(svn r11407) -Fix: do not allow building of tram-tracks when they are not available (SmatZ)

This commit is contained in:
truelight 2007-11-11 12:34:44 +00:00
parent fe24593692
commit 8b3e278897
5 changed files with 41 additions and 11 deletions

View File

@ -19,6 +19,7 @@
#include "viewport.h"
#include "gfx.h"
#include "player.h"
#include "road.h"
#include "command.h"
#include "news.h"
#include "town.h"
@ -930,7 +931,7 @@ static void ToolbarBuildRoadClick(Window *w)
{
const Player *p = GetPlayer(_local_player);
/* The standard road button is *always* available */
Window *w2 = PopupMainToolbMenu(w, 20, STR_180A_ROAD_CONSTRUCTION, 2, ~(p->avail_roadtypes | 1));
Window *w2 = PopupMainToolbMenu(w, 20, STR_180A_ROAD_CONSTRUCTION, 2, ~(p->avail_roadtypes | ROADTYPES_ROAD));
WP(w2, menu_d).sel_index = _last_built_roadtype;
}

View File

@ -8,8 +8,11 @@
#include "oldpool.h"
#include "aystar.h"
#include "rail.h"
#include "road.h"
#include "engine.h"
#include "livery.h"
#include "genworld.h"
#include "gfx.h"
struct PlayerEconomyEntry {
Money income;
@ -253,12 +256,34 @@ static inline bool IsValidPlayer(PlayerID pi)
byte GetPlayerRailtypes(PlayerID p);
byte GetPlayerRoadtypes(PlayerID p);
/** Finds out if a Player has a certain railtype available */
static inline bool HasRailtypeAvail(const Player *p, RailType Railtype)
/** Finds out if a Player has a certain railtype available
* @param p Player in question
* @param Railtype requested RailType
* @return true if player has requested RailType available
*/
static inline bool HasRailtypeAvail(const Player *p, const RailType Railtype)
{
return HASBIT(p->avail_railtypes, Railtype);
}
/** Finds out, whether given player has all given RoadTypes available
* @param PlayerID ID of player
* @param rts RoadTypes to test
* @return true if player has all requested RoadTypes available
*/
static inline bool HasRoadTypesAvail(const PlayerID p, const RoadTypes rts)
{
RoadTypes avail_roadtypes;
if (p == OWNER_TOWN || _game_mode == GM_EDITOR || IsGeneratingWorld()) {
avail_roadtypes = ROADTYPES_ROAD;
} else {
if (!IsValidPlayer(p)) return false;
avail_roadtypes = (RoadTypes)GetPlayer(p)->avail_roadtypes | ROADTYPES_ROAD; // road is available for always for everybody
}
return (rts & ~avail_roadtypes) == 0;
}
static inline bool IsHumanPlayer(PlayerID pi)
{
return !GetPlayer(pi)->is_ai;
@ -272,7 +297,10 @@ static inline bool IsInteractivePlayer(PlayerID pi)
void DrawPlayerIcon(PlayerID p, int x, int y);
/* Validate functions for rail building */
static inline bool ValParamRailtype(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
static inline bool ValParamRailtype(const uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
/* Validate functions for road building */
static inline bool ValParamRoadType(const RoadType rt) { return HasRoadTypesAvail(_current_player, RoadTypeToRoadTypes(rt));}
/** Returns the "best" railtype a player can build.
* As the AI doesn't know what the BEST one is, we have our own priority list

View File

@ -405,7 +405,7 @@ CommandCost CmdBuildRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
RoadBits pieces = Extract<RoadBits, 0>(p1);
RoadType rt = (RoadType)GB(p1, 4, 2);
if (!IsValidRoadType(rt)) return CMD_ERROR;
if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
DisallowedRoadDirections toggle_drd = (DisallowedRoadDirections)GB(p1, 6, 2);
@ -636,7 +636,7 @@ CommandCost CmdBuildLongRoad(TileIndex end_tile, uint32 flags, uint32 p1, uint32
start_tile = p1;
RoadType rt = (RoadType)GB(p2, 3, 2);
if (!IsValidRoadType(rt)) return CMD_ERROR;
if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
/* Only drag in X or Y direction dictated by the direction variable */
if (!HASBIT(p2, 2) && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis
@ -786,7 +786,7 @@ CommandCost CmdBuildRoadDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
DiagDirection dir = Extract<DiagDirection, 0>(p1);
RoadType rt = (RoadType)GB(p1, 2, 2);
if (!IsValidRoadType(rt)) return CMD_ERROR;
if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
tileh = GetTileSlope(tile, NULL);
if (tileh != SLOPE_FLAT && (

View File

@ -1318,7 +1318,7 @@ CommandCost CmdBuildRoadStop(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
bool town_owned_road = build_over_road && IsTileOwner(tile, OWNER_TOWN);
RoadTypes rts = (RoadTypes)GB(p2, 2, 3);
if (rts == ROADTYPES_NONE || HASBIT(rts, ROADTYPE_HWAY)) return CMD_ERROR;
if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_player, rts)) return CMD_ERROR;
/* Trams only have drive through stops */
if (!is_drive_through && HASBIT(rts, ROADTYPE_TRAM)) return CMD_ERROR;

View File

@ -213,7 +213,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p
if (HASBIT(p2, 15)) {
railtype = INVALID_RAILTYPE; // road bridge
roadtypes = (RoadTypes)GB(p2, 8, 3);
if (!AreValidRoadTypes(roadtypes)) return CMD_ERROR;
if (!AreValidRoadTypes(roadtypes) || !HasRoadTypesAvail(_current_player, roadtypes)) return CMD_ERROR;
} else {
if (!ValParamRailtype(GB(p2, 8, 8))) return CMD_ERROR;
railtype = (RailType)GB(p2, 8, 8);
@ -464,8 +464,9 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32
_build_tunnel_endtile = 0;
if (!HASBIT(p1, 9)) {
if (!ValParamRailtype(p1)) return CMD_ERROR;
} else if (!AreValidRoadTypes((RoadTypes)GB(p1, 0, 3))) {
return CMD_ERROR;
} else {
const RoadTypes rts = (RoadTypes)GB(p1, 0, 3);
if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_player, rts)) return CMD_ERROR;
}
start_tileh = GetTileSlope(start_tile, &start_z);