Refactor/de-duplicate rail station bridge above check methods
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@@ -65,6 +65,8 @@ extern void DrawTrackBits(TileInfo *ti, TrackBits track);
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extern void DrawRoadBits(TileInfo *ti);
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extern const RoadBits _invalid_tileh_slopes_road[2][15];
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extern bool IsRailStationBridgeAboveOk(TileIndex tile, const StationSpec *statspec, byte layout, TileIndex northern_bridge_end, TileIndex southern_bridge_end, int bridge_height);
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/**
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* Mark bridge tiles dirty.
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* Note: The bridge does not need to exist, everything is passed via parameters.
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@@ -497,16 +499,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, u
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case STATION_RAIL:
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case STATION_WAYPOINT: {
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const StationSpec *statspec = GetStationSpec(tile);
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if (statspec && HasBit(statspec->internal_flags, SSIF_BRIDGE_HEIGHTS_SET)) {
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uint layout = GetStationGfx (tile);
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assert(layout < 8);
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if (GetTileMaxZ(tile) + statspec->bridge_height[layout] > z_start + 1) goto not_valid_below;
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} else if (!statspec) {
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// default stations/waypoints
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const int height = GetStationGfx(tile) < 4 ? 2 : 5;
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if (GetTileMaxZ(tile) + height > z_start + 1) goto not_valid_below;
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} else if (!_settings_game.construction.allow_stations_under_bridges) {
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if (!IsRailStationBridgeAboveOk(tile, GetStationSpec(tile), GetStationGfx(tile), tile_start, tile_end, z_start + 1)) {
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goto not_valid_below;
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}
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break;
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