(svn r18764) -Fix [FS#3422]: split the (un)load ticks counter and signal wait counter; sometimes they might get into eachother's way

pull/155/head
rubidium 15 years ago
parent 6595434845
commit ad8d6e8dd2

@ -85,6 +85,9 @@ struct Aircraft : public SpecializedVehicle<Aircraft, VEH_AIRCRAFT> {
DirectionByte last_direction;
byte number_consecutive_turns;
/** Ticks between each turn to prevent > 45 degree turns. */
byte turn_counter;
/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
Aircraft() : SpecializedVehicle<Aircraft, VEH_AIRCRAFT>() {}
/** We want to 'destruct' the right class. */

@ -979,7 +979,7 @@ static bool AircraftController(Aircraft *v)
count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
if (count == 0) return false;
if (v->time_counter != 0) v->time_counter--;
if (v->turn_counter != 0) v->turn_counter--;
do {
@ -1003,13 +1003,13 @@ static bool AircraftController(Aircraft *v)
Direction newdir = GetDirectionTowards(v, x + amd->x, y + amd->y);
if (newdir != v->direction) {
if (amd->flag & AMED_SLOWTURN && v->number_consecutive_turns < 8 && v->subtype == AIR_AIRCRAFT) {
if (v->time_counter == 0 || newdir == v->last_direction) {
if (v->turn_counter == 0 || newdir == v->last_direction) {
if (newdir == v->last_direction) {
v->number_consecutive_turns = 0;
} else {
v->number_consecutive_turns++;
}
v->time_counter = 2 * _settings_game.vehicle.plane_speed;
v->turn_counter = 2 * _settings_game.vehicle.plane_speed;
v->last_direction = v->direction;
v->direction = newdir;
}

@ -1084,7 +1084,7 @@ void PrepareUnload(Vehicle *front_v)
ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
/* Start unloading in at the first possible moment */
front_v->time_counter = 1;
front_v->load_unload_ticks = 1;
if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
@ -1110,10 +1110,10 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
{
assert(v->current_order.IsType(OT_LOADING));
assert(v->time_counter != 0);
assert(v->load_unload_ticks != 0);
/* We have not waited enough time till the next round of loading/unloading */
if (--v->time_counter != 0) {
if (--v->load_unload_ticks != 0) {
if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
/* 'Reserve' this cargo for this vehicle, because we were first. */
for (; v != NULL; v = v->Next()) {
@ -1131,7 +1131,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
/* The train reversed in the station. Take the "easy" way
* out and let the train just leave as it always did. */
SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
v->time_counter = 1;
v->load_unload_ticks = 1;
return;
}
@ -1364,7 +1364,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
}
/* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
v->time_counter = max(1, unloading_time);
v->load_unload_ticks = max(1, unloading_time);
if (completely_emptied) {
TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);

@ -709,8 +709,8 @@ static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, by
case 0x0B: return v->current_order.GetDestination();
case 0x0C: return v->GetNumOrders();
case 0x0D: return v->cur_order_index;
case 0x10: return v->time_counter;
case 0x11: return GB(v->time_counter, 8, 8);
case 0x10: return v->load_unload_ticks;
case 0x11: return GB(v->load_unload_ticks, 8, 8);
case 0x12: return max(v->date_of_last_service - DAYS_TILL_ORIGINAL_BASE_YEAR, 0);
case 0x13: return GB(max(v->date_of_last_service - DAYS_TILL_ORIGINAL_BASE_YEAR, 0), 8, 8);
case 0x14: return v->service_interval;

@ -1997,6 +1997,19 @@ bool AfterLoadGame()
}
}
/* Wait counter and load/unload ticks got split. */
if (CheckSavegameVersion(136)) {
Aircraft *a;
FOR_ALL_AIRCRAFT(a) {
a->turn_counter = a->current_order.IsType(OT_LOADING) ? 0 : a->load_unload_ticks;
}
Train *t;
FOR_ALL_TRAINS(t) {
t->wait_counter = t->current_order.IsType(OT_LOADING) ? 0 : t->load_unload_ticks;
}
}
/* Road stops is 'only' updating some caches */
AfterLoadRoadStops();
AfterLoadLabelMaps();

@ -1129,7 +1129,7 @@ static const OldChunks vehicle_chunk[] = {
OCL_NULL ( 1 ), ///< num_orders, now calculated
OCL_SVAR( OC_UINT8, Vehicle, cur_order_index ),
OCL_SVAR( OC_TILE, Vehicle, dest_tile ),
OCL_SVAR( OC_UINT16, Vehicle, time_counter ),
OCL_SVAR( OC_UINT16, Vehicle, load_unload_ticks ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Vehicle, date_of_last_service ),
OCL_SVAR( OC_UINT16, Vehicle, service_interval ),
OCL_SVAR( OC_FILE_U8 | OC_VAR_U16, Vehicle, last_station_visited ),

@ -47,7 +47,7 @@
#include "saveload_internal.h"
extern const uint16 SAVEGAME_VERSION = 135;
extern const uint16 SAVEGAME_VERSION = 136;
SavegameType _savegame_type; ///< type of savegame we are loading

@ -495,7 +495,7 @@ const SaveLoad *GetVehicleDescription(VehicleType vt)
SLE_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, build_year, SLE_INT32, 31, SL_MAX_VERSION),
SLE_VAR(Vehicle, time_counter, SLE_UINT16),
SLE_VAR(Vehicle, load_unload_ticks, SLE_UINT16),
SLEG_CONDVAR( _cargo_paid_for, SLE_UINT16, 45, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, vehicle_flags, SLE_UINT8, 40, SL_MAX_VERSION),
@ -540,6 +540,8 @@ const SaveLoad *GetVehicleDescription(VehicleType vt)
SLE_CONDVAR(Train, flags, SLE_UINT16, 100, SL_MAX_VERSION),
SLE_CONDNULL(2, 2, 59),
SLE_CONDVAR(Train, wait_counter, SLE_UINT16, 136, SL_MAX_VERSION),
SLE_CONDNULL(2, 2, 19),
/* reserve extra space in savegame here. (currently 11 bytes) */
SLE_CONDNULL(11, 2, SL_MAX_VERSION),
@ -593,6 +595,8 @@ const SaveLoad *GetVehicleDescription(VehicleType vt)
SLE_CONDVAR(Aircraft, last_direction, SLE_UINT8, 2, SL_MAX_VERSION),
SLE_CONDVAR(Aircraft, number_consecutive_turns, SLE_UINT8, 2, SL_MAX_VERSION),
SLE_CONDVAR(Aircraft, turn_counter, SLE_UINT8, 136, SL_MAX_VERSION),
/* reserve extra space in savegame here. (currently 13 bytes) */
SLE_CONDNULL(13, 2, SL_MAX_VERSION),

@ -114,6 +114,9 @@ struct Train : public SpecializedVehicle<Train, VEH_TRAIN> {
RailTypeByte railtype;
RailTypes compatible_railtypes;
/** Ticks waiting in front of a signal, ticks being stuck or a counter for forced proceeding through signals. */
uint16 wait_counter;
/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
Train() : SpecializedVehicle<Train, VEH_TRAIN>() {}
/** We want to 'destruct' the right class. */

@ -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);
}
}

@ -998,7 +998,7 @@ void VehicleEnterDepot(Vehicle *v)
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(t->tile);
UpdateSignalsOnSegment(t->tile, INVALID_DIAGDIR, t->owner);
t->time_counter = 0;
t->wait_counter = 0;
ClrBit(t->flags, VRF_TOGGLE_REVERSE);
TrainConsistChanged(t, true);
break;

@ -184,13 +184,8 @@ public:
byte vehicle_flags; ///< Used for gradual loading and other miscellaneous things (@see VehicleFlags enum)
/**
* Multi purpose variable used as counter for:
* - loading/unloading: ticks to wait before starting next cycle.
* - aircraft: ticks between each turn to prevent > 45 degree turns.
* - trains: ticks waiting in front of a signal, ticks being stuck or a counter for forced proceeding through signals.
*/
uint16 time_counter;
/** Ticks to wait before starting next cycle. */
uint16 load_unload_ticks;
GroupID group_id; ///< Index of group Pool array

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