/* $Id$ */ /* * 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 */