mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r11395) -Fix: allow town-bridges to be build on slopes (Rafal Rzepecki)
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@ -895,26 +895,26 @@ static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
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*
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* @param t The current town
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* @param tile The current tile
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* @param rcmd The RoadBits which are possible on this tile
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* @param bridge_dir The valid direction in which to grow a bridge
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* @return true if a bridge has been build else false
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*/
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static bool GrowTownWithBridge(const Town *t, TileIndex tile, RoadBits rcmd)
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static bool GrowTownWithBridge(const Town *t, TileIndex tile, DiagDirection bridge_dir)
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{
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DiagDirection bridge_dir; // The direction of a bridge we maybe want to build
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assert(bridge_dir < DIAGDIR_END);
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/* Determine direction of slope,
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* and build a road if not a special slope. */
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switch (GetTileSlope(tile, NULL)) {
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case SLOPE_SW: bridge_dir = DIAGDIR_NE; break;
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case SLOPE_SE: bridge_dir = DIAGDIR_NW; break;
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case SLOPE_NW: bridge_dir = DIAGDIR_SE; break;
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case SLOPE_NE: bridge_dir = DIAGDIR_SW; break;
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const Slope slope = GetTileSlope(tile, NULL);
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if (slope == SLOPE_FLAT) return false; // no slope, no bridge
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default: return false;
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}
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/* Check if the bridge will be compatible to the RoadBits */
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if (!(rcmd & DiagDirToRoadBits(ReverseDiagDir(bridge_dir)))) return false;
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/* Make sure the direction is compatible with the slope.
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* If any of the following bits match, the slope is forbidden for
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* that diagdir. Total of 5 slopes per direction.
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* 0 -> 0b1100
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* 1 -> 0b0110
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* 2 -> 0b0011
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* 3 -> 0b1001
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* 0xCC is 0b11001100, so we just shift it right with
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* the direction to get the forbidden slope mask. */
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if (HASBITS(slope & 0x0F, 0xCC >> bridge_dir)) return false;
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/* We are in the right direction */
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uint32 bridge_length = 0; // This value stores the length of the possible bridge
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@ -1120,7 +1120,10 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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rcmd = CleanUpRoadBits(tile, rcmd);
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if (rcmd == ROAD_NONE) return;
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if (GrowTownWithBridge(t1, tile, rcmd)) return;
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/* Only use the target direction for bridges to ensure they're connected.
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* The target_dir is as computed previously according to town layout, so
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* it will match it perfectly. */
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if (GrowTownWithBridge(t1, tile, target_dir)) return;
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GrowTownWithRoad(t1, tile, rcmd);
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}
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@ -258,9 +258,8 @@ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p
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if (z_start != z_end) return_cmd_error(STR_BRIDGEHEADS_NOT_SAME_HEIGHT);
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/* Towns are not allowed to use bridges on slopes. */
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allow_on_slopes = (!_is_old_ai_player
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&& _current_player != OWNER_TOWN && _patches.build_on_slopes);
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&& _patches.build_on_slopes);
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TransportType transport_type = railtype == INVALID_RAILTYPE ? TRANSPORT_ROAD : TRANSPORT_RAIL;
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