(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.

pull/155/head
rubidium 14 years ago
parent 680a2ada19
commit 127a70cb19

@ -2319,6 +2319,58 @@ bool AfterLoadGame()
}
}
if (CheckSavegameVersion(152)) {
/* The moment vehicles go from hidden to visible changed. This means
* that vehicles don't always get visible anymore causing things to
* get messed up just after loading the savegame. This fixes that. */
Vehicle *v;
FOR_ALL_VEHICLES(v) {
/* Is the vehicle in a tunnel? */
if (!IsTunnelTile(v->tile)) continue;
/* Is the vehicle actually at a tunnel entrance/exit? */
TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
if (!IsTunnelTile(vtile)) continue;
/* Are we actually in this tunnel? Or maybe a lower tunnel? */
if (GetSlopeZ(v->x_pos, v->y_pos) != v->z_pos) continue;
/* What way are we going? */
const DiagDirection dir = GetTunnelBridgeDirection(vtile);
const DiagDirection vdir = DirToDiagDir(v->direction);
/* Have we passed the visibility "switch" state already? */
byte pos = (DiagDirToAxis(vdir) == AXIS_X ? v->x_pos : v->y_pos) & TILE_UNIT_MASK;
byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
extern const byte _tunnel_visibility_frame[DIAGDIR_END];
if (dir == vdir && !(v->vehstatus & VS_HIDDEN)) {
if (frame < _tunnel_visibility_frame[dir]) continue;
/* Tunnel entrance, make us invisible. */
v->tile = vtile;
v->vehstatus |= VS_HIDDEN;
switch (v->type) {
case VEH_TRAIN: Train::From(v)->track = TRACK_BIT_WORMHOLE; break;
case VEH_ROAD: RoadVehicle::From(v)->state = RVSB_WORMHOLE; break;
default: NOT_REACHED();
}
} else if (dir == ReverseDiagDir(vdir) && (v->vehstatus & VS_HIDDEN)) {
if (frame < TILE_SIZE - _tunnel_visibility_frame[dir]) continue;
/* Tunnel exit, make us visible again. */
v->tile = vtile;
v->vehstatus &= ~VS_HIDDEN;
switch (v->type) {
case VEH_TRAIN: Train::From(v)->track = DiagDirToDiagTrackBits(vdir); break;
case VEH_ROAD: RoadVehicle::From(v)->state = DiagDirToDiagTrackdir(vdir); break;
default: NOT_REACHED();
}
}
}
}
/* Road stops is 'only' updating some caches */
AfterLoadRoadStops();
AfterLoadLabelMaps();

@ -1489,30 +1489,14 @@ static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner
static const byte TUNNEL_SOUND_FRAME = 1;
/**
* Frame when a train should be hidden in a tunnel with a certain direction.
* Frame when a vehicle should be hidden in a tunnel with a certain direction.
* This differs per direction, because of visibility / bounding box issues.
* Note that direction, in this case, is the direction leading into the tunnel.
* When entering a tunnel, hide the train when it reaches the given frame.
* When leaving a tunnel, show the train when it is one frame further
* When entering a tunnel, hide the vehicle when it reaches the given frame.
* When leaving a tunnel, show the vehicle when it is one frame further
* to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
*/
static const byte _train_tunnel_frame[DIAGDIR_END] = {14, 9, 7, 12};
/**
* Frame when a road vehicle enters a tunnel with a certain direction.
* This differs per direction, like for trains. To make it even more fun,
* the entry and exit frames are not consistent. This is the entry frame,
* the road vehicle should be hidden when it reaches this frame.
*/
static const byte _road_enter_tunnel_frame[DIAGDIR_END] = {13, 8, 8, 13};
/**
* Frame when a road vehicle exits a tunnel with a certain direction.
* Note that 'direction' refers to the tunnel direction, not the
* vehicle direction. As stated above, this frame is not the same as the
* entry frame, for unclear (historical?) reasons.
*/
static const byte _road_exit_tunnel_frame[DIAGDIR_END] = {2, 7, 9, 4};
extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
{
@ -1539,7 +1523,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
}
return VETSB_CONTINUE;
}
if (frame == _train_tunnel_frame[dir]) {
if (frame == _tunnel_visibility_frame[dir]) {
t->tile = tile;
t->track = TRACK_BIT_WORMHOLE;
t->vehstatus |= VS_HIDDEN;
@ -1547,7 +1531,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
}
}
if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _train_tunnel_frame[dir] && z == 0) {
if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
/* We're at the tunnel exit ?? */
t->tile = tile;
t->track = DiagDirToDiagTrackBits(vdir);
@ -1560,7 +1544,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
/* Enter tunnel? */
if (rv->state != RVSB_WORMHOLE && dir == vdir) {
if (frame == _road_enter_tunnel_frame[dir]) {
if (frame == _tunnel_visibility_frame[dir]) {
/* Frame should be equal to the next frame number in the RV's movement */
assert(frame == rv->frame + 1);
rv->tile = tile;
@ -1573,7 +1557,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
}
/* We're at the tunnel exit ?? */
if (dir == ReverseDiagDir(vdir) && frame == _road_exit_tunnel_frame[dir] && z == 0) {
if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
rv->tile = tile;
rv->state = DiagDirToDiagTrackdir(vdir);
rv->frame = frame;

Loading…
Cancel
Save