(svn r7585) -Codechange: CheckStationSpreadOut() took too much CPU. Station rectangle is now maintained instead of calculating it each time by walking through whole map. Should help with the performance issue related to AIs trying to build road stops too often. (idea by Celestar)
/* $Id$ */
#ifndef TUNNEL_MAP_H
#define TUNNEL_MAP_H
#include "direction.h"
#include "macros.h"
#include "map.h"
#include "rail.h"
static inline bool IsTunnel(TileIndex t)
{
assert(IsTileType(t, MP_TUNNELBRIDGE));
return !HASBIT(_m[t].m5, 7);
}
static inline bool IsTunnelTile(TileIndex t)
{
return IsTileType(t, MP_TUNNELBRIDGE) && IsTunnel(t);
}
static inline DiagDirection GetTunnelDirection(TileIndex t)
{
assert(IsTunnelTile(t));
return (DiagDirection)GB(_m[t].m5, 0, 2);
}
static inline TransportType GetTunnelTransportType(TileIndex t)
{
assert(IsTunnelTile(t));
return (TransportType)GB(_m[t].m5, 2, 2);
}
TileIndex GetOtherTunnelEnd(TileIndex);
bool IsTunnelInWay(TileIndex, uint z);
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 /* TUNNEL_MAP_H */