diff options
author | frosch <frosch@openttd.org> | 2013-12-22 11:55:07 +0000 |
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committer | frosch <frosch@openttd.org> | 2013-12-22 11:55:07 +0000 |
commit | b02179bd8e269f8373a32980438f0eb9d61f5a62 (patch) | |
tree | b6adbb95c8a308ab6f968f87eac3dce5e7f84f40 /src/saveload | |
parent | b3f08fb67af74ca6e667db8c05ae04f6f5acd28e (diff) | |
download | openttd-b02179bd8e269f8373a32980438f0eb9d61f5a62.tar.xz |
(svn r26169) -Fix-ish [FS#5831-ish]: Unify the time a RV needs to travel through a curve.
Diffstat (limited to 'src/saveload')
-rw-r--r-- | src/saveload/afterload.cpp | 58 | ||||
-rw-r--r-- | src/saveload/saveload.cpp | 3 |
2 files changed, 60 insertions, 1 deletions
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp index a3830a76b..82c13e3f6 100644 --- a/src/saveload/afterload.cpp +++ b/src/saveload/afterload.cpp @@ -2832,6 +2832,64 @@ bool AfterLoadGame() } } + if (IsSavegameVersionBefore(188)) { + /* Fix articulated road vehicles. + * Some curves were shorter than other curves. + * Now they have the same length, but that means that trailing articulated parts will + * take longer to go through the curve than the parts in front which already left the courve. + * So, make articulated parts catch up. */ + RoadVehicle *v; + bool roadside = _settings_game.vehicle.road_side == 1; + SmallVector<uint, 16> skip_frames; + FOR_ALL_ROADVEHICLES(v) { + if (!v->IsFrontEngine()) continue; + skip_frames.Clear(); + TileIndex prev_tile = v->tile; + uint prev_tile_skip = 0; + uint cur_skip = 0; + for (RoadVehicle *u = v; u != NULL; u = u->Next()) { + if (u->tile != prev_tile) { + prev_tile_skip = cur_skip; + prev_tile = u->tile; + } else { + cur_skip = prev_tile_skip; + } + + uint *this_skip = skip_frames.Append(); + *this_skip = prev_tile_skip; + + /* The following 3 curves now take longer than before */ + switch (u->state) { + case 2: + cur_skip++; + if (u->frame <= (roadside ? 9 : 5)) *this_skip = cur_skip; + break; + + case 4: + cur_skip++; + if (u->frame <= (roadside ? 5 : 9)) *this_skip = cur_skip; + break; + + case 5: + cur_skip++; + if (u->frame <= (roadside ? 4 : 2)) *this_skip = cur_skip; + break; + + default: + break; + } + } + while (cur_skip > skip_frames[0]) { + RoadVehicle *u = v; + RoadVehicle *prev = NULL; + for (uint *it = skip_frames.Begin(); it != skip_frames.End(); ++it, prev = u, u = u->Next()) { + extern bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev); + if (*it >= cur_skip) IndividualRoadVehicleController(u, prev); + } + cur_skip--; + } + } + } /* Station acceptance is some kind of cache */ diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp index 8bcf57119..d58fbc7ed 100644 --- a/src/saveload/saveload.cpp +++ b/src/saveload/saveload.cpp @@ -253,8 +253,9 @@ * 185 25620 * 186 25833 * 187 25899 + * 188 26169 */ -extern const uint16 SAVEGAME_VERSION = 187; ///< Current savegame version of OpenTTD. +extern const uint16 SAVEGAME_VERSION = 188; ///< Current savegame version of OpenTTD. SavegameType _savegame_type; ///< type of savegame we are loading |