Only show level crossing overlay sprites on outsides of multi-track crossings

When using both adjacent crossings and safer crossings
This commit is contained in:
Jonathan G Rennison
2021-11-20 01:42:18 +00:00
parent 551560537f
commit 4ccbb11440
5 changed files with 109 additions and 1 deletions

View File

@@ -808,6 +808,8 @@ static CommandCost RemoveRoad(TileIndex tile, DoCommandFlag flags, RoadBits piec
}
if (flags & DC_EXEC) {
MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(tile, GetCrossingRoadAxis(tile));
/* A full diagonal road tile has two road bits. */
UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -2);
@@ -1111,6 +1113,7 @@ CommandCost CmdBuildRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
MakeRoadCrossing(tile, company, company, GetTileOwner(tile), roaddir, GetRailType(tile), rtt == RTT_ROAD ? rt : INVALID_ROADTYPE, (rtt == RTT_TRAM) ? rt : INVALID_ROADTYPE, p2);
SetCrossingReservation(tile, reserved);
UpdateLevelCrossing(tile, false);
MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(tile, GetCrossingRoadAxis(tile));
if (RoadLayoutChangeNotificationEnabled(true)) NotifyRoadLayoutChangedIfTileNonLeaf(tile, rtt, GetCrossingRoadBits(tile));
if (rtt == RTT_ROAD) {
UpdateRoadCachedOneWayStatesAroundTile(tile);
@@ -2235,7 +2238,47 @@ static void DrawTile_Road(TileInfo *ti, DrawTileProcParams params)
SpriteID rail = GetCustomRailSprite(rti, ti->tile, RTSG_CROSSING) + axis;
DrawGroundSprite(rail, pal);
DrawRailTileSeq(ti, &_crossing_layout, TO_CATENARY, rail, 0, PAL_NONE);
if (_settings_game.vehicle.safer_crossings && _settings_game.vehicle.adjacent_crossings) {
const Axis axis = GetCrossingRoadAxis(ti->tile);
const DiagDirection dir1 = AxisToDiagDir(axis);
const DiagDirection dir2 = ReverseDiagDir(dir1);
uint adjacent_diagdirs = 0;
for (DiagDirection dir : { dir1, dir2 }) {
const TileIndex t = TileAddByDiagDir(ti->tile, dir);
if (t < MapSize() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis) {
SetBit(adjacent_diagdirs, dir);
}
}
switch (adjacent_diagdirs) {
case 0:
DrawRailTileSeq(ti, &_crossing_layout, TO_CATENARY, rail, 0, PAL_NONE);
break;
case (1 << DIAGDIR_NE):
DrawRailTileSeq(ti, &_crossing_layout_SW, TO_CATENARY, rail, 0, PAL_NONE);
break;
case (1 << DIAGDIR_SE):
DrawRailTileSeq(ti, &_crossing_layout_NW, TO_CATENARY, rail, 0, PAL_NONE);
break;
case (1 << DIAGDIR_SW):
DrawRailTileSeq(ti, &_crossing_layout_NE, TO_CATENARY, rail, 0, PAL_NONE);
break;
case (1 << DIAGDIR_NW):
DrawRailTileSeq(ti, &_crossing_layout_SE, TO_CATENARY, rail, 0, PAL_NONE);
break;
default:
/* Show no sprites */
break;
}
} else {
DrawRailTileSeq(ti, &_crossing_layout, TO_CATENARY, rail, 0, PAL_NONE);
}
} else if (draw_pbs || tram_rti != nullptr || road_rti->UsesOverlay()) {
/* Add another rail overlay, unless there is only the base road sprite. */
PaletteID pal = draw_pbs ? PALETTE_CRASH : PAL_NONE;