diff options
-rw-r--r-- | src/saveload/afterload.cpp | 4 | ||||
-rw-r--r-- | src/train.h | 10 | ||||
-rw-r--r-- | src/train_cmd.cpp | 26 | ||||
-rw-r--r-- | src/vehicle.cpp | 2 | ||||
-rw-r--r-- | src/vehicle_gui.cpp | 2 |
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); } |