mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r13233) -Fix: Replace some (incorrect) evaluations of TileOwner by RoadOwner.
-Fix: Before evaluating RoadOwner, check if the roadtype is present. -Fix: Some places assumed that MP_ROAD means normal street.
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@ -3763,11 +3763,11 @@ pos_3:
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DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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}
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} else if (IsTileType(tile, MP_ROAD)) {
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if (!IsTileOwner(tile, _current_player)) return;
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if (IsLevelCrossing(tile)) goto is_rail_crossing;
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if (IsRoadDepot(tile)) {
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if (!IsTileOwner(tile, _current_player)) return;
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DiagDirection dir;
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TileIndex t;
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@ -173,11 +173,6 @@ bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, bool *ed
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return true;
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}
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static bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, bool *edge_road, RoadType rt)
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{
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return CheckAllowRemoveRoad(tile, remove, GetRoadOwner(tile, rt), edge_road, rt);
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}
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/** Delete a piece of road.
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* @param tile tile where to remove road from
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@ -195,10 +190,14 @@ static CommandCost RemoveRoad(TileIndex tile, uint32 flags, RoadBits pieces, Roa
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* false if it was a center piece. Affects town ratings drop */
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bool edge_road;
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RoadTypes rts = GetRoadTypes(tile);
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/* The tile doesn't have the given road type */
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if (!HasBit(rts, rt)) return CMD_ERROR;
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Town *t = NULL;
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switch (GetTileType(tile)) {
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case MP_ROAD:
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if (_game_mode != GM_EDITOR && GetRoadOwner(tile, rt) == OWNER_TOWN) t = GetTownByTile(tile);
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if (_game_mode != GM_EDITOR && IsRoadOwner(tile, rt, OWNER_TOWN)) t = GetTownByTile(tile);
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if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
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break;
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@ -216,11 +215,7 @@ static CommandCost RemoveRoad(TileIndex tile, uint32 flags, RoadBits pieces, Roa
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return CMD_ERROR;
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}
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RoadTypes rts = GetRoadTypes(tile);
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/* The tile doesn't have the given road type */
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if (!HasBit(rts, rt)) return CMD_ERROR;
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if (!CheckAllowRemoveRoad(tile, pieces, &edge_road, rt)) return CMD_ERROR;
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if (!CheckAllowRemoveRoad(tile, pieces, GetRoadOwner(tile, rt), &edge_road, rt)) return CMD_ERROR;
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/* check if you're allowed to remove the street owned by a town
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* removal allowance depends on difficulty setting */
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@ -501,7 +496,7 @@ CommandCost CmdBuildRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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}
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if ((existing & pieces) == pieces) {
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/* We only want to set the (dis)allowed road directions */
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if (toggle_drd != DRD_NONE && rt != ROADTYPE_TRAM && GetRoadOwner(tile, ROADTYPE_ROAD) == _current_player) {
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if (toggle_drd != DRD_NONE && rt != ROADTYPE_TRAM && IsRoadOwner(tile, ROADTYPE_ROAD, _current_player)) {
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if (crossing) return_cmd_error(STR_ERR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION);
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if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
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@ -894,7 +889,7 @@ static CommandCost ClearTile_Road(TileIndex tile, byte flags)
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/* Clear the road if only one piece is on the tile OR the AI tries
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* to clear town road OR we are not using the DC_AUTO flag */
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if ((CountBits(b) == 1 && GetRoadBits(tile, ROADTYPE_TRAM) == ROAD_NONE) ||
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((flags & DC_AI_BUILDING) && IsTileOwner(tile, OWNER_TOWN)) ||
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((flags & DC_AI_BUILDING) && GetOtherRoadBits(tile, ROADTYPE_ROAD) == ROAD_NONE && IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN)) ||
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!(flags & DC_AUTO)
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) {
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RoadTypes rts = GetRoadTypes(tile);
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@ -1549,9 +1544,7 @@ static void ChangeTileOwner_Road(TileIndex tile, PlayerID old_player, PlayerID n
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}
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for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
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/* ROADTYPE_ROAD denotes the tile owner, so update it too */
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if (rt != ROADTYPE_ROAD && !HasTileRoadType(tile, rt)) continue;
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/* Update all roadtypes, no matter if they are present */
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if (GetRoadOwner(tile, rt) == old_player) {
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SetRoadOwner(tile, rt, new_player == PLAYER_SPECTATOR ? OWNER_NONE : new_player);
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}
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@ -187,6 +187,12 @@ static inline void SetRoadOwner(TileIndex t, RoadType rt, Owner o)
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}
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}
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static inline bool IsRoadOwner(TileIndex t, RoadType rt, Owner o)
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{
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assert(HasTileRoadType(t, rt));
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return (GetRoadOwner(t, rt) == o);
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}
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/** Which directions are disallowed ? */
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enum DisallowedRoadDirections {
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DRD_NONE, ///< None of the directions are disallowed
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@ -490,6 +490,10 @@ static inline uint32 GetSmallMapOwnerPixels(TileIndex tile)
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case MP_INDUSTRY: o = OWNER_END; break;
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case MP_HOUSE: o = OWNER_TOWN; break;
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default: o = GetTileOwner(tile); break;
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/* FIXME: For MP_ROAD there are multiple owners.
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* GetTileOwner returns the rail owner (level crossing) resp. the owner of ROADTYPE_ROAD (normal road),
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* even if there are no ROADTYPE_ROAD bits on the tile.
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*/
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}
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return _owner_colors[o];
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@ -1300,7 +1300,7 @@ CommandCost CmdBuildRoadStop(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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bool type = HasBit(p2, 0);
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bool is_drive_through = HasBit(p2, 1);
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bool build_over_road = is_drive_through && IsNormalRoadTile(tile);
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bool town_owned_road = build_over_road && IsTileOwner(tile, OWNER_TOWN);
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bool town_owned_road = false;
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RoadTypes rts = (RoadTypes)GB(p2, 2, 3);
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if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_player, rts)) return CMD_ERROR;
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@ -1319,14 +1319,17 @@ CommandCost CmdBuildRoadStop(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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/* Not allowed to build over this road */
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if (build_over_road) {
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if (IsTileOwner(tile, OWNER_TOWN) && !_patches.road_stop_on_town_road) return_cmd_error(STR_DRIVE_THROUGH_ERROR_ON_TOWN_ROAD);
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RoadTypes cur_rts = GetRoadTypes(tile);
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/* there is a road, check if we can build road+tram stop over it */
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if (HasBit(cur_rts, ROADTYPE_ROAD)) {
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Owner road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
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if (road_owner != OWNER_TOWN && road_owner != OWNER_NONE && !CheckOwnership(road_owner)) return CMD_ERROR;
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if (road_owner == OWNER_TOWN) {
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town_owned_road = true;
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if (!_patches.road_stop_on_town_road) return_cmd_error(STR_DRIVE_THROUGH_ERROR_ON_TOWN_ROAD);
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} else {
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if (road_owner != OWNER_NONE && !CheckOwnership(road_owner)) return CMD_ERROR;
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}
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}
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/* there is a tram, check if we can build road+tram stop over it */
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@ -1212,14 +1212,14 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
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do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
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tile = TileAddByDiagDir(tile, target_dir);
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if (IsTileType(tile, MP_ROAD)) {
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if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
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/* Don't allow building over roads of other cities */
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if (IsTileOwner(tile, OWNER_TOWN) && GetTownByTile(tile) != t) {
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if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && GetTownByTile(tile) != t) {
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_grow_town_result = GROWTH_SUCCEED;
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} else if (IsTileOwner(tile, OWNER_NONE) && _game_mode == GM_EDITOR) {
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} else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
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/* If we are in the SE, and this road-piece has no town owner yet, it just found an
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* owner :) (happy happy happy road now) */
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SetTileOwner(tile, OWNER_TOWN);
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SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
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SetTownIndex(tile, t->index);
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}
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}
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@ -2438,8 +2438,8 @@ Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
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Town *ClosestTownFromTile(TileIndex tile, uint threshold)
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{
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if (IsTileType(tile, MP_HOUSE) || (
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IsTileType(tile, MP_ROAD) &&
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GetRoadOwner(tile, ROADTYPE_ROAD) == OWNER_TOWN
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IsTileType(tile, MP_ROAD) && HasTileRoadType(tile, ROADTYPE_ROAD) &&
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IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN)
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)) {
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return GetTownByTile(tile);
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} else {
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