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(svn r11870) -Fix: slow down train when approaching tile we can't enter in more cases
(tunnel/bridge/depot from wrong direction, competitor's track, wrong railtype) -Fix: do not make crossing red when we can't enter it in any case
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@ -3250,47 +3250,17 @@ static const byte _breakdown_speeds[16] = {
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225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
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};
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/**
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* Checks for line end. Also, bars crossing at next tile if needed
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* Train is approaching line end, slow down and possibly reverse
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*
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* @param v vehicle we are checking
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* @return true iff we do NOT have to reverse
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* @param v front train engine
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* @param signal not line end, just a red signal
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* @return true iff we did NOT have to reverse
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*/
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static bool TrainCheckIfLineEnds(Vehicle *v)
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static bool TrainApproachingLineEnd(Vehicle *v, bool signal)
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{
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int t = v->breakdown_ctr;
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if (t > 1) {
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v->vehstatus |= VS_TRAIN_SLOWING;
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uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
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if (break_speed < v->cur_speed) v->cur_speed = break_speed;
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} else {
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v->vehstatus &= ~VS_TRAIN_SLOWING;
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}
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if (v->u.rail.track == TRACK_BIT_WORMHOLE) return true; // exit if inside a tunnel
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if (v->u.rail.track == TRACK_BIT_DEPOT) return true; // exit if inside a depot
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TileIndex tile = v->tile;
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if (IsTileType(tile, MP_TUNNELBRIDGE)) {
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DiagDirection dir = GetTunnelBridgeDirection(tile);
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if (DiagDirToDir(dir) == v->direction) return true;
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}
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if (IsTileType(tile, MP_RAILWAY) && GetRailTileType(tile) == RAIL_TILE_DEPOT) {
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DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
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if (DiagDirToDir(dir) == v->direction) return true;
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}
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/* Determine the non-diagonal direction in which we will exit this tile */
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DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
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/* Calculate next tile */
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tile += TileOffsByDiagDir(dir);
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// determine the track status on the next tile.
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uint32 ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0) & _reachable_tracks[dir];
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/* Calc position within the current tile ?? */
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/* Calc position within the current tile */
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uint x = v->x_pos & 0xF;
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uint y = v->y_pos & 0xF;
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@ -3305,29 +3275,9 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
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default: break;
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}
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if (GB(ts, 0, 16) != 0) {
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/* If we approach a rail-piece which we can't enter, or the back of a depot, don't enter it! */
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if (x + 4 >= TILE_SIZE &&
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(!CheckCompatibleRail(v, tile) ||
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(IsTileDepotType(tile, TRANSPORT_RAIL) &&
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GetRailDepotDirection(tile) == dir))) {
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v->cur_speed = 0;
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ReverseTrainDirection(v);
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return false;
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}
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if ((ts &= (ts >> 16)) == 0) {
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/* make a rail/road crossing red
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* do not make crossing red behind depot the train is entering */
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if (IsLevelCrossingTile(tile) && (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || GetRailDepotDirection(v->tile) == dir)) {
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if (!IsCrossingBarred(tile)) {
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BarCrossing(tile);
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SndPlayVehicleFx(SND_0E_LEVEL_CROSSING, v);
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MarkTileDirtyByTile(tile);
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}
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}
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return true;
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}
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} else if (x + 4 >= TILE_SIZE) {
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/* do not reverse when approaching red signal */
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if (!signal && x + 4 >= TILE_SIZE) {
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/* we are too near the tile end, reverse now */
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v->cur_speed = 0;
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ReverseTrainDirection(v);
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return false;
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@ -3342,6 +3292,76 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
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return true;
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}
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/**
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* Checks for line end. Also, bars crossing at next tile if needed
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*
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* @param v vehicle we are checking
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* @return true iff we did NOT have to reverse
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*/
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static bool TrainCheckIfLineEnds(Vehicle *v)
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{
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/* First, handle broken down train */
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int t = v->breakdown_ctr;
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if (t > 1) {
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v->vehstatus |= VS_TRAIN_SLOWING;
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uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
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if (break_speed < v->cur_speed) v->cur_speed = break_speed;
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} else {
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v->vehstatus &= ~VS_TRAIN_SLOWING;
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}
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/* Exit if inside a tunnel/bridge or a depot */
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if (v->u.rail.track == TRACK_BIT_WORMHOLE || v->u.rail.track == TRACK_BIT_DEPOT) return true;
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TileIndex tile = v->tile;
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/* entering a tunnel/bridge? */
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if (IsTileType(tile, MP_TUNNELBRIDGE)) {
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DiagDirection dir = GetTunnelBridgeDirection(tile);
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if (DiagDirToDir(dir) == v->direction) return true;
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}
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/* entering a depot? */
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if (IsTileDepotType(tile, TRANSPORT_RAIL)) {
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DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
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if (DiagDirToDir(dir) == v->direction) return true;
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}
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/* Determine the non-diagonal direction in which we will exit this tile */
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DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
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/* Calculate next tile */
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tile += TileOffsByDiagDir(dir);
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/* Determine the track status on the next tile */
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uint32 ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0) & _reachable_tracks[dir];
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/* We are sure the train is not entering a depot, it is detected above */
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/* no suitable trackbits at all || wrong railtype || not our track ||
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* tunnel/bridge from opposite side || depot from opposite side */
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if (GB(ts, 0, 16) == 0 || !CheckCompatibleRail(v, tile) || GetTileOwner(tile) != v->owner ||
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(IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeDirection(tile) != dir) ||
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(IsTileDepotType(tile, TRANSPORT_RAIL) && GetRailDepotDirection(tile) == dir) ) {
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return TrainApproachingLineEnd(v, false);
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}
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/* approaching red signal */
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if ((ts & (ts >> 16)) != 0) return TrainApproachingLineEnd(v, true);
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/* approaching a rail/road crossing? then make it red */
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if (IsLevelCrossingTile(tile) && !IsCrossingBarred(tile)) {
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BarCrossing(tile);
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SndPlayVehicleFx(SND_0E_LEVEL_CROSSING, v);
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MarkTileDirtyByTile(tile);
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}
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return true;
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}
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static void TrainLocoHandler(Vehicle *v, bool mode)
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{
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/* train has crashed? */
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