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

@@ -550,6 +550,56 @@ static const byte _ship_subcoord[4][6][3] = {
}
};
/**
* Test if a ship is in the centre of a lock and should move up or down.
* @param v Ship being tested.
* @return 0 if ship is not moving in lock, or -1 to move down, 1 to move up.
*/
static int ShipTestUpDownOnLock(const Ship *v)
{
/* Suitable tile? */
if (!IsTileType(v->tile, MP_WATER) || !IsLock(v->tile) || GetLockPart(v->tile) != LOCK_PART_MIDDLE) return 0;
/* Must be at the centre of the lock */
if ((v->x_pos & 0xF) != 8 || (v->y_pos & 0xF) != 8) return 0;
DiagDirection diagdir = GetInclinedSlopeDirection(GetTileSlope(v->tile));
assert(IsValidDiagDirection(diagdir));
if (DirToDiagDir(v->direction) == diagdir) {
/* Move up */
return (v->z_pos < GetTileMaxZ(v->tile) * (int)TILE_HEIGHT) ? 1 : 0;
} else {
/* Move down */
return (v->z_pos > GetTileZ(v->tile) * (int)TILE_HEIGHT) ? -1 : 0;
}
}
/**
* Test and move a ship up or down in a lock.
* @param v Ship to move.
* @return true iff ship is moving up or down in a lock.
*/
static bool ShipMoveUpDownOnLock(Ship *v)
{
/* Moving up/down through lock */
int dz = ShipTestUpDownOnLock(v);
if (dz == 0) return false;
if (v->cur_speed != 0) {
v->cur_speed = 0;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
if ((v->tick_counter & 7) == 0) {
v->z_pos += dz;
v->UpdatePosition();
v->UpdateViewport(true, true);
}
return true;
}
static void ShipController(Ship *v)
{
uint32 r;
@@ -583,6 +633,8 @@ static void ShipController(Ship *v)
return;
}
if (ShipMoveUpDownOnLock(v)) return;
if (!ShipAccelerate(v)) return;
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
@@ -707,7 +759,6 @@ static void ShipController(Ship *v)
/* update image of ship, as well as delta XY */
v->x_pos = gp.x;
v->y_pos = gp.y;
v->z_pos = GetSlopePixelZ(gp.x, gp.y);
getout:
v->UpdatePosition();