(svn r5155) - Remove the bridge branch merge (revision r5070)
This commit is contained in:
75
rail_cmd.c
75
rail_cmd.c
@@ -231,6 +231,29 @@ int32 CmdBuildSingleRail(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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switch (GetTileType(tile)) {
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case MP_TUNNELBRIDGE:
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if (!IsBridge(tile) ||
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!IsBridgeMiddle(tile) ||
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(GetBridgeAxis(tile) == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X) != trackbit) {
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// Get detailed error message
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return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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}
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if (IsClearUnderBridge(tile)) {
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ret = CheckRailSlope(tileh, trackbit, 0, tile);
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if (CmdFailed(ret)) return ret;
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cost += ret;
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if (flags & DC_EXEC) SetRailUnderBridge(tile, _current_player, p1);
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} else if (IsTransportUnderBridge(tile) &&
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GetTransportTypeUnderBridge(tile) == TRANSPORT_RAIL) {
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return_cmd_error(STR_1007_ALREADY_BUILT);
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} else {
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// Get detailed error message
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return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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}
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break;
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case MP_RAILWAY:
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if (!CheckTrackCombination(tile, trackbit, flags) ||
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!EnsureNoVehicle(tile)) {
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@@ -318,6 +341,20 @@ int32 CmdRemoveSingleRail(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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switch (GetTileType(tile)) {
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case MP_TUNNELBRIDGE:
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if (!IsBridge(tile) ||
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!IsBridgeMiddle(tile) ||
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!IsTransportUnderBridge(tile) ||
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GetTransportTypeUnderBridge(tile) != TRANSPORT_RAIL ||
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GetRailBitsUnderBridge(tile) != trackbit ||
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(_current_player != OWNER_WATER && !CheckTileOwnership(tile)) ||
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!EnsureNoVehicleOnGround(tile)) {
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return CMD_ERROR;
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}
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if (flags & DC_EXEC) SetClearUnderBridge(tile);
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break;
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case MP_STREET: {
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if (!IsLevelCrossing(tile) ||
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GetCrossingRailBits(tile) != trackbit ||
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@@ -554,8 +591,6 @@ int32 CmdBuildTrainDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (CmdFailed(ret)) return CMD_ERROR;
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cost = ret;
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if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
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d = AllocateDepot();
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if (d == NULL) return CMD_ERROR;
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@@ -1381,7 +1416,6 @@ static void DrawTile_Track(TileInfo *ti)
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);
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}
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}
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DrawBridgeMiddle(ti);
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}
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void DrawTrainDepotSprite(int x, int y, int image, RailType railtype)
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@@ -1491,11 +1525,19 @@ typedef struct SignalVehicleCheckStruct {
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static void *SignalVehicleCheckProc(Vehicle *v, void *data)
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{
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const SignalVehicleCheckStruct* dest = data;
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TileIndex tile;
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if (v->type != VEH_Train) return NULL;
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/* Find the tile outside the tunnel, for signalling */
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if (v->u.rail.track == 0x40) {
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tile = GetVehicleOutOfTunnelTile(v);
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} else {
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tile = v->tile;
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}
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/* Wrong tile, or no train? Not a match */
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if (v->tile != dest->tile) return NULL;
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if (tile != dest->tile) return NULL;
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/* Are we on the same piece of track? */
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if (dest->track & (v->u.rail.track + (v->u.rail.track << 8))) return v;
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@@ -1511,18 +1553,15 @@ static bool SignalVehicleCheck(TileIndex tile, uint track)
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dest.tile = tile;
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dest.track = track;
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/* Locate vehicles in tunnels or on bridges */
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if (IsTunnelTile(tile) || IsBridgeTile(tile)) {
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TileIndex end;
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DiagDirection direction;
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if (IsTunnelTile(tile)) {
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end = GetOtherTunnelEnd(tile);
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direction = GetTunnelDirection(tile);
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} else {
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end = GetOtherBridgeEnd(tile);
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direction = GetBridgeRampDirection(tile);
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}
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/** @todo "Hackish" fix for the tunnel problems. This is needed because a tunnel
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* is some kind of invisible black hole, and there is some special magic going
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* on in there. This 'workaround' can be removed once the maprewrite is done.
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*/
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if (IsTunnelTile(tile)) {
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// It is a tunnel we're checking, we need to do some special stuff
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// because VehicleFromPos will not find the vihicle otherwise
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TileIndex end = GetOtherTunnelEnd(tile);
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DiagDirection direction = GetTunnelDirection(tile);
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dest.track = 1 << (direction & 1); // get the trackbit the vehicle would have if it has not entered the tunnel yet (ie is still visible)
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@@ -1532,9 +1571,9 @@ static bool SignalVehicleCheck(TileIndex tile, uint track)
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// check for a vehicle with that trackdir on the end tile of the tunnel
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if (VehicleFromPos(end, &dest, SignalVehicleCheckProc) != NULL) return true;
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// now check all tiles from start to end for a warping vehicle
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// now check all tiles from start to end for a "hidden" vehicle
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// NOTE: the hashes for tiles may overlap, so this could maybe be optimised a bit by not checking every tile?
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dest.track = 0x40;
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dest.track = 0x40; // trackbit for vehicles "hidden" inside a tunnel
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for (; tile != end; tile += TileOffsByDir(direction)) {
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if (VehicleFromPos(tile, &dest, SignalVehicleCheckProc) != NULL)
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return true;
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