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authorfrosch <frosch@openttd.org>2010-06-21 17:35:27 +0000
committerfrosch <frosch@openttd.org>2010-06-21 17:35:27 +0000
commite931399b316c245a559962a8fcc7c2f14d4abfd4 (patch)
tree4957227f5b4780b5de5d5cd3c75d7e04d34d6ab8 /src
parent3c6fb88a095aa5404807ce26bb3a1529b25f5ffb (diff)
downloadopenttd-e931399b316c245a559962a8fcc7c2f14d4abfd4.tar.xz
(svn r20005) -Codechange: Enumify force_proceed.
Diffstat (limited to 'src')
-rw-r--r--src/saveload/afterload.cpp4
-rw-r--r--src/train.h10
-rw-r--r--src/train_cmd.cpp26
-rw-r--r--src/vehicle.cpp2
-rw-r--r--src/vehicle_gui.cpp2
5 files changed, 27 insertions, 17 deletions
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
index 55eee19ba..467e24fa2 100644
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -2012,7 +2012,9 @@ bool AfterLoadGame()
if (CheckSavegameVersion(131)) {
Train *t;
FOR_ALL_TRAINS(t) {
- t->force_proceed = min<byte>(t->force_proceed, 1);
+ if (t->force_proceed != TFP_NONE) {
+ t->force_proceed = TFP_STUCK;
+ }
}
}
diff --git a/src/train.h b/src/train.h
index b21900ece..557d7040c 100644
--- a/src/train.h
+++ b/src/train.h
@@ -43,6 +43,14 @@ enum VehicleRailFlags {
VRF_TRAIN_STUCK = 8,
};
+/** Modes for ignoring signals. */
+enum TrainForceProceeding {
+ TFP_NONE = 0, ///< Normal operation.
+ TFP_STUCK = 1, ///< Proceed till next signal, but ignore being stuck till then. This includes force leaving depots.
+ TFP_SIGNAL = 2, ///< Ignore next signal, after the signal ignore being stucked.
+};
+typedef SimpleTinyEnumT<TrainForceProceeding, byte> TrainForceProceedingByte;
+
byte FreightWagonMult(CargoID cargo);
void CheckTrainsLengths();
@@ -94,7 +102,7 @@ struct Train : public GroundVehicle<Train, VEH_TRAIN> {
uint16 flags;
TrackBitsByte track;
- byte force_proceed;
+ TrainForceProceedingByte force_proceed;
RailTypeByte railtype;
RailTypes compatible_railtypes;
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index 2de4323b3..0edfa8314 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -1849,7 +1849,7 @@ CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
/* We cancel any 'skip signal at dangers' here */
- v->force_proceed = 0;
+ v->force_proceed = TFP_NONE;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
}
} else {
@@ -1869,7 +1869,7 @@ CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32
}
/* We cancel any 'skip signal at dangers' here */
- v->force_proceed = 0;
+ v->force_proceed = TFP_NONE;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
@@ -1908,7 +1908,7 @@ CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1,
* to proceed to the next signal. In the other cases we
* would like to pass the signal at danger and run till the
* next signal we encounter. */
- t->force_proceed = t->force_proceed == 2 ? 0 : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? 1 : 2;
+ t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? TFP_STUCK : TFP_SIGNAL;
SetWindowDirty(WC_VEHICLE_VIEW, t->index);
}
@@ -2186,7 +2186,7 @@ static bool CheckTrainStayInDepot(Train *v)
SigSegState seg_state;
- if (v->force_proceed == 0) {
+ if (v->force_proceed == TFP_NONE) {
/* force proceed was not pressed */
if (++v->wait_counter < 37) {
SetWindowClassesDirty(WC_TRAINS_LIST);
@@ -2215,7 +2215,7 @@ static bool CheckTrainStayInDepot(Train *v)
}
/* Only leave when we can reserve a path to our destination. */
- if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == 0) {
+ if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
/* No path and no force proceed. */
SetWindowClassesDirty(WC_TRAINS_LIST);
MarkTrainAsStuck(v);
@@ -2905,7 +2905,7 @@ static void TrainEnterStation(Train *v, StationID station)
AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
}
- v->force_proceed = 0;
+ v->force_proceed = TFP_NONE;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
v->BeginLoading();
@@ -3206,7 +3206,7 @@ static void TrainController(Train *v, Vehicle *nomove)
chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
- if (v->force_proceed != 0 && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
+ if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
/* For each signal we find decrease the counter by one.
* We start at two, so the first signal we pass decreases
* this to one, then if we reach the next signal it is
@@ -3216,13 +3216,13 @@ static void TrainController(Train *v, Vehicle *nomove)
!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
/* However, we do not want to be stopped by PBS signals
* entered via the back. */
- v->force_proceed--;
+ v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
}
}
/* Check if it's a red signal and that force proceed is not clicked. */
- if ((red_signals & chosen_track) && v->force_proceed == 0) {
+ if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
/* In front of a red signal */
Trackdir i = FindFirstTrackdir(trackdirbits);
@@ -3795,7 +3795,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
}
- if (v->force_proceed != 0) {
+ if (v->force_proceed != TFP_NONE) {
ClrBit(v->flags, VRF_TRAIN_STUCK);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
@@ -3845,7 +3845,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
/* Should we try reversing this tick if still stuck? */
bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
- if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == 0) return true;
+ if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
if (!TryPathReserve(v)) {
/* Still stuck. */
if (turn_around) ReverseTrainDirection(v);
@@ -3863,7 +3863,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
v->wait_counter = 0;
}
/* Exit if force proceed not pressed, else reset stuck flag anyway. */
- if (v->force_proceed == 0) return true;
+ if (v->force_proceed == TFP_NONE) return true;
ClrBit(v->flags, VRF_TRAIN_STUCK);
v->wait_counter = 0;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
@@ -3881,7 +3881,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
/* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
/* If we manually stopped, we're not force-proceeding anymore. */
- v->force_proceed = 0;
+ v->force_proceed = TFP_NONE;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
}
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index ca7544b59..f4cd16f8b 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -1061,7 +1061,7 @@ void VehicleEnterDepot(Vehicle *v)
UpdateSignalsOnSegment(t->tile, INVALID_DIAGDIR, t->owner);
t->wait_counter = 0;
- t->force_proceed = 0;
+ t->force_proceed = TFP_NONE;
ClrBit(t->flags, VRF_TOGGLE_REVERSE);
t->ConsistChanged(true);
break;
diff --git a/src/vehicle_gui.cpp b/src/vehicle_gui.cpp
index f56c2f01e..f43f5b862 100644
--- a/src/vehicle_gui.cpp
+++ b/src/vehicle_gui.cpp
@@ -2025,7 +2025,7 @@ public:
this->SetWidgetDisabledState(VVW_WIDGET_CLONE_VEH, !is_localcompany);
if (v->type == VEH_TRAIN) {
- this->SetWidgetLoweredState(VVW_WIDGET_FORCE_PROCEED, Train::From(v)->force_proceed == 2);
+ this->SetWidgetLoweredState(VVW_WIDGET_FORCE_PROCEED, Train::From(v)->force_proceed == TFP_SIGNAL);
this->SetWidgetDisabledState(VVW_WIDGET_FORCE_PROCEED, !is_localcompany);
this->SetWidgetDisabledState(VVW_WIDGET_TURN_AROUND, !is_localcompany);
}