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-rw-r--r--src/train_cmd.cpp219
1 files changed, 218 insertions, 1 deletions
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index f5eb32d7f..5b9830b02 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -1876,6 +1876,17 @@ void ReverseTrainDirection(Train *v)
return;
}
+ /* We are inside tunnel/bidge with signals, reversing will close the entrance. */
+ if (HasWormholeSignals(v->tile)) {
+ /* Flip signal on tunnel entrance tile red. */
+ SetBitTunnelBridgeExit(v->tile);
+ MarkTileDirtyByTile(v->tile);
+ /* Clear counters. */
+ v->wait_counter = 0;
+ v->load_unload_ticks = 0;
+ return;
+ }
+
/* VehicleExitDir does not always produce the desired dir for depots and
* tunnels/bridges that is needed for UpdateSignalsOnSegment. */
DiagDirection dir = VehicleExitDir(v->direction, v->track);
@@ -2210,6 +2221,42 @@ static bool CheckTrainStayInDepot(Train *v)
return false;
}
+static void HandleLastTunnelBridgeSignals(TileIndex tile, TileIndex end, DiagDirection dir, bool free)
+{
+ if (IsBridge(end) && _m[end].m2 > 0){
+ /* Clearing last bridge signal. */
+ uint16 m = _m[end].m2;
+ byte i = 15;
+ while((m & 0x8000) == 0 && --i > 0) m <<= 1;
+ ClrBit(_m[end].m2, i);
+
+ uint x = TileX(end)* TILE_SIZE;
+ uint y = TileY(end)* TILE_SIZE;
+ uint distance = (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals) * ++i;
+ switch (dir) {
+ default: NOT_REACHED();
+ case DIAGDIR_NE: MarkTileDirtyByTile(TileVirtXY(x - distance, y)); break;
+ case DIAGDIR_SE: MarkTileDirtyByTile(TileVirtXY(x, y + distance)); break;
+ case DIAGDIR_SW: MarkTileDirtyByTile(TileVirtXY(x + distance, y)); break;
+ case DIAGDIR_NW: MarkTileDirtyByTile(TileVirtXY(x, y - distance)); break;
+ }
+ MarkTileDirtyByTile(tile);
+ }
+ if (free) {
+ /* Open up the wormhole and clear m2. */
+ _m[tile].m2 = 0;
+ _m[end].m2 = 0;
+
+ if (IsTunnelBridgeWithSignRed(end)) {
+ ClrBitTunnelBridgeExit(end);
+ if (!_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(end);
+ } else if (IsTunnelBridgeWithSignRed(tile)) {
+ ClrBitTunnelBridgeExit(tile);
+ if (!_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(tile);
+ }
+ }
+}
+
/**
* Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
* @param v %Train owning the reservation.
@@ -2225,7 +2272,8 @@ static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_
if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
TileIndex end = GetOtherTunnelBridgeEnd(tile);
- if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
+ bool free = TunnelBridgeIsFree(tile, end, v).Succeeded();
+ if (free) {
/* Free the reservation only if no other train is on the tiles. */
SetTunnelBridgeReservation(tile, false);
SetTunnelBridgeReservation(end, false);
@@ -2239,6 +2287,7 @@ static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_
}
}
}
+ if (HasWormholeSignals(tile)) HandleLastTunnelBridgeSignals(tile, end, dir, free);
}
} else if (IsRailStationTile(tile)) {
TileIndex new_tile = TileAddByDiagDir(tile, dir);
@@ -3105,6 +3154,99 @@ static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
return t;
}
+/** Find train in front and keep distance between trains in tunnel/bridge. */
+static Vehicle *FindSpaceBetweenTrainsEnum(Vehicle *v, void *data)
+{
+ /* Don't look at wagons between front and back of train. */
+ if (v->type != VEH_TRAIN || (v->Previous() != NULL && v->Next() != NULL)) return NULL;
+
+ const Vehicle *u = (Vehicle*)data;
+ int32 a, b = 0;
+
+ switch (u->direction) {
+ default: NOT_REACHED();
+ case DIR_NE: a = u->x_pos; b = v->x_pos; break;
+ case DIR_SE: a = v->y_pos; b = u->y_pos; break;
+ case DIR_SW: a = v->x_pos; b = u->x_pos; break;
+ case DIR_NW: a = u->y_pos; b = v->y_pos; break;
+ }
+
+ if (a > b && a <= (b + (int)(Train::From(u)->wait_counter)) + (int)(TILE_SIZE)) return v;
+ return NULL;
+}
+
+static bool IsToCloseBehindTrain(Vehicle *v, TileIndex tile, bool check_endtile)
+{
+ Train *t = (Train *)v;
+
+ if (t->force_proceed != TFP_NONE) return false;
+
+ if (HasVehicleOnPos(t->tile, v, &FindSpaceBetweenTrainsEnum)) {
+ /* Revert train if not going with tunnel direction. */
+ if (DirToDiagDir(t->direction) != GetTunnelBridgeDirection(t->tile)) {
+ v->cur_speed = 0;
+ ToggleBit(t->flags, VRF_REVERSING);
+ }
+ return true;
+ }
+ /* Cover blind spot at end of tunnel bridge. */
+ if (check_endtile){
+ if (HasVehicleOnPos(GetOtherTunnelBridgeEnd(t->tile), v, &FindSpaceBetweenTrainsEnum)) {
+ /* Revert train if not going with tunnel direction. */
+ if (DirToDiagDir(t->direction) != GetTunnelBridgeDirection(t->tile)) {
+ v->cur_speed = 0;
+ ToggleBit(t->flags, VRF_REVERSING);
+ }
+ return true;
+ }
+ }
+
+ return false;
+}
+
+/** Simulate signals in tunnel - bridge. */
+static bool CheckTrainStayInWormHole(Train *t, TileIndex tile)
+{
+ if (t->force_proceed != TFP_NONE) return false;
+
+ /* When not exit reverse train. */
+ if (!IsTunnelBridgeExit(tile)) {
+ t->cur_speed = 0;
+ ToggleBit(t->flags, VRF_REVERSING);
+ return true;
+ }
+ SigSegState seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, t->owner);
+ if (seg_state == SIGSEG_FULL || (seg_state == SIGSEG_PBS && !TryPathReserve(t))) {
+ t->cur_speed = 0;
+ return true;
+ }
+
+ return false;
+}
+
+static void HandleSignalBehindTrain(Train *v, uint signal_number)
+{
+ TileIndex tile;
+ switch (v->direction) {
+ default: NOT_REACHED();
+ case DIR_NE: tile = TileVirtXY(v->x_pos + (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals), v->y_pos); break;
+ case DIR_SE: tile = TileVirtXY(v->x_pos, v->y_pos - (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals) ); break;
+ case DIR_SW: tile = TileVirtXY(v->x_pos - (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals), v->y_pos); break;
+ case DIR_NW: tile = TileVirtXY(v->x_pos, v->y_pos + (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals)); break;
+ }
+
+ if(tile == v->tile) {
+ /* Flip signal on ramp. */
+ if (IsTunnelBridgeWithSignRed(tile)) {
+ ClrBitTunnelBridgeExit(tile);
+ MarkTileDirtyByTile(tile);
+ }
+ } else if (IsBridge(v->tile) && signal_number <= 16) {
+ ClrBit(_m[v->tile].m2, signal_number);
+ MarkTileDirtyByTile(tile);
+ }
+}
+
/**
* Move a vehicle chain one movement stop forwards.
* @param v First vehicle to move.
@@ -3290,6 +3432,23 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
goto invalid_rail;
}
+ if (HasWormholeSignals(gp.new_tile)) {
+ /* If red signal stop. */
+ if (v->IsFrontEngine() && v->force_proceed == TFP_NONE) {
+ if (IsTunnelBridgeWithSignRed(gp.new_tile)) {
+ v->cur_speed = 0;
+ return false;
+ }
+ if (IsTunnelBridgeExit(gp.new_tile)) {
+ v->cur_speed = 0;
+ goto invalid_rail;
+ }
+ /* Flip signal on tunnel entrance tile red. */
+ SetBitTunnelBridgeExit(gp.new_tile);
+ MarkTileDirtyByTile(gp.new_tile);
+ }
+ }
+
if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
Track track = FindFirstTrack(chosen_track);
Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
@@ -3342,6 +3501,64 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
}
}
} else {
+ /* Handle signal simulation on tunnel/bridge. */
+ TileIndex old_tile = TileVirtXY(v->x_pos, v->y_pos);
+ if (old_tile != gp.new_tile && HasWormholeSignals(v->tile) && (v->IsFrontEngine() || v->Next() == NULL)){
+ if (old_tile == v->tile) {
+ if (v->IsFrontEngine() && v->force_proceed == TFP_NONE && IsTunnelBridgeExit(v->tile)) goto invalid_rail;
+ /* Entered wormhole set counters. */
+ v->wait_counter = (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals) - TILE_SIZE;
+ v->load_unload_ticks = 0;
+ }
+
+ uint distance = v->wait_counter;
+ bool leaving = false;
+ if (distance == 0) v->wait_counter = (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals);
+
+ if (v->IsFrontEngine()) {
+ /* Check if track in front is free and see if we can leave wormhole. */
+ int z = GetSlopePixelZ(gp.x, gp.y) - v->z_pos;
+ if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && !(abs(z) > 2)) {
+ if (CheckTrainStayInWormHole(v, gp.new_tile)) return false;
+ leaving = true;
+ } else {
+ if (IsToCloseBehindTrain(v, gp.new_tile, distance == 0)) {
+ if (distance == 0) v->wait_counter = 0;
+ v->cur_speed = 0;
+ return false;
+ }
+ /* flip signal in front to red on bridges*/
+ if (distance == 0 && v->load_unload_ticks <= 15 && IsBridge(v->tile)){
+ SetBit(_m[v->tile].m2, v->load_unload_ticks);
+ MarkTileDirtyByTile(gp.new_tile);
+ }
+ }
+ }
+ if (v->Next() == NULL) {
+ if (v->load_unload_ticks > 0 && v->load_unload_ticks <= 16 && distance == (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals) - TILE_SIZE) HandleSignalBehindTrain(v, v->load_unload_ticks - 2);
+ if (old_tile == v->tile) {
+ /* We left ramp into wormhole. */
+ v->x_pos = gp.x;
+ v->y_pos = gp.y;
+ UpdateSignalsOnSegment(old_tile, INVALID_DIAGDIR, v->owner);
+ }
+ }
+ if (distance == 0) v->load_unload_ticks++;
+ v->wait_counter -= TILE_SIZE;
+
+ if (leaving) { // Reset counters.
+ v->force_proceed = TFP_NONE;
+ v->wait_counter = 0;
+ v->load_unload_ticks = 0;
+ v->x_pos = gp.x;
+ v->y_pos = gp.y;
+ v->UpdatePosition();
+ v->UpdateViewport(false, false);
+ UpdateSignalsOnSegment(gp.new_tile, INVALID_DIAGDIR, v->owner);
+ continue;
+ }
+ }
+
if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
/* Perform look-ahead on tunnel exit. */
if (v->IsFrontEngine()) {