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-rw-r--r--train_cmd.c2
-rw-r--r--viewport.c35
2 files changed, 29 insertions, 8 deletions
diff --git a/train_cmd.c b/train_cmd.c
index ded96b417..54945db93 100644
--- a/train_cmd.c
+++ b/train_cmd.c
@@ -119,7 +119,7 @@ void TrainConsistChanged(Vehicle *v) {
veh_len = GetCallBackResult(CBID_VEH_LENGTH, u->engine_type, u);
if (veh_len == CALLBACK_FAILED)
veh_len = rvi_u->shorten_factor;
- veh_len = clamp(veh_len, 0, 7);
+ veh_len = clamp(veh_len, 0, u->next == NULL ? 7 : 5); // the clamp on vehicles not the last in chain is stricter, as too short wagons can break the 'follow next vehicle' code
u->u.rail.cached_veh_length = 8 - veh_len;
};
diff --git a/viewport.c b/viewport.c
index b58d5da98..be0bbcf6e 100644
--- a/viewport.c
+++ b/viewport.c
@@ -1079,16 +1079,37 @@ static void ViewportSortParentSprites(ParentSpriteToDraw **psd)
psd2 = psd;
while ( (ps2=*++psd2) != NULL) {
+ bool mustswap = false;
+
if (ps2->unk16 & 1)
continue;
- if (ps->tile_right >= ps2->tile_x &&
- ps->tile_bottom >= ps2->tile_y &&
- ps->tile_z_bottom >= ps2->tile_z && (
- ps->tile_x >= ps2->tile_right ||
- ps->tile_y >= ps2->tile_bottom ||
- ps->tile_z >= ps2->tile_z_bottom
- )) {
+ // Decide which sort order algorithm to use, based on whether the sprites have some overlapping area.
+ if (((ps2->tile_x > ps->tile_x && ps2->tile_x < ps->tile_right) ||
+ (ps2->tile_right > ps->tile_x && ps2->tile_x < ps->tile_right)) && // overlap in X
+ ((ps2->tile_y > ps->tile_y && ps2->tile_y < ps->tile_bottom) ||
+ (ps2->tile_bottom > ps->tile_y && ps2->tile_y < ps->tile_bottom)) && // overlap in Y
+ ((ps2->tile_z > ps->tile_z && ps2->tile_z < ps->tile_z_bottom) ||
+ (ps2->tile_z_bottom > ps->tile_z && ps2->tile_z < ps->tile_z_bottom)) ) { // overlap in Z
+ // Sprites overlap.
+ // Use X+Y+Z as the sorting order, so sprites nearer the bottom of the screen,
+ // and with higher Z elevation, draw in front.
+ // Here X,Y,Z are the coordinates of the "center of mass" of the sprite,
+ // i.e. X=(left+right)/2, etc.
+ // However, since we only care about order, don't actually calculate the division / 2.
+ mustswap = ps->tile_x + ps->tile_right + ps->tile_y + ps->tile_bottom + ps->tile_z + ps->tile_z_bottom >
+ ps2->tile_x + ps2->tile_right + ps2->tile_y + ps2->tile_bottom + ps2->tile_z + ps2->tile_z_bottom;
+ } else {
+ // No overlap; use the original TTD sort algorithm.
+ mustswap = (ps->tile_right >= ps2->tile_x &&
+ ps->tile_bottom >= ps2->tile_y &&
+ ps->tile_z_bottom >= ps2->tile_z &&
+ (ps->tile_x >= ps2->tile_right ||
+ ps->tile_y >= ps2->tile_bottom ||
+ ps->tile_z >= ps2->tile_z_bottom));
+ }
+ if (mustswap) {
+ // Swap the two sprites ps and ps2 using bubble-sort algorithm.
psd3 = psd;
do {
ps3 = *psd3;