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https://github.com/JGRennison/OpenTTD-patches.git
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167 lines
3.9 KiB
C
167 lines
3.9 KiB
C
/* $Id$ */
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/** @file road_func.h Functions related to roads. */
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#ifndef ROAD_FUNC_H
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#define ROAD_FUNC_H
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#include "core/bitmath_func.hpp"
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#include "road_type.h"
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#include "direction_func.h"
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#include "player_type.h"
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/**
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* Whether the given roadtype is valid.
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* @param rt the roadtype to check for validness
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* @return true if and only if valid
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*/
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static inline bool IsValidRoadType(RoadType rt)
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{
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return rt == ROADTYPE_ROAD || rt == ROADTYPE_TRAM;
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}
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/**
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* Are the given bits pointing to valid roadtypes?
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* @param rts the roadtypes to check for validness
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* @return true if and only if valid
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*/
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static inline bool AreValidRoadTypes(RoadTypes rts)
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{
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return HasBit(rts, ROADTYPE_ROAD) || HasBit(rts, ROADTYPE_TRAM);
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}
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/**
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* Maps a RoadType to the corresponding RoadTypes value
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*
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* @param rt the roadtype to get the roadtypes from
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* @return the roadtypes with the given roadtype
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*/
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static inline RoadTypes RoadTypeToRoadTypes(RoadType rt)
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{
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return (RoadTypes)(1 << rt);
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}
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/**
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* Returns the RoadTypes which are not present in the given RoadTypes
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*
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* This function returns the complement of a given RoadTypes.
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*
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* @param r The given RoadTypes
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* @return The complement of the given RoadTypes
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* @note The unused value ROADTYPES_HWAY will be used, too.
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*/
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static inline RoadTypes ComplementRoadTypes(RoadTypes r)
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{
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return (RoadTypes)(ROADTYPES_ALL ^ r);
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}
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/**
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* Calculate the complement of a RoadBits value
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*
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* Simply flips all bits in the RoadBits value to get the complement
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* of the RoadBits.
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*
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* @param r The given RoadBits value
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* @return the complement
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*/
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static inline RoadBits ComplementRoadBits(RoadBits r)
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{
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return (RoadBits)(ROAD_ALL ^ r);
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}
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/**
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* Calculate the mirrored RoadBits
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*
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* Simply move the bits to their new position.
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*
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* @param r The given RoadBits value
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* @return the mirrored
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*/
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static inline RoadBits MirrorRoadBits(RoadBits r)
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{
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return (RoadBits)(GB(r, 0, 2) << 2 | GB(r, 2, 2));
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}
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/**
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* Calculate rotated RoadBits
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*
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* Move the Roadbits clockwise til they are in their final position.
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*
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* @param r The given RoadBits value
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* @param rot The given Rotation angle
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* @return the rotated
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*/
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static inline RoadBits RotateRoadBits(RoadBits r, DiagDirDiff rot)
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{
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for (; rot > (DiagDirDiff)0; rot--){
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r = (RoadBits)(GB(r, 0, 1) << 3 | GB(r, 1, 3));
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}
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return r;
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}
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/**
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* Check if we've got a straight road
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*
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* @param r The given RoadBits
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* @return true if we've got a straight road
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*/
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static inline bool IsStraightRoad(RoadBits r)
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{
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return (r == ROAD_X || r == ROAD_Y);
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}
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/**
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* Create the road-part which belongs to the given DiagDirection
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*
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* This function returns a RoadBits value which belongs to
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* the given DiagDirection.
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*
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* @param d The DiagDirection
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* @return The result RoadBits which the selected road-part set
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*/
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static inline RoadBits DiagDirToRoadBits(DiagDirection d)
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{
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return (RoadBits)(ROAD_NW << (3 ^ d));
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}
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/**
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* Create the road-part which belongs to the given Axis
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*
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* This function returns a RoadBits value which belongs to
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* the given Axis.
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*
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* @param a The Axis
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* @return The result RoadBits which the selected road-part set
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*/
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static inline RoadBits AxisToRoadBits(Axis a)
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{
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return a == AXIS_X ? ROAD_X : ROAD_Y;
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}
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/**
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* Finds out, whether given player has all given RoadTypes available
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* @param PlayerID ID of player
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* @param rts RoadTypes to test
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* @return true if player has all requested RoadTypes available
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*/
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bool HasRoadTypesAvail(const PlayerID p, const RoadTypes rts);
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/**
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* Validate functions for rail building.
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* @param rt road type to check.
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* @return true if the current player may build the road.
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*/
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bool ValParamRoadType(const RoadType rt);
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/**
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* Get the road types the given player can build.
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* @param p the player to get the roadtypes for.
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* @return the road types.
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*/
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RoadTypes GetPlayerRoadtypes(const PlayerID p);
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void UpdateLevelCrossing(TileIndex tile, bool sound = true);
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#endif /* ROAD_FUNC_H */
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