Files @ r15577:a61e44bed2f3
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Location: cpp/openttd-patchpack/source/src/tilearea.cpp

rubidium
(svn r20247) -Fix: when it is known the loading an old savegame is going to fail, bail out immediately (using an exception) instead of going on until e.g. the expected number of byte is read
/* $Id$ */

/*
 * 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 tilearea.cpp Handling of tile areas. */

#include "stdafx.h"

#include "tile_map.h"
#include "core/math_func.hpp"
#include "tilearea_type.h"

/**
 * Construct this tile area based on two points.
 * @param start the start of the area
 * @param end   the end of the area
 */
TileArea::TileArea(TileIndex start, TileIndex end)
{
	uint sx = TileX(start);
	uint sy = TileY(start);
	uint ex = TileX(end);
	uint ey = TileY(end);

	if (sx > ex) Swap(sx, ex);
	if (sy > ey) Swap(sy, ey);

	this->tile = TileXY(sx, sy);
	this->w    = ex - sx + 1;
	this->h    = ey - sy + 1;
}

/**
 * Add a single tile to a tile area; enlarge if needed.
 * @param to_add The tile to add
 */
void TileArea::Add(TileIndex to_add)
{
	if (this->tile == INVALID_TILE) {
		this->tile = to_add;
		this->w = 1;
		this->h = 1;
		return;
	}

	uint sx = TileX(this->tile);
	uint sy = TileY(this->tile);
	uint ex = sx + this->w - 1;
	uint ey = sy + this->h - 1;

	uint ax = TileX(to_add);
	uint ay = TileY(to_add);

	sx = min(ax, sx);
	sy = min(ay, sy);
	ex = max(ax, ex);
	ey = max(ay, ey);

	this->tile = TileXY(sx, sy);
	this->w    = ex - sx + 1;
	this->h    = ey - sy + 1;
}

/**
 * Does this tile area intersect with another?
 * @param ta the other tile area to check against.
 * @return true if they intersect.
 */
bool TileArea::Intersects(const TileArea &ta) const
{
	if (ta.w == 0 || this->w == 0) return false;

	assert(ta.w != 0 && ta.h != 0 && this->w != 0 && this->h != 0);

	uint left1   = TileX(this->tile);
	uint top1    = TileY(this->tile);
	uint right1  = left1 + this->w - 1;
	uint bottom1 = top1  + this->h - 1;

	uint left2   = TileX(ta.tile);
	uint top2    = TileY(ta.tile);
	uint right2  = left2 + ta.w - 1;
	uint bottom2 = top2  + ta.h - 1;

	return !(
			left2   > right1  ||
			right2  < left1   ||
			top2    > bottom1 ||
			bottom2 < top1
		);
}

/**
 * Clamp the tile area to map borders.
 */
void TileArea::ClampToMap()
{
	assert(this->tile < MapSize());
	this->w = min(this->w, MapSizeX() - TileX(this->tile));
	this->h = min(this->h, MapSizeY() - TileY(this->tile));
}