(svn r17460) -Feature: allow building rail stations over existing rail without signals but will upgrade normal rail to electrified rail if necessary (based on patch by laurijh)

pull/155/head
rubidium 15 years ago
parent db3d06fdfb
commit c631790b6f

@ -662,7 +662,7 @@ CommandCost ClearTile_Station(TileIndex tile, DoCommandFlag flags);
* @param check_clear if clearing tile should be performed (in wich case, cost will be added)
* @return the cost in case of success, or an error code if it failed.
*/
CommandCost CheckFlatLandBelow(TileIndex tile, uint w, uint h, DoCommandFlag flags, uint invalid_dirs, StationID *station, bool check_clear = true)
CommandCost CheckFlatLandBelow(TileIndex tile, uint w, uint h, DoCommandFlag flags, uint invalid_dirs, StationID *station, bool check_clear = true, RailType rt = INVALID_RAILTYPE)
{
CommandCost cost(EXPENSES_CONSTRUCTION);
int allowed_z = -1;
@ -723,6 +723,29 @@ CommandCost CheckFlatLandBelow(TileIndex tile, uint w, uint h, DoCommandFlag fla
}
}
} else if (check_clear) {
/* Rail type is only valid when building a railway station; in station to
* build isn't a rail station it's INVALID_RAILTYPE. */
if (rt != INVALID_RAILTYPE &&
IsPlainRailTile(tile_cur) && !HasSignals(tile_cur) &&
HasPowerOnRail(GetRailType(tile), rt)) {
/* Allow overbuilding if the tile:
* - has rail, but no signals
* - it has exactly one track
* - the track is in line with the station
* - the current rail type has power on the to-be-built type (e.g. convert normal rail to el rail)
*/
TrackBits tracks = GetTrackBits(tile_cur);
Track track = RemoveFirstTrack(&tracks);
Track expected_track = HasBit(invalid_dirs, DIAGDIR_NE) ? TRACK_X : TRACK_Y;
if (tracks == TRACK_BIT_NONE && track == expected_track) {
CommandCost ret = DoCommand(tile_cur, 0, track, flags, CMD_REMOVE_SINGLE_RAIL);
if (CmdFailed(ret)) return ret;
cost.AddCost(ret);
/* With flags & ~DC_EXEC CmdLandscapeClear would fail since the rail still exists */
continue;
}
}
CommandCost ret = DoCommand(tile_cur, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost.AddCost(ret);
@ -975,7 +998,7 @@ CommandCost CmdBuildRailStation(TileIndex tile_org, DoCommandFlag flags, uint32
/* If DC_EXEC is in flag, do not want to pass it to CheckFlatLandBelow, because of a nice bug
* for detail info, see:
* https://sourceforge.net/tracker/index.php?func=detail&aid=1029064&group_id=103924&atid=636365 */
CommandCost ret = CheckFlatLandBelow(tile_org, w_org, h_org, flags & ~DC_EXEC, 5 << axis, _settings_game.station.nonuniform_stations ? &est : NULL);
CommandCost ret = CheckFlatLandBelow(tile_org, w_org, h_org, flags & ~DC_EXEC, 5 << axis, _settings_game.station.nonuniform_stations ? &est : NULL, true, rt);
if (CmdFailed(ret)) return ret;
CommandCost cost(EXPENSES_CONSTRUCTION, ret.GetCost() + (numtracks * _price.train_station_track + _price.train_station_length) * plat_len);
@ -1045,7 +1068,7 @@ CommandCost CmdBuildRailStation(TileIndex tile_org, DoCommandFlag flags, uint32
/* Now really clear the land below the station
* It should never return CMD_ERROR.. but you never know ;)
* (a bit strange function name for it, but it really does clear the land, when DC_EXEC is in flags) */
ret = CheckFlatLandBelow(tile_org, w_org, h_org, flags, 5 << axis, _settings_game.station.nonuniform_stations ? &est : NULL);
ret = CheckFlatLandBelow(tile_org, w_org, h_org, flags, 5 << axis, _settings_game.station.nonuniform_stations ? &est : NULL, true, rt);
if (CmdFailed(ret)) return ret;
st->train_station = new_location;

@ -99,7 +99,7 @@ void UpdateCompanyHQ(Company *c, uint score)
MarkTileDirtyByTile(tile + TileDiffXY(1, 1));
}
extern CommandCost CheckFlatLandBelow(TileIndex tile, uint w, uint h, DoCommandFlag flags, uint invalid_dirs, StationID *station, bool check_clear = true);
extern CommandCost CheckFlatLandBelow(TileIndex tile, uint w, uint h, DoCommandFlag flags, uint invalid_dirs, StationID *station, bool check_clear = true, RailType rt = INVALID_RAILTYPE);
/** Build or relocate the HQ. This depends if the HQ is already built or not
* @param tile tile where the HQ will be built or relocated to

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