diff options
author | celestar <celestar@openttd.org> | 2006-06-02 13:05:41 +0000 |
---|---|---|
committer | celestar <celestar@openttd.org> | 2006-06-02 13:05:41 +0000 |
commit | 25a63ec7af6fadb2d33ef84f79597c14b10e7f39 (patch) | |
tree | d5df4e2831609eca45d7ea4558e09a600089ead2 /roadveh_cmd.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 'roadveh_cmd.c')
-rw-r--r-- | roadveh_cmd.c | 18 |
1 files changed, 11 insertions, 7 deletions
diff --git a/roadveh_cmd.c b/roadveh_cmd.c index 6a7a62c82..e57a4aaef 100644 --- a/roadveh_cmd.c +++ b/roadveh_cmd.c @@ -20,7 +20,9 @@ #include "player.h" #include "sound.h" #include "depot.h" +#include "bridge.h" #include "tunnel_map.h" +#include "bridge_map.h" #include "vehicle_gui.h" #include "newgrf_engine.h" #include "yapf/yapf.h" @@ -313,8 +315,6 @@ static const Depot* FindClosestRoadDepot(const Vehicle* v) { TileIndex tile = v->tile; - if (v->u.road.state == 255) tile = GetVehicleOutOfTunnelTile(v); - if (_patches.yapf.road_use_yapf) { Depot* ret = YapfFindNearestRoadDepot(v); return ret; @@ -411,14 +411,19 @@ int32 CmdTurnRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) if (v->type != VEH_Road || !CheckOwnership(v->owner)) return CMD_ERROR; - if (v->vehstatus & (VS_HIDDEN | VS_STOPPED) || + if (v->vehstatus & VS_STOPPED || v->u.road.crashed_ctr != 0 || v->breakdown_ctr != 0 || v->u.road.overtaking != 0 || + v->u.road.state == 255 || + v->u.road.state == 254 || v->cur_speed < 5) { return CMD_ERROR; } + if (IsTunnelTile(v->tile) && DirToDiagDir(v->direction) == GetTunnelDirection(v->tile)) return CMD_ERROR; + if (IsBridgeTile(v->tile) && DirToDiagDir(v->direction) == GetBridgeRampDirection(v->tile)) return CMD_ERROR; + if (flags & DC_EXEC) v->u.road.reverse_ctr = 180; return 0; @@ -485,11 +490,9 @@ static byte SetRoadVehPosition(Vehicle *v, int x, int y) byte new_z, old_z; // need this hint so it returns the right z coordinate on bridges. - _get_z_hint = v->z_pos; v->x_pos = x; v->y_pos = y; new_z = GetSlopeZ(x, y); - _get_z_hint = 0; old_z = v->z_pos; v->z_pos = new_z; @@ -824,6 +827,7 @@ static bool RoadVehAccelerate(Vehicle *v) // Clamp spd = min(spd, v->max_speed); + if (v->u.road.state == 255) spd = min(spd, SetSpeedLimitOnBridge(v)); //updates statusbar only if speed have changed to save CPU time if (spd != v->cur_speed) { @@ -1285,8 +1289,7 @@ static void RoadVehController(Vehicle *v) return; } - if (IsTunnelTile(gp.new_tile) && - VehicleEnterTile(v, gp.new_tile, gp.x, gp.y) & 4) { + if ((IsTunnelTile(gp.new_tile) || IsBridgeTile(gp.new_tile)) && VehicleEnterTile(v, gp.new_tile, gp.x, gp.y) & 4) { //new_dir = RoadGetNewDirection(v, gp.x, gp.y) v->cur_image = GetRoadVehImage(v, v->direction); UpdateRoadVehDeltaXY(v); @@ -1297,6 +1300,7 @@ static void RoadVehController(Vehicle *v) v->x_pos = gp.x; v->y_pos = gp.y; VehiclePositionChanged(v); + if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v); return; } |