Changeset - r13967:0df597ac93ec
[Not reviewed]
master
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rubidium - 15 years ago 2009-12-16 16:23:44
rubidium@openttd.org
(svn r18515) -Change: make it visible when you're to pass the next signal on danger and possible to cancel it
-Fix [FS#2891]: when you pass a signal at danger, in a PBS controlled area, don't try to do the 'safe' thing and stop, but continue going; the user wanted the train to pass the signal at danger so (s)he has to suffer the consequences. Ofcourse one can always stop the train manually.
3 files changed with 43 insertions and 2 deletions:
0 comments (0 inline, 0 general)
src/saveload/afterload.cpp
Show inline comments
 
@@ -1964,12 +1964,21 @@ bool AfterLoadGame()
 
		FOR_ALL_DEPOTS(d) {
 
			_m[d->xy].m2 = d->index;
 
			if (IsTileType(d->xy, MP_WATER)) _m[GetOtherShipDepotTile(d->xy)].m2 = d->index;
 
		}
 
	}
 

	
 
	/* The behaviour of force_proceed has been changed. Now
 
	 * it counts signals instead of some random time out. */
 
	if (CheckSavegameVersion(131)) {
 
		Train *t;
 
		FOR_ALL_TRAINS(t) {
 
			t->force_proceed = min<byte>(t->force_proceed, 1);
 
		}
 
	}
 

	
 
	/* Road stops is 'only' updating some caches */
 
	AfterLoadRoadStops();
 
	AfterLoadLabelMaps();
 

	
 
	GamelogPrintDebug(1);
 

	
src/train_cmd.cpp
Show inline comments
 
@@ -1987,12 +1987,15 @@ CommandCost CmdReverseTrainDirection(Til
 
		}
 

	
 
		if (flags & DC_EXEC) {
 
			ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
 
			SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
 
			SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
 
			/* We cancel any 'skip signal at dangers' here */
 
			v->force_proceed = 0;
 
			SetWindowDirty(WC_VEHICLE_VIEW, v->index);
 
		}
 
	} else {
 
		/* turn the whole train around */
 
		if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
 

	
 
		if (flags & DC_EXEC) {
 
@@ -2004,12 +2007,16 @@ CommandCost CmdReverseTrainDirection(Til
 
				/* not a station || different station --> leave the station */
 
				if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
 
					v->LeaveStation();
 
				}
 
			}
 

	
 
			/* We cancel any 'skip signal at dangers' here */
 
			v->force_proceed = 0;
 
			SetWindowDirty(WC_VEHICLE_VIEW, v->index);
 

	
 
			if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && v->cur_speed != 0) {
 
				ToggleBit(v->flags, VRF_REVERSING);
 
			} else {
 
				v->cur_speed = 0;
 
				SetLastSpeed(v, 0);
 
				HideFillingPercent(&v->fill_percent_te_id);
 
@@ -2030,13 +2037,21 @@ CommandCost CmdReverseTrainDirection(Til
 
 */
 
CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
 
{
 
	Train *t = Train::GetIfValid(p1);
 
	if (t == NULL || !CheckOwnership(t->owner)) return CMD_ERROR;
 

	
 
	if (flags & DC_EXEC) t->force_proceed = 0x50;
 
	if (flags & DC_EXEC) {
 
		/* If we are forced to proceed, cancel that order.
 
		 * If we are marked stuck we would want to force the train
 
		 * to proceed to the next signal. In the other cases we
 
		 * would like to pass the signal at danger and run till the
 
		 * next signal we encounter. */
 
		t->force_proceed = t->force_proceed == 2 ? 0 : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? 1 : 2;
 
		SetWindowDirty(WC_VEHICLE_VIEW, t->index);
 
	}
 

	
 
	return CommandCost();
 
}
 

	
 
/** Refits a train to the specified cargo type.
 
 * @param tile unused
 
@@ -3345,12 +3360,27 @@ static void TrainController(Train *v, Ve
 
				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, false, NULL, true));
 
					assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
 

	
 
					if (v->force_proceed != 0 && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
 
						/* For each signal we find decrease the counter by one.
 
						 * We start at two, so the first signal we pass decreases
 
						 * this to one, then if we reach the next signal it is
 
						 * decreased to zero and we won't pass that new signal. */
 
						Trackdir dir = FindFirstTrackdir(trackdirbits);
 
						if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
 
								!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
 
							/* However, we do not want to be stopped by PBS signals
 
							 * entered via the back. */
 
							v->force_proceed--;
 
							SetWindowDirty(WC_VEHICLE_VIEW, v->index);
 
						}
 
					}
 

	
 
					/* Check if it's a red signal and that force proceed is not clicked. */
 
					if ((red_signals & chosen_track) && v->force_proceed == 0) {
 
						/* In front of a red signal */
 
						Trackdir i = FindFirstTrackdir(trackdirbits);
 

	
 
						/* Don't handle stuck trains here. */
 
@@ -3918,13 +3948,12 @@ static bool TrainLocoHandler(Train *v, b
 
	/* train has crashed? */
 
	if (v->vehstatus & VS_CRASHED) {
 
		return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
 
	}
 

	
 
	if (v->force_proceed != 0) {
 
		v->force_proceed--;
 
		ClrBit(v->flags, VRF_TRAIN_STUCK);
 
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
 
	}
 

	
 
	/* train is broken down? */
 
	if (v->breakdown_ctr != 0) {
 
@@ -4003,12 +4032,14 @@ static bool TrainLocoHandler(Train *v, b
 
	}
 

	
 
	int j = UpdateTrainSpeed(v);
 

	
 
	/* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
 
	if (v->cur_speed == 0 && v->tcache.last_speed == 0 && (v->vehstatus & VS_STOPPED)) {
 
		/* If we manually stopped, we're not force-proceeding anymore. */
 
		v->force_proceed = 0;
 
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
 
	}
 

	
 
	int adv_spd = (v->direction & 1) ? 192 : 256;
 
	if (j < adv_spd) {
 
		/* if the vehicle has speed 0, update the last_speed field. */
src/vehicle_gui.cpp
Show inline comments
 
@@ -1956,12 +1956,13 @@ public:
 

	
 
		this->SetWidgetDisabledState(VVW_WIDGET_GOTO_DEPOT, !is_localcompany);
 
		this->SetWidgetDisabledState(VVW_WIDGET_REFIT_VEH, !refitable_and_stopped_in_depot || !is_localcompany);
 
		this->SetWidgetDisabledState(VVW_WIDGET_CLONE_VEH, !is_localcompany);
 

	
 
		if (v->type == VEH_TRAIN) {
 
			this->SetWidgetLoweredState(VVW_WIDGET_FORCE_PROCEED, Train::From(v)->force_proceed == 2);
 
			this->SetWidgetDisabledState(VVW_WIDGET_FORCE_PROCEED, !is_localcompany);
 
			this->SetWidgetDisabledState(VVW_WIDGET_TURN_AROUND, !is_localcompany);
 
		}
 

	
 
		this->DrawWidgets();
 
	}
0 comments (0 inline, 0 general)