(svn r16664) -Codechange: move house-related stuff from town.h and town_type.h to separate files
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/* $Id$ */
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/** @file house.h definition of HouseSpec and accessors */
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#ifndef HOUSE_H
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#define HOUSE_H
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#include "strings_type.h"
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#include "cargo_type.h"
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#include "economy_type.h"
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#include "date_type.h"
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#include "house_type.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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enum {
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HOUSE_NO_CLASS = 0,
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NEW_HOUSE_OFFSET = 110,
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HOUSE_MAX = 512,
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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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HOUSE_CLASS_MAX = HOUSE_MAX - NEW_HOUSE_OFFSET + 1,
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};
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enum BuildingFlags {
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TILE_NO_FLAG = 0,
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TILE_SIZE_1x1 = 1U << 0,
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TILE_NOT_SLOPED = 1U << 1,
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TILE_SIZE_2x1 = 1U << 2,
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TILE_SIZE_1x2 = 1U << 3,
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TILE_SIZE_2x2 = 1U << 4,
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BUILDING_IS_ANIMATED = 1U << 5,
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BUILDING_IS_CHURCH = 1U << 6,
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BUILDING_IS_STADIUM = 1U << 7,
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BUILDING_HAS_1_TILE = TILE_SIZE_1x1 | TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_HAS_2_TILES = TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_2_TILES_X = TILE_SIZE_2x1 | TILE_SIZE_2x2,
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BUILDING_2_TILES_Y = TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_HAS_4_TILES = TILE_SIZE_2x2,
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};
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DECLARE_ENUM_AS_BIT_SET(BuildingFlags)
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enum HouseZonesBits {
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HZB_BEGIN = 0,
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HZB_TOWN_EDGE = 0,
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HZB_TOWN_OUTSKIRT,
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HZB_TOWN_OUTER_SUBURB,
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HZB_TOWN_INNER_SUBURB,
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HZB_TOWN_CENTRE,
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HZB_END,
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};
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assert_compile(HZB_END == 5);
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DECLARE_POSTFIX_INCREMENT(HouseZonesBits)
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enum HouseZones { ///< Bit Value Meaning
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HZ_NOZNS = 0x0000, ///< 0 This is just to get rid of zeros, meaning none
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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
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HZ_ZON2 = 1U << HZB_TOWN_OUTSKIRT,
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HZ_ZON3 = 1U << HZB_TOWN_OUTER_SUBURB,
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HZ_ZON4 = 1U << HZB_TOWN_INNER_SUBURB,
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HZ_ZON5 = 1U << HZB_TOWN_CENTRE, ///< center of town
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HZ_ZONALL = 0x001F, ///< 1F This is just to englobe all above types at once
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HZ_SUBARTC_ABOVE = 0x0800, ///< 11 800 can appear in sub-arctic climate above the snow line
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HZ_TEMP = 0x1000, ///< 12 1000 can appear in temperate climate
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HZ_SUBARTC_BELOW = 0x2000, ///< 13 2000 can appear in sub-arctic climate below the snow line
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HZ_SUBTROPIC = 0x4000, ///< 14 4000 can appear in subtropical climate
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HZ_TOYLND = 0x8000 ///< 15 8000 can appear in toyland climate
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};
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DECLARE_ENUM_AS_BIT_SET(HouseZones)
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enum HouseExtraFlags {
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NO_EXTRA_FLAG = 0,
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BUILDING_IS_HISTORICAL = 1U << 0, ///< this house will only appear during town generation in random games, thus the historical
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BUILDING_IS_PROTECTED = 1U << 1, ///< towns and AI will not remove this house, while human players will be able to
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SYNCHRONISED_CALLBACK_1B = 1U << 2, ///< synchronized callback 1B will be performed, on multi tile houses
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CALLBACK_1A_RANDOM_BITS = 1U << 3, ///< callback 1A needs random bits
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};
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DECLARE_ENUM_AS_BIT_SET(HouseExtraFlags)
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struct HouseSpec {
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/* Standard properties */
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Year min_year; ///< introduction year of the house
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Year max_year; ///< last year it can be built
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byte population; ///< population (Zero on other tiles in multi tile house.)
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byte removal_cost; ///< cost multiplier for removing it
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StringID building_name; ///< building name
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uint16 remove_rating_decrease; ///< rating decrease if removed
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byte mail_generation; ///< mail generation multiplier (tile based, as the acceptances below)
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byte cargo_acceptance[3]; ///< acceptance level for the cargo slots
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CargoID accepts_cargo[3]; ///< 3 input cargo slots
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BuildingFlags building_flags; ///< some flags that describe the house (size, stadium etc...)
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HouseZones building_availability; ///< where can it be built (climates, zones)
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bool enabled; ///< the house is available to build (true by default, but can be disabled by newgrf)
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/* NewHouses properties */
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HouseID substitute_id; ///< which original house this one is based on
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struct SpriteGroup *spritegroup; ///< pointer to the different sprites of the house
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HouseID override; ///< which house this one replaces
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uint16 callback_mask; ///< House callback flags
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byte random_colour[4]; ///< 4 "random" colours
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byte probability; ///< Relative probability of appearing (16 is the standard value)
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HouseExtraFlags extra_flags; ///< some more flags
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HouseClassID class_id; ///< defines the class this house has (grf file based) @See HouseGetVariable, prop 0x44
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byte animation_frames; ///< number of animation frames
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byte animation_speed; ///< amount of time between each of those frames
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byte processing_time; ///< Periodic refresh multiplier
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byte minimum_life; ///< The minimum number of years this house will survive before the town rebuilds it
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/* grf file related properties*/
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uint8 local_id; ///< id defined by the grf file for this house
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const struct GRFFile *grffile; ///< grf file that introduced this house
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/**
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* Get the cost for removing this house
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* @return the cost (inflation corrected etc)
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*/
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Money GetRemovalCost() const;
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};
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extern HouseSpec _house_specs[];
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static inline HouseSpec *GetHouseSpecs(HouseID house_id)
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{
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assert(house_id < HOUSE_MAX);
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return &_house_specs[house_id];
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}
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#endif /* HOUSE_H */
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@ -0,0 +1,13 @@
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/* $Id$ */
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/** @file house_type.h declaration of basic house types and enums */
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#ifndef HOUSE_TYPE_H
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#define HOUSE_TYPE_H
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typedef uint16 HouseID;
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typedef uint16 HouseClassID;
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struct HouseSpec;
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#endif /* HOUSE_TYPE_H */
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