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@ -1849,7 +1849,7 @@ CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32
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SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
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SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
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/* We cancel any 'skip signal at dangers' here */
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v->force_proceed = 0;
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v->force_proceed = TFP_NONE;
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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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}
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} else {
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@ -1869,7 +1869,7 @@ CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32
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}
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/* We cancel any 'skip signal at dangers' here */
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v->force_proceed = 0;
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v->force_proceed = TFP_NONE;
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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
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@ -1908,7 +1908,7 @@ CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1,
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* to proceed to the next signal. In the other cases we
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* would like to pass the signal at danger and run till the
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* next signal we encounter. */
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t->force_proceed = t->force_proceed == 2 ? 0 : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? 1 : 2;
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t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsInDepot() ? TFP_STUCK : TFP_SIGNAL;
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SetWindowDirty(WC_VEHICLE_VIEW, t->index);
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}
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@ -2186,7 +2186,7 @@ static bool CheckTrainStayInDepot(Train *v)
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SigSegState seg_state;
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if (v->force_proceed == 0) {
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if (v->force_proceed == TFP_NONE) {
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/* force proceed was not pressed */
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if (++v->wait_counter < 37) {
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SetWindowClassesDirty(WC_TRAINS_LIST);
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@ -2215,7 +2215,7 @@ static bool CheckTrainStayInDepot(Train *v)
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}
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/* Only leave when we can reserve a path to our destination. */
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if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == 0) {
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if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
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/* No path and no force proceed. */
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SetWindowClassesDirty(WC_TRAINS_LIST);
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MarkTrainAsStuck(v);
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@ -2905,7 +2905,7 @@ static void TrainEnterStation(Train *v, StationID station)
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AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
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}
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v->force_proceed = 0;
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v->force_proceed = TFP_NONE;
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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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v->BeginLoading();
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@ -3206,7 +3206,7 @@ static void TrainController(Train *v, Vehicle *nomove)
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chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
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assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
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if (v->force_proceed != 0 && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
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if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
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/* For each signal we find decrease the counter by one.
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* We start at two, so the first signal we pass decreases
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* this to one, then if we reach the next signal it is
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@ -3216,13 +3216,13 @@ static void TrainController(Train *v, Vehicle *nomove)
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!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir))) {
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/* However, we do not want to be stopped by PBS signals
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* entered via the back. */
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v->force_proceed--;
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v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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}
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}
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/* Check if it's a red signal and that force proceed is not clicked. */
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if ((red_signals & chosen_track) && v->force_proceed == 0) {
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if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
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/* In front of a red signal */
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Trackdir i = FindFirstTrackdir(trackdirbits);
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@ -3795,7 +3795,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
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return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
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}
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if (v->force_proceed != 0) {
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if (v->force_proceed != TFP_NONE) {
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ClrBit(v->flags, VRF_TRAIN_STUCK);
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
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}
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@ -3845,7 +3845,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
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/* Should we try reversing this tick if still stuck? */
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bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
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if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == 0) return true;
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if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
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if (!TryPathReserve(v)) {
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/* Still stuck. */
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if (turn_around) ReverseTrainDirection(v);
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@ -3863,7 +3863,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
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v->wait_counter = 0;
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}
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/* Exit if force proceed not pressed, else reset stuck flag anyway. */
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if (v->force_proceed == 0) return true;
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if (v->force_proceed == TFP_NONE) return true;
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ClrBit(v->flags, VRF_TRAIN_STUCK);
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v->wait_counter = 0;
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
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@ -3881,7 +3881,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
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/* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
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if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
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/* If we manually stopped, we're not force-proceeding anymore. */
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v->force_proceed = 0;
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v->force_proceed = TFP_NONE;
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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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}
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