/* $Id$ */ /** @file depot.h Header files for depots (not hangars) */ #ifndef DEPOT_H #define DEPOT_H #include "direction_type.h" #include "depot_type.h" #include "oldpool.h" #include "road_map.h" #include "rail_map.h" #include "water_map.h" #include "station_map.h" DECLARE_OLD_POOL(Depot, Depot, 3, 8000) struct Depot : PoolItem { TileIndex xy; TownID town_index; Depot(TileIndex xy = 0) : xy(xy) {} ~Depot(); inline bool IsValid() const { return this->xy != 0; } }; static inline bool IsValidDepotID(DepotID index) { return index < GetDepotPoolSize() && GetDepot(index)->IsValid(); } void ShowDepotWindow(TileIndex tile, VehicleType type); #define FOR_ALL_DEPOTS_FROM(d, start) for (d = GetDepot(start); d != NULL; d = (d->index + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : NULL) if (d->IsValid()) #define FOR_ALL_DEPOTS(d) FOR_ALL_DEPOTS_FROM(d, 0) /** * Check if a tile is a depot of the given type. */ static inline bool IsTileDepotType(TileIndex tile, TransportType type) { switch (type) { case TRANSPORT_RAIL: return IsTileType(tile, MP_RAILWAY) && GetRailTileType(tile) == RAIL_TILE_DEPOT; case TRANSPORT_ROAD: return IsRoadDepotTile(tile); case TRANSPORT_WATER: return IsTileType(tile, MP_WATER) && GetWaterTileType(tile) == WATER_TILE_DEPOT; default: NOT_REACHED(); return false; } } /** * Is the given tile a tile with a depot on it? * @param tile the tile to check * @return true if and only if there is a depot on the tile. */ static inline bool IsDepotTile(TileIndex tile) { switch (GetTileType(tile)) { case MP_ROAD: return IsRoadDepot(tile); case MP_WATER: return GetWaterTileType(tile) == WATER_TILE_DEPOT; case MP_RAILWAY: return GetRailTileType(tile) == RAIL_TILE_DEPOT; case MP_STATION: return IsHangar(tile); default: return false; } } /** * Find out if the slope of the tile is suitable to build a depot of given direction * @param direction The direction in which the depot's exit points * @param tileh The slope of the tile in question * @return true if the construction is possible * This is checked by the ugly 0x4C >> direction magic, which does the following: * 0x4C is 0100 1100 and tileh has only bits 0..3 set (steep tiles are ruled out) * So: for direction (only the significant bits are shown)

* 00 (exit towards NE) we need either bit 2 or 3 set in tileh: 0x4C >> 0 = 1100

* 01 (exit towards SE) we need either bit 1 or 2 set in tileh: 0x4C >> 1 = 0110

* 02 (exit towards SW) we need either bit 0 or 1 set in tileh: 0x4C >> 2 = 0011

* 03 (exit towards NW) we need either bit 0 or 4 set in tileh: 0x4C >> 3 = 1001

* So ((0x4C >> direction) & tileh) determines whether the depot can be built on the current tileh */ static inline bool CanBuildDepotByTileh(DiagDirection direction, Slope tileh) { return ((0x4C >> direction) & tileh) != 0; } Depot *GetDepotByTile(TileIndex tile); void InitializeDepots(); void DeleteDepotHighlightOfVehicle(const Vehicle *v); #endif /* DEPOT_H */