mirror of https://github.com/OpenTTD/OpenTTD
(svn r25055) [1.3] -Backport from trunk:
- Fix: Refactor Script Debug GUI to only set widget states in OnInvalidateData [FS#5490] (r25052) - Fix: Do not let gcc include files from the "standard C" include directories; newer gcc/libc seem to otherwise automatically include some header files at the top of the preprocessed nfo files which causes NFOrenum/GRFcodec to make invalid assumptions about the NFO version (r25050) - Fix: Minimise gaps feature caused removal to only happen at the signal build interval instead of the implicit interval of 1 [FS#5479] (r25038) - Fix: Green path signals would be shown when building them 'under' a train, and they would keep showing green until they were passed again [FS#5480] (r25037)release/1.3
parent
bb4a82c8e1
commit
b69d02ef4f
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@ -36,6 +36,7 @@ endif
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GRFCODEC := !!GRFCODEC!!
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NFORENUM := !!NFORENUM!!
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CC_BUILD := !!CC_BUILD!!
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MD5SUM := $(shell [ "$(OS)" = "OSX" ] && echo "md5 -r" || echo "md5sum")
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# Some "should not be changed" settings.
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@ -63,7 +64,7 @@ $(BIN_DIR)/openttd.grf: $(OBJS_DIR)/openttd.grf
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$(OBJS_DIR)/openttd.grf: $(PNG_FILES) $(NFO_FILES) $(OBJS_DIR)/sprites
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$(E) '$(STAGE) Assembling openttd.nfo'
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$(Q)-cp $(PNG_FILES) $(OBJS_DIR)/sprites 2> /dev/null
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$(Q) gcc -I$(GRF_DIR) -C -E - < "$(GRF_DIR)/openttd.nfo" | sed -e '/^#/d' -e '/^$$/d' > $(OBJS_DIR)/sprites/openttd.nfo
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$(Q) $(CC_BUILD) -nostdinc -I$(GRF_DIR) -C -E - < "$(GRF_DIR)/openttd.nfo" | sed -e '/^#/d' -e '/^$$/d' > $(OBJS_DIR)/sprites/openttd.nfo
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$(Q) $(NFORENUM) -s $(OBJS_DIR)/sprites/openttd.nfo
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$(E) '$(STAGE) Compiling openttd.grf'
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$(Q) $(GRFCODEC) -n -s -e -p1 $(OBJS_DIR)/openttd.grf
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@ -3648,6 +3648,9 @@ showhelp() {
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echo " LDFLAGS linker flags, e.g. -L<lib dir> if you"
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echo " have libraries in a nonstandard"
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echo " directory <lib dir>"
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echo " CFLAGS_BUILD C compiler flags for build time tool generation"
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echo " CXXFLAGS_BUILD C++ compiler flags for build time tool generation"
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echo " LDFLAGS_BUILD linker flags for build time tool generation"
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echo ""
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echo "Use these variables to override the choices made by 'configure' or to help"
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echo "it to find libraries and programs with nonstandard names/locations."
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@ -1000,6 +1000,43 @@ struct AIDebugWindow : public Window {
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return !Company::IsValidAiID(ai_debug_company) || Company::Get(ai_debug_company)->ai_instance->IsDead();
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}
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/**
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* Check whether a company is a valid AI company or GS.
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* @param company Company to check for validity.
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* @return true if company is valid for debugging.
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*/
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bool IsValidDebugCompany(CompanyID company) const
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{
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switch (company) {
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case INVALID_COMPANY: return false;
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case OWNER_DEITY: return Game::GetInstance() != NULL;
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default: return Company::IsValidAiID(company);
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}
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}
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/**
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* Ensure that \c ai_debug_company refers to a valid AI company or GS, or is set to #INVALID_COMPANY.
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* If no valid company is selected, it selects the first valid AI or GS if any.
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*/
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void SelectValidDebugCompany()
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{
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/* Check if the currently selected company is still active. */
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if (this->IsValidDebugCompany(ai_debug_company)) return;
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ai_debug_company = INVALID_COMPANY;
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const Company *c;
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FOR_ALL_COMPANIES(c) {
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if (c->is_ai) {
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ChangeToAI(c->index);
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return;
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}
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}
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/* If no AI is available, see if there is a game script. */
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if (Game::GetInstance() != NULL) ChangeToAI(OWNER_DEITY);
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}
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/**
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* Constructor for the window.
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* @param desc The description of the window.
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@ -1014,14 +1051,6 @@ struct AIDebugWindow : public Window {
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this->FinishInitNested(desc, number);
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if (!this->show_break_box) break_check_enabled = false;
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/* Disable the companies who are not active or not an AI */
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for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
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this->SetWidgetDisabledState(i + WID_AID_COMPANY_BUTTON_START, !Company::IsValidAiID(i));
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}
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this->EnableWidget(WID_AID_SCRIPT_GAME);
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this->DisableWidget(WID_AID_RELOAD_TOGGLE);
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this->DisableWidget(WID_AID_SETTINGS);
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this->DisableWidget(WID_AID_CONTINUE_BTN);
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this->last_vscroll_pos = 0;
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this->autoscroll = true;
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@ -1032,17 +1061,8 @@ struct AIDebugWindow : public Window {
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/* Restore the break string value from static variable */
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this->break_editbox.text.Assign(this->break_string);
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/* Restore button state from static class variables */
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if (ai_debug_company == OWNER_DEITY) {
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this->LowerWidget(WID_AID_SCRIPT_GAME);
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this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !Game::IsPaused());
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} else if (ai_debug_company != INVALID_COMPANY) {
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this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
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this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !AI::IsPaused(ai_debug_company));
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}
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this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled);
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this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check);
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this->SelectValidDebugCompany();
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this->InvalidateData(-1);
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}
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virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
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@ -1055,67 +1075,31 @@ struct AIDebugWindow : public Window {
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virtual void OnPaint()
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{
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/* Check if the currently selected company is still active. */
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if (ai_debug_company == INVALID_COMPANY || (ai_debug_company != OWNER_DEITY && !Company::IsValidAiID(ai_debug_company))) {
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if (ai_debug_company != INVALID_COMPANY) {
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/* Raise the widget for the previous selection. */
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this->RaiseWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
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ai_debug_company = INVALID_COMPANY;
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}
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const Company *c;
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FOR_ALL_COMPANIES(c) {
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if (c->is_ai) {
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/* Lower the widget corresponding to this company. */
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this->LowerWidget(c->index + WID_AID_COMPANY_BUTTON_START);
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ai_debug_company = c->index;
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break;
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}
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}
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/* If no AI is available, see if there is a game script. */
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if (ai_debug_company == INVALID_COMPANY && Game::GetInstance() != NULL) {
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/* Lower the widget corresponding to the game script. */
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this->LowerWidget(WID_AID_SCRIPT_GAME);
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ai_debug_company = OWNER_DEITY;
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}
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}
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/* Update "Reload AI" and "AI settings" buttons */
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this->SetWidgetDisabledState(WID_AID_SETTINGS, ai_debug_company == INVALID_COMPANY);
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this->SetWidgetDisabledState(WID_AID_RELOAD_TOGGLE, ai_debug_company == INVALID_COMPANY || ai_debug_company == OWNER_DEITY);
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this->SetWidgetDisabledState(WID_AID_SCRIPT_GAME, Game::GetGameInstance() == NULL);
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this->SelectValidDebugCompany();
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/* Draw standard stuff */
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this->DrawWidgets();
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if (this->IsShaded()) return; // Don't draw anything when the window is shaded.
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bool dirty = false;
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/* Paint the company icons */
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for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
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NWidgetCore *button = this->GetWidget<NWidgetCore>(i + WID_AID_COMPANY_BUTTON_START);
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bool dirty = false;
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bool valid = Company::IsValidAiID(i);
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bool disabled = !valid;
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if (button->IsDisabled() != disabled) {
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/* Invalid/non-AI companies have button disabled */
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button->SetDisabled(disabled);
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dirty = true;
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}
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/* Check whether the validity of the company changed */
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dirty |= (button->IsDisabled() == valid);
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/* Mark dead/paused AIs by setting the background colour. */
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bool dead = valid && Company::Get(i)->ai_instance->IsDead();
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bool paused = valid && Company::Get(i)->ai_instance->IsPaused();
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/* Re-paint if the button was updated.
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* (note that it is intentional that SetScriptButtonColour is always called) */
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dirty = SetScriptButtonColour(*button, dead, paused) || dirty;
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dirty |= SetScriptButtonColour(*button, dead, paused);
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/* Do we need a repaint? */
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if (dirty) this->SetDirty();
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/* Draw company icon only for valid AI companies */
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if (!valid) continue;
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@ -1125,13 +1109,14 @@ struct AIDebugWindow : public Window {
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/* Set button colour for Game Script. */
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GameInstance *game = Game::GetInstance();
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bool dead = game != NULL && game->IsDead();
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bool paused = game != NULL && game->IsPaused();
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bool valid = game != NULL;
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bool dead = valid && game->IsDead();
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bool paused = valid && game->IsPaused();
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NWidgetCore *button = this->GetWidget<NWidgetCore>(WID_AID_SCRIPT_GAME);
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if (SetScriptButtonColour(*button, dead, paused)) {
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/* Re-paint if the button was updated. */
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this->SetWidgetDirty(WID_AID_SCRIPT_GAME);
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}
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dirty |= (button->IsDisabled() == valid) || SetScriptButtonColour(*button, dead, paused);
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if (dirty) this->InvalidateData(-1);
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/* If there are no active companies, don't display anything else. */
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if (ai_debug_company == INVALID_COMPANY) return;
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@ -1233,30 +1218,19 @@ struct AIDebugWindow : public Window {
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*/
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void ChangeToAI(CompanyID show_ai)
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{
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if (ai_debug_company == OWNER_DEITY) {
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this->RaiseWidget(WID_AID_SCRIPT_GAME);
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} else {
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this->RaiseWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
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}
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if (!this->IsValidDebugCompany(show_ai)) return;
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ai_debug_company = show_ai;
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ScriptLog::LogData *log = this->GetLogPointer();
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this->vscroll->SetCount((log == NULL) ? 0 : log->used);
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if (ai_debug_company == OWNER_DEITY) {
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this->LowerWidget(WID_AID_SCRIPT_GAME);
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this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !Game::IsPaused());
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} else {
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this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
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this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, !AI::IsPaused(ai_debug_company));
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}
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this->highlight_row = -1; // The highlight of one AI make little sense for another AI.
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this->autoscroll = true;
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this->last_vscroll_pos = this->vscroll->GetPosition();
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this->SetDirty();
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/* Close AI settings window to prevent confusion */
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DeleteWindowByClass(WC_AI_SETTINGS);
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this->InvalidateData(-1);
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this->autoscroll = true;
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this->last_vscroll_pos = this->vscroll->GetPosition();
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}
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virtual void OnClick(Point pt, int widget, int click_count)
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@ -1287,25 +1261,21 @@ struct AIDebugWindow : public Window {
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case WID_AID_BREAK_STR_ON_OFF_BTN:
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this->break_check_enabled = !this->break_check_enabled;
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this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled);
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this->SetWidgetDirty(WID_AID_BREAK_STR_ON_OFF_BTN);
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this->InvalidateData(-1);
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break;
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case WID_AID_MATCH_CASE_BTN:
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this->case_sensitive_break_check = !this->case_sensitive_break_check;
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this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check);
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this->SetWidgetDirty(WID_AID_MATCH_CASE_BTN);
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this->InvalidateData(-1);
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break;
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case WID_AID_CONTINUE_BTN:
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/* Unpause current AI / game script and mark the corresponding script button dirty. */
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if (!IsDead()) {
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if (!this->IsDead()) {
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if (ai_debug_company == OWNER_DEITY) {
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Game::Unpause();
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this->SetWidgetDirty(WID_AID_SCRIPT_GAME);
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} else {
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AI::Unpause(ai_debug_company);
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this->SetWidgetDirty(WID_AID_COMPANY_BUTTON_START + ai_debug_company);
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}
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}
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@ -1328,8 +1298,7 @@ struct AIDebugWindow : public Window {
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}
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this->highlight_row = -1;
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this->SetWidgetDirty(WID_AID_LOG_PANEL);
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this->DisableWidget(WID_AID_CONTINUE_BTN);
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this->InvalidateData(-1);
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break;
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}
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}
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@ -1363,15 +1332,14 @@ struct AIDebugWindow : public Window {
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/**
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* Some data on this window has become invalid.
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* @param data Information about the changed data.
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* This is the company ID of the AI/GS which wrote a new log message, or -1 in other cases.
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* @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details.
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*/
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virtual void OnInvalidateData(int data = 0, bool gui_scope = true)
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{
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if (data == -1 || ai_debug_company == data) this->SetDirty();
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/* If the log message is related to the active company tab, check the break string.
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* This needs to be done in gameloop-scope, so the AI is suspended immediately. */
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if (!gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {
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if (!gui_scope && data == ai_debug_company && this->IsValidDebugCompany(ai_debug_company) && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {
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/* Get the log instance of the active company */
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ScriptLog::LogData *log = this->GetLogPointer();
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@ -1380,7 +1348,7 @@ struct AIDebugWindow : public Window {
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this->break_string_filter.AddLine(log->lines[log->pos]);
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if (this->break_string_filter.GetState()) {
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/* Pause execution of script. */
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if (!IsDead()) {
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if (!this->IsDead()) {
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if (ai_debug_company == OWNER_DEITY) {
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Game::Pause();
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} else {
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@ -1393,15 +1361,35 @@ struct AIDebugWindow : public Window {
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DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
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}
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/* Make it possible to click on the continue button */
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this->EnableWidget(WID_AID_CONTINUE_BTN);
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this->SetWidgetDirty(WID_AID_CONTINUE_BTN);
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/* Highlight row that matched */
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this->highlight_row = log->pos;
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}
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}
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}
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if (!gui_scope) return;
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this->SelectValidDebugCompany();
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ScriptLog::LogData *log = ai_debug_company != INVALID_COMPANY ? this->GetLogPointer() : NULL;
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this->vscroll->SetCount((log == NULL) ? 0 : log->used);
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/* Update company buttons */
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for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
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this->SetWidgetDisabledState(i + WID_AID_COMPANY_BUTTON_START, !Company::IsValidAiID(i));
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this->SetWidgetLoweredState(i + WID_AID_COMPANY_BUTTON_START, ai_debug_company == i);
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}
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this->SetWidgetDisabledState(WID_AID_SCRIPT_GAME, Game::GetGameInstance() == NULL);
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this->SetWidgetLoweredState(WID_AID_SCRIPT_GAME, ai_debug_company == OWNER_DEITY);
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this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled);
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this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check);
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this->SetWidgetDisabledState(WID_AID_SETTINGS, ai_debug_company == INVALID_COMPANY);
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this->SetWidgetDisabledState(WID_AID_RELOAD_TOGGLE, ai_debug_company == INVALID_COMPANY || ai_debug_company == OWNER_DEITY);
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this->SetWidgetDisabledState(WID_AID_CONTINUE_BTN, ai_debug_company == INVALID_COMPANY ||
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(ai_debug_company == OWNER_DEITY ? !Game::IsPaused() : !AI::IsPaused(ai_debug_company)));
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}
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virtual void OnResize()
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@ -1139,9 +1139,9 @@ CommandCost CmdBuildSingleSignal(TileIndex tile, DoCommandFlag flags, uint32 p1,
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DirtyCompanyInfrastructureWindows(GetTileOwner(tile));
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if (IsPbsSignal(sigtype)) {
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/* PBS signals should show red unless they are on a reservation. */
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/* PBS signals should show red unless they are on reserved tiles without a train. */
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uint mask = GetPresentSignals(tile) & SignalOnTrack(track);
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SetSignalStates(tile, (GetSignalStates(tile) & ~mask) | ((HasBit(GetRailReservationTrackBits(tile), track) ? UINT_MAX : 0) & mask));
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SetSignalStates(tile, (GetSignalStates(tile) & ~mask) | ((HasBit(GetRailReservationTrackBits(tile), track) && EnsureNoVehicleOnGround(tile).Succeeded() ? UINT_MAX : 0) & mask));
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}
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MarkTileDirtyByTile(tile);
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AddTrackToSignalBuffer(tile, track, _current_company);
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@ -1320,7 +1320,7 @@ static CommandCost CmdSignalTrackHelper(TileIndex tile, DoCommandFlag flags, uin
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if (HasBit(signal_dir, 1)) signals |= SignalAgainstTrackdir(trackdir);
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/* Test tiles in between for suitability as well if minimising gaps. */
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bool test_only = minimise_gaps && signal_ctr < (last_used_ctr + signal_density);
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bool test_only = !remove && minimise_gaps && signal_ctr < (last_used_ctr + signal_density);
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CommandCost ret = DoCommand(tile, p1, signals, test_only ? flags & ~DC_EXEC : flags, remove ? CMD_REMOVE_SIGNALS : CMD_BUILD_SIGNALS);
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if (ret.Succeeded()) {
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