src/bridge_map.h
author celestar
Mon, 19 Mar 2007 09:33:17 +0000
branchgamebalance
changeset 9894 70d78ac95d6c
parent 6486 4f8af35b11eb
child 6307 f40e88cff863
child 6719 4cc327ad39d5
child 6912 f1dafa4911fb
permissions -rw-r--r--
(svn r9310) [gamebalance] -Feature: Player performance now influences the wealth level of a town (albeit only on a small scale). This is the first feedback effect that the player has on the local and global economy. Please refrain from using the AI too much for the time being because it'll trash the ratings most likely.
/* $Id$ */

/** @file bridge_map.h */

#ifndef BRIDGE_MAP_H
#define BRIDGE_MAP_H

#include "direction.h"
#include "macros.h"
#include "map.h"
#include "rail.h"
#include "road_map.h"
#include "tile.h"


static inline bool IsBridge(TileIndex t)
{
	assert(IsTileType(t, MP_TUNNELBRIDGE));
	return HASBIT(_m[t].m5, 7);
}

static inline bool IsBridgeTile(TileIndex t)
{
	return IsTileType(t, MP_TUNNELBRIDGE) && IsBridge(t);
}


static inline bool MayHaveBridgeAbove(TileIndex t)
{
	return
		IsTileType(t, MP_CLEAR) ||
		IsTileType(t, MP_RAILWAY) ||
		IsTileType(t, MP_STREET) ||
		IsTileType(t, MP_WATER) ||
		IsTileType(t, MP_TUNNELBRIDGE) ||
		IsTileType(t, MP_UNMOVABLE);
}


static inline bool IsBridgeAbove(TileIndex t)
{
	assert(MayHaveBridgeAbove(t));
	return GB(_m[t].m6, 6, 2) != 0;
}


/**
 * Determines the type of bridge on a tile
 * @param tile The tile to analyze
 * @return The bridge type
 */
static inline uint GetBridgeType(TileIndex t)
{
	assert(IsBridgeTile(t));
	return GB(_m[t].m2, 4, 4);
}


/**
 * Get the direction pointing onto the bridge
 * @param tile The tile to analyze
 * @return the above mentionned direction
 */
static inline DiagDirection GetBridgeRampDirection(TileIndex t)
{
	assert(IsBridgeTile(t));
	return (DiagDirection)GB(_m[t].m5, 0, 2);
}


static inline Axis GetBridgeAxis(TileIndex t)
{
	assert(IsBridgeAbove(t));
	return (Axis)(GB(_m[t].m6, 6, 2) - 1);
}


static inline TransportType GetBridgeTransportType(TileIndex t)
{
	assert(IsBridgeTile(t));
	return (TransportType)GB(_m[t].m5, 2, 2);
}


static inline bool HasBridgeSnowOrDesert(TileIndex t)
{
	assert(IsBridgeTile(t));
	return HASBIT(_m[t].m4, 7);
}


static inline void SetBridgeSnowOrDesert(TileIndex t, bool snow_or_desert)
{
	assert(IsBridgeTile(t));
	SB(_m[t].m4, 7, 1, snow_or_desert);
}

/**
 * Finds the end of a bridge in the specified direction starting at a middle tile
 */
TileIndex GetBridgeEnd(TileIndex, DiagDirection);

/**
 * Finds the northern end of a bridge starting at a middle tile
 */
TileIndex GetNorthernBridgeEnd(TileIndex t);

/**
 * Finds the southern end of a bridge starting at a middle tile
 */
TileIndex GetSouthernBridgeEnd(TileIndex t);


/**
 * Starting at one bridge end finds the other bridge end
 */
TileIndex GetOtherBridgeEnd(TileIndex);

uint GetBridgeHeight(TileIndex tile);
uint GetBridgeFoundation(Slope tileh, Axis axis);

static inline void ClearSingleBridgeMiddle(TileIndex t, Axis a)
{
	assert(MayHaveBridgeAbove(t));
	CLRBIT(_m[t].m6, 6 + a);
}


static inline void ClearBridgeMiddle(TileIndex t)
{
	ClearSingleBridgeMiddle(t, AXIS_X);
	ClearSingleBridgeMiddle(t, AXIS_Y);
}

static inline void SetBridgeMiddle(TileIndex t, Axis a)
{
	assert(MayHaveBridgeAbove(t));
	SETBIT(_m[t].m6, 6 + a);
}


static inline void MakeBridgeRamp(TileIndex t, Owner o, uint bridgetype, DiagDirection d, TransportType tt)
{
	SetTileType(t, MP_TUNNELBRIDGE);
	SetTileOwner(t, o);
	_m[t].m2 = bridgetype << 4;
	_m[t].m4 = 0;
	_m[t].m5 = 1 << 7 | tt << 2 | d;
}

static inline void MakeRoadBridgeRamp(TileIndex t, Owner o, uint bridgetype, DiagDirection d)
{
	MakeBridgeRamp(t, o, bridgetype, d, TRANSPORT_ROAD);
	_m[t].m3 = 0;
}

static inline void MakeRailBridgeRamp(TileIndex t, Owner o, uint bridgetype, DiagDirection d, RailType r)
{
	MakeBridgeRamp(t, o, bridgetype, d, TRANSPORT_RAIL);
	_m[t].m3 = r;
}


#endif /* BRIDGE_MAP_H */