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authorPeter Nelson <peter1138@openttd.org>2019-01-31 20:54:15 +0000
committerPeterN <peter@fuzzle.org>2019-02-04 00:19:48 +0000
commit33e3f4916173b4129cbbe60f94dae659a70edb83 (patch)
tree2384acf24eafd4fa75910401c58e859926c1bb4c /src
parent0749a291c4941511744e82a315ee34d96e053fb1 (diff)
downloadopenttd-33e3f4916173b4129cbbe60f94dae659a70edb83.tar.xz
Fix #7119: When rotating a ship, apply an additional offset to avoid movement glitch.
Diffstat (limited to 'src')
-rw-r--r--src/saveload/vehicle_sl.cpp11
-rw-r--r--src/ship.h2
-rw-r--r--src/ship_cmd.cpp15
3 files changed, 28 insertions, 0 deletions
diff --git a/src/saveload/vehicle_sl.cpp b/src/saveload/vehicle_sl.cpp
index 11935fa40..540416586 100644
--- a/src/saveload/vehicle_sl.cpp
+++ b/src/saveload/vehicle_sl.cpp
@@ -375,6 +375,17 @@ void AfterLoadVehicles(bool part_of_load)
FOR_ALL_SHIPS(s) {
s->rotation = s->direction;
}
+ } else {
+ Ship *s;
+ FOR_ALL_SHIPS(s) {
+ if (s->rotation == s->direction) continue;
+ /* In case we are rotating on gameload, set the rotation position to
+ * the current position, otherwise the applied workaround offset would
+ * be with respect to 0,0.
+ */
+ s->rotation_x_pos = s->x_pos;
+ s->rotation_y_pos = s->y_pos;
+ }
}
}
diff --git a/src/ship.h b/src/ship.h
index adbc32228..60d4466d6 100644
--- a/src/ship.h
+++ b/src/ship.h
@@ -29,6 +29,8 @@ struct Ship FINAL : public SpecializedVehicle<Ship, VEH_SHIP> {
TrackBitsByte state; ///< The "track" the ship is following.
ShipPathCache path; ///< Cached path.
DirectionByte rotation; ///< Visible direction.
+ int16 rotation_x_pos; ///< NOSAVE: X Position before rotation.
+ int16 rotation_y_pos; ///< NOSAVE: Y Position before rotation.
/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
Ship() : SpecializedVehicleBase() {}
diff --git a/src/ship_cmd.cpp b/src/ship_cmd.cpp
index b357fa64c..5d3a28b1b 100644
--- a/src/ship_cmd.cpp
+++ b/src/ship_cmd.cpp
@@ -319,6 +319,15 @@ void Ship::UpdateDeltaXY()
this->x_extent = bb[1];
this->y_extent = bb[0];
this->z_extent = 6;
+
+ if (this->direction != this->rotation) {
+ /* If we are rotating, then it is possible the ship was moved to its next position. In that
+ * case, because we are still showing the old direction, the ship will appear to glitch sideways
+ * slightly. We can work around this by applying an additional offset to make the ship appear
+ * where it was before it moved. */
+ this->x_offs -= this->x_pos - this->rotation_x_pos;
+ this->y_offs -= this->y_pos - this->rotation_y_pos;
+ }
}
/**
@@ -678,6 +687,9 @@ static void ShipController(Ship *v)
/* Stop for rotation */
v->cur_speed = 0;
v->direction = new_direction;
+ /* Remember our current location to avoid movement glitch */
+ v->rotation_x_pos = v->x_pos;
+ v->rotation_y_pos = v->y_pos;
break;
}
}
@@ -704,6 +716,9 @@ getout:
reverse_direction:
v->direction = ReverseDir(v->direction);
+ /* Remember our current location to avoid movement glitch */
+ v->rotation_x_pos = v->x_pos;
+ v->rotation_y_pos = v->y_pos;
v->cur_speed = 0;
v->path.clear();
goto getout;