(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.

This commit is contained in:
rubidium
2010-11-12 19:40:39 +00:00
parent 15dafc4dc2
commit 395335c197
2 changed files with 60 additions and 24 deletions

View File

@@ -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();