(svn r8593) -Fix (FS#564): bridges do not get destroyed when the bridge head gets flooded and there is a vehicle on the bridge. Original patch by KeeperofTheSoul.

pull/155/head
rubidium 18 years ago
parent 628527e999
commit bec2c60245

@ -167,7 +167,7 @@ Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z)
return (Vehicle*)VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ);
}
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z)
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_crashed)
{
int x1 = TileX(from);
int y1 = TileY(from);
@ -181,6 +181,7 @@ Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z)
intswap(y1,y2);
}
FOR_ALL_VEHICLES(veh) {
if (without_crashed && (veh->vehstatus & VS_CRASHED) != 0) continue;
if ((veh->type == VEH_Train || veh->type == VEH_Road) && (z==0xFF || veh->z_pos == z)) {
if ((veh->x_pos>>4) >= x1 && (veh->x_pos>>4) <= x2 &&
(veh->y_pos>>4) >= y1 && (veh->y_pos>>4) <= y2) {

@ -306,7 +306,7 @@ Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVeh
uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y);
StringID VehicleInTheWayErrMsg(const Vehicle* v);
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z);
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_crashed = false);
bool UpdateSignalsOnSegment(TileIndex tile, DiagDirection direction);
void SetSignalsOnBothDir(TileIndex tile, byte track);

@ -40,6 +40,7 @@ static const SpriteID _water_shore_sprites[] = {
};
static Vehicle *FindFloodableVehicleOnTile(TileIndex tile);
static void FloodVehicle(Vehicle *v);
/** Build a ship depot.
@ -564,10 +565,9 @@ static void TileLoopWaterHelper(TileIndex tile, const TileIndexDiffC *offs)
}
} else {
_current_player = OWNER_WATER;
{
Vehicle *v = FindVehicleOnTileZ(target, 0);
if (v != NULL) FloodVehicle(v);
}
Vehicle *v = FindFloodableVehicleOnTile(target);
if (v != NULL) FloodVehicle(v);
if (!CmdFailed(DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
MakeWater(target);
@ -576,6 +576,33 @@ static void TileLoopWaterHelper(TileIndex tile, const TileIndexDiffC *offs)
}
}
/**
* Finds a vehicle to flood.
* It does not find vehicles that are already crashed on bridges, i.e. flooded.
* @param tile the tile where to find a vehicle to flood
* @return a vehicle too flood or NULL when there is no vehicle too flood.
*/
static Vehicle *FindFloodableVehicleOnTile(TileIndex tile)
{
if (!IsBridgeTile(tile)) return FindVehicleOnTileZ(tile, 0);
TileIndex end = GetOtherBridgeEnd(tile);
byte z = GetBridgeHeight(tile);
Vehicle *v;
/* check the start tile first since as this is closest to the water */
v = FindVehicleOnTileZ(tile, z);
if (v != NULL && (v->vehstatus & VS_CRASHED) == 0) return v;
/* check a vehicle in between both bridge heads */
v = FindVehicleBetween(tile, end, z, true);
if (v != NULL) return v;
/* check the end tile last to give fleeing vehicles a chance to escape */
v = FindVehicleOnTileZ(end, z);
return (v != NULL && (v->vehstatus & VS_CRASHED) == 0) ? v : NULL;
}
static void FloodVehicle(Vehicle *v)
{
if (!(v->vehstatus & VS_CRASHED)) {
@ -600,6 +627,7 @@ static void FloodVehicle(Vehicle *v)
BEGIN_ENUM_WAGONS(v)
if (v->cargo_type == CT_PASSENGERS) pass += v->cargo_count;
v->vehstatus |= VS_CRASHED;
MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
END_ENUM_WAGONS(v)
v = u;

Loading…
Cancel
Save