Merge branch 'improved_breakdowns' into jgrpp
# Conflicts: # src/saveload/extended_ver_sl.cpp # src/train_cmd.cpp
This commit is contained in:
@@ -4217,6 +4217,7 @@ STR_BREAKDOWN_TYPE_CRITICAL :Mechanical fail
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STR_BREAKDOWN_TYPE_EM_STOP :Emergency stop
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STR_BREAKDOWN_TYPE_LOW_SPEED :Limited to {VELOCITY}
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STR_BREAKDOWN_TYPE_LOW_POWER :{COMMA}% Power
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STR_BREAKDOWN_TYPE_HIT_RV :Collided with road vehicle
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STR_BREAKDOWN_TYPE_DEPOT :Heading to {STATION} Hangar for repairs
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STR_BREAKDOWN_TYPE_LANDING :Heading to {STATION} for emergency landing
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STR_ERROR_TRAIN_TOO_HEAVY :{WHITE}{VEHICLE} is too heavy
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@@ -517,20 +517,35 @@ static bool RoadVehIsCrashed(RoadVehicle *v)
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return true;
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}
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struct CheckRoadVehCrashTrainInfo {
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const Vehicle *u;
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bool found = false;
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CheckRoadVehCrashTrainInfo(const Vehicle *u_)
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: u(u_) { }
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};
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/**
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* Check routine whether a road and a train vehicle have collided.
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* @param v %Train vehicle to test.
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* @param data Road vehicle to test.
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* @param data Info including road vehicle to test.
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* @return %Train vehicle if the vehicles collided, else \c NULL.
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*/
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static Vehicle *EnumCheckRoadVehCrashTrain(Vehicle *v, void *data)
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{
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const Vehicle *u = (Vehicle*)data;
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CheckRoadVehCrashTrainInfo *info = (CheckRoadVehCrashTrainInfo*) data;
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return (v->type == VEH_TRAIN &&
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abs(v->z_pos - u->z_pos) <= 6 &&
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abs(v->x_pos - u->x_pos) <= 4 &&
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abs(v->y_pos - u->y_pos) <= 4) ? v : NULL;
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if (v->type == VEH_TRAIN &&
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abs(v->z_pos - info->u->z_pos) <= 6 &&
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abs(v->x_pos - info->u->x_pos) <= 4 &&
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abs(v->y_pos - info->u->y_pos) <= 4) {
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info->found = true;
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extern void TrainRoadVehicleCrashBreakdown(Vehicle *v);
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TrainRoadVehicleCrashBreakdown(v);
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return v;
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} else {
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return NULL;
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}
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}
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uint RoadVehicle::Crash(bool flooded)
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@@ -576,7 +591,9 @@ static bool RoadVehCheckTrainCrash(RoadVehicle *v)
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if (!IsLevelCrossingTile(tile)) continue;
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if (HasVehicleOnPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain)) {
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CheckRoadVehCrashTrainInfo info(u);
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FindVehicleOnPosXY(v->x_pos, v->y_pos, &info, EnumCheckRoadVehCrashTrain);
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if (info.found) {
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RoadVehCrash(v);
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return true;
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}
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@@ -56,7 +56,7 @@ const SlxiSubChunkInfo _sl_xv_sub_chunk_infos[] = {
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{ XSLFI_TIMETABLES_START_TICKS, XSCF_NULL, 2, 2, "timetable_start_ticks", NULL, NULL, NULL },
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{ XSLFI_TOWN_CARGO_ADJ, XSCF_IGNORABLE_UNKNOWN, 2, 2, "town_cargo_adj", NULL, NULL, NULL },
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{ XSLFI_SIG_TUNNEL_BRIDGE, XSCF_NULL, 4, 4, "signal_tunnel_bridge", NULL, NULL, "XBSS" },
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{ XSLFI_IMPROVED_BREAKDOWNS, XSCF_NULL, 4, 4, "improved_breakdowns", NULL, NULL, NULL },
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{ XSLFI_IMPROVED_BREAKDOWNS, XSCF_NULL, 5, 5, "improved_breakdowns", NULL, NULL, NULL },
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{ XSLFI_TT_WAIT_IN_DEPOT, XSCF_NULL, 1, 1, "tt_wait_in_depot", NULL, NULL, NULL },
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{ XSLFI_AUTO_TIMETABLE, XSCF_NULL, 4, 4, "auto_timetables", NULL, NULL, NULL },
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{ XSLFI_VEHICLE_REPAIR_COST, XSCF_NULL, 2, 2, "vehicle_repair_cost", NULL, NULL, NULL },
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@@ -30,7 +30,7 @@ enum VehicleRailFlags {
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VRF_HAVE_SLOT = 2, ///< Train has 1 or more slots
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VRF_POWEREDWAGON = 3, ///< Wagon is powered.
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VRF_REVERSE_DIRECTION = 4, ///< Reverse the visible direction of the vehicle.
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VRF_HAS_HIT_RV = 5, ///< Train has hit road vehicle
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VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6, ///< Electric train engine is allowed to run on normal rail. */
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VRF_TOGGLE_REVERSE = 7, ///< Used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle only).
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VRF_TRAIN_STUCK = 8, ///< Train can't get a path reservation.
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@@ -146,6 +146,7 @@ void CheckBreakdownFlags(Train *v)
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} else if (w->breakdown_ctr == 1) {
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switch (w->breakdown_type) {
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case BREAKDOWN_CRITICAL:
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case BREAKDOWN_RV_CRASH:
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case BREAKDOWN_EM_STOP: SetBit(v->flags, VRF_BREAKDOWN_STOPPED); break;
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case BREAKDOWN_LOW_SPEED: SetBit(v->flags, VRF_BREAKDOWN_SPEED); break;
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case BREAKDOWN_LOW_POWER: SetBit(v->flags, VRF_BREAKDOWN_POWER); break;
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@@ -163,6 +164,9 @@ uint16 GetTrainVehicleMaxSpeed(const Train *u, const RailVehicleInfo *rvi_u, con
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speed = min(speed - (speed / (front->tcache.cached_num_engines + 2)) + 1, speed);
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}
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}
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if (HasBit(u->flags, VRF_HAS_HIT_RV) && front->IsFrontEngine()) {
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speed = min(speed, 30);
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}
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return speed;
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}
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@@ -5190,3 +5194,13 @@ CommandCost CmdTemplateReplaceVehicle(TileIndex tile, DoCommandFlag flags, uint3
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return buy;
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}
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void TrainRoadVehicleCrashBreakdown(Vehicle *v)
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{
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Train *t = Train::From(v)->First();
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t->breakdown_ctr = 2;
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t->breakdown_delay = 255;
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t->breakdown_type = BREAKDOWN_RV_CRASH;
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t->breakdown_severity = 0;
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t->reliability = 0;
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}
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@@ -155,6 +155,7 @@ void VehicleServiceInDepot(Vehicle *v)
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if (v->Next() != NULL) VehicleServiceInDepot(v->Next());
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if (!(Train::From(v)->IsEngine()) && !(Train::From(v)->IsRearDualheaded())) return;
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ClrBit(Train::From(v)->flags, VRF_NEED_REPAIR);
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ClrBit(Train::From(v)->flags, VRF_HAS_HIT_RV);
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Train::From(v)->critical_breakdown_count = 0;
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const RailVehicleInfo *rvi = &e->u.rail;
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v->vcache.cached_max_speed = rvi->max_speed;
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@@ -1638,6 +1639,9 @@ bool Vehicle::HandleBreakdown()
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if (this->breakdown_type == BREAKDOWN_LOW_POWER ||
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this->First()->cur_speed <= ((this->breakdown_type == BREAKDOWN_LOW_SPEED) ? this->breakdown_severity : 0)) {
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switch (this->breakdown_type) {
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case BREAKDOWN_RV_CRASH:
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if (_settings_game.vehicle.improved_breakdowns) SetBit(Train::From(this)->flags, VRF_HAS_HIT_RV);
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/* FALL THROUGH */
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case BREAKDOWN_CRITICAL:
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if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
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bool train_or_ship = this->type == VEH_TRAIN || this->type == VEH_SHIP;
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@@ -1738,7 +1742,7 @@ bool Vehicle::HandleBreakdown()
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}
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}
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}
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return (this->breakdown_type == BREAKDOWN_CRITICAL || this->breakdown_type == BREAKDOWN_EM_STOP);
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return (this->breakdown_type == BREAKDOWN_CRITICAL || this->breakdown_type == BREAKDOWN_EM_STOP || this->breakdown_type == BREAKDOWN_RV_CRASH);
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default:
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if (!this->current_order.IsType(OT_LOADING)) this->breakdown_ctr--;
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@@ -88,6 +88,7 @@ enum BreakdownType {
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BREAKDOWN_EM_STOP = 1, ///< Emergency stop
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BREAKDOWN_LOW_SPEED = 2, ///< Lower max speed
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BREAKDOWN_LOW_POWER = 3, ///< Power reduction
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BREAKDOWN_RV_CRASH = 4, ///< Train hit road vehicle
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BREAKDOWN_AIRCRAFT_SPEED = BREAKDOWN_CRITICAL, ///< Lower speed until the next airport
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BREAKDOWN_AIRCRAFT_DEPOT = BREAKDOWN_EM_STOP, ///< We have to visit a depot at the next airport
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