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authorrubidium <rubidium@openttd.org>2010-11-12 19:40:39 +0000
committerrubidium <rubidium@openttd.org>2010-11-12 19:40:39 +0000
commit395335c1970a31f68ce97740636d938db9e66c65 (patch)
tree5b34b5cedaa5b63d2346ad8c8329875aafe9f520 /src
parent15dafc4dc2ae2c9357f89d263d25dfcf147e4ee8 (diff)
downloadopenttd-395335c1970a31f68ce97740636d938db9e66c65.tar.xz
(svn r21153) -Change: unify the moment trains/road vehicles become (un)visible when entering/leaving a tunnel. As a side effect some tunnel related glitches are gone.
Diffstat (limited to 'src')
-rw-r--r--src/saveload/afterload.cpp52
-rw-r--r--src/tunnelbridge_cmd.cpp32
2 files changed, 60 insertions, 24 deletions
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
index b7908525f..9d9540368 100644
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -2319,6 +2319,58 @@ bool AfterLoadGame()
}
}
+
+ if (CheckSavegameVersion(152)) {
+ /* The moment vehicles go from hidden to visible changed. This means
+ * that vehicles don't always get visible anymore causing things to
+ * get messed up just after loading the savegame. This fixes that. */
+ Vehicle *v;
+ FOR_ALL_VEHICLES(v) {
+ /* Is the vehicle in a tunnel? */
+ if (!IsTunnelTile(v->tile)) continue;
+
+ /* Is the vehicle actually at a tunnel entrance/exit? */
+ TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
+ if (!IsTunnelTile(vtile)) continue;
+
+ /* Are we actually in this tunnel? Or maybe a lower tunnel? */
+ if (GetSlopeZ(v->x_pos, v->y_pos) != v->z_pos) continue;
+
+ /* What way are we going? */
+ const DiagDirection dir = GetTunnelBridgeDirection(vtile);
+ const DiagDirection vdir = DirToDiagDir(v->direction);
+
+ /* Have we passed the visibility "switch" state already? */
+ byte pos = (DiagDirToAxis(vdir) == AXIS_X ? v->x_pos : v->y_pos) & TILE_UNIT_MASK;
+ byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
+ extern const byte _tunnel_visibility_frame[DIAGDIR_END];
+
+ if (dir == vdir && !(v->vehstatus & VS_HIDDEN)) {
+ if (frame < _tunnel_visibility_frame[dir]) continue;
+ /* Tunnel entrance, make us invisible. */
+ v->tile = vtile;
+ v->vehstatus |= VS_HIDDEN;
+
+ switch (v->type) {
+ case VEH_TRAIN: Train::From(v)->track = TRACK_BIT_WORMHOLE; break;
+ case VEH_ROAD: RoadVehicle::From(v)->state = RVSB_WORMHOLE; break;
+ default: NOT_REACHED();
+ }
+ } else if (dir == ReverseDiagDir(vdir) && (v->vehstatus & VS_HIDDEN)) {
+ if (frame < TILE_SIZE - _tunnel_visibility_frame[dir]) continue;
+ /* Tunnel exit, make us visible again. */
+ v->tile = vtile;
+ v->vehstatus &= ~VS_HIDDEN;
+
+ switch (v->type) {
+ case VEH_TRAIN: Train::From(v)->track = DiagDirToDiagTrackBits(vdir); break;
+ case VEH_ROAD: RoadVehicle::From(v)->state = DiagDirToDiagTrackdir(vdir); break;
+ default: NOT_REACHED();
+ }
+ }
+ }
+ }
+
/* Road stops is 'only' updating some caches */
AfterLoadRoadStops();
AfterLoadLabelMaps();
diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp
index 1b89b7d16..7a706a871 100644
--- a/src/tunnelbridge_cmd.cpp
+++ b/src/tunnelbridge_cmd.cpp
@@ -1489,30 +1489,14 @@ static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner
static const byte TUNNEL_SOUND_FRAME = 1;
/**
- * Frame when a train should be hidden in a tunnel with a certain direction.
+ * Frame when a vehicle 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
+ * When entering a tunnel, hide the vehicle when it reaches the given frame.
+ * When leaving a tunnel, show the vehicle 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};
-
-/**
- * Frame when a road vehicle enters a tunnel with a certain direction.
- * This differs per direction, like for trains. To make it even more fun,
- * the entry and exit frames are not consistent. This is the entry frame,
- * the road vehicle should be hidden when it reaches this frame.
- */
-static const byte _road_enter_tunnel_frame[DIAGDIR_END] = {13, 8, 8, 13};
-
-/**
- * Frame when a road vehicle exits a tunnel with a certain direction.
- * Note that 'direction' refers to the tunnel direction, not the
- * vehicle direction. As stated above, this frame is not the same as the
- * entry frame, for unclear (historical?) reasons.
- */
-static const byte _road_exit_tunnel_frame[DIAGDIR_END] = {2, 7, 9, 4};
+extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
{
@@ -1539,7 +1523,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
}
return VETSB_CONTINUE;
}
- if (frame == _train_tunnel_frame[dir]) {
+ if (frame == _tunnel_visibility_frame[dir]) {
t->tile = tile;
t->track = TRACK_BIT_WORMHOLE;
t->vehstatus |= VS_HIDDEN;
@@ -1547,7 +1531,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
}
}
- if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _train_tunnel_frame[dir] && z == 0) {
+ if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
/* We're at the tunnel exit ?? */
t->tile = tile;
t->track = DiagDirToDiagTrackBits(vdir);
@@ -1560,7 +1544,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
/* Enter tunnel? */
if (rv->state != RVSB_WORMHOLE && dir == vdir) {
- if (frame == _road_enter_tunnel_frame[dir]) {
+ if (frame == _tunnel_visibility_frame[dir]) {
/* Frame should be equal to the next frame number in the RV's movement */
assert(frame == rv->frame + 1);
rv->tile = tile;
@@ -1573,7 +1557,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
}
/* We're at the tunnel exit ?? */
- if (dir == ReverseDiagDir(vdir) && frame == _road_exit_tunnel_frame[dir] && z == 0) {
+ if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
rv->tile = tile;
rv->state = DiagDirToDiagTrackdir(vdir);
rv->frame = frame;