(svn r2440) - Fix: [newgrf] Fix the spritesorter to handle overlapping sprites properly, this fixes display problems with really short wagons. (algorithm by patchman, ported by therax)

- Fix: [newgrf] Too short wagons could break the 'follow next vehicle' code used in the traincontroller. Clamp better to prevent this.
pull/155/head
hackykid 19 years ago
parent bae01fd636
commit 15b0c3b469

@ -119,7 +119,7 @@ void TrainConsistChanged(Vehicle *v) {
veh_len = GetCallBackResult(CBID_VEH_LENGTH, u->engine_type, u);
if (veh_len == CALLBACK_FAILED)
veh_len = rvi_u->shorten_factor;
veh_len = clamp(veh_len, 0, 7);
veh_len = clamp(veh_len, 0, u->next == NULL ? 7 : 5); // the clamp on vehicles not the last in chain is stricter, as too short wagons can break the 'follow next vehicle' code
u->u.rail.cached_veh_length = 8 - veh_len;
};

@ -1079,16 +1079,37 @@ static void ViewportSortParentSprites(ParentSpriteToDraw **psd)
psd2 = psd;
while ( (ps2=*++psd2) != NULL) {
bool mustswap = false;
if (ps2->unk16 & 1)
continue;
if (ps->tile_right >= ps2->tile_x &&
ps->tile_bottom >= ps2->tile_y &&
ps->tile_z_bottom >= ps2->tile_z && (
ps->tile_x >= ps2->tile_right ||
ps->tile_y >= ps2->tile_bottom ||
ps->tile_z >= ps2->tile_z_bottom
)) {
// Decide which sort order algorithm to use, based on whether the sprites have some overlapping area.
if (((ps2->tile_x > ps->tile_x && ps2->tile_x < ps->tile_right) ||
(ps2->tile_right > ps->tile_x && ps2->tile_x < ps->tile_right)) && // overlap in X
((ps2->tile_y > ps->tile_y && ps2->tile_y < ps->tile_bottom) ||
(ps2->tile_bottom > ps->tile_y && ps2->tile_y < ps->tile_bottom)) && // overlap in Y
((ps2->tile_z > ps->tile_z && ps2->tile_z < ps->tile_z_bottom) ||
(ps2->tile_z_bottom > ps->tile_z && ps2->tile_z < ps->tile_z_bottom)) ) { // overlap in Z
// Sprites overlap.
// Use X+Y+Z as the sorting order, so sprites nearer the bottom of the screen,
// and with higher Z elevation, draw in front.
// Here X,Y,Z are the coordinates of the "center of mass" of the sprite,
// i.e. X=(left+right)/2, etc.
// However, since we only care about order, don't actually calculate the division / 2.
mustswap = ps->tile_x + ps->tile_right + ps->tile_y + ps->tile_bottom + ps->tile_z + ps->tile_z_bottom >
ps2->tile_x + ps2->tile_right + ps2->tile_y + ps2->tile_bottom + ps2->tile_z + ps2->tile_z_bottom;
} else {
// No overlap; use the original TTD sort algorithm.
mustswap = (ps->tile_right >= ps2->tile_x &&
ps->tile_bottom >= ps2->tile_y &&
ps->tile_z_bottom >= ps2->tile_z &&
(ps->tile_x >= ps2->tile_right ||
ps->tile_y >= ps2->tile_bottom ||
ps->tile_z >= ps2->tile_z_bottom));
}
if (mustswap) {
// Swap the two sprites ps and ps2 using bubble-sort algorithm.
psd3 = psd;
do {
ps3 = *psd3;

Loading…
Cancel
Save