mirror of
https://github.com/OpenTTD/OpenTTD.git
synced 2026-07-25 08:22:17 +00:00
(svn r25241) [1.3] -Backport from trunk:
- Fix: Crash when AI is executing a command as it is bankrupted (removed from the game) [FS#5547] (r25236) - Fix: Give bridges owned by noone (from bankrupt companies) to the first company which replaces the bridge. Everyone could have removed/rebuild the bridge anyway [FS#5541] (r25231, r25227) - Fix: [NewGRF] Revise when vehicle running sound effects 04, 07 and 08 are played; in depot or tunnel, or when crashed or stopped: No sound. Braking: Effect 08 instead of 07 [FS#5538] (r25226) - Fix: [NewGRF] Play vehicle sound effect also for planes (r25225) - Fix: [NewGRF] cur_speed is only valid for the front engine, so make other engines in the consist use the speed of the front [FS#5534] (r25224)
This commit is contained in:
+39
-7
@@ -877,7 +877,9 @@ void CallVehicleTicks()
|
||||
case VEH_TRAIN:
|
||||
case VEH_ROAD:
|
||||
case VEH_AIRCRAFT:
|
||||
case VEH_SHIP:
|
||||
case VEH_SHIP: {
|
||||
Vehicle *front = v->First();
|
||||
|
||||
if (v->vcache.cached_cargo_age_period != 0) {
|
||||
v->cargo_age_counter = min(v->cargo_age_counter, v->vcache.cached_cargo_age_period);
|
||||
if (--v->cargo_age_counter == 0) {
|
||||
@@ -886,16 +888,46 @@ void CallVehicleTicks()
|
||||
}
|
||||
}
|
||||
|
||||
if (v->type == VEH_TRAIN && Train::From(v)->IsWagon()) continue;
|
||||
if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue;
|
||||
if (v->type == VEH_ROAD && !RoadVehicle::From(v)->IsFrontEngine()) continue;
|
||||
/* Do not play any sound when crashed */
|
||||
if (front->vehstatus & VS_CRASHED) continue;
|
||||
|
||||
v->motion_counter += v->cur_speed;
|
||||
/* Do not play any sound when in depot or tunnel */
|
||||
if (v->vehstatus & VS_HIDDEN) continue;
|
||||
|
||||
/* Do not play any sound when stopped */
|
||||
if ((front->vehstatus & VS_STOPPED) && (front->type != VEH_TRAIN || front->cur_speed == 0)) continue;
|
||||
|
||||
/* Check vehicle type specifics */
|
||||
switch (v->type) {
|
||||
case VEH_TRAIN:
|
||||
if (Train::From(v)->IsWagon()) continue;
|
||||
break;
|
||||
|
||||
case VEH_ROAD:
|
||||
if (!RoadVehicle::From(v)->IsFrontEngine()) continue;
|
||||
break;
|
||||
|
||||
case VEH_AIRCRAFT:
|
||||
if (!Aircraft::From(v)->IsNormalAircraft()) continue;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
v->motion_counter += front->cur_speed;
|
||||
/* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */
|
||||
if (GB(v->motion_counter, 0, 8) < v->cur_speed) PlayVehicleSound(v, VSE_RUNNING);
|
||||
if (GB(v->motion_counter, 0, 8) < front->cur_speed) PlayVehicleSound(v, VSE_RUNNING);
|
||||
|
||||
/* Play an alternating running sound every 16 ticks */
|
||||
if (GB(v->tick_counter, 0, 4) == 0) PlayVehicleSound(v, v->cur_speed > 0 ? VSE_RUNNING_16 : VSE_STOPPED_16);
|
||||
if (GB(v->tick_counter, 0, 4) == 0) {
|
||||
/* Play running sound when speed > 0 and not braking */
|
||||
bool running = (front->cur_speed > 0) && !(front->vehstatus & (VS_STOPPED | VS_TRAIN_SLOWING));
|
||||
PlayVehicleSound(v, running ? VSE_RUNNING_16 : VSE_STOPPED_16);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user