diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp --- a/src/saveload/afterload.cpp +++ b/src/saveload/afterload.cpp @@ -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 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: + cur_skip++; + if (u->frame <= (roadside ? 5 : 9)) *this_skip = cur_skip; + break; + + case 5: + cur_skip++; + if (u->frame <= (roadside ? 4 : 2)) *this_skip = cur_skip; + break; + + default: + break; + } + } + 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 */