150 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
		
			4.5 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 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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/**
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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 curent 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 unneccesary RoadBits of a planed tile.
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 * @param tile current tile
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 * @param org_rb planed 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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			switch (GetTileType(neighbor_tile)) {
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				/* Allways 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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					const RoadBits neighbor_rb = GetAnyRoadBits(neighbor_tile, ROADTYPE_ROAD) | GetAnyRoadBits(neighbor_tile, ROADTYPE_TRAM);
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					/* Accept only connective tiles */
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					connective = (neighbor_rb & mirrored_rb) || // Neighbor has got the fitting RoadBit
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							HasExactlyOneBit(neighbor_rb); // Neighbor has got only one Roadbit
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					break;
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				}
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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 defentetly not connective ones */
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				default: break;
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			}
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			/* If the neighbor tile is inconnective remove the planed 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 all given RoadTypes available
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 * @param company ID of company
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 * @param rts RoadTypes to test
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 * @return true if company has all requested RoadTypes available
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 */
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bool HasRoadTypesAvail(const CompanyID company, const RoadTypes rts)
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{
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	RoadTypes avail_roadtypes;
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	if (company == OWNER_DEITY || company == OWNER_TOWN || _game_mode == GM_EDITOR || _generating_world) {
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		avail_roadtypes = ROADTYPES_ROAD;
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	} else {
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		Company *c = Company::GetIfValid(company);
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		if (c == NULL) return false;
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		avail_roadtypes = (RoadTypes)c->avail_roadtypes | ROADTYPES_ROAD; // road is available for always for everybody
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	}
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	return (rts & ~avail_roadtypes) == 0;
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}
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/**
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 * Validate functions for rail building.
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 * @param rt 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(const RoadType rt)
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{
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	return HasRoadTypesAvail(_current_company, RoadTypeToRoadTypes(rt));
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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 roadtypes for.
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 * @return the road types.
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 */
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RoadTypes GetCompanyRoadtypes(CompanyID company)
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{
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	RoadTypes rt = ROADTYPES_NONE;
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	Engine *e;
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	FOR_ALL_ENGINES_OF_TYPE(e, 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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			SetBit(rt, HasBit(ei->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD);
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		}
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	}
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	return rt;
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}
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