mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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334 lines
11 KiB
C++
334 lines
11 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 road.cpp Generic road related functions. */
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#include "stdafx.h"
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#include "rail_map.h"
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#include "road_map.h"
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#include "water_map.h"
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#include "genworld.h"
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#include "company_func.h"
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#include "company_base.h"
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#include "engine_base.h"
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#include "date_func.h"
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#include "landscape.h"
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#include "road.h"
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#include "road_func.h"
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#include "roadveh.h"
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#include "safeguards.h"
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/**
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* Return if the tile is a valid tile for a crossing.
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*
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* @param tile the current tile
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* @param ax the axis of the road over the rail
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* @return true if it is a valid tile
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*/
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static bool IsPossibleCrossing(const TileIndex tile, Axis ax)
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{
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return (IsTileType(tile, MP_RAILWAY) &&
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GetRailTileType(tile) == RAIL_TILE_NORMAL &&
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GetTrackBits(tile) == (ax == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X) &&
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GetFoundationSlope(tile) == SLOPE_FLAT);
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}
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/**
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* Clean up unnecessary RoadBits of a planned tile.
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* @param tile current tile
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* @param org_rb planned RoadBits
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* @return optimised RoadBits
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*/
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RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb)
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{
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if (!IsValidTile(tile)) return ROAD_NONE;
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for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
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const TileIndex neighbor_tile = TileAddByDiagDir(tile, dir);
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/* Get the Roadbit pointing to the neighbor_tile */
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const RoadBits target_rb = DiagDirToRoadBits(dir);
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/* If the roadbit is in the current plan */
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if (org_rb & target_rb) {
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bool connective = false;
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const RoadBits mirrored_rb = MirrorRoadBits(target_rb);
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if (IsValidTile(neighbor_tile)) {
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switch (GetTileType(neighbor_tile)) {
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/* Always connective ones */
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case MP_CLEAR: case MP_TREES:
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connective = true;
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break;
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/* The conditionally connective ones */
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case MP_TUNNELBRIDGE:
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case MP_STATION:
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case MP_ROAD:
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if (IsNormalRoadTile(neighbor_tile)) {
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/* Always connective */
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connective = true;
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} else {
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const RoadBits neighbor_rb = GetAnyRoadBits(neighbor_tile, RTT_ROAD) | GetAnyRoadBits(neighbor_tile, RTT_TRAM);
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/* Accept only connective tiles */
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connective = (neighbor_rb & mirrored_rb) != ROAD_NONE;
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}
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break;
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case MP_RAILWAY:
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connective = IsPossibleCrossing(neighbor_tile, DiagDirToAxis(dir));
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break;
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case MP_WATER:
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/* Check for real water tile */
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connective = !IsWater(neighbor_tile);
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break;
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/* The definitely not connective ones */
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default: break;
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}
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}
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/* If the neighbor tile is inconnective, remove the planned road connection to it */
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if (!connective) org_rb ^= target_rb;
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}
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}
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return org_rb;
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}
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/**
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* Finds out, whether given company has a given RoadType available for construction.
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* @param company ID of company
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* @param roadtypet RoadType to test
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* @return true if company has the requested RoadType available
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*/
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bool HasRoadTypeAvail(const CompanyID company, RoadType roadtype)
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{
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if (company == OWNER_DEITY || company == OWNER_TOWN || _game_mode == GM_EDITOR || _generating_world) {
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return true; // TODO: should there be a proper check?
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} else {
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const Company *c = Company::GetIfValid(company);
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if (c == nullptr) return false;
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return HasBit(c->avail_roadtypes & ~_roadtypes_hidden_mask, roadtype);
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}
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}
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static RoadTypes GetMaskForRoadTramType(RoadTramType rtt)
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{
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return rtt == RTT_TRAM ? _roadtypes_type : ~_roadtypes_type;
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}
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/**
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* Test if any buildable RoadType is available for a company.
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* @param company the company in question
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* @return true if company has any RoadTypes available
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*/
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bool HasAnyRoadTypesAvail(CompanyID company, RoadTramType rtt)
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{
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return (Company::Get(company)->avail_roadtypes & ~_roadtypes_hidden_mask & GetMaskForRoadTramType(rtt)) != ROADTYPES_NONE;
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}
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/**
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* Validate functions for rail building.
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* @param roadtype road type to check.
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* @return true if the current company may build the road.
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*/
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bool ValParamRoadType(RoadType roadtype)
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{
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return roadtype != INVALID_ROADTYPE && HasRoadTypeAvail(_current_company, roadtype);
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}
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/**
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* Add the road types that are to be introduced at the given date.
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* @param rt Roadtype
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* @param current The currently available roadtypes.
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* @param date The date for the introduction comparisons.
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* @return The road types that should be available when date
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* introduced road types are taken into account as well.
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*/
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RoadTypes AddDateIntroducedRoadTypes(RoadTypes current, Date date)
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{
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RoadTypes rts = current;
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for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
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const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
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/* Unused road type. */
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if (rti->label == 0) continue;
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/* Not date introduced. */
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if (!IsInsideMM(rti->introduction_date, 0, MAX_DAY)) continue;
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/* Not yet introduced at this date. */
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if (rti->introduction_date > date) continue;
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/* Have we introduced all required roadtypes? */
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RoadTypes required = rti->introduction_required_roadtypes;
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if ((rts & required) != required) continue;
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rts |= rti->introduces_roadtypes;
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}
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/* When we added roadtypes we need to run this method again; the added
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* roadtypes might enable more rail types to become introduced. */
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return rts == current ? rts : AddDateIntroducedRoadTypes(rts, date);
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}
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/**
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* Get the road types the given company can build.
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* @param company the company to get the road types for.
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* @param introduces If true, include road types introduced by other road types
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* @return the road types.
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*/
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RoadTypes GetCompanyRoadTypes(CompanyID company, bool introduces)
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{
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RoadTypes rts = ROADTYPES_NONE;
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for (const Engine *e : Engine::IterateType(VEH_ROAD)) {
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const EngineInfo *ei = &e->info;
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if (HasBit(ei->climates, _settings_game.game_creation.landscape) &&
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(HasBit(e->company_avail, company) || _date >= e->intro_date + DAYS_IN_YEAR)) {
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const RoadVehicleInfo *rvi = &e->u.road;
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assert(rvi->roadtype < ROADTYPE_END);
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if (introduces) {
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rts |= GetRoadTypeInfo(rvi->roadtype)->introduces_roadtypes;
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} else {
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SetBit(rts, rvi->roadtype);
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}
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}
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}
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if (introduces) return AddDateIntroducedRoadTypes(rts, _date);
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return rts;
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}
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/**
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* Get list of road types, regardless of company availability.
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* @param introduces If true, include road types introduced by other road types
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* @return the road types.
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*/
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RoadTypes GetRoadTypes(bool introduces)
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{
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RoadTypes rts = ROADTYPES_NONE;
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for (const Engine *e : Engine::IterateType(VEH_ROAD)) {
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const EngineInfo *ei = &e->info;
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if (!HasBit(ei->climates, _settings_game.game_creation.landscape)) continue;
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const RoadVehicleInfo *rvi = &e->u.road;
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assert(rvi->roadtype < ROADTYPE_END);
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if (introduces) {
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rts |= GetRoadTypeInfo(rvi->roadtype)->introduces_roadtypes;
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} else {
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SetBit(rts, rvi->roadtype);
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}
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}
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if (introduces) return AddDateIntroducedRoadTypes(rts, MAX_DAY);
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return rts;
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}
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/**
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* Get the road type for a given label.
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* @param label the roadtype label.
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* @param allow_alternate_labels Search in the alternate label lists as well.
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* @return the roadtype.
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*/
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RoadType GetRoadTypeByLabel(RoadTypeLabel label, bool allow_alternate_labels)
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{
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/* Loop through each road type until the label is found */
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for (RoadType r = ROADTYPE_BEGIN; r != ROADTYPE_END; r++) {
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const RoadTypeInfo *rti = GetRoadTypeInfo(r);
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if (rti->label == label) return r;
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}
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if (allow_alternate_labels) {
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/* Test if any road type defines the label as an alternate. */
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for (RoadType r = ROADTYPE_BEGIN; r != ROADTYPE_END; r++) {
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const RoadTypeInfo *rti = GetRoadTypeInfo(r);
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if (std::find(rti->alternate_labels.begin(), rti->alternate_labels.end(), label) != rti->alternate_labels.end()) return r;
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}
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}
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/* No matching label was found, so it is invalid */
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return INVALID_ROADTYPE;
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}
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/**
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* Returns the available RoadSubTypes for the provided RoadType
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* If the given company is valid then will be returned a list of the available sub types at the current date, while passing
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* a deity company will make all the sub types available
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* @param rt the RoadType to filter
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* @param c the company ID to check the roadtype against
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* @param any_date whether to return only currently introduced roadtypes or also future ones
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* @returns the existing RoadSubTypes
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*/
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RoadTypes ExistingRoadTypes(CompanyID c)
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{
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/* Check only players which can actually own vehicles, editor and gamescripts are considered deities */
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if (c < OWNER_END) {
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const Company *company = Company::GetIfValid(c);
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if (company != nullptr) return company->avail_roadtypes;
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}
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RoadTypes known_roadtypes = ROADTYPES_NONE;
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/* Find used roadtypes */
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for (Engine *e : Engine::IterateType(VEH_ROAD)) {
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/* Check if the roadtype can be used in the current climate */
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if (!HasBit(e->info.climates, _settings_game.game_creation.landscape)) continue;
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/* Check whether available for all potential companies */
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if (e->company_avail != (CompanyMask)-1) continue;
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known_roadtypes |= GetRoadTypeInfo(e->u.road.roadtype)->introduces_roadtypes;
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}
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/* Get the date introduced roadtypes as well. */
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known_roadtypes = AddDateIntroducedRoadTypes(known_roadtypes, MAX_DAY);
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return known_roadtypes;
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}
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/**
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* Check whether we can build infrastructure for the given RoadType. This to disable building stations etc. when
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* you are not allowed/able to have the RoadType yet.
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* @param roadtype the roadtype to check this for
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* @param company the company id to check this for
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* @param any_date to check only existing vehicles or if it is possible to build them in the future
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* @return true if there is any reason why you may build the infrastructure for the given roadtype
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*/
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bool CanBuildRoadTypeInfrastructure(RoadType roadtype, CompanyID company)
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{
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if (_game_mode != GM_EDITOR && !Company::IsValidID(company)) return false;
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if (!_settings_client.gui.disable_unsuitable_building) return true;
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if (!HasAnyRoadTypesAvail(company, GetRoadTramType(roadtype))) return false;
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RoadTypes roadtypes = ExistingRoadTypes(company);
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/* Check if the filtered roadtypes does have the roadtype we are checking for
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* and if we can build new ones */
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if (_settings_game.vehicle.max_roadveh > 0 && HasBit(roadtypes, roadtype)) {
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/* Can we actually build the vehicle type? */
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for (const Engine *e : Engine::IterateType(VEH_ROAD)) {
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if (!HasBit(e->company_avail, company)) continue;
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if (HasPowerOnRoad(e->u.road.roadtype, roadtype) || HasPowerOnRoad(roadtype, e->u.road.roadtype)) return true;
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}
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return false;
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}
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/* We should be able to build infrastructure when we have the actual vehicle type */
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for (const Vehicle *v : Vehicle::Iterate()) {
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if (v->type == VEH_ROAD && (company == OWNER_DEITY || v->owner == company) &&
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HasBit(roadtypes, RoadVehicle::From(v)->roadtype) && HasPowerOnRoad(RoadVehicle::From(v)->roadtype, roadtype)) return true;
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}
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return false;
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}
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