Change: Make ships stop in locks to move up/down instead of following the slope.

This commit is contained in:
Peter Nelson
2018-05-19 21:50:03 +01:00
committed by Charles Pigott
parent 8e7fe3973f
commit 0b10678050
3 changed files with 90 additions and 1 deletions

View File

@@ -55,6 +55,7 @@
#include "../order_backup.h"
#include "../error.h"
#include "../disaster_vehicle.h"
#include "../ship.h"
#include "saveload_internal.h"
@@ -3045,6 +3046,42 @@ bool AfterLoadGame()
}
}
if (IsSavegameVersionBefore(SLV_SHIPS_STOP_IN_LOCKS)) {
/* Move ships from lock slope to upper or lower position. */
Ship *s;
FOR_ALL_SHIPS(s) {
/* Suitable tile? */
if (!IsTileType(s->tile, MP_WATER) || !IsLock(s->tile) || GetLockPart(s->tile) != LOCK_PART_MIDDLE) continue;
/* We don't need to adjust position when at the tile centre */
int x = s->x_pos & 0xF;
int y = s->y_pos & 0xF;
if (x == 8 && y == 8) continue;
/* Test if ship is on the second half of the tile */
bool second_half;
DiagDirection shipdiagdir = DirToDiagDir(s->direction);
switch (shipdiagdir) {
default: NOT_REACHED();
case DIAGDIR_NE: second_half = x < 8; break;
case DIAGDIR_NW: second_half = y < 8; break;
case DIAGDIR_SW: second_half = x > 8; break;
case DIAGDIR_SE: second_half = y > 8; break;
}
DiagDirection slopediagdir = GetInclinedSlopeDirection(GetTileSlope(s->tile));
/* Heading up slope == passed half way */
if ((shipdiagdir == slopediagdir) == second_half) {
/* On top half of lock */
s->z_pos = GetTileMaxZ(s->tile) * (int)TILE_HEIGHT;
} else {
/* On lower half of lock */
s->z_pos = GetTileZ(s->tile) * (int)TILE_HEIGHT;
}
}
}
/* Station acceptance is some kind of cache */
if (IsSavegameVersionBefore(SLV_127)) {
Station *st;