@@ -1461,25 +1461,21 @@ static Trackdir FollowPreviousRoadVehicl
/**
* Can a tram track build without destruction on the given tile?
* @param p the player that would be building the tram tracks
* @param t the tile to build on.
* @param r the road bits needed.
* @return true when a track track can be build on 't'
*/
static bool CanBuildTramTrackOnTile(TileIndex t)
static bool CanBuildTramTrackOnTile(PlayerID p, TileIndex t, RoadBits r)
{
switch (GetTileType(t)) {
case MP_CLEAR:
case MP_TREES:
return true;
/* The 'current' player is not necessarily the owner of the vehicle. */
PlayerID original_player = _current_player;
_current_player = p;
case MP_ROAD:
return GetRoadTileType(t) == ROAD_TILE_NORMAL;
CommandCost ret = DoCommand(t, ROADTYPE_TRAM << 4 | r, 0, 0, CMD_BUILD_ROAD);
case MP_WATER:
return IsCoast(t);
default:
return false;
}
_current_player = original_player;
return CmdSucceeded(ret);
static bool IndividualRoadVehicleController(Vehicle *v, const Vehicle *prev)
@@ -1593,7 +1589,7 @@ again:
* going to cause the tram to split up.
* - Or the front of the tram can drive over the next tile.
} else if (!IsRoadVehFront(v) || !CanBuildTramTrackOnTile(tile)) {
} else if (!IsRoadVehFront(v) || !CanBuildTramTrackOnTile(v->owner, tile, needed)) {
/*
* Taking the 'small' corner for trams only happens when:
* - We are not the from vehicle of an articulated tram.
Status change: