(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
This commit is contained in:
smatz 2008-01-16 00:33:28 +00:00
parent ef112812c6
commit 40a7ace4fa
1 changed files with 80 additions and 60 deletions

View File

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