77 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			77 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/*
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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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/**
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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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		if (!IsValidTile(tile)) return false;
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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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