mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r3986) Add [GS]etCrossingRoadOwner
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@ -1002,7 +1002,9 @@ static void ConvertTownOwner(void)
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for (tile = 0; tile != MapSize(); tile++) {
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if (IsTileType(tile, MP_STREET)) {
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if (IsLevelCrossing(tile) && _m[tile].m3 & 0x80) _m[tile].m3 = OWNER_TOWN;
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if (IsLevelCrossing(tile) && GetCrossingRoadOwner(tile) & 0x80) {
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SetCrossingRoadOwner(tile, OWNER_TOWN);
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}
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if (_m[tile].m1 & 0x80) SetTileOwner(tile, OWNER_TOWN);
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} else if (IsTileType(tile, MP_TUNNELBRIDGE)) {
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@ -417,7 +417,7 @@ int32 CmdRemoveSingleRail(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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}
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if (flags & DC_EXEC) {
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MakeRoadNormal(tile, _m[tile].m3, GetCrossingRoadBits(tile), _m[tile].m2);
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MakeRoadNormal(tile, GetCrossingRoadOwner(tile), GetCrossingRoadBits(tile), _m[tile].m2);
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}
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break;
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}
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14
road_cmd.c
14
road_cmd.c
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@ -34,9 +34,8 @@ static bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, bool* edge_roa
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// Only do the special processing for actual players.
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if (_current_player >= MAX_PLAYERS) return true;
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// A railway crossing has the road owner in the map3_lo byte.
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if (IsTileType(tile, MP_STREET) && IsLevelCrossing(tile)) {
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owner = _m[tile].m3;
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owner = GetCrossingRoadOwner(tile);
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} else {
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owner = GetTileOwner(tile);
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}
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@ -106,9 +105,7 @@ int32 CmdRemoveRoad(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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if (!IsTileType(tile, MP_STREET) && !IsTileType(tile, MP_TUNNELBRIDGE)) return CMD_ERROR;
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// owner for railroad crossing is stored somewhere else
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// XXX - Fix this so for a given tiletype the owner of the type is in the same variable
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owner = IsLevelCrossing(tile) ? _m[tile].m3 : GetTileOwner(tile);
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owner = IsLevelCrossing(tile) ? GetCrossingRoadOwner(tile) : GetTileOwner(tile);
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if (owner == OWNER_TOWN && _game_mode != GM_EDITOR) {
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if (IsTileType(tile, MP_TUNNELBRIDGE)) { // index of town is not saved for bridge (no space)
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@ -1127,9 +1124,8 @@ static void VehicleLeave_Road(Vehicle *v, TileIndex tile, int x, int y)
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static void ChangeTileOwner_Road(TileIndex tile, PlayerID old_player, PlayerID new_player)
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{
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// road/rail crossing where the road is owned by the current player?
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if (old_player == _m[tile].m3 && IsLevelCrossing(tile)) {
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_m[tile].m3 = (new_player == OWNER_SPECTATOR) ? OWNER_NONE : new_player;
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if (IsLevelCrossing(tile) && GetCrossingRoadOwner(tile) == old_player) {
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SetCrossingRoadOwner(tile, new_player == OWNER_SPECTATOR ? OWNER_NONE : new_player);
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}
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if (!IsTileOwner(tile, old_player)) return;
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@ -1143,7 +1139,7 @@ static void ChangeTileOwner_Road(TileIndex tile, PlayerID old_player, PlayerID n
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break;
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case ROAD_CROSSING:
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MakeRoadNormal(tile, _m[tile].m3, GetCrossingRoadBits(tile), _m[tile].m2);
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MakeRoadNormal(tile, GetCrossingRoadOwner(tile), GetCrossingRoadBits(tile), _m[tile].m2);
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break;
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default:
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12
road_map.h
12
road_map.h
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@ -55,6 +55,18 @@ static inline TrackBits GetCrossingRailBits(TileIndex tile)
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}
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// TODO swap owner of road and rail
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static inline Owner GetCrossingRoadOwner(TileIndex t)
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{
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return (Owner)_m[t].m3;
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}
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static inline void SetCrossingRoadOwner(TileIndex t, Owner o)
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{
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_m[t].m3 = o;
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}
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typedef enum RoadType {
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ROAD_NORMAL,
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ROAD_CROSSING,
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@ -1828,10 +1828,9 @@ Town *ClosestTownFromTile(TileIndex tile, uint threshold)
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uint dist, best = threshold;
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Town *best_town = NULL;
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// XXX - Fix this so for a given tiletype the owner of the type is in the same variable
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if (IsTileType(tile, MP_HOUSE) || (
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IsTileType(tile, MP_STREET) &&
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(IsLevelCrossing(tile) ? _m[tile].m3 : GetTileOwner(tile)) == OWNER_TOWN
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(IsLevelCrossing(tile) ? GetCrossingRoadOwner(tile) : GetTileOwner(tile)) == OWNER_TOWN
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))
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return GetTown(_m[tile].m2);
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