diff --git a/train_cmd.c b/train_cmd.c --- a/train_cmd.c +++ b/train_cmd.c @@ -25,6 +25,7 @@ #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" @@ -91,10 +92,7 @@ void TrainPowerChanged(Vehicle* v) /* Power is not added for articulated parts */ if (IsArticulatedPart(u)) continue; - 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 (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 { @@ -1529,13 +1527,14 @@ static void ReverseTrainSwapVeh(Vehicle UpdateVarsAfterSwap(a); UpdateVarsAfterSwap(b); - VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos); - VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos); + /* 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); } else { if (!(a->u.rail.track & 0x80)) a->direction = ReverseDir(a->direction); UpdateVarsAfterSwap(a); - VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos); + if (!(a->u.rail.track & 0x40)) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos); } /* Update train's power incase tiles were different rail type */ @@ -1848,8 +1847,6 @@ static TrainFindDepotData FindClosestTra 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 @@ -2567,9 +2564,7 @@ static byte AfterSetTrainPos(Vehicle *v, 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; @@ -2645,13 +2640,6 @@ static bool CheckCompatibleRail(const Ve // 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 @@ -2992,15 +2980,16 @@ static void TrainController(Vehicle *v) v->direction = chosen_dir; } } else { - /* in tunnel */ + /* in tunnel on on a bridge */ GetNewVehiclePos(v, &gp); - // Check if to exit the tunnel... - if (!IsTunnelTile(gp.new_tile) || - !(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y)&0x4) ) { + SetSpeedLimitOnBridge(v); + + if (!(IsTunnelTile(gp.new_tile) || IsBridgeTile(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; } } @@ -3097,7 +3086,7 @@ static void DeleteLastWagon(Vehicle *v) * others are on it */ DisableTrainCrossing(v->tile); - if (v->u.rail.track == 0x40) { // inside a tunnel + if ( (v->u.rail.track == 0x40 && v->vehstatus & VS_HIDDEN) ) { // inside a tunnel TileIndex endtile = CheckTunnelBusy(v->tile, NULL); if (endtile == INVALID_TILE) return; // tunnel is busy (error returned) @@ -3128,15 +3117,16 @@ static void ChangeTrainDirRandomly(Vehic }; do { - //I need to buffer the train direction - if (!(v->u.rail.track & 0x40)) { + /* We don't need to twist around vehicles if they're not visible */ + if (!(v->vehstatus & VS_HIDDEN)) { v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]); - } - if (!(v->vehstatus & VS_HIDDEN)) { BeginVehicleMove(v); UpdateTrainDeltaXY(v, v->direction); v->cur_image = GetTrainImage(v, v->direction); - AfterSetTrainPos(v, false); + /* 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); } } while ((v = v->next) != NULL); } @@ -3147,7 +3137,7 @@ static void HandleCrashedTrain(Vehicle * uint32 r; Vehicle *u; - if (state == 4 && v->u.rail.track != 0x40) { + if (state == 4 && !(v->u.rail.track & VS_HIDDEN)) { CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE); } @@ -3234,10 +3224,15 @@ static bool TrainCheckIfLineEnds(Vehicle tile = v->tile; - // tunnel entrance? - if (IsTunnelTile(tile) && - DiagDirToDir(GetTunnelDirection(tile)) == v->direction) { - return true; + if (IsTileType(tile, MP_TUNNELBRIDGE)) { + DiagDirection dir; + + if (IsTunnel(tile)) { + dir = GetTunnelDirection(tile); + } else { + dir = GetBridgeRampDirection(tile); + } + if (DiagDirToDir(dir) == v->direction) return true; } // depot?