Mercurial > hg > openttd
changeset 15126:5b846f30cecc draft
(svn r19755) -Fix: Blocked roadvehicles should first check whether they are still blocked before accelerating again, instead of continuous starting/stopping.
author | frosch <frosch@openttd.org> |
---|---|
date | Mon, 03 May 2010 19:55:03 +0000 |
parents | 39dced40fc07 |
children | c065afa82756 |
files | src/roadveh_cmd.cpp |
diffstat | 1 files changed, 10 insertions(+), 2 deletions(-) [+] |
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line diff
--- a/src/roadveh_cmd.cpp +++ b/src/roadveh_cmd.cpp @@ -1598,13 +1598,18 @@ int j = RoadVehAccelerate(v); int adv_spd = (v->direction & 1) ? 192 : 256; + bool blocked = false; while (j >= adv_spd) { j -= adv_spd; RoadVehicle *u = v; for (RoadVehicle *prev = NULL; u != NULL; prev = u, u = u->Next()) { - if (!IndividualRoadVehicleController(u, prev)) break; + if (!IndividualRoadVehicleController(u, prev)) { + blocked = true; + break; + } } + if (blocked) break; /* 192 spd used for going straight, 256 for going diagonally. */ adv_spd = (v->direction & 1) ? 192 : 256; @@ -1619,7 +1624,10 @@ u->UpdateViewport(false, false); } - if (v->progress == 0) v->progress = j; + /* If movement is blocked, set 'progress' to its maximum, so the roadvehicle does + * not accelerate again before it can actually move. I.e. make sure it tries to advance again + * on next tick to discover whether it is still blocked. */ + if (v->progress == 0) v->progress = blocked ? adv_spd - 1 : j; return true; }