OpenTTD-patches/src/water_map.h

428 lines
11 KiB
C++

/* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file water_map.h Map accessors for water tiles. */
#ifndef WATER_MAP_H
#define WATER_MAP_H
#include "depot_type.h"
#include "tile_map.h"
/** Available water tile types. */
enum WaterTileType {
WATER_TILE_CLEAR, // Plain water.
WATER_TILE_COAST, // Coast.
WATER_TILE_LOCK, // Water lock.
WATER_TILE_DEPOT, // Water Depot.
};
/** classes of water (for #WATER_TILE_CLEAR water tile type). */
enum WaterClass {
WATER_CLASS_SEA, ///< Sea.
WATER_CLASS_CANAL, ///< Canal.
WATER_CLASS_RIVER, ///< River.
WATER_CLASS_INVALID, ///< Used for industry tiles on land (also for oilrig if newgrf says so).
};
template <> struct EnumPropsT<WaterClass> : MakeEnumPropsT<WaterClass, byte, WATER_CLASS_SEA, WATER_CLASS_INVALID, WATER_CLASS_INVALID, 2> {};
/** Sections of the water depot. */
enum DepotPart {
DEPOT_NORTH = 0x80,
DEPOT_SOUTH = 0x81,
DEPOT_END = 0x84,
};
/** Sections of the water lock. */
enum LockPart {
LOCK_MIDDLE = 0x10,
LOCK_LOWER = 0x14,
LOCK_UPPER = 0x18,
LOCK_END = 0x1C
};
/**
* Get the water tile type at a tile.
* @param t Water tile to query.
* @return Water tile type at the tile.
*/
static inline WaterTileType GetWaterTileType(TileIndex t)
{
assert(IsTileType(t, MP_WATER));
if (_m[t].m5 == 0) return WATER_TILE_CLEAR;
if (_m[t].m5 == 1) return WATER_TILE_COAST;
if (IsInsideMM(_m[t].m5, LOCK_MIDDLE, LOCK_END)) return WATER_TILE_LOCK;
assert(IsInsideMM(_m[t].m5, DEPOT_NORTH, DEPOT_END));
return WATER_TILE_DEPOT;
}
/**
* Checks whether the tile has an waterclass associated.
* You can then subsequently call GetWaterClass().
* @param t Tile to query.
* @return True if the tiletype has a waterclass.
*/
static inline bool HasTileWaterClass(TileIndex t)
{
return IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT);
}
/**
* Get the water class at a tile.
* @param t Water tile to query.
* @pre IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT)
* @return Water class at the tile.
*/
static inline WaterClass GetWaterClass(TileIndex t)
{
assert(HasTileWaterClass(t));
return (WaterClass)GB(_m[t].m1, 5, 2);
}
/**
* Set the water class at a tile.
* @param t Water tile to change.
* @param wc New water class.
* @pre IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT)
*/
static inline void SetWaterClass(TileIndex t, WaterClass wc)
{
assert(HasTileWaterClass(t));
SB(_m[t].m1, 5, 2, wc);
}
/**
* Tests if the tile was built on water.
* @param t the tile to check
* @pre IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT)
* @return true iff on water
*/
static inline bool IsTileOnWater(TileIndex t)
{
return (GetWaterClass(t) != WATER_CLASS_INVALID);
}
/**
* Is it a plain water tile?
* @param t Water tile to query.
* @return \c true if any type of clear water like ocean, river, or canal.
*/
static inline bool IsWater(TileIndex t)
{
return GetWaterTileType(t) == WATER_TILE_CLEAR;
}
/**
* Is it a sea water tile?
* @param t Water tile to query.
* @return \c true if it is a sea water tile.
*/
static inline bool IsSea(TileIndex t)
{
return IsWater(t) && GetWaterClass(t) == WATER_CLASS_SEA;
}
/**
* Is it a canal tile?
* @param t Water tile to query.
* @return \c true if it is a canal tile.
*/
static inline bool IsCanal(TileIndex t)
{
return IsWater(t) && GetWaterClass(t) == WATER_CLASS_CANAL;
}
/**
* Is it a river water tile?
* @param t Water tile to query.
* @return \c true if it is a river water tile.
*/
static inline bool IsRiver(TileIndex t)
{
return IsWater(t) && GetWaterClass(t) == WATER_CLASS_RIVER;
}
/**
* Is it a water tile with plain water?
* @param t Tile to query.
* @return \c true if it is a plain water tile.
*/
static inline bool IsWaterTile(TileIndex t)
{
return IsTileType(t, MP_WATER) && IsWater(t);
}
/**
* Is it a coast tile?
* @param t Water tile to query.
* @return \c true if it is a sea water tile.
*/
static inline bool IsCoast(TileIndex t)
{
return GetWaterTileType(t) == WATER_TILE_COAST;
}
/**
* Is it a coast tile
* @param t Tile to query.
* @return \c true if it is a coast.
*/
static inline bool IsCoastTile(TileIndex t)
{
return IsTileType(t, MP_WATER) && IsCoast(t);
}
/**
* Get the other tile of the ship depot.
* @param t Tile to query, containing one section of a ship depot.
* @return Tile containing the other section of the depot.
*/
static inline TileIndex GetOtherShipDepotTile(TileIndex t)
{
return t + (HasBit(_m[t].m5, 0) ? -1 : 1) * (HasBit(_m[t].m5, 1) ? TileDiffXY(0, 1) : TileDiffXY(1, 0));
}
/**
* Is it a water tile with a ship depot on it?
* @param t Water tile to query.
* @return \c true if it is a ship depot tile.
*/
static inline bool IsShipDepot(TileIndex t)
{
return IsInsideMM(_m[t].m5, DEPOT_NORTH, DEPOT_END);
}
/**
* Is it a ship depot tile?
* @param t Tile to query.
* @return \c true if it is a ship depot tile.
*/
static inline bool IsShipDepotTile(TileIndex t)
{
return IsTileType(t, MP_WATER) && IsShipDepot(t);
}
/**
* Get the axis of the ship depot.
* @param t Water tile to query.
* @return Axis of the depot.
*/
static inline Axis GetShipDepotAxis(TileIndex t)
{
return (Axis)GB(_m[t].m5, 1, 1);
}
/**
* Get the direction of the ship depot.
* @param t Water tile to query.
* @return Direction of the depot.
*/
static inline DiagDirection GetShipDepotDirection(TileIndex t)
{
return XYNSToDiagDir(GetShipDepotAxis(t), GB(_m[t].m5, 0, 1));
}
/**
* Get the most northern tile of a ship depot.
* @param tile One of the tiles of the ship depot.
* @return The northern tile of the depot.
*/
static inline TileIndex GetShipDepotNorthTile(TileIndex t)
{
assert(IsShipDepot(t));
TileIndex tile2 = GetOtherShipDepotTile(t);
return t < tile2 ? t : tile2;
}
/**
* Is it a water lock tile?
* @param t Water tile to query.
* @return \c true if it is a water lock tile.
*/
static inline bool IsLock(TileIndex t)
{
return IsInsideMM(_m[t].m5, LOCK_MIDDLE, LOCK_END);
}
/**
* Get the direction of the water lock.
* @param t Water tile to query.
* @return Direction of the lock.
*/
static inline DiagDirection GetLockDirection(TileIndex t)
{
return (DiagDirection)GB(_m[t].m5, 0, 2);
}
/**
* Get a section of a depot or a lock.
* @param t Water tile to query.
* @return The section.
*/
static inline byte GetSection(TileIndex t)
{
assert(GetWaterTileType(t) == WATER_TILE_LOCK || GetWaterTileType(t) == WATER_TILE_DEPOT);
return GB(_m[t].m5, 0, 4);
}
/**
* Get the random bits of the water tile.
* @param t Water tile to query.
* @return Random bits of the tile.
*/
static inline byte GetWaterTileRandomBits(TileIndex t)
{
return _m[t].m4;
}
/**
* Checks whether the tile has water at the ground.
* That is, it is either some plain water tile, or a object/industry/station/... with water under it.
* @return true iff the tile has water at the ground.
* @note Coast tiles are not considered waterish, even if there is water on a halftile.
*/
static inline bool HasTileWaterGround(TileIndex t)
{
return HasTileWaterClass(t) && IsTileOnWater(t) && !IsCoastTile(t);
}
/**
* Helper function to make a coast tile.
* @param t The tile to change into water
*/
static inline void MakeShore(TileIndex t)
{
SetTileType(t, MP_WATER);
SetTileOwner(t, OWNER_WATER);
SetWaterClass(t, WATER_CLASS_SEA);
_m[t].m2 = 0;
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = 1;
SB(_m[t].m6, 2, 4, 0);
_me[t].m7 = 0;
}
/**
* Helper function for making a watery tile.
* @param t The tile to change into water
* @param o The owner of the water
* @param wc The class of water the tile has to be
* @param random_bits Eventual random bits to be set for this tile
*/
static inline void MakeWater(TileIndex t, Owner o, WaterClass wc, uint8 random_bits)
{
SetTileType(t, MP_WATER);
SetTileOwner(t, o);
SetWaterClass(t, wc);
_m[t].m2 = 0;
_m[t].m3 = 0;
_m[t].m4 = random_bits;
_m[t].m5 = 0;
SB(_m[t].m6, 2, 4, 0);
_me[t].m7 = 0;
}
/**
* Make a sea tile.
* @param t The tile to change into sea
*/
static inline void MakeSea(TileIndex t)
{
MakeWater(t, OWNER_WATER, WATER_CLASS_SEA, 0);
}
/**
* Make a river tile
* @param t The tile to change into river
* @param random_bits Random bits to be set for this tile
*/
static inline void MakeRiver(TileIndex t, uint8 random_bits)
{
MakeWater(t, OWNER_WATER, WATER_CLASS_RIVER, random_bits);
}
/**
* Make a canal tile
* @param t The tile to change into canal
* @param o The owner of the canal
* @param random_bits Random bits to be set for this tile
*/
static inline void MakeCanal(TileIndex t, Owner o, uint8 random_bits)
{
assert(o != OWNER_WATER);
MakeWater(t, o, WATER_CLASS_CANAL, random_bits);
}
/**
* Make a ship depot section.
* @param t Tile to place the ship depot section.
* @param o Owner of the depot.
* @param did Depot ID.
* @param base Depot base (either #DEPOT_NORTH or #DEPOT_SOUTH).
* @param a Axis of the depot.
* @param original_water_class Original water class.
*/
static inline void MakeShipDepot(TileIndex t, Owner o, DepotID did, DepotPart base, Axis a, WaterClass original_water_class)
{
SetTileType(t, MP_WATER);
SetTileOwner(t, o);
SetWaterClass(t, original_water_class);
_m[t].m2 = did;
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = base + a * 2;
SB(_m[t].m6, 2, 4, 0);
_me[t].m7 = 0;
}
/**
* Make a lock section.
* @param t Tile to place the water lock section.
* @param o Owner of the lock.
* @param section Section to place.
* @param original_water_class Original water class.
* @see MakeLock
*/
static inline void MakeLockTile(TileIndex t, Owner o, byte section, WaterClass original_water_class)
{
SetTileType(t, MP_WATER);
SetTileOwner(t, o);
SetWaterClass(t, original_water_class);
_m[t].m2 = 0;
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = section;
SB(_m[t].m6, 2, 4, 0);
_me[t].m7 = 0;
}
/**
* Make a water lock.
* @param t Tile to place the water lock section.
* @param o Owner of the lock.
* @param d Direction of the water lock.
* @param wc_lower Original water class of the lower part.
* @param wc_upper Original water class of the upper part.
*/
static inline void MakeLock(TileIndex t, Owner o, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper)
{
TileIndexDiff delta = TileOffsByDiagDir(d);
MakeLockTile(t, o, LOCK_MIDDLE + d, WATER_CLASS_CANAL);
MakeLockTile(t - delta, o, LOCK_LOWER + d, wc_lower);
MakeLockTile(t + delta, o, LOCK_UPPER + d, wc_upper);
}
#endif /* WATER_MAP_H */