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Location: cpp/openttd-patchpack/source/src/road.cpp
r24161:6a03a2a7db69
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Fix: OpenGFX download link did no longer work. (#8105)
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* 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 road.cpp Generic road related functions. */
#include "stdafx.h"
#include "rail_map.h"
#include "road_map.h"
#include "water_map.h"
#include "genworld.h"
#include "company_func.h"
#include "company_base.h"
#include "engine_base.h"
#include "date_func.h"
#include "landscape.h"
#include "road.h"
#include "road_func.h"
#include "roadveh.h"
#include "safeguards.h"
/**
* Return if the tile is a valid tile for a crossing.
*
* @param tile the current tile
* @param ax the axis of the road over the rail
* @return true if it is a valid tile
*/
static bool IsPossibleCrossing(const TileIndex tile, Axis ax)
{
return (IsTileType(tile, MP_RAILWAY) &&
GetRailTileType(tile) == RAIL_TILE_NORMAL &&
GetTrackBits(tile) == (ax == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X) &&
GetFoundationSlope(tile) == SLOPE_FLAT);
}
/**
* Clean up unnecessary RoadBits of a planned tile.
* @param tile current tile
* @param org_rb planned RoadBits
* @return optimised RoadBits
*/
RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb)
{
if (!IsValidTile(tile)) return ROAD_NONE;
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);
if (IsValidTile(neighbor_tile)) {
switch (GetTileType(neighbor_tile)) {
/* Always connective ones */
case MP_CLEAR: case MP_TREES:
connective = true;
break;
/* The conditionally connective ones */
case MP_TUNNELBRIDGE:
case MP_STATION:
case MP_ROAD:
if (IsNormalRoadTile(neighbor_tile)) {
/* Always connective */
connective = true;
} else {
const RoadBits neighbor_rb = GetAnyRoadBits(neighbor_tile, RTT_ROAD) | GetAnyRoadBits(neighbor_tile, RTT_TRAM);
/* Accept only connective tiles */
connective = (neighbor_rb & mirrored_rb) != ROAD_NONE;
}
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 definitely not connective ones */
default: break;
}
}
/* If the neighbor tile is inconnective, remove the planned road connection to it */
if (!connective) org_rb ^= target_rb;
}
}
return org_rb;
}
/**
* Finds out, whether given company has a given RoadType available for construction.
* @param company ID of company
* @param roadtypet RoadType to test
* @return true if company has the requested RoadType available
*/
bool HasRoadTypeAvail(const CompanyID company, RoadType roadtype)
{
if (company == OWNER_DEITY || company == OWNER_TOWN || _game_mode == GM_EDITOR || _generating_world) {
return true; // TODO: should there be a proper check?
} else {
const Company *c = Company::GetIfValid(company);
if (c == nullptr) return false;
return HasBit(c->avail_roadtypes & ~_roadtypes_hidden_mask, roadtype);
}
}
static RoadTypes GetMaskForRoadTramType(RoadTramType rtt)
{
return rtt == RTT_TRAM ? _roadtypes_type : ~_roadtypes_type;
}
/**
* Test if any buildable RoadType is available for a company.
* @param company the company in question
* @return true if company has any RoadTypes available
*/
bool HasAnyRoadTypesAvail(CompanyID company, RoadTramType rtt)
{
return (Company::Get(company)->avail_roadtypes & ~_roadtypes_hidden_mask & GetMaskForRoadTramType(rtt)) != ROADTYPES_NONE;
}
/**
* Validate functions for rail building.
* @param roadtype road type to check.
* @return true if the current company may build the road.
*/
bool ValParamRoadType(RoadType roadtype)
{
return roadtype != INVALID_ROADTYPE && HasRoadTypeAvail(_current_company, roadtype);
}
/**
* Add the road types that are to be introduced at the given date.
* @param rt Roadtype
* @param current The currently available roadtypes.
* @param date The date for the introduction comparisons.
* @return The road types that should be available when date
* introduced road types are taken into account as well.
*/
RoadTypes AddDateIntroducedRoadTypes(RoadTypes current, Date date)
{
RoadTypes rts = current;
for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
/* Unused road type. */
if (rti->label == 0) continue;
/* Not date introduced. */
if (!IsInsideMM(rti->introduction_date, 0, MAX_DAY)) continue;
/* Not yet introduced at this date. */
if (rti->introduction_date > date) continue;
/* Have we introduced all required roadtypes? */
RoadTypes required = rti->introduction_required_roadtypes;
if ((rts & required) != required) continue;
rts |= rti->introduces_roadtypes;
}
/* When we added roadtypes we need to run this method again; the added
* roadtypes might enable more rail types to become introduced. */
return rts == current ? rts : AddDateIntroducedRoadTypes(rts, date);
}
/**
* Get the road types the given company can build.
* @param company the company to get the road types for.
* @param introduces If true, include road types introduced by other road types
* @return the road types.
*/
RoadTypes GetCompanyRoadTypes(CompanyID company, bool introduces)
{
RoadTypes rts = ROADTYPES_NONE;
for (const Engine *e : Engine::IterateType(VEH_ROAD)) {
const EngineInfo *ei = &e->info;
if (HasBit(ei->climates, _settings_game.game_creation.landscape) &&
(HasBit(e->company_avail, company) || _date >= e->intro_date + DAYS_IN_YEAR)) {
const RoadVehicleInfo *rvi = &e->u.road;
assert(rvi->roadtype < ROADTYPE_END);
if (introduces) {
rts |= GetRoadTypeInfo(rvi->roadtype)->introduces_roadtypes;
} else {
SetBit(rts, rvi->roadtype);
}
}
}
if (introduces) return AddDateIntroducedRoadTypes(rts, _date);
return rts;
}
/**
* Get list of road types, regardless of company availability.
* @param introduces If true, include road types introduced by other road types
* @return the road types.
*/
RoadTypes GetRoadTypes(bool introduces)
{
RoadTypes rts = ROADTYPES_NONE;
for (const Engine *e : Engine::IterateType(VEH_ROAD)) {
const EngineInfo *ei = &e->info;
if (!HasBit(ei->climates, _settings_game.game_creation.landscape)) continue;
const RoadVehicleInfo *rvi = &e->u.road;
assert(rvi->roadtype < ROADTYPE_END);
if (introduces) {
rts |= GetRoadTypeInfo(rvi->roadtype)->introduces_roadtypes;
} else {
SetBit(rts, rvi->roadtype);
}
}
if (introduces) return AddDateIntroducedRoadTypes(rts, MAX_DAY);
return rts;
}
/**
* Get the road type for a given label.
* @param label the roadtype label.
* @param allow_alternate_labels Search in the alternate label lists as well.
* @return the roadtype.
*/
RoadType GetRoadTypeByLabel(RoadTypeLabel label, bool allow_alternate_labels)
{
/* Loop through each road type until the label is found */
for (RoadType r = ROADTYPE_BEGIN; r != ROADTYPE_END; r++) {
const RoadTypeInfo *rti = GetRoadTypeInfo(r);
if (rti->label == label) return r;
}
if (allow_alternate_labels) {
/* Test if any road type defines the label as an alternate. */
for (RoadType r = ROADTYPE_BEGIN; r != ROADTYPE_END; r++) {
const RoadTypeInfo *rti = GetRoadTypeInfo(r);
if (std::find(rti->alternate_labels.begin(), rti->alternate_labels.end(), label) != rti->alternate_labels.end()) return r;
}
}
/* No matching label was found, so it is invalid */
return INVALID_ROADTYPE;
}
/**
* Returns the available RoadSubTypes for the provided RoadType
* If the given company is valid then will be returned a list of the available sub types at the current date, while passing
* a deity company will make all the sub types available
* @param rt the RoadType to filter
* @param c the company ID to check the roadtype against
* @param any_date whether to return only currently introduced roadtypes or also future ones
* @returns the existing RoadSubTypes
*/
RoadTypes ExistingRoadTypes(CompanyID c)
{
/* Check only players which can actually own vehicles, editor and gamescripts are considered deities */
if (c < OWNER_END) {
const Company *company = Company::GetIfValid(c);
if (company != nullptr) return company->avail_roadtypes;
}
RoadTypes known_roadtypes = ROADTYPES_NONE;
/* Find used roadtypes */
for (Engine *e : Engine::IterateType(VEH_ROAD)) {
/* Check if the roadtype can be used in the current climate */
if (!HasBit(e->info.climates, _settings_game.game_creation.landscape)) continue;
/* Check whether available for all potential companies */
if (e->company_avail != (CompanyMask)-1) continue;
known_roadtypes |= GetRoadTypeInfo(e->u.road.roadtype)->introduces_roadtypes;
}
/* Get the date introduced roadtypes as well. */
known_roadtypes = AddDateIntroducedRoadTypes(known_roadtypes, MAX_DAY);
return known_roadtypes;
}
/**
* Check whether we can build infrastructure for the given RoadType. This to disable building stations etc. when
* you are not allowed/able to have the RoadType yet.
* @param roadtype the roadtype to check this for
* @param company the company id to check this for
* @param any_date to check only existing vehicles or if it is possible to build them in the future
* @return true if there is any reason why you may build the infrastructure for the given roadtype
*/
bool CanBuildRoadTypeInfrastructure(RoadType roadtype, CompanyID company)
{
if (_game_mode != GM_EDITOR && !Company::IsValidID(company)) return false;
if (!_settings_client.gui.disable_unsuitable_building) return true;
if (!HasAnyRoadTypesAvail(company, GetRoadTramType(roadtype))) return false;
RoadTypes roadtypes = ExistingRoadTypes(company);
/* Check if the filtered roadtypes does have the roadtype we are checking for
* and if we can build new ones */
if (_settings_game.vehicle.max_roadveh > 0 && HasBit(roadtypes, roadtype)) {
/* Can we actually build the vehicle type? */
for (const Engine *e : Engine::IterateType(VEH_ROAD)) {
if (!HasBit(e->company_avail, company)) continue;
if (HasPowerOnRoad(e->u.road.roadtype, roadtype) || HasPowerOnRoad(roadtype, e->u.road.roadtype)) return true;
}
return false;
}
/* We should be able to build infrastructure when we have the actual vehicle type */
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == VEH_ROAD && (company == OWNER_DEITY || v->owner == company) &&
HasBit(roadtypes, RoadVehicle::From(v)->roadtype) && HasPowerOnRoad(RoadVehicle::From(v)->roadtype, roadtype)) return true;
}
return false;
}
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