/* $Id$ */ /** @file road_func.h Functions related to roads. */ #ifndef ROAD_FUNC_H #define ROAD_FUNC_H #include "core/bitmath_func.hpp" #include "road_type.h" #include "direction_func.h" #include "player_type.h" /** * Whether the given roadtype is valid. * @param rt the roadtype to check for validness * @return true if and only if valid */ static inline bool IsValidRoadType(RoadType rt) { return rt == ROADTYPE_ROAD || rt == ROADTYPE_TRAM; } /** * Are the given bits pointing to valid roadtypes? * @param rts the roadtypes to check for validness * @return true if and only if valid */ static inline bool AreValidRoadTypes(RoadTypes rts) { return HasBit(rts, ROADTYPE_ROAD) || HasBit(rts, ROADTYPE_TRAM); } /** * Maps a RoadType to the corresponding RoadTypes value * * @param rt the roadtype to get the roadtypes from * @return the roadtypes with the given roadtype */ static inline RoadTypes RoadTypeToRoadTypes(RoadType rt) { return (RoadTypes)(1 << rt); } /** * Returns the RoadTypes which are not present in the given RoadTypes * * This function returns the complement of a given RoadTypes. * * @param r The given RoadTypes * @return The complement of the given RoadTypes * @note The unused value ROADTYPES_HWAY will be used, too. */ static inline RoadTypes ComplementRoadTypes(RoadTypes r) { return (RoadTypes)(ROADTYPES_ALL ^ r); } /** * Calculate the complement of a RoadBits value * * Simply flips all bits in the RoadBits value to get the complement * of the RoadBits. * * @param r The given RoadBits value * @return the complement */ static inline RoadBits ComplementRoadBits(RoadBits r) { return (RoadBits)(ROAD_ALL ^ r); } /** * Calculate the mirrored RoadBits * * Simply move the bits to their new position. * * @param r The given RoadBits value * @return the mirrored */ static inline RoadBits MirrorRoadBits(RoadBits r) { return (RoadBits)(GB(r, 0, 2) << 2 | GB(r, 2, 2)); } /** * Calculate rotated RoadBits * * Move the Roadbits clockwise til they are in their final position. * * @param r The given RoadBits value * @param rot The given Rotation angle * @return the rotated */ static inline RoadBits RotateRoadBits(RoadBits r, DiagDirDiff rot) { for (; rot > (DiagDirDiff)0; rot--){ r = (RoadBits)(GB(r, 0, 1) << 3 | GB(r, 1, 3)); } return r; } /** * Check if we've got a straight road * * @param r The given RoadBits * @return true if we've got a straight road */ static inline bool IsStraightRoad(RoadBits r) { return (r == ROAD_X || r == ROAD_Y); } /** * Create the road-part which belongs to the given DiagDirection * * This function returns a RoadBits value which belongs to * the given DiagDirection. * * @param d The DiagDirection * @return The result RoadBits which the selected road-part set */ static inline RoadBits DiagDirToRoadBits(DiagDirection d) { return (RoadBits)(ROAD_NW << (3 ^ d)); } /** * Create the road-part which belongs to the given Axis * * This function returns a RoadBits value which belongs to * the given Axis. * * @param a The Axis * @return The result RoadBits which the selected road-part set */ static inline RoadBits AxisToRoadBits(Axis a) { return a == AXIS_X ? ROAD_X : ROAD_Y; } /** * Finds out, whether given player has all given RoadTypes available * @param PlayerID ID of player * @param rts RoadTypes to test * @return true if player has all requested RoadTypes available */ bool HasRoadTypesAvail(const PlayerID p, const RoadTypes rts); /** * Validate functions for rail building. * @param rt road type to check. * @return true if the current player may build the road. */ bool ValParamRoadType(const RoadType rt); /** * Get the road types the given player can build. * @param p the player to get the roadtypes for. * @return the road types. */ RoadTypes GetPlayerRoadtypes(const PlayerID p); void UpdateLevelCrossing(TileIndex tile, bool sound = true); #endif /* ROAD_FUNC_H */