Files @ r22926:82779a967ee2
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Location: cpp/openttd-patchpack/source/src/bridge_map.cpp

Niels Martin Hansen
Change: Modernise music control logic implementation (#6839)

Rewrite of almost the entire music control logic to a more modern style, hopefully also easier to understand. The old playlist handling made it look like arcane magic, which it doesn't have to be.

- Playlists are now stored in std::vector of objects instead of arrays of bytes with magic sentinel values, that need to be rotated around all the time. Position in playlist is stored as a simple index.
- The theme song is now reserved for the title screen, it doesn't play on any of the standard playlists, but is still available for use on custom playlists.
- When the player enters/leaves the game from the main menu, the music always restarts.
- Playback state (playing or not) is kept even if music becomes unavailable due to an empty playlist (or an empty music set), so it can restart immediately if music becomes available again.
- The shuffle algorithm was changed to a standard Fisher-Yates.
- Possibly better behavior when editing a custom playlist while it's playing.
- Custom playlists should be compatible.
- Framework for supporting custom playlists with songs from multiple music sets.
/* $Id$ */

/*
 * 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 bridge_map.cpp Map accessor functions for bridges. */

#include "stdafx.h"
#include "landscape.h"
#include "tunnelbridge_map.h"

#include "safeguards.h"


/**
 * Finds the end of a bridge in the specified direction starting at a middle tile
 * @param tile the bridge tile to find the bridge ramp for
 * @param dir  the direction to search in
 */
static TileIndex GetBridgeEnd(TileIndex tile, DiagDirection dir)
{
	TileIndexDiff delta = TileOffsByDiagDir(dir);

	dir = ReverseDiagDir(dir);
	do {
		tile += delta;
	} while (!IsBridgeTile(tile) || GetTunnelBridgeDirection(tile) != dir);

	return tile;
}


/**
 * Finds the northern end of a bridge starting at a middle tile
 * @param t the bridge tile to find the bridge ramp for
 */
TileIndex GetNorthernBridgeEnd(TileIndex t)
{
	return GetBridgeEnd(t, ReverseDiagDir(AxisToDiagDir(GetBridgeAxis(t))));
}


/**
 * Finds the southern end of a bridge starting at a middle tile
 * @param t the bridge tile to find the bridge ramp for
 */
TileIndex GetSouthernBridgeEnd(TileIndex t)
{
	return GetBridgeEnd(t, AxisToDiagDir(GetBridgeAxis(t)));
}


/**
 * Starting at one bridge end finds the other bridge end
 * @param t the bridge ramp tile to find the other bridge ramp for
 */
TileIndex GetOtherBridgeEnd(TileIndex tile)
{
	assert(IsBridgeTile(tile));
	return GetBridgeEnd(tile, GetTunnelBridgeDirection(tile));
}

/**
 * Get the height ('z') of a bridge.
 * @param tile the bridge ramp tile to get the bridge height from
 * @return the height of the bridge.
 */
int GetBridgeHeight(TileIndex t)
{
	int h;
	Slope tileh = GetTileSlope(t, &h);
	Foundation f = GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(t)));

	/* one height level extra for the ramp */
	return h + 1 + ApplyFoundationToSlope(f, &tileh);
}