(svn r3777) Add some functions to handle tunnels

This commit is contained in:
tron 2006-03-06 20:55:24 +00:00
parent 2d3c28f2b3
commit f2dc736554
11 changed files with 132 additions and 46 deletions

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@ -700,6 +700,7 @@ SRCS += town_gui.c
SRCS += train_cmd.c
SRCS += train_gui.c
SRCS += tree_cmd.c
SRCS += tunnel_map.c
SRCS += tunnelbridge_cmd.c
SRCS += unmovable_cmd.c
SRCS += vehicle.c

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@ -52,4 +52,10 @@ typedef enum Axis {
AXIS_Y = 1
} Axis;
static inline Axis DiagDirToAxis(DiagDirection d)
{
return (Axis)(d & 1);
}
#endif

5
npf.c
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@ -11,6 +11,7 @@
#include "station.h"
#include "tile.h"
#include "depot.h"
#include "tunnel_map.h"
static AyStar _npf_aystar;
@ -162,7 +163,7 @@ static uint NPFTunnelCost(AyStarNode* current)
{
DiagDirection exitdir = TrackdirToExitdir((Trackdir)current->direction);
TileIndex tile = current->tile;
if ((DiagDirection)GB(_m[tile].m5, 0, 2) == ReverseDiagDir(exitdir)) {
if (GetTunnelDirection(tile) == ReverseDiagDir(exitdir)) {
/* We just popped out if this tunnel, since were
* facing the tunnel exit */
FindLengthOfTunnelResult flotr;
@ -519,7 +520,7 @@ static void NPFFollowTrack(AyStar* aystar, OpenListNode* current)
/* Find dest tile */
if (IsTileType(src_tile, MP_TUNNELBRIDGE) &&
GB(_m[src_tile].m5, 4, 4) == 0 &&
(DiagDirection)GB(_m[src_tile].m5, 0, 2) == src_exitdir) {
GetTunnelDirection(src_tile) == src_exitdir) {
/* This is a tunnel. We know this tunnel is our type,
* otherwise we wouldn't have got here. It is also facing us,
* so we should skip it's body */

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@ -8,6 +8,7 @@
#include "pathfind.h"
#include "rail.h"
#include "debug.h"
#include "tunnel_map.h"
#include "variables.h"
// remember which tiles we have already visited so we don't visit them again.
@ -232,8 +233,8 @@ FindLengthOfTunnelResult FindLengthOfTunnel(TileIndex tile, uint direction)
if (IsTileType(tile, MP_TUNNELBRIDGE) &&
GB(_m[tile].m5, 4, 4) == 0 && // tunnel entrance/exit
// GB(_m[tile].m5, 2, 2) == type && // rail/road-tunnel <-- This is not necesary to check, right?
(GB(_m[tile].m5, 0, 2) ^ 2) == direction && // entrance towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
// GetTunnelTransportType(tile) == type && // rail/road-tunnel <-- This is not necesary to check, right?
ReverseDiagDir(GetTunnelDirection(tile)) == direction &&
GetSlopeZ(x + 8, y + 8) == z) {
break;
}
@ -283,8 +284,8 @@ static void TPFMode1(TrackPathFinder* tpf, TileIndex tile, DiagDirection directi
TileIndex tile_org = tile;
if (IsTileType(tile, MP_TUNNELBRIDGE) && GB(_m[tile].m5, 4, 4) == 0) {
if (GB(_m[tile].m5, 0, 2) != direction ||
GB(_m[tile].m5, 2, 2) != tpf->tracktype) {
if (GetTunnelDirection(tile) != direction ||
GetTunnelTransportType(tile) != tpf->tracktype) {
return;
}
tile = SkipToEndOfTunnel(tpf, tile, direction);
@ -717,13 +718,14 @@ start_at:
// need to find the exit of the tunnel.
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
if (GB(_m[tile].m5, 4, 4) == 0 &&
GB(_m[tile].m5, 0, 2) != (direction ^ 2)) {
GetTunnelDirection(tile) != ReverseDiagDir(direction)) {
/* This is a tunnel tile */
/* We are not just driving out of the tunnel */
if (GB(_m[tile].m5, 0, 2) != direction || GB(_m[tile].m5, 2, 2) != tpf->tracktype)
/* We are not driving into the tunnel, or it
* is an invalid tunnel */
if (GetTunnelDirection(tile) != direction ||
GetTunnelTransportType(tile) != tpf->tracktype) {
// We are not driving into the tunnel, or it is an invalid tunnel
continue;
}
flotr = FindLengthOfTunnel(tile, direction);
si.cur_length += flotr.length * DIAG_FACTOR;
tile = flotr.tile;

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@ -10,6 +10,7 @@
#include "table/strings.h"
#include "map.h"
#include "tile.h"
#include "tunnel_map.h"
#include "vehicle.h"
#include "viewport.h"
#include "command.h"
@ -1627,21 +1628,21 @@ static bool SignalVehicleCheck(TileIndex tile, uint track)
if (IsTileType(tile, MP_TUNNELBRIDGE) && GB(_m[tile].m5, 4, 4) == 0) {
// It is a tunnel we're checking, we need to do some special stuff
// because VehicleFromPos will not find the vihicle otherwise
byte direction = GB(_m[tile].m5, 0, 2);
FindLengthOfTunnelResult flotr;
flotr = FindLengthOfTunnel(tile, direction);
TileIndex end = GetOtherTunnelEnd(tile);
DiagDirection direction = GetTunnelDirection(tile);
dest.track = 1 << (direction & 1); // get the trackbit the vehicle would have if it has not entered the tunnel yet (ie is still visible)
// check for a vehicle with that trackdir on the start tile of the tunnel
if (VehicleFromPos(tile, &dest, SignalVehicleCheckProc) != NULL) return true;
// check for a vehicle with that trackdir on the end tile of the tunnel
if (VehicleFromPos(flotr.tile, &dest, SignalVehicleCheckProc) != NULL) return true;
if (VehicleFromPos(end, &dest, SignalVehicleCheckProc) != NULL) return true;
// now check all tiles from start to end for a "hidden" vehicle
// NOTE: the hashes for tiles may overlap, so this could maybe be optimised a bit by not checking every tile?
dest.track = 0x40; // trackbit for vehicles "hidden" inside a tunnel
for (; tile != flotr.tile; tile += TileOffsByDir(direction)) {
for (; tile != end; tile += TileOffsByDir(direction)) {
if (VehicleFromPos(tile, &dest, SignalVehicleCheckProc) != NULL)
return true;
}

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@ -5,6 +5,7 @@
#include "functions.h"
#include "road_map.h"
#include "station.h"
#include "tunnel_map.h"
RoadBits GetAnyRoadBits(TileIndex tile)
@ -36,8 +37,8 @@ RoadBits GetAnyRoadBits(TileIndex tile)
}
} else {
// tunnel
if (GB(_m[tile].m5, 2, 2) != TRANSPORT_ROAD) return 0; // not a road tunnel
return DiagDirToRoadBits(ReverseDiagDir(GB(_m[tile].m5, 0, 2)));
if (GetTunnelTransportType(tile) != TRANSPORT_ROAD) return 0;
return DiagDirToRoadBits(ReverseDiagDir(GetTunnelDirection(tile)));
}
default: return 0;

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@ -9,10 +9,10 @@
#include "table/sprites.h"
#include "map.h"
#include "tile.h"
#include "tunnel_map.h"
#include "viewport.h"
#include "town.h"
#include "command.h"
#include "pathfind.h"
#include "gfx.h"
#include "industry.h"
#include "station.h"
@ -624,9 +624,10 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
int i;
// Reached a tunnel? Then continue at the other side of it.
if (IsTileType(tile, MP_TUNNELBRIDGE) && (_m[tile].m5& ~3) == 4) {
FindLengthOfTunnelResult flotr = FindLengthOfTunnel(tile, GB(_m[tile].m5, 0, 2));
*tile_ptr = flotr.tile;
if (IsTileType(tile, MP_TUNNELBRIDGE) &&
GB(_m[tile].m5, 4, 4) == 0 &&
GetTunnelTransportType(tile) == TRANSPORT_ROAD) {
*tile_ptr = GetOtherTunnelEnd(tile);
return;
}

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@ -8,6 +8,7 @@
#include "table/strings.h"
#include "map.h"
#include "tile.h"
#include "tunnel_map.h"
#include "vehicle.h"
#include "command.h"
#include "pathfind.h"
@ -3121,8 +3122,10 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
tile = v->tile;
// tunnel entrance?
if (IsTunnelTile(tile) && DiagDirToDir(GB(_m[tile].m5, 0, 2)) == v->direction)
if (IsTunnelTile(tile) &&
DiagDirToDir(GetTunnelDirection(tile)) == v->direction) {
return true;
}
// depot?
/* XXX -- When enabled, this makes it possible to crash trains of others

25
tunnel_map.c Normal file
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@ -0,0 +1,25 @@
/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "tile.h"
#include "tunnel_map.h"
TileIndex GetOtherTunnelEnd(TileIndex tile)
{
DiagDirection dir = GetTunnelDirection(tile);
TileIndexDiff delta = TileOffsByDir(dir);
uint z = GetTileZ(tile);
dir = ReverseDiagDir(dir);
do {
tile += delta;
} while (
!IsTileType(tile, MP_TUNNELBRIDGE) ||
GB(_m[tile].m5, 4, 4) != 0 ||
GetTunnelDirection(tile) != dir ||
GetTileZ(tile) != z
);
return tile;
}

47
tunnel_map.h Normal file
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@ -0,0 +1,47 @@
/* $Id$ */
#ifndef TUNNEL_MAP_H
#define TUNNEL_MAP_H
#include "direction.h"
#include "macros.h"
#include "map.h"
#include "rail.h"
static inline DiagDirection GetTunnelDirection(TileIndex t)
{
return (DiagDirection)GB(_m[t].m5, 0, 2);
}
static inline TransportType GetTunnelTransportType(TileIndex t)
{
return (TransportType)GB(_m[t].m5, 2, 2);
}
TileIndex GetOtherTunnelEnd(TileIndex);
static inline void MakeRoadTunnel(TileIndex t, Owner o, DiagDirection d)
{
SetTileType(t, MP_TUNNELBRIDGE);
SetTileOwner(t, o);
_m[t].m2 = 0;
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = TRANSPORT_ROAD << 2 | d;
}
static inline void MakeRailTunnel(TileIndex t, Owner o, DiagDirection d, RailType r)
{
SetTileType(t, MP_TUNNELBRIDGE);
SetTileOwner(t, o);
_m[t].m2 = 0;
_m[t].m3 = r;
_m[t].m4 = 0;
_m[t].m5 = TRANSPORT_RAIL << 2 | d;
}
#endif

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@ -13,6 +13,7 @@
#include "functions.h"
#include "map.h"
#include "tile.h"
#include "tunnel_map.h"
#include "vehicle.h"
#include "viewport.h"
#include "command.h"
@ -440,7 +441,7 @@ static bool DoCheckTunnelInWay(TileIndex tile, uint z, DiagDirection dir)
if (z == height &&
IsTileType(tile, MP_TUNNELBRIDGE) &&
GB(_m[tile].m5, 4, 4) == 0 &&
GB(_m[tile].m5, 0, 2) == dir) {
GetTunnelDirection(tile) == dir) {
_error_message = STR_5003_ANOTHER_TUNNEL_IN_THE_WAY;
return false;
}
@ -526,15 +527,13 @@ int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
cost += _price.build_tunnel + ret;
if (flags & DC_EXEC) {
SetTileType(start_tile, MP_TUNNELBRIDGE);
SetTileOwner(start_tile, _current_player);
_m[start_tile].m3 = GB(p1, 0, 4); // rail type (if any)
_m[start_tile].m5 = (GB(p1, 9, 1) << 2) | direction; // transport type and entrance direction
SetTileType(end_tile, MP_TUNNELBRIDGE);
SetTileOwner(end_tile, _current_player);
_m[end_tile].m3 = GB(p1, 0, 4); // rail type (if any)
_m[end_tile].m5 = (GB(p1, 9, 1) << 2) | (direction ^ 2); // transport type and entrance direction
if (GB(p1, 9, 1) == TRANSPORT_RAIL) {
MakeRailTunnel(start_tile, _current_player, direction, GB(p1, 0, 4));
MakeRailTunnel(end_tile, _current_player, ReverseDiagDir(direction), GB(p1, 0, 4));
} else {
MakeRoadTunnel(start_tile, _current_player, direction);
MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction));
}
if (GB(p1, 9, 1) == 0) UpdateSignalsOnSegment(start_tile, DiagDirToDir(direction));
}
@ -545,8 +544,8 @@ int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
TileIndex CheckTunnelBusy(TileIndex tile, uint *length)
{
uint z = GetTileZ(tile);
byte m5 = _m[tile].m5;
TileIndexDiff delta = TileOffsByDir(m5 & 3);
DiagDirection dir = GetTunnelDirection(tile);
TileIndexDiff delta = TileOffsByDir(dir);
uint len = 0;
TileIndex starttile = tile;
Vehicle *v;
@ -557,7 +556,7 @@ TileIndex CheckTunnelBusy(TileIndex tile, uint *length)
} while (
!IsTileType(tile, MP_TUNNELBRIDGE) ||
GB(_m[tile].m5, 4, 4) != 0 ||
(_m[tile].m5 ^ 2) != m5 ||
ReverseDiagDir(GetTunnelDirection(tile)) != dir ||
GetTileZ(tile) != z
);
@ -605,8 +604,8 @@ static int32 DoClearTunnel(TileIndex tile, uint32 flags)
if (flags & DC_EXEC) {
// We first need to request the direction before calling DoClearSquare
// else the direction is always 0.. dah!! ;)
byte tile_dir = GB(_m[tile].m5, 0, 2);
byte endtile_dir = GB(_m[endtile].m5, 0, 2);
DiagDirection tile_dir = GetTunnelDirection(tile);
DiagDirection endtile_dir = GetTunnelDirection(endtile);
// Adjust the town's player rating. Do this before removing the tile owner info.
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR)
@ -996,7 +995,7 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
// draw tunnel?
if ((ti->map5 & 0xF0) == 0) {
if (GB(ti->map5, 2, 2) == 0) { /* Rail tunnel? */
if (GetTunnelTransportType(ti->tile) == TRANSPORT_RAIL) {
image = GetRailTypeInfo(GB(_m[ti->tile].m3, 0, 4))->base_sprites.tunnel;
} else {
image = SPR_TUNNEL_ENTRY_REAR_ROAD;
@ -1004,7 +1003,7 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
if (ice) image += 32;
image += GB(ti->map5, 0, 2) * 2;
image += GetTunnelDirection(ti->tile) * 2;
DrawGroundSprite(image);
AddSortableSpriteToDraw(image+1, ti->x + 15, ti->y + 15, 1, 1, 8, (byte)ti->z);
@ -1266,8 +1265,8 @@ static const StringID _bridge_tile_str[(MAX_BRIDGES + 3) + (MAX_BRIDGES + 3)] =
static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
{
if ((_m[tile].m5 & 0x80) == 0) {
td->str =
(GB(_m[tile].m5, 2, 2) == 0) ? STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
td->str = (GetTunnelTransportType(tile) == TRANSPORT_RAIL) ?
STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
} else {
td->str = _bridge_tile_str[GB(_m[tile].m5, 1, 2) << 4 | GB(_m[tile].m2, 4, 4)];
@ -1329,9 +1328,8 @@ static uint32 GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode
if ((m5 & 0xF0) == 0) {
/* This is a tunnel */
if (GB(m5, 2, 2) == mode) {
/* Tranport in the tunnel is compatible */
return m5&1 ? 0x202 : 0x101;
if (GetTunnelTransportType(tile) == mode) {
return DiagDirToAxis(GetTunnelDirection(tile)) == AXIS_X ? 0x101 : 0x202;
}
} else if (m5 & 0x80) {
/* This is a bridge */
@ -1419,7 +1417,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
if (v->type == VEH_Train) {
fc = (x & 0xF) + (y << 4);
dir = GB(_m[tile].m5, 0, 2);
dir = GetTunnelDirection(tile);
vdir = DirToDiagDir(v->direction);
if (v->u.rail.track != 0x40 && dir == vdir) {
@ -1446,7 +1444,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
}
} else if (v->type == VEH_Road) {
fc = (x & 0xF) + (y << 4);
dir = GB(_m[tile].m5, 0, 2);
dir = GetTunnelDirection(tile);
vdir = DirToDiagDir(v->direction);
// Enter tunnel?