	
 
				/* 4 If the second wagon was an engine, update it to front_engine
 
					* which UnlinkWagon() has changed to TS_Free_Car */
 
				if (switch_engine) SetFrontEngine(first);
 

	
 
				/* 5. If the train still exists, update its acceleration, window, etc. */
 
				if (first != NULL) {
 
					NormaliseTrainConsist(first);
 
					TrainConsistChanged(first);
 
					UpdateTrainGroupID(first);
 
					if (IsFrontEngine(first)) {
 
						InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
 
						InvalidateWindow(WC_VEHICLE_REFIT, first->index);
 
						UpdateTrainAcceleration(first);
 
					}
 
				}
 

	
 

	
 
				/* (6.) Borked AI. If it sells an engine it expects all wagons lined
 
				 * up on a new line to be added to the newly built loco. Replace it is.
 
				 * Totally braindead cause building a new engine adds all loco-less
 
				 * engines to its train anyways */
 
				if (p2 == 2 && HasBit(ori_subtype, Train_Front)) {
 
					Vehicle *tmp;
 
					for (v = first; v != NULL; v = tmp) {
 
						tmp = GetNextVehicle(v);
 
						DoCommand(v->tile, v->index | INVALID_VEHICLE << 16, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
 
					}
 
				}
 
			}
 
		} break;
 
		case 1: { /* Delete wagon and all wagons after it given certain criteria */
 
			/* Start deleting every vehicle after the selected one
 
			 * If we encounter a matching rear-engine to a front-engine
 
			 * earlier in the chain (before deletion), leave it alone */
 
			Vehicle *tmp;
 
			for (; v != NULL; v = tmp) {
 
				tmp = GetNextVehicle(v);
 

	
 
				if (IsMultiheaded(v)) {
 
					if (IsTrainEngine(v)) {
 
						/* We got a front engine of a multiheaded set. Now we will sell the rear end too */
 
						Vehicle *rear = v->u.rail.other_multiheaded_part;
 

	
 
						if (rear != NULL) {
 
							cost.AddCost(-rear->value);
 

	
 
							/* If this is a multiheaded vehicle with nothing
 
							 * between the parts, tmp will be pointing to the
 
							 * rear part, which is unlinked from the train and
 
							 * deleted here. However, because tmp has already
 
							 * been set it needs to be updated now so that the
 
							 * loop never sees the rear part. */
 
							if (tmp == rear) tmp = GetNextVehicle(tmp);
 

	
 
							if (flags & DC_EXEC) {
 
								first = UnlinkWagon(rear, first);
 
								DeleteDepotHighlightOfVehicle(rear);
 
								delete rear;
 
							}
 
						}
 
					} else if (v->u.rail.other_multiheaded_part != NULL) {
 
						/* The front to this engine is earlier in this train. Do nothing */
 
						continue;
 
					}
 
				}
 

	
 
				cost.AddCost(-v->value);
 
				if (flags & DC_EXEC) {
 
					first = UnlinkWagon(v, first);
 
					DeleteDepotHighlightOfVehicle(v);
 
					delete v;
 
				}
 
			}
 

	
 
			/* 3. If it is still a valid train after selling, update its acceleration and cached values */
 
			if (flags & DC_EXEC && first != NULL) {
 
				NormaliseTrainConsist(first);
 
				TrainConsistChanged(first);
 
				UpdateTrainGroupID(first);
 
				if (IsFrontEngine(first)) UpdateTrainAcceleration(first);
 
				InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
 
				InvalidateWindow(WC_VEHICLE_REFIT, first->index);
 
			}
 
		} break;
 
	}
 
	return cost;
 
}
 

	
 
void Train::UpdateDeltaXY(Direction direction)
 
{
 
#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
 
	static const uint32 _delta_xy_table[8] = {
 
		MKIT(3, 3, -1, -1),
 
		MKIT(3, 7, -1, -3),
 
		MKIT(3, 3, -1, -1),
 
		MKIT(7, 3, -3, -1),
 
		MKIT(3, 3, -1, -1),
 
		MKIT(3, 7, -1, -3),
 
		MKIT(3, 3, -1, -1),
 
		MKIT(7, 3, -3, -1),
 
	};
 
#undef MKIT
 

	
 
	uint32 x = _delta_xy_table[direction];
 
	this->x_offs        = GB(x,  0, 8);
 
	this->y_offs        = GB(x,  8, 8);
 
	this->sprite_width  = GB(x, 16, 8);
 
	this->sprite_height = GB(x, 24, 8);
 
	this->z_height      = 6;
 
}
 

	
 
static void UpdateVarsAfterSwap(Vehicle *v)
 
{
 
	v->UpdateDeltaXY(v->direction);
 
	v->cur_image = v->GetImage(v->direction);
 
	BeginVehicleMove(v);
 
	VehiclePositionChanged(v);
 
	EndVehicleMove(v);
 
}
 

	
 
static void SetLastSpeed(Vehicle* v, int spd)
 
{
 
	int old = v->u.rail.last_speed;
 
	if (spd != old) {
 
		v->u.rail.last_speed = spd;
 
		if (_patches.vehicle_speed || (old == 0) != (spd == 0))
 
			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
 
	}
 
}
 

	
 
static void SwapTrainFlags(byte *swap_flag1, byte *swap_flag2)
 
{
 
	byte flag1 = *swap_flag1;
 
	byte flag2 = *swap_flag2;
 

	
 
	/* Clear the flags */
 
	ClrBit(*swap_flag1, VRF_GOINGUP);
 
	ClrBit(*swap_flag1, VRF_GOINGDOWN);
 
	ClrBit(*swap_flag2, VRF_GOINGUP);
 
	ClrBit(*swap_flag2, VRF_GOINGDOWN);
 

	
 
	/* Reverse the rail-flags (if needed) */
 
	if (HasBit(flag1, VRF_GOINGUP)) {
 
		SetBit(*swap_flag2, VRF_GOINGDOWN);
 
	} else if (HasBit(flag1, VRF_GOINGDOWN)) {
 
		SetBit(*swap_flag2, VRF_GOINGUP);
 
	}
 
	if (HasBit(flag2, VRF_GOINGUP)) {
 
		SetBit(*swap_flag1, VRF_GOINGDOWN);
 
	} else if (HasBit(flag2, VRF_GOINGDOWN)) {
 
		SetBit(*swap_flag1, VRF_GOINGUP);
 
	}
 
}
 

	
 
static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
 
{
 
	Vehicle *a, *b;
 

	
 
	/* locate vehicles to swap */
 
	for (a = v; l != 0; l--) a = a->Next();
 
	for (b = v; r != 0; r--) b = b->Next();
 

	
 
	if (a != b) {
 
		/* swap the hidden bits */
 
		{
 
			uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
 
			b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
 
			a->vehstatus = tmp;
 
		}
 

	
 
		Swap(a->u.rail.track, b->u.rail.track);
 
		Swap(a->direction,    b->direction);
 

	
 
		/* toggle direction */
 
		if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
 
		if (b->u.rail.track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
 

	
 
		Swap(a->x_pos, b->x_pos);
 
		Swap(a->y_pos, b->y_pos);
 
		Swap(a->tile,  b->tile);
 
		Swap(a->z_pos, b->z_pos);
 

	
 
		SwapTrainFlags(&a->u.rail.flags, &b->u.rail.flags);
 

	
 
		/* update other vars */
 
		UpdateVarsAfterSwap(a);
 
		UpdateVarsAfterSwap(b);
 

	
 
		/* call the proper EnterTile function unless we are in a wormhole */
 
		if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
 
		if (b->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
 
	} else {
 
		if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
 
		UpdateVarsAfterSwap(a);
 

	
 
		if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
 
	}
 

	
 
	/* Update train's power incase tiles were different rail type */
 
	TrainPowerChanged(v);
 
}
 

	
 
/* Check if the vehicle is a train and is on the tile we are testing */
 
static void *TestTrainOnCrossing(Vehicle *v, void *data)
 
{
 
	if (v->type != VEH_TRAIN) return NULL;
 
	return v;
 
}
 

	
 
static void DisableTrainCrossing(TileIndex tile)
 
{
 
	if (IsLevelCrossingTile(tile) &&
 
			IsCrossingBarred(tile) &&
 
			VehicleFromPos(tile, NULL, &TestTrainOnCrossing) == NULL) { // empty?
 
		UnbarCrossing(tile);
 
		MarkTileDirtyByTile(tile);
 
	}
 
}
 

	
 
/**
 
 * Advances wagons for train reversing, needed for variable length wagons.
 
 * Needs to be called once before the train is reversed, and once after it.
 
 * @param v First vehicle in chain
 
 * @param before Set to true for the call before reversing, false otherwise
 
 */
 
static void AdvanceWagons(Vehicle *v, bool before)
 
{
 
	Vehicle *base = v;
 
	Vehicle *first = base->Next();
 
	uint length = CountVehiclesInChain(v);
 

	
 
	while (length > 2) {
 
		/* find pairwise matching wagon
 
		 * start<>end, start+1<>end-1, ... */
 
		Vehicle *last = first;
 
		for (uint i = length - 3; i > 0; i--) last = last->Next();
 

	
 
		int differential = last->u.rail.cached_veh_length - base->u.rail.cached_veh_length;
 
		if (before) differential *= -1;
 

	
 
		if (differential > 0) {
 
			/* disconnect last car to make sure only this subset moves */
 
			Vehicle *tempnext = last->Next();
 
			last->SetNext(NULL);
 

	
 
			/* do not update images now because the wagons are disconnected
 
			 * and that could cause problems with NewGRFs */
 
			for (int i = 0; i < differential; i++) TrainController(first, false);
 

	
 
			last->SetNext(tempnext);
 
		}
 

	
 
		base = first;
 
		first = first->Next();
 
		length -= 2;
 
	}
 
}
 

	
 

	
 
static void ReverseTrainDirection(Vehicle *v)
 
{
 
	if (IsTileDepotType(v->tile, TRANSPORT_RAIL)) {
 
		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
 
	}
 

	
 
	/* Check if we were approaching a rail/road-crossing */
 
	{
 
		TileIndex tile = v->tile;
 
		DiagDirection dir = DirToDiagDir(v->direction);
 

	
 
		/* Determine the diagonal direction in which we will exit this tile */
 
		if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[dir]) {
 
			dir = ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT);
 
		}
 
		/* Calculate next tile */
 
		tile += TileOffsByDiagDir(dir);
 

	
 
		/* Check if the train left a rail/road-crossing */
 
		DisableTrainCrossing(tile);
 
	}
 

	
 
	/* count number of vehicles */
 
	int r = -1;
 
	const Vehicle *u = v;
 
	do r++; while ((u = u->Next()) != NULL);
 
	int r = 0;  ///< number of vehicles - 1
 
	for (const Vehicle *u = v; (u = u->Next()) != NULL;) { r++; }
 

	
 
	AdvanceWagons(v, true);
 

	
 
	/* swap start<>end, start+1<>end-1, ... */
 
	int l = 0;
 
	do {
 
		ReverseTrainSwapVeh(v, l++, r--);
 
	} while (l <= r);
 

	
 
	AdvanceWagons(v, false);
 

	
 
	if (IsTileDepotType(v->tile, TRANSPORT_RAIL)) {
 
		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
 
	}
 

	
 
	/* update all images */
 
	for (Vehicle *u = v; u != NULL; u = u->Next()) { u->cur_image = u->GetImage(u->direction); }
 

	
 
	ClrBit(v->u.rail.flags, VRF_REVERSING);
 
}
 

	
 
/** Reverse train.
 
 * @param tile unused
 
 * @param flags type of operation
 
 * @param p1 train to reverse
 
 * @param p2 if true, reverse a unit in a train (needs to be in a depot)
 
 */
 
CommandCost CmdReverseTrainDirection(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 
{
 
	if (!IsValidVehicleID(p1)) return CMD_ERROR;
 

	
 
	Vehicle *v = GetVehicle(p1);
 

	
 
	if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
 

	
 
	if (p2) {
 
		/* turn a single unit around */
 

	
 
		if (IsMultiheaded(v) || HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_ARTIC_ENGINE)) {
 
			return_cmd_error(STR_ONLY_TURN_SINGLE_UNIT);
 
		}
 

	
 
		Vehicle *front = v->First();
 
		/* make sure the vehicle is stopped in the depot */
 
		if (CheckTrainStoppedInDepot(front) < 0) {
 
			return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
 
		}
 

	
 
		if (flags & DC_EXEC) {
 
			ToggleBit(v->u.rail.flags, VRF_REVERSE_DIRECTION);
 
			InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
 
			InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
 
		}
 
	} else {
 
		/* turn the whole train around */
 
		if (v->vehstatus & VS_CRASHED || v->breakdown_ctr != 0) return CMD_ERROR;
 

	
 
		if (flags & DC_EXEC) {
 
			if (_patches.realistic_acceleration && v->cur_speed != 0) {
 
				ToggleBit(v->u.rail.flags, VRF_REVERSING);
 
			} else {
 
				v->cur_speed = 0;
 
				SetLastSpeed(v, 0);
 
				ReverseTrainDirection(v);
 
			}
 
		}
 
	}
 
	return CommandCost();
 
}
 

	
 
/** Force a train through a red signal
 
 * @param tile unused
 
 * @param flags type of operation
 
 * @param p1 train to ignore the red signal
 
 * @param p2 unused
 
 */
 
CommandCost CmdForceTrainProceed(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 
{
 
	if (!IsValidVehicleID(p1)) return CMD_ERROR;
 

	
 
	Vehicle *v = GetVehicle(p1);
 

	
 
	if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
 

	
 
	if (flags & DC_EXEC) v->u.rail.force_proceed = 0x50;
 

	
 
	return CommandCost();
 
}
 

	
 
/** Refits a train to the specified cargo type.
 
 * @param tile unused
 
 * @param flags type of operation
 
 * @param p1 vehicle ID of the train to refit
 
 * param p2 various bitstuffed elements
 
 * - p2 = (bit 0-7) - the new cargo type to refit to
 
 * - p2 = (bit 8-15) - the new cargo subtype to refit to
 
 * - p2 = (bit 16) - refit only this vehicle
 
 * @return cost of refit or error
 
 */
 
CommandCost CmdRefitRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 
{
 
	CargoID new_cid = GB(p2, 0, 8);
 
	byte new_subtype = GB(p2, 8, 8);
 
	bool only_this = HasBit(p2, 16);
 

	
 
	if (!IsValidVehicleID(p1)) return CMD_ERROR;
 

	
 
	Vehicle *v = GetVehicle(p1);
 

	
 
	if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
 
	if (CheckTrainStoppedInDepot(v) < 0) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
 

	
 
	/* Check cargo */
 
	if (new_cid >= NUM_CARGO) return CMD_ERROR;
 

	
 
	SET_EXPENSES_TYPE(EXPENSES_TRAIN_RUN);
 

	
 
	CommandCost cost;
 
	uint num = 0;
 

	
 
	do {
 
		/* XXX: We also refit all the attached wagons en-masse if they
 
		 * can be refitted. This is how TTDPatch does it.  TODO: Have
 
		 * some nice [Refit] button near each wagon. --pasky */
 
		if (!CanRefitTo(v->engine_type, new_cid)) continue;
 

	
 
		if (v->cargo_cap != 0) {
 
			uint16 amount = CALLBACK_FAILED;
 

	
 
			if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
 
				/* Back up the vehicle's cargo type */
 
				CargoID temp_cid = v->cargo_type;
 
				byte temp_subtype = v->cargo_subtype;
 
				v->cargo_type = new_cid;
 
				v->cargo_subtype = new_subtype;
 
				/* Check the refit capacity callback */
 
				amount = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
 
				/* Restore the original cargo type */
 
				v->cargo_type = temp_cid;
 
				v->cargo_subtype = temp_subtype;
 
			}
 

	
 
			if (amount == CALLBACK_FAILED) { // callback failed or not used, use default
 
				const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
 
				CargoID old_cid = rvi->cargo_type;
 
				/* normally, the capacity depends on the cargo type, a rail vehicle can
 
				 * carry twice as much mail/goods as normal cargo, and four times as
 
				 * many passengers
 
				 */
 
				amount = rvi->capacity;
 
				switch (old_cid) {
 
					case CT_PASSENGERS: break;
 
					case CT_MAIL:
 
					case CT_GOODS: amount *= 2; break;
 
					default:       amount *= 4; break;
 
				}
 
				switch (new_cid) {
 
					case CT_PASSENGERS: break;
 
					case CT_MAIL:
 
					case CT_GOODS: amount /= 2; break;
 
					default:       amount /= 4; break;
 
				}
 
			}
 

	
 
			if (amount != 0) {
 
				if (new_cid != v->cargo_type) {
 
					cost.AddCost(GetRefitCost(v->engine_type));
 
				}
 

	
 
				num += amount;
 
				if (flags & DC_EXEC) {
 
					v->cargo.Truncate((v->cargo_type == new_cid) ? amount : 0);
 
					v->cargo_type = new_cid;
 
					v->cargo_cap = amount;
 
					v->cargo_subtype = new_subtype;
 
					InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
 
					InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
 
					RebuildVehicleLists();
 
				}
 
			}
 
		}
 
	} while ((v = v->Next()) != NULL && !only_this);
 

	
 
	_returned_refit_capacity = num;
 

	
 
	/* Update the train's cached variables */
 
	if (flags & DC_EXEC) TrainConsistChanged(GetVehicle(p1)->First());
 

	
 
	return cost;
 
}
 

	
 
struct TrainFindDepotData {
 
	uint best_length;
 
	TileIndex tile;
 
	PlayerID owner;
 
	/**
 
	 * true if reversing is necessary for the train to get to this depot
 
	 * This value is unused when new depot finding and NPF are both disabled
 
	 */
 
	bool reverse;
 
};
 

	
 
static bool NtpCallbFindDepot(TileIndex tile, TrainFindDepotData *tfdd, int track, uint length)
 
{
 
	if (IsTileType(tile, MP_RAILWAY) &&
 
			IsTileOwner(tile, tfdd->owner) &&
 
			IsRailDepot(tile)) {
 
		/* approximate number of tiles by dividing by DIAG_FACTOR */
 
		tfdd->best_length = length / DIAG_FACTOR;
 
		tfdd->tile = tile;
 
		return true;
 
	}
 

	
 
	return false;
 
}
 

	
 
/** returns the tile of a depot to goto to. The given vehicle must not be
 
 * crashed! */
 
static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
 
{
 
	assert(!(v->vehstatus & VS_CRASHED));
 

	
 
	TrainFindDepotData tfdd;
 
	tfdd.owner = v->owner;
 
	tfdd.best_length = (uint)-1;
 
	tfdd.reverse = false;
 

	
 
	TileIndex tile = v->tile;
 
	if (IsTileDepotType(tile, TRANSPORT_RAIL)) {
 
		tfdd.tile = tile;
 
		tfdd.best_length = 0;
 
		return tfdd;
 
	}
 

	
 
	if (_patches.yapf.rail_use_yapf) {
 
		bool found = YapfFindNearestRailDepotTwoWay(v, max_distance, NPF_INFINITE_PENALTY, &tfdd.tile, &tfdd.reverse);
 
		tfdd.best_length = found ? max_distance / 2 : -1; // some fake distance or NOT_FOUND
 
	} else if (_patches.new_pathfinding_all) {
 
		Vehicle* last = GetLastVehicleInChain(v);
 
		Trackdir trackdir = GetVehicleTrackdir(v);
 
		Trackdir trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
 

	
 
		assert(trackdir != INVALID_TRACKDIR);
 
		NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, last->tile, trackdir_rev, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes, NPF_INFINITE_PENALTY);
 
		if (ftd.best_bird_dist == 0) {
 
			/* Found target */
 
			tfdd.tile = ftd.node.tile;
 
			/* Our caller expects a number of tiles, so we just approximate that
 
			 * number by this. It might not be completely what we want, but it will
 
			 * work for now :-) We can possibly change this when the old pathfinder
 
			 * is removed. */
 
			tfdd.best_length = ftd.best_path_dist / NPF_TILE_LENGTH;
 
			if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) tfdd.reverse = true;
 
		}
 
	} else {
 
		/* search in the forward direction first. */
 
		DiagDirection i = DirToDiagDir(v->direction);
 
		if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) {
 
			i = ChangeDiagDir(i, DIAGDIRDIFF_90LEFT);
 
		}
 
		NewTrainPathfind(tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
 
		if (tfdd.best_length == (uint)-1){
 
			tfdd.reverse = true;
 
			/* search in backwards direction */
 
			i = ReverseDiagDir(DirToDiagDir(v->direction));
 
			if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) {
 
				i = ChangeDiagDir(i, DIAGDIRDIFF_90LEFT);
 
			}
 
			NewTrainPathfind(tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
 
		}
 
	}
 

	
 
	return tfdd;
 
}
 

	
 
/** Send a train to a depot
 
 * @param tile unused
 
 * @param flags type of operation
 
 * @param p1 train to send to the depot
 
 * @param p2 various bitmasked elements
 
 * - p2 bit 0-3 - DEPOT_ flags (see vehicle.h)
 
 * - p2 bit 8-10 - VLW flag (for mass goto depot)
 
 */
 
CommandCost CmdSendTrainToDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 
{
 
	if (p2 & DEPOT_MASS_SEND) {
 
		/* Mass goto depot requested */
 
		if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
 
		return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_player, (p2 & VLW_MASK), p1);
 
	}
 

	
 
	if (!IsValidVehicleID(p1)) return CMD_ERROR;
 

	
 
	Vehicle *v = GetVehicle(p1);
 

	
 
	if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
 

	
 
	if (v->vehstatus & VS_CRASHED) return CMD_ERROR;
 

	
 
	if (v->current_order.type == OT_GOTO_DEPOT) {
 
		if (!!(p2 & DEPOT_SERVICE) == HasBit(v->current_order.flags, OFB_HALT_IN_DEPOT)) {
 
			/* We called with a different DEPOT_SERVICE setting.
 
			 * Now we change the setting to apply the new one and let the vehicle head for the same depot.
 
			 * Note: the if is (true for requesting service == true for ordered to stop in depot)          */
 
			if (flags & DC_EXEC) {
 
				ClrBit(v->current_order.flags, OFB_PART_OF_ORDERS);
 
				ToggleBit(v->current_order.flags, OFB_HALT_IN_DEPOT);
 
				InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
 
			}
 
			return CommandCost();
 
		}
 

	
 
		if (p2 & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of depot orders
 
		if (flags & DC_EXEC) {
 
			if (HasBit(v->current_order.flags, OFB_PART_OF_ORDERS)) {
 
				v->cur_order_index++;
 
			}
 

	
 
			v->current_order.type = OT_DUMMY;
 
			v->current_order.flags = 0;
 
			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
 
		}
 
		return CommandCost();
 
	}
 

	
 
	/* check if at a standstill (not stopped only) in a depot
 
	 * the check is down here to make it possible to alter stop/service for trains entering the depot */
 
	if (IsTileDepotType(v->tile, TRANSPORT_RAIL) && v->cur_speed == 0) return CMD_ERROR;
 

	
 
	TrainFindDepotData tfdd = FindClosestTrainDepot(v, 0);
 
	if (tfdd.best_length == (uint)-1) return_cmd_error(STR_883A_UNABLE_TO_FIND_ROUTE_TO);
 

	
 
	if (flags & DC_EXEC) {
 
		if (v->current_order.type == OT_LOADING) v->LeaveStation();
 

	
 
		v->dest_tile = tfdd.tile;
 
		v->current_order.type = OT_GOTO_DEPOT;
 
		v->current_order.flags = OF_NON_STOP;
 
		if (!(p2 & DEPOT_SERVICE)) SetBit(v->current_order.flags, OFB_HALT_IN_DEPOT);
 
		v->current_order.dest = GetDepotByTile(tfdd.tile)->index;
 
		v->current_order.refit_cargo = CT_INVALID;
 
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
 
		/* If there is no depot in front, reverse automatically */
 
		if (tfdd.reverse) DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);
 
	}
 

	
 
	return CommandCost();
 
}
 

	
 

	
 
void OnTick_Train()
 
{
 
	_age_cargo_skip_counter = (_age_cargo_skip_counter == 0) ? 184 : (_age_cargo_skip_counter - 1);
 
}
 

	
 
static const int8 _vehicle_smoke_pos[8] = {
 
	1, 1, 1, 0, -1, -1, -1, 0
 
};
 

	
 
static void HandleLocomotiveSmokeCloud(const Vehicle* v)
 
{
 
	bool sound = false;
 

	
 
	if (v->vehstatus & VS_TRAIN_SLOWING || v->load_unload_time_rem != 0 || v->cur_speed < 2)
 
		return;
 

	
 
	const Vehicle* u = v;
 

	
 
	do {
 
		const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
 
		int effect_offset = GB(v->u.rail.cached_vis_effect, 0, 4) - 8;
 
		byte effect_type = GB(v->u.rail.cached_vis_effect, 4, 2);
 
		bool disable_effect = HasBit(v->u.rail.cached_vis_effect, 6);
 

	
 
		/* no smoke? */
 
		if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
 
				disable_effect ||
 
				v->vehstatus & VS_HIDDEN) {
 
			continue;
 
		}
 

	
 
		/* No smoke in depots or tunnels */
 
		if (IsTileDepotType(v->tile, TRANSPORT_RAIL) || IsTunnelTile(v->tile)) continue;
 

	
 
		/* No sparks for electric vehicles on nonelectrified tracks */
 
		if (!HasPowerOnRail(v->u.rail.railtype, GetTileRailType(v->tile))) continue;
 

	
 
		if (effect_type == 0) {
 
			/* Use default effect type for engine class. */
 
			effect_type = rvi->engclass;
 
		} else {
 
			effect_type--;
 
		}
 

	
 
		int x = _vehicle_smoke_pos[v->direction] * effect_offset;
 
		int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
 

	
 
		if (HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
 
			x = -x;
 
			y = -y;
 
		}
 

	
 
		switch (effect_type) {
 
		case 0:
 
			/* steam smoke. */
 
			if (GB(v->tick_counter, 0, 4) == 0) {
 
				CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
 
				sound = true;
 
			}
 
			break;
 

	
 
		case 1:
 
			/* diesel smoke */
 
			if (u->cur_speed <= 40 && Chance16(15, 128)) {
 
				CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
 
				sound = true;
 
			}
 
			break;
 

	
 
		case 2:
 
			/* blue spark */
 
			if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
 
				CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
 
				sound = true;
 
			}
 
			break;
 
		}
 
	} while ((v = v->Next()) != NULL);
 

	
 
	if (sound) PlayVehicleSound(u, VSE_TRAIN_EFFECT);
 
}
 

	
 
static void TrainPlayLeaveStationSound(const Vehicle* v)
 
{
 
	static const SoundFx sfx[] = {
 
		SND_04_TRAIN,
 
		SND_0A_TRAIN_HORN,
 
		SND_0A_TRAIN_HORN,
 
		SND_47_MAGLEV_2,
 
		SND_41_MAGLEV
 
	};
 

	
 
	if (PlayVehicleSound(v, VSE_START)) return;
 

	
 
	EngineID engtype = v->engine_type;
 
	SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], v);
 
}
 

	
 
void Train::PlayLeaveStationSound() const
 
{
 
	TrainPlayLeaveStationSound(this);
 
}
 

	
 
static bool CheckTrainStayInDepot(Vehicle *v)
 
{
 
	/* bail out if not all wagons are in the same depot or not in a depot at all */
 
	for (const Vehicle *u = v; u != NULL; u = u->Next()) {
 
		if (u->u.rail.track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
 
	}
 

	
 
	/* if the train got no power, then keep it in the depot */
 
	if (v->u.rail.cached_power == 0) {
 
		v->vehstatus |= VS_STOPPED;
 
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
 
		return true;
 
	}
 

	
 
	if (v->u.rail.force_proceed == 0) {
 
		if (++v->load_unload_time_rem < 37) {
 
			InvalidateWindowClasses(WC_TRAINS_LIST);
 
			return true;
 
		}
 

	
 
		v->load_unload_time_rem = 0;
 

	
 
		if (UpdateSignalsOnSegment(v->tile, DirToDiagDir(v->direction))) {
 
			InvalidateWindowClasses(WC_TRAINS_LIST);
 
			return true;
 
		}
 
	}
 

	
 
	VehicleServiceInDepot(v);
 
	InvalidateWindowClasses(WC_TRAINS_LIST);
 
	TrainPlayLeaveStationSound(v);
 

	
 
	v->u.rail.track = TRACK_BIT_X;
 
	if (v->direction & 2) v->u.rail.track = TRACK_BIT_Y;
 

	
 
	v->vehstatus &= ~VS_HIDDEN;
 
	v->cur_speed = 0;
 

	
 
	v->UpdateDeltaXY(v->direction);
 
	v->cur_image = v->GetImage(v->direction);
 
	VehiclePositionChanged(v);
 
	UpdateSignalsOnSegment(v->tile, DirToDiagDir(v->direction));
 
	UpdateTrainAcceleration(v);
 
	InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
 

	
 
	return false;
 
}
 

	
 
/* Check for station tiles */
 
struct TrainTrackFollowerData {
 
	TileIndex dest_coords;
 
	StationID station_index; // station index we're heading for
 
	uint best_bird_dist;
 
	uint best_track_dist;
 
	TrackdirByte best_track;
 
};
 

	
 
static bool NtpCallbFindStation(TileIndex tile, TrainTrackFollowerData *ttfd, Trackdir track, uint length)
 
{
 
	/* heading for nowhere? */
 
	if (ttfd->dest_coords == 0) return false;
 

	
 
	/* did we reach the final station? */
 
	if ((ttfd->station_index == INVALID_STATION && tile == ttfd->dest_coords) || (
 
				IsTileType(tile, MP_STATION) &&
 
				IsRailwayStation(tile) &&
 
				GetStationIndex(tile) == ttfd->station_index
 
			)) {
 
		/* We do not check for dest_coords if we have a station_index,
 
		 * because in that case the dest_coords are just an
 
		 * approximation of where the station is */
 

	
 
		/* found station */
 
		ttfd->best_track = track;
 
		ttfd->best_bird_dist = 0;
 
		return true;
 
	} else {
 
		/* didn't find station, keep track of the best path so far. */
 
		uint dist = DistanceManhattan(tile, ttfd->dest_coords);
 
		if (dist < ttfd->best_bird_dist) {
 
			ttfd->best_bird_dist = dist;
 
			ttfd->best_track = track;
 
		}
 
		return false;
 
	}
 
}
 

	
 
static void FillWithStationData(TrainTrackFollowerData* fd, const Vehicle* v)
 
{
 
	fd->dest_coords = v->dest_tile;
 
	if (v->current_order.type == OT_GOTO_STATION) {
 
		fd->station_index = v->current_order.dest;
 
	} else {
 
		fd->station_index = INVALID_STATION;
 
	}
 
}
 

	
 
static const byte _initial_tile_subcoord[6][4][3] = {
 
{{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0,  0, 0 }},
 
{{  0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
 
{{  0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0,  0, 0 }},
 
{{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
 
{{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0,  0, 0 }},
 
{{  0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
 
};
 

	
 
static const uint32 _reachable_tracks[4] = {
 
	0x10091009,
 
	0x00160016,
 
	0x05200520,
 
	0x2A002A00,
 
};
 

	
 
static const byte _search_directions[6][4] = {
 
	{ 0, 9, 2, 9 }, ///< track 1
 
	{ 9, 1, 9, 3 }, ///< track 2
 
	{ 9, 0, 3, 9 }, ///< track upper
 
	{ 1, 9, 9, 2 }, ///< track lower
 
	{ 3, 2, 9, 9 }, ///< track left
 
	{ 9, 9, 1, 0 }, ///< track right
 
};
 

	
 
static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
 

	
 
/* choose a track */
 
static Track ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
 
{
 
	Track best_track;
 
	/* pathfinders are able to tell that route was only 'guessed' */
 
	bool path_not_found = false;
 

	
 
#ifdef PF_BENCHMARK
 
	TIC()
 
#endif
 

	
 
	assert((tracks & ~TRACK_BIT_MASK) == 0);
 

	
 
	/* quick return in case only one possible track is available */
 
	if (KillFirstBit(tracks) == TRACK_BIT_NONE) return FindFirstTrack(tracks);
 

	
 
	if (_patches.yapf.rail_use_yapf) {
 
		Trackdir trackdir = YapfChooseRailTrack(v, tile, enterdir, tracks, &path_not_found);
 
		if (trackdir != INVALID_TRACKDIR) {
 
			best_track = TrackdirToTrack(trackdir);
 
		} else {
 
			best_track = FindFirstTrack(tracks);
 
		}
 
	} else if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */
 
		void* perf = NpfBeginInterval();
 

	
 
		NPFFindStationOrTileData fstd;
 
		NPFFillWithOrderData(&fstd, v);
 
		/* The enterdir for the new tile, is the exitdir for the old tile */
 
		Trackdir trackdir = GetVehicleTrackdir(v);
 
		assert(trackdir != 0xff);
 

	
 
		NPFFoundTargetData ftd = NPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes);
 

	
 
		if (ftd.best_trackdir == 0xff) {
 
			/* We are already at our target. Just do something
 
			 * @todo maybe display error?
 
			 * @todo: go straight ahead if possible? */
 
			best_track = FindFirstTrack(tracks);
 
		} else {
 
			/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
 
			the direction we need to take to get there, if ftd.best_bird_dist is not 0,
 
			we did not find our target, but ftd.best_trackdir contains the direction leading
 
			to the tile closest to our target. */
 
			if (ftd.best_bird_dist != 0) path_not_found = true;
 
			/* Discard enterdir information, making it a normal track */
 
			best_track = TrackdirToTrack(ftd.best_trackdir);
 
		}
 

	
 
		int time = NpfEndInterval(perf);
 
		DEBUG(yapf, 4, "[NPFT] %d us - %d rounds - %d open - %d closed -- ", time, 0, _aystar_stats_open_size, _aystar_stats_closed_size);
 
	} else {
 
		void* perf = NpfBeginInterval();
 

	
 
		TrainTrackFollowerData fd;
 
		FillWithStationData(&fd, v);
 

	
 
		/* New train pathfinding */
 
		fd.best_bird_dist = (uint)-1;
 
		fd.best_track_dist = (uint)-1;
 
		fd.best_track = INVALID_TRACKDIR;
 

	
 
		NewTrainPathfind(tile - TileOffsByDiagDir(enterdir), v->dest_tile,
 
			v->u.rail.compatible_railtypes, enterdir, (NTPEnumProc*)NtpCallbFindStation, &fd);
 

	
 
		/* check whether the path was found or only 'guessed' */
 
		if (fd.best_bird_dist != 0) path_not_found = true;
 

	
 
		if (fd.best_track == 0xff) {
 
			/* blaha */
 
			best_track = FindFirstTrack(tracks);
 
		} else {
 
			best_track = TrackdirToTrack(fd.best_track);
 
		}
 

	
 
		int time = NpfEndInterval(perf);
 
		DEBUG(yapf, 4, "[NTPT] %d us - %d rounds - %d open - %d closed -- ", time, 0, 0, 0);
 
	}
 
	/* handle "path not found" state */
 
	if (path_not_found) {
 
		/* PF didn't find the route */
 
		if (!HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
 
			/* it is first time the problem occurred, set the "path not found" flag */
 
			SetBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
 
			/* and notify user about the event */
 
			if (_patches.lost_train_warn && v->owner == _local_player) {
 
				SetDParam(0, v->unitnumber);
 
				AddNewsItem(
 
					STR_TRAIN_IS_LOST,
 
					NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
 
					v->index,
 
					0);
 
			}
 
		}
 
	} else {
 
		/* route found, is the train marked with "path not found" flag? */
 
		if (HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
 
			/* clear the flag as the PF's problem was solved */
 
			ClrBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
 
			/* can we also delete the "News" item somehow? */
 
		}
 
	}
 

	
 
#ifdef PF_BENCHMARK
 
	TOC("PF time = ", 1)
 
#endif
 

	
 
	return best_track;
 
}
 

	
 

	
 
static bool CheckReverseTrain(Vehicle *v)
 
{
 
	if (_opt.diff.line_reverse_mode != 0 ||
 
			v->u.rail.track == TRACK_BIT_DEPOT || v->u.rail.track == TRACK_BIT_WORMHOLE ||
 
			!(v->direction & 1))
 
		return false;
 

	
 
	TrainTrackFollowerData fd;
 
	FillWithStationData(&fd, v);
 

	
 
	uint reverse_best = 0;
 

	
 
	assert(v->u.rail.track);
 

	
 
	int i = _search_directions[FIND_FIRST_BIT(v->u.rail.track)][DirToDiagDir(v->direction)];
 

	
 
	if (_patches.yapf.rail_use_yapf) {
 
		reverse_best = YapfCheckReverseTrain(v);
 
	} else if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */
 
		NPFFindStationOrTileData fstd;
 
		NPFFoundTargetData ftd;
 
		Trackdir trackdir, trackdir_rev;
 
		Vehicle* last = GetLastVehicleInChain(v);
 

	
 
		NPFFillWithOrderData(&fstd, v);
 

	
 
		trackdir = GetVehicleTrackdir(v);
 
		trackdir_rev = ReverseTrackdir(GetVehicleTrackdir(last));
 
		assert(trackdir != 0xff);
 
		assert(trackdir_rev != 0xff);
 

	
 
		ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, last->tile, trackdir_rev, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes);
 
		if (ftd.best_bird_dist != 0) {
 
			/* We didn't find anything, just keep on going straight ahead */
 
			reverse_best = false;
 
		} else {
 
			if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) {
 
				reverse_best = true;
 
			} else {
 
				reverse_best = false;
 
			}
 
		}
 
	} else {
 
		int best_track = -1;
 
		uint reverse = 0;
 
		uint best_bird_dist  = 0;
 
		uint best_track_dist = 0;
 

	
 
		for (;;) {
 
			fd.best_bird_dist = (uint)-1;
 
			fd.best_track_dist = (uint)-1;
 

	
 
			NewTrainPathfind(v->tile, v->dest_tile, v->u.rail.compatible_railtypes, (DiagDirection)(reverse ^ i), (NTPEnumProc*)NtpCallbFindStation, &fd);
 

	
 
			if (best_track != -1) {
 
				if (best_bird_dist != 0) {
 
					if (fd.best_bird_dist != 0) {
 
						/* neither reached the destination, pick the one with the smallest bird dist */
 
						if (fd.best_bird_dist > best_bird_dist) goto bad;
 
						if (fd.best_bird_dist < best_bird_dist) goto good;
 
					} else {
 
						/* we found the destination for the first time */
 
						goto good;
 
					}
 
				} else {
 
					if (fd.best_bird_dist != 0) {
 
						/* didn't find destination, but we've found the destination previously */
 
						goto bad;
 
					} else {
 
						/* both old & new reached the destination, compare track length */
 
						if (fd.best_track_dist > best_track_dist) goto bad;
 
						if (fd.best_track_dist < best_track_dist) goto good;
 
					}
 
				}
 

	
 
				/* if we reach this position, there's two paths of equal value so far.
 
				 * pick one randomly. */
 
				int r = GB(Random(), 0, 8);
 
				if (_pick_track_table[i] == (v->direction & 3)) r += 80;
 
				if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
 
				if (r <= 127) goto bad;
 
			}
 
good:;
 
			best_track = i;
 
			best_bird_dist = fd.best_bird_dist;
 
			best_track_dist = fd.best_track_dist;
 
			reverse_best = reverse;
 
bad:;
 
			if (reverse != 0) break;
 
			reverse = 2;
 
		}
 
	}
 

	
 
	return reverse_best != 0;
 
}
 

	
 
static bool ProcessTrainOrder(Vehicle *v)
 
{
 
	switch (v->current_order.type) {
 
		case OT_GOTO_DEPOT:
 
			if (!(v->current_order.flags & OF_PART_OF_ORDERS)) return false;
 
			if ((v->current_order.flags & OF_SERVICE_IF_NEEDED) &&
 
					!VehicleNeedsService(v)) {
 
				UpdateVehicleTimetable(v, true);
 
				v->cur_order_index++;
 
			}
 
			break;
 

	
 
		case OT_LOADING:
 
		case OT_LEAVESTATION:
 
			return false;
 

	
 
		default: break;
 
	}
 

	
 
	/**
 
	 * Reversing because of order change is allowed only just after leaving a
 
	 * station (and the difficulty setting to allowed, of course)
 
	 * this can be detected because only after OT_LEAVESTATION, current_order
 
	 * will be reset to nothing. (That also happens if no order, but in that case
 
	 * it won't hit the point in code where may_reverse is checked)
 
	 */
 
	bool may_reverse = v->current_order.type == OT_NOTHING;
 

	
 
	/* check if we've reached the waypoint? */
 
	if (v->current_order.type == OT_GOTO_WAYPOINT && v->tile == v->dest_tile) {
 
		UpdateVehicleTimetable(v, true);
 
		v->cur_order_index++;
 
	}
 

	
 
	/* check if we've reached a non-stop station while TTDPatch nonstop is enabled.. */
 
	if (_patches.new_nonstop &&
 
			v->current_order.flags & OF_NON_STOP &&
 
			IsTileType(v->tile, MP_STATION) &&
 
			v->current_order.dest == GetStationIndex(v->tile)) {
 
		UpdateVehicleTimetable(v, true);
 
		v->cur_order_index++;
 
	}
 

	
 
	/* Get the current order */
 
	if (v->cur_order_index >= v->num_orders) v->cur_order_index = 0;
 

	
 
	const Order *order = GetVehicleOrder(v, v->cur_order_index);
 

	
 
	/* If no order, do nothing. */
 
	if (order == NULL) {
 
		v->current_order.Free();
 
		v->dest_tile = 0;
 
		return false;
 
	}
 

	
 
	/* If it is unchanged, keep it. */
 
	if (order->type  == v->current_order.type &&
 
			order->flags == v->current_order.flags &&
 
			order->dest  == v->current_order.dest)
 
		return false;
 

	
 
	/* Otherwise set it, and determine the destination tile. */
 
	v->current_order = *order;
 

	
 
	v->dest_tile = 0;
 

	
 
	InvalidateVehicleOrder(v);
 

	
 
	switch (order->type) {
 
		case OT_GOTO_STATION:
 
			if (order->dest == v->last_station_visited)
 
				v->last_station_visited = INVALID_STATION;
 
			v->dest_tile = GetStation(order->dest)->xy;
 
			break;
 

	
 
		case OT_GOTO_DEPOT:
 
			v->dest_tile = GetDepot(order->dest)->xy;
 
			break;
 

	
 
		case OT_GOTO_WAYPOINT:
 
			v->dest_tile = GetWaypoint(order->dest)->xy;
 
			break;
 

	
 
		default:
 
			return false;
 
	}
 

	
 
	return may_reverse && CheckReverseTrain(v);
 
}
 

	
 
void Train::MarkDirty()
 
{
 
	Vehicle *v = this;
 
	do {
 
		v->cur_image = v->GetImage(v->direction);
 
		MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
 
	} while ((v = v->Next()) != NULL);
 

	
 
	/* need to update acceleration and cached values since the goods on the train changed. */
 
	TrainCargoChanged(this);
 
	UpdateTrainAcceleration(this);
 
}
 

	
 
static int UpdateTrainSpeed(Vehicle *v)
 
{
 
	uint accel;
 

	
 
	if (v->vehstatus & VS_STOPPED || HasBit(v->u.rail.flags, VRF_REVERSING)) {
 
		if (_patches.realistic_acceleration) {
 
			accel = GetTrainAcceleration(v, AM_BRAKE) * 2;
 
		} else {
 
			accel = v->acceleration * -2;
 
		}
 
	} else {
 
		if (_patches.realistic_acceleration) {
 
			accel = GetTrainAcceleration(v, AM_ACCEL);
 
		} else {
 
			accel = v->acceleration;
 
		}
 
	}
 

	
 
	uint spd = v->subspeed + accel * 2;
 
	v->subspeed = (byte)spd;
 
	{
 
		int tempmax = v->max_speed;
 
		if (v->cur_speed > v->max_speed)
 
			tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
 
		v->cur_speed = spd = Clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
 
	}
 

	
 
	if (!(v->direction & 1)) spd = spd * 3 >> 2;
 

	
 
	spd += v->progress;
 
	v->progress = (byte)spd;
 
	return (spd >> 8);
 
}
 

	
 
static void TrainEnterStation(Vehicle *v, StationID station)
 
{
 
	v->last_station_visited = station;
 

	
 
	/* check if a train ever visited this station before */
 
	Station *st = GetStation(station);
 
	if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
 
		st->had_vehicle_of_type |= HVOT_TRAIN;
 
		SetDParam(0, st->index);
 
		uint32 flags = v->owner == _local_player ?
 
			NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) :
 
			NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ARRIVAL_OTHER,  0);
 
		AddNewsItem(
 
			STR_8801_CITIZENS_CELEBRATE_FIRST,
 
			flags,
 
			v->index,
 
			0
 
		);
 
	}
 

	
 
	v->BeginLoading();
 
	v->current_order.dest = 0;
 
}
 

	
 
static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
 
{
 
	byte old_z = v->z_pos;
 
	v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
 

	
 
	if (new_tile) {
 
		ClrBit(v->u.rail.flags, VRF_GOINGUP);
 
		ClrBit(v->u.rail.flags, VRF_GOINGDOWN);
 

	
 
		if (v->u.rail.track == TRACK_BIT_X || v->u.rail.track == TRACK_BIT_Y) {
 
			/* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
 
			 * To check whether the current tile is sloped, and in which
 
			 * direction it is sloped, we get the 'z' at the center of
 
			 * the tile (middle_z) and the edge of the tile (old_z),
 
			 * which we then can compare. */
 
			static const int HALF_TILE_SIZE = TILE_SIZE / 2;
 
			static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
 

	
 
			byte middle_z = GetSlopeZ((v->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (v->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
 

	
 
			/* For some reason tunnel tiles are always given as sloped :(
 
			 * But they are not sloped... */
 
			if (middle_z != v->z_pos && !IsTunnelTile(TileVirtXY(v->x_pos, v->y_pos))) {
 
				SetBit(v->u.rail.flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
 
			}
 
		}
 
	}
 

	
 
	VehiclePositionChanged(v);
 
	EndVehicleMove(v);
 
	return old_z;
 
}
 

	
 
static const Direction _new_vehicle_direction_table[11] = {
 
	DIR_N , DIR_NW, DIR_W , INVALID_DIR,
 
	DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
 
	DIR_E , DIR_SE, DIR_S
 
};
 

	
 
static Direction GetNewVehicleDirectionByTile(TileIndex new_tile, TileIndex old_tile)
 
{
 
	uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 +
 
							TileX(new_tile) - TileX(old_tile) + 1;
 
	assert(offs < 11);
 
	return _new_vehicle_direction_table[offs];
 
}
 

	
 
static Direction GetNewVehicleDirection(const Vehicle *v, int x, int y)
 
{
 
	uint offs = (y - v->y_pos + 1) * 4 + (x - v->x_pos + 1);
 
	assert(offs < 11);
 
	return _new_vehicle_direction_table[offs];
 
}
 

	
 
static int GetDirectionToVehicle(const Vehicle *v, int x, int y)
 
{
 
	byte offs;
 

	
 
	x -= v->x_pos;
 
	if (x >= 0) {
 
		offs = (x > 2) ? 0 : 1;
 
	} else {
 
		offs = (x < -2) ? 2 : 1;
 
	}
 

	
 
	y -= v->y_pos;
 
	if (y >= 0) {
 
		offs += ((y > 2) ? 0 : 1) * 4;
 
	} else {
 
		offs += ((y < -2) ? 2 : 1) * 4;
 
	}
 

	
 
	assert(offs < 11);
 
	return _new_vehicle_direction_table[offs];
 
}
 

	
 
/* Check if the vehicle is compatible with the specified tile */
 
static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
 
{
 
	return
 
		IsTileOwner(tile, v->owner) && (
 
			!IsFrontEngine(v) ||
 
			HasBit(v->u.rail.compatible_railtypes, GetRailType(tile))
 
		);
 
}
 

	
 
struct RailtypeSlowdownParams {
 
	byte small_turn, large_turn;
 
	byte z_up; // fraction to remove when moving up
 
	byte z_down; // fraction to remove when moving down
 
};
 

	
 
static const RailtypeSlowdownParams _railtype_slowdown[] = {
 
	// normal accel
 
	{256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
 
	{256 / 4, 256 / 2, 256 / 4, 2}, ///< electrified
 
	{256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
 
	{0,       256 / 2, 256 / 4, 2}, ///< maglev
 
};
 

	
 
/** Modify the speed of the vehicle due to a turn */
 
static void AffectSpeedByDirChange(Vehicle* v, Direction new_dir)
 
{
 
	if (_patches.realistic_acceleration) return;
 

	
 
	DirDiff diff = DirDifference(v->direction, new_dir);
 
	if (diff == DIRDIFF_SAME) return;
 

	
 
	const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
 
	v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
 
}
 

	
 
/** Modify the speed of the vehicle due to a change in altitude */
 
static void AffectSpeedByZChange(Vehicle *v, byte old_z)
 
{
 
	if (old_z == v->z_pos || _patches.realistic_acceleration) return;
 

	
 
	const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
 

	
 
	if (old_z < v->z_pos) {
 
		v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
 
	} else {
 
		uint16 spd = v->cur_speed + rsp->z_down;
 
		if (spd <= v->max_speed) v->cur_speed = spd;
 
	}
 
}
 

	
 
static const DiagDirection _otherside_signal_directions[] = {
 
	DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_SE, INVALID_DIAGDIR, INVALID_DIAGDIR,
 
	DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NE
 
};
 

	
 
static void TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
 
{
 
	if (IsTileType(tile, MP_RAILWAY) &&
 
			GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
 
		uint i = FindFirstBit2x64(GetTrackBits(tile) * 0x101 & _reachable_tracks[dir]);
 
		UpdateSignalsOnSegment(tile, _otherside_signal_directions[i]);
 
	}
 
}
 

	
 

	
 
static void SetVehicleCrashed(Vehicle *v)
 
{
 
	if (v->u.rail.crash_anim_pos != 0) return;
 

	
 
	v->u.rail.crash_anim_pos++;
 

	
 
	Vehicle *u = v;
 
	BEGIN_ENUM_WAGONS(v)
 
		v->vehstatus |= VS_CRASHED;
 
	END_ENUM_WAGONS(v)
 

	
 
	InvalidateWindowWidget(WC_VEHICLE_VIEW, u->index, STATUS_BAR);
 
}
 

	
 
static uint CountPassengersInTrain(const Vehicle* v)
 
{
 
	uint num = 0;
 
	BEGIN_ENUM_WAGONS(v)
 
		if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) num += v->cargo.Count();
 
	END_ENUM_WAGONS(v)
 
	return num;
 
}
 

	
 
struct TrainCollideChecker {
 
	Vehicle *v;
 
	const Vehicle *v_skip;
 
	uint num;
 
};
 

	
 
static void *FindTrainCollideEnum(Vehicle *v, void *data)
 
{
 
	TrainCollideChecker* tcc = (TrainCollideChecker*)data;
 

	
 
	if (v != tcc->v &&
 
			v != tcc->v_skip &&
 
			v->type == VEH_TRAIN &&
 
			v->u.rail.track != TRACK_BIT_DEPOT &&
 
			abs(v->z_pos - tcc->v->z_pos) < 6 &&
 
			abs(v->x_pos - tcc->v->x_pos) < 6 &&
 
			abs(v->y_pos - tcc->v->y_pos) < 6 ) {
 

	
 
		Vehicle *coll = v->First();
 

	
 
		/* it can't collide with its own wagons */
 
		if (tcc->v == coll ||
 
			(tcc->v->u.rail.track == TRACK_BIT_WORMHOLE && (tcc->v->direction & 2) != (v->direction & 2)))
 
			return NULL;
 

	
 
		/* two drivers + passengers killed in train tcc->v (if it was not crashed already) */
 
		if (!(tcc->v->vehstatus & VS_CRASHED)) {
 
			tcc->num += 2 + CountPassengersInTrain(tcc->v);
 
			SetVehicleCrashed(tcc->v);
 
		}
 

	
 
		if (!(coll->vehstatus & VS_CRASHED)) {
 
			/* two drivers + passengers killed in train coll (if it was not crashed already) */
 
			tcc->num += 2 + CountPassengersInTrain(coll);
 
			SetVehicleCrashed(coll);
 
		}
 
	}
 

	
 
	return NULL;
 
}
 

	
 
/**
 
 * Checks whether the specified train has a collision with another vehicle. If
 
 * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
 
 * Reports the incident in a flashy news item, modifies station ratings and
 
 * plays a sound.
 
 */
 
static void CheckTrainCollision(Vehicle *v)
 
{
 
	/* can't collide in depot */
 
	if (v->u.rail.track == TRACK_BIT_DEPOT) return;
 

	
 
	assert(v->u.rail.track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
 

	
 
	TrainCollideChecker tcc;
 
	tcc.v = v;
 
	tcc.v_skip = v->Next();
 
	tcc.num = 0;
 

	
 
	/* find colliding vehicles */
 
	if (v->u.rail.track == TRACK_BIT_WORMHOLE) {
 
		VehicleFromPos(v->tile, &tcc, FindTrainCollideEnum);
 
		if (IsBridgeTile(v->tile)) {
 
			VehicleFromPos(GetOtherBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
 
		} else {
 
			VehicleFromPos(GetOtherTunnelEnd(v->tile), &tcc, FindTrainCollideEnum);
 
		}
 
	} else {
 
		VehicleFromPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
 
	}
 

	
 
	/* any dead -> no crash */
 
	if (tcc.num == 0) return;
 

	
 
	SetDParam(0, tcc.num);
 
	AddNewsItem(STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL,
 
		NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ACCIDENT, 0),
 
		v->index,
 
		0
 
	);
 

	
 
	ModifyStationRatingAround(v->tile, v->owner, -160, 30);
 
	SndPlayVehicleFx(SND_13_BIG_CRASH, v);
 
}
 

	
 
static void *CheckVehicleAtSignal(Vehicle *v, void *data)
 
{
 
	Direction dir = *(Direction*)data;
 

	
 
	if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
 
		DirDiff diff = ChangeDirDiff(DirDifference(v->direction, dir), DIRDIFF_90RIGHT);
 

	
 
		if (diff == DIRDIFF_90RIGHT || (v->cur_speed <= 5 && diff <= DIRDIFF_REVERSE)) return v;
 
	}
 
	return NULL;
 
}
 

	
 
static void TrainController(Vehicle *v, bool update_image)
 
{
 
	Vehicle *prev;
 

	
 
	/* For every vehicle after and including the given vehicle */
 
	for (prev = v->Previous(); v != NULL; prev = v, v = v->Next()) {
 
		DiagDirection enterdir = DIAGDIR_BEGIN;
 
		bool update_signals = false;
 
		BeginVehicleMove(v);
 

	
 
		GetNewVehiclePosResult gp = GetNewVehiclePos(v);
 
		if (v->u.rail.track != TRACK_BIT_WORMHOLE) {
 
			/* Not inside tunnel */
 
			if (gp.old_tile == gp.new_tile) {
 
				/* Staying in the old tile */
 
				if (v->u.rail.track == TRACK_BIT_DEPOT) {
 
					/* Inside depot */
 
					gp.x = v->x_pos;
 
					gp.y = v->y_pos;
 
				} else {
 
					/* Not inside depot */
 

	
 
					if (IsFrontEngine(v) && !TrainCheckIfLineEnds(v)) return;
 

	
 
					uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
 
					if (HasBit(r, VETS_CANNOT_ENTER)) {
 
						goto invalid_rail;
 
					}
 
					if (HasBit(r, VETS_ENTERED_STATION)) {
 
						TrainEnterStation(v, r >> VETS_STATION_ID_OFFSET);
 
						return;
 
					}
 

	
 
					if (v->current_order.type == OT_LEAVESTATION) {
 
						v->current_order.Free();
 
						InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
 
					}
 
				}
 
			} else {
 
				/* A new tile is about to be entered. */
 

	
 
				/* Determine what direction we're entering the new tile from */
 
				Direction dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile);
 
				enterdir = DirToDiagDir(dir);
 
				assert(IsValidDiagDirection(enterdir));
 

	
 
				/* Get the status of the tracks in the new tile and mask
 
				 * away the bits that aren't reachable. */
 
				uint32 ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0) & _reachable_tracks[enterdir];
 

	
 
				/* Combine the from & to directions.
 
				 * Now, the lower byte contains the track status, and the byte at bit 16 contains
 
				 * the signal status. */
 
				uint32 tracks = ts | (ts >> 8);
 
				TrackBits bits = (TrackBits)(tracks & TRACK_BIT_MASK);
 
				if ((_patches.new_pathfinding_all || _patches.yapf.rail_use_yapf) && _patches.forbid_90_deg && prev == NULL) {
 
					/* We allow wagons to make 90 deg turns, because forbid_90_deg
 
					 * can be switched on halfway a turn */
 
					bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
 
				}
 

	
 
				if (bits == TRACK_BIT_NONE) goto invalid_rail;
 

	
 
				/* Check if the new tile contrains tracks that are compatible
 
				 * with the current train, if not, bail out. */
 
				if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
 

	
 
				TrackBits chosen_track;
 
				if (prev == NULL) {
 
					/* Currently the locomotive is active. Determine which one of the
 
					 * available tracks to choose */
 
					chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits));
 
					assert(chosen_track & tracks);
 

	
 
					/* Check if it's a red signal and that force proceed is not clicked. */
 
					if ((tracks >> 16) & chosen_track && v->u.rail.force_proceed == 0) {
 
						/* In front of a red signal
 
						 * find the first set bit in ts. need to do it in 2 steps, since
 
						 * FIND_FIRST_BIT only handles 6 bits at a time. */
 
						Trackdir i = FindFirstTrackdir((TrackdirBits)(uint16)ts);
 

	
 
						if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
 
							v->cur_speed = 0;
 
							v->subspeed = 0;
 
							v->progress = 255 - 100;
 
							if (++v->load_unload_time_rem < _patches.wait_oneway_signal * 20) return;
 
						} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
 
							v->cur_speed = 0;
 
							v->subspeed = 0;
 
							v->progress = 255 - 10;
 
							if (++v->load_unload_time_rem < _patches.wait_twoway_signal * 73) {
 
								TileIndex o_tile = gp.new_tile + TileOffsByDiagDir(enterdir);
 
								Direction rdir = ReverseDir(dir);
 

	
 
								/* check if a train is waiting on the other side */
 
								if (VehicleFromPos(o_tile, &rdir, &CheckVehicleAtSignal) == NULL) return;
 
							}
 
						}
 
						goto reverse_train_direction;
 
					}
 
				} else {
 
					static const TrackBits _matching_tracks[8] = {
 
							TRACK_BIT_LEFT  | TRACK_BIT_RIGHT, TRACK_BIT_X,
 
							TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y,
 
							TRACK_BIT_LEFT  | TRACK_BIT_RIGHT, TRACK_BIT_X,
 
							TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y
 
					};
 

	
 
					/* The wagon is active, simply follow the prev vehicle. */
 
					chosen_track = (TrackBits)(byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits);
 
				}
 

	
 
				/* Make sure chosen track is a valid track */
 
				assert(
 
						chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
 
						chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
 
						chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
 

	
 
				/* Update XY to reflect the entrance to the new tile, and select the direction to use */
 
				const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
 
				gp.x = (gp.x & ~0xF) | b[0];
 
				gp.y = (gp.y & ~0xF) | b[1];
 
				Direction chosen_dir = (Direction)b[2];
 

	
 
				/* Call the landscape function and tell it that the vehicle entered the tile */
 
				uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
 
				if (HasBit(r, VETS_CANNOT_ENTER)) {
 
					goto invalid_rail;
 
				}
 

	
 
				if (IsLevelCrossingTile(v->tile) && v->Next() == NULL) {
 
					UnbarCrossing(v->tile);
 
					MarkTileDirtyByTile(v->tile);
 
				}
 

	
 
				if (IsFrontEngine(v)) v->load_unload_time_rem = 0;
 

	
 
				if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
 
					v->tile = gp.new_tile;
 

	
 
					if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) {
 
						TrainPowerChanged(v->First());
 
					}
 

	
 
					v->u.rail.track = chosen_track;
 
					assert(v->u.rail.track);
 
				}
 

	
 
				/* We need to update signal status, but after the vehicle position hash
 
				 * has been updated by AfterSetTrainPos() */
 
				update_signals = true;
 

	
 
				if (prev == NULL) AffectSpeedByDirChange(v, chosen_dir);
 

	
 
				v->direction = chosen_dir;
 
			}
 
		} else {
 
			/* In tunnel or on a bridge */
 
			/* In a tunnel or on a bridge
 
			 * - for tunnels, only the part when the vehicle is not visible (part of enter/exit tile too)
 
			 * - for bridges, only the middle part - without the bridge heads */
 
			if (!(v->vehstatus & VS_HIDDEN)) {
 
				v->cur_speed =
 
					min(v->cur_speed, GetBridge(GetBridgeType(v->tile))->speed);
 
			}
 

	
 
			if (!(IsTunnelTile(gp.new_tile) || IsBridgeTile(gp.new_tile)) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
 
				v->x_pos = gp.x;
 
				v->y_pos = gp.y;
 
				VehiclePositionChanged(v);
 
				if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v);
 
				continue;
 
			}
 
		}
 

	
 
		/* update image of train, as well as delta XY */
 
		Direction newdir = GetNewVehicleDirection(v, gp.x, gp.y);
 
		v->UpdateDeltaXY(newdir);
 
		if (update_image) v->cur_image = v->GetImage(newdir);
 
		v->UpdateDeltaXY(v->direction);
 
		if (update_image) v->cur_image = v->GetImage(v->direction);
 

	
 
		v->x_pos = gp.x;
 
		v->y_pos = gp.y;
 

	
 
		/* update the Z position of the vehicle */
 
		byte old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));
 

	
 
		if (prev == NULL) {
 
			/* This is the first vehicle in the train */
 
			AffectSpeedByZChange(v, old_z);
 
		}
 

	
 
		if (update_signals) {
 
			if (IsFrontEngine(v)) TrainMovedChangeSignals(gp.new_tile, enterdir);
 

	
 
			/* Signals can only change when the first
 
			 * (above) or the last vehicle moves. */
 
			if (v->Next() == NULL) TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
 
		}
 
	}
 
	return;
 

	
 
invalid_rail:
 
	/* We've reached end of line?? */
 
	if (prev != NULL) error("!Disconnecting train");
 

	
 
reverse_train_direction:
 
	v->load_unload_time_rem = 0;
 
	v->cur_speed = 0;
 
	v->subspeed = 0;
 
	ReverseTrainDirection(v);
 
}
 

	
 
/**
 
 * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
 
 * train, then goes to the last wagon and deletes that. Each call to this function
 
 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
 
 * or inside a tunnel/bridge, recalculate the signals as they might need updating
 
 * @param v the Vehicle of which last wagon is to be removed
 
 */
 
static void DeleteLastWagon(Vehicle *v)
 
{
 
	/* Go to the last wagon and delete the link pointing there
 
	 * *u is then the one-before-last wagon, and *v the last
 
	 * one which will physicially be removed */
 
	Vehicle *u = v;
 
	for (; v->Next() != NULL; v = v->Next()) u = v;
 
	u->SetNext(NULL);
 

	
 
	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
 
	DeleteWindowById(WC_VEHICLE_VIEW, v->index);
 
	RebuildVehicleLists();
 
	InvalidateWindow(WC_COMPANY, v->owner);
 

	
 
	BeginVehicleMove(v);
 
	EndVehicleMove(v);
 

	
 
	delete v;
 

	
 
	if (v->u.rail.track != TRACK_BIT_DEPOT && v->u.rail.track != TRACK_BIT_WORMHOLE)
 
		SetSignalsOnBothDir(v->tile, FIND_FIRST_BIT(v->u.rail.track));
 

	
 
	/* Check if the wagon was on a road/rail-crossing and disable it if no
 
	 * others are on it */
 
	DisableTrainCrossing(v->tile);
 

	
 
	if (v->u.rail.track == TRACK_BIT_WORMHOLE) { // inside a tunnel / bridge
 
		TileIndex endtile = IsTunnel(v->tile) ? GetOtherTunnelEnd(v->tile) : GetOtherBridgeEnd(v->tile);
 

	
 
		if (GetVehicleTunnelBridge(v->tile, endtile) != NULL) return; // tunnel / bridge is busy
 

	
 
		DiagDirection dir = GetTunnelBridgeDirection(v->tile);
 

	
 
		/* v->direction is "random", so it cannot be used to determine the direction of the track */
 
		UpdateSignalsOnSegment(v->tile, dir);
 
		UpdateSignalsOnSegment(endtile, ReverseDiagDir(dir));
 
	}
 
}
 

	
 
static void ChangeTrainDirRandomly(Vehicle *v)
 
{
 
	static const DirDiff delta[] = {
 
		DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
 
	};
 

	
 
	do {
 
		/* We don't need to twist around vehicles if they're not visible */
 
		if (!(v->vehstatus & VS_HIDDEN)) {
 
			v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
 
			BeginVehicleMove(v);
 
			v->UpdateDeltaXY(v->direction);
 
			v->cur_image = v->GetImage(v->direction);
 
			/* Refrain from updating the z position of the vehicle when on
 
			   a bridge, because AfterSetTrainPos will put the vehicle under
 
			   the bridge in that case */
 
			if (v->u.rail.track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
 
		}
 
	} while ((v = v->Next()) != NULL);
 
}
 

	
 
static void HandleCrashedTrain(Vehicle *v)
 
{
 
	int state = ++v->u.rail.crash_anim_pos;
 

	
 
	if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
 
		CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
 
	}
 

	
 
	uint32 r;
 
	if (state <= 200 && Chance16R(1, 7, r)) {
 
		int index = (r * 10 >> 16);
 

	
 
		Vehicle *u = v;
 
		do {
 
			if (--index < 0) {
 
				r = Random();
 

	
 
				CreateEffectVehicleRel(u,
 
					GB(r,  8, 3) + 2,
 
					GB(r, 16, 3) + 2,
 
					GB(r,  0, 3) + 5,
 
					EV_EXPLOSION_SMALL);
 
				break;
 
			}
 
		} while ((u = u->Next()) != NULL);
 
	}
 

	
 
	if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
 

	
 
	if (state >= 4440 && !(v->tick_counter&0x1F)) {
 
		DeleteLastWagon(v);
 
		InvalidateWindow(WC_REPLACE_VEHICLE, (v->group_id << 16) | VEH_TRAIN);
 
	}
 
}
 

	
 
static void HandleBrokenTrain(Vehicle *v)
 
{
 
	if (v->breakdown_ctr != 1) {
 
		v->breakdown_ctr = 1;
 
		v->cur_speed = 0;
 

	
 
		if (v->breakdowns_since_last_service != 255)
 
			v->breakdowns_since_last_service++;
 

	
 
		InvalidateWindow(WC_VEHICLE_VIEW, v->index);
 
		InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
 

	
 
		if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
 
			SndPlayVehicleFx((_opt.landscape != LT_TOYLAND) ?
 
				SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
 
		}
 

	
 
		if (!(v->vehstatus & VS_HIDDEN)) {
 
			Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
 
			if (u != NULL) u->u.special.animation_state = v->breakdown_delay * 2;
 
		}
 
	}
 

	
 
	if (!(v->tick_counter & 3)) {
 
		if (!--v->breakdown_delay) {
 
			v->breakdown_ctr = 0;
 
			InvalidateWindow(WC_VEHICLE_VIEW, v->index);
 
		}
 
	}
 
}
 

	
 
static const byte _breakdown_speeds[16] = {
 
	225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
 
};
 

	
 
static bool TrainCheckIfLineEnds(Vehicle *v)
 
{
 
	int t = v->breakdown_ctr;
 
	if (t > 1) {
 
		v->vehstatus |= VS_TRAIN_SLOWING;
 

	
 
		uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
 
		if (break_speed < v->cur_speed) v->cur_speed = break_speed;
 
	} else {
 
		v->vehstatus &= ~VS_TRAIN_SLOWING;
 
	}
 

	
 
	if (v->u.rail.track == TRACK_BIT_WORMHOLE) return true; // exit if inside a tunnel
 
	if (v->u.rail.track == TRACK_BIT_DEPOT) return true; // exit if inside a depot
 

	
 
	TileIndex tile = v->tile;
 

	
 
	if (IsTileType(tile, MP_TUNNELBRIDGE)) {
 
		DiagDirection dir = GetTunnelBridgeDirection(tile);
 
		if (DiagDirToDir(dir) == v->direction) return true;
 
	}
 

	
 
	// depot?
 
	/* XXX -- When enabled, this makes it possible to crash trains of others
 
	     (by building a depot right against a station) */
 
/*	if (IsTileType(tile, MP_RAILWAY) && GetRailTileType(tile) == RAIL_TILE_DEPOT_WAYPOINT)
 
		return true;*/
 

	
 
	/* Determine the non-diagonal direction in which we will exit this tile */
 
	DiagDirection dir = DirToDiagDir(v->direction);
 
	if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[dir]) {
 
		dir = ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT);
 
	}
 
	/* Calculate next tile */
 
	tile += TileOffsByDiagDir(dir);
 
	// determine the track status on the next tile.
 
	uint32 ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0) & _reachable_tracks[dir];
 

	
 
	/* Calc position within the current tile ?? */
 
	uint x = v->x_pos & 0xF;
 
	uint y = v->y_pos & 0xF;
 

	
 
	switch (v->direction) {
 
		case DIR_N : x = ~x + ~y + 24; break;
 
		case DIR_NW: x = y;            /* FALLTHROUGH */
 
		case DIR_NE: x = ~x + 16;      break;
 
		case DIR_E : x = ~x + y + 8;   break;
 
		case DIR_SE: x = y;            break;
 
		case DIR_S : x = x + y - 8;    break;
 
		case DIR_W : x = ~y + x + 8;   break;
 
		default: break;
 
	}
 

	
 
	if (GB(ts, 0, 16) != 0) {
 
		/* If we approach a rail-piece which we can't enter, or the back of a depot, don't enter it! */
 
		if (x + 4 >= TILE_SIZE &&
 
				(!CheckCompatibleRail(v, tile) ||
 
				(IsTileDepotType(tile, TRANSPORT_RAIL) &&
 
				GetRailDepotDirection(tile) == dir))) {
 
			v->cur_speed = 0;
 
			ReverseTrainDirection(v);
 
			return false;
 
		}
 
		if ((ts &= (ts >> 16)) == 0) {
 
			/* make a rail/road crossing red
 
			 * do not make crossing red behind depot the train is entering */
 
			if (IsLevelCrossingTile(tile) && (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || GetRailDepotDirection(v->tile) == dir)) {
 
				if (!IsCrossingBarred(tile)) {
 
					BarCrossing(tile);
 
					SndPlayVehicleFx(SND_0E_LEVEL_CROSSING, v);
 
					MarkTileDirtyByTile(tile);
 
				}
 
			}
 
			return true;
 
		}
 
	} else if (x + 4 >= TILE_SIZE) {
 
		v->cur_speed = 0;
 
		ReverseTrainDirection(v);
 
		return false;
 
	}
 

	
 
	/* slow down */
 
	v->vehstatus |= VS_TRAIN_SLOWING;
 
	uint16 break_speed = _breakdown_speeds[x & 0xF];
 
	if (!(v->direction & 1)) break_speed >>= 1;
 
	if (break_speed < v->cur_speed) v->cur_speed = break_speed;
 

	
 
	return true;
 
}
 

	
 
static void TrainLocoHandler(Vehicle *v, bool mode)
 
{
 
	/* train has crashed? */
 
	if (v->vehstatus & VS_CRASHED) {
 
		if (!mode) HandleCrashedTrain(v);
 
		return;
 
	}
 

	
 
	if (v->u.rail.force_proceed != 0) v->u.rail.force_proceed--;
 

	
 
	/* train is broken down? */
 
	if (v->breakdown_ctr != 0) {
 
		if (v->breakdown_ctr <= 2) {
 
			HandleBrokenTrain(v);
 
			return;
 
		}
 
		v->breakdown_ctr--;
 
	}
 

	
 
	if (HasBit(v->u.rail.flags, VRF_REVERSING) && v->cur_speed == 0) {
 
		ReverseTrainDirection(v);
 
	}
 

	
 
	/* exit if train is stopped */
 
	if (v->vehstatus & VS_STOPPED && v->cur_speed == 0) return;
 

	
 
	if (ProcessTrainOrder(v)) {
 
		v->load_unload_time_rem = 0;
 
		v->cur_speed = 0;
 
		v->subspeed = 0;
 
		ReverseTrainDirection(v);
 
		return;
 
	}
 

	
 
	v->HandleLoading(mode);
 

	
 
	if (v->current_order.type == OT_LOADING) return;
 

	
 
	if (CheckTrainStayInDepot(v)) return;
 

	
 
	if (!mode) HandleLocomotiveSmokeCloud(v);
 

	
 
	int j = UpdateTrainSpeed(v);
 
	if (j == 0) {
 
		/* if the vehicle has speed 0, update the last_speed field. */
 
		if (v->cur_speed != 0) return;
 
	} else {
 
		TrainCheckIfLineEnds(v);
 

	
 
		do {
 
			TrainController(v, true);
 
			CheckTrainCollision(v);
 
			if (v->cur_speed <= 0x100)
 
				break;
 
		} while (--j != 0);
 
	}
 

	
 
	SetLastSpeed(v, v->cur_speed);
 
}
 

	
 

	
 

	
 
Money Train::GetRunningCost() const
 
{
 
	Money cost = 0;
 
	const Vehicle *v = this;
 

	
 
	do {
 
		const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
 

	
 
		byte cost_factor = GetVehicleProperty(v, 0x0D, rvi->running_cost_base);
 
		if (cost_factor == 0) continue;
 

	
 
		cost += cost_factor * _price.running_rail[rvi->running_cost_class];
 
	} while ((v = GetNextVehicle(v)) != NULL);
 

	
 
	return cost;
 
}
 

	
 

	
 
void Train::Tick()
 
{
 
	if (_age_cargo_skip_counter == 0) this->cargo.AgeCargo();
 

	
 
	this->tick_counter++;
 

	
 
	if (IsFrontEngine(this)) {
 
		this->current_order_time++;
 

	
 
		TrainLocoHandler(this, false);
 

	
 
		/* make sure vehicle wasn't deleted. */
 
		if (this->type == VEH_TRAIN && IsFrontEngine(this))
 
			TrainLocoHandler(this, true);
 
	} else if (IsFreeWagon(this) && HASBITS(this->vehstatus, VS_CRASHED)) {
 
		/* Delete flooded standalone wagon chain */
 
		if (++this->u.rail.crash_anim_pos >= 4400) DeleteVehicleChain(this);
 
	}
 
}
 

	
 
#define MAX_ACCEPTABLE_DEPOT_DIST 16
 

	
 
static void CheckIfTrainNeedsService(Vehicle *v)
 
{
 
	if (_patches.servint_trains == 0 || !VehicleNeedsService(v)) return;
 
	if (v->IsInDepot()) {
 
		VehicleServiceInDepot(v);
 
		return;
 
	}
 

	
 
	TrainFindDepotData tfdd = FindClosestTrainDepot(v, MAX_ACCEPTABLE_DEPOT_DIST);
 
	/* Only go to the depot if it is not too far out of our way. */
 
	if (tfdd.best_length == (uint)-1 || tfdd.best_length > MAX_ACCEPTABLE_DEPOT_DIST) {
 
		if (v->current_order.type == OT_GOTO_DEPOT) {
 
			/* If we were already heading for a depot but it has
 
			 * suddenly moved farther away, we continue our normal
 
			 * schedule? */
 
			v->current_order.type = OT_DUMMY;
 
			v->current_order.flags = 0;
 
			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
 
		}
 
		return;
 
	}
 

	
 
	const Depot* depot = GetDepotByTile(tfdd.tile);
 

	
 
	if (v->current_order.type == OT_GOTO_DEPOT &&
 
			v->current_order.dest != depot->index &&
 
			!Chance16(3, 16)) {
 
		return;
 
	}
 

	
 
	v->current_order.type = OT_GOTO_DEPOT;
 
	v->current_order.flags = OF_NON_STOP;
 
	v->current_order.dest = depot->index;
 
	v->dest_tile = tfdd.tile;
 
	InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
 
}
 

	
 
void OnNewDay_Train(Vehicle *v)
 
{
 
	if ((++v->day_counter & 7) == 0) DecreaseVehicleValue(v);
 

	
 
	if (IsFrontEngine(v)) {
 
		CheckVehicleBreakdown(v);
 
		AgeVehicle(v);
 

	
 
		CheckIfTrainNeedsService(v);
 

	
 
		CheckOrders(v);
 

	
 
		/* update destination */
 
		if (v->current_order.type == OT_GOTO_STATION) {
 
			TileIndex tile = GetStation(v->current_order.dest)->train_tile;
 
			if (tile != 0) v->dest_tile = tile;
 
		}
 

	
 
		if ((v->vehstatus & VS_STOPPED) == 0) {
 
			/* running costs */
 
			CommandCost cost(v->GetRunningCost() / 364);
 

	
 
			v->profit_this_year -= cost.GetCost() >> 8;
 

	
 
			SET_EXPENSES_TYPE(EXPENSES_TRAIN_RUN);
 
			SubtractMoneyFromPlayerFract(v->owner, cost);
 

	
 
			InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
 
			InvalidateWindowClasses(WC_TRAINS_LIST);
 
		}
 
	} else if (IsTrainEngine(v)) {
 
		/* Also age engines that aren't front engines */
 
		AgeVehicle(v);
 
	}
 
}
 

	
 
void TrainsYearlyLoop()
 
{
 
	Vehicle *v;
 

	
 
	FOR_ALL_VEHICLES(v) {
 
		if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
 
			/* show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
 
			if (_patches.train_income_warn && v->owner == _local_player && v->age >= 730 && v->profit_this_year < 0) {
 
				SetDParam(1, v->profit_this_year);
 
				SetDParam(0, v->unitnumber);
 
				AddNewsItem(
 
					STR_TRAIN_IS_UNPROFITABLE,
 
					NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
 
					v->index,
 
					0);
 
			}
 

	
 
			v->profit_last_year = v->profit_this_year;
 
			v->profit_this_year = 0;
 
			InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
 
		}
 
	}
 
}
 

	
 

	
 
void InitializeTrains()
 
{
 
	_age_cargo_skip_counter = 1;
 
}
 

	
 
/*
 
 * Link front and rear multiheaded engines to each other
 
 * This is done when loading a savegame
 
 */
 
void ConnectMultiheadedTrains()
 
{
 
	Vehicle *v;
 

	
 
	FOR_ALL_VEHICLES(v) {
 
		if (v->type == VEH_TRAIN) {
 
			v->u.rail.other_multiheaded_part = NULL;
 
		}
 
	}
 

	
 
	FOR_ALL_VEHICLES(v) {
 
		if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
 
			Vehicle *u = v;
 

	
 
			BEGIN_ENUM_WAGONS(u) {
 
				if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one
 

	
 
				if (IsMultiheaded(u)) {
 
					if (!IsTrainEngine(u)) {
 
						/* we got a rear car without a front car. We will convert it to a front one */
 
						SetTrainEngine(u);
 
						u->spritenum--;
 
					}
 

	
 
					Vehicle *w;
 
					for (w = u->Next(); w != NULL && (w->engine_type != u->engine_type || w->u.rail.other_multiheaded_part != NULL); w = GetNextVehicle(w));
 
					if (w != NULL) {
 
						/* we found a car to partner with this engine. Now we will make sure it face the right way */
 
						if (IsTrainEngine(w)) {
 
							ClearTrainEngine(w);
 
							w->spritenum++;
 
						}
 
						w->u.rail.other_multiheaded_part = u;
 
						u->u.rail.other_multiheaded_part = w;
 
					} else {
 
						/* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
 
						ClearMultiheaded(u);
 
					}
 
				}
 
			} END_ENUM_WAGONS(u)
 
		}
 
	}
 
}
 

	
 
/**
 
 *  Converts all trains to the new subtype format introduced in savegame 16.2
 
 *  It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found
 
 */
 
void ConvertOldMultiheadToNew()
 
{
 
	Vehicle *v;
 
	FOR_ALL_VEHICLES(v) {
 
		if (v->type == VEH_TRAIN) {
 
			SetBit(v->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
 
		}
 
	}
 

	
 
	FOR_ALL_VEHICLES(v) {
 
		if (v->type == VEH_TRAIN) {
 
			if (HasBit(v->subtype, 7) && ((v->subtype & ~0x80) == 0 || (v->subtype & ~0x80) == 4)) {
 
				Vehicle *u = v;
 

	
 
				BEGIN_ENUM_WAGONS(u) {
 
					const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
 

	
 
					ClrBit(u->subtype, 7);
 
					switch (u->subtype) {
 
						case 0: /* TS_Front_Engine */
 
							if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u);
 
							SetFrontEngine(u);
 
							SetTrainEngine(u);
 
							break;
 

	
 
						case 1: /* TS_Artic_Part */
 
							u->subtype = 0;
 
							SetArticulatedPart(u);
 
							break;
 

	
 
						case 2: /* TS_Not_First */
 
							u->subtype = 0;
 
							if (rvi->railveh_type == RAILVEH_WAGON) {
 
								// normal wagon
 
								SetTrainWagon(u);
 
								break;
 
							}
 
							if (rvi->railveh_type == RAILVEH_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
 
								// rear end of a multiheaded engine
 
								SetMultiheaded(u);
 
								break;
 
							}
 
							if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u);
 
							SetTrainEngine(u);
 
							break;
 

	
 
						case 4: /* TS_Free_Car */
 
							u->subtype = 0;
 
							SetTrainWagon(u);
 
							SetFreeWagon(u);
 
							break;
 
						default: NOT_REACHED(); break;
 
					}
 
				} END_ENUM_WAGONS(u)
 
			}
 
		}
 
	}
 
}
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