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(svn r11908) -Fix: update crossing when merging a company, when building a crossing and after loading older savegame
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35135222b5
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@ -41,6 +41,7 @@
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#include "sound_func.h"
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#include "track_type.h"
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#include "track_func.h"
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#include "road_func.h"
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#include "rail_map.h"
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#include "signal_func.h"
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#include "gfx_func.h"
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@ -432,7 +433,9 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
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if (new_player != PLAYER_SPECTATOR) {
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/* Update all signals because there can be new segment that was owned by two players
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* and signals were not propagated */
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* and signals were not propagated
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* Similiar with crossings - it is needed to bar crossings that weren't before
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* because of different owner of crossing and approaching train */
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tile = 0;
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do {
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@ -442,6 +445,8 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
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Track track = RemoveFirstTrack(&tracks);
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if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_player);
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} while (tracks != TRACK_BIT_NONE);
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} else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_player)) {
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UpdateLevelCrossing(tile);
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}
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} while (++tile != MapSize());
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@ -65,6 +65,7 @@
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "variables.h"
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#include "road_func.h"
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#include "bridge_map.h"
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#include "clear_map.h"
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@ -2313,6 +2314,13 @@ bool AfterLoadGame()
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}
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}
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if (CheckSavegameVersion(86)) {
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/* Now all crossings should be in correct state */
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for (TileIndex t = 0; t < map_size; t++) {
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if (IsLevelCrossingTile(t)) UpdateLevelCrossing(t);
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}
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}
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return InitializeWindowsAndCaches();
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}
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@ -383,6 +383,7 @@ CommandCost CmdBuildSingleRail(TileIndex tile, uint32 flags, uint32 p1, uint32 p
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(track == TRACK_Y && road == ROAD_X)) {
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if (flags & DC_EXEC) {
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MakeRoadCrossing(tile, GetRoadOwner(tile, ROADTYPE_ROAD), GetRoadOwner(tile, ROADTYPE_TRAM), GetRoadOwner(tile, ROADTYPE_HWAY), _current_player, (track == TRACK_X ? AXIS_Y : AXIS_X), railtype, roadtypes, GetTownIndex(tile));
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UpdateLevelCrossing(tile);
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}
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break;
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}
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@ -32,6 +32,7 @@
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#include "vehicle_func.h"
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#include "vehicle_base.h"
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#include "sound_func.h"
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#include "road_func.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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@ -486,6 +487,7 @@ CommandCost CmdBuildRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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YapfNotifyTrackLayoutChange(tile, FindFirstTrack(GetTrackBits(tile)));
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/* Always add road to the roadtypes (can't draw without it) */
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MakeRoadCrossing(tile, _current_player, _current_player, _current_player, GetTileOwner(tile), roaddir, GetRailType(tile), RoadTypeToRoadTypes(rt) | ROADTYPES_ROAD, p2);
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UpdateLevelCrossing(tile);
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MarkTileDirtyByTile(tile);
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}
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return CommandCost(EXPENSES_CONSTRUCTION, _price.build_road * (rt == ROADTYPE_ROAD ? 2 : 4));
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@ -1343,11 +1345,9 @@ static VehicleEnterTileStatus VehicleEnter_Road(Vehicle *v, TileIndex tile, int
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{
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switch (GetRoadTileType(tile)) {
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case ROAD_TILE_CROSSING:
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if (v->type == VEH_TRAIN && !IsCrossingBarred(tile)) {
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/* train crossing a road */
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SndPlayVehicleFx(SND_0E_LEVEL_CROSSING, v);
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BarCrossing(tile);
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MarkTileDirtyByTile(tile);
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if (v->type == VEH_TRAIN) {
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/* it should be barred */
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assert(IsCrossingBarred(tile));
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}
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break;
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@ -136,4 +136,6 @@ bool ValParamRoadType(const RoadType rt);
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*/
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RoadTypes GetPlayerRoadtypes(const PlayerID p);
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void UpdateLevelCrossing(TileIndex tile);
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#endif /* ROAD_FUNC_H */
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@ -1685,7 +1685,7 @@ static Vehicle *TrainApproachingCrossing(TileIndex tile)
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* @param tile tile to update
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* @pre tile is a rail-road crossing
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*/
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void UpdateTrainCrossing(TileIndex tile)
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void UpdateLevelCrossing(TileIndex tile)
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{
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assert(IsLevelCrossingTile(tile));
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@ -1773,11 +1773,11 @@ static void ReverseTrainDirection(Vehicle *v)
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ClrBit(v->u.rail.flags, VRF_REVERSING);
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/* update crossing we were approaching */
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if (crossing != INVALID_TILE) UpdateTrainCrossing(crossing);
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if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
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/* maybe we are approaching crossing now, after reversal */
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crossing = TrainApproachingCrossingTile(v);
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if (crossing != INVALID_TILE) UpdateTrainCrossing(crossing);
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if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
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}
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/** Reverse train.
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@ -2856,7 +2856,7 @@ static void SetVehicleCrashed(Vehicle *v)
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END_ENUM_WAGONS(v)
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/* must be updated after the train has been marked crashed */
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if (crossing != INVALID_TILE) UpdateTrainCrossing(crossing);
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if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
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}
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static uint CountPassengersInTrain(const Vehicle* v)
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@ -3148,7 +3148,7 @@ static void TrainController(Vehicle *v, bool update_image)
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* (above) or the last vehicle moves. */
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if (v->Next() == NULL) {
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TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
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if (IsLevelCrossingTile(gp.old_tile)) UpdateTrainCrossing(gp.old_tile);
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if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
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}
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}
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}
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@ -3211,7 +3211,7 @@ static void DeleteLastWagon(Vehicle *v)
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v = NULL; // make sure nobody will won't try to read 'v' anymore
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/* check if the wagon was on a road/rail-crossing */
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if (IsLevelCrossingTile(tile)) UpdateTrainCrossing(tile);
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if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
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/* Update signals */
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if (IsTileType(tile, MP_TUNNELBRIDGE) || IsTileDepotType(tile, TRANSPORT_RAIL)) {
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