1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
|
/* $Id$ */
/*
* 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"
/**
* Bit field layout of m5 for water tiles.
*/
enum WaterTileTypeBitLayout {
WBL_TYPE_BEGIN = 4, ///< Start of the 'type' bitfield.
WBL_TYPE_COUNT = 4, ///< Length of the 'type' bitfield.
WBL_TYPE_NORMAL = 0x0, ///< Clear water or coast ('type' bitfield).
WBL_TYPE_LOCK = 0x1, ///< Lock ('type' bitfield).
WBL_TYPE_DEPOT = 0x8, ///< Depot ('type' bitfield).
WBL_COAST_FLAG = 0, ///< Flag for coast.
WBL_LOCK_ORIENT_BEGIN = 0, ///< Start of lock orientiation bitfield.
WBL_LOCK_ORIENT_COUNT = 2, ///< Length of lock orientiation bitfield.
WBL_LOCK_PART_BEGIN = 2, ///< Start of lock part bitfield.
WBL_LOCK_PART_COUNT = 2, ///< Length of lock part bitfield.
WBL_DEPOT_PART = 0, ///< Depot part flag.
WBL_DEPOT_AXIS = 1, ///< Depot axis flag.
};
/** 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).
};
/** Helper information for extract tool. */
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_PART_NORTH = 0, ///< Northern part of a depot.
DEPOT_PART_SOUTH = 1, ///< Southern part of a depot.
DEPOT_PART_END
};
/** Sections of the water lock. */
enum LockPart {
LOCK_PART_MIDDLE = 0, ///< Middle part of a lock.
LOCK_PART_LOWER = 1, ///< Lower part of a lock.
LOCK_PART_UPPER = 2, ///< Upper part of a lock.
};
bool IsPossibleDockingTile(TileIndex t);
/**
* 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));
switch (GB(_m[t].m5, WBL_TYPE_BEGIN, WBL_TYPE_COUNT)) {
case WBL_TYPE_NORMAL: return HasBit(_m[t].m5, WBL_COAST_FLAG) ? WATER_TILE_COAST : WATER_TILE_CLEAR;
case WBL_TYPE_LOCK: return WATER_TILE_LOCK;
case WBL_TYPE_DEPOT: return WATER_TILE_DEPOT;
default: NOT_REACHED();
}
}
/**
* 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) || IsTileType(t, MP_TREES);
}
/**
* 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.
* @pre IsTileType(t, MP_WATER)
*/
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.
* @pre IsTileType(t, MP_WATER)
*/
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.
* @pre IsTileType(t, MP_WATER)
*/
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.
* @pre IsTileType(t, MP_WATER)
*/
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.
* @pre IsTileType(t, MP_WATER)
*/
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)) || (IsTileType(t, MP_TREES) && GetWaterClass(t) != WATER_CLASS_INVALID);
}
/**
* 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.
* @pre IsTileType(t, MP_WATER)
*/
static inline bool IsShipDepot(TileIndex t)
{
return GetWaterTileType(t) == WATER_TILE_DEPOT;
}
/**
* 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.
* @pre IsShipDepotTile(t)
*/
static inline Axis GetShipDepotAxis(TileIndex t)
{
assert(IsShipDepotTile(t));
return (Axis)GB(_m[t].m5, WBL_DEPOT_AXIS, 1);
}
/**
* Get the part of a ship depot.
* @param t Water tile to query.
* @return Part of the depot.
* @pre IsShipDepotTile(t)
*/
static inline DepotPart GetShipDepotPart(TileIndex t)
{
assert(IsShipDepotTile(t));
return (DepotPart)GB(_m[t].m5, WBL_DEPOT_PART, 1);
}
/**
* Get the direction of the ship depot.
* @param t Water tile to query.
* @return Direction of the depot.
* @pre IsShipDepotTile(t)
*/
static inline DiagDirection GetShipDepotDirection(TileIndex t)
{
return XYNSToDiagDir(GetShipDepotAxis(t), GetShipDepotPart(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.
* @pre IsShipDepotTile(t)
*/
static inline TileIndex GetOtherShipDepotTile(TileIndex t)
{
return t + (GetShipDepotPart(t) != DEPOT_PART_NORTH ? -1 : 1) * (GetShipDepotAxis(t) != AXIS_X ? TileDiffXY(0, 1) : TileDiffXY(1, 0));
}
/**
* Get the most northern tile of a ship depot.
* @param t One of the tiles of the ship depot.
* @return The northern tile of the depot.
* @pre IsShipDepotTile(t)
*/
static inline TileIndex GetShipDepotNorthTile(TileIndex t)
{
assert(IsShipDepot(t));
TileIndex tile2 = GetOtherShipDepotTile(t);
return t < tile2 ? t : tile2;
}
/**
* Is there a lock on a given water tile?
* @param t Water tile to query.
* @return \c true if it is a water lock tile.
* @pre IsTileType(t, MP_WATER)
*/
static inline bool IsLock(TileIndex t)
{
return GetWaterTileType(t) == WATER_TILE_LOCK;
}
/**
* Get the direction of the water lock.
* @param t Water tile to query.
* @return Direction of the lock.
* @pre IsTileType(t, MP_WATER) && IsLock(t)
*/
static inline DiagDirection GetLockDirection(TileIndex t)
{
assert(IsLock(t));
return (DiagDirection)GB(_m[t].m5, WBL_LOCK_ORIENT_BEGIN, WBL_LOCK_ORIENT_COUNT);
}
/**
* Get the part of a lock.
* @param t Water tile to query.
* @return The part.
* @pre IsTileType(t, MP_WATER) && IsLock(t)
*/
static inline byte GetLockPart(TileIndex t)
{
assert(IsLock(t));
return GB(_m[t].m5, WBL_LOCK_PART_BEGIN, WBL_LOCK_PART_COUNT);
}
/**
* Get the random bits of the water tile.
* @param t Water tile to query.
* @return Random bits of the tile.
* @pre IsTileType(t, MP_WATER)
*/
static inline byte GetWaterTileRandomBits(TileIndex t)
{
assert(IsTileType(t, MP_WATER));
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);
}
/**
* Set the docking tile state of a tile. This is used by pathfinders to reach their destination.
* As well as water tiles, half-rail tiles, buoys and aqueduct ends can also be docking tiles.
* @param t the tile
* @param b the docking tile state
*/
static inline void SetDockingTile(TileIndex t, bool b)
{
assert(IsTileType(t, MP_WATER) || IsTileType(t, MP_RAILWAY) || IsTileType(t, MP_STATION) || IsTileType(t, MP_TUNNELBRIDGE));
SB(_m[t].m1, 7, 1, b ? 1 : 0);
}
/**
* Checks whether the tile is marked as a dockling tile.
* @return true iff the tile is marked as a docking tile.
*/
static inline bool IsDockingTile(TileIndex t)
{
return (IsTileType(t, MP_WATER) || IsTileType(t, MP_RAILWAY) || IsTileType(t, MP_STATION) || IsTileType(t, MP_TUNNELBRIDGE)) && HasBit(_m[t].m1, 7);
}
/**
* 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);
SetDockingTile(t, false);
_m[t].m2 = 0;
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = WBL_TYPE_NORMAL << WBL_TYPE_BEGIN | 1 << WBL_COAST_FLAG;
SB(_me[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);
SetDockingTile(t, false);
_m[t].m2 = 0;
_m[t].m3 = 0;
_m[t].m4 = random_bits;
_m[t].m5 = WBL_TYPE_NORMAL << WBL_TYPE_BEGIN;
SB(_me[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 part Depot part (either #DEPOT_PART_NORTH or #DEPOT_PART_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 part, Axis a, WaterClass original_water_class)
{
SetTileType(t, MP_WATER);
SetTileOwner(t, o);
SetWaterClass(t, original_water_class);
SetDockingTile(t, false);
_m[t].m2 = did;
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = WBL_TYPE_DEPOT << WBL_TYPE_BEGIN | part << WBL_DEPOT_PART | a << WBL_DEPOT_AXIS;
SB(_me[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 part Part to place.
* @param dir Lock orientation
* @param original_water_class Original water class.
* @see MakeLock
*/
static inline void MakeLockTile(TileIndex t, Owner o, LockPart part, DiagDirection dir, WaterClass original_water_class)
{
SetTileType(t, MP_WATER);
SetTileOwner(t, o);
SetWaterClass(t, original_water_class);
SetDockingTile(t, false);
_m[t].m2 = 0;
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = WBL_TYPE_LOCK << WBL_TYPE_BEGIN | part << WBL_LOCK_PART_BEGIN | dir << WBL_LOCK_ORIENT_BEGIN;
SB(_me[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.
* @param wc_middle Original water class of the middle part.
*/
static inline void MakeLock(TileIndex t, Owner o, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper, WaterClass wc_middle)
{
TileIndexDiff delta = TileOffsByDiagDir(d);
/* Keep the current waterclass and owner for the tiles.
* It allows to restore them after the lock is deleted */
MakeLockTile(t, o, LOCK_PART_MIDDLE, d, wc_middle);
MakeLockTile(t - delta, IsWaterTile(t - delta) ? GetTileOwner(t - delta) : o, LOCK_PART_LOWER, d, wc_lower);
MakeLockTile(t + delta, IsWaterTile(t + delta) ? GetTileOwner(t + delta) : o, LOCK_PART_UPPER, d, wc_upper);
}
#endif /* WATER_MAP_H */
|