mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r3777) Add some functions to handle tunnels
This commit is contained in:
parent
2d3c28f2b3
commit
f2dc736554
1
Makefile
1
Makefile
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@ -700,6 +700,7 @@ SRCS += town_gui.c
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SRCS += train_cmd.c
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SRCS += train_gui.c
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SRCS += tree_cmd.c
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SRCS += tunnel_map.c
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SRCS += tunnelbridge_cmd.c
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SRCS += unmovable_cmd.c
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SRCS += vehicle.c
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@ -52,4 +52,10 @@ typedef enum Axis {
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AXIS_Y = 1
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} Axis;
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static inline Axis DiagDirToAxis(DiagDirection d)
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{
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return (Axis)(d & 1);
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}
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#endif
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5
npf.c
5
npf.c
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@ -11,6 +11,7 @@
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#include "station.h"
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#include "tile.h"
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#include "depot.h"
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#include "tunnel_map.h"
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static AyStar _npf_aystar;
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@ -162,7 +163,7 @@ static uint NPFTunnelCost(AyStarNode* current)
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{
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DiagDirection exitdir = TrackdirToExitdir((Trackdir)current->direction);
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TileIndex tile = current->tile;
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if ((DiagDirection)GB(_m[tile].m5, 0, 2) == ReverseDiagDir(exitdir)) {
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if (GetTunnelDirection(tile) == ReverseDiagDir(exitdir)) {
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/* We just popped out if this tunnel, since were
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* facing the tunnel exit */
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FindLengthOfTunnelResult flotr;
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@ -519,7 +520,7 @@ static void NPFFollowTrack(AyStar* aystar, OpenListNode* current)
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/* Find dest tile */
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if (IsTileType(src_tile, MP_TUNNELBRIDGE) &&
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GB(_m[src_tile].m5, 4, 4) == 0 &&
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(DiagDirection)GB(_m[src_tile].m5, 0, 2) == src_exitdir) {
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GetTunnelDirection(src_tile) == src_exitdir) {
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/* This is a tunnel. We know this tunnel is our type,
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* otherwise we wouldn't have got here. It is also facing us,
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* so we should skip it's body */
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18
pathfind.c
18
pathfind.c
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@ -8,6 +8,7 @@
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#include "pathfind.h"
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#include "rail.h"
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#include "debug.h"
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#include "tunnel_map.h"
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#include "variables.h"
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// remember which tiles we have already visited so we don't visit them again.
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@ -232,8 +233,8 @@ FindLengthOfTunnelResult FindLengthOfTunnel(TileIndex tile, uint direction)
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if (IsTileType(tile, MP_TUNNELBRIDGE) &&
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GB(_m[tile].m5, 4, 4) == 0 && // tunnel entrance/exit
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// GB(_m[tile].m5, 2, 2) == type && // rail/road-tunnel <-- This is not necesary to check, right?
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(GB(_m[tile].m5, 0, 2) ^ 2) == direction && // entrance towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
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// GetTunnelTransportType(tile) == type && // rail/road-tunnel <-- This is not necesary to check, right?
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ReverseDiagDir(GetTunnelDirection(tile)) == direction &&
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GetSlopeZ(x + 8, y + 8) == z) {
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break;
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}
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@ -283,8 +284,8 @@ static void TPFMode1(TrackPathFinder* tpf, TileIndex tile, DiagDirection directi
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TileIndex tile_org = tile;
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if (IsTileType(tile, MP_TUNNELBRIDGE) && GB(_m[tile].m5, 4, 4) == 0) {
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if (GB(_m[tile].m5, 0, 2) != direction ||
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GB(_m[tile].m5, 2, 2) != tpf->tracktype) {
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if (GetTunnelDirection(tile) != direction ||
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GetTunnelTransportType(tile) != tpf->tracktype) {
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return;
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}
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tile = SkipToEndOfTunnel(tpf, tile, direction);
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@ -717,13 +718,14 @@ start_at:
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// need to find the exit of the tunnel.
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if (IsTileType(tile, MP_TUNNELBRIDGE)) {
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if (GB(_m[tile].m5, 4, 4) == 0 &&
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GB(_m[tile].m5, 0, 2) != (direction ^ 2)) {
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GetTunnelDirection(tile) != ReverseDiagDir(direction)) {
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/* This is a tunnel tile */
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/* We are not just driving out of the tunnel */
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if (GB(_m[tile].m5, 0, 2) != direction || GB(_m[tile].m5, 2, 2) != tpf->tracktype)
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/* We are not driving into the tunnel, or it
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* is an invalid tunnel */
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if (GetTunnelDirection(tile) != direction ||
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GetTunnelTransportType(tile) != tpf->tracktype) {
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// We are not driving into the tunnel, or it is an invalid tunnel
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continue;
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}
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flotr = FindLengthOfTunnel(tile, direction);
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si.cur_length += flotr.length * DIAG_FACTOR;
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tile = flotr.tile;
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11
rail_cmd.c
11
rail_cmd.c
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@ -10,6 +10,7 @@
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#include "table/strings.h"
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#include "map.h"
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#include "tile.h"
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#include "tunnel_map.h"
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#include "vehicle.h"
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#include "viewport.h"
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#include "command.h"
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@ -1627,21 +1628,21 @@ static bool SignalVehicleCheck(TileIndex tile, uint track)
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if (IsTileType(tile, MP_TUNNELBRIDGE) && GB(_m[tile].m5, 4, 4) == 0) {
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// It is a tunnel we're checking, we need to do some special stuff
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// because VehicleFromPos will not find the vihicle otherwise
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byte direction = GB(_m[tile].m5, 0, 2);
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FindLengthOfTunnelResult flotr;
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flotr = FindLengthOfTunnel(tile, direction);
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TileIndex end = GetOtherTunnelEnd(tile);
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DiagDirection direction = GetTunnelDirection(tile);
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dest.track = 1 << (direction & 1); // get the trackbit the vehicle would have if it has not entered the tunnel yet (ie is still visible)
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// check for a vehicle with that trackdir on the start tile of the tunnel
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if (VehicleFromPos(tile, &dest, SignalVehicleCheckProc) != NULL) return true;
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// check for a vehicle with that trackdir on the end tile of the tunnel
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if (VehicleFromPos(flotr.tile, &dest, SignalVehicleCheckProc) != NULL) return true;
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if (VehicleFromPos(end, &dest, SignalVehicleCheckProc) != NULL) return true;
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// now check all tiles from start to end for a "hidden" vehicle
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// NOTE: the hashes for tiles may overlap, so this could maybe be optimised a bit by not checking every tile?
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dest.track = 0x40; // trackbit for vehicles "hidden" inside a tunnel
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for (; tile != flotr.tile; tile += TileOffsByDir(direction)) {
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for (; tile != end; tile += TileOffsByDir(direction)) {
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if (VehicleFromPos(tile, &dest, SignalVehicleCheckProc) != NULL)
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return true;
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}
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@ -5,6 +5,7 @@
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#include "functions.h"
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#include "road_map.h"
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#include "station.h"
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#include "tunnel_map.h"
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RoadBits GetAnyRoadBits(TileIndex tile)
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@ -36,8 +37,8 @@ RoadBits GetAnyRoadBits(TileIndex tile)
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}
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} else {
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// tunnel
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if (GB(_m[tile].m5, 2, 2) != TRANSPORT_ROAD) return 0; // not a road tunnel
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return DiagDirToRoadBits(ReverseDiagDir(GB(_m[tile].m5, 0, 2)));
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if (GetTunnelTransportType(tile) != TRANSPORT_ROAD) return 0;
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return DiagDirToRoadBits(ReverseDiagDir(GetTunnelDirection(tile)));
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}
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default: return 0;
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@ -9,10 +9,10 @@
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#include "table/sprites.h"
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#include "map.h"
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#include "tile.h"
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#include "tunnel_map.h"
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#include "viewport.h"
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#include "town.h"
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#include "command.h"
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#include "pathfind.h"
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#include "gfx.h"
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#include "industry.h"
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#include "station.h"
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@ -624,9 +624,10 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
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int i;
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// Reached a tunnel? Then continue at the other side of it.
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if (IsTileType(tile, MP_TUNNELBRIDGE) && (_m[tile].m5& ~3) == 4) {
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FindLengthOfTunnelResult flotr = FindLengthOfTunnel(tile, GB(_m[tile].m5, 0, 2));
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*tile_ptr = flotr.tile;
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if (IsTileType(tile, MP_TUNNELBRIDGE) &&
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GB(_m[tile].m5, 4, 4) == 0 &&
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GetTunnelTransportType(tile) == TRANSPORT_ROAD) {
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*tile_ptr = GetOtherTunnelEnd(tile);
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return;
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}
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@ -8,6 +8,7 @@
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#include "table/strings.h"
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#include "map.h"
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#include "tile.h"
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#include "tunnel_map.h"
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#include "vehicle.h"
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#include "command.h"
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#include "pathfind.h"
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@ -3121,8 +3122,10 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
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tile = v->tile;
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// tunnel entrance?
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if (IsTunnelTile(tile) && DiagDirToDir(GB(_m[tile].m5, 0, 2)) == v->direction)
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if (IsTunnelTile(tile) &&
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DiagDirToDir(GetTunnelDirection(tile)) == v->direction) {
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return true;
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}
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// depot?
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/* XXX -- When enabled, this makes it possible to crash trains of others
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@ -0,0 +1,25 @@
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/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "tile.h"
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#include "tunnel_map.h"
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TileIndex GetOtherTunnelEnd(TileIndex tile)
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{
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DiagDirection dir = GetTunnelDirection(tile);
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TileIndexDiff delta = TileOffsByDir(dir);
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uint z = GetTileZ(tile);
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dir = ReverseDiagDir(dir);
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do {
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tile += delta;
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} while (
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!IsTileType(tile, MP_TUNNELBRIDGE) ||
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GB(_m[tile].m5, 4, 4) != 0 ||
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GetTunnelDirection(tile) != dir ||
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GetTileZ(tile) != z
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);
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return tile;
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}
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@ -0,0 +1,47 @@
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/* $Id$ */
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#ifndef TUNNEL_MAP_H
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#define TUNNEL_MAP_H
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#include "direction.h"
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#include "macros.h"
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#include "map.h"
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#include "rail.h"
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static inline DiagDirection GetTunnelDirection(TileIndex t)
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{
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return (DiagDirection)GB(_m[t].m5, 0, 2);
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}
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static inline TransportType GetTunnelTransportType(TileIndex t)
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{
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return (TransportType)GB(_m[t].m5, 2, 2);
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}
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TileIndex GetOtherTunnelEnd(TileIndex);
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static inline void MakeRoadTunnel(TileIndex t, Owner o, DiagDirection d)
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{
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SetTileType(t, MP_TUNNELBRIDGE);
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SetTileOwner(t, o);
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_m[t].m2 = 0;
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_m[t].m3 = 0;
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_m[t].m4 = 0;
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_m[t].m5 = TRANSPORT_ROAD << 2 | d;
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}
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static inline void MakeRailTunnel(TileIndex t, Owner o, DiagDirection d, RailType r)
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{
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SetTileType(t, MP_TUNNELBRIDGE);
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SetTileOwner(t, o);
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_m[t].m2 = 0;
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_m[t].m3 = r;
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_m[t].m4 = 0;
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_m[t].m5 = TRANSPORT_RAIL << 2 | d;
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}
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#endif
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@ -13,6 +13,7 @@
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#include "functions.h"
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#include "map.h"
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#include "tile.h"
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#include "tunnel_map.h"
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#include "vehicle.h"
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#include "viewport.h"
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#include "command.h"
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@ -440,7 +441,7 @@ static bool DoCheckTunnelInWay(TileIndex tile, uint z, DiagDirection dir)
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if (z == height &&
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IsTileType(tile, MP_TUNNELBRIDGE) &&
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GB(_m[tile].m5, 4, 4) == 0 &&
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GB(_m[tile].m5, 0, 2) == dir) {
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GetTunnelDirection(tile) == dir) {
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_error_message = STR_5003_ANOTHER_TUNNEL_IN_THE_WAY;
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return false;
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}
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@ -526,15 +527,13 @@ int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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cost += _price.build_tunnel + ret;
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if (flags & DC_EXEC) {
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SetTileType(start_tile, MP_TUNNELBRIDGE);
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SetTileOwner(start_tile, _current_player);
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_m[start_tile].m3 = GB(p1, 0, 4); // rail type (if any)
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_m[start_tile].m5 = (GB(p1, 9, 1) << 2) | direction; // transport type and entrance direction
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SetTileType(end_tile, MP_TUNNELBRIDGE);
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SetTileOwner(end_tile, _current_player);
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_m[end_tile].m3 = GB(p1, 0, 4); // rail type (if any)
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_m[end_tile].m5 = (GB(p1, 9, 1) << 2) | (direction ^ 2); // transport type and entrance direction
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if (GB(p1, 9, 1) == TRANSPORT_RAIL) {
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MakeRailTunnel(start_tile, _current_player, direction, GB(p1, 0, 4));
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MakeRailTunnel(end_tile, _current_player, ReverseDiagDir(direction), GB(p1, 0, 4));
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} else {
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MakeRoadTunnel(start_tile, _current_player, direction);
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MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction));
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}
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if (GB(p1, 9, 1) == 0) UpdateSignalsOnSegment(start_tile, DiagDirToDir(direction));
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}
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@ -545,8 +544,8 @@ int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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TileIndex CheckTunnelBusy(TileIndex tile, uint *length)
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{
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uint z = GetTileZ(tile);
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byte m5 = _m[tile].m5;
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TileIndexDiff delta = TileOffsByDir(m5 & 3);
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DiagDirection dir = GetTunnelDirection(tile);
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TileIndexDiff delta = TileOffsByDir(dir);
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uint len = 0;
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TileIndex starttile = tile;
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Vehicle *v;
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@ -557,7 +556,7 @@ TileIndex CheckTunnelBusy(TileIndex tile, uint *length)
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} while (
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!IsTileType(tile, MP_TUNNELBRIDGE) ||
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GB(_m[tile].m5, 4, 4) != 0 ||
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(_m[tile].m5 ^ 2) != m5 ||
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ReverseDiagDir(GetTunnelDirection(tile)) != dir ||
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GetTileZ(tile) != z
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);
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@ -605,8 +604,8 @@ static int32 DoClearTunnel(TileIndex tile, uint32 flags)
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if (flags & DC_EXEC) {
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// We first need to request the direction before calling DoClearSquare
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// else the direction is always 0.. dah!! ;)
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byte tile_dir = GB(_m[tile].m5, 0, 2);
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byte endtile_dir = GB(_m[endtile].m5, 0, 2);
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DiagDirection tile_dir = GetTunnelDirection(tile);
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DiagDirection endtile_dir = GetTunnelDirection(endtile);
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// Adjust the town's player rating. Do this before removing the tile owner info.
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if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR)
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@ -996,7 +995,7 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
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// draw tunnel?
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if ((ti->map5 & 0xF0) == 0) {
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if (GB(ti->map5, 2, 2) == 0) { /* Rail tunnel? */
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if (GetTunnelTransportType(ti->tile) == TRANSPORT_RAIL) {
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image = GetRailTypeInfo(GB(_m[ti->tile].m3, 0, 4))->base_sprites.tunnel;
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} else {
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image = SPR_TUNNEL_ENTRY_REAR_ROAD;
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@ -1004,7 +1003,7 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
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if (ice) image += 32;
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image += GB(ti->map5, 0, 2) * 2;
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image += GetTunnelDirection(ti->tile) * 2;
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DrawGroundSprite(image);
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AddSortableSpriteToDraw(image+1, ti->x + 15, ti->y + 15, 1, 1, 8, (byte)ti->z);
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@ -1266,8 +1265,8 @@ static const StringID _bridge_tile_str[(MAX_BRIDGES + 3) + (MAX_BRIDGES + 3)] =
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static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
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{
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if ((_m[tile].m5 & 0x80) == 0) {
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td->str =
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(GB(_m[tile].m5, 2, 2) == 0) ? STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
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td->str = (GetTunnelTransportType(tile) == TRANSPORT_RAIL) ?
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STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
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} else {
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td->str = _bridge_tile_str[GB(_m[tile].m5, 1, 2) << 4 | GB(_m[tile].m2, 4, 4)];
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@ -1329,9 +1328,8 @@ static uint32 GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode
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if ((m5 & 0xF0) == 0) {
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/* This is a tunnel */
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if (GB(m5, 2, 2) == mode) {
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/* Tranport in the tunnel is compatible */
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return m5&1 ? 0x202 : 0x101;
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if (GetTunnelTransportType(tile) == mode) {
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return DiagDirToAxis(GetTunnelDirection(tile)) == AXIS_X ? 0x101 : 0x202;
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}
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} else if (m5 & 0x80) {
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/* This is a bridge */
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@ -1419,7 +1417,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
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if (v->type == VEH_Train) {
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fc = (x & 0xF) + (y << 4);
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dir = GB(_m[tile].m5, 0, 2);
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dir = GetTunnelDirection(tile);
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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?
|
||||
|
|
Loading…
Reference in New Issue