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-rw-r--r--src/train_cmd.cpp42
1 files changed, 17 insertions, 25 deletions
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index a8f4dd2f1..352e0969e 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -1614,10 +1614,7 @@ static void MarkTrainAsStuck(Train *v)
/* It is the first time the problem occured, set the "train stuck" flag. */
SetBit(v->flags, VRF_TRAIN_STUCK);
- /* When loading the vehicle is already stopped. No need to change that. */
- if (v->current_order.IsType(OT_LOADING)) return;
-
- v->time_counter = 0;
+ v->wait_counter = 0;
/* Stop train */
v->cur_speed = 0;
@@ -1957,7 +1954,7 @@ static void ReverseTrainDirection(Train *v)
} else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
/* A train not inside a PBS block can't be stuck. */
ClrBit(v->flags, VRF_TRAIN_STUCK);
- v->time_counter = 0;
+ v->wait_counter = 0;
}
}
@@ -2304,12 +2301,12 @@ static bool CheckTrainStayInDepot(Train *v)
if (v->force_proceed == 0) {
/* force proceed was not pressed */
- if (++v->time_counter < 37) {
+ if (++v->wait_counter < 37) {
SetWindowClassesDirty(WC_TRAINS_LIST);
return true;
}
- v->time_counter = 0;
+ v->wait_counter = 0;
seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
@@ -2914,12 +2911,7 @@ bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
}
if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
- /* This might be called when a train is loading. At that time the counter
- * is (mis)used (or rather PBS misuses it) for determining how long to wait
- * till going to the next load cycle. If that number is set to 0 the wait
- * for loading will be 65535 ticks, which is not what we want. Actually, We
- * do not want to reset the waiting period during loading in any case. */
- if (!v->current_order.IsType(OT_LOADING)) v->time_counter = 0;
+ v->wait_counter = 0;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
ClrBit(v->flags, VRF_TRAIN_STUCK);
@@ -3396,12 +3388,12 @@ static void TrainController(Train *v, Vehicle *nomove)
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255 - 100;
- if (_settings_game.pf.wait_oneway_signal == 255 || ++v->time_counter < _settings_game.pf.wait_oneway_signal * 20) return;
+ if (_settings_game.pf.wait_oneway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 255 - 10;
- if (_settings_game.pf.wait_twoway_signal == 255 || ++v->time_counter < _settings_game.pf.wait_twoway_signal * 73) {
+ if (_settings_game.pf.wait_twoway_signal == 255 || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
DiagDirection exitdir = TrackdirToExitdir(i);
TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
@@ -3415,7 +3407,7 @@ static void TrainController(Train *v, Vehicle *nomove)
/* If we would reverse but are currently in a PBS block and
* reversing of stuck trains is disabled, don't reverse. */
if (_settings_game.pf.wait_for_pbs_path == 255 && UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
- v->time_counter = 0;
+ v->wait_counter = 0;
return;
}
goto reverse_train_direction;
@@ -3509,7 +3501,7 @@ static void TrainController(Train *v, Vehicle *nomove)
}
if (v->IsFrontEngine()) {
- v->time_counter = 0;
+ v->wait_counter = 0;
/* If we are approching a crossing that is reserved, play the sound now. */
TileIndex crossing = TrainApproachingCrossingTile(v);
@@ -3601,7 +3593,7 @@ invalid_rail:
if (prev != NULL) error("Disconnecting train");
reverse_train_direction:
- v->time_counter = 0;
+ v->wait_counter = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
@@ -3979,7 +3971,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
if (ProcessOrders(v) && CheckReverseTrain(v)) {
- v->time_counter = 0;
+ v->wait_counter = 0;
v->cur_speed = 0;
v->subspeed = 0;
ReverseTrainDirection(v);
@@ -4001,17 +3993,17 @@ static bool TrainLocoHandler(Train *v, bool mode)
/* Handle stuck trains. */
if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
- ++v->time_counter;
+ ++v->wait_counter;
/* Should we try reversing this tick if still stuck? */
- bool turn_around = v->time_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
+ 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->time_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 == 0) return true;
if (!TryPathReserve(v)) {
/* Still stuck. */
if (turn_around) ReverseTrainDirection(v);
- if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->time_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
+ if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
/* Show message to player. */
if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
SetDParam(0, v->index);
@@ -4021,12 +4013,12 @@ static bool TrainLocoHandler(Train *v, bool mode)
v->index
);
}
- v->time_counter = 0;
+ v->wait_counter = 0;
}
/* Exit if force proceed not pressed, else reset stuck flag anyway. */
if (v->force_proceed == 0) return true;
ClrBit(v->flags, VRF_TRAIN_STUCK);
- v->time_counter = 0;
+ v->wait_counter = 0;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}