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@ r17638:b5cd61522302
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Location: cpp/openttd-patchpack/source/src/ai/api/ai_tunnel.cpp
r17638:b5cd61522302
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(svn r22420) -Cleanup: Replace the somewhat mixed DOS+Windows palette with the pure DOS palette. Also blank the animation colours, which are filled from a different array anyway.
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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 ai_tunnel.cpp Implementation of AITunnel. */
#include "../../stdafx.h"
#include "ai_tunnel.hpp"
#include "ai_rail.hpp"
#include "../ai_instance.hpp"
#include "../../tunnel_map.h"
#include "../../command_func.h"
/* static */ bool AITunnel::IsTunnelTile(TileIndex tile)
{
if (!::IsValidTile(tile)) return false;
return ::IsTunnelTile(tile);
}
/* static */ TileIndex AITunnel::GetOtherTunnelEnd(TileIndex tile)
{
if (!::IsValidTile(tile)) return INVALID_TILE;
/* If it's a tunnel already, take the easy way out! */
if (IsTunnelTile(tile)) return ::GetOtherTunnelEnd(tile);
uint start_z;
Slope start_tileh = ::GetTileSlope(tile, &start_z);
DiagDirection direction = ::GetInclinedSlopeDirection(start_tileh);
if (direction == INVALID_DIAGDIR) return INVALID_TILE;
TileIndexDiff delta = ::TileOffsByDiagDir(direction);
uint end_z;
do {
tile += delta;
if (!::IsValidTile(tile)) return INVALID_TILE;
::GetTileSlope(tile, &end_z);
} while (start_z != end_z);
return tile;
}
/**
* Helper function to connect a just built tunnel to nearby roads.
* @param instance The AI we have to built the road for.
*/
static void _DoCommandReturnBuildTunnel2(class AIInstance *instance)
{
if (!AITunnel::_BuildTunnelRoad2()) {
AIInstance::DoCommandReturn(instance);
return;
}
/* This can never happen, as in test-mode this callback is never executed,
* and in execute-mode, the other callback is called. */
NOT_REACHED();
}
/**
* Helper function to connect a just built tunnel to nearby roads.
* @param instance The AI we have to built the road for.
*/
static void _DoCommandReturnBuildTunnel1(class AIInstance *instance)
{
if (!AITunnel::_BuildTunnelRoad1()) {
AIInstance::DoCommandReturn(instance);
return;
}
/* This can never happen, as in test-mode this callback is never executed,
* and in execute-mode, the other callback is called. */
NOT_REACHED();
}
/* static */ bool AITunnel::BuildTunnel(AIVehicle::VehicleType vehicle_type, TileIndex start)
{
EnforcePrecondition(false, ::IsValidTile(start));
EnforcePrecondition(false, vehicle_type == AIVehicle::VT_RAIL || vehicle_type == AIVehicle::VT_ROAD);
EnforcePrecondition(false, vehicle_type != AIVehicle::VT_RAIL || AIRail::IsRailTypeAvailable(AIRail::GetCurrentRailType()));
uint type = 0;
if (vehicle_type == AIVehicle::VT_ROAD) {
type |= (TRANSPORT_ROAD << 8);
type |= ::RoadTypeToRoadTypes((::RoadType)AIObject::GetRoadType());
} else {
type |= (TRANSPORT_RAIL << 8);
type |= AIRail::GetCurrentRailType();
}
/* For rail we do nothing special */
if (vehicle_type == AIVehicle::VT_RAIL) {
return AIObject::DoCommand(start, type, 0, CMD_BUILD_TUNNEL);
}
AIObject::SetCallbackVariable(0, start);
return AIObject::DoCommand(start, type, 0, CMD_BUILD_TUNNEL, NULL, &::_DoCommandReturnBuildTunnel1);
}
/* static */ bool AITunnel::_BuildTunnelRoad1()
{
/* Build the piece of road on the 'start' side of the tunnel */
TileIndex end = AIObject::GetCallbackVariable(0);
TileIndex start = AITunnel::GetOtherTunnelEnd(end);
DiagDirection dir_1 = ::DiagdirBetweenTiles(end, start);
DiagDirection dir_2 = ::ReverseDiagDir(dir_1);
return AIObject::DoCommand(start + ::TileOffsByDiagDir(dir_1), ::DiagDirToRoadBits(dir_2) | (AIObject::GetRoadType() << 4), 0, CMD_BUILD_ROAD, NULL, &::_DoCommandReturnBuildTunnel2);
}
/* static */ bool AITunnel::_BuildTunnelRoad2()
{
/* Build the piece of road on the 'end' side of the tunnel */
TileIndex end = AIObject::GetCallbackVariable(0);
TileIndex start = AITunnel::GetOtherTunnelEnd(end);
DiagDirection dir_1 = ::DiagdirBetweenTiles(end, start);
DiagDirection dir_2 = ::ReverseDiagDir(dir_1);
return AIObject::DoCommand(end + ::TileOffsByDiagDir(dir_2), ::DiagDirToRoadBits(dir_1) | (AIObject::GetRoadType() << 4), 0, CMD_BUILD_ROAD);
}
/* static */ bool AITunnel::RemoveTunnel(TileIndex tile)
{
EnforcePrecondition(false, IsTunnelTile(tile));
return AIObject::DoCommand(tile, 0, 0, CMD_LANDSCAPE_CLEAR);
}
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