Files @ r15913:089431d6de35
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Location: cpp/openttd-patchpack/source/src/tunnel_map.cpp

rubidium
(svn r20607) -Fix: retain information about all base sets that are found and not only the latest version. This to stop confusing people that use newer versions of the base sets than those available via BaNaNaS.
/* $Id$ */

/*
 * This file is part of OpenTTD.
 * 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.
 * 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.
 * 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/>.
 */

/** @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);
}