(svn r11449) -Fix [FS#1160]: trams could deadlock themselves. As of now trams will turn as roadvehicles do when the player cannot build a tram track piece on the next tile without destroying anything. It will not turn when the player can build the before mentioned track piece on the 'next' tile.
/* $Id$ */
/** @file bridge_map.cpp Map accessor functions for bridges. */
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "bridge.h"
#include "variables.h"
#include "landscape.h"
TileIndex GetBridgeEnd(TileIndex tile, DiagDirection dir)
{
TileIndexDiff delta = TileOffsByDiagDir(dir);
dir = ReverseDiagDir(dir);
do {
tile += delta;
} while (!IsBridgeTile(tile) || GetBridgeRampDirection(tile) != dir);
return tile;
}
TileIndex GetNorthernBridgeEnd(TileIndex t)
{
return GetBridgeEnd(t, ReverseDiagDir(AxisToDiagDir(GetBridgeAxis(t))));
}
TileIndex GetSouthernBridgeEnd(TileIndex t)
{
return GetBridgeEnd(t, AxisToDiagDir(GetBridgeAxis(t)));
}
TileIndex GetOtherBridgeEnd(TileIndex tile)
{
assert(IsBridgeTile(tile));
return GetBridgeEnd(tile, GetBridgeRampDirection(tile));
}
uint GetBridgeHeight(TileIndex t)
{
uint h;
Slope tileh = GetTileSlope(t, &h);
Foundation f = GetBridgeFoundation(tileh, DiagDirToAxis(GetBridgeRampDirection(t)));
/* one height level extra for the ramp */
return h + TILE_HEIGHT + ApplyFoundationToSlope(f, &tileh);
}