(svn r3777) Add some functions to handle tunnels

This commit is contained in:
tron
2006-03-06 20:55:24 +00:00
parent 2d3c28f2b3
commit f2dc736554
11 changed files with 132 additions and 46 deletions

View File

@@ -13,6 +13,7 @@
#include "functions.h"
#include "map.h"
#include "tile.h"
#include "tunnel_map.h"
#include "vehicle.h"
#include "viewport.h"
#include "command.h"
@@ -440,7 +441,7 @@ static bool DoCheckTunnelInWay(TileIndex tile, uint z, DiagDirection dir)
if (z == height &&
IsTileType(tile, MP_TUNNELBRIDGE) &&
GB(_m[tile].m5, 4, 4) == 0 &&
GB(_m[tile].m5, 0, 2) == dir) {
GetTunnelDirection(tile) == dir) {
_error_message = STR_5003_ANOTHER_TUNNEL_IN_THE_WAY;
return false;
}
@@ -526,15 +527,13 @@ int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
cost += _price.build_tunnel + ret;
if (flags & DC_EXEC) {
SetTileType(start_tile, MP_TUNNELBRIDGE);
SetTileOwner(start_tile, _current_player);
_m[start_tile].m3 = GB(p1, 0, 4); // rail type (if any)
_m[start_tile].m5 = (GB(p1, 9, 1) << 2) | direction; // transport type and entrance direction
SetTileType(end_tile, MP_TUNNELBRIDGE);
SetTileOwner(end_tile, _current_player);
_m[end_tile].m3 = GB(p1, 0, 4); // rail type (if any)
_m[end_tile].m5 = (GB(p1, 9, 1) << 2) | (direction ^ 2); // transport type and entrance direction
if (GB(p1, 9, 1) == TRANSPORT_RAIL) {
MakeRailTunnel(start_tile, _current_player, direction, GB(p1, 0, 4));
MakeRailTunnel(end_tile, _current_player, ReverseDiagDir(direction), GB(p1, 0, 4));
} else {
MakeRoadTunnel(start_tile, _current_player, direction);
MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction));
}
if (GB(p1, 9, 1) == 0) UpdateSignalsOnSegment(start_tile, DiagDirToDir(direction));
}
@@ -545,8 +544,8 @@ int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
TileIndex CheckTunnelBusy(TileIndex tile, uint *length)
{
uint z = GetTileZ(tile);
byte m5 = _m[tile].m5;
TileIndexDiff delta = TileOffsByDir(m5 & 3);
DiagDirection dir = GetTunnelDirection(tile);
TileIndexDiff delta = TileOffsByDir(dir);
uint len = 0;
TileIndex starttile = tile;
Vehicle *v;
@@ -557,7 +556,7 @@ TileIndex CheckTunnelBusy(TileIndex tile, uint *length)
} while (
!IsTileType(tile, MP_TUNNELBRIDGE) ||
GB(_m[tile].m5, 4, 4) != 0 ||
(_m[tile].m5 ^ 2) != m5 ||
ReverseDiagDir(GetTunnelDirection(tile)) != dir ||
GetTileZ(tile) != z
);
@@ -605,8 +604,8 @@ static int32 DoClearTunnel(TileIndex tile, uint32 flags)
if (flags & DC_EXEC) {
// We first need to request the direction before calling DoClearSquare
// else the direction is always 0.. dah!! ;)
byte tile_dir = GB(_m[tile].m5, 0, 2);
byte endtile_dir = GB(_m[endtile].m5, 0, 2);
DiagDirection tile_dir = GetTunnelDirection(tile);
DiagDirection endtile_dir = GetTunnelDirection(endtile);
// Adjust the town's player rating. Do this before removing the tile owner info.
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR)
@@ -996,7 +995,7 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
// draw tunnel?
if ((ti->map5 & 0xF0) == 0) {
if (GB(ti->map5, 2, 2) == 0) { /* Rail tunnel? */
if (GetTunnelTransportType(ti->tile) == TRANSPORT_RAIL) {
image = GetRailTypeInfo(GB(_m[ti->tile].m3, 0, 4))->base_sprites.tunnel;
} else {
image = SPR_TUNNEL_ENTRY_REAR_ROAD;
@@ -1004,7 +1003,7 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
if (ice) image += 32;
image += GB(ti->map5, 0, 2) * 2;
image += GetTunnelDirection(ti->tile) * 2;
DrawGroundSprite(image);
AddSortableSpriteToDraw(image+1, ti->x + 15, ti->y + 15, 1, 1, 8, (byte)ti->z);
@@ -1266,8 +1265,8 @@ static const StringID _bridge_tile_str[(MAX_BRIDGES + 3) + (MAX_BRIDGES + 3)] =
static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
{
if ((_m[tile].m5 & 0x80) == 0) {
td->str =
(GB(_m[tile].m5, 2, 2) == 0) ? STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
td->str = (GetTunnelTransportType(tile) == TRANSPORT_RAIL) ?
STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
} else {
td->str = _bridge_tile_str[GB(_m[tile].m5, 1, 2) << 4 | GB(_m[tile].m2, 4, 4)];
@@ -1329,9 +1328,8 @@ static uint32 GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode
if ((m5 & 0xF0) == 0) {
/* This is a tunnel */
if (GB(m5, 2, 2) == mode) {
/* Tranport in the tunnel is compatible */
return m5&1 ? 0x202 : 0x101;
if (GetTunnelTransportType(tile) == mode) {
return DiagDirToAxis(GetTunnelDirection(tile)) == AXIS_X ? 0x101 : 0x202;
}
} else if (m5 & 0x80) {
/* This is a bridge */
@@ -1419,7 +1417,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
if (v->type == VEH_Train) {
fc = (x & 0xF) + (y << 4);
dir = GB(_m[tile].m5, 0, 2);
dir = GetTunnelDirection(tile);
vdir = DirToDiagDir(v->direction);
if (v->u.rail.track != 0x40 && dir == vdir) {
@@ -1446,7 +1444,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
}
} else if (v->type == VEH_Road) {
fc = (x & 0xF) + (y << 4);
dir = GB(_m[tile].m5, 0, 2);
dir = GetTunnelDirection(tile);
vdir = DirToDiagDir(v->direction);
// Enter tunnel?