mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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97e6f3062e
See: eaae0bb5e
157 lines
4.8 KiB
C++
157 lines
4.8 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file tunnel_map.cpp Map accessors for tunnels. */
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#include "stdafx.h"
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#include "tunnelbridge_map.h"
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#include "core/pool_func.hpp"
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#include "3rdparty/robin_hood/robin_hood.h"
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#include "3rdparty/cpp-btree/btree_map.h"
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#include "safeguards.h"
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/** All tunnel portals tucked away in a pool. */
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TunnelPool _tunnel_pool("Tunnel");
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INSTANTIATE_POOL_METHODS(Tunnel)
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static robin_hood::unordered_map<TileIndex, TunnelID> tunnel_tile_index_map;
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static btree::btree_multimap<uint64_t, Tunnel*> tunnel_axis_height_index;
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static uint64_t GetTunnelAxisHeightCacheKey(TileIndex tile, uint8_t height, bool y_axis) {
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if (y_axis) {
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// tunnel extends along Y axis (DIAGDIR_SE from north end), has same X values
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return TileX(tile) | (((uint64_t) height) << 24) | (((uint64_t) 1) << 32);
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} else {
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// tunnel extends along X axis (DIAGDIR_SW from north end), has same Y values
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return TileY(tile) | (((uint64_t) height) << 24);
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}
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}
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static inline uint64_t GetTunnelAxisHeightCacheKey(const Tunnel* t) {
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return GetTunnelAxisHeightCacheKey(t->tile_n, t->height, t->tile_s - t->tile_n > MapMaxX());
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}
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/**
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* Clean up a tunnel tile
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*/
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Tunnel::~Tunnel()
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{
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if (CleaningPool()) return;
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if (this->index >= TUNNEL_ID_MAP_LOOKUP) {
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tunnel_tile_index_map.erase(this->tile_n);
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tunnel_tile_index_map.erase(this->tile_s);
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}
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[[maybe_unused]] bool have_erased = false;
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const auto key = GetTunnelAxisHeightCacheKey(this);
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for (auto it = tunnel_axis_height_index.lower_bound(key); it != tunnel_axis_height_index.end() && it->first == key; ++it) {
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if (it->second == this) {
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tunnel_axis_height_index.erase(it);
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have_erased = true;
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break;
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}
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}
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assert(have_erased);
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}
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/**
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* Update tunnel indexes
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*/
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void Tunnel::UpdateIndexes()
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{
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if (this->index >= TUNNEL_ID_MAP_LOOKUP) {
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tunnel_tile_index_map[this->tile_n] = this->index;
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tunnel_tile_index_map[this->tile_s] = this->index;
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}
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tunnel_axis_height_index.insert({ GetTunnelAxisHeightCacheKey(this), this });
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}
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/**
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* Tunnel pool is about to be cleaned
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*/
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void Tunnel::PreCleanPool()
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{
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tunnel_tile_index_map.clear();
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tunnel_axis_height_index.clear();
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}
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TunnelID GetTunnelIndexByLookup(TileIndex t)
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{
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auto iter = tunnel_tile_index_map.find(t);
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assert_msg(iter != tunnel_tile_index_map.end(), "tile: 0x%X", t);
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return iter->second;
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}
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/**
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* Gets the other end of the tunnel. Where a vehicle would reappear when it
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* enters at the given tile.
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* @param tile the tile to search from.
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* @return the tile of the other end of the tunnel.
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*/
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TileIndex GetOtherTunnelEnd(TileIndex tile)
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{
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Tunnel *t = Tunnel::GetByTile(tile);
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return t->tile_n == tile ? t->tile_s : t->tile_n;
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}
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static inline bool IsTunnelInWaySingleAxis(TileIndex tile, int z, IsTunnelInWayFlags flags, bool y_axis, TileIndexDiff tile_diff)
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{
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const auto key = GetTunnelAxisHeightCacheKey(tile, z, y_axis);
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for (auto it = tunnel_axis_height_index.lower_bound(key); it != tunnel_axis_height_index.end() && it->first == key; ++it) {
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const Tunnel *t = it->second;
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if (t->tile_n > tile || tile > t->tile_s) continue;
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if (!t->is_chunnel && (flags & ITIWF_CHUNNEL_ONLY)) {
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continue;
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}
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if (t->is_chunnel && (flags & ITIWF_IGNORE_CHUNNEL)) {
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/* Only if tunnel was built over water is terraforming is allowed between portals. */
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const TileIndexDiff delta = tile_diff * 4; // 4 tiles ramp.
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if (tile < t->tile_n + delta || t->tile_s - delta < tile) return true;
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continue;
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}
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return true;
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}
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return false;
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}
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/**
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* Is there a tunnel in the way in any direction?
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* @param tile the tile to search from.
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* @param z the 'z' to search on.
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* @param chunnel_allowed True if chunnel mid-parts are allowed, used when terraforming.
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* @return true if and only if there is a tunnel.
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*/
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bool IsTunnelInWay(TileIndex tile, int z, IsTunnelInWayFlags flags)
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{
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return IsTunnelInWaySingleAxis(tile, z, flags, false, 1) || IsTunnelInWaySingleAxis(tile, z, flags, true, TileOffsByDiagDir(DIAGDIR_SE));
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}
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void SetTunnelSignalStyle(TileIndex t, TileIndex end, uint8_t style)
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{
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if (style == 0) {
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/* Style already 0 */
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if (!HasBit(_m[t].m3, 7)) return;
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ClrBit(_m[t].m3, 7);
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ClrBit(_m[end].m3, 7);
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} else {
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SetBit(_m[t].m3, 7);
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SetBit(_m[end].m3, 7);
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}
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Tunnel::GetByTile(t)->style = style;
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}
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uint8_t GetTunnelSignalStyleExtended(TileIndex t)
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{
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return Tunnel::GetByTile(t)->style;
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}
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