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/* $Id$ */
/** @file road.cpp Generic road related functions. */
#include "stdafx.h"
#include "openttd.h"
#include "rail_map.h"
#include "road_map.h"
#include "road_internal.h"
#include "water_map.h"
#include "genworld.h"
#include "player_func.h"
#include "player_base.h"
#include "engine_func.h"
#include "engine_base.h"
#include "settings_type.h"
#include "date_func.h"
bool IsPossibleCrossing(const TileIndex tile, Axis ax)
{
return (IsTileType(tile, MP_RAILWAY) &&
!HasSignals(tile) &&
GetTrackBits(tile) == (ax == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X) &&
GetTileSlope(tile, NULL) == SLOPE_FLAT);
}
RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb)
{
for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
const TileIndex neighbor_tile = TileAddByDiagDir(tile, dir);
/* Get the Roadbit pointing to the neighbor_tile */
const RoadBits target_rb = DiagDirToRoadBits(dir);
/* If the roadbit is in the current plan */
if (org_rb & target_rb) {
bool connective = false;
const RoadBits mirrored_rb = MirrorRoadBits(target_rb);
switch (GetTileType(neighbor_tile)) {
/* Allways connective ones */
case MP_CLEAR: case MP_TREES:
connective = true;
break;
/* The conditionaly connective ones */
case MP_TUNNELBRIDGE:
case MP_STATION:
case MP_ROAD: {
const RoadBits neighbor_rb = GetAnyRoadBits(neighbor_tile, ROADTYPE_ROAD) | GetAnyRoadBits(neighbor_tile, ROADTYPE_TRAM);
/* Accept only connective tiles */
connective = (neighbor_rb & mirrored_rb) || // Neighbor has got the fitting RoadBit
CountBits(neighbor_rb) == 1; // Neighbor has got only one Roadbit
} break;
case MP_RAILWAY:
connective = IsPossibleCrossing(neighbor_tile, DiagDirToAxis(dir));
break;
case MP_WATER:
/* Check for real water tile */
connective = !IsWater(neighbor_tile);
break;
/* The defentetly not connective ones */
default: break;
}
/* If the neighbor tile is inconnective remove the planed road connection to it */
if (!connective) org_rb ^= target_rb;
}
}
return org_rb;
}
bool HasRoadTypesAvail(const PlayerID p, const RoadTypes rts)
{
RoadTypes avail_roadtypes;
if (p == OWNER_TOWN || _game_mode == GM_EDITOR || IsGeneratingWorld()) {
avail_roadtypes = ROADTYPES_ROAD;
} else {
if (!IsValidPlayer(p)) return false;
avail_roadtypes = (RoadTypes)GetPlayer(p)->avail_roadtypes | ROADTYPES_ROAD; // road is available for always for everybody
}
return (rts & ~avail_roadtypes) == 0;
}
bool ValParamRoadType(const RoadType rt)
{
return HasRoadTypesAvail(_current_player, RoadTypeToRoadTypes(rt));
}
RoadTypes GetPlayerRoadtypes(PlayerID p)
{
RoadTypes rt = ROADTYPES_NONE;
Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
const EngineInfo *ei = &e->info;
if (HasBit(ei->climates, _settings.game_creation.landscape) &&
(HasBit(e->player_avail, p) || _date >= e->intro_date + 365)) {
SetBit(rt, HasBit(ei->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD);
}
}
return rt;
}
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