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:
@@ -817,6 +817,7 @@ CommandCost CmdBuildSingleRail(TileIndex tile, DoCommandFlag flags, uint32 p1, u
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if (flags & DC_EXEC) {
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MakeRoadCrossing(tile, road_owner, tram_owner, _current_company, (track == TRACK_X ? AXIS_Y : AXIS_X), railtype, roadtype_road, roadtype_tram, GetTownIndex(tile));
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UpdateLevelCrossing(tile, false);
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MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(tile, GetCrossingRoadAxis(tile));
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Company::Get(_current_company)->infrastructure.rail[railtype] += LEVELCROSSING_TRACKBIT_FACTOR;
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DirtyCompanyInfrastructureWindows(_current_company);
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if (num_new_road_pieces > 0 && Company::IsValidID(road_owner)) {
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@@ -934,6 +935,7 @@ CommandCost CmdRemoveSingleRail(TileIndex tile, DoCommandFlag flags, uint32 p1,
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}
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if (flags & DC_EXEC) {
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MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(tile, GetCrossingRoadAxis(tile));
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if (v != nullptr) FreeTrainTrackReservation(v);
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owner = GetTileOwner(tile);
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@@ -808,6 +808,8 @@ static CommandCost RemoveRoad(TileIndex tile, DoCommandFlag flags, RoadBits piec
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}
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if (flags & DC_EXEC) {
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MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(tile, GetCrossingRoadAxis(tile));
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/* A full diagonal road tile has two road bits. */
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UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -2);
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@@ -1111,6 +1113,7 @@ CommandCost CmdBuildRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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MakeRoadCrossing(tile, company, company, GetTileOwner(tile), roaddir, GetRailType(tile), rtt == RTT_ROAD ? rt : INVALID_ROADTYPE, (rtt == RTT_TRAM) ? rt : INVALID_ROADTYPE, p2);
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SetCrossingReservation(tile, reserved);
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UpdateLevelCrossing(tile, false);
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MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(tile, GetCrossingRoadAxis(tile));
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if (RoadLayoutChangeNotificationEnabled(true)) NotifyRoadLayoutChangedIfTileNonLeaf(tile, rtt, GetCrossingRoadBits(tile));
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if (rtt == RTT_ROAD) {
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UpdateRoadCachedOneWayStatesAroundTile(tile);
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@@ -2235,7 +2238,47 @@ static void DrawTile_Road(TileInfo *ti, DrawTileProcParams params)
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SpriteID rail = GetCustomRailSprite(rti, ti->tile, RTSG_CROSSING) + axis;
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DrawGroundSprite(rail, pal);
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DrawRailTileSeq(ti, &_crossing_layout, TO_CATENARY, rail, 0, PAL_NONE);
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if (_settings_game.vehicle.safer_crossings && _settings_game.vehicle.adjacent_crossings) {
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const Axis axis = GetCrossingRoadAxis(ti->tile);
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const DiagDirection dir1 = AxisToDiagDir(axis);
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const DiagDirection dir2 = ReverseDiagDir(dir1);
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uint adjacent_diagdirs = 0;
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for (DiagDirection dir : { dir1, dir2 }) {
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const TileIndex t = TileAddByDiagDir(ti->tile, dir);
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if (t < MapSize() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis) {
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SetBit(adjacent_diagdirs, dir);
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}
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}
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switch (adjacent_diagdirs) {
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case 0:
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DrawRailTileSeq(ti, &_crossing_layout, TO_CATENARY, rail, 0, PAL_NONE);
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break;
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case (1 << DIAGDIR_NE):
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DrawRailTileSeq(ti, &_crossing_layout_SW, TO_CATENARY, rail, 0, PAL_NONE);
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break;
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case (1 << DIAGDIR_SE):
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DrawRailTileSeq(ti, &_crossing_layout_NW, TO_CATENARY, rail, 0, PAL_NONE);
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break;
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case (1 << DIAGDIR_SW):
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DrawRailTileSeq(ti, &_crossing_layout_NE, TO_CATENARY, rail, 0, PAL_NONE);
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break;
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case (1 << DIAGDIR_NW):
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DrawRailTileSeq(ti, &_crossing_layout_SE, TO_CATENARY, rail, 0, PAL_NONE);
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break;
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default:
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/* Show no sprites */
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break;
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}
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} else {
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DrawRailTileSeq(ti, &_crossing_layout, TO_CATENARY, rail, 0, PAL_NONE);
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}
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} else if (draw_pbs || tram_rti != nullptr || road_rti->UsesOverlay()) {
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/* Add another rail overlay, unless there is only the base road sprite. */
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PaletteID pal = draw_pbs ? PALETTE_CRASH : PAL_NONE;
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@@ -155,6 +155,7 @@ RoadTypes GetRoadTypes(bool introduces);
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RoadTypes AddDateIntroducedRoadTypes(RoadTypes current, Date date);
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void UpdateLevelCrossing(TileIndex tile, bool sound = true, bool force_close = false);
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void MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(TileIndex tile, Axis road_axis);
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bool IsCrossingOccupiedByRoadVehicle(TileIndex t);
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void UpdateRoadCachedOneWayStatesAroundTile(TileIndex tile);
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@@ -53,6 +53,54 @@ static const DrawTileSprites _crossing_layout = {
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{0, PAL_NONE}, _crossing_layout_ALL
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};
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static const DrawTileSeqStruct _crossing_layout_SW_ALL[] = {
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//TILE_SEQ_LINE(2, PAL_NONE, 0, 0, 3, 3)
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//TILE_SEQ_LINE(4, PAL_NONE, 0, 13, 3, 3)
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TILE_SEQ_LINE(6, PAL_NONE, 13, 0, 3, 3)
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TILE_SEQ_LINE(8, PAL_NONE, 13, 13, 3, 3)
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TILE_SEQ_END()
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};
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static const DrawTileSprites _crossing_layout_SW = {
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{0, PAL_NONE}, _crossing_layout_SW_ALL
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};
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static const DrawTileSeqStruct _crossing_layout_NW_ALL[] = {
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TILE_SEQ_LINE(2, PAL_NONE, 0, 0, 3, 3)
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//TILE_SEQ_LINE(4, PAL_NONE, 0, 13, 3, 3)
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TILE_SEQ_LINE(6, PAL_NONE, 13, 0, 3, 3)
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//TILE_SEQ_LINE(8, PAL_NONE, 13, 13, 3, 3)
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TILE_SEQ_END()
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};
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static const DrawTileSprites _crossing_layout_NW = {
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{0, PAL_NONE}, _crossing_layout_NW_ALL
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};
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static const DrawTileSeqStruct _crossing_layout_NE_ALL[] = {
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TILE_SEQ_LINE(2, PAL_NONE, 0, 0, 3, 3)
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TILE_SEQ_LINE(4, PAL_NONE, 0, 13, 3, 3)
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//TILE_SEQ_LINE(6, PAL_NONE, 13, 0, 3, 3)
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//TILE_SEQ_LINE(8, PAL_NONE, 13, 13, 3, 3)
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TILE_SEQ_END()
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};
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static const DrawTileSprites _crossing_layout_NE = {
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{0, PAL_NONE}, _crossing_layout_NE_ALL
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};
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static const DrawTileSeqStruct _crossing_layout_SE_ALL[] = {
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//TILE_SEQ_LINE(2, PAL_NONE, 0, 0, 3, 3)
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TILE_SEQ_LINE(4, PAL_NONE, 0, 13, 3, 3)
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//TILE_SEQ_LINE(6, PAL_NONE, 13, 0, 3, 3)
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TILE_SEQ_LINE(8, PAL_NONE, 13, 13, 3, 3)
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TILE_SEQ_END()
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};
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static const DrawTileSprites _crossing_layout_SE = {
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{0, PAL_NONE}, _crossing_layout_SE_ALL
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};
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#undef TILE_SEQ_LINE
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#undef TILE_SEQ_END
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@@ -2610,6 +2610,20 @@ void UpdateLevelCrossing(TileIndex tile, bool sound, bool force_close)
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}
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}
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void MarkDirtyAdjacentLevelCrossingTilesOnAddRemove(TileIndex tile, Axis road_axis)
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{
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if (!(_settings_game.vehicle.safer_crossings && _settings_game.vehicle.adjacent_crossings)) return;
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const DiagDirection dir1 = AxisToDiagDir(road_axis);
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const DiagDirection dir2 = ReverseDiagDir(dir1);
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for (DiagDirection dir : { dir1, dir2 }) {
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const TileIndex t = TileAddByDiagDir(tile, dir);
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if (t < MapSize() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
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MarkTileDirtyByTile(t, VMDF_NOT_MAP_MODE);
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}
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}
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}
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/**
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* Check if the level crossing is occupied by road vehicle(s).
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* @param t The tile to query.
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