/* * 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 . */ /** @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 orientation bitfield. WBL_LOCK_ORIENT_COUNT = 2, ///< Length of lock orientation 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 : uint8_t { 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). }; /** * Checks if a water class is valid. * * @param wc The value to check * @return true if the given value is a valid water class. */ inline bool IsValidWaterClass(WaterClass wc) { return wc < WATER_CLASS_INVALID; } /** 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(Tile t); /** * Get the water tile type at a tile. * @param t Water tile to query. * @return Water tile type at the tile. */ inline WaterTileType GetWaterTileType(Tile t) { assert(IsTileType(t, MP_WATER)); switch (GB(t.m5(), WBL_TYPE_BEGIN, WBL_TYPE_COUNT)) { case WBL_TYPE_NORMAL: return HasBit(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. */ inline bool HasTileWaterClass(Tile 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. */ inline WaterClass GetWaterClass(Tile t) { assert(HasTileWaterClass(t)); return (WaterClass)GB(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) */ inline void SetWaterClass(Tile t, WaterClass wc) { assert(HasTileWaterClass(t)); SB(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 */ inline bool IsTileOnWater(Tile 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) */ inline bool IsWater(Tile 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) */ inline bool IsSea(Tile 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) */ inline bool IsCanal(Tile 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) */ inline bool IsRiver(Tile 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. */ inline bool IsWaterTile(Tile 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) */ inline bool IsCoast(Tile 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. */ inline bool IsCoastTile(Tile 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) */ inline bool IsShipDepot(Tile 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. */ inline bool IsShipDepotTile(Tile 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) */ inline Axis GetShipDepotAxis(Tile t) { assert(IsShipDepotTile(t)); return (Axis)GB(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) */ inline DepotPart GetShipDepotPart(Tile t) { assert(IsShipDepotTile(t)); return (DepotPart)GB(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) */ inline DiagDirection GetShipDepotDirection(Tile 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) */ inline TileIndex GetOtherShipDepotTile(Tile t) { return TileIndex(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) */ inline TileIndex GetShipDepotNorthTile(Tile t) { assert(IsShipDepot(t)); TileIndex tile2 = GetOtherShipDepotTile(t); return t < tile2 ? TileIndex(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) */ inline bool IsLock(Tile 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) */ inline DiagDirection GetLockDirection(Tile t) { assert(IsLock(t)); return (DiagDirection)GB(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) */ inline uint8_t GetLockPart(Tile t) { assert(IsLock(t)); return GB(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) */ inline uint8_t GetWaterTileRandomBits(Tile t) { assert(IsTileType(t, MP_WATER)); return 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. */ inline bool HasTileWaterGround(Tile 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 */ inline void SetDockingTile(Tile t, bool b) { assert(IsTileType(t, MP_WATER) || IsTileType(t, MP_RAILWAY) || IsTileType(t, MP_STATION) || IsTileType(t, MP_TUNNELBRIDGE)); SB(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. */ inline bool IsDockingTile(Tile t) { return (IsTileType(t, MP_WATER) || IsTileType(t, MP_RAILWAY) || IsTileType(t, MP_STATION) || IsTileType(t, MP_TUNNELBRIDGE)) && HasBit(t.m1(), 7); } /** * Helper function to make a coast tile. * @param t The tile to change into water */ inline void MakeShore(Tile t) { SetTileType(t, MP_WATER); SetTileOwner(t, OWNER_WATER); SetWaterClass(t, WATER_CLASS_SEA); SetDockingTile(t, false); t.m2() = 0; t.m3() = 0; t.m4() = 0; t.m5() = WBL_TYPE_NORMAL << WBL_TYPE_BEGIN | 1 << WBL_COAST_FLAG; SB(t.m6(), 2, 4, 0); 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 */ inline void MakeWater(Tile t, Owner o, WaterClass wc, uint8_t random_bits) { SetTileType(t, MP_WATER); SetTileOwner(t, o); SetWaterClass(t, wc); SetDockingTile(t, false); t.m2() = 0; t.m3() = 0; t.m4() = random_bits; t.m5() = WBL_TYPE_NORMAL << WBL_TYPE_BEGIN; SB(t.m6(), 2, 4, 0); t.m7() = 0; } /** * Make a sea tile. * @param t The tile to change into sea */ inline void MakeSea(Tile 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 */ inline void MakeRiver(Tile t, uint8_t 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 */ inline void MakeCanal(Tile t, Owner o, uint8_t 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. */ inline void MakeShipDepot(Tile 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); t.m2() = did; t.m3() = 0; t.m4() = 0; t.m5() = WBL_TYPE_DEPOT << WBL_TYPE_BEGIN | part << WBL_DEPOT_PART | a << WBL_DEPOT_AXIS; SB(t.m6(), 2, 4, 0); 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 */ inline void MakeLockTile(Tile 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); t.m2() = 0; t.m3() = 0; t.m4() = 0; t.m5() = WBL_TYPE_LOCK << WBL_TYPE_BEGIN | part << WBL_LOCK_PART_BEGIN | dir << WBL_LOCK_ORIENT_BEGIN; SB(t.m6(), 2, 4, 0); 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. */ inline void MakeLock(Tile t, Owner o, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper, WaterClass wc_middle) { TileIndexDiff delta = TileOffsByDiagDir(d); Tile lower_tile = TileIndex(t) - delta; Tile upper_tile = TileIndex(t) + delta; /* 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(lower_tile, IsWaterTile(lower_tile) ? GetTileOwner(lower_tile) : o, LOCK_PART_LOWER, d, wc_lower); MakeLockTile(upper_tile, IsWaterTile(upper_tile) ? GetTileOwner(upper_tile) : o, LOCK_PART_UPPER, d, wc_upper); } #endif /* WATER_MAP_H */