Files @ r7596:afd285ff90bb
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Location: cpp/openttd-patchpack/source/src/tunnel_map.cpp

miham
(svn r11123) -Update: WebTranslator2 update to 2007-09-17 12:45:29
afrikaans - 47 fixed, 52 changed by TrueTenacity (99)
brazilian_portuguese - 23 changed by fukumori (23)
bulgarian - 14 fixed by thetitan (14)
catalan - 3 changed by arnaullv (3)
croatian - 6 fixed, 12 changed by knovak (15), tperic (3)
danish - 20 fixed by ThomasA (20)
finnish - 20 fixed by habazi (20)
german - 10 fixed by Timwi (10)
hungarian - 1 fixed by miham (1)
italian - 1 fixed by lorenzodv (1)
japanese - 6 fixed by ickoonite (6)
norwegian_nynorsk - 6 fixed by pollux (6)
piglatin - 20 fixed by adammw (20)
russian - 20 fixed by Smoky555 (20)
slovak - 1 fixed by lengyel (1)
slovenian - 7 fixed by Necrolyte (7)
spanish - 1 changed by Cabu (1)
traditional_chinese - 21 fixed by xbddc (21)
/* $Id$ */

/** @file tunnel_map.cpp */

#include "stdafx.h"
#include "openttd.h"
#include "tile.h"
#include "tunnel_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 = GetTunnelDirection(tile);
	TileIndexDiff delta = TileOffsByDiagDir(dir);
	uint z = GetTileZ(tile);

	dir = ReverseDiagDir(dir);
	do {
		tile += delta;
	} while (
		!IsTunnelTile(tile) ||
		GetTunnelDirection(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;
		height = GetTileZ(tile);
	} while (z < height);

	return
		z == height &&
		IsTunnelTile(tile) &&
		GetTunnelDirection(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);
}