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https://github.com/JGRennison/OpenTTD-patches.git
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483 lines
13 KiB
C++
483 lines
13 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file water_map.h Map accessors for water tiles. */
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#ifndef WATER_MAP_H
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#define WATER_MAP_H
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#include "depot_type.h"
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#include "tile_map.h"
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/**
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* Bit field layout of m5 for water tiles.
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*/
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enum WaterTileTypeBitLayout {
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WBL_TYPE_BEGIN = 4, ///< Start of the 'type' bitfield.
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WBL_TYPE_COUNT = 4, ///< Length of the 'type' bitfield.
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WBL_TYPE_NORMAL = 0x0, ///< Clear water or coast ('type' bitfield).
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WBL_TYPE_LOCK = 0x1, ///< Lock ('type' bitfield).
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WBL_TYPE_DEPOT = 0x8, ///< Depot ('type' bitfield).
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WBL_COAST_FLAG = 0, ///< Flag for coast.
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WBL_LOCK_ORIENT_BEGIN = 0, ///< Start of lock orientiation bitfield.
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WBL_LOCK_ORIENT_COUNT = 2, ///< Length of lock orientiation bitfield.
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WBL_LOCK_PART_BEGIN = 2, ///< Start of lock part bitfield.
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WBL_LOCK_PART_COUNT = 2, ///< Length of lock part bitfield.
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WBL_DEPOT_PART = 0, ///< Depot part flag.
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WBL_DEPOT_AXIS = 1, ///< Depot axis flag.
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};
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/** Available water tile types. */
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enum WaterTileType {
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WATER_TILE_CLEAR, ///< Plain water.
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WATER_TILE_COAST, ///< Coast.
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WATER_TILE_LOCK, ///< Water lock.
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WATER_TILE_DEPOT, ///< Water Depot.
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};
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/** classes of water (for #WATER_TILE_CLEAR water tile type). */
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enum WaterClass {
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WATER_CLASS_SEA, ///< Sea.
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WATER_CLASS_CANAL, ///< Canal.
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WATER_CLASS_RIVER, ///< River.
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WATER_CLASS_INVALID, ///< Used for industry tiles on land (also for oilrig if newgrf says so).
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};
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/** Helper information for extract tool. */
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template <> struct EnumPropsT<WaterClass> : MakeEnumPropsT<WaterClass, byte, WATER_CLASS_SEA, WATER_CLASS_INVALID, WATER_CLASS_INVALID, 2> {};
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/** Sections of the water depot. */
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enum DepotPart {
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DEPOT_PART_NORTH = 0, ///< Northern part of a depot.
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DEPOT_PART_SOUTH = 1, ///< Southern part of a depot.
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DEPOT_PART_END
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};
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/** Sections of the water lock. */
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enum LockPart {
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LOCK_PART_MIDDLE = 0, ///< Middle part of a lock.
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LOCK_PART_LOWER = 1, ///< Lower part of a lock.
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LOCK_PART_UPPER = 2, ///< Upper part of a lock.
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};
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/**
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* Get the water tile type at a tile.
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* @param t Water tile to query.
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* @return Water tile type at the tile.
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*/
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static inline WaterTileType GetWaterTileType(TileIndex t)
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{
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assert(IsTileType(t, MP_WATER));
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switch (GB(_m[t].m5, WBL_TYPE_BEGIN, WBL_TYPE_COUNT)) {
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case WBL_TYPE_NORMAL: return HasBit(_m[t].m5, WBL_COAST_FLAG) ? WATER_TILE_COAST : WATER_TILE_CLEAR;
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case WBL_TYPE_LOCK: return WATER_TILE_LOCK;
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case WBL_TYPE_DEPOT: return WATER_TILE_DEPOT;
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default: NOT_REACHED();
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}
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}
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/**
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* Checks whether the tile has an waterclass associated.
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* You can then subsequently call GetWaterClass().
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* @param t Tile to query.
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* @return True if the tiletype has a waterclass.
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*/
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static inline bool HasTileWaterClass(TileIndex t)
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{
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return IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT);
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}
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/**
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* Get the water class at a tile.
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* @param t Water tile to query.
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* @pre IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT)
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* @return Water class at the tile.
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*/
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static inline WaterClass GetWaterClass(TileIndex t)
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{
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assert(HasTileWaterClass(t));
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return (WaterClass)GB(_m[t].m1, 5, 2);
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}
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/**
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* Set the water class at a tile.
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* @param t Water tile to change.
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* @param wc New water class.
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* @pre IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT)
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*/
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static inline void SetWaterClass(TileIndex t, WaterClass wc)
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{
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assert(HasTileWaterClass(t));
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SB(_m[t].m1, 5, 2, wc);
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}
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/**
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* Tests if the tile was built on water.
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* @param t the tile to check
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* @pre IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT)
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* @return true iff on water
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*/
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static inline bool IsTileOnWater(TileIndex t)
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{
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return (GetWaterClass(t) != WATER_CLASS_INVALID);
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}
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/**
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* Is it a plain water tile?
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* @param t Water tile to query.
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* @return \c true if any type of clear water like ocean, river, or canal.
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* @pre IsTileType(t, MP_WATER)
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*/
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static inline bool IsWater(TileIndex t)
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{
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return GetWaterTileType(t) == WATER_TILE_CLEAR;
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}
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/**
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* Is it a sea water tile?
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* @param t Water tile to query.
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* @return \c true if it is a sea water tile.
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* @pre IsTileType(t, MP_WATER)
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*/
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static inline bool IsSea(TileIndex t)
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{
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return IsWater(t) && GetWaterClass(t) == WATER_CLASS_SEA;
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}
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/**
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* Is it a canal tile?
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* @param t Water tile to query.
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* @return \c true if it is a canal tile.
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* @pre IsTileType(t, MP_WATER)
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*/
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static inline bool IsCanal(TileIndex t)
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{
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return IsWater(t) && GetWaterClass(t) == WATER_CLASS_CANAL;
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}
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/**
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* Is it a river water tile?
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* @param t Water tile to query.
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* @return \c true if it is a river water tile.
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* @pre IsTileType(t, MP_WATER)
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*/
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static inline bool IsRiver(TileIndex t)
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{
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return IsWater(t) && GetWaterClass(t) == WATER_CLASS_RIVER;
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}
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/**
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* Is it a water tile with plain water?
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* @param t Tile to query.
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* @return \c true if it is a plain water tile.
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*/
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static inline bool IsWaterTile(TileIndex t)
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{
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return IsTileType(t, MP_WATER) && IsWater(t);
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}
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/**
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* Is it a coast tile?
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* @param t Water tile to query.
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* @return \c true if it is a sea water tile.
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* @pre IsTileType(t, MP_WATER)
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*/
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static inline bool IsCoast(TileIndex t)
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{
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return GetWaterTileType(t) == WATER_TILE_COAST;
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}
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/**
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* Is it a coast tile
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* @param t Tile to query.
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* @return \c true if it is a coast.
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*/
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static inline bool IsCoastTile(TileIndex t)
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{
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return IsTileType(t, MP_WATER) && IsCoast(t);
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}
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/**
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* Is it a water tile with a ship depot on it?
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* @param t Water tile to query.
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* @return \c true if it is a ship depot tile.
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* @pre IsTileType(t, MP_WATER)
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*/
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static inline bool IsShipDepot(TileIndex t)
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{
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return GetWaterTileType(t) == WATER_TILE_DEPOT;
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}
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/**
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* Is it a ship depot tile?
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* @param t Tile to query.
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* @return \c true if it is a ship depot tile.
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*/
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static inline bool IsShipDepotTile(TileIndex t)
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{
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return IsTileType(t, MP_WATER) && IsShipDepot(t);
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}
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/**
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* Get the axis of the ship depot.
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* @param t Water tile to query.
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* @return Axis of the depot.
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* @pre IsShipDepotTile(t)
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*/
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static inline Axis GetShipDepotAxis(TileIndex t)
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{
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assert(IsShipDepotTile(t));
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return (Axis)GB(_m[t].m5, WBL_DEPOT_AXIS, 1);
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}
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/**
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* Get the part of a ship depot.
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* @param t Water tile to query.
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* @return Part of the depot.
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* @pre IsShipDepotTile(t)
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*/
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static inline DepotPart GetShipDepotPart(TileIndex t)
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{
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assert(IsShipDepotTile(t));
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return (DepotPart)GB(_m[t].m5, WBL_DEPOT_PART, 1);
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}
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/**
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* Get the direction of the ship depot.
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* @param t Water tile to query.
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* @return Direction of the depot.
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* @pre IsShipDepotTile(t)
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*/
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static inline DiagDirection GetShipDepotDirection(TileIndex t)
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{
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return XYNSToDiagDir(GetShipDepotAxis(t), GetShipDepotPart(t));
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}
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/**
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* Get the other tile of the ship depot.
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* @param t Tile to query, containing one section of a ship depot.
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* @return Tile containing the other section of the depot.
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* @pre IsShipDepotTile(t)
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*/
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static inline TileIndex GetOtherShipDepotTile(TileIndex t)
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{
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return t + (GetShipDepotPart(t) != DEPOT_PART_NORTH ? -1 : 1) * (GetShipDepotAxis(t) != AXIS_X ? TileDiffXY(0, 1) : TileDiffXY(1, 0));
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}
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/**
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* Get the most northern tile of a ship depot.
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* @param t One of the tiles of the ship depot.
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* @return The northern tile of the depot.
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* @pre IsShipDepotTile(t)
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*/
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static inline TileIndex GetShipDepotNorthTile(TileIndex t)
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{
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assert(IsShipDepot(t));
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TileIndex tile2 = GetOtherShipDepotTile(t);
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return t < tile2 ? t : tile2;
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}
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/**
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* Is there a lock on a given water tile?
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* @param t Water tile to query.
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* @return \c true if it is a water lock tile.
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* @pre IsTileType(t, MP_WATER)
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*/
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static inline bool IsLock(TileIndex t)
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{
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return GetWaterTileType(t) == WATER_TILE_LOCK;
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}
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/**
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* Get the direction of the water lock.
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* @param t Water tile to query.
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* @return Direction of the lock.
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* @pre IsTileType(t, MP_WATER) && IsLock(t)
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*/
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static inline DiagDirection GetLockDirection(TileIndex t)
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{
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assert(IsLock(t));
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return (DiagDirection)GB(_m[t].m5, WBL_LOCK_ORIENT_BEGIN, WBL_LOCK_ORIENT_COUNT);
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}
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/**
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* Get the part of a lock.
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* @param t Water tile to query.
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* @return The part.
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* @pre IsTileType(t, MP_WATER) && IsLock(t)
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*/
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static inline byte GetLockPart(TileIndex t)
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{
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assert(IsLock(t));
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return GB(_m[t].m5, WBL_LOCK_PART_BEGIN, WBL_LOCK_PART_COUNT);
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}
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/**
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* Get the random bits of the water tile.
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* @param t Water tile to query.
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* @return Random bits of the tile.
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* @pre IsTileType(t, MP_WATER)
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*/
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static inline byte GetWaterTileRandomBits(TileIndex t)
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{
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assert(IsTileType(t, MP_WATER));
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return _m[t].m4;
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}
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/**
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* Checks whether the tile has water at the ground.
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* That is, it is either some plain water tile, or a object/industry/station/... with water under it.
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* @return true iff the tile has water at the ground.
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* @note Coast tiles are not considered waterish, even if there is water on a halftile.
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*/
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static inline bool HasTileWaterGround(TileIndex t)
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{
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return HasTileWaterClass(t) && IsTileOnWater(t) && !IsCoastTile(t);
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}
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/**
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* Helper function to make a coast tile.
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* @param t The tile to change into water
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*/
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static inline void MakeShore(TileIndex t)
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{
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SetTileType(t, MP_WATER);
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SetTileOwner(t, OWNER_WATER);
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SetWaterClass(t, WATER_CLASS_SEA);
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_m[t].m2 = 0;
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_m[t].m3 = 0;
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_m[t].m4 = 0;
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_m[t].m5 = WBL_TYPE_NORMAL << WBL_TYPE_BEGIN | 1 << WBL_COAST_FLAG;
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SB(_m[t].m6, 2, 4, 0);
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_me[t].m7 = 0;
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}
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/**
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* Helper function for making a watery tile.
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* @param t The tile to change into water
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* @param o The owner of the water
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* @param wc The class of water the tile has to be
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* @param random_bits Eventual random bits to be set for this tile
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*/
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static inline void MakeWater(TileIndex t, Owner o, WaterClass wc, uint8 random_bits)
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{
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SetTileType(t, MP_WATER);
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SetTileOwner(t, o);
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SetWaterClass(t, wc);
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_m[t].m2 = 0;
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_m[t].m3 = 0;
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_m[t].m4 = random_bits;
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_m[t].m5 = WBL_TYPE_NORMAL << WBL_TYPE_BEGIN;
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SB(_m[t].m6, 2, 4, 0);
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_me[t].m7 = 0;
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}
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/**
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* Make a sea tile.
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* @param t The tile to change into sea
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*/
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static inline void MakeSea(TileIndex t)
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{
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MakeWater(t, OWNER_WATER, WATER_CLASS_SEA, 0);
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}
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/**
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* Make a river tile
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* @param t The tile to change into river
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* @param random_bits Random bits to be set for this tile
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*/
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static inline void MakeRiver(TileIndex t, uint8 random_bits)
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{
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MakeWater(t, OWNER_WATER, WATER_CLASS_RIVER, random_bits);
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}
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/**
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* Make a canal tile
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* @param t The tile to change into canal
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* @param o The owner of the canal
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* @param random_bits Random bits to be set for this tile
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*/
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static inline void MakeCanal(TileIndex t, Owner o, uint8 random_bits)
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{
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assert(o != OWNER_WATER);
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MakeWater(t, o, WATER_CLASS_CANAL, random_bits);
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}
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/**
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* Make a ship depot section.
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* @param t Tile to place the ship depot section.
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* @param o Owner of the depot.
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* @param did Depot ID.
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* @param part Depot part (either #DEPOT_PART_NORTH or #DEPOT_PART_SOUTH).
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* @param a Axis of the depot.
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* @param original_water_class Original water class.
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*/
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static inline void MakeShipDepot(TileIndex t, Owner o, DepotID did, DepotPart part, Axis a, WaterClass original_water_class)
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{
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SetTileType(t, MP_WATER);
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SetTileOwner(t, o);
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SetWaterClass(t, original_water_class);
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_m[t].m2 = did;
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_m[t].m3 = 0;
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_m[t].m4 = 0;
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_m[t].m5 = WBL_TYPE_DEPOT << WBL_TYPE_BEGIN | part << WBL_DEPOT_PART | a << WBL_DEPOT_AXIS;
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SB(_m[t].m6, 2, 4, 0);
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_me[t].m7 = 0;
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}
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/**
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* Make a lock section.
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* @param t Tile to place the water lock section.
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* @param o Owner of the lock.
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* @param part Part to place.
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* @param dir Lock orientation
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* @param original_water_class Original water class.
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* @see MakeLock
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*/
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static inline void MakeLockTile(TileIndex t, Owner o, LockPart part, DiagDirection dir, WaterClass original_water_class)
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{
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SetTileType(t, MP_WATER);
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SetTileOwner(t, o);
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SetWaterClass(t, original_water_class);
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_m[t].m2 = 0;
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_m[t].m3 = 0;
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_m[t].m4 = 0;
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_m[t].m5 = WBL_TYPE_LOCK << WBL_TYPE_BEGIN | part << WBL_LOCK_PART_BEGIN | dir << WBL_LOCK_ORIENT_BEGIN;
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SB(_m[t].m6, 2, 4, 0);
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_me[t].m7 = 0;
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}
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/**
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* Make a water lock.
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* @param t Tile to place the water lock section.
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* @param o Owner of the lock.
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* @param d Direction of the water lock.
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* @param wc_lower Original water class of the lower part.
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* @param wc_upper Original water class of the upper part.
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* @param wc_middle Original water class of the middle part.
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*/
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static inline void MakeLock(TileIndex t, Owner o, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper, WaterClass wc_middle)
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{
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TileIndexDiff delta = TileOffsByDiagDir(d);
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/* Keep the current waterclass and owner for the tiles.
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* It allows to restore them after the lock is deleted */
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MakeLockTile(t, o, LOCK_PART_MIDDLE, d, wc_middle);
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MakeLockTile(t - delta, IsWaterTile(t - delta) ? GetTileOwner(t - delta) : o, LOCK_PART_LOWER, d, wc_lower);
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MakeLockTile(t + delta, IsWaterTile(t + delta) ? GetTileOwner(t + delta) : o, LOCK_PART_UPPER, d, wc_upper);
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}
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#endif /* WATER_MAP_H */
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