Merge branch 'signal_tunnels_bridges-sx' into jgrpp

Conflicts:
	src/saveload/extended_ver_sl.cpp
	src/saveload/extended_ver_sl.h
	src/settings_type.h
	src/signal.cpp
This commit is contained in:
Jonathan G Rennison
2015-08-02 18:45:32 +01:00
13 changed files with 613 additions and 31 deletions

View File

@@ -1899,6 +1899,17 @@ void ReverseTrainDirection(Train *v)
return;
}
/* We are inside tunnel/bidge with signals, reversing will close the entrance. */
if (HasWormholeSignals(v->tile)) {
/* Flip signal on tunnel entrance tile red. */
SetBitTunnelBridgeExit(v->tile);
MarkTileDirtyByTile(v->tile);
/* Clear counters. */
v->wait_counter = 0;
v->load_unload_ticks = 0;
return;
}
/* TrainExitDir does not always produce the desired dir for depots and
* tunnels/bridges that is needed for UpdateSignalsOnSegment. */
DiagDirection dir = TrainExitDir(v->direction, v->track);
@@ -2235,6 +2246,42 @@ static bool CheckTrainStayInDepot(Train *v)
return false;
}
static void HandleLastTunnelBridgeSignals(TileIndex tile, TileIndex end, DiagDirection dir, bool free)
{
if (IsBridge(end) && _m[end].m2 > 0){
/* Clearing last bridge signal. */
uint16 m = _m[end].m2;
byte i = 15;
while((m & 0x8000) == 0 && --i > 0) m <<= 1;
ClrBit(_m[end].m2, i);
uint x = TileX(end)* TILE_SIZE;
uint y = TileY(end)* TILE_SIZE;
uint distance = (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals) * ++i;
switch (dir) {
default: NOT_REACHED();
case DIAGDIR_NE: MarkTileDirtyByTile(TileVirtXY(x - distance, y)); break;
case DIAGDIR_SE: MarkTileDirtyByTile(TileVirtXY(x, y + distance)); break;
case DIAGDIR_SW: MarkTileDirtyByTile(TileVirtXY(x + distance, y)); break;
case DIAGDIR_NW: MarkTileDirtyByTile(TileVirtXY(x, y - distance)); break;
}
MarkTileDirtyByTile(tile);
}
if (free) {
/* Open up the wormhole and clear m2. */
_m[tile].m2 = 0;
_m[end].m2 = 0;
if (IsTunnelBridgeWithSignRed(end)) {
ClrBitTunnelBridgeExit(end);
if (!_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(end);
} else if (IsTunnelBridgeWithSignRed(tile)) {
ClrBitTunnelBridgeExit(tile);
if (!_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(tile);
}
}
}
/**
* Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
* @param v %Train owning the reservation.
@@ -2250,7 +2297,8 @@ static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_
if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
TileIndex end = GetOtherTunnelBridgeEnd(tile);
if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
bool free = TunnelBridgeIsFree(tile, end, v).Succeeded();
if (free) {
/* Free the reservation only if no other train is on the tiles. */
SetTunnelBridgeReservation(tile, false);
SetTunnelBridgeReservation(end, false);
@@ -2264,6 +2312,7 @@ static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_
}
}
}
if (HasWormholeSignals(tile)) HandleLastTunnelBridgeSignals(tile, end, dir, free);
}
} else if (IsRailStationTile(tile)) {
TileIndex new_tile = TileAddByDiagDir(tile, dir);
@@ -3131,6 +3180,99 @@ static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
return t;
}
/** Find train in front and keep distance between trains in tunnel/bridge. */
static Vehicle *FindSpaceBetweenTrainsEnum(Vehicle *v, void *data)
{
/* Don't look at wagons between front and back of train. */
if (v->type != VEH_TRAIN || (v->Previous() != NULL && v->Next() != NULL)) return NULL;
const Vehicle *u = (Vehicle*)data;
int32 a, b = 0;
switch (u->direction) {
default: NOT_REACHED();
case DIR_NE: a = u->x_pos; b = v->x_pos; break;
case DIR_SE: a = v->y_pos; b = u->y_pos; break;
case DIR_SW: a = v->x_pos; b = u->x_pos; break;
case DIR_NW: a = u->y_pos; b = v->y_pos; break;
}
if (a > b && a <= (b + (int)(Train::From(u)->wait_counter)) + (int)(TILE_SIZE)) return v;
return NULL;
}
static bool IsToCloseBehindTrain(Vehicle *v, TileIndex tile, bool check_endtile)
{
Train *t = (Train *)v;
if (t->force_proceed != 0) return false;
if (HasVehicleOnPos(t->tile, v, &FindSpaceBetweenTrainsEnum)) {
/* Revert train if not going with tunnel direction. */
if (DirToDiagDir(t->direction) != GetTunnelBridgeDirection(t->tile)) {
v->cur_speed = 0;
ToggleBit(t->flags, VRF_REVERSING);
}
return true;
}
/* Cover blind spot at end of tunnel bridge. */
if (check_endtile){
if (HasVehicleOnPos(GetOtherTunnelBridgeEnd(t->tile), v, &FindSpaceBetweenTrainsEnum)) {
/* Revert train if not going with tunnel direction. */
if (DirToDiagDir(t->direction) != GetTunnelBridgeDirection(t->tile)) {
v->cur_speed = 0;
ToggleBit(t->flags, VRF_REVERSING);
}
return true;
}
}
return false;
}
/** Simulate signals in tunnel - bridge. */
static bool CheckTrainStayInWormHole(Train *t, TileIndex tile)
{
if (t->force_proceed != 0) return false;
/* When not exit reverse train. */
if (!IsTunnelBridgeExit(tile)) {
t->cur_speed = 0;
ToggleBit(t->flags, VRF_REVERSING);
return true;
}
SigSegState seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, t->owner);
if (seg_state == SIGSEG_FULL || (seg_state == SIGSEG_PBS && !TryPathReserve(t))) {
t->cur_speed = 0;
return true;
}
return false;
}
static void HandleSignalBehindTrain(Train *v, uint signal_number)
{
TileIndex tile;
switch (v->direction) {
default: NOT_REACHED();
case DIR_NE: tile = TileVirtXY(v->x_pos + (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals), v->y_pos); break;
case DIR_SE: tile = TileVirtXY(v->x_pos, v->y_pos - (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals) ); break;
case DIR_SW: tile = TileVirtXY(v->x_pos - (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals), v->y_pos); break;
case DIR_NW: tile = TileVirtXY(v->x_pos, v->y_pos + (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals)); break;
}
if(tile == v->tile) {
/* Flip signal on ramp. */
if (IsTunnelBridgeWithSignRed(tile)) {
ClrBitTunnelBridgeExit(tile);
MarkTileDirtyByTile(tile);
}
} else if (IsBridge(v->tile) && signal_number <= 16) {
ClrBit(_m[v->tile].m2, signal_number);
MarkTileDirtyByTile(tile);
}
}
/**
* Move a vehicle chain one movement stop forwards.
* @param v First vehicle to move.
@@ -3316,6 +3458,23 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
goto invalid_rail;
}
if (HasWormholeSignals(gp.new_tile)) {
/* If red signal stop. */
if (v->IsFrontEngine() && v->force_proceed == 0) {
if (IsTunnelBridgeWithSignRed(gp.new_tile)) {
v->cur_speed = 0;
return false;
}
if (IsTunnelBridgeExit(gp.new_tile)) {
v->cur_speed = 0;
goto invalid_rail;
}
/* Flip signal on tunnel entrance tile red. */
SetBitTunnelBridgeExit(gp.new_tile);
MarkTileDirtyByTile(gp.new_tile);
}
}
if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
Track track = FindFirstTrack(chosen_track);
Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
@@ -3368,6 +3527,64 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
}
}
} else {
/* Handle signal simulation on tunnel/bridge. */
TileIndex old_tile = TileVirtXY(v->x_pos, v->y_pos);
if (old_tile != gp.new_tile && HasWormholeSignals(v->tile) && (v->IsFrontEngine() || v->Next() == NULL)){
if (old_tile == v->tile) {
if (v->IsFrontEngine() && v->force_proceed == 0 && IsTunnelBridgeExit(v->tile)) goto invalid_rail;
/* Entered wormhole set counters. */
v->wait_counter = (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals) - TILE_SIZE;
v->load_unload_ticks = 0;
}
uint distance = v->wait_counter;
bool leaving = false;
if (distance == 0) v->wait_counter = (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals);
if (v->IsFrontEngine()) {
/* Check if track in front is free and see if we can leave wormhole. */
int z = GetSlopePixelZ(gp.x, gp.y) - v->z_pos;
if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && !(abs(z) > 2)) {
if (CheckTrainStayInWormHole(v, gp.new_tile)) return false;
leaving = true;
} else {
if (IsToCloseBehindTrain(v, gp.new_tile, distance == 0)) {
if (distance == 0) v->wait_counter = 0;
v->cur_speed = 0;
return false;
}
/* flip signal in front to red on bridges*/
if (distance == 0 && v->load_unload_ticks <= 15 && IsBridge(v->tile)){
SetBit(_m[v->tile].m2, v->load_unload_ticks);
MarkTileDirtyByTile(gp.new_tile);
}
}
}
if (v->Next() == NULL) {
if (v->load_unload_ticks > 0 && v->load_unload_ticks <= 16 && distance == (TILE_SIZE * _settings_game.construction.simulated_wormhole_signals) - TILE_SIZE) HandleSignalBehindTrain(v, v->load_unload_ticks - 2);
if (old_tile == v->tile) {
/* We left ramp into wormhole. */
v->x_pos = gp.x;
v->y_pos = gp.y;
UpdateSignalsOnSegment(old_tile, INVALID_DIAGDIR, v->owner);
}
}
if (distance == 0) v->load_unload_ticks++;
v->wait_counter -= TILE_SIZE;
if (leaving) { // Reset counters.
v->force_proceed = 0;
v->wait_counter = 0;
v->load_unload_ticks = 0;
v->x_pos = gp.x;
v->y_pos = gp.y;
v->UpdatePosition();
v->UpdateViewport(false, false);
UpdateSignalsOnSegment(gp.new_tile, INVALID_DIAGDIR, v->owner);
continue;
}
}
if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
/* Perform look-ahead on tunnel exit. */
if (v->IsFrontEngine()) {