mirror of https://github.com/OpenTTD/OpenTTD
(svn r18515) -Change: make it visible when you're to pass the next signal on danger and possible to cancel it
-Fix [FS#2891]: when you pass a signal at danger, in a PBS controlled area, don't try to do the 'safe' thing and stop, but continue going; the user wanted the train to pass the signal at danger so (s)he has to suffer the consequences. Ofcourse one can always stop the train manually.release/1.0
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d46127a723
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@ -1967,6 +1967,15 @@ bool AfterLoadGame()
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}
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}
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/* The behaviour of force_proceed has been changed. Now
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* it counts signals instead of some random time out. */
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if (CheckSavegameVersion(131)) {
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Train *t;
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FOR_ALL_TRAINS(t) {
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t->force_proceed = min<byte>(t->force_proceed, 1);
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}
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}
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/* Road stops is 'only' updating some caches */
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AfterLoadRoadStops();
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AfterLoadLabelMaps();
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@ -1990,6 +1990,9 @@ CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32
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ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
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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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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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}
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} else {
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/* turn the whole train around */
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@ -2007,6 +2010,10 @@ CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32
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}
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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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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && v->cur_speed != 0) {
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ToggleBit(v->flags, VRF_REVERSING);
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} else {
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@ -2033,7 +2040,15 @@ CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1,
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Train *t = Train::GetIfValid(p1);
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if (t == NULL || !CheckOwnership(t->owner)) return CMD_ERROR;
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if (flags & DC_EXEC) t->force_proceed = 0x50;
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if (flags & DC_EXEC) {
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/* If we are forced to proceed, cancel that order.
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* If we are marked stuck we would want to force the train
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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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SetWindowDirty(WC_VEHICLE_VIEW, t->index);
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}
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return CommandCost();
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}
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@ -3348,6 +3363,21 @@ 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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/* 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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* decreased to zero and we won't pass that new signal. */
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Trackdir dir = FindFirstTrackdir(trackdirbits);
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if (GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS ||
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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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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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/* In front of a red signal */
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@ -3921,7 +3951,6 @@ static bool TrainLocoHandler(Train *v, bool mode)
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}
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if (v->force_proceed != 0) {
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v->force_proceed--;
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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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@ -4006,6 +4035,8 @@ 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->tcache.last_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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SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
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}
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@ -1959,6 +1959,7 @@ public:
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this->SetWidgetDisabledState(VVW_WIDGET_CLONE_VEH, !is_localcompany);
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if (v->type == VEH_TRAIN) {
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this->SetWidgetLoweredState(VVW_WIDGET_FORCE_PROCEED, Train::From(v)->force_proceed == 2);
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this->SetWidgetDisabledState(VVW_WIDGET_FORCE_PROCEED, !is_localcompany);
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this->SetWidgetDisabledState(VVW_WIDGET_TURN_AROUND, !is_localcompany);
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}
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