diff options
author | celestar <celestar@openttd.org> | 2006-06-02 13:05:41 +0000 |
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committer | celestar <celestar@openttd.org> | 2006-06-02 13:05:41 +0000 |
commit | 25a63ec7af6fadb2d33ef84f79597c14b10e7f39 (patch) | |
tree | d5df4e2831609eca45d7ea4558e09a600089ead2 /openttd.c | |
parent | d680fcec772d422b88ea4802add2e6195c6327a2 (diff) | |
download | openttd-25a63ec7af6fadb2d33ef84f79597c14b10e7f39.tar.xz |
(svn r5070) Merged the bridge branch
-Feature: Bridges can now be placed above:
Any railway track combination (excluding depots and waypoints)
Any road combination (excluding depots)
Clear tiles (duh), including fields
Tunnel entrances
Bridge heads
Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing
There are still a number of visual problems remaining, especially when electric railways are on or under the bridge.
DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
Diffstat (limited to 'openttd.c')
-rw-r--r-- | openttd.c | 81 |
1 files changed, 72 insertions, 9 deletions
@@ -49,6 +49,12 @@ #include "yapf/yapf.h" #include "settings.h" +#include "bridge_map.h" +#include "clear_map.h" +#include "rail_map.h" +#include "road_map.h" +#include "water_map.h" + #include <stdarg.h> void GenerateWorld(int mode, uint size_x, uint size_y); @@ -1256,6 +1262,72 @@ bool AfterLoadGame(void) } } + if (CheckSavegameVersion(29)) { + TileIndex map_end = MapSize(); + TileIndex tile; + Vehicle* v; + + for (tile = 0; tile != map_end; tile++) { + if (MayHaveBridgeAbove(tile)) ClearBridgeMiddle(tile); + if (IsTileType(tile, MP_TUNNELBRIDGE) && + _m[tile].m5 & 0x80 && // bridge + _m[tile].m5 & 0x40) { // middle part + Axis axis = (Axis)GB(_m[tile].m5, 0, 1); + + if (_m[tile].m5 & 0x20) { // transport route under bridge? + if (GB(_m[tile].m5, 3, 2) == TRANSPORT_RAIL) { + MakeRailNormal( + tile, + GetTileOwner(tile), + axis == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X, + GetRailType(tile) + ); + } else { + uint town = IsTileOwner(tile, OWNER_TOWN) ? ClosestTownFromTile(tile, (uint)-1)->index : 0; + + MakeRoadNormal( + tile, + GetTileOwner(tile), + axis == AXIS_X ? ROAD_Y : ROAD_X, + town + ); + } + } else { + if (GB(_m[tile].m5, 3, 2) == 0) { + MakeClear(tile, CLEAR_GRASS, 3); + } else { + MakeWater(tile); + } + } + SetBridgeMiddle(tile, axis); + } + } + + FOR_ALL_VEHICLES(v) { + if (v->type != VEH_Train && v->type != VEH_Road) continue; + if (IsBridgeTile(v->tile)) { + DiagDirection dir = GetBridgeRampDirection(v->tile); + + if (dir != DirToDiagDir(v->direction)) continue; + switch (dir) { + default: + case DIAGDIR_NE: if ((v->x_pos & 0xF) != 0) continue; + case DIAGDIR_SE: if ((v->y_pos & 0xF) != 15) continue; + case DIAGDIR_SW: if ((v->x_pos & 0xF) != 15) continue; + case DIAGDIR_NW: if ((v->y_pos & 0xF) != 0) continue; + } + } else if (v->z_pos <= GetSlopeZ(v->x_pos, v->y_pos)) { + continue; + } + if (!IsBridgeTile(v->tile)) v->tile = GetNorthernBridgeEnd(v->tile); + if (v->type == VEH_Train) { + v->u.rail.track = 0x40; + } else { + v->u.road.state = 0xFF; + } + } + } + /* Elrails got added in rev 24 */ if (CheckSavegameVersion(24)) { Vehicle* v; @@ -1306,15 +1378,6 @@ bool AfterLoadGame(void) } } else { if (GetBridgeTransportType(t) == TRANSPORT_RAIL) { - if (IsBridgeRamp(t)) { - SetRailType(t, UpdateRailType(GetRailType(t), min_rail)); - } else { - SetRailTypeOnBridge(t, UpdateRailType(GetRailTypeOnBridge(t), min_rail)); - } - } - if (IsBridgeMiddle(t) && - IsTransportUnderBridge(t) && - GetTransportTypeUnderBridge(t) == TRANSPORT_RAIL) { SetRailType(t, UpdateRailType(GetRailType(t), min_rail)); } } |