mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r17160) [0.7] -Backport from trunk:
- Fix: A stuck train could free the reservation of another train if it was reversed or did crash (r17152) - Fix: A train entering a PBS section through a block signal could cause a train crash if another reservation ending at a safe tile was already present in the section [FS#3104] (r17151) - Fix: Update vehicle position cache when the vehicle sprite changes [FS#3060] (r17121) - Fix: News message about ordered refits failing was not very clear [FS#3091] (r17096)
This commit is contained in:
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53983ec1af
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c16325b939
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@ -706,11 +706,9 @@ void SetAircraftPosition(Vehicle *v, int x, int y, int z)
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v->y_pos = y;
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v->z_pos = z;
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v->cur_image = v->GetImage(v->direction);
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v->UpdateViewport(true, false);
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if (v->subtype == AIR_HELICOPTER) v->Next()->Next()->cur_image = GetRotorImage(v);
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VehicleMove(v, true);
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Vehicle *u = v->Next();
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int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
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@ -1293,9 +1291,8 @@ TileIndex Aircraft::GetOrderStationLocation(StationID station)
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void Aircraft::MarkDirty()
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{
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this->cur_image = this->GetImage(this->direction);
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this->UpdateViewport(false, false);
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if (this->subtype == AIR_HELICOPTER) this->Next()->Next()->cur_image = GetRotorImage(this);
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MarkSingleVehicleDirty(this);
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}
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static void CrashAirplane(Vehicle *v)
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@ -3270,7 +3270,7 @@ STR_MASS_START_LIST_TIP :{BLACK}Click to
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STR_SHORT_DATE :{WHITE}{DATE_TINY}
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STR_SIGN_LIST_CAPTION :{WHITE}Sign List - {COMMA} Sign{P "" s}
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STR_ORDER_REFIT_FAILED :{WHITE}Order refit failure stopped {VEHICLE}
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STR_ORDER_REFIT_FAILED :{WHITE}{VEHICLE} stopped because an ordered refit failed
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############ Lists rail types
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@ -486,8 +486,7 @@ CommandCost CmdTurnRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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void RoadVehicle::MarkDirty()
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{
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for (Vehicle *v = this; v != NULL; v = v->Next()) {
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v->cur_image = v->GetImage(v->direction);
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MarkSingleVehicleDirty(v);
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v->UpdateViewport(false, false);
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}
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}
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@ -536,7 +535,7 @@ static void DeleteLastRoadVeh(Vehicle *v)
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delete v;
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}
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static byte SetRoadVehPosition(Vehicle *v, int x, int y)
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static byte SetRoadVehPosition(Vehicle *v, int x, int y, bool turned)
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{
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byte new_z, old_z;
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@ -548,7 +547,7 @@ static byte SetRoadVehPosition(Vehicle *v, int x, int y)
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old_z = v->z_pos;
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v->z_pos = new_z;
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VehicleMove(v, true);
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v->UpdateViewport(true, turned);
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return old_z;
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}
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@ -562,9 +561,7 @@ static void RoadVehSetRandomDirection(Vehicle *v)
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uint32 r = Random();
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v->direction = ChangeDir(v->direction, delta[r & 3]);
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v->UpdateDeltaXY(v->direction);
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v->cur_image = v->GetImage(v->direction);
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SetRoadVehPosition(v, v->x_pos, v->y_pos);
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SetRoadVehPosition(v, v->x_pos, v->y_pos, true);
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} while ((v = v->Next()) != NULL);
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}
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@ -1256,8 +1253,7 @@ static bool RoadVehLeaveDepot(Vehicle *v, bool first)
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v->u.road.state = tdir;
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v->u.road.frame = RVC_DEPOT_START_FRAME;
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v->UpdateDeltaXY(v->direction);
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SetRoadVehPosition(v, x, y);
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SetRoadVehPosition(v, x, y, true);
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InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
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@ -1384,8 +1380,7 @@ static bool IndividualRoadVehicleController(Vehicle *v, const Vehicle *prev)
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if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
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/* Vehicle has just entered a bridge or tunnel */
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v->UpdateDeltaXY(v->direction);
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SetRoadVehPosition(v, gp.x, gp.y);
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SetRoadVehPosition(v, gp.x, gp.y, true);
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return true;
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}
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@ -1530,8 +1525,7 @@ again:
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v->cur_speed -= v->cur_speed >> 2;
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}
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v->UpdateDeltaXY(v->direction);
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RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
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RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, true));
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return true;
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}
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@ -1595,8 +1589,7 @@ again:
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v->cur_speed -= v->cur_speed >> 2;
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}
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v->UpdateDeltaXY(v->direction);
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RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
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RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, true));
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return true;
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}
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@ -1635,8 +1628,7 @@ again:
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v->cur_speed -= (v->cur_speed >> 2);
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if (old_dir != v->u.road.state) {
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/* The vehicle is in a road stop */
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v->UpdateDeltaXY(v->direction);
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SetRoadVehPosition(v, v->x_pos, v->y_pos);
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SetRoadVehPosition(v, v->x_pos, v->y_pos, true);
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/* Note, return here means that the frame counter is not incremented
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* for vehicles changing direction in a road stop. This causes frames to
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* be repeated. (XXX) Is this intended? */
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@ -1683,7 +1675,7 @@ again:
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v->u.road.slot_age = 14;
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v->u.road.frame++;
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RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
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RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, false));
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return true;
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}
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}
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@ -1758,8 +1750,7 @@ again:
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* in a depot or entered a tunnel/bridge */
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if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->u.road.frame++;
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v->UpdateDeltaXY(v->direction);
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RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
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RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, true));
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return true;
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}
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@ -1818,9 +1809,7 @@ static void RoadVehController(Vehicle *v)
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for (Vehicle *u = v; u != NULL; u = u->Next()) {
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if ((u->vehstatus & VS_HIDDEN) != 0) continue;
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uint16 old_image = u->cur_image;
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u->cur_image = u->GetImage(u->direction);
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if (old_image != u->cur_image) VehicleMove(u, true);
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u->UpdateViewport(false, false);
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}
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if (v->progress == 0) v->progress = j;
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@ -211,8 +211,7 @@ static void HandleBrokenShip(Vehicle *v)
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void Ship::MarkDirty()
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{
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this->cur_image = this->GetImage(this->direction);
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MarkSingleVehicleDirty(this);
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this->UpdateViewport(false, false);
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}
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static void PlayShipSound(const Vehicle *v)
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@ -265,9 +264,7 @@ void Ship::UpdateDeltaXY(Direction direction)
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void RecalcShipStuff(Vehicle *v)
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{
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v->UpdateDeltaXY(v->direction);
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v->cur_image = v->GetImage(v->direction);
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v->MarkDirty();
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v->UpdateViewport(false, true);
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InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
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}
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@ -693,9 +690,7 @@ static void ShipController(Vehicle *v)
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v->z_pos = GetSlopeZ(gp.x, gp.y);
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getout:
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v->UpdateDeltaXY(dir);
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v->cur_image = v->GetImage(dir);
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VehicleMove(v, true);
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v->UpdateViewport(true, true);
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return;
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reverse_direction:
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@ -1533,13 +1533,6 @@ void Train::UpdateDeltaXY(Direction direction)
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this->z_extent = 6;
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}
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static void UpdateVarsAfterSwap(Vehicle *v)
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{
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v->UpdateDeltaXY(v->direction);
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v->cur_image = v->GetImage(v->direction);
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VehicleMove(v, true);
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}
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static inline void SetLastSpeed(Vehicle *v, int spd)
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{
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int old = v->u.rail.last_speed;
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@ -1627,15 +1620,15 @@ static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
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SwapTrainFlags(&a->u.rail.flags, &b->u.rail.flags);
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/* update other vars */
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UpdateVarsAfterSwap(a);
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UpdateVarsAfterSwap(b);
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a->UpdateViewport(true, true);
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b->UpdateViewport(true, true);
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/* call the proper EnterTile function unless we are in a wormhole */
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if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
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if (b->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
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} else {
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if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
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UpdateVarsAfterSwap(a);
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a->UpdateViewport(true, true);
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if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
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}
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@ -1828,8 +1821,8 @@ static void ReverseTrainDirection(Vehicle *v)
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InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
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}
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/* Clear path reservation in front. */
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FreeTrainTrackReservation(v);
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/* Clear path reservation in front if train is not stuck. */
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if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
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/* Check if we were approaching a rail/road-crossing */
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TileIndex crossing = TrainApproachingCrossingTile(v);
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@ -1859,7 +1852,7 @@ static void ReverseTrainDirection(Vehicle *v)
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TrainConsistChanged(v, true);
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/* update all images */
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for (Vehicle *u = v; u != NULL; u = u->Next()) u->cur_image = u->GetImage(u->direction);
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for (Vehicle *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
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/* update crossing we were approaching */
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if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
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@ -3086,6 +3079,15 @@ bool TryPathReserve(Vehicle *v, bool mark_as_stuck, bool first_tile_okay)
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bool other_train = false;
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PBSTileInfo origin = FollowTrainReservation(v, &other_train);
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/* The path we are driving on is alread blocked by some other train.
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* This can only happen in certain situations when mixing path and
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* block signals or when changing tracks and/or signals.
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* Exit here as doing any further reservations will probably just
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* make matters worse. */
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if (other_train && v->tile != origin.tile) {
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if (mark_as_stuck) MarkTrainAsStuck(v);
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return false;
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}
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/* If we have a reserved path and the path ends at a safe tile, we are finished already. */
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if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
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/* Can't be stuck then. */
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ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
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return true;
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}
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/* The path we are driving on is alread blocked by some other train.
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* This can only happen when tracks and signals are changed. A crash
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* is probably imminent, don't do any further reservation because
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* it might cause stale reservations. */
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if (other_train && v->tile != origin.tile) {
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if (mark_as_stuck) MarkTrainAsStuck(v);
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return false;
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}
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/* If we are in a depot, tentativly reserve the depot. */
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if (v->u.rail.track & TRACK_BIT_DEPOT) {
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@ -3253,8 +3247,7 @@ void Train::MarkDirty()
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{
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Vehicle *v = this;
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do {
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v->cur_image = v->GetImage(v->direction);
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MarkSingleVehicleDirty(v);
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v->UpdateViewport(false, false);
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} while ((v = v->Next()) != NULL);
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/* need to update acceleration and cached values since the goods on the train changed. */
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@ -3478,11 +3471,10 @@ static void SetVehicleCrashed(Vehicle *v)
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{
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if (v->u.rail.crash_anim_pos != 0) return;
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/* Free a possible path reservation and try to mark all tiles occupied by the train reserved. */
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if (IsFrontEngine(v)) {
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/* Remove all reservations, also the ones currently under the train
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* and any railway station paltform reservation. */
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FreeTrainTrackReservation(v);
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/* Remove the reserved path in front of the train if it is not stuck.
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* Also clear all reserved tracks the train is currently on. */
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if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
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for (const Vehicle *u = v; u != NULL; u = u->Next()) {
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ClearPathReservation(u, u->tile, GetVehicleTrackdir(u));
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if (IsTileType(u->tile, MP_TUNNELBRIDGE)) {
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@ -4369,9 +4361,7 @@ static void TrainLocoHandler(Vehicle *v, bool mode)
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for (Vehicle *u = v; u != NULL; u = u->Next()) {
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if ((u->vehstatus & VS_HIDDEN) != 0) continue;
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uint16 old_image = u->cur_image;
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u->cur_image = u->GetImage(u->direction);
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if (old_image != u->cur_image) VehicleMove(u, true);
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u->UpdateViewport(false, false);
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}
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if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
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@ -461,6 +461,21 @@ public:
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*/
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virtual void OnNewDay() {};
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/**
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* Update vehicle sprite- and position caches
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* @param moved Was the vehicle moved?
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* @param turned Did the vehicle direction change?
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*/
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inline void UpdateViewport(bool moved, bool turned)
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{
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extern void VehicleMove(Vehicle *v, bool update_viewport);
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if (turned) this->UpdateDeltaXY(this->direction);
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SpriteID old_image = this->cur_image;
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this->cur_image = this->GetImage(this->direction);
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if (moved || this->cur_image != old_image) VehicleMove(this, true);
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}
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/**
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* Gets the running cost of a vehicle that can be sent into SetDParam for string processing.
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* @return the vehicle's running cost
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@ -808,7 +808,7 @@ static void FloodVehicle(Vehicle *v)
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/* FreeTrainTrackReservation() calls GetVehicleTrackdir() that doesn't like crashed vehicles.
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* In this case, v->direction matches v->u.rail.track, so we can do this (it wasn't crashed before) */
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v->vehstatus &= ~VS_CRASHED;
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FreeTrainTrackReservation(v);
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if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
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v->vehstatus |= VS_CRASHED;
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}
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v->u.rail.crash_anim_pos = 4000; // max 4440, disappear pretty fast
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