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https://github.com/JGRennison/OpenTTD-patches.git
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71 lines
1.6 KiB
C++
71 lines
1.6 KiB
C++
/* $Id$ */
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/** @file tunnel_map.cpp Map accessors for tunnels. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "tunnel_map.h"
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#include "tunnelbridge_map.h"
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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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DiagDirection dir = GetTunnelBridgeDirection(tile);
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TileIndexDiff delta = TileOffsByDiagDir(dir);
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uint z = GetTileZ(tile);
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dir = ReverseDiagDir(dir);
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do {
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tile += delta;
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} while (
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!IsTunnelTile(tile) ||
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GetTunnelBridgeDirection(tile) != dir ||
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GetTileZ(tile) != z
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);
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return tile;
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}
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/**
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* Is there a tunnel in the way in the given 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 dir the direction to start searching to.
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* @return true if and only if there is a tunnel.
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*/
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bool IsTunnelInWayDir(TileIndex tile, uint z, DiagDirection dir)
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{
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TileIndexDiff delta = TileOffsByDiagDir(dir);
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uint height;
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do {
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tile -= delta;
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height = GetTileZ(tile);
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} while (z < height);
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return
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z == height &&
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IsTunnelTile(tile) &&
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GetTunnelBridgeDirection(tile) == dir;
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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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* @return true if and only if there is a tunnel.
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*/
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bool IsTunnelInWay(TileIndex tile, uint z)
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{
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return
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IsTunnelInWayDir(tile, z, (TileX(tile) > (MapMaxX() / 2)) ? DIAGDIR_NE : DIAGDIR_SW) ||
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IsTunnelInWayDir(tile, z, (TileY(tile) > (MapMaxY() / 2)) ? DIAGDIR_NW : DIAGDIR_SE);
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}
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