@@ -1107,7 +1107,7 @@ static bool CanBuildTramTrackOnTile(Comp
return ret.Succeeded();
}
static bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
{
if (v->overtaking != 0) {
if (IsTileType(v->tile, MP_STATION)) {
@@ -1417,17 +1417,12 @@ again:
v->direction = new_dir;
if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
/* Delay the vehicle in curves by making it require one or two additional frames per curve.
/* Delay the vehicle in curves by making it require one additional frame per turning direction (two in total).
* A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
* (The following part may only be one tile behind, and the front part is moved before the following ones.)
* The short (inner) curve has 8 frames, this elongates it to 9 or 10.
*
* The difference between 9 and 10 is arbitrary, and completely bollocks (i.e. a bug).
* Unifying this requires a complicated savegame conversion. */
if (old_dir != v->state) {
v->UpdateInclination(false, true);
return true;
* The short (inner) curve has 8 frames, this elongates it to 10. */
/* If the vehicle is in a normal road stop and the frame equals the stop frame OR
@@ -2832,6 +2832,64 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(188)) {
/* Fix articulated road vehicles.
* Some curves were shorter than other curves.
* Now they have the same length, but that means that trailing articulated parts will
* take longer to go through the curve than the parts in front which already left the courve.
* So, make articulated parts catch up. */
RoadVehicle *v;
bool roadside = _settings_game.vehicle.road_side == 1;
SmallVector<uint, 16> skip_frames;
FOR_ALL_ROADVEHICLES(v) {
if (!v->IsFrontEngine()) continue;
skip_frames.Clear();
TileIndex prev_tile = v->tile;
uint prev_tile_skip = 0;
uint cur_skip = 0;
for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
if (u->tile != prev_tile) {
prev_tile_skip = cur_skip;
prev_tile = u->tile;
} else {
cur_skip = prev_tile_skip;
uint *this_skip = skip_frames.Append();
*this_skip = prev_tile_skip;
/* The following 3 curves now take longer than before */
switch (u->state) {
case 2:
cur_skip++;
if (u->frame <= (roadside ? 9 : 5)) *this_skip = cur_skip;
break;
case 4:
if (u->frame <= (roadside ? 5 : 9)) *this_skip = cur_skip;
case 5:
if (u->frame <= (roadside ? 4 : 2)) *this_skip = cur_skip;
default:
while (cur_skip > skip_frames[0]) {
RoadVehicle *u = v;
RoadVehicle *prev = NULL;
for (uint *it = skip_frames.Begin(); it != skip_frames.End(); ++it, prev = u, u = u->Next()) {
extern bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev);
if (*it >= cur_skip) IndividualRoadVehicleController(u, prev);
cur_skip--;
/* Station acceptance is some kind of cache */
@@ -253,8 +253,9 @@
* 185 25620
* 186 25833
* 187 25899
* 188 26169
*/
extern const uint16 SAVEGAME_VERSION = 187; ///< Current savegame version of OpenTTD.
extern const uint16 SAVEGAME_VERSION = 188; ///< Current savegame version of OpenTTD.
SavegameType _savegame_type; ///< type of savegame we are loading
Status change: