(svn r21139) -Codechange: Use the new 'frame' variable to handle trains entering or leaving a tunnel (Hirundo)

pull/155/head
rubidium 14 years ago
parent 38b4224078
commit e08f93b977

@ -1481,10 +1481,22 @@ static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner
}
}
/**
* Frame when the 'enter tunnel' sound should be played. This is the second
* frame on a tile, so the sound is played shortly after entering the tunnel
* tile, while the vehicle is still visible.
*/
static const byte TUNNEL_SOUND_FRAME = 1;
static const byte _tunnel_fractcoord_1[DIAGDIR_END] = {0x8E, 0x18, 0x81, 0xE8};
static const byte _tunnel_fractcoord_2[DIAGDIR_END] = {0x81, 0x98, 0x87, 0x38};
static const byte _tunnel_fractcoord_3[DIAGDIR_END] = {0x82, 0x88, 0x86, 0x48};
/**
* Frame when a train 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
* to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
*/
static const byte _train_tunnel_frame[DIAGDIR_END] = {14, 9, 7, 12};
static const byte _road_exit_tunnel_frame[DIAGDIR_END] = {2, 7, 9, 4};
@ -1514,13 +1526,13 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
Train *t = Train::From(v);
if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
if (t->IsFrontEngine() && fc == _tunnel_fractcoord_1[dir]) {
if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
}
return VETSB_CONTINUE;
}
if (fc == _tunnel_fractcoord_2[dir]) {
if (frame == _train_tunnel_frame[dir]) {
t->tile = tile;
t->track = TRACK_BIT_WORMHOLE;
t->vehstatus |= VS_HIDDEN;
@ -1528,7 +1540,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
}
}
if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _train_tunnel_frame[dir] && z == 0) {
/* We're at the tunnel exit ?? */
t->tile = tile;
t->track = DiagDirToDiagTrackBits(vdir);

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