(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.
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@@ -1489,30 +1489,14 @@ static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner
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static const byte TUNNEL_SOUND_FRAME = 1;
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/**
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* Frame when a train should be hidden in a tunnel with a certain direction.
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* Frame when a vehicle should be hidden in a tunnel with a certain direction.
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* This differs per direction, because of visibility / bounding box issues.
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* Note that direction, in this case, is the direction leading into the tunnel.
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* When entering a tunnel, hide the train when it reaches the given frame.
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* When leaving a tunnel, show the train when it is one frame further
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* When entering a tunnel, hide the vehicle when it reaches the given frame.
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* When leaving a tunnel, show the vehicle when it is one frame further
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* to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
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*/
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static const byte _train_tunnel_frame[DIAGDIR_END] = {14, 9, 7, 12};
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/**
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* Frame when a road vehicle enters a tunnel with a certain direction.
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* This differs per direction, like for trains. To make it even more fun,
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* the entry and exit frames are not consistent. This is the entry frame,
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* the road vehicle should be hidden when it reaches this frame.
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*/
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static const byte _road_enter_tunnel_frame[DIAGDIR_END] = {13, 8, 8, 13};
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/**
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* Frame when a road vehicle exits a tunnel with a certain direction.
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* Note that 'direction' refers to the tunnel direction, not the
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* vehicle direction. As stated above, this frame is not the same as the
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* entry frame, for unclear (historical?) reasons.
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*/
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static const byte _road_exit_tunnel_frame[DIAGDIR_END] = {2, 7, 9, 4};
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extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
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static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
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{
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@@ -1539,7 +1523,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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}
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return VETSB_CONTINUE;
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}
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if (frame == _train_tunnel_frame[dir]) {
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if (frame == _tunnel_visibility_frame[dir]) {
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t->tile = tile;
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t->track = TRACK_BIT_WORMHOLE;
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t->vehstatus |= VS_HIDDEN;
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@@ -1547,7 +1531,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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}
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}
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if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _train_tunnel_frame[dir] && z == 0) {
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if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
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/* We're at the tunnel exit ?? */
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t->tile = tile;
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t->track = DiagDirToDiagTrackBits(vdir);
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@@ -1560,7 +1544,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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/* Enter tunnel? */
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if (rv->state != RVSB_WORMHOLE && dir == vdir) {
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if (frame == _road_enter_tunnel_frame[dir]) {
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if (frame == _tunnel_visibility_frame[dir]) {
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/* Frame should be equal to the next frame number in the RV's movement */
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assert(frame == rv->frame + 1);
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rv->tile = tile;
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@@ -1573,7 +1557,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
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}
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/* We're at the tunnel exit ?? */
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if (dir == ReverseDiagDir(vdir) && frame == _road_exit_tunnel_frame[dir] && z == 0) {
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if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
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rv->tile = tile;
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rv->state = DiagDirToDiagTrackdir(vdir);
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rv->frame = frame;
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