Files @ r9583:b6e25a00b908
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Location: cpp/openttd-patchpack/source/src/road.cpp - annotation

rubidium
(svn r13621) -Fix: building roadbits in the wrong direction on bridges or building roadbits from underneath the bridge to the bridgehead is impossible, so don't silently ignore that error when building over houses and industries is not ignored.
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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.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;
}