File diff r11428:c6949c853522 → r11429:9d96e421d2b0
src/train_cmd.cpp
Show inline comments
 
@@ -3347,52 +3347,24 @@ static byte AfterSetTrainPos(Vehicle *v,
 
			/* 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);
 
			}
 
		}
 
	}
 

	
 
	VehicleMove(v, true);
 
	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 inline 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 inline 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;
 
@@ -3717,33 +3689,48 @@ static void TrainController(Vehicle *v, 
 

	
 
						/* 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->load_unload_time_rem = 0;
 
							return;
 
						}
 
						goto reverse_train_direction;
 
					} else {
 
						TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
 
					}
 
				} 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);
 
					if (prev->tile == gp.new_tile) {
 
						/* Choose the same track as prev */
 
						if (prev->u.rail.track == TRACK_BIT_WORMHOLE) {
 
							/* Vehicles entering tunnels enter the wormhole earlier than for bridges.
 
							 * However, just choose the track into the wormhole. */
 
							assert(IsTunnel(prev->tile));
 
							chosen_track = bits;
 
						} else {
 
							chosen_track = prev->u.rail.track;
 
						}
 
					} else {
 
						/* Choose the track that leads to the tile where prev is. */
 
						static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
 
							{TRACK_BIT_Y,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
 
							{TRACK_BIT_UPPER, TRACK_BIT_X,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
 
							{TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_Y,     TRACK_BIT_UPPER},
 
							{TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_X    }
 
						};
 
						DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
 
						assert(IsValidDiagDirection(exitdir));
 
						chosen_track = _connecting_track[enterdir][exitdir];
 
					}
 
					chosen_track &= bits;
 
				}
 

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

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