(svn r10279) [0.5] -Backport from trunk (r10139, r10153, r10154, r10155, r10165, r10187):

- Fix: Do not make a 270 degree turn on the international airport when a 90 degree turn is enough (r10187)
- Fix: Crash when trying to get the aircraft movement state of an aircraft going to a just deleted airport [FS#874] (r10165)
- Fix: Airports did not flood when there are aircraft on the airport [FS#601] (r10155)
- Fix: Some vehicles were not drawn when having a high resolution and a high zoom-out level [FS#870] (r10154)
- Fix: Vehicles disappear when crossing certain tiles [FS#869] (r10153)
- Fix: OpenTTD assumes that the resolution is at least 1 by 1, so force the resolution to be always at least 1 by 1 (r10139)
This commit is contained in:
rubidium 2007-06-22 20:08:37 +00:00
parent 526b2ae81b
commit 79a7bf75a0
5 changed files with 68 additions and 9 deletions

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@ -180,7 +180,7 @@ static const AirportMovingData _airport_moving_data_international[51] = {
{ 193, 104, AMED_NOSPDCLAMP | AMED_SLOWTURN, 0 }, // 32 Fly to landing position in air
{ 105, 104, AMED_NOSPDCLAMP | AMED_LAND, 0 }, // 33 Going down for land
{ 3, 104, AMED_NOSPDCLAMP | AMED_BRAKE, 0 }, // 34 Just landed, brake until end of runway
{ 12, 104, 0, 0 }, // 35 Just landed, turn around and taxi 1 square
{ 12, 104, AMED_SLOWTURN, 0 }, // 35 Just landed, turn around and taxi 1 square
{ 7, 84, 0, 0 }, // 36 Taxi from runway to crossing
{ -31, 209, AMED_NOSPDCLAMP | AMED_SLOWTURN, 0 }, // 37 Fly around waiting for a landing spot (north-east)
{ 1, 6, AMED_NOSPDCLAMP | AMED_SLOWTURN, 0 }, // 38 Fly around waiting for a landing spot (north-west)

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@ -290,6 +290,8 @@ static byte MapAircraftMovementState(const Vehicle *v)
const Station *st = GetStation(v->u.air.targetairport);
byte amdflag = GetAirportMovingData(st->airport_type, v->u.air.pos)->flag;
if (st->airport_tile == 0) return AMS_TTDP_FLIGHT_TO_TOWER;
switch (v->u.air.state) {
case HANGAR:
/* The international airport is a special case as helicopters can land in

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@ -419,6 +419,11 @@ int ttd_main(int argc, char *argv[])
if (startyear != INVALID_YEAR) _patches_newgame.starting_year = startyear;
if (generation_seed != GENERATE_NEW_SEED) _patches_newgame.generation_seed = generation_seed;
/* The width and height must be at least 1 pixel, this
* way all internal drawing routines work correctly. */
if (_cur_resolution[0] == 0) _cur_resolution[0] = 1;
if (_cur_resolution[1] == 0) _cur_resolution[1] = 1;
if (_dedicated_forks && !dedicated) _dedicated_forks = false;
// enumerate language files

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@ -36,7 +36,7 @@
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#define INVALID_COORD (-0x8000)
#define INVALID_COORD (0x7fffffff)
#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))
/*
@ -823,17 +823,29 @@ void ViewportAddVehicles(DrawPixelInfo *dpi)
const int b = dpi->top + dpi->height;
// The hash area to scan
const int xl = GB(l - 70, 7, 6);
const int xu = GB(r, 7, 6);
const int yl = GB(t - 70, 6, 6) << 6;
const int yu = GB(b, 6, 6) << 6;
int xl, xu, yl, yu, x, y;
int x;
int y;
if (dpi->width + 70 < (1 << (7 + 6))) {
xl = GB(l - 70, 7, 6);
xu = GB(r, 7, 6);
} else {
/* scan whole hash row */
xl = 0;
xu = 0x3F;
}
if (dpi->height + 70 < (1 << (6 + 6))) {
yl = GB(t - 70, 6, 6) << 6;
yu = GB(b, 6, 6) << 6;
} else {
/* scan whole column */
yl = 0;
yu = 0x3F << 6;
}
for (y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
for (x = xl;; x = (x + 1) & 0x3F) {
VehicleID veh = _vehicle_position_hash[(x + y) & 0xFFFF];
VehicleID veh = _vehicle_position_hash[x + y]; // already masked & 0xFFF
while (veh != INVALID_VEHICLE) {
const Vehicle* v = GetVehicle(veh);

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@ -21,6 +21,7 @@
#include "water_map.h"
#include "newgrf.h"
#include "bridge.h"
#include "airport.h"
const SpriteID _water_shore_sprites[15] = {
0,
@ -620,6 +621,26 @@ static Vehicle *FindFloodableVehicleOnTile(TileIndex tile)
byte z;
Vehicle *v;
if (IsTileType(tile, MP_STATION) && IsAirport(tile)) {
uint x, y;
const Station *st = GetStationByTile(tile);
const AirportFTAClass *airport = GetAirport(st->airport_type);
for (x = 0; x < airport->size_x; x++) {
for (y = 0; y < airport->size_y; y++) {
uint z = 1;
tile = TILE_ADDXY(st->airport_tile, x, y);
if (st->airport_type == AT_OILRIG) z += 54;
if (st->airport_type == AT_HELIPORT) z += 60;
v = FindVehicleOnTileZ(tile, z);
if (v != NULL && (v->vehstatus & VS_CRASHED) == 0) return v;
}
}
/* No vehicle could be flooded on this airport anymore */
return NULL;
}
if (!IsBridgeTile(tile) || !IsBridgeRamp(tile)) return FindVehicleOnTileZ(tile, 0);
end = GetOtherBridgeEnd(tile);
@ -668,6 +689,25 @@ static void FloodVehicle(Vehicle *v)
v = u;
v->u.rail.crash_anim_pos = 4000; // max 4440, disappear pretty fast
RebuildVehicleLists();
} else if (v->type == VEH_Aircraft) {
const Station *st;
const AirportFTAClass *airport;
uint z = 1;
/* Crashing aircraft are always at z_pos == 1, never on z_pos == 0,
* because that's always the shadow. Except for the heliport, because
* that station has a big z_offset for the aircraft. */
if (!IsTileType(v->tile, MP_STATION) || !IsAirport(v->tile) || GetTileMaxZ(v->tile) != 0) return;
st = GetStationByTile(v->tile);
airport = GetAirport(st->airport_type);
if (st->airport_type == AT_OILRIG) z += 54;
if (st->airport_type == AT_HELIPORT) z += 60;
if (v->z_pos != z) return;
pass = 2; // driver
if (v->cargo_type == CT_PASSENGERS) pass += v->cargo_count;
} else {
return;
}