Only show level crossing overlay sprites on outsides of multi-track crossings

When using both adjacent crossings and safer crossings
pull/338/head
Jonathan G Rennison 3 years ago
parent 551560537f
commit 4ccbb11440

@ -817,6 +817,7 @@ CommandCost CmdBuildSingleRail(TileIndex tile, DoCommandFlag flags, uint32 p1, u
if (flags & DC_EXEC) {
MakeRoadCrossing(tile, road_owner, tram_owner, _current_company, (track == TRACK_X ? AXIS_Y : AXIS_X), railtype, roadtype_road, roadtype_tram, GetTownIndex(tile));
UpdateLevelCrossing(tile, false);
MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(tile, GetCrossingRoadAxis(tile));
Company::Get(_current_company)->infrastructure.rail[railtype] += LEVELCROSSING_TRACKBIT_FACTOR;
DirtyCompanyInfrastructureWindows(_current_company);
if (num_new_road_pieces > 0 && Company::IsValidID(road_owner)) {
@ -934,6 +935,7 @@ CommandCost CmdRemoveSingleRail(TileIndex tile, DoCommandFlag flags, uint32 p1,
}
if (flags & DC_EXEC) {
MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(tile, GetCrossingRoadAxis(tile));
if (v != nullptr) FreeTrainTrackReservation(v);
owner = GetTileOwner(tile);

@ -808,6 +808,8 @@ static CommandCost RemoveRoad(TileIndex tile, DoCommandFlag flags, RoadBits piec
}
if (flags & DC_EXEC) {
MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(tile, GetCrossingRoadAxis(tile));
/* A full diagonal road tile has two road bits. */
UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -2);
@ -1111,6 +1113,7 @@ CommandCost CmdBuildRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
MakeRoadCrossing(tile, company, company, GetTileOwner(tile), roaddir, GetRailType(tile), rtt == RTT_ROAD ? rt : INVALID_ROADTYPE, (rtt == RTT_TRAM) ? rt : INVALID_ROADTYPE, p2);
SetCrossingReservation(tile, reserved);
UpdateLevelCrossing(tile, false);
MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(tile, GetCrossingRoadAxis(tile));
if (RoadLayoutChangeNotificationEnabled(true)) NotifyRoadLayoutChangedIfTileNonLeaf(tile, rtt, GetCrossingRoadBits(tile));
if (rtt == RTT_ROAD) {
UpdateRoadCachedOneWayStatesAroundTile(tile);
@ -2235,7 +2238,47 @@ static void DrawTile_Road(TileInfo *ti, DrawTileProcParams params)
SpriteID rail = GetCustomRailSprite(rti, ti->tile, RTSG_CROSSING) + axis;
DrawGroundSprite(rail, pal);
DrawRailTileSeq(ti, &_crossing_layout, TO_CATENARY, rail, 0, PAL_NONE);
if (_settings_game.vehicle.safer_crossings && _settings_game.vehicle.adjacent_crossings) {
const Axis axis = GetCrossingRoadAxis(ti->tile);
const DiagDirection dir1 = AxisToDiagDir(axis);
const DiagDirection dir2 = ReverseDiagDir(dir1);
uint adjacent_diagdirs = 0;
for (DiagDirection dir : { dir1, dir2 }) {
const TileIndex t = TileAddByDiagDir(ti->tile, dir);
if (t < MapSize() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis) {
SetBit(adjacent_diagdirs, dir);
}
}
switch (adjacent_diagdirs) {
case 0:
DrawRailTileSeq(ti, &_crossing_layout, TO_CATENARY, rail, 0, PAL_NONE);
break;
case (1 << DIAGDIR_NE):
DrawRailTileSeq(ti, &_crossing_layout_SW, TO_CATENARY, rail, 0, PAL_NONE);
break;
case (1 << DIAGDIR_SE):
DrawRailTileSeq(ti, &_crossing_layout_NW, TO_CATENARY, rail, 0, PAL_NONE);
break;
case (1 << DIAGDIR_SW):
DrawRailTileSeq(ti, &_crossing_layout_NE, TO_CATENARY, rail, 0, PAL_NONE);
break;
case (1 << DIAGDIR_NW):
DrawRailTileSeq(ti, &_crossing_layout_SE, TO_CATENARY, rail, 0, PAL_NONE);
break;
default:
/* Show no sprites */
break;
}
} else {
DrawRailTileSeq(ti, &_crossing_layout, TO_CATENARY, rail, 0, PAL_NONE);
}
} else if (draw_pbs || tram_rti != nullptr || road_rti->UsesOverlay()) {
/* Add another rail overlay, unless there is only the base road sprite. */
PaletteID pal = draw_pbs ? PALETTE_CRASH : PAL_NONE;

@ -155,6 +155,7 @@ RoadTypes GetRoadTypes(bool introduces);
RoadTypes AddDateIntroducedRoadTypes(RoadTypes current, Date date);
void UpdateLevelCrossing(TileIndex tile, bool sound = true, bool force_close = false);
void MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(TileIndex tile, Axis road_axis);
bool IsCrossingOccupiedByRoadVehicle(TileIndex t);
void UpdateRoadCachedOneWayStatesAroundTile(TileIndex tile);

@ -53,6 +53,54 @@ static const DrawTileSprites _crossing_layout = {
{0, PAL_NONE}, _crossing_layout_ALL
};
static const DrawTileSeqStruct _crossing_layout_SW_ALL[] = {
//TILE_SEQ_LINE(2, PAL_NONE, 0, 0, 3, 3)
//TILE_SEQ_LINE(4, PAL_NONE, 0, 13, 3, 3)
TILE_SEQ_LINE(6, PAL_NONE, 13, 0, 3, 3)
TILE_SEQ_LINE(8, PAL_NONE, 13, 13, 3, 3)
TILE_SEQ_END()
};
static const DrawTileSprites _crossing_layout_SW = {
{0, PAL_NONE}, _crossing_layout_SW_ALL
};
static const DrawTileSeqStruct _crossing_layout_NW_ALL[] = {
TILE_SEQ_LINE(2, PAL_NONE, 0, 0, 3, 3)
//TILE_SEQ_LINE(4, PAL_NONE, 0, 13, 3, 3)
TILE_SEQ_LINE(6, PAL_NONE, 13, 0, 3, 3)
//TILE_SEQ_LINE(8, PAL_NONE, 13, 13, 3, 3)
TILE_SEQ_END()
};
static const DrawTileSprites _crossing_layout_NW = {
{0, PAL_NONE}, _crossing_layout_NW_ALL
};
static const DrawTileSeqStruct _crossing_layout_NE_ALL[] = {
TILE_SEQ_LINE(2, PAL_NONE, 0, 0, 3, 3)
TILE_SEQ_LINE(4, PAL_NONE, 0, 13, 3, 3)
//TILE_SEQ_LINE(6, PAL_NONE, 13, 0, 3, 3)
//TILE_SEQ_LINE(8, PAL_NONE, 13, 13, 3, 3)
TILE_SEQ_END()
};
static const DrawTileSprites _crossing_layout_NE = {
{0, PAL_NONE}, _crossing_layout_NE_ALL
};
static const DrawTileSeqStruct _crossing_layout_SE_ALL[] = {
//TILE_SEQ_LINE(2, PAL_NONE, 0, 0, 3, 3)
TILE_SEQ_LINE(4, PAL_NONE, 0, 13, 3, 3)
//TILE_SEQ_LINE(6, PAL_NONE, 13, 0, 3, 3)
TILE_SEQ_LINE(8, PAL_NONE, 13, 13, 3, 3)
TILE_SEQ_END()
};
static const DrawTileSprites _crossing_layout_SE = {
{0, PAL_NONE}, _crossing_layout_SE_ALL
};
#undef TILE_SEQ_LINE
#undef TILE_SEQ_END

@ -2610,6 +2610,20 @@ void UpdateLevelCrossing(TileIndex tile, bool sound, bool force_close)
}
}
void MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(TileIndex tile, Axis road_axis)
{
if (!(_settings_game.vehicle.safer_crossings && _settings_game.vehicle.adjacent_crossings)) return;
const DiagDirection dir1 = AxisToDiagDir(road_axis);
const DiagDirection dir2 = ReverseDiagDir(dir1);
for (DiagDirection dir : { dir1, dir2 }) {
const TileIndex t = TileAddByDiagDir(tile, dir);
if (t < MapSize() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
MarkTileDirtyByTile(t, VMDF_NOT_MAP_MODE);
}
}
}
/**
* Check if the level crossing is occupied by road vehicle(s).
* @param t The tile to query.

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