本文整理汇总了C++中IsTileType函数的典型用法代码示例。如果您正苦于以下问题:C++ IsTileType函数的具体用法?C++ IsTileType怎么用?C++ IsTileType使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了IsTileType函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CanalGetVariable
static uint32 CanalGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
{
TileIndex tile = object->u.canal.tile;
switch (variable) {
/* Height of tile */
case 0x80: {
uint z = GetTileZ(tile) / TILE_HEIGHT;
/* Return consistent height within locks */
if (IsTileType(tile, MP_WATER) && IsLock(tile) && GetSection(tile) >= 8) z--;
return z;
}
/* Terrain type */
case 0x81: return GetTerrainType(tile);
/* Random data for river or canal tiles, otherwise zero */
case 0x83: return IsTileType(tile, MP_WATER) ? GetWaterTileRandomBits(tile) : 0;
}
DEBUG(grf, 1, "Unhandled canal variable 0x%02X", variable);
*available = false;
return UINT_MAX;
}
示例2: TileLoopClearHelper
void TileLoopClearHelper(TileIndex tile)
{
bool self = (IsTileType(tile, MP_CLEAR) && IsClearGround(tile, CLEAR_FIELDS));
bool dirty = false;
bool neighbour = (IsTileType(TILE_ADDXY(tile, 1, 0), MP_CLEAR) && IsClearGround(TILE_ADDXY(tile, 1, 0), CLEAR_FIELDS));
if (GetFenceSW(tile) == 0) {
if (self != neighbour) {
SetFenceSW(tile, 3);
dirty = true;
}
} else {
if (self == 0 && neighbour == 0) {
SetFenceSW(tile, 0);
dirty = true;
}
}
neighbour = (IsTileType(TILE_ADDXY(tile, 0, 1), MP_CLEAR) && IsClearGround(TILE_ADDXY(tile, 0, 1), CLEAR_FIELDS));
if (GetFenceSE(tile) == 0) {
if (self != neighbour) {
SetFenceSE(tile, 3);
dirty = true;
}
} else {
if (self == 0 && neighbour == 0) {
SetFenceSE(tile, 0);
dirty = true;
}
}
if (dirty) MarkTileDirtyByTile(tile);
}
示例3: UpdateFences
static void UpdateFences(TileIndex tile)
{
assert(IsTileType(tile, MP_CLEAR) && IsClearGround(tile, CLEAR_FIELDS));
bool dirty = false;
bool neighbour = (IsTileType(TILE_ADDXY(tile, 1, 0), MP_CLEAR) && IsClearGround(TILE_ADDXY(tile, 1, 0), CLEAR_FIELDS));
if (!neighbour && GetFence(tile, DIAGDIR_SW) == 0) {
SetFence(tile, DIAGDIR_SW, 3);
dirty = true;
}
neighbour = (IsTileType(TILE_ADDXY(tile, 0, 1), MP_CLEAR) && IsClearGround(TILE_ADDXY(tile, 0, 1), CLEAR_FIELDS));
if (!neighbour && GetFence(tile, DIAGDIR_SE) == 0) {
SetFence(tile, DIAGDIR_SE, 3);
dirty = true;
}
neighbour = (IsTileType(TILE_ADDXY(tile, -1, 0), MP_CLEAR) && IsClearGround(TILE_ADDXY(tile, -1, 0), CLEAR_FIELDS));
if (!neighbour && GetFence(tile, DIAGDIR_NE) == 0) {
SetFence(tile, DIAGDIR_NE, 3);
dirty = true;
}
neighbour = (IsTileType(TILE_ADDXY(tile, 0, -1), MP_CLEAR) && IsClearGround(TILE_ADDXY(tile, 0, -1), CLEAR_FIELDS));
if (!neighbour && GetFence(tile, DIAGDIR_NW) == 0) {
SetFence(tile, DIAGDIR_NW, 3);
dirty = true;
}
if (dirty) MarkTileDirtyByTile(tile);
}
示例4: GetEffectiveWaterClass
/**
* Determine the effective #WaterClass for a ship travelling on a tile.
* @param tile Tile of interest
* @return the waterclass to be used by the ship.
*/
WaterClass GetEffectiveWaterClass(TileIndex tile)
{
if (HasTileWaterClass(tile)) return GetWaterClass(tile);
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
assert(GetTunnelBridgeTransportType(tile) == TRANSPORT_WATER);
return WATER_CLASS_CANAL;
}
if (IsTileType(tile, MP_RAILWAY)) {
assert(GetRailGroundType(tile) == RAIL_GROUND_WATER);
return WATER_CLASS_SEA;
}
NOT_REACHED();
}
示例5: GetClosestWaterDistance
/**
* Finds the distance for the closest tile with water/land given a tile
* @param tile the tile to find the distance too
* @param water whether to find water or land
* @return distance to nearest water (max 0x7F) / land (max 0x1FF; 0x200 if there is no land)
*/
uint GetClosestWaterDistance(TileIndex tile, bool water)
{
if (HasTileWaterGround(tile) == water) return 0;
uint max_dist = water ? 0x7F : 0x200;
int x = TileX(tile);
int y = TileY(tile);
uint max_x = MapMaxX();
uint max_y = MapMaxY();
uint min_xy = _settings_game.construction.freeform_edges ? 1 : 0;
/* go in a 'spiral' with increasing manhattan distance in each iteration */
for (uint dist = 1; dist < max_dist; dist++) {
/* next 'diameter' */
y--;
/* going counter-clockwise around this square */
for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
static const int8 ddx[DIAGDIR_END] = { -1, 1, 1, -1};
static const int8 ddy[DIAGDIR_END] = { 1, 1, -1, -1};
int dx = ddx[dir];
int dy = ddy[dir];
/* each side of this square has length 'dist' */
for (uint a = 0; a < dist; a++) {
/* MP_VOID tiles are not checked (interval is [min; max) for IsInsideMM())*/
if (IsInsideMM(x, min_xy, max_x) && IsInsideMM(y, min_xy, max_y)) {
TileIndex t = TileXY(x, y);
if (HasTileWaterGround(t) == water) return dist;
}
x += dx;
y += dy;
}
}
}
if (!water) {
/* no land found - is this a water-only map? */
for (TileIndex t = 0; t < MapSize(); t++) {
if (!IsTileType(t, MP_VOID) && !IsTileType(t, MP_WATER)) return 0x1FF;
}
}
return max_dist;
}
示例6: FindIndustryToDeliver
/**
* Callback function for Station::RecomputeIndustriesNear()
* Tests whether tile is an industry and possibly adds
* the industry to station's industries_near list.
* @param ind_tile tile to check
* @param user_data pointer to RectAndIndustryVector
* @return always false, we want to search all tiles
*/
static bool FindIndustryToDeliver(TileIndex ind_tile, void *user_data)
{
/* Only process industry tiles */
if (!IsTileType(ind_tile, MP_INDUSTRY)) return false;
RectAndIndustryVector *riv = (RectAndIndustryVector *)user_data;
Industry *ind = Industry::GetByTile(ind_tile);
/* Don't check further if this industry is already in the list */
if (riv->industries_near->Contains(ind)) return false;
/* Only process tiles in the station acceptance rectangle */
int x = TileX(ind_tile);
int y = TileY(ind_tile);
if (x < riv->rect.left || x > riv->rect.right || y < riv->rect.top || y > riv->rect.bottom) return false;
/* Include only industries that can accept cargo */
uint cargo_index;
for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
if (ind->accepts_cargo[cargo_index] != CT_INVALID) break;
}
if (cargo_index >= lengthof(ind->accepts_cargo)) return false;
*riv->industries_near->Append() = ind;
return false;
}
示例7: IsPossibleCrossing
/**
* Return if the tile is a valid tile for a crossing.
*
* @param tile the curent tile
* @param ax the axis of the road over the rail
* @return true if it is a valid tile
*/
static bool IsPossibleCrossing(const TileIndex tile, Axis ax)
{
return (IsTileType(tile, MP_RAILWAY) &&
GetRailTileType(tile) == RAIL_TILE_NORMAL &&
GetTrackBits(tile) == (ax == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X) &&
GetFoundationSlope(tile) == SLOPE_FLAT);
}
示例8: IsValidTileForWaypoint
/**
* Check whether the given tile is suitable for a waypoint.
* @param tile the tile to check for suitability
* @param axis the axis of the waypoint
* @param waypoint Waypoint the waypoint to check for is already joined to. If we find another waypoint it can join to it will throw an error.
*/
static CommandCost IsValidTileForWaypoint(TileIndex tile, Axis axis, StationID *waypoint)
{
/* if waypoint is set, then we have special handling to allow building on top of already existing waypoints.
* so waypoint points to INVALID_STATION if we can build on any waypoint.
* Or it points to a waypoint if we're only allowed to build on exactly that waypoint. */
if (waypoint != NULL && IsTileType(tile, MP_STATION)) {
if (!IsRailWaypoint(tile)) {
return ClearTile_Station(tile, DC_AUTO); // get error message
} else {
StationID wp = GetStationIndex(tile);
if (*waypoint == INVALID_STATION) {
*waypoint = wp;
} else if (*waypoint != wp) {
return_cmd_error(STR_ERROR_WAYPOINT_ADJOINS_MORE_THAN_ONE_EXISTING);
}
}
}
if (GetAxisForNewWaypoint(tile) != axis) return_cmd_error(STR_ERROR_NO_SUITABLE_RAILROAD_TRACK);
Owner owner = GetTileOwner(tile);
CommandCost ret = CheckOwnership(owner);
if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile);
if (ret.Failed()) return ret;
Slope tileh = GetTileSlope(tile);
if (tileh != SLOPE_FLAT &&
(!_settings_game.construction.build_on_slopes || IsSteepSlope(tileh) || !(tileh & (0x3 << axis)) || !(tileh & ~(0x3 << axis)))) {
return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
}
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
return CommandCost();
}
示例9: RebuildTownCaches
/**
* Rebuild all the cached variables of towns.
*/
void RebuildTownCaches()
{
Town *town;
InitializeBuildingCounts();
/* Reset town population and num_houses */
FOR_ALL_TOWNS(town) {
town->cache.population = 0;
town->cache.num_houses = 0;
}
for (TileIndex t = 0; t < MapSize(); t++) {
if (!IsTileType(t, MP_HOUSE)) continue;
HouseID house_id = GetHouseType(t);
town = Town::GetByTile(t);
IncreaseBuildingCount(town, house_id);
if (IsHouseCompleted(t)) town->cache.population += HouseSpec::Get(house_id)->population;
/* Increase the number of houses for every house, but only once. */
if (GetHouseNorthPart(house_id) == 0) town->cache.num_houses++;
}
/* Update the population and num_house dependent values */
FOR_ALL_TOWNS(town) {
UpdateTownRadius(town);
UpdateTownCargoes(town);
}
UpdateTownCargoBitmap();
}
示例10: BubbleTick
static bool BubbleTick(EffectVehicle *v)
{
uint anim_state;
v->progress++;
if ((v->progress & 3) != 0) return true;
if (v->spritenum == 0) {
v->cur_image++;
if (v->cur_image < SPR_BUBBLE_GENERATE_3) {
v->UpdatePositionAndViewport();
return true;
}
if (v->animation_substate != 0) {
v->spritenum = GB(Random(), 0, 2) + 1;
} else {
v->spritenum = 6;
}
anim_state = 0;
} else {
anim_state = v->animation_state + 1;
}
const BubbleMovement *b = &_bubble_movement[v->spritenum - 1][anim_state];
if (b->y == 4 && b->x == 0) {
delete v;
return false;
}
if (b->y == 4 && b->x == 1) {
if (v->z_pos > 180 || Chance16I(1, 96, Random())) {
v->spritenum = 5;
if (_settings_client.sound.ambient) SndPlayVehicleFx(SND_2F_POP, v);
}
anim_state = 0;
}
if (b->y == 4 && b->x == 2) {
TileIndex tile;
anim_state++;
if (_settings_client.sound.ambient) SndPlayVehicleFx(SND_31_EXTRACT, v);
tile = TileVirtXY(v->x_pos, v->y_pos);
if (IsTileType(tile, MP_INDUSTRY) && GetIndustryGfx(tile) == GFX_BUBBLE_CATCHER) AddAnimatedTile(tile);
}
v->animation_state = anim_state;
b = &_bubble_movement[v->spritenum - 1][anim_state];
v->x_pos += b->x;
v->y_pos += b->y;
v->z_pos += b->z;
v->cur_image = SPR_BUBBLE_0 + b->image;
v->UpdatePositionAndViewport();
return true;
}
示例11: CanEnterTileOwnerCheck
/**
* Finds out if a given company's vehicles are allowed to enter a given tile.
* @param owner The owner of the vehicle.
* @param tile The tile that is about to be entered.
* @param enterdir The direction in which the vehicle wants to enter the tile.
* @return true if the vehicle can enter the tile.
* @todo This function should be used in other places than just NPF,
* maybe moved to another file too.
*/
static bool CanEnterTileOwnerCheck(Owner owner, TileIndex tile, DiagDirection enterdir)
{
if (IsTileType(tile, MP_RAILWAY) || // Rail tile (also rail depot)
HasStationTileRail(tile) || // Rail station tile/waypoint
IsRoadDepotTile(tile) || // Road depot tile
IsStandardRoadStopTile(tile)) { // Road station tile (but not drive-through stops)
return IsTileOwner(tile, owner); // You need to own these tiles entirely to use them
}
switch (GetTileType(tile)) {
case MP_ROAD:
/* rail-road crossing : are we looking at the railway part? */
if (IsLevelCrossing(tile) &&
DiagDirToAxis(enterdir) != GetCrossingRoadAxis(tile)) {
return IsTileOwner(tile, owner); // Railway needs owner check, while the street is public
}
break;
case MP_TUNNELBRIDGE:
if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
return IsTileOwner(tile, owner);
}
break;
default:
break;
}
return true; // no need to check
}
示例12: CopyPastePlaceRailWaypoint
void CopyPastePlaceRailWaypoint(GenericTileIndex tile, StationID sid, Axis axis, RailType rt, StationGfx gfx, StationClassID stat_class, byte stat_type, int specindex, bool adjacent)
{
if (IsMainMapTile(tile)) {
TileIndex t = AsMainMapTile(tile);
/* check if required track is already there, try to build one if not */
if (!IsTileOwner(t, _current_company) ||
(!IsRailWaypointTile(tile) && !IsPlainRailTile(tile)) ||
GetRailType(t) != rt ||
(IsTileType(t, MP_STATION) ? GetRailStationAxis(tile) != axis : !HasBit(GetTrackBits(t), AxisToTrack(axis)))) {
CopyPastePlaceTracks(tile, rt, AxisToTrackBits(axis));
if (_current_pasting->last_result.Failed()) return;
}
/* build the waypoint */
_station_cmd_specindex_to_paste = specindex;
uint32 p1 = 0;
SB(p1, 0, 4, rt);
SB(p1, 4, 1, axis);
SB(p1, 8, 8, 1); // width
SB(p1, 16, 8, 1); // height
SB(p1, 24, 1, adjacent);
uint32 p2 = 0;
SB(p2, 0, 8, stat_class);
SB(p2, 8, 8, stat_type);
SB(p2, 16, 16, sid);
_current_pasting->DoCommand(t, p1, p2, CMD_BUILD_RAIL_WAYPOINT | CMD_MSG(STR_ERROR_CAN_T_BUILD_TRAIN_WAYPOINT));
} else {
MakeRailWaypoint(tile, OWNER_NONE, sid, axis, gfx & ~1, rt);
assert(IsInsideMM(specindex, 0, MAX_UVALUE(byte) + 1));
SetCustomStationSpecIndex(tile, (byte)specindex);
_clipboard_stations_builder.AddRailPart(sid, stat_class, stat_type, (byte)specindex);
}
}
示例13: switch
/* virtual */ uint32 CanalScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
{
switch (variable) {
/* Height of tile */
case 0x80: {
int z = GetTileZ(this->tile);
/* Return consistent height within locks */
if (IsTileType(this->tile, MP_WATER) && IsLock(this->tile) && GetLockPart(this->tile) == LOCK_PART_UPPER) z--;
return z;
}
/* Terrain type */
case 0x81: return GetTerrainType(this->tile);
/* Dike map: Connectivity info for river and canal tiles
*
* Assignment of bits to directions defined in agreement with
* http://projects.tt-forums.net/projects/ttdpatch/repository/revisions/2367/entry/trunk/patches/water.asm#L879
* 7
* 3 0
* 6 * 4
* 2 1
* 5
*/
case 0x82: {
uint32 connectivity =
(!IsWateredTile(TILE_ADDXY(tile, -1, 0), DIR_SW) << 0) // NE
+ (!IsWateredTile(TILE_ADDXY(tile, 0, 1), DIR_NW) << 1) // SE
+ (!IsWateredTile(TILE_ADDXY(tile, 1, 0), DIR_NE) << 2) // SW
+ (!IsWateredTile(TILE_ADDXY(tile, 0, -1), DIR_SE) << 3) // NW
+ (!IsWateredTile(TILE_ADDXY(tile, -1, 1), DIR_W) << 4) // E
+ (!IsWateredTile(TILE_ADDXY(tile, 1, 1), DIR_N) << 5) // S
+ (!IsWateredTile(TILE_ADDXY(tile, 1, -1), DIR_E) << 6) // W
+ (!IsWateredTile(TILE_ADDXY(tile, -1, -1), DIR_S) << 7); // N
return connectivity;
}
/* Random data for river or canal tiles, otherwise zero */
case 0x83: return IsTileType(this->tile, MP_WATER) ? GetWaterTileRandomBits(this->tile) : 0;
}
DEBUG(grf, 1, "Unhandled canal variable 0x%02X", variable);
*available = false;
return UINT_MAX;
}
示例14: EnforcePrecondition
/* static */ bool AIRoad::RemoveRoadStation(TileIndex tile)
{
EnforcePrecondition(false, ::IsValidTile(tile));
EnforcePrecondition(false, IsTileType(tile, MP_STATION));
EnforcePrecondition(false, IsRoadStop(tile));
return AIObject::DoCommand(tile, 1 | 1 << 8, GetRoadStopType(tile), CMD_REMOVE_ROAD_STOP);
}
示例15: IsTileType
/**
* Checks whether the 'next' tile is still part of the road same drive through
* stop 'rs' in the same direction for the same vehicle.
* @param rs the road stop tile to check against
* @param next the 'next' tile to check
* @return true if the 'next' tile is part of the road stop at 'next'.
*/
/* static */ bool RoadStop::IsDriveThroughRoadStopContinuation(TileIndex rs, TileIndex next)
{
return IsTileType(next, MP_STATION) &&
GetStationIndex(next) == GetStationIndex(rs) &&
GetStationType(next) == GetStationType(rs) &&
GetRoadStopDir(next) == GetRoadStopDir(rs) &&
IsDriveThroughStopTile(next);
}