src/depot.h
author peter1138
Tue, 22 Jan 2008 07:27:06 +0000
changeset 8374 7a1b6c89cb89
parent 8211 29a8510dfd62
child 8563 13b1a41e46f1
permissions -rw-r--r--
(svn r11940) -Codechange: Store short filename once per open file instead of once per sprite cache entry. Not all file types need this, but most of the time no sprite cache entry needed it either.
/* $Id$ */

/** @file depot.h Header files for depots (not hangars) */

#ifndef DEPOT_H
#define DEPOT_H

#include "direction_type.h"
#include "oldpool.h"
#include "road_map.h"
#include "rail_map.h"
#include "water_map.h"
#include "station_map.h"

struct Depot;
DECLARE_OLD_POOL(Depot, Depot, 3, 8000)

struct Depot : PoolItem<Depot, DepotID, &_Depot_pool> {
	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 IsTileType(tile, MP_ROAD)    && GetRoadTileType(tile)  == ROAD_TILE_DEPOT;

		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 GetRoadTileType(tile)  == ROAD_TILE_DEPOT;
		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)<p>
 * 00 (exit towards NE) we need either bit 2 or 3 set in tileh: 0x4C >> 0 = 1100<p>
 * 01 (exit towards SE) we need either bit 1 or 2 set in tileh: 0x4C >> 1 = 0110<p>
 * 02 (exit towards SW) we need either bit 0 or 1 set in tileh: 0x4C >> 2 = 0011<p>
 * 03 (exit towards NW) we need either bit 0 or 4 set in tileh: 0x4C >> 3 = 1001<p>
 * 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 */