Chunnel: Adjust z position of vehicles in chunnels to go "under" the water.
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@@ -13,6 +13,8 @@
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#include "train.h"
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#include "roadveh.h"
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#include "depot_map.h"
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#include "tunnel_base.h"
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#include "slope_type.h"
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#include "safeguards.h"
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@@ -280,6 +282,66 @@ bool GroundVehicle<T, Type>::IsChainInDepot() const
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return true;
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}
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/**
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* Updates vehicle's Z inclination inside a wormhole, where applicable.
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*/
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template <class T, VehicleType Type>
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void GroundVehicle<T, Type>::UpdateZPositionInWormhole()
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{
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if (!IsTunnel(this->tile)) return;
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const Tunnel *t = Tunnel::GetByTile(this->tile);
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if (!t->is_chunnel) return;
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TileIndex pos_tile = TileVirtXY(this->x_pos, this->y_pos);
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ClrBit(this->gv_flags, GVF_GOINGUP_BIT);
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ClrBit(this->gv_flags, GVF_GOINGDOWN_BIT);
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if (pos_tile == t->tile_n || pos_tile == t->tile_s) {
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this->z_pos = 0;
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return;
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}
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int north_coord, south_coord, pos_coord;
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bool going_north;
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Slope slope_north;
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if (t->tile_s - t->tile_n > MapMaxX()) {
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// tunnel extends along Y axis (DIAGDIR_SE from north end), has same X values
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north_coord = TileY(t->tile_n);
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south_coord = TileY(t->tile_s);
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pos_coord = TileY(pos_tile);
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going_north = (this->direction == DIR_NW);
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slope_north = SLOPE_NW;
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} else {
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// tunnel extends along X axis (DIAGDIR_SW from north end), has same Y values
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north_coord = TileX(t->tile_n);
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south_coord = TileX(t->tile_s);
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pos_coord = TileX(pos_tile);
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going_north = (this->direction == DIR_NE);
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slope_north = SLOPE_NE;
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}
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Slope slope = SLOPE_FLAT;
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int delta;
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if ((delta = pos_coord - north_coord) <= 3) {
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this->z_pos = TILE_HEIGHT * (delta == 3 ? -2 : -1);
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if (delta != 2) {
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slope = slope_north;
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SetBit(this->gv_flags, going_north ? GVF_GOINGUP_BIT : GVF_GOINGDOWN_BIT);
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}
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} else if ((delta = south_coord - pos_coord) <= 3) {
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this->z_pos = TILE_HEIGHT * (delta == 3 ? -2 : -1);
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if (delta != 2) {
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slope = SLOPE_ELEVATED ^ slope_north;
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SetBit(this->gv_flags, going_north ? GVF_GOINGDOWN_BIT : GVF_GOINGUP_BIT);
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}
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}
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if (slope != SLOPE_FLAT) this->z_pos += GetPartialPixelZ(this->x_pos & 0xF, this->y_pos & 0xF, slope);
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}
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/* Instantiation for Train */
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template struct GroundVehicle<Train, VEH_TRAIN>;
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/* Instantiation for RoadVehicle */
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@@ -228,17 +228,21 @@ struct GroundVehicle : public SpecializedVehicle<T, Type> {
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assert(this->z_pos == GetSlopePixelZ(this->x_pos, this->y_pos));
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}
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void UpdateZPositionInWormhole();
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/**
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* Checks if the vehicle is in a slope and sets the required flags in that case.
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* @param new_tile True if the vehicle reached a new tile.
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* @param update_delta Indicates to also update the delta.
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* @return Old height of the vehicle.
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*/
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inline int UpdateInclination(bool new_tile, bool update_delta)
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inline int UpdateInclination(bool new_tile, bool update_delta, bool in_wormhole = false)
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{
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int old_z = this->z_pos;
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if (new_tile) {
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if (in_wormhole) {
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this->UpdateZPositionInWormhole();
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} else if (new_tile) {
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this->UpdateZPositionAndInclination();
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} else {
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this->UpdateZPosition();
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@@ -1184,6 +1184,7 @@ bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
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v->x_pos = gp.x;
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v->y_pos = gp.y;
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v->UpdatePosition();
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RoadZPosAffectSpeed(v, v->UpdateInclination(false, false, true));
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if (v->IsDrawn()) v->Vehicle::UpdateViewport(true);
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return true;
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}
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@@ -1555,7 +1556,7 @@ again:
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v->x_pos = x;
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v->y_pos = y;
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v->UpdatePosition();
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RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
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RoadZPosAffectSpeed(v, v->UpdateInclination(false, true, v->state == RVSB_WORMHOLE));
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return true;
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}
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@@ -1685,6 +1685,7 @@ static void UpdateStatusAfterSwap(Train *v)
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}
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v->UpdatePosition();
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if (v->track == TRACK_BIT_WORMHOLE) v->UpdateInclination(false, false, true);
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v->UpdateViewport(true, true);
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}
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@@ -3903,6 +3904,15 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
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v->x_pos = gp.x;
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v->y_pos = gp.y;
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v->UpdatePosition();
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if (v->track == TRACK_BIT_WORMHOLE) {
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/* update the Z position of the vehicle */
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int old_z = v->UpdateInclination(false, false, true);
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if (prev == NULL) {
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/* This is the first vehicle in the train */
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AffectSpeedByZChange(v, old_z);
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}
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}
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if (v->IsDrawn()) v->Vehicle::UpdateViewport(true);
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continue;
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}
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@@ -3919,7 +3929,7 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
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}
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/* update the Z position of the vehicle */
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int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
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int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false, v->track == TRACK_BIT_WORMHOLE);
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if (prev == NULL) {
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/* This is the first vehicle in the train */
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