Changeset - r14203:aea88883737e
[Not reviewed]
master
0 12 0
rubidium - 15 years ago 2010-01-09 14:43:08
rubidium@openttd.org
(svn r18764) -Fix [FS#3422]: split the (un)load ticks counter and signal wait counter; sometimes they might get into eachother's way
12 files changed with 57 insertions and 47 deletions:
0 comments (0 inline, 0 general)
src/aircraft.h
Show inline comments
 
@@ -85,6 +85,9 @@ struct Aircraft : public SpecializedVehi
 
	DirectionByte last_direction;
 
	byte number_consecutive_turns;
 

	
 
	/** Ticks between each turn to prevent > 45 degree turns. */
 
	byte turn_counter;
 

	
 
	/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
 
	Aircraft() : SpecializedVehicle<Aircraft, VEH_AIRCRAFT>() {}
 
	/** We want to 'destruct' the right class. */
src/aircraft_cmd.cpp
Show inline comments
 
@@ -979,7 +979,7 @@ static bool AircraftController(Aircraft 
 
	count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
 
	if (count == 0) return false;
 

	
 
	if (v->time_counter != 0) v->time_counter--;
 
	if (v->turn_counter != 0) v->turn_counter--;
 

	
 
	do {
 

	
 
@@ -1003,13 +1003,13 @@ static bool AircraftController(Aircraft 
 
			Direction newdir = GetDirectionTowards(v, x + amd->x, y + amd->y);
 
			if (newdir != v->direction) {
 
				if (amd->flag & AMED_SLOWTURN && v->number_consecutive_turns < 8 && v->subtype == AIR_AIRCRAFT) {
 
					if (v->time_counter == 0 || newdir == v->last_direction) {
 
					if (v->turn_counter == 0 || newdir == v->last_direction) {
 
						if (newdir == v->last_direction) {
 
							v->number_consecutive_turns = 0;
 
						} else {
 
							v->number_consecutive_turns++;
 
						}
 
						v->time_counter = 2 * _settings_game.vehicle.plane_speed;
 
						v->turn_counter = 2 * _settings_game.vehicle.plane_speed;
 
						v->last_direction = v->direction;
 
						v->direction = newdir;
 
					}
src/economy.cpp
Show inline comments
 
@@ -1084,7 +1084,7 @@ void PrepareUnload(Vehicle *front_v)
 
	ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
 

	
 
	/* Start unloading in at the first possible moment */
 
	front_v->time_counter = 1;
 
	front_v->load_unload_ticks = 1;
 

	
 
	if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
 
		for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
 
@@ -1110,10 +1110,10 @@ static void LoadUnloadVehicle(Vehicle *v
 
{
 
	assert(v->current_order.IsType(OT_LOADING));
 

	
 
	assert(v->time_counter != 0);
 
	assert(v->load_unload_ticks != 0);
 

	
 
	/* We have not waited enough time till the next round of loading/unloading */
 
	if (--v->time_counter != 0) {
 
	if (--v->load_unload_ticks != 0) {
 
		if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
 
			/* 'Reserve' this cargo for this vehicle, because we were first. */
 
			for (; v != NULL; v = v->Next()) {
 
@@ -1131,7 +1131,7 @@ static void LoadUnloadVehicle(Vehicle *v
 
		/* The train reversed in the station. Take the "easy" way
 
		 * out and let the train just leave as it always did. */
 
		SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
 
		v->time_counter = 1;
 
		v->load_unload_ticks = 1;
 
		return;
 
	}
 

	
 
@@ -1364,7 +1364,7 @@ static void LoadUnloadVehicle(Vehicle *v
 
	}
 

	
 
	/* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
 
	v->time_counter = max(1, unloading_time);
 
	v->load_unload_ticks = max(1, unloading_time);
 

	
 
	if (completely_emptied) {
 
		TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
src/newgrf_engine.cpp
Show inline comments
 
@@ -709,8 +709,8 @@ static uint32 VehicleGetVariable(const R
 
		case 0x0B: return v->current_order.GetDestination();
 
		case 0x0C: return v->GetNumOrders();
 
		case 0x0D: return v->cur_order_index;
 
		case 0x10: return v->time_counter;
 
		case 0x11: return GB(v->time_counter, 8, 8);
 
		case 0x10: return v->load_unload_ticks;
 
		case 0x11: return GB(v->load_unload_ticks, 8, 8);
 
		case 0x12: return max(v->date_of_last_service - DAYS_TILL_ORIGINAL_BASE_YEAR, 0);
 
		case 0x13: return GB(max(v->date_of_last_service - DAYS_TILL_ORIGINAL_BASE_YEAR, 0), 8, 8);
 
		case 0x14: return v->service_interval;
src/saveload/afterload.cpp
Show inline comments
 
@@ -1997,6 +1997,19 @@ bool AfterLoadGame()
 
		}
 
	}
 

	
 
	/* Wait counter and load/unload ticks got split. */
 
	if (CheckSavegameVersion(136)) {
 
		Aircraft *a;
 
		FOR_ALL_AIRCRAFT(a) {
 
			a->turn_counter = a->current_order.IsType(OT_LOADING) ? 0 : a->load_unload_ticks;
 
		}
 

	
 
		Train *t;
 
		FOR_ALL_TRAINS(t) {
 
			t->wait_counter = t->current_order.IsType(OT_LOADING) ? 0 : t->load_unload_ticks;
 
		}
 
	}
 

	
 
	/* Road stops is 'only' updating some caches */
 
	AfterLoadRoadStops();
 
	AfterLoadLabelMaps();
src/saveload/oldloader_sl.cpp
Show inline comments
 
@@ -1129,7 +1129,7 @@ static const OldChunks vehicle_chunk[] =
 
	OCL_NULL ( 1 ), ///< num_orders, now calculated
 
	OCL_SVAR(  OC_UINT8, Vehicle, cur_order_index ),
 
	OCL_SVAR(   OC_TILE, Vehicle, dest_tile ),
 
	OCL_SVAR( OC_UINT16, Vehicle, time_counter ),
 
	OCL_SVAR( OC_UINT16, Vehicle, load_unload_ticks ),
 
	OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Vehicle, date_of_last_service ),
 
	OCL_SVAR( OC_UINT16, Vehicle, service_interval ),
 
	OCL_SVAR( OC_FILE_U8 | OC_VAR_U16, Vehicle, last_station_visited ),
src/saveload/saveload.cpp
Show inline comments
 
@@ -47,7 +47,7 @@
 

	
 
#include "saveload_internal.h"
 

	
 
extern const uint16 SAVEGAME_VERSION = 135;
 
extern const uint16 SAVEGAME_VERSION = 136;
 

	
 
SavegameType _savegame_type; ///< type of savegame we are loading
 

	
src/saveload/vehicle_sl.cpp
Show inline comments
 
@@ -495,7 +495,7 @@ const SaveLoad *GetVehicleDescription(Ve
 
		 SLE_CONDVAR(Vehicle, build_year,            SLE_FILE_U8 | SLE_VAR_I32,    0,  30),
 
		 SLE_CONDVAR(Vehicle, build_year,            SLE_INT32,                   31, SL_MAX_VERSION),
 

	
 
		     SLE_VAR(Vehicle, time_counter,          SLE_UINT16),
 
		     SLE_VAR(Vehicle, load_unload_ticks,     SLE_UINT16),
 
		SLEG_CONDVAR(         _cargo_paid_for,       SLE_UINT16,                  45, SL_MAX_VERSION),
 
		 SLE_CONDVAR(Vehicle, vehicle_flags,         SLE_UINT8,                   40, SL_MAX_VERSION),
 

	
 
@@ -540,6 +540,8 @@ const SaveLoad *GetVehicleDescription(Ve
 
		 SLE_CONDVAR(Train, flags,               SLE_UINT16,                 100, SL_MAX_VERSION),
 
		SLE_CONDNULL(2, 2, 59),
 

	
 
		 SLE_CONDVAR(Train, wait_counter,        SLE_UINT16,                 136, SL_MAX_VERSION),
 

	
 
		SLE_CONDNULL(2, 2, 19),
 
		/* reserve extra space in savegame here. (currently 11 bytes) */
 
		SLE_CONDNULL(11, 2, SL_MAX_VERSION),
 
@@ -593,6 +595,8 @@ const SaveLoad *GetVehicleDescription(Ve
 
		 SLE_CONDVAR(Aircraft, last_direction,        SLE_UINT8,                    2, SL_MAX_VERSION),
 
		 SLE_CONDVAR(Aircraft, number_consecutive_turns, SLE_UINT8,                 2, SL_MAX_VERSION),
 

	
 
		 SLE_CONDVAR(Aircraft, turn_counter,          SLE_UINT8,                  136, SL_MAX_VERSION),
 

	
 
		/* reserve extra space in savegame here. (currently 13 bytes) */
 
		SLE_CONDNULL(13,                                                           2, SL_MAX_VERSION),
 

	
src/train.h
Show inline comments
 
@@ -114,6 +114,9 @@ struct Train : public SpecializedVehicle
 
	RailTypeByte railtype;
 
	RailTypes compatible_railtypes;
 

	
 
	/** Ticks waiting in front of a signal, ticks being stuck or a counter for forced proceeding through signals. */
 
	uint16 wait_counter;
 

	
 
	/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
 
	Train() : SpecializedVehicle<Train, VEH_TRAIN>() {}
 
	/** We want to 'destruct' the right class. */
src/train_cmd.cpp
Show inline comments
 
@@ -1614,10 +1614,7 @@ static void MarkTrainAsStuck(Train *v)
 
		/* It is the first time the problem occured, set the "train stuck" flag. */
 
		SetBit(v->flags, VRF_TRAIN_STUCK);
 

	
 
		/* When loading the vehicle is already stopped. No need to change that. */
 
		if (v->current_order.IsType(OT_LOADING)) return;
 

	
 
		v->time_counter = 0;
 
		v->wait_counter = 0;
 

	
 
		/* Stop train */
 
		v->cur_speed = 0;
 
@@ -1957,7 +1954,7 @@ static void ReverseTrainDirection(Train 
 
	} else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
 
		/* A train not inside a PBS block can't be stuck. */
 
		ClrBit(v->flags, VRF_TRAIN_STUCK);
 
		v->time_counter = 0;
 
		v->wait_counter = 0;
 
	}
 
}
 

	
 
@@ -2304,12 +2301,12 @@ static bool CheckTrainStayInDepot(Train 
 

	
 
	if (v->force_proceed == 0) {
 
		/* force proceed was not pressed */
 
		if (++v->time_counter < 37) {
 
		if (++v->wait_counter < 37) {
 
			SetWindowClassesDirty(WC_TRAINS_LIST);
 
			return true;
 
		}
 

	
 
		v->time_counter = 0;
 
		v->wait_counter = 0;
 

	
 
		seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
 
		if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
 
@@ -2914,12 +2911,7 @@ bool TryPathReserve(Train *v, bool mark_
 
	}
 

	
 
	if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
 
		/* This might be called when a train is loading. At that time the counter
 
		 * is (mis)used (or rather PBS misuses it) for determining how long to wait
 
		 * till going to the next load cycle. If that number is set to 0 the wait
 
		 * for loading will be 65535 ticks, which is not what we want. Actually, We
 
		 * do not want to reset the waiting period during loading in any case. */
 
		if (!v->current_order.IsType(OT_LOADING)) v->time_counter = 0;
 
		v->wait_counter = 0;
 
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
 
	}
 
	ClrBit(v->flags, VRF_TRAIN_STUCK);
 
@@ -3396,12 +3388,12 @@ static void TrainController(Train *v, Ve
 
							v->cur_speed = 0;
 
							v->subspeed = 0;
 
							v->progress = 255 - 100;
 
							if (_settings_game.pf.wait_oneway_signal == 255 || ++v->time_counter < _settings_game.pf.wait_oneway_signal * 20) return;
 
							if (_settings_game.pf.wait_oneway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
 
						} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
 
							v->cur_speed = 0;
 
							v->subspeed = 0;
 
							v->progress = 255 - 10;
 
							if (_settings_game.pf.wait_twoway_signal == 255 || ++v->time_counter < _settings_game.pf.wait_twoway_signal * 73) {
 
							if (_settings_game.pf.wait_twoway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
 
								DiagDirection exitdir = TrackdirToExitdir(i);
 
								TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
 

	
 
@@ -3415,7 +3407,7 @@ static void TrainController(Train *v, Ve
 
						/* If we would reverse but are currently in a PBS block and
 
						 * reversing of stuck trains is disabled, don't reverse. */
 
						if (_settings_game.pf.wait_for_pbs_path == 255 && UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
 
							v->time_counter = 0;
 
							v->wait_counter = 0;
 
							return;
 
						}
 
						goto reverse_train_direction;
 
@@ -3509,7 +3501,7 @@ static void TrainController(Train *v, Ve
 
				}
 

	
 
				if (v->IsFrontEngine()) {
 
					v->time_counter = 0;
 
					v->wait_counter = 0;
 

	
 
					/* If we are approching a crossing that is reserved, play the sound now. */
 
					TileIndex crossing = TrainApproachingCrossingTile(v);
 
@@ -3601,7 +3593,7 @@ invalid_rail:
 
	if (prev != NULL) error("Disconnecting train");
 

	
 
reverse_train_direction:
 
	v->time_counter = 0;
 
	v->wait_counter = 0;
 
	v->cur_speed = 0;
 
	v->subspeed = 0;
 
	ReverseTrainDirection(v);
 
@@ -3979,7 +3971,7 @@ static bool TrainLocoHandler(Train *v, b
 

	
 
	bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
 
	if (ProcessOrders(v) && CheckReverseTrain(v)) {
 
		v->time_counter = 0;
 
		v->wait_counter = 0;
 
		v->cur_speed = 0;
 
		v->subspeed = 0;
 
		ReverseTrainDirection(v);
 
@@ -4001,17 +3993,17 @@ static bool TrainLocoHandler(Train *v, b
 

	
 
	/* Handle stuck trains. */
 
	if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
 
		++v->time_counter;
 
		++v->wait_counter;
 

	
 
		/* Should we try reversing this tick if still stuck? */
 
		bool turn_around = v->time_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
 

	
 
		if (!turn_around && v->time_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == 0) return true;
 
		bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
 

	
 
		if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == 0) return true;
 
		if (!TryPathReserve(v)) {
 
			/* Still stuck. */
 
			if (turn_around) ReverseTrainDirection(v);
 

	
 
			if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->time_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
 
			if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
 
				/* Show message to player. */
 
				if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
 
					SetDParam(0, v->index);
 
@@ -4021,12 +4013,12 @@ static bool TrainLocoHandler(Train *v, b
 
						v->index
 
					);
 
				}
 
				v->time_counter = 0;
 
				v->wait_counter = 0;
 
			}
 
			/* Exit if force proceed not pressed, else reset stuck flag anyway. */
 
			if (v->force_proceed == 0) return true;
 
			ClrBit(v->flags, VRF_TRAIN_STUCK);
 
			v->time_counter = 0;
 
			v->wait_counter = 0;
 
			SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
 
		}
 
	}
src/vehicle.cpp
Show inline comments
 
@@ -998,7 +998,7 @@ void VehicleEnterDepot(Vehicle *v)
 
			if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(t->tile);
 

	
 
			UpdateSignalsOnSegment(t->tile, INVALID_DIAGDIR, t->owner);
 
			t->time_counter = 0;
 
			t->wait_counter = 0;
 
			ClrBit(t->flags, VRF_TOGGLE_REVERSE);
 
			TrainConsistChanged(t, true);
 
			break;
src/vehicle_base.h
Show inline comments
 
@@ -184,13 +184,8 @@ public:
 

	
 
	byte vehicle_flags;             ///< Used for gradual loading and other miscellaneous things (@see VehicleFlags enum)
 

	
 
	/**
 
	 * Multi purpose variable used as counter for:
 
	 *  - loading/unloading: ticks to wait before starting next cycle.
 
	 *  - aircraft: ticks between each turn to prevent > 45 degree turns.
 
	 *  - trains: ticks waiting in front of a signal, ticks being stuck or a counter for forced proceeding through signals.
 
	 */
 
	uint16 time_counter;
 
	/** Ticks to wait before starting next cycle. */
 
	uint16 load_unload_ticks;
 

	
 
	GroupID group_id;               ///< Index of group Pool array
 

	
0 comments (0 inline, 0 general)