OpenTTD/src/tunnelbridge_map.h

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/* $Id$ */
/** @file tunnelbridge_map.h Functions that have tunnels and bridges in common */
#ifndef TUNNELBRIDGE_MAP_H
#define TUNNELBRIDGE_MAP_H
#include "direction_func.h"
#include "core/bitmath_func.hpp"
#include "tile_map.h"
/**
* Tunnel: Get the direction facing out of the tunnel
* Bridge: Get the direction pointing onto the bridge
* @param t The tile to analyze
* @pre IsTileType(t, MP_TUNNELBRIDGE)
* @return the above mentionned direction
*/
static inline DiagDirection GetTunnelBridgeDirection(TileIndex t)
{
assert(IsTileType(t, MP_TUNNELBRIDGE));
return (DiagDirection)GB(_m[t].m5, 0, 2);
}
/**
* Tunnel: Get the transport type of the tunnel (road or rail)
* Bridge: Get the transport type of the bridge's ramp
* @param t The tile to analyze
* @pre IsTileType(t, MP_TUNNELBRIDGE)
* @return the transport type in the tunnel/bridge
*/
static inline TransportType GetTunnelBridgeTransportType(TileIndex t)
{
assert(IsTileType(t, MP_TUNNELBRIDGE));
return (TransportType)GB(_m[t].m5, 2, 2);
}
/**
* Tunnel: Is this tunnel entrance in a snowy or desert area?
* Bridge: Does the bridge ramp lie in a snow or desert area?
* @param t The tile to analyze
* @pre IsTileType(t, MP_TUNNELBRIDGE)
* @return true if and only if the tile is in a snowy/desert area
*/
static inline bool HasTunnelBridgeSnowOrDesert(TileIndex t)
{
assert(IsTileType(t, MP_TUNNELBRIDGE));
return HasBit(_m[t].m4, 7);
}
/**
* Tunnel: Places this tunnel entrance in a snowy or desert area, or takes it out of there.
* Bridge: Sets whether the bridge ramp lies in a snow or desert area.
* @param t the tunnel entrance / bridge ramp tile
* @param snow_or_desert is the entrance/ramp in snow or desert (true), when
* not in snow and not in desert false
* @pre IsTileType(t, MP_TUNNELBRIDGE)
*/
static inline void SetTunnelBridgeSnowOrDesert(TileIndex t, bool snow_or_desert)
{
assert(IsTileType(t, MP_TUNNELBRIDGE));
SB(_m[t].m4, 7, 1, snow_or_desert);
}
#endif /* TUNNELBRIDGE_MAP_H */