(svn r16079) -Fix [FS#2824]: insanely fast trains would not stop in time for stations

-Fix: insanely fast trains would sometimes 'jump' over waypoints/via stations within a tick, which would cause the order not to be processed causing the train to go in loops until (with luck) it 'hit' the tile
This commit is contained in:
rubidium 2009-04-18 13:43:05 +00:00
parent 523a92493d
commit 06a8a8ce8d
2 changed files with 18 additions and 2 deletions

View File

@ -4375,10 +4375,25 @@ static void TrainLocoHandler(Vehicle *v, bool mode)
do {
j -= adv_spd;
TrainController(v, NULL);
/* Don't continue to move if the train crashed. */
if (CheckTrainCollision(v)) break;
/* 192 spd used for going straight, 256 for going diagonally. */
adv_spd = (v->direction & 1) ? 192 : 256;
if (j >= adv_spd) {
/* Don't continue to move if the train crashed or isn't moving. */
if (CheckTrainCollision(v) || v->cur_speed == 0) break;
OrderType order_type = v->current_order.GetType();
/* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
if ((order_type == OT_GOTO_WAYPOINT &&
v->dest_tile == v->tile) ||
(order_type == OT_GOTO_STATION &&
(v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
IsTileType(v->tile, MP_STATION) &&
v->current_order.GetDestination() == GetStationIndex(v->tile))) {
ProcessOrders(v);
}
}
} while (j >= adv_spd);
SetLastSpeed(v, v->cur_speed);
}

View File

@ -1514,6 +1514,7 @@ void Vehicle::BeginLoading()
InvalidateWindow(WC_STATION_VIEW, this->last_station_visited);
GetStation(this->last_station_visited)->MarkTilesDirty(true);
this->cur_speed = 0;
this->MarkDirty();
}