src/bridge_map.cpp
author celestar
Mon, 19 Mar 2007 09:33:17 +0000
branchgamebalance
changeset 9894 70d78ac95d6c
parent 6449 e520244dc71e
child 6307 f40e88cff863
permissions -rw-r--r--
(svn r9310) [gamebalance] -Feature: Player performance now influences the wealth level of a town (albeit only on a small scale). This is the first feedback effect that the player has on the local and global economy. Please refrain from using the AI too much for the time being because it'll trash the ratings most likely.
/* $Id$ */

/** @file bridge_map.cpp */

#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "variables.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);
	uint f = GetBridgeFoundation(tileh, DiagDirToAxis(GetBridgeRampDirection(t)));

	/* one height level extra if the ramp is on a flat foundation */
	return
		h + TILE_HEIGHT +
		(IS_INT_INSIDE(f, 1, 15) ? TILE_HEIGHT : 0) +
		(IsSteepSlope(tileh) ? TILE_HEIGHT : 0);
}