Chunnel: Fix setting of tunnel ID in load conversion, add method to set ID.
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@@ -58,6 +58,7 @@
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#include "../error.h"
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#include "../disaster_vehicle.h"
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#include "../tracerestrict.h"
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#include "../tunnel_map.h"
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#include "saveload_internal.h"
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@@ -2047,8 +2048,8 @@ bool AfterLoadGame()
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const Tunnel *t = new Tunnel(start_tile, end_tile, false);
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_m[start_tile].m2 = t->index;
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_m[end_tile].m2 = t->index;
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SetTunnelIndex(start_tile, t->index);
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SetTunnelIndex(end_tile, t->index);
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}
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}
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}
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@@ -58,6 +58,18 @@ static inline TunnelID GetTunnelIndex(TileIndex t)
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TileIndex GetOtherTunnelEnd(TileIndex);
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bool IsTunnelInWay(TileIndex, int z, bool chunnel_allowed = false);
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/**
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* Set the index of tunnel tile.
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* @param t the tile
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* @param id the tunnel ID
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* @pre IsTunnelTile(t)
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*/
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static inline void SetTunnelIndex(TileIndex t, TunnelID id)
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{
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assert(IsTunnelTile(t));
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_m[t].m2 = (id >= TUNNEL_ID_MAP_LOOKUP) ? TUNNEL_ID_MAP_LOOKUP : id;
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}
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/**
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* Makes a road tunnel entrance
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* @param t the entrance of the tunnel
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@@ -70,12 +82,12 @@ static inline void MakeRoadTunnel(TileIndex t, Owner o, TunnelID id, DiagDirecti
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{
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SetTileType(t, MP_TUNNELBRIDGE);
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SetTileOwner(t, o);
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_m[t].m2 = (id >= TUNNEL_ID_MAP_LOOKUP) ? TUNNEL_ID_MAP_LOOKUP : id;
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_m[t].m3 = 0;
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_m[t].m4 = 0;
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_m[t].m5 = TRANSPORT_ROAD << 2 | d;
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SB(_me[t].m6, 2, 4, 0);
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_me[t].m7 = 0;
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SetTunnelIndex(t, id);
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SetRoadOwner(t, ROADTYPE_ROAD, o);
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if (o != OWNER_TOWN) SetRoadOwner(t, ROADTYPE_TRAM, o);
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SetRoadTypes(t, r);
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@@ -93,7 +105,6 @@ static inline void MakeRailTunnel(TileIndex t, Owner o, TunnelID id, DiagDirecti
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{
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SetTileType(t, MP_TUNNELBRIDGE);
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SetTileOwner(t, o);
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_m[t].m2 = (id >= TUNNEL_ID_MAP_LOOKUP) ? TUNNEL_ID_MAP_LOOKUP : id;
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SB(_m[t].m1, 7, 1, GB(r, 4, 1));
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SB(_m[t].m3, 0, 4, GB(r, 0, 4));
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SB(_m[t].m3, 4, 4, 0);
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@@ -101,6 +112,7 @@ static inline void MakeRailTunnel(TileIndex t, Owner o, TunnelID id, DiagDirecti
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_m[t].m5 = TRANSPORT_RAIL << 2 | d;
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SB(_me[t].m6, 2, 4, 0);
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_me[t].m7 = 0;
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SetTunnelIndex(t, id);
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}
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#endif /* TUNNEL_MAP_H */
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