(svn r21962) -Feature-ish: GUI setting to disable reversing at signals

This commit is contained in:
rubidium
2011-02-04 16:40:38 +00:00
parent 773c6765e6
commit 0fe0225751
7 changed files with 19 additions and 5 deletions

View File

@@ -2990,12 +2990,12 @@ 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->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
if (!_settings_game.pf.reverse_at_signals || ++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->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
DiagDirection exitdir = TrackdirToExitdir(i);
TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
@@ -3010,7 +3010,7 @@ static void TrainController(Train *v, Vehicle *nomove)
* reversing of stuck trains is disabled, don't reverse.
* This does not apply if the reason for reversing is a one-way
* signal blocking us, because a train would then be stuck forever. */
if (_settings_game.pf.wait_for_pbs_path == 255 && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
v->wait_counter = 0;
return;
@@ -3578,7 +3578,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
++v->wait_counter;
/* Should we try reversing this tick if still stuck? */
bool turn_around = v->wait_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.reverse_at_signals;
if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
if (!TryPathReserve(v)) {