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/*
* 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 object_map.h Map accessors for object tiles. */
#ifndef OBJECT_MAP_H
#define OBJECT_MAP_H
#include "water_map.h"
#include "object_type.h"
ObjectType GetObjectType(TileIndex t);
/**
* Check whether the object on a tile is of a specific type.
* @param t Tile to test.
* @param type Type to test.
* @pre IsTileType(t, MP_OBJECT)
* @return True if type matches.
*/
static inline bool IsObjectType(TileIndex t, ObjectType type)
{
return GetObjectType(t) == type;
}
/**
* Check whether a tile is a object tile of a specific type.
* @param t Tile to test.
* @param type Type to test.
* @return True if type matches.
*/
static inline bool IsObjectTypeTile(TileIndex t, ObjectType type)
{
return IsTileType(t, MP_OBJECT) && GetObjectType(t) == type;
}
/**
* Get the index of which object this tile is attached to.
* @param t the tile
* @pre IsTileType(t, MP_OBJECT)
* @return The ObjectID of the object.
*/
static inline ObjectID GetObjectIndex(TileIndex t)
{
assert(IsTileType(t, MP_OBJECT));
return _m[t].m2 | _m[t].m5 << 16;
}
/**
* Get the random bits of this tile.
* @param t The tile to get the bits for.
* @pre IsTileType(t, MP_OBJECT)
* @return The random bits.
*/
static inline byte GetObjectRandomBits(TileIndex t)
{
assert(IsTileType(t, MP_OBJECT));
return _m[t].m3;
}
/**
* Make an Object tile.
* @param t The tile to make and object tile.
* @param o The new owner of the tile.
* @param index Index to the object.
* @param wc Water class for this object.
* @param random Random data to store on the tile
*/
static inline void MakeObject(TileIndex t, Owner o, ObjectID index, WaterClass wc, byte random)
{
SetTileType(t, MP_OBJECT);
SetTileOwner(t, o);
SetWaterClass(t, wc);
_m[t].m2 = index;
_m[t].m3 = random;
_m[t].m4 = 0;
_m[t].m5 = index >> 16;
SB(_me[t].m6, 2, 4, 0);
_me[t].m7 = 0;
}
#endif /* OBJECT_MAP_H */
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