mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r23290) -Fix [FS#2379,FS#3569]: Change the centre of train vehicles to depend on the vehicle length instead of being fixed at 4/8th of the original vehicle length to make sure shortened vehicles don't block tiles they shouldn't block.
This commit is contained in:
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3748cab608
commit
4d2a9e384c
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@ -239,4 +239,15 @@ static inline bool IsValidAxis(Axis d)
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return d < AXIS_END;
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}
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/**
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* Checks if a given Direction is diagonal.
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*
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* @param dir The given direction.
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* @return True if the direction is diagonal.
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*/
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static inline bool IsDiagonalDirection(Direction dir)
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{
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return (dir & 1) != 0;
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}
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#endif /* DIRECTION_FUNC_H */
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@ -2711,7 +2711,7 @@ static const int8 _deltacoord_leaveoffset[8] = {
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int TicksToLeaveDepot(const Train *v)
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{
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DiagDirection dir = GetRailDepotDirection(v->tile);
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int length = v->gcache.cached_veh_length;
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int length = v->CalcNextVehicleOffset();
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switch (dir) {
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case DIAGDIR_NE: return ((int)(v->x_pos & 0x0F) - ((_fractcoords_enter[dir] & 0x0F) - (length + 1)));
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@ -2738,9 +2738,8 @@ static VehicleEnterTileStatus VehicleEnter_Track(Vehicle *u, TileIndex tile, int
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/* depot direction */
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DiagDirection dir = GetRailDepotDirection(tile);
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/* calculate the point where the following wagon should be activated
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* this depends on the length of the current vehicle */
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int length = v->gcache.cached_veh_length;
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/* Calculate the point where the following wagon should be activated. */
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int length = v->CalcNextVehicleOffset();
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byte fract_coord_leave =
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((_fractcoords_enter[dir] & 0x0F) + // x
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@ -2667,6 +2667,9 @@ bool AfterLoadGame()
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}
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}
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/* The center of train vehicles was changed, fix up spacing. */
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if (IsSavegameVersionBefore(164)) FixupTrainLengths();
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/* When any NewGRF has been changed the availability of some vehicles might
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* have been changed too. e->company_avail must be set to 0 in that case
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* which is done by StartupEngines(). */
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@ -228,8 +228,9 @@
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* 161 22567
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* 162 22713
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* 163 22767
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* 164 23290
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*/
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extern const uint16 SAVEGAME_VERSION = 163; ///< Current savegame version of OpenTTD.
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extern const uint16 SAVEGAME_VERSION = 164; ///< Current savegame version of OpenTTD.
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SavegameType _savegame_type; ///< type of savegame we are loading
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@ -27,6 +27,7 @@ void MoveWaypointsToBaseStations();
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const SaveLoad *GetBaseStationDescription();
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void AfterLoadVehicles(bool part_of_load);
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void FixupTrainLengths();
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void AfterLoadStations();
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void AfterLoadRoadStops();
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void AfterLoadLabelMaps();
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@ -249,8 +249,6 @@ void AfterLoadVehicles(bool part_of_load)
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if (v->Next() != NULL) v->Next()->previous = v;
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if (v->NextShared() != NULL) v->NextShared()->previous_shared = v;
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v->UpdateDeltaXY(v->direction);
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if (part_of_load) v->fill_percent_te_id = INVALID_TE_ID;
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v->first = NULL;
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if (v->IsGroundVehicle()) v->GetGroundVehicleCache()->first_engine = INVALID_ENGINE;
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@ -442,11 +440,99 @@ void AfterLoadVehicles(bool part_of_load)
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default: break;
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}
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v->UpdateDeltaXY(v->direction);
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v->coord.left = INVALID_COORD;
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VehicleMove(v, false);
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}
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}
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bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // From train_cmd.cpp
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void ReverseTrainDirection(Train *v);
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void ReverseTrainSwapVeh(Train *v, int l, int r);
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/** Fixup old train spacing. */
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void FixupTrainLengths()
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{
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/* Vehicle center was moved from 4 units behind the front to half the length
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* behind the front. Move vehicles so they end up on the same spot. */
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_TRAIN && v->IsPrimaryVehicle()) {
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/* The vehicle center is now more to the front depending on vehicle length,
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* so we need to move all vehicles forward to cover the difference to the
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* old center, otherwise wagon spacing in trains would be broken upon load. */
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for (Train *u = Train::From(v); u != NULL; u = u->Next()) {
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if (u->track == TRACK_BIT_DEPOT || (u->vehstatus & VS_CRASHED)) continue;
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Train *next = u->Next();
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/* Try to pull the vehicle half its length forward. */
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int diff = (VEHICLE_LENGTH - u->gcache.cached_veh_length) / 2;
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int done;
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for (done = 0; done < diff; done++) {
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if (!TrainController(u, next, false)) break;
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}
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if (next != NULL && done < diff && u->IsFrontEngine()) {
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/* Pulling the front vehicle forwards failed, we either encountered a dead-end
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* or a red signal. To fix this, we try to move the whole train the required
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* space backwards and re-do the fix up of the front vehicle. */
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/* Ignore any signals when backtracking. */
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TrainForceProceeding old_tfp = u->force_proceed;
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u->force_proceed = TFP_SIGNAL;
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/* Swap start<>end, start+1<>end-1, ... */
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int r = CountVehiclesInChain(u) - 1; // number of vehicles - 1
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int l = 0;
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do ReverseTrainSwapVeh(u, l++, r--); while (l <= r);
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/* We moved the first vehicle which is now the last. Move it back to the
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* original position as we will fix up the last vehicle later in the loop. */
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for (int i = 0; i < done; i++) TrainController(u->Last(), NULL);
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/* Move the train backwards to get space for the first vehicle. As the stopping
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* distance from a line end is rounded up, move the train one unit more to cater
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* for front vehicles with odd lengths. */
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int moved;
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for (moved = 0; moved < diff + 1; moved++) {
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if (!TrainController(u, NULL, false)) break;
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}
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/* Swap start<>end, start+1<>end-1, ... again. */
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r = CountVehiclesInChain(u) - 1; // number of vehicles - 1
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l = 0;
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do ReverseTrainSwapVeh(u, l++, r--); while (l <= r);
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u->force_proceed = old_tfp;
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/* Tracks are too short to fix the train length. The player has to fix the
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* train in a depot. Bail out so we don't damage the vehicle chain any more. */
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if (moved < diff + 1) break;
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/* Re-do the correction for the first vehicle. */
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for (done = 0; done < diff; done++) TrainController(u, next, false);
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/* We moved one unit more backwards than needed for even-length front vehicles,
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* try to move that unit forward again. We don't care if this step fails. */
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TrainController(u, NULL, false);
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}
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/* If the next wagon is still in a depot, check if it shouldn't be outside already. */
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if (next != NULL && next->track == TRACK_BIT_DEPOT) {
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int d = TicksToLeaveDepot(u);
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if (d <= 0) {
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/* Next vehicle should have left the depot already, show it and pull forward. */
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next->vehstatus &= ~VS_HIDDEN;
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next->track = TrackToTrackBits(GetRailDepotTrack(next->tile));
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for (int i = 0; i >= d; i--) TrainController(next, NULL);
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}
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}
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}
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}
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}
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}
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static uint8 _cargo_days;
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static uint16 _cargo_source;
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static uint32 _cargo_source_xy;
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12
src/train.h
12
src/train.h
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@ -148,6 +148,18 @@ struct Train : public GroundVehicle<Train, VEH_TRAIN> {
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return v;
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}
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/**
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* Calculate the offset from this vehicle's center to the following center taking the vehicle lengths into account.
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* @return Offset from center to center.
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*/
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int CalcNextVehicleOffset() const
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{
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/* For vehicles with odd lengths the part before the center will be one unit
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* longer than the part after the center. This means we have to round up the
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* length of the next vehicle but may not round the length of the current
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* vehicle. */
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return this->gcache.cached_veh_length / 2 + (this->Next() != NULL ? this->Next()->gcache.cached_veh_length + 1 : 0) / 2;
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}
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protected: // These functions should not be called outside acceleration code.
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@ -41,8 +41,8 @@
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#include "table/train_cmd.h"
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static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
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static bool TrainCheckIfLineEnds(Train *v);
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static void TrainController(Train *v, Vehicle *nomove);
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static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
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bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
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static TileIndex TrainApproachingCrossingTile(const Train *v);
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static void CheckIfTrainNeedsService(Train *v);
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static void CheckNextTrainTile(Train *v);
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@ -95,7 +95,7 @@ void CheckTrainsLengths()
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for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
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if (u->track != TRACK_BIT_DEPOT) {
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if ((w->track != TRACK_BIT_DEPOT &&
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max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->gcache.cached_veh_length) ||
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max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
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(w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
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SetDParam(0, v->index);
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SetDParam(1, v->owner);
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@ -305,11 +305,8 @@ int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, i
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}
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/* Subtract half the front vehicle length of the train so we get the real
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* stop location of the train.
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* Actually, the center of all vehicles is half a normal vehicle's length
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* from the front of the vehicle, so even in case the vehicle is 1/8th
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* long, the center is still at 1/2 of VEHICLE_LENGTH. Basically FS#3569. */
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return stop - VEHICLE_LENGTH / 2;
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* stop location of the train. */
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return stop - (v->gcache.cached_veh_length + 1) / 2;
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}
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@ -1382,25 +1379,66 @@ CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint3
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void Train::UpdateDeltaXY(Direction direction)
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{
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#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
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static const uint32 _delta_xy_table[8] = {
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MKIT(3, 3, -1, -1),
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MKIT(3, 7, -1, -3),
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MKIT(3, 3, -1, -1),
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MKIT(7, 3, -3, -1),
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MKIT(3, 3, -1, -1),
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MKIT(3, 7, -1, -3),
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MKIT(3, 3, -1, -1),
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MKIT(7, 3, -3, -1),
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};
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#undef MKIT
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/* Set common defaults. */
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this->x_offs = -1;
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this->y_offs = -1;
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this->x_extent = 3;
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this->y_extent = 3;
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this->z_extent = 6;
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this->x_bb_offs = 0;
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this->y_bb_offs = 0;
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uint32 x = _delta_xy_table[direction];
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this->x_offs = GB(x, 0, 8);
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this->y_offs = GB(x, 8, 8);
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this->x_extent = GB(x, 16, 8);
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this->y_extent = GB(x, 24, 8);
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this->z_extent = 6;
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if (!IsDiagonalDirection(direction)) {
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static const int _sign_table[] =
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{
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// x, y
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-1, -1, // DIR_N
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-1, 1, // DIR_E
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1, 1, // DIR_S
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1, -1, // DIR_W
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};
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int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
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/* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
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this->x_offs -= half_shorten * _sign_table[direction];
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this->y_offs -= half_shorten * _sign_table[direction + 1];
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this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
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this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
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} else {
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switch (direction) {
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/* Shorten southern corner of the bounding box according the vehicle length
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* and center the bounding box on the vehicle. */
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case DIR_NE:
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this->x_offs = 1 - (this->gcache.cached_veh_length + 1) / 2;
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this->x_extent = this->gcache.cached_veh_length - 1;
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this->x_bb_offs = -1;
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break;
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case DIR_NW:
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this->y_offs = 1 - (this->gcache.cached_veh_length + 1) / 2;
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this->y_extent = this->gcache.cached_veh_length - 1;
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this->y_bb_offs = -1;
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break;
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/* Move northern corner of the bounding box down according to vehicle length
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* and center the bounding box on the vehicle. */
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case DIR_SW:
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this->x_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
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this->x_extent = VEHICLE_LENGTH - 1;
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this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
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break;
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case DIR_SE:
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this->y_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
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this->y_extent = VEHICLE_LENGTH - 1;
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this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
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break;
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default:
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NOT_REACHED();
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}
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}
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}
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/** Mark a train as stuck and stop it if it isn't stopped right now. */
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@ -1478,7 +1516,7 @@ static void UpdateStatusAfterSwap(Train *v)
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v->UpdateViewport(true, true);
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}
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static void ReverseTrainSwapVeh(Train *v, int l, int r)
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void ReverseTrainSwapVeh(Train *v, int l, int r)
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{
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Train *a, *b;
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@ -1626,7 +1664,7 @@ static void AdvanceWagonsBeforeSwap(Train *v)
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last = last->Previous();
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first = first->Next();
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int differential = base->gcache.cached_veh_length - last->gcache.cached_veh_length;
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int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
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/* do not update images now
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* negative differential will be handled in AdvanceWagonsAfterSwap() */
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@ -1686,7 +1724,7 @@ static void AdvanceWagonsAfterSwap(Train *v)
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last = last->Previous();
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first = first->Next();
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int differential = last->gcache.cached_veh_length - base->gcache.cached_veh_length;
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int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
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/* do not update images now */
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for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
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@ -1697,7 +1735,7 @@ static void AdvanceWagonsAfterSwap(Train *v)
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}
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static void ReverseTrainDirection(Train *v)
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void ReverseTrainDirection(Train *v)
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{
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if (IsRailDepotTile(v->tile)) {
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InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
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@ -2840,7 +2878,8 @@ static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
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if (hash & ~15) return NULL;
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/* Slower check using multiplication */
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if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
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int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
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if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return NULL;
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/* Happens when there is a train under bridge next to bridge head */
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if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
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@ -2906,7 +2945,14 @@ static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
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return t;
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}
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static void TrainController(Train *v, Vehicle *nomove)
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/**
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* Move a vehicle chain one movement stop forwards.
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* @param v First vehicle to move.
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* @param nomove Stop moving this and all following vehicles.
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* @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
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* @return True if the vehicle could be moved forward, false otherwise.
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*/
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bool TrainController(Train *v, Vehicle *nomove, bool reverse)
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{
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Train *first = v->First();
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Train *prev;
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@ -2930,7 +2976,7 @@ static void TrainController(Train *v, Vehicle *nomove)
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/* Not inside depot */
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/* Reverse when we are at the end of the track already, do not move to the new position */
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if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v)) return;
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if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
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uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
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if (HasBit(r, VETS_CANNOT_ENTER)) {
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@ -2997,13 +3043,13 @@ static void TrainController(Train *v, Vehicle *nomove)
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Trackdir i = FindFirstTrackdir(trackdirbits);
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/* Don't handle stuck trains here. */
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if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
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if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
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if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
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v->cur_speed = 0;
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v->subspeed = 0;
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v->progress = 255 - 100;
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if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return;
|
||||
if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return false;
|
||||
} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
|
||||
v->cur_speed = 0;
|
||||
v->subspeed = 0;
|
||||
|
@ -3015,7 +3061,7 @@ static void TrainController(Train *v, Vehicle *nomove)
|
|||
exitdir = ReverseDiagDir(exitdir);
|
||||
|
||||
/* check if a train is waiting on the other side */
|
||||
if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return;
|
||||
if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3026,7 +3072,7 @@ static void TrainController(Train *v, Vehicle *nomove)
|
|||
if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
|
||||
UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
|
||||
v->wait_counter = 0;
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
goto reverse_train_direction;
|
||||
} else {
|
||||
|
@ -3209,17 +3255,21 @@ static void TrainController(Train *v, Vehicle *nomove)
|
|||
|
||||
if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
|
||||
|
||||
return;
|
||||
return true;
|
||||
|
||||
invalid_rail:
|
||||
/* We've reached end of line?? */
|
||||
if (prev != NULL) error("Disconnecting train");
|
||||
|
||||
reverse_train_direction:
|
||||
v->wait_counter = 0;
|
||||
v->cur_speed = 0;
|
||||
v->subspeed = 0;
|
||||
ReverseTrainDirection(v);
|
||||
if (reverse) {
|
||||
v->wait_counter = 0;
|
||||
v->cur_speed = 0;
|
||||
v->subspeed = 0;
|
||||
ReverseTrainDirection(v);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -3389,9 +3439,10 @@ static const uint16 _breakdown_speeds[16] = {
|
|||
*
|
||||
* @param v front train engine
|
||||
* @param signal not line end, just a red signal
|
||||
* @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
|
||||
* @return true iff we did NOT have to reverse
|
||||
*/
|
||||
static bool TrainApproachingLineEnd(Train *v, bool signal)
|
||||
static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
|
||||
{
|
||||
/* Calc position within the current tile */
|
||||
uint x = v->x_pos & 0xF;
|
||||
|
@ -3413,13 +3464,12 @@ static bool TrainApproachingLineEnd(Train *v, bool signal)
|
|||
/* Do not reverse when approaching red signal. Make sure the vehicle's front
|
||||
* does not cross the tile boundary when we do reverse, but as the vehicle's
|
||||
* location is based on their center, use half a vehicle's length as offset.
|
||||
* Actually, the center of all vehicles is half a normal vehicle's length
|
||||
* from the front of the vehicle, so even in case the vehicle is 1/8th
|
||||
* long, the center is still at 1/2 of VEHICLE_LENGTH. Basically FS#3569. */
|
||||
if (!signal && x + VEHICLE_LENGTH / 2 >= TILE_SIZE) {
|
||||
* Multiply the half-length by two for straight directions to compensate that
|
||||
* we only get odd x offsets there. */
|
||||
if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
|
||||
/* we are too near the tile end, reverse now */
|
||||
v->cur_speed = 0;
|
||||
ReverseTrainDirection(v);
|
||||
if (reverse) ReverseTrainDirection(v);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -3491,9 +3541,10 @@ static TileIndex TrainApproachingCrossingTile(const Train *v)
|
|||
* Checks for line end. Also, bars crossing at next tile if needed
|
||||
*
|
||||
* @param v vehicle we are checking
|
||||
* @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
|
||||
* @return true iff we did NOT have to reverse
|
||||
*/
|
||||
static bool TrainCheckIfLineEnds(Train *v)
|
||||
static bool TrainCheckIfLineEnds(Train *v, bool reverse)
|
||||
{
|
||||
/* First, handle broken down train */
|
||||
|
||||
|
@ -3531,11 +3582,11 @@ static bool TrainCheckIfLineEnds(Train *v)
|
|||
|
||||
/* no suitable trackbits at all || unusable rail (wrong type or owner) */
|
||||
if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
|
||||
return TrainApproachingLineEnd(v, false);
|
||||
return TrainApproachingLineEnd(v, false, reverse);
|
||||
}
|
||||
|
||||
/* approaching red signal */
|
||||
if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true);
|
||||
if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
|
||||
|
||||
/* approaching a rail/road crossing? then make it red */
|
||||
if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
|
||||
|
|
|
@ -962,7 +962,7 @@ static void DoDrawVehicle(const Vehicle *v)
|
|||
}
|
||||
|
||||
AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
|
||||
v->x_extent, v->y_extent, v->z_extent, v->z_pos, shadowed);
|
||||
v->x_extent, v->y_extent, v->z_extent, v->z_pos, shadowed, v->x_bb_offs, v->y_bb_offs);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -2213,6 +2213,11 @@ void Vehicle::ShowVisualEffect() const
|
|||
continue;
|
||||
}
|
||||
|
||||
/* The effect offset is relative to a point 4 units behind the vehicle's
|
||||
* front (which is the center of an 8/8 vehicle). Shorter vehicles need a
|
||||
* correction factor. */
|
||||
if (v->type == VEH_TRAIN) effect_offset += (VEHICLE_LENGTH - Train::From(v)->gcache.cached_veh_length) / 2;
|
||||
|
||||
int x = _vehicle_smoke_pos[v->direction] * effect_offset;
|
||||
int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
|
||||
|
||||
|
|
|
@ -194,6 +194,8 @@ public:
|
|||
byte x_extent; ///< x-extent of vehicle bounding box
|
||||
byte y_extent; ///< y-extent of vehicle bounding box
|
||||
byte z_extent; ///< z-extent of vehicle bounding box
|
||||
int8 x_bb_offs; ///< x offset of vehicle bounding box
|
||||
int8 y_bb_offs; ///< y offset of vehicle bounding box
|
||||
int8 x_offs; ///< x offset for vehicle sprite
|
||||
int8 y_offs; ///< y offset for vehicle sprite
|
||||
EngineID engine_type; ///< The type of engine used for this vehicle.
|
||||
|
|
Loading…
Reference in New Issue