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OpenTTD-patches/src/tunnel_map.cpp

157 lines
4.8 KiB
C++

/*
* 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 "3rdparty/robin_hood/robin_hood.h"
#include "3rdparty/cpp-btree/btree_map.h"
#include "safeguards.h"
/** All tunnel portals tucked away in a pool. */
TunnelPool _tunnel_pool("Tunnel");
INSTANTIATE_POOL_METHODS(Tunnel)
static robin_hood::unordered_map<TileIndex, TunnelID> tunnel_tile_index_map;
static btree::btree_multimap<uint64_t, Tunnel*> tunnel_axis_height_index;
static uint64_t GetTunnelAxisHeightCacheKey(TileIndex tile, uint8_t height, bool y_axis) {
if (y_axis) {
// tunnel extends along Y axis (DIAGDIR_SE from north end), has same X values
return TileX(tile) | (((uint64_t) height) << 24) | (((uint64_t) 1) << 32);
} else {
// tunnel extends along X axis (DIAGDIR_SW from north end), has same Y values
return TileY(tile) | (((uint64_t) height) << 24);
}
}
static inline uint64_t GetTunnelAxisHeightCacheKey(const Tunnel* t) {
return GetTunnelAxisHeightCacheKey(t->tile_n, t->height, t->tile_s - t->tile_n > MapMaxX());
}
/**
* Clean up a tunnel tile
*/
Tunnel::~Tunnel()
{
if (CleaningPool()) return;
if (this->index >= TUNNEL_ID_MAP_LOOKUP) {
tunnel_tile_index_map.erase(this->tile_n);
tunnel_tile_index_map.erase(this->tile_s);
}
[[maybe_unused]] bool have_erased = false;
const auto key = GetTunnelAxisHeightCacheKey(this);
for (auto it = tunnel_axis_height_index.lower_bound(key); it != tunnel_axis_height_index.end() && it->first == key; ++it) {
if (it->second == this) {
tunnel_axis_height_index.erase(it);
have_erased = true;
break;
}
}
assert(have_erased);
}
/**
* Update tunnel indexes
*/
void Tunnel::UpdateIndexes()
{
if (this->index >= TUNNEL_ID_MAP_LOOKUP) {
tunnel_tile_index_map[this->tile_n] = this->index;
tunnel_tile_index_map[this->tile_s] = this->index;
}
tunnel_axis_height_index.insert({ GetTunnelAxisHeightCacheKey(this), this });
}
/**
* Tunnel pool is about to be cleaned
*/
void Tunnel::PreCleanPool()
{
tunnel_tile_index_map.clear();
tunnel_axis_height_index.clear();
}
TunnelID GetTunnelIndexByLookup(TileIndex t)
{
auto iter = tunnel_tile_index_map.find(t);
assert_msg(iter != tunnel_tile_index_map.end(), "tile: 0x%X", t);
return iter->second;
}
/**
* 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;
}
static inline bool IsTunnelInWaySingleAxis(TileIndex tile, int z, IsTunnelInWayFlags flags, bool y_axis, TileIndexDiff tile_diff)
{
const auto key = GetTunnelAxisHeightCacheKey(tile, z, y_axis);
for (auto it = tunnel_axis_height_index.lower_bound(key); it != tunnel_axis_height_index.end() && it->first == key; ++it) {
const Tunnel *t = it->second;
if (t->tile_n > tile || tile > t->tile_s) continue;
if (!t->is_chunnel && (flags & ITIWF_CHUNNEL_ONLY)) {
continue;
}
if (t->is_chunnel && (flags & ITIWF_IGNORE_CHUNNEL)) {
/* Only if tunnel was built over water is terraforming is allowed between portals. */
const TileIndexDiff delta = tile_diff * 4; // 4 tiles ramp.
if (tile < t->tile_n + delta || t->tile_s - delta < tile) return true;
continue;
}
return true;
}
return false;
}
/**
* 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, IsTunnelInWayFlags flags)
{
return IsTunnelInWaySingleAxis(tile, z, flags, false, 1) || IsTunnelInWaySingleAxis(tile, z, flags, true, TileOffsByDiagDir(DIAGDIR_SE));
}
void SetTunnelSignalStyle(TileIndex t, TileIndex end, uint8_t style)
{
if (style == 0) {
/* Style already 0 */
if (!HasBit(_m[t].m3, 7)) return;
ClrBit(_m[t].m3, 7);
ClrBit(_m[end].m3, 7);
} else {
SetBit(_m[t].m3, 7);
SetBit(_m[end].m3, 7);
}
Tunnel::GetByTile(t)->style = style;
}
uint8_t GetTunnelSignalStyleExtended(TileIndex t)
{
return Tunnel::GetByTile(t)->style;
}