(svn r2595) -Codechange: Introduced "IsSteepTileh" to find whether a tile is steep
(i.e. spans two height levels) and use it throughout the code. -Codechange: Add CanBuildDepotByTileh to find if a tile is suitable to build a depot on it. Wraps some bitmagic which seems quite unreadable at first glance
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25
depot.h
25
depot.h
@@ -1,6 +1,9 @@
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#ifndef DEPOT_H
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#define DEPOT_H
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/** @file depot.h Header files for depots (not hangars)
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* @see depot.c */
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#include "pool.h"
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#include "tile.h"
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@@ -112,6 +115,28 @@ static inline DiagDirection GetDepotDirection(TileIndex tile, TransportType type
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}
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}
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/**
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Find out if the slope of the tile is suitable to build a depot of given direction
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@param direction The direction in which the depot's exit points. Starts with 0 as NE and goes Clockwise
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@param tileh The slope of the tile in question
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@return true if the construction is possible
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This is checked by the ugly 0x4C >> direction magic, which does the following:
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0x4C is 0100 1100 and tileh has only bits 0..3 set (steep tiles are ruled out)
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So: for direction (only the significant bits are shown)<p>
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00 (exit towards NE) we need either bit 2 or 3 set in tileh: 0x4C >> 0 = 1100<p>
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01 (exit towards SE) we need either bit 1 or 2 set in tileh: 0x4C >> 1 = 0110<p>
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02 (exit towards SW) we need either bit 0 or 1 set in tileh: 0x4C >> 2 = 0011<p>
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03 (exit towards NW) we need either bit 0 or 4 set in tileh: 0x4C >> 3 = 1001<p>
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So ((0x4C >> p2) & tileh) determines whether the depot can be built on the current tileh
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*/
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static inline bool CanBuildDepotByTileh(uint32 direction, uint tileh)
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{
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return (0x4C >> direction) & tileh;
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}
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Depot *GetDepotByTile(TileIndex tile);
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void InitializeDepot(void);
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Depot *AllocateDepot(void);
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