(svn r3857) Add and use GetBridgeRampDirection()

Note: This slightly changes the behavior of GetAnyRoadBits() to only return a road piece for the start of the bridge ramp instead of a full ROAD_[XY]
This commit is contained in:
tron 2006-03-14 12:00:11 +00:00
parent b2412f7472
commit 42d1731cc1
5 changed files with 27 additions and 13 deletions

View File

@ -2,6 +2,7 @@
#include "../../stdafx.h"
#include "../../openttd.h"
#include "../../bridge_map.h"
#include "../../functions.h"
#include "../../map.h"
#include "../../rail_map.h"
@ -2161,7 +2162,7 @@ static bool AiRemoveTileAndGoForward(Player *p)
// Check if the bridge points in the right direction.
// This is not really needed the first place AiRemoveTileAndGoForward is called.
if ((_m[tile].m5 & 1) != (p->ai.cur_dir_a & 1)) return false;
if (DiagDirToAxis(GetBridgeRampDirection(tile)) != (p->ai.cur_dir_a & 1U)) return false;
// Find other side of bridge.
offs = TileOffsByDir(p->ai.cur_dir_a);
@ -3673,18 +3674,18 @@ pos_3:
CMD_REMOVE_ROAD);
}
} else if (IsTileType(tile, MP_TUNNELBRIDGE)) {
byte b;
if (!IsTileOwner(tile, _current_player) || (_m[tile].m5 & 0xC6) != 0x80)
return;
m5 = 0;
b = _m[tile].m5 & 0x21;
if (b == 0) goto pos_0;
if (b == 1) goto pos_3;
if (b == 0x20) goto pos_2;
goto pos_1;
switch (GetBridgeRampDirection(tile)) {
default:
case DIAGDIR_NE: goto pos_2;
case DIAGDIR_SE: goto pos_3;
case DIAGDIR_SW: goto pos_0;
case DIAGDIR_NW: goto pos_1;
}
}
}

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@ -3,12 +3,25 @@
#ifndef BRIDGE_MAP_H
#define BRIDGE_MAP_H
#include "direction.h"
#include "macros.h"
#include "map.h"
#include "rail.h"
#include "tile.h"
/**
* Get the direction pointing onto the bridge
*/
static inline DiagDirection GetBridgeRampDirection(TileIndex t)
{
/* Heavy wizardry to convert the X/Y (bit 0) + N/S (bit 5) encoding of
* bridges to a DiagDirection
*/
return (DiagDirection)((6 - (_m[t].m5 >> 4 & 2) - (_m[t].m5 & 1)) % 4);
}
static inline void SetClearUnderBridge(TileIndex t)
{
SetTileOwner(t, OWNER_NONE);

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@ -2,6 +2,7 @@
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "functions.h"
#include "road_map.h"
#include "station.h"
@ -33,7 +34,7 @@ RoadBits GetAnyRoadBits(TileIndex tile)
} else {
// ending
if (GB(_m[tile].m5, 1, 2) != TRANSPORT_ROAD) return 0; // not a road bridge
return _m[tile].m5 & 1 ? ROAD_Y : ROAD_X;
return DiagDirToRoadBits(ReverseDiagDir(GetBridgeRampDirection(tile)));
}
} else {
// tunnel

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@ -73,7 +73,7 @@ static inline DiagDirection GetRoadDepotDirection(TileIndex tile)
* Special behavior:
* - road depots: entrance is treated as road piece
* - road tunnels: entrance is treated as road piece
* - bridge ramps: treated as straight road
* - bridge ramps: start of the ramp is treated as road piece
* - bridge middle parts: bridge itself is ignored
*/
RoadBits GetAnyRoadBits(TileIndex);

View File

@ -1019,10 +1019,9 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
if (f) DrawFoundation(ti, f);
}
/* Cope for the direction of the bridge */
if (HASBIT(ti->map5, 0)) base_offset++;
// HACK Wizardry to convert the bridge ramp direction into a sprite offset
base_offset += (6 - GetBridgeRampDirection(ti->tile)) % 4;
if (ti->map5 & 0x20) base_offset += 2; // which side
if (ti->tileh == 0) base_offset += 4; // sloped bridge head
/* Table number 6 always refers to the bridge heads for any bridge type */