mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r3660) Convert further road bits and type references to the functions/enums
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c3c0afb902
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@ -4,6 +4,7 @@
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#include "../../openttd.h"
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#include "../../functions.h"
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#include "../../map.h"
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#include "../../road.h"
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#include "../../tile.h"
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#include "../../player.h"
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#include "../../vehicle.h"
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@ -2506,12 +2507,12 @@ static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData
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if (p->mode == 2) {
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if (IsTileType(c, MP_STREET) &&
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(_m[c].m5 & 0xF0) == 0 &&
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(_m[c].m5 & p->attr) != 0) {
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GetRoadType(c) == ROAD_NORMAL &&
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(GetRoadBits(c) & p->attr) != 0) {
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roadflag |= 2;
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// all bits are already built?
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if ((_m[c].m5 & p->attr) == p->attr) continue;
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if ((GetRoadBits(c) & p->attr) == p->attr) continue;
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}
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ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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@ -2548,7 +2549,7 @@ clear_town_stuff:;
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if (GetTileSlope(c, NULL) != 0) return CMD_ERROR;
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if (!IsTileType(c, MP_STREET) || (_m[c].m5 & 0xF0) != 0) {
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if (!IsTileType(c, MP_STREET) || GetRoadType(c) != ROAD_NORMAL) {
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ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(ret)) return CMD_ERROR;
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}
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@ -2726,7 +2727,7 @@ static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint leng
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if (dist <= a->best_dist) {
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TileIndex tile2 = TILE_MASK(tile + TileOffsByDir(_dir_by_track[track]));
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if (IsTileType(tile2, MP_STREET) && GB(_m[tile2].m5, 4, 4) == 0) {
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if (IsTileType(tile2, MP_STREET) && GetRoadType(tile2) == ROAD_NORMAL) {
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a->best_dist = dist;
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a->best_tile = tile;
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a->best_track = track;
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@ -3631,7 +3632,7 @@ pos_3:
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if (IsLevelCrossing(tile)) goto is_rail_crossing;
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if ((_m[tile].m5 & 0xF0) == 0x20) { // depot
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if (GetRoadType(tile) == ROAD_DEPOT) {
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uint dir;
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// Check if there are any stations around.
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@ -21,6 +21,7 @@
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#include "../../openttd.h"
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#include "../../debug.h"
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#include "../../functions.h"
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#include "../../road.h"
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#include "../../table/strings.h"
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#include "../../map.h"
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#include "../../tile.h"
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@ -793,8 +794,7 @@ static void AiNew_State_FindDepot(Player *p)
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tile = p->ainew.path_info.route[i];
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for (j = 0; j < 4; j++) {
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if (IsTileType(tile + TileOffsByDir(j), MP_STREET)) {
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// Its a street, test if it is a depot
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if (_m[tile + TileOffsByDir(j)].m5 & 0x20) {
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if (GetRoadType(tile + TileOffsByDir(j)) == ROAD_DEPOT) {
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// We found a depot, is it ours? (TELL ME!!!)
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if (IsTileOwner(tile + TileOffsByDir(j), _current_player)) {
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// Now, is it pointing to the right direction.........
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@ -1100,7 +1100,7 @@ static void AiNew_State_BuildDepot(Player *p)
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int res = 0;
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assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
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if (IsTileType(p->ainew.depot_tile, MP_STREET) && _m[p->ainew.depot_tile].m5 & 0x20) {
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if (IsTileType(p->ainew.depot_tile, MP_STREET) && GetRoadType(p->ainew.depot_tile) == ROAD_DEPOT) {
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if (IsTileOwner(p->ainew.depot_tile, _current_player)) {
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// The depot is already builded!
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p->ainew.state = AI_STATE_BUILD_VEHICLE;
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@ -2,6 +2,7 @@
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#include "stdafx.h"
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#include "openttd.h"
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#include "road.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "functions.h"
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@ -206,7 +207,7 @@ static Order GetOrderCmdFromTile(const Vehicle *v, TileIndex tile)
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break;
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case MP_STREET:
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if ((_m[tile].m5 & 0xF0) == 0x20 && v->type == VEH_Road && IsTileOwner(tile, _local_player)) {
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if (GetRoadType(tile) == ROAD_DEPOT && v->type == VEH_Road && IsTileOwner(tile, _local_player)) {
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order.type = OT_GOTO_DEPOT;
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order.flags = OF_PART_OF_ORDERS;
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order.station = GetDepotByTile(tile)->index;
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12
rail_cmd.c
12
rail_cmd.c
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@ -403,7 +403,6 @@ int32 CmdRemoveSingleRail(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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Track track = (Track)p2;
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TrackBits trackbit;
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TileIndex tile;
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byte m5;
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int32 cost = _price.remove_rail;
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if (!ValParamTrackOrientation(p2)) return CMD_ERROR;
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@ -442,27 +441,30 @@ int32 CmdRemoveSingleRail(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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_m[tile].m5 = _m[tile].m5 & 0xC7;
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break;
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case MP_STREET:
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case MP_STREET: {
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RoadBits bits;
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if (!IsLevelCrossing(tile)) return CMD_ERROR;
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/* This is a crossing, let's check if the direction is correct */
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if (_m[tile].m5 & 8) {
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m5 = 5;
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if (track != TRACK_DIAG1)
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return CMD_ERROR;
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bits = ROAD_Y;
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} else {
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m5 = 10;
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if (track != TRACK_DIAG2)
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return CMD_ERROR;
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bits = ROAD_X;
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}
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if (!(flags & DC_EXEC))
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return _price.remove_rail;
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_m[tile].m5 = m5;
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SetTileOwner(tile, _m[tile].m3);
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_m[tile].m2 = 0;
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_m[tile].m5 = (ROAD_NORMAL << 4) | bits;
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break;
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}
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case MP_RAILWAY:
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if (!IsPlainRailTile(tile))
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@ -1112,7 +1112,7 @@ static uint32 GetTileTrackStatus_Road(TileIndex tile, TransportType mode)
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return _m[tile].m5 & 8 ? 0x101 : 0x202;
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case TRANSPORT_ROAD:
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switch (GB(_m[tile].m5, 4, 4)) {
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switch (GetRoadType(tile)) {
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case ROAD_NORMAL:
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return !_road_special_gettrackstatus && GB(_m[tile].m4, 4, 3) >= 6 ?
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0 : _road_trackbits[GetRoadBits(tile)] * 0x101;
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@ -4,6 +4,7 @@
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#include "openttd.h"
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#include "functions.h"
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#include "strings.h"
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#include "road.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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#include "map.h"
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@ -489,7 +490,7 @@ static bool IsRoadAllowedHere(TileIndex tile, int dir)
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// No, try to build one in the direction.
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// if that fails clear the land, and if that fails exit.
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// This is to make sure that we can build a road here later.
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if (CmdFailed(DoCommandByTile(tile, (dir&1)?0xA:0x5, 0, DC_AUTO, CMD_BUILD_ROAD)) &&
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if (CmdFailed(DoCommandByTile(tile, (dir & 1 ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
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CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
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return false;
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}
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