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(svn r21153) -Change: unify the moment trains/road vehicles become (un)visible when entering/leaving a tunnel. As a side effect some tunnel related glitches are gone.
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@ -2319,6 +2319,58 @@ bool AfterLoadGame()
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}
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}
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if (CheckSavegameVersion(152)) {
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/* The moment vehicles go from hidden to visible changed. This means
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* that vehicles don't always get visible anymore causing things to
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* get messed up just after loading the savegame. This fixes that. */
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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/* Is the vehicle in a tunnel? */
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if (!IsTunnelTile(v->tile)) continue;
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/* Is the vehicle actually at a tunnel entrance/exit? */
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TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
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if (!IsTunnelTile(vtile)) continue;
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/* Are we actually in this tunnel? Or maybe a lower tunnel? */
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if (GetSlopeZ(v->x_pos, v->y_pos) != v->z_pos) continue;
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/* What way are we going? */
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const DiagDirection dir = GetTunnelBridgeDirection(vtile);
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const DiagDirection vdir = DirToDiagDir(v->direction);
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/* Have we passed the visibility "switch" state already? */
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byte pos = (DiagDirToAxis(vdir) == AXIS_X ? v->x_pos : v->y_pos) & TILE_UNIT_MASK;
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byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
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extern const byte _tunnel_visibility_frame[DIAGDIR_END];
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if (dir == vdir && !(v->vehstatus & VS_HIDDEN)) {
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if (frame < _tunnel_visibility_frame[dir]) continue;
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/* Tunnel entrance, make us invisible. */
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v->tile = vtile;
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v->vehstatus |= VS_HIDDEN;
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switch (v->type) {
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case VEH_TRAIN: Train::From(v)->track = TRACK_BIT_WORMHOLE; break;
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case VEH_ROAD: RoadVehicle::From(v)->state = RVSB_WORMHOLE; break;
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default: NOT_REACHED();
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}
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} else if (dir == ReverseDiagDir(vdir) && (v->vehstatus & VS_HIDDEN)) {
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if (frame < TILE_SIZE - _tunnel_visibility_frame[dir]) continue;
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/* Tunnel exit, make us visible again. */
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v->tile = vtile;
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v->vehstatus &= ~VS_HIDDEN;
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switch (v->type) {
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case VEH_TRAIN: Train::From(v)->track = DiagDirToDiagTrackBits(vdir); break;
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case VEH_ROAD: RoadVehicle::From(v)->state = DiagDirToDiagTrackdir(vdir); break;
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default: NOT_REACHED();
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}
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}
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}
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}
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/* Road stops is 'only' updating some caches */
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AfterLoadRoadStops();
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AfterLoadLabelMaps();
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@ -1489,30 +1489,14 @@ static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner
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static const byte TUNNEL_SOUND_FRAME = 1;
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/**
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* Frame when a train should be hidden in a tunnel with a certain direction.
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* Frame when a vehicle should be hidden in a tunnel with a certain direction.
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* This differs per direction, because of visibility / bounding box issues.
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* Note that direction, in this case, is the direction leading into the tunnel.
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* When entering a tunnel, hide the train when it reaches the given frame.
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* When leaving a tunnel, show the train when it is one frame further
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* When entering a tunnel, hide the vehicle when it reaches the given frame.
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* When leaving a tunnel, show the vehicle when it is one frame further
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* to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
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*/
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static const byte _train_tunnel_frame[DIAGDIR_END] = {14, 9, 7, 12};
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/**
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* Frame when a road vehicle enters a tunnel with a certain direction.
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* This differs per direction, like for trains. To make it even more fun,
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* the entry and exit frames are not consistent. This is the entry frame,
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* the road vehicle should be hidden when it reaches this frame.
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*/
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static const byte _road_enter_tunnel_frame[DIAGDIR_END] = {13, 8, 8, 13};
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/**
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* Frame when a road vehicle exits a tunnel with a certain direction.
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* Note that 'direction' refers to the tunnel direction, not the
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* vehicle direction. As stated above, this frame is not the same as the
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* entry frame, for unclear (historical?) reasons.
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*/
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static const byte _road_exit_tunnel_frame[DIAGDIR_END] = {2, 7, 9, 4};
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extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
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static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
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{
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@ -1539,7 +1523,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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}
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return VETSB_CONTINUE;
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}
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if (frame == _train_tunnel_frame[dir]) {
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if (frame == _tunnel_visibility_frame[dir]) {
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t->tile = tile;
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t->track = TRACK_BIT_WORMHOLE;
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t->vehstatus |= VS_HIDDEN;
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@ -1547,7 +1531,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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}
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}
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if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _train_tunnel_frame[dir] && z == 0) {
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if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
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/* We're at the tunnel exit ?? */
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t->tile = tile;
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t->track = DiagDirToDiagTrackBits(vdir);
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@ -1560,7 +1544,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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/* Enter tunnel? */
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if (rv->state != RVSB_WORMHOLE && dir == vdir) {
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if (frame == _road_enter_tunnel_frame[dir]) {
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if (frame == _tunnel_visibility_frame[dir]) {
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/* Frame should be equal to the next frame number in the RV's movement */
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assert(frame == rv->frame + 1);
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rv->tile = tile;
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@ -1573,7 +1557,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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}
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/* We're at the tunnel exit ?? */
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if (dir == ReverseDiagDir(vdir) && frame == _road_exit_tunnel_frame[dir] && z == 0) {
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if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
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rv->tile = tile;
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rv->state = DiagDirToDiagTrackdir(vdir);
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rv->frame = frame;
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