(svn r8593) -Fix (FS#564): bridges do not get destroyed when the bridge head gets flooded and there is a vehicle on the bridge. Original patch by KeeperofTheSoul.
This commit is contained in:
		@@ -167,7 +167,7 @@ Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z)
 | 
			
		||||
	return (Vehicle*)VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z)
 | 
			
		||||
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_crashed)
 | 
			
		||||
{
 | 
			
		||||
	int x1 = TileX(from);
 | 
			
		||||
	int y1 = TileY(from);
 | 
			
		||||
@@ -181,6 +181,7 @@ Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z)
 | 
			
		||||
		intswap(y1,y2);
 | 
			
		||||
	}
 | 
			
		||||
	FOR_ALL_VEHICLES(veh) {
 | 
			
		||||
		if (without_crashed && (veh->vehstatus & VS_CRASHED) != 0) continue;
 | 
			
		||||
		if ((veh->type == VEH_Train || veh->type == VEH_Road) && (z==0xFF || veh->z_pos == z)) {
 | 
			
		||||
			if ((veh->x_pos>>4) >= x1 && (veh->x_pos>>4) <= x2 &&
 | 
			
		||||
					(veh->y_pos>>4) >= y1 && (veh->y_pos>>4) <= y2) {
 | 
			
		||||
 
 | 
			
		||||
@@ -306,7 +306,7 @@ Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVeh
 | 
			
		||||
uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y);
 | 
			
		||||
 | 
			
		||||
StringID VehicleInTheWayErrMsg(const Vehicle* v);
 | 
			
		||||
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z);
 | 
			
		||||
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_crashed = false);
 | 
			
		||||
 | 
			
		||||
bool UpdateSignalsOnSegment(TileIndex tile, DiagDirection direction);
 | 
			
		||||
void SetSignalsOnBothDir(TileIndex tile, byte track);
 | 
			
		||||
 
 | 
			
		||||
@@ -40,6 +40,7 @@ static const SpriteID _water_shore_sprites[] = {
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
static Vehicle *FindFloodableVehicleOnTile(TileIndex tile);
 | 
			
		||||
static void FloodVehicle(Vehicle *v);
 | 
			
		||||
 | 
			
		||||
/** Build a ship depot.
 | 
			
		||||
@@ -564,10 +565,9 @@ static void TileLoopWaterHelper(TileIndex tile, const TileIndexDiffC *offs)
 | 
			
		||||
		}
 | 
			
		||||
	} else {
 | 
			
		||||
		_current_player = OWNER_WATER;
 | 
			
		||||
		{
 | 
			
		||||
			Vehicle *v = FindVehicleOnTileZ(target, 0);
 | 
			
		||||
			if (v != NULL) FloodVehicle(v);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		Vehicle *v = FindFloodableVehicleOnTile(target);
 | 
			
		||||
		if (v != NULL) FloodVehicle(v);
 | 
			
		||||
 | 
			
		||||
		if (!CmdFailed(DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
 | 
			
		||||
			MakeWater(target);
 | 
			
		||||
@@ -576,6 +576,33 @@ static void TileLoopWaterHelper(TileIndex tile, const TileIndexDiffC *offs)
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Finds a vehicle to flood.
 | 
			
		||||
 * It does not find vehicles that are already crashed on bridges, i.e. flooded.
 | 
			
		||||
 * @param tile the tile where to find a vehicle to flood
 | 
			
		||||
 * @return a vehicle too flood or NULL when there is no vehicle too flood.
 | 
			
		||||
 */
 | 
			
		||||
static Vehicle *FindFloodableVehicleOnTile(TileIndex tile)
 | 
			
		||||
{
 | 
			
		||||
	if (!IsBridgeTile(tile)) return FindVehicleOnTileZ(tile, 0);
 | 
			
		||||
 | 
			
		||||
	TileIndex end = GetOtherBridgeEnd(tile);
 | 
			
		||||
	byte z = GetBridgeHeight(tile);
 | 
			
		||||
	Vehicle *v;
 | 
			
		||||
 | 
			
		||||
	/* check the start tile first since as this is closest to the water */
 | 
			
		||||
	v = FindVehicleOnTileZ(tile, z);
 | 
			
		||||
	if (v != NULL && (v->vehstatus & VS_CRASHED) == 0) return v;
 | 
			
		||||
 | 
			
		||||
	/* check a vehicle in between both bridge heads */
 | 
			
		||||
	v = FindVehicleBetween(tile, end, z, true);
 | 
			
		||||
	if (v != NULL) return v;
 | 
			
		||||
 | 
			
		||||
	/* check the end tile last to give fleeing vehicles a chance to escape */
 | 
			
		||||
	v = FindVehicleOnTileZ(end, z);
 | 
			
		||||
	return (v != NULL && (v->vehstatus & VS_CRASHED) == 0) ? v : NULL;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void FloodVehicle(Vehicle *v)
 | 
			
		||||
{
 | 
			
		||||
	if (!(v->vehstatus & VS_CRASHED)) {
 | 
			
		||||
@@ -600,6 +627,7 @@ static void FloodVehicle(Vehicle *v)
 | 
			
		||||
			BEGIN_ENUM_WAGONS(v)
 | 
			
		||||
				if (v->cargo_type == CT_PASSENGERS) pass += v->cargo_count;
 | 
			
		||||
				v->vehstatus |= VS_CRASHED;
 | 
			
		||||
				MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
 | 
			
		||||
			END_ENUM_WAGONS(v)
 | 
			
		||||
 | 
			
		||||
			v = u;
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user