Files @ r25958:603d75b53498
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Location: cpp/openttd-patchpack/source/src/tunnel_map.cpp

Patric Stout
Doc: update multiplayer documentation with latest changes (#9552)

Although several places were fixed during the PR making the change,
not all made it in this document.

While at it, removed all kinds of Markdown warnings by an excessive
usage of spacebar in this document.
/*
 * 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"

#include "safeguards.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);
	int 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, int z, DiagDirection dir)
{
	TileIndexDiff delta = TileOffsByDiagDir(dir);
	int 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, int z)
{
	return IsTunnelInWayDir(tile, z, (TileX(tile) > (MapMaxX() / 2)) ? DIAGDIR_NE : DIAGDIR_SW) ||
			IsTunnelInWayDir(tile, z, (TileY(tile) > (MapMaxY() / 2)) ? DIAGDIR_NW : DIAGDIR_SE);
}