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Update: Translations from eints
spanish (mexican): 2 changes by Absay
spanish (mexican): 2 changes by Absay
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @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 orientiation bitfield.
WBL_LOCK_ORIENT_COUNT = 2, ///< Length of lock orientiation 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 {
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).
};
/** Helper information for extract tool. */
template <> struct EnumPropsT<WaterClass> : MakeEnumPropsT<WaterClass, byte, WATER_CLASS_SEA, WATER_CLASS_INVALID, WATER_CLASS_INVALID, 2> {};
/** 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.
};
/**
* Get the water tile type at a tile.
* @param t Water tile to query.
* @return Water tile type at the tile.
*/
static inline WaterTileType GetWaterTileType(TileIndex t)
{
assert(IsTileType(t, MP_WATER));
switch (GB(_m[t].m5, WBL_TYPE_BEGIN, WBL_TYPE_COUNT)) {
case WBL_TYPE_NORMAL: return HasBit(_m[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.
*/
static inline bool HasTileWaterClass(TileIndex t)
{
return IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT);
}
/**
* 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.
*/
static inline WaterClass GetWaterClass(TileIndex t)
{
assert(HasTileWaterClass(t));
return (WaterClass)GB(_m[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)
*/
static inline void SetWaterClass(TileIndex t, WaterClass wc)
{
assert(HasTileWaterClass(t));
SB(_m[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
*/
static inline bool IsTileOnWater(TileIndex 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)
*/
static inline bool IsWater(TileIndex 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)
*/
static inline bool IsSea(TileIndex 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)
*/
static inline bool IsCanal(TileIndex 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)
*/
static inline bool IsRiver(TileIndex 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.
*/
static inline bool IsWaterTile(TileIndex 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)
*/
static inline bool IsCoast(TileIndex 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.
*/
static inline bool IsCoastTile(TileIndex t)
{
return IsTileType(t, MP_WATER) && IsCoast(t);
}
/**
* 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)
*/
static inline bool IsShipDepot(TileIndex 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.
*/
static inline bool IsShipDepotTile(TileIndex 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)
*/
static inline Axis GetShipDepotAxis(TileIndex t)
{
assert(IsShipDepotTile(t));
return (Axis)GB(_m[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)
*/
static inline DepotPart GetShipDepotPart(TileIndex t)
{
assert(IsShipDepotTile(t));
return (DepotPart)GB(_m[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)
*/
static inline DiagDirection GetShipDepotDirection(TileIndex 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)
*/
static inline TileIndex GetOtherShipDepotTile(TileIndex t)
{
return 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)
*/
static inline TileIndex GetShipDepotNorthTile(TileIndex t)
{
assert(IsShipDepot(t));
TileIndex tile2 = GetOtherShipDepotTile(t);
return t < tile2 ? 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)
*/
static inline bool IsLock(TileIndex 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)
*/
static inline DiagDirection GetLockDirection(TileIndex t)
{
assert(IsLock(t));
return (DiagDirection)GB(_m[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)
*/
static inline byte GetLockPart(TileIndex t)
{
assert(IsLock(t));
return GB(_m[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)
*/
static inline byte GetWaterTileRandomBits(TileIndex t)
{
assert(IsTileType(t, MP_WATER));
return _m[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.
*/
static inline bool HasTileWaterGround(TileIndex t)
{
return HasTileWaterClass(t) && IsTileOnWater(t) && !IsCoastTile(t);
}
/**
* Helper function to make a coast tile.
* @param t The tile to change into water
*/
static inline void MakeShore(TileIndex t)
{
SetTileType(t, MP_WATER);
SetTileOwner(t, OWNER_WATER);
SetWaterClass(t, WATER_CLASS_SEA);
_m[t].m2 = 0;
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = WBL_TYPE_NORMAL << WBL_TYPE_BEGIN | 1 << WBL_COAST_FLAG;
SB(_me[t].m6, 2, 4, 0);
_me[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
*/
static inline void MakeWater(TileIndex t, Owner o, WaterClass wc, uint8 random_bits)
{
SetTileType(t, MP_WATER);
SetTileOwner(t, o);
SetWaterClass(t, wc);
_m[t].m2 = 0;
_m[t].m3 = 0;
_m[t].m4 = random_bits;
_m[t].m5 = WBL_TYPE_NORMAL << WBL_TYPE_BEGIN;
SB(_me[t].m6, 2, 4, 0);
_me[t].m7 = 0;
}
/**
* Make a sea tile.
* @param t The tile to change into sea
*/
static inline void MakeSea(TileIndex 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
*/
static inline void MakeRiver(TileIndex t, uint8 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
*/
static inline void MakeCanal(TileIndex t, Owner o, uint8 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.
*/
static inline void MakeShipDepot(TileIndex 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);
_m[t].m2 = did;
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = WBL_TYPE_DEPOT << WBL_TYPE_BEGIN | part << WBL_DEPOT_PART | a << WBL_DEPOT_AXIS;
SB(_me[t].m6, 2, 4, 0);
_me[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
*/
static inline void MakeLockTile(TileIndex t, Owner o, LockPart part, DiagDirection dir, WaterClass original_water_class)
{
SetTileType(t, MP_WATER);
SetTileOwner(t, o);
SetWaterClass(t, original_water_class);
_m[t].m2 = 0;
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = WBL_TYPE_LOCK << WBL_TYPE_BEGIN | part << WBL_LOCK_PART_BEGIN | dir << WBL_LOCK_ORIENT_BEGIN;
SB(_me[t].m6, 2, 4, 0);
_me[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.
*/
static inline void MakeLock(TileIndex t, Owner o, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper, WaterClass wc_middle)
{
TileIndexDiff delta = TileOffsByDiagDir(d);
/* 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(t - delta, IsWaterTile(t - delta) ? GetTileOwner(t - delta) : o, LOCK_PART_LOWER, d, wc_lower);
MakeLockTile(t + delta, IsWaterTile(t + delta) ? GetTileOwner(t + delta) : o, LOCK_PART_UPPER, d, wc_upper);
}
#endif /* WATER_MAP_H */
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