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Change: Make ships stop in locks to move up/down instead of following the slope.
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@ -55,6 +55,7 @@
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#include "../order_backup.h"
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#include "../error.h"
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#include "../disaster_vehicle.h"
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#include "../ship.h"
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#include "saveload_internal.h"
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@ -3045,6 +3046,42 @@ bool AfterLoadGame()
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}
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}
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if (IsSavegameVersionBefore(SLV_SHIPS_STOP_IN_LOCKS)) {
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/* Move ships from lock slope to upper or lower position. */
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Ship *s;
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FOR_ALL_SHIPS(s) {
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/* Suitable tile? */
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if (!IsTileType(s->tile, MP_WATER) || !IsLock(s->tile) || GetLockPart(s->tile) != LOCK_PART_MIDDLE) continue;
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/* We don't need to adjust position when at the tile centre */
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int x = s->x_pos & 0xF;
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int y = s->y_pos & 0xF;
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if (x == 8 && y == 8) continue;
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/* Test if ship is on the second half of the tile */
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bool second_half;
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DiagDirection shipdiagdir = DirToDiagDir(s->direction);
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switch (shipdiagdir) {
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default: NOT_REACHED();
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case DIAGDIR_NE: second_half = x < 8; break;
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case DIAGDIR_NW: second_half = y < 8; break;
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case DIAGDIR_SW: second_half = x > 8; break;
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case DIAGDIR_SE: second_half = y > 8; break;
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}
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DiagDirection slopediagdir = GetInclinedSlopeDirection(GetTileSlope(s->tile));
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/* Heading up slope == passed half way */
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if ((shipdiagdir == slopediagdir) == second_half) {
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/* On top half of lock */
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s->z_pos = GetTileMaxZ(s->tile) * (int)TILE_HEIGHT;
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} else {
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/* On lower half of lock */
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s->z_pos = GetTileZ(s->tile) * (int)TILE_HEIGHT;
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}
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}
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}
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/* Station acceptance is some kind of cache */
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if (IsSavegameVersionBefore(SLV_127)) {
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Station *st;
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@ -289,6 +289,7 @@ enum SaveLoadVersion : uint16 {
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SLV_SHIP_ROTATION, ///< 204 PR#7065 Add extra rotation stages for ships.
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SLV_GROUP_LIVERIES, ///< 205 PR#7108 Livery storage change and group liveries.
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SLV_SHIPS_STOP_IN_LOCKS, ///< 206 PR#7150 Ship/lock movement changes.
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SL_MAX_VERSION, ///< Highest possible saveload version
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};
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@ -550,6 +550,56 @@ static const byte _ship_subcoord[4][6][3] = {
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}
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};
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/**
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* Test if a ship is in the centre of a lock and should move up or down.
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* @param v Ship being tested.
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* @return 0 if ship is not moving in lock, or -1 to move down, 1 to move up.
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*/
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static int ShipTestUpDownOnLock(const Ship *v)
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{
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/* Suitable tile? */
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if (!IsTileType(v->tile, MP_WATER) || !IsLock(v->tile) || GetLockPart(v->tile) != LOCK_PART_MIDDLE) return 0;
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/* Must be at the centre of the lock */
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if ((v->x_pos & 0xF) != 8 || (v->y_pos & 0xF) != 8) return 0;
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DiagDirection diagdir = GetInclinedSlopeDirection(GetTileSlope(v->tile));
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assert(IsValidDiagDirection(diagdir));
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if (DirToDiagDir(v->direction) == diagdir) {
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/* Move up */
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return (v->z_pos < GetTileMaxZ(v->tile) * (int)TILE_HEIGHT) ? 1 : 0;
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} else {
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/* Move down */
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return (v->z_pos > GetTileZ(v->tile) * (int)TILE_HEIGHT) ? -1 : 0;
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}
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}
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/**
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* Test and move a ship up or down in a lock.
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* @param v Ship to move.
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* @return true iff ship is moving up or down in a lock.
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*/
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static bool ShipMoveUpDownOnLock(Ship *v)
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{
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/* Moving up/down through lock */
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int dz = ShipTestUpDownOnLock(v);
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if (dz == 0) return false;
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if (v->cur_speed != 0) {
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v->cur_speed = 0;
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
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}
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if ((v->tick_counter & 7) == 0) {
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v->z_pos += dz;
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v->UpdatePosition();
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v->UpdateViewport(true, true);
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}
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return true;
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}
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static void ShipController(Ship *v)
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{
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uint32 r;
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@ -583,6 +633,8 @@ static void ShipController(Ship *v)
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return;
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}
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if (ShipMoveUpDownOnLock(v)) return;
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if (!ShipAccelerate(v)) return;
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GetNewVehiclePosResult gp = GetNewVehiclePos(v);
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@ -707,7 +759,6 @@ static void ShipController(Ship *v)
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/* update image of ship, as well as delta XY */
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v->x_pos = gp.x;
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v->y_pos = gp.y;
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v->z_pos = GetSlopePixelZ(gp.x, gp.y);
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getout:
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v->UpdatePosition();
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