/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file tree_map.h Map accessors for tree tiles. */ #ifndef TREE_MAP_H #define TREE_MAP_H #include "tile_map.h" #include "water_map.h" /** * List of tree types along all landscape types. * * This enumeration contains a list of the different tree types along * all landscape types. The values for the enumerations may be used for * offsets from the grfs files. These points to the start of * the tree list for a landscape. See the TREE_COUNT_* enumerations * for the amount of different trees for a specific landscape. */ enum TreeType { TREE_TEMPERATE = 0x00, ///< temperate tree TREE_SUB_ARCTIC = 0x0C, ///< tree on a sub_arctic landscape TREE_RAINFOREST = 0x14, ///< tree on the 'green part' on a sub-tropical map TREE_CACTUS = 0x1B, ///< a cactus for the 'desert part' on a sub-tropical map TREE_SUB_TROPICAL = 0x1C, ///< tree on a sub-tropical map, non-rainforest, non-desert TREE_TOYLAND = 0x20, ///< tree on a toyland map TREE_INVALID = 0xFF, ///< An invalid tree }; /* Counts the number of tree types for each landscape. * * This list contains the counts of different tree types for each landscape. This list contains * 5 entries instead of 4 (as there are only 4 landscape types) as the sub tropic landscape * has two types of area, one for normal trees and one only for cacti. */ static const uint TREE_COUNT_TEMPERATE = TREE_SUB_ARCTIC - TREE_TEMPERATE; ///< number of tree types on a temperate map. static const uint TREE_COUNT_SUB_ARCTIC = TREE_RAINFOREST - TREE_SUB_ARCTIC; ///< number of tree types on a sub arctic map. static const uint TREE_COUNT_RAINFOREST = TREE_CACTUS - TREE_RAINFOREST; ///< number of tree types for the 'rainforest part' of a sub-tropic map. static const uint TREE_COUNT_SUB_TROPICAL = TREE_TOYLAND - TREE_SUB_TROPICAL; ///< number of tree types for the 'sub-tropic part' of a sub-tropic map. static const uint TREE_COUNT_TOYLAND = 9; ///< number of tree types on a toyland map. /** * Enumeration for ground types of tiles with trees. * * This enumeration defines the ground types for tiles with trees on it. */ enum TreeGround { TREE_GROUND_GRASS = 0, ///< normal grass TREE_GROUND_ROUGH = 1, ///< some rough tile TREE_GROUND_SNOW_DESERT = 2, ///< a desert or snow tile, depend on landscape TREE_GROUND_SHORE = 3, ///< shore TREE_GROUND_ROUGH_SNOW = 4, ///< A snow tile that is rough underneath. }; /** * Returns the treetype of a tile. * * This function returns the treetype of a given tile. As there are more * possible treetypes for a tile in a game as the enumeration #TreeType defines * this function may be return a value which isn't catch by an entry of the * enumeration #TreeType. But there is no problem known about it. * * @param t The tile to get the treetype from * @return The treetype of the given tile with trees * @pre Tile t must be of type MP_TREES */ inline TreeType GetTreeType(TileIndex t) { dbg_assert_tile(IsTileType(t, MP_TREES), t); return (TreeType)_m[t].m3; } /** * Returns the groundtype for tree tiles. * * This function returns the groundtype of a tile with trees. * * @param t The tile to get the groundtype from * @return The groundtype of the tile * @pre Tile must be of type MP_TREES */ inline TreeGround GetTreeGround(TileIndex t) { dbg_assert_tile(IsTileType(t, MP_TREES), t); return (TreeGround)GB(_m[t].m2, 6, 3); } /** * Returns the 'density' of a tile with trees. * * This function returns the density of a tile which got trees. Note * that this value doesn't count the number of trees on a tile, use * #GetTreeCount instead. This function instead returns some kind of * groundtype of the tile. As the map-array is finite in size and * the information about the trees must be saved somehow other * information about a tile must be saved somewhere encoded in the * tile. So this function returns the density of a tile for sub arctic * and sub tropical games. This means for sub arctic the type of snowline * (0 to 3 for all 4 types of snowtiles) and for sub tropical the value * 3 for a desert (and 0 for non-desert). The function name is not read as * "get the tree density of a tile" but "get the density of a tile which got trees". * * @param t The tile to get the 'density' * @pre Tile must be of type MP_TREES * @see GetTreeCount */ inline uint GetTreeDensity(TileIndex t) { dbg_assert_tile(IsTileType(t, MP_TREES), t); return GB(_m[t].m2, 4, 2); } /** * Set the density and ground type of a tile with trees. * * This functions saves the ground type and the density which belongs to it * for a given tile. * * @param t The tile to set the density and ground type * @param g The ground type to save * @param d The density to save with * @pre Tile must be of type MP_TREES */ inline void SetTreeGroundDensity(TileIndex t, TreeGround g, uint d) { dbg_assert_tile(IsTileType(t, MP_TREES), t); // XXX incomplete SB(_m[t].m2, 4, 2, d); SB(_m[t].m2, 6, 3, g); SetWaterClass(t, g == TREE_GROUND_SHORE ? WATER_CLASS_SEA : WATER_CLASS_INVALID); } /** * Returns the number of trees on a tile. * * This function returns the number of trees of a tile (1-4). * The tile must be contains at least one tree or be more specific: it must be * of type MP_TREES. * * @param t The index to get the number of trees * @return The number of trees (1-4) * @pre Tile must be of type MP_TREES */ inline uint GetTreeCount(TileIndex t) { dbg_assert_tile(IsTileType(t, MP_TREES), t); return GB(_m[t].m5, 6, 2) + 1; } /** * Add a amount to the tree-count value of a tile with trees. * * This function add a value to the tree-count value of a tile. This * value may be negative to reduce the tree-counter. If the resulting * value reach 0 it doesn't get converted to a "normal" tile. * * @param t The tile to change the tree amount * @param c The value to add (or reduce) on the tree-count value * @pre Tile must be of type MP_TREES */ inline void AddTreeCount(TileIndex t, int c) { dbg_assert_tile(IsTileType(t, MP_TREES), t); // XXX incomplete _m[t].m5 += ((uint) c) << 6; } /** * Returns the tree growth status. * * This function returns the tree growth status of a tile with trees. * * @param t The tile to get the tree growth status * @return The tree growth status * @pre Tile must be of type MP_TREES */ inline uint GetTreeGrowth(TileIndex t) { dbg_assert_tile(IsTileType(t, MP_TREES), t); return GB(_m[t].m5, 0, 3); } /** * Add a value to the tree growth status. * * This function adds a value to the tree grow status of a tile. * * @param t The tile to add the value on * @param a The value to add on the tree growth status * @pre Tile must be of type MP_TREES */ inline void AddTreeGrowth(TileIndex t, int a) { dbg_assert_tile(IsTileType(t, MP_TREES), t); // XXX incomplete _m[t].m5 += a; } /** * Sets the tree growth status of a tile. * * This function sets the tree growth status of a tile directly with * the given value. * * @param t The tile to change the tree growth status * @param g The new value * @pre Tile must be of type MP_TREES */ inline void SetTreeGrowth(TileIndex t, uint g) { dbg_assert_tile(IsTileType(t, MP_TREES), t); // XXX incomplete SB(_m[t].m5, 0, 3, g); } /** * Clear the old tick counter for a tree-tile * * @param t The tile to clear the old tick counter * @pre Tile must be of type MP_TREES */ inline void ClearOldTreeCounter(TileIndex t) { dbg_assert_tile(IsTileType(t, MP_TREES), t); SB(_m[t].m2, 0, 4, 0); } /** * Make a tree-tile. * * This functions change the tile to a tile with trees and all information which belongs to it. * * @param t The tile to make a tree-tile from * @param type The type of the tree * @param count the number of trees * @param growth the growth status * @param ground the ground type * @param density the density (not the number of trees) */ inline void MakeTree(TileIndex t, TreeType type, uint count, uint growth, TreeGround ground, uint density) { SetTileType(t, MP_TREES); SetTileOwner(t, OWNER_NONE); SetWaterClass(t, ground == TREE_GROUND_SHORE ? WATER_CLASS_SEA : WATER_CLASS_INVALID); _m[t].m2 = ground << 6 | density << 4 | 0; _m[t].m3 = type; _m[t].m4 = 0 << 5 | 0 << 2; _m[t].m5 = count << 6 | growth; SB(_me[t].m6, 2, 4, 0); _me[t].m7 = 0; } #endif /* TREE_MAP_H */