Files @ r9583:b6e25a00b908
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Location: cpp/openttd-patchpack/source/src/road_func.h

rubidium
(svn r13621) -Fix: building roadbits in the wrong direction on bridges or building roadbits from underneath the bridge to the bridgehead is impossible, so don't silently ignore that error when building over houses and industries is not ignored.
/* $Id$ */

/** @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 */