(svn r11407) -Fix: do not allow building of tram-tracks when they are not available (SmatZ)
This commit is contained in:
		@@ -19,6 +19,7 @@
 | 
			
		||||
#include "viewport.h"
 | 
			
		||||
#include "gfx.h"
 | 
			
		||||
#include "player.h"
 | 
			
		||||
#include "road.h"
 | 
			
		||||
#include "command.h"
 | 
			
		||||
#include "news.h"
 | 
			
		||||
#include "town.h"
 | 
			
		||||
@@ -930,7 +931,7 @@ static void ToolbarBuildRoadClick(Window *w)
 | 
			
		||||
{
 | 
			
		||||
	const Player *p = GetPlayer(_local_player);
 | 
			
		||||
	/* The standard road button is *always* available */
 | 
			
		||||
	Window *w2 = PopupMainToolbMenu(w, 20, STR_180A_ROAD_CONSTRUCTION, 2, ~(p->avail_roadtypes | 1));
 | 
			
		||||
	Window *w2 = PopupMainToolbMenu(w, 20, STR_180A_ROAD_CONSTRUCTION, 2, ~(p->avail_roadtypes | ROADTYPES_ROAD));
 | 
			
		||||
	WP(w2, menu_d).sel_index = _last_built_roadtype;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										34
									
								
								src/player.h
									
									
									
									
									
								
							
							
						
						
									
										34
									
								
								src/player.h
									
									
									
									
									
								
							@@ -8,8 +8,11 @@
 | 
			
		||||
#include "oldpool.h"
 | 
			
		||||
#include "aystar.h"
 | 
			
		||||
#include "rail.h"
 | 
			
		||||
#include "road.h"
 | 
			
		||||
#include "engine.h"
 | 
			
		||||
#include "livery.h"
 | 
			
		||||
#include "genworld.h"
 | 
			
		||||
#include "gfx.h"
 | 
			
		||||
 | 
			
		||||
struct PlayerEconomyEntry {
 | 
			
		||||
	Money income;
 | 
			
		||||
@@ -253,12 +256,34 @@ static inline bool IsValidPlayer(PlayerID pi)
 | 
			
		||||
byte GetPlayerRailtypes(PlayerID p);
 | 
			
		||||
byte GetPlayerRoadtypes(PlayerID p);
 | 
			
		||||
 | 
			
		||||
/** Finds out if a Player has a certain railtype available */
 | 
			
		||||
static inline bool HasRailtypeAvail(const Player *p, RailType Railtype)
 | 
			
		||||
/** Finds out if a Player has a certain railtype available
 | 
			
		||||
 * @param p Player in question
 | 
			
		||||
 * @param Railtype requested RailType
 | 
			
		||||
 * @return true if player has requested RailType available
 | 
			
		||||
 */
 | 
			
		||||
static inline bool HasRailtypeAvail(const Player *p, const RailType Railtype)
 | 
			
		||||
{
 | 
			
		||||
	return HASBIT(p->avail_railtypes, Railtype);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/** Finds out, whether given player has all given RoadTypes available
 | 
			
		||||
 * @param PlayerID ID of player
 | 
			
		||||
 * @param rts RoadTypes to test
 | 
			
		||||
 * @return true if player has all requested RoadTypes available
 | 
			
		||||
 */
 | 
			
		||||
static inline bool HasRoadTypesAvail(const PlayerID p, const RoadTypes rts)
 | 
			
		||||
{
 | 
			
		||||
	RoadTypes avail_roadtypes;
 | 
			
		||||
 | 
			
		||||
	if (p == OWNER_TOWN || _game_mode == GM_EDITOR || IsGeneratingWorld()) {
 | 
			
		||||
		avail_roadtypes = ROADTYPES_ROAD;
 | 
			
		||||
	} else {
 | 
			
		||||
		if (!IsValidPlayer(p)) return false;
 | 
			
		||||
		avail_roadtypes = (RoadTypes)GetPlayer(p)->avail_roadtypes | ROADTYPES_ROAD; // road is available for always for everybody
 | 
			
		||||
	}
 | 
			
		||||
	return (rts & ~avail_roadtypes) == 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static inline bool IsHumanPlayer(PlayerID pi)
 | 
			
		||||
{
 | 
			
		||||
	return !GetPlayer(pi)->is_ai;
 | 
			
		||||
@@ -272,7 +297,10 @@ static inline bool IsInteractivePlayer(PlayerID pi)
 | 
			
		||||
void DrawPlayerIcon(PlayerID p, int x, int y);
 | 
			
		||||
 | 
			
		||||
/* Validate functions for rail building */
 | 
			
		||||
static inline bool ValParamRailtype(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
 | 
			
		||||
static inline bool ValParamRailtype(const uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
 | 
			
		||||
 | 
			
		||||
/* Validate functions for road building */
 | 
			
		||||
static inline bool ValParamRoadType(const RoadType rt) { return HasRoadTypesAvail(_current_player, RoadTypeToRoadTypes(rt));}
 | 
			
		||||
 | 
			
		||||
/** Returns the "best" railtype a player can build.
 | 
			
		||||
 * As the AI doesn't know what the BEST one is, we have our own priority list
 | 
			
		||||
 
 | 
			
		||||
@@ -405,7 +405,7 @@ CommandCost CmdBuildRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 | 
			
		||||
	RoadBits pieces = Extract<RoadBits, 0>(p1);
 | 
			
		||||
 | 
			
		||||
	RoadType rt = (RoadType)GB(p1, 4, 2);
 | 
			
		||||
	if (!IsValidRoadType(rt)) return CMD_ERROR;
 | 
			
		||||
	if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
 | 
			
		||||
 | 
			
		||||
	DisallowedRoadDirections toggle_drd = (DisallowedRoadDirections)GB(p1, 6, 2);
 | 
			
		||||
 | 
			
		||||
@@ -636,7 +636,7 @@ CommandCost CmdBuildLongRoad(TileIndex end_tile, uint32 flags, uint32 p1, uint32
 | 
			
		||||
 | 
			
		||||
	start_tile = p1;
 | 
			
		||||
	RoadType rt = (RoadType)GB(p2, 3, 2);
 | 
			
		||||
	if (!IsValidRoadType(rt)) return CMD_ERROR;
 | 
			
		||||
	if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
 | 
			
		||||
 | 
			
		||||
	/* Only drag in X or Y direction dictated by the direction variable */
 | 
			
		||||
	if (!HASBIT(p2, 2) && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis
 | 
			
		||||
@@ -786,7 +786,7 @@ CommandCost CmdBuildRoadDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
 | 
			
		||||
	DiagDirection dir = Extract<DiagDirection, 0>(p1);
 | 
			
		||||
	RoadType rt = (RoadType)GB(p1, 2, 2);
 | 
			
		||||
 | 
			
		||||
	if (!IsValidRoadType(rt)) return CMD_ERROR;
 | 
			
		||||
	if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
 | 
			
		||||
 | 
			
		||||
	tileh = GetTileSlope(tile, NULL);
 | 
			
		||||
	if (tileh != SLOPE_FLAT && (
 | 
			
		||||
 
 | 
			
		||||
@@ -1318,7 +1318,7 @@ CommandCost CmdBuildRoadStop(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 | 
			
		||||
	bool town_owned_road  = build_over_road && IsTileOwner(tile, OWNER_TOWN);
 | 
			
		||||
	RoadTypes rts = (RoadTypes)GB(p2, 2, 3);
 | 
			
		||||
 | 
			
		||||
	if (rts == ROADTYPES_NONE || HASBIT(rts, ROADTYPE_HWAY)) return CMD_ERROR;
 | 
			
		||||
	if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_player, rts)) return CMD_ERROR;
 | 
			
		||||
 | 
			
		||||
	/* Trams only have drive through stops */
 | 
			
		||||
	if (!is_drive_through && HASBIT(rts, ROADTYPE_TRAM)) return CMD_ERROR;
 | 
			
		||||
 
 | 
			
		||||
@@ -213,7 +213,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p
 | 
			
		||||
	if (HASBIT(p2, 15)) {
 | 
			
		||||
		railtype = INVALID_RAILTYPE; // road bridge
 | 
			
		||||
		roadtypes = (RoadTypes)GB(p2, 8, 3);
 | 
			
		||||
		if (!AreValidRoadTypes(roadtypes)) return CMD_ERROR;
 | 
			
		||||
		if (!AreValidRoadTypes(roadtypes) || !HasRoadTypesAvail(_current_player, roadtypes)) return CMD_ERROR;
 | 
			
		||||
	} else {
 | 
			
		||||
		if (!ValParamRailtype(GB(p2, 8, 8))) return CMD_ERROR;
 | 
			
		||||
		railtype = (RailType)GB(p2, 8, 8);
 | 
			
		||||
@@ -464,8 +464,9 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32
 | 
			
		||||
	_build_tunnel_endtile = 0;
 | 
			
		||||
	if (!HASBIT(p1, 9)) {
 | 
			
		||||
		if (!ValParamRailtype(p1)) return CMD_ERROR;
 | 
			
		||||
	} else if (!AreValidRoadTypes((RoadTypes)GB(p1, 0, 3))) {
 | 
			
		||||
		return CMD_ERROR;
 | 
			
		||||
	} else {
 | 
			
		||||
		const RoadTypes rts = (RoadTypes)GB(p1, 0, 3);
 | 
			
		||||
		if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_player, rts)) return CMD_ERROR;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	start_tileh = GetTileSlope(start_tile, &start_z);
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user