(svn r7573) -Merged the bridge branch. Allows to build bridges of arbitrary rail/road combinations (including signals)

This commit is contained in:
celestar
2006-12-27 12:38:02 +00:00
parent d92103d6ff
commit d95e2c2dd1
39 changed files with 845 additions and 1179 deletions

View File

@@ -25,6 +25,7 @@
#include "waypoint.h"
#include "vehicle_gui.h"
#include "train.h"
#include "bridge.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
@@ -105,10 +106,7 @@ void TrainPowerChanged(Vehicle* v)
/* Power is not added for articulated parts */
if (IsArticulatedPart(u)) continue;
if (IsBridgeTile(u->tile) && IsBridgeMiddle(u->tile) && DiagDirToAxis(DirToDiagDir(u->direction)) == GetBridgeAxis(u->tile)) {
if (!HasPowerOnRail(u->u.rail.railtype, GetRailTypeOnBridge(u->tile))) engine_has_power = false;
if (!HasPowerOnRail(v->u.rail.railtype, GetRailTypeOnBridge(u->tile))) wagon_has_power = false;
} else if (IsLevelCrossingTile(u->tile)) {
if (IsLevelCrossingTile(u->tile)) {
if (!HasPowerOnRail(u->u.rail.railtype, GetRailTypeCrossing(u->tile))) engine_has_power = false;
if (!HasPowerOnRail(v->u.rail.railtype, GetRailTypeCrossing(u->tile))) wagon_has_power = false;
} else {
@@ -1601,13 +1599,14 @@ static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
UpdateVarsAfterSwap(a);
UpdateVarsAfterSwap(b);
VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
/* call the proper EnterTile function unless we are in a wormhole */
if (!(a->u.rail.track & 0x40)) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
if (!(b->u.rail.track & 0x40)) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
} else {
if (!(a->u.rail.track & 0x80)) a->direction = ReverseDir(a->direction);
UpdateVarsAfterSwap(a);
VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
if (!(a->u.rail.track & 0x40)) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
}
/* Update train's power incase tiles were different rail type */
@@ -1940,8 +1939,6 @@ static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
return tfdd;
}
if (v->u.rail.track == 0x40) tile = GetVehicleOutOfTunnelTile(v);
if (_patches.yapf.rail_use_yapf) {
bool found = YapfFindNearestRailDepotTwoWay(v, max_distance, NPF_INFINITE_PENALTY, &tfdd.tile, &tfdd.reverse);
tfdd.best_length = found ? max_distance / 2 : -1; // some fake distance or NOT_FOUND
@@ -2733,9 +2730,7 @@ static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
byte new_z, old_z;
// need this hint so it returns the right z coordinate on bridges.
_get_z_hint = v->z_pos;
new_z = GetSlopeZ(v->x_pos, v->y_pos);
_get_z_hint = 0;
old_z = v->z_pos;
v->z_pos = new_z;
@@ -2811,13 +2806,6 @@ static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
// normal tracks, jump to owner check
break;
case MP_TUNNELBRIDGE:
if (IsBridge(tile) && IsBridgeMiddle(tile)) {
// is train going over the bridge?
if (v->z_pos > GetTileMaxZ(tile)) return true;
}
break;
case MP_STREET:
// tracks over roads, do owner check of tracks
return
@@ -3158,15 +3146,16 @@ static void TrainController(Vehicle *v, bool update_image)
v->direction = chosen_dir;
}
} else {
/* in tunnel */
/* in tunnel on on a bridge */
GetNewVehiclePos(v, &gp);
// Check if to exit the tunnel...
if (!IsTunnelTile(gp.new_tile) ||
!(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y)&0x4) ) {
SetSpeedLimitOnBridge(v);
if (!(IsTunnelTile(gp.new_tile) || IsBridgeTile(gp.new_tile)) || !(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y) & 0x4)) {
v->x_pos = gp.x;
v->y_pos = gp.y;
VehiclePositionChanged(v);
if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v);
continue;
}
}
@@ -3263,7 +3252,7 @@ static void DeleteLastWagon(Vehicle *v)
* others are on it */
DisableTrainCrossing(v->tile);
if (v->u.rail.track == 0x40) { // inside a tunnel
if ( (v->u.rail.track == 0x40 && v->vehstatus & VS_HIDDEN) ) { // inside a tunnel
TileIndex endtile = CheckTunnelBusy(v->tile, NULL);
if (endtile == INVALID_TILE) return; // tunnel is busy (error returned)
@@ -3294,15 +3283,16 @@ static void ChangeTrainDirRandomly(Vehicle *v)
};
do {
//I need to buffer the train direction
if (!(v->u.rail.track & 0x40)) {
v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
}
/* We don't need to twist around vehicles if they're not visible */
if (!(v->vehstatus & VS_HIDDEN)) {
v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
BeginVehicleMove(v);
UpdateTrainDeltaXY(v, v->direction);
v->cur_image = GetTrainImage(v, v->direction);
AfterSetTrainPos(v, false);
/* Refrain from updating the z position of the vehicle when on
a bridge, because AfterSetTrainPos will put the vehicle under
the bridge in that case */
if (!(v->u.rail.track & 0x40)) AfterSetTrainPos(v, false);
}
} while ((v = v->next) != NULL);
}
@@ -3313,7 +3303,7 @@ static void HandleCrashedTrain(Vehicle *v)
uint32 r;
Vehicle *u;
if (state == 4 && v->u.rail.track != 0x40) {
if (state == 4 && !(v->u.rail.track & VS_HIDDEN)) {
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
}
@@ -3402,10 +3392,11 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
tile = v->tile;
// tunnel entrance?
if (IsTunnelTile(tile) &&
DiagDirToDir(GetTunnelDirection(tile)) == v->direction) {
return true;
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
DiagDirection dir;
dir = IsTunnel(tile) ? GetTunnelDirection(tile) : GetBridgeRampDirection(tile);
if (DiagDirToDir(dir) == v->direction) return true;
}
// depot?