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/* $Id$ */
/** @file tunnel_map.cpp Map accessors for tunnels. */
#include "stdafx.h"
#include "tunnelbridge_map.h"
/**
* Gets the other end of the tunnel. Where a vehicle would reappear when it
* enters at the given tile.
* @param tile the tile to search from.
* @return the tile of the other end of the tunnel.
*/
TileIndex GetOtherTunnelEnd(TileIndex tile)
{
DiagDirection dir = GetTunnelBridgeDirection(tile);
TileIndexDiff delta = TileOffsByDiagDir(dir);
uint z = GetTileZ(tile);
dir = ReverseDiagDir(dir);
do {
tile += delta;
} while (
!IsTunnelTile(tile) ||
GetTunnelBridgeDirection(tile) != dir ||
GetTileZ(tile) != z
);
return tile;
}
/**
* Is there a tunnel in the way in the given direction?
* @param tile the tile to search from.
* @param z the 'z' to search on.
* @param dir the direction to start searching to.
* @return true if and only if there is a tunnel.
*/
bool IsTunnelInWayDir(TileIndex tile, uint z, DiagDirection dir)
{
TileIndexDiff delta = TileOffsByDiagDir(dir);
uint height;
do {
tile -= delta;
if (!IsValidTile(tile)) return false;
height = GetTileZ(tile);
} while (z < height);
return
z == height &&
IsTunnelTile(tile) &&
GetTunnelBridgeDirection(tile) == dir;
}
/**
* Is there a tunnel in the way in any direction?
* @param tile the tile to search from.
* @param z the 'z' to search on.
* @return true if and only if there is a tunnel.
*/
bool IsTunnelInWay(TileIndex tile, uint z)
{
return
IsTunnelInWayDir(tile, z, (TileX(tile) > (MapMaxX() / 2)) ? DIAGDIR_NE : DIAGDIR_SW) ||
IsTunnelInWayDir(tile, z, (TileY(tile) > (MapMaxY() / 2)) ? DIAGDIR_NW : DIAGDIR_SE);
}
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