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OpenTTD-patches/src/tunnel_map.cpp

75 lines
2.4 KiB
C++

/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file tunnel_map.cpp Map accessors for tunnels. */
#include "stdafx.h"
#include "tunnelbridge_map.h"
#include "core/pool_func.hpp"
#include "safeguards.h"
/** All tunnel portals tucked away in a pool. */
TunnelPool _tunnel_pool("Tunnel");
INSTANTIATE_POOL_METHODS(Tunnel)
/**
* Clean up a tunnel tile
*/
Tunnel::~Tunnel()
{
if (CleaningPool()) return;
}
/**
* Gets the other end of the tunnel. Where a vehicle would reappear when it
* enters at the given tile.
* @param tile the tile to search from.
* @return the tile of the other end of the tunnel.
*/
TileIndex GetOtherTunnelEnd(TileIndex tile)
{
Tunnel *t = Tunnel::GetByTile(tile);
return t->tile_n == tile ? t->tile_s : t->tile_n;
}
/**
* Is there a tunnel in the way in any direction?
* @param tile the tile to search from.
* @param z the 'z' to search on.
* @param chunnel_allowed True if chunnel mid-parts are allowed, used when terraforming.
* @return true if and only if there is a tunnel.
*/
bool IsTunnelInWay(TileIndex tile, int z, bool chunnel_allowed)
{
uint x = TileX(tile);
uint y = TileY(tile);
Tunnel *t;
FOR_ALL_TUNNELS(t) {
if (t->tile_n > tile || tile > t->tile_s) continue;
if (t->tile_s - t->tile_n > MapMaxX()){
if (TileX(t->tile_n) != x || (int)TileHeight(t->tile_n) != z) continue; // dir DIAGDIR_SE
} else {
if (TileY(t->tile_n) != y || (int)TileHeight(t->tile_n) != z) continue; // dir DIAGDIR_SW
}
if (t->is_chunnel && chunnel_allowed) {
/* Only if tunnel was build over water terraforming is allowed between portals. */
TileIndexDiff delta = GetTunnelBridgeDirection(t->tile_n) == DIAGDIR_SE ? TileOffsByDiagDir(DIAGDIR_SE) * 4 : 4; // 4 tiles ramp.
if (tile < t->tile_n + delta || t->tile_s - delta < tile) return true;
continue;
}
return true;
}
return false;
}