Chunnel: Adjust z position of vehicles in chunnels to go "under" the water.

pull/16/head
Jonathan G Rennison 7 years ago
parent 0690dbb8bf
commit ec9f0371e8

@ -13,6 +13,8 @@
#include "train.h"
#include "roadveh.h"
#include "depot_map.h"
#include "tunnel_base.h"
#include "slope_type.h"
#include "safeguards.h"
@ -280,6 +282,66 @@ bool GroundVehicle<T, Type>::IsChainInDepot() const
return true;
}
/**
* Updates vehicle's Z inclination inside a wormhole, where applicable.
*/
template <class T, VehicleType Type>
void GroundVehicle<T, Type>::UpdateZPositionInWormhole()
{
if (!IsTunnel(this->tile)) return;
const Tunnel *t = Tunnel::GetByTile(this->tile);
if (!t->is_chunnel) return;
TileIndex pos_tile = TileVirtXY(this->x_pos, this->y_pos);
ClrBit(this->gv_flags, GVF_GOINGUP_BIT);
ClrBit(this->gv_flags, GVF_GOINGDOWN_BIT);
if (pos_tile == t->tile_n || pos_tile == t->tile_s) {
this->z_pos = 0;
return;
}
int north_coord, south_coord, pos_coord;
bool going_north;
Slope slope_north;
if (t->tile_s - t->tile_n > MapMaxX()) {
// tunnel extends along Y axis (DIAGDIR_SE from north end), has same X values
north_coord = TileY(t->tile_n);
south_coord = TileY(t->tile_s);
pos_coord = TileY(pos_tile);
going_north = (this->direction == DIR_NW);
slope_north = SLOPE_NW;
} else {
// tunnel extends along X axis (DIAGDIR_SW from north end), has same Y values
north_coord = TileX(t->tile_n);
south_coord = TileX(t->tile_s);
pos_coord = TileX(pos_tile);
going_north = (this->direction == DIR_NE);
slope_north = SLOPE_NE;
}
Slope slope = SLOPE_FLAT;
int delta;
if ((delta = pos_coord - north_coord) <= 3) {
this->z_pos = TILE_HEIGHT * (delta == 3 ? -2 : -1);
if (delta != 2) {
slope = slope_north;
SetBit(this->gv_flags, going_north ? GVF_GOINGUP_BIT : GVF_GOINGDOWN_BIT);
}
} else if ((delta = south_coord - pos_coord) <= 3) {
this->z_pos = TILE_HEIGHT * (delta == 3 ? -2 : -1);
if (delta != 2) {
slope = SLOPE_ELEVATED ^ slope_north;
SetBit(this->gv_flags, going_north ? GVF_GOINGDOWN_BIT : GVF_GOINGUP_BIT);
}
}
if (slope != SLOPE_FLAT) this->z_pos += GetPartialPixelZ(this->x_pos & 0xF, this->y_pos & 0xF, slope);
}
/* Instantiation for Train */
template struct GroundVehicle<Train, VEH_TRAIN>;
/* Instantiation for RoadVehicle */

@ -228,17 +228,21 @@ struct GroundVehicle : public SpecializedVehicle<T, Type> {
assert(this->z_pos == GetSlopePixelZ(this->x_pos, this->y_pos));
}
void UpdateZPositionInWormhole();
/**
* Checks if the vehicle is in a slope and sets the required flags in that case.
* @param new_tile True if the vehicle reached a new tile.
* @param update_delta Indicates to also update the delta.
* @return Old height of the vehicle.
*/
inline int UpdateInclination(bool new_tile, bool update_delta)
inline int UpdateInclination(bool new_tile, bool update_delta, bool in_wormhole = false)
{
int old_z = this->z_pos;
if (new_tile) {
if (in_wormhole) {
this->UpdateZPositionInWormhole();
} else if (new_tile) {
this->UpdateZPositionAndInclination();
} else {
this->UpdateZPosition();

@ -1184,6 +1184,7 @@ bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
v->x_pos = gp.x;
v->y_pos = gp.y;
v->UpdatePosition();
RoadZPosAffectSpeed(v, v->UpdateInclination(false, false, true));
if (v->IsDrawn()) v->Vehicle::UpdateViewport(true);
return true;
}
@ -1555,7 +1556,7 @@ again:
v->x_pos = x;
v->y_pos = y;
v->UpdatePosition();
RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
RoadZPosAffectSpeed(v, v->UpdateInclination(false, true, v->state == RVSB_WORMHOLE));
return true;
}

@ -1685,6 +1685,7 @@ static void UpdateStatusAfterSwap(Train *v)
}
v->UpdatePosition();
if (v->track == TRACK_BIT_WORMHOLE) v->UpdateInclination(false, false, true);
v->UpdateViewport(true, true);
}
@ -3903,6 +3904,15 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
v->x_pos = gp.x;
v->y_pos = gp.y;
v->UpdatePosition();
if (v->track == TRACK_BIT_WORMHOLE) {
/* update the Z position of the vehicle */
int old_z = v->UpdateInclination(false, false, true);
if (prev == NULL) {
/* This is the first vehicle in the train */
AffectSpeedByZChange(v, old_z);
}
}
if (v->IsDrawn()) v->Vehicle::UpdateViewport(true);
continue;
}
@ -3919,7 +3929,7 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
}
/* update the Z position of the vehicle */
int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false, v->track == TRACK_BIT_WORMHOLE);
if (prev == NULL) {
/* This is the first vehicle in the train */

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