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https://github.com/OpenTTD/OpenTTD.git
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7fff0a71f2
- Fix: Do not look in every direction for tunnels when building one, one direction is enough (r10258) - Fix: Take the age of the front vehicle for station rating (r10246) - Fix: Terraforming wipes out canals. Now you always have to remove the canal before terraforming, instead of "just" removing the canal [FS#594] (r10240) - Fix: Only 2 trains could crash at one time as collision checking stopped on the first hit. This could technically cause desyncs in network games as the collision hash order is not guaranteed [FS#892] (r10222) - Fix: Land under foundations was terraform when it shouldn't be terraformed [FS#882, FS#890] (r10219) - Fix: Some NewGRFs use the same (unused in the "current" climate) sprite IDs. Normally this gives some artefacts, but when one NewGRF expects it to be a sprite and another NewGRF overwrites it with a non-sprite nasty things happen (drawing a non-sprite crashes OTTD) [FS#838] (r10109)
51 lines
947 B
C
51 lines
947 B
C
/* $Id$ */
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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 = TileOffsByDiagDir(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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!IsTunnelTile(tile) ||
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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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bool IsTunnelInWayDir(TileIndex tile, uint z, DiagDirection dir)
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{
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TileIndexDiff delta = TileOffsByDiagDir(dir);
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uint height;
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do {
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tile -= delta;
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height = GetTileZ(tile);
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} while (z < height);
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return
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z == height &&
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IsTunnelTile(tile) &&
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GetTunnelDirection(tile) == dir;
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}
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bool IsTunnelInWay(TileIndex tile, uint z)
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{
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return
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IsTunnelInWayDir(tile, z, DIAGDIR_NE) ||
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IsTunnelInWayDir(tile, z, DIAGDIR_SE) ||
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IsTunnelInWayDir(tile, z, DIAGDIR_SW) ||
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IsTunnelInWayDir(tile, z, DIAGDIR_NW);
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}
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