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(svn r17160) [0.7] -Backport from trunk:

- Fix: A stuck train could free the reservation of another train if it was reversed or did crash (r17152)
- Fix: A train entering a PBS section through a block signal could cause a train crash if another reservation ending at a safe tile was already present in the section [FS#3104] (r17151)
- Fix: Update vehicle position cache when the vehicle sprite changes [FS#3060] (r17121)
- Fix: News message about ordered refits failing was not very clear [FS#3091] (r17096)
This commit is contained in:
rubidium
2009-08-12 15:51:35 +00:00
parent 53983ec1af
commit c16325b939
7 changed files with 54 additions and 68 deletions

View File

@@ -1533,13 +1533,6 @@ void Train::UpdateDeltaXY(Direction direction)
this->z_extent = 6;
}
static void UpdateVarsAfterSwap(Vehicle *v)
{
v->UpdateDeltaXY(v->direction);
v->cur_image = v->GetImage(v->direction);
VehicleMove(v, true);
}
static inline void SetLastSpeed(Vehicle *v, int spd)
{
int old = v->u.rail.last_speed;
@@ -1627,15 +1620,15 @@ static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
SwapTrainFlags(&a->u.rail.flags, &b->u.rail.flags);
/* update other vars */
UpdateVarsAfterSwap(a);
UpdateVarsAfterSwap(b);
a->UpdateViewport(true, true);
b->UpdateViewport(true, true);
/* call the proper EnterTile function unless we are in a wormhole */
if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
if (b->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
} else {
if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
UpdateVarsAfterSwap(a);
a->UpdateViewport(true, true);
if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
}
@@ -1828,8 +1821,8 @@ static void ReverseTrainDirection(Vehicle *v)
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
/* Clear path reservation in front. */
FreeTrainTrackReservation(v);
/* Clear path reservation in front if train is not stuck. */
if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
/* Check if we were approaching a rail/road-crossing */
TileIndex crossing = TrainApproachingCrossingTile(v);
@@ -1859,7 +1852,7 @@ static void ReverseTrainDirection(Vehicle *v)
TrainConsistChanged(v, true);
/* update all images */
for (Vehicle *u = v; u != NULL; u = u->Next()) u->cur_image = u->GetImage(u->direction);
for (Vehicle *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
/* update crossing we were approaching */
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
@@ -3086,6 +3079,15 @@ bool TryPathReserve(Vehicle *v, bool mark_as_stuck, bool first_tile_okay)
bool other_train = false;
PBSTileInfo origin = FollowTrainReservation(v, &other_train);
/* The path we are driving on is alread blocked by some other train.
* This can only happen in certain situations when mixing path and
* block signals or when changing tracks and/or signals.
* Exit here as doing any further reservations will probably just
* make matters worse. */
if (other_train && v->tile != origin.tile) {
if (mark_as_stuck) MarkTrainAsStuck(v);
return false;
}
/* If we have a reserved path and the path ends at a safe tile, we are finished already. */
if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
/* Can't be stuck then. */
@@ -3093,14 +3095,6 @@ bool TryPathReserve(Vehicle *v, bool mark_as_stuck, bool first_tile_okay)
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
return true;
}
/* The path we are driving on is alread blocked by some other train.
* This can only happen when tracks and signals are changed. A crash
* is probably imminent, don't do any further reservation because
* it might cause stale reservations. */
if (other_train && v->tile != origin.tile) {
if (mark_as_stuck) MarkTrainAsStuck(v);
return false;
}
/* If we are in a depot, tentativly reserve the depot. */
if (v->u.rail.track & TRACK_BIT_DEPOT) {
@@ -3253,8 +3247,7 @@ void Train::MarkDirty()
{
Vehicle *v = this;
do {
v->cur_image = v->GetImage(v->direction);
MarkSingleVehicleDirty(v);
v->UpdateViewport(false, false);
} while ((v = v->Next()) != NULL);
/* need to update acceleration and cached values since the goods on the train changed. */
@@ -3478,11 +3471,10 @@ static void SetVehicleCrashed(Vehicle *v)
{
if (v->u.rail.crash_anim_pos != 0) return;
/* Free a possible path reservation and try to mark all tiles occupied by the train reserved. */
if (IsFrontEngine(v)) {
/* Remove all reservations, also the ones currently under the train
* and any railway station paltform reservation. */
FreeTrainTrackReservation(v);
/* Remove the reserved path in front of the train if it is not stuck.
* Also clear all reserved tracks the train is currently on. */
if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
ClearPathReservation(u, u->tile, GetVehicleTrackdir(u));
if (IsTileType(u->tile, MP_TUNNELBRIDGE)) {
@@ -4369,9 +4361,7 @@ static void TrainLocoHandler(Vehicle *v, bool mode)
for (Vehicle *u = v; u != NULL; u = u->Next()) {
if ((u->vehstatus & VS_HIDDEN) != 0) continue;
uint16 old_image = u->cur_image;
u->cur_image = u->GetImage(u->direction);
if (old_image != u->cur_image) VehicleMove(u, true);
u->UpdateViewport(false, false);
}
if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress