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/* $Id$ */
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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/>.
*/
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/** @file house.h definition of HouseSpec and accessors */
# ifndef HOUSE_H
# define HOUSE_H
# include "cargo_type.h"
# include "date_type.h"
# include "house_type.h"
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# include "newgrf_animation_type.h"
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# include "newgrf_commons.h"
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/**
* Simple value that indicates the house has reached the final stage of
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* construction .
*/
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static const byte TOWN_HOUSE_COMPLETED = 3 ;
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static const HouseID NUM_HOUSES_PER_GRF = 255 ; ///< Number of supported houses per NewGRF; limited to 255 to allow extending Action3 with an extended byte later on.
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static const uint HOUSE_NO_CLASS = 0 ;
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static const HouseID NEW_HOUSE_OFFSET = 110 ; ///< Offset for new houses.
static const HouseID NUM_HOUSES = 512 ; ///< Total number of houses.
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static const HouseID INVALID_HOUSE_ID = 0xFFFF ;
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/**
* There can only be as many classes as there are new houses , plus one for
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* NO_CLASS , as the original houses don ' t have classes .
*/
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static const uint HOUSE_CLASS_MAX = NUM_HOUSES - NEW_HOUSE_OFFSET + 1 ;
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enum BuildingFlags {
TILE_NO_FLAG = 0 ,
TILE_SIZE_1x1 = 1U < < 0 ,
TILE_NOT_SLOPED = 1U < < 1 ,
TILE_SIZE_2x1 = 1U < < 2 ,
TILE_SIZE_1x2 = 1U < < 3 ,
TILE_SIZE_2x2 = 1U < < 4 ,
BUILDING_IS_ANIMATED = 1U < < 5 ,
BUILDING_IS_CHURCH = 1U < < 6 ,
BUILDING_IS_STADIUM = 1U < < 7 ,
BUILDING_HAS_1_TILE = TILE_SIZE_1x1 | TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2 ,
BUILDING_HAS_2_TILES = TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2 ,
BUILDING_2_TILES_X = TILE_SIZE_2x1 | TILE_SIZE_2x2 ,
BUILDING_2_TILES_Y = TILE_SIZE_1x2 | TILE_SIZE_2x2 ,
BUILDING_HAS_4_TILES = TILE_SIZE_2x2 ,
} ;
DECLARE_ENUM_AS_BIT_SET ( BuildingFlags )
enum HouseZonesBits {
HZB_BEGIN = 0 ,
HZB_TOWN_EDGE = 0 ,
HZB_TOWN_OUTSKIRT ,
HZB_TOWN_OUTER_SUBURB ,
HZB_TOWN_INNER_SUBURB ,
HZB_TOWN_CENTRE ,
HZB_END ,
} ;
assert_compile ( HZB_END = = 5 ) ;
DECLARE_POSTFIX_INCREMENT ( HouseZonesBits )
enum HouseZones { ///< Bit Value Meaning
HZ_NOZNS = 0x0000 , ///< 0 This is just to get rid of zeros, meaning none
HZ_ZON1 = 1U < < HZB_TOWN_EDGE , ///< 0..4 1,2,4,8,10 which town zones the building can be built in, Zone1 been the further suburb
HZ_ZON2 = 1U < < HZB_TOWN_OUTSKIRT ,
HZ_ZON3 = 1U < < HZB_TOWN_OUTER_SUBURB ,
HZ_ZON4 = 1U < < HZB_TOWN_INNER_SUBURB ,
HZ_ZON5 = 1U < < HZB_TOWN_CENTRE , ///< center of town
HZ_ZONALL = 0x001F , ///< 1F This is just to englobe all above types at once
HZ_SUBARTC_ABOVE = 0x0800 , ///< 11 800 can appear in sub-arctic climate above the snow line
HZ_TEMP = 0x1000 , ///< 12 1000 can appear in temperate climate
HZ_SUBARTC_BELOW = 0x2000 , ///< 13 2000 can appear in sub-arctic climate below the snow line
HZ_SUBTROPIC = 0x4000 , ///< 14 4000 can appear in subtropical climate
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HZ_TOYLND = 0x8000 , ///< 15 8000 can appear in toyland climate
HZ_CLIMALL = 0xF800 , ///< Bitmask of all climate bits
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} ;
DECLARE_ENUM_AS_BIT_SET ( HouseZones )
enum HouseExtraFlags {
NO_EXTRA_FLAG = 0 ,
BUILDING_IS_HISTORICAL = 1U < < 0 , ///< this house will only appear during town generation in random games, thus the historical
BUILDING_IS_PROTECTED = 1U < < 1 , ///< towns and AI will not remove this house, while human players will be able to
SYNCHRONISED_CALLBACK_1B = 1U < < 2 , ///< synchronized callback 1B will be performed, on multi tile houses
CALLBACK_1A_RANDOM_BITS = 1U < < 3 , ///< callback 1A needs random bits
} ;
DECLARE_ENUM_AS_BIT_SET ( HouseExtraFlags )
struct HouseSpec {
/* Standard properties */
Year min_year ; ///< introduction year of the house
Year max_year ; ///< last year it can be built
byte population ; ///< population (Zero on other tiles in multi tile house.)
byte removal_cost ; ///< cost multiplier for removing it
StringID building_name ; ///< building name
uint16 remove_rating_decrease ; ///< rating decrease if removed
byte mail_generation ; ///< mail generation multiplier (tile based, as the acceptances below)
byte cargo_acceptance [ 3 ] ; ///< acceptance level for the cargo slots
CargoID accepts_cargo [ 3 ] ; ///< 3 input cargo slots
BuildingFlags building_flags ; ///< some flags that describe the house (size, stadium etc...)
HouseZones building_availability ; ///< where can it be built (climates, zones)
bool enabled ; ///< the house is available to build (true by default, but can be disabled by newgrf)
/* NewHouses properties */
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GRFFileProps grf_prop ; ///< Properties related the the grf file
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uint16 callback_mask ; ///< Bitmask of house callbacks that have to be called
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byte random_colour [ 4 ] ; ///< 4 "random" colours
byte probability ; ///< Relative probability of appearing (16 is the standard value)
HouseExtraFlags extra_flags ; ///< some more flags
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HouseClassID class_id ; ///< defines the class this house has (not grf file based)
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AnimationInfo animation ; ///< information about the animation.
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byte processing_time ; ///< Periodic refresh multiplier
byte minimum_life ; ///< The minimum number of years this house will survive before the town rebuilds it
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uint32 watched_cargoes ; ///< Cargo types watched for acceptance.
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Money GetRemovalCost ( ) const ;
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static inline HouseSpec * Get ( size_t house_id )
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{
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assert ( house_id < NUM_HOUSES ) ;
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extern HouseSpec _house_specs [ ] ;
return & _house_specs [ house_id ] ;
}
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} ;
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/**
* Do HouseID translation for NewGRFs .
* @ param hid the HouseID to get the override for .
* @ return the HouseID to actually work with .
*/
static inline HouseID GetTranslatedHouseID ( HouseID hid )
{
const HouseSpec * hs = HouseSpec : : Get ( hid ) ;
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return hs - > grf_prop . override = = INVALID_HOUSE_ID ? hid : hs - > grf_prop . override ;
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}
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# endif /* HOUSE_H */