diff -r 6135bc445350 -r 513433ebd092 train_cmd.c --- a/train_cmd.c Wed Jun 07 18:41:58 2006 +0000 +++ b/train_cmd.c Wed Jun 07 19:35:21 2006 +0000 @@ -25,7 +25,6 @@ #include "waypoint.h" #include "vehicle_gui.h" #include "train.h" -#include "bridge.h" #include "newgrf_callbacks.h" #include "newgrf_engine.h" #include "newgrf_text.h" @@ -92,7 +91,10 @@ /* Power is not added for articulated parts */ if (IsArticulatedPart(u)) continue; - if (IsLevelCrossingTile(u->tile)) { + if (IsBridgeTile(u->tile) && IsBridgeMiddle(u->tile) && DiagDirToAxis(DirToDiagDir(u->direction)) == GetBridgeAxis(u->tile)) { + if (!HasPowerOnRail(u->u.rail.railtype, GetRailTypeOnBridge(u->tile))) engine_has_power = false; + if (!HasPowerOnRail(v->u.rail.railtype, GetRailTypeOnBridge(u->tile))) wagon_has_power = false; + } else if (IsLevelCrossingTile(u->tile)) { if (!HasPowerOnRail(u->u.rail.railtype, GetRailTypeCrossing(u->tile))) engine_has_power = false; if (!HasPowerOnRail(v->u.rail.railtype, GetRailTypeCrossing(u->tile))) wagon_has_power = false; } else { @@ -1525,14 +1527,13 @@ UpdateVarsAfterSwap(a); UpdateVarsAfterSwap(b); - /* call the proper EnterTile function unless we are in a wormhole */ - if (!(a->u.rail.track & 0x40)) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos); - if (!(b->u.rail.track & 0x40)) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos); + VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos); + VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos); } else { if (!(a->u.rail.track & 0x80)) a->direction = ReverseDir(a->direction); UpdateVarsAfterSwap(a); - if (!(a->u.rail.track & 0x40)) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos); + VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos); } /* Update train's power incase tiles were different rail type */ @@ -1850,6 +1851,8 @@ return tfdd; } + if (v->u.rail.track == 0x40) tile = GetVehicleOutOfTunnelTile(v); + if (_patches.yapf.rail_use_yapf) { bool found = YapfFindNearestRailDepotTwoWay(v, max_distance, NPF_INFINITE_PENALTY, &tfdd.tile, &tfdd.reverse); tfdd.best_length = found ? max_distance / 2 : -1; // some fake distance or NOT_FOUND @@ -2567,7 +2570,9 @@ byte new_z, old_z; // need this hint so it returns the right z coordinate on bridges. + _get_z_hint = v->z_pos; new_z = GetSlopeZ(v->x_pos, v->y_pos); + _get_z_hint = 0; old_z = v->z_pos; v->z_pos = new_z; @@ -2643,6 +2648,13 @@ // normal tracks, jump to owner check break; + case MP_TUNNELBRIDGE: + if (IsBridge(tile) && IsBridgeMiddle(tile)) { + // is train going over the bridge? + if (v->z_pos > GetTileMaxZ(tile)) return true; + } + break; + case MP_STREET: // tracks over roads, do owner check of tracks return @@ -2983,16 +2995,15 @@ v->direction = chosen_dir; } } else { - /* in tunnel on on a bridge */ + /* in tunnel */ GetNewVehiclePos(v, &gp); - SetSpeedLimitOnBridge(v); - - if (!(IsTunnelTile(gp.new_tile) || IsBridgeTile(gp.new_tile)) || !(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y) & 0x4)) { + // Check if to exit the tunnel... + if (!IsTunnelTile(gp.new_tile) || + !(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y)&0x4) ) { v->x_pos = gp.x; v->y_pos = gp.y; VehiclePositionChanged(v); - if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v); continue; } } @@ -3089,7 +3100,7 @@ * others are on it */ DisableTrainCrossing(v->tile); - if ( (v->u.rail.track == 0x40 && v->vehstatus & VS_HIDDEN) ) { // inside a tunnel + if (v->u.rail.track == 0x40) { // inside a tunnel TileIndex endtile = CheckTunnelBusy(v->tile, NULL); if (endtile == INVALID_TILE) return; // tunnel is busy (error returned) @@ -3120,16 +3131,15 @@ }; do { - /* We don't need to twist around vehicles if they're not visible */ + //I need to buffer the train direction + if (!(v->u.rail.track & 0x40)) { + v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]); + } if (!(v->vehstatus & VS_HIDDEN)) { - v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]); BeginVehicleMove(v); UpdateTrainDeltaXY(v, v->direction); v->cur_image = GetTrainImage(v, v->direction); - /* Refrain from updating the z position of the vehicle when on - a bridge, because AfterSetTrainPos will put the vehicle under - the bridge in that case */ - if (!(v->u.rail.track & 0x40)) AfterSetTrainPos(v, false); + AfterSetTrainPos(v, false); } } while ((v = v->next) != NULL); } @@ -3140,7 +3150,7 @@ uint32 r; Vehicle *u; - if (state == 4 && !(v->u.rail.track & VS_HIDDEN)) { + if (state == 4 && v->u.rail.track != 0x40) { CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE); } @@ -3227,15 +3237,10 @@ tile = v->tile; - if (IsTileType(tile, MP_TUNNELBRIDGE)) { - DiagDirection dir; - - if (IsTunnel(tile)) { - dir = GetTunnelDirection(tile); - } else { - dir = GetBridgeRampDirection(tile); - } - if (DiagDirToDir(dir) == v->direction) return true; + // tunnel entrance? + if (IsTunnelTile(tile) && + DiagDirToDir(GetTunnelDirection(tile)) == v->direction) { + return true; } // depot?