# Conflicts: # src/console_gui.cpp # src/lang/korean.txt # src/video/sdl2_v.cpp # src/video/sdl2_v.h # src/window.cpp # src/window_gui.h
		
			
				
	
	
		
			136 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			136 lines
		
	
	
		
			4.3 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 <unordered_map>
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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 std::unordered_map<TileIndex, TunnelID> tunnel_tile_index_map;
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static std::unordered_multimap<uint64, Tunnel*> tunnel_axis_height_index;
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static uint64 GetTunnelAxisHeightCacheKey(TileIndex tile, uint8 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) height) << 24) | (((uint64) 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) height) << 24);
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	}
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}
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static inline uint64 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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	auto range = tunnel_axis_height_index.equal_range(GetTunnelAxisHeightCacheKey(this));
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	bool have_erased = false;
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	for (auto it = range.first; it != range.second; ++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.emplace(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 tunnels = tunnel_axis_height_index.equal_range(GetTunnelAxisHeightCacheKey(tile, z, y_axis));
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	for (auto it = tunnels.first; it != tunnels.second; ++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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