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(svn r4261) CodeChange : Add and Use Accessor for Houses Construction. And cleaning on town.flags12 too
This commit is contained in:
parent
5931b34aff
commit
f4bbce2c39
44
town.h
44
town.h
@ -21,6 +21,9 @@ struct Town {
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ViewportSign sign;
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// Makes sure we don't build certain house types twice.
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// bit 0 = Building funds received
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// bit 1 = CHURCH
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// bit 2 = STADIUM
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byte flags12;
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// Which players have a statue?
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@ -92,15 +95,15 @@ enum {
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enum {
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// These refer to the maximums, so Appalling is -1000 to -400
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// MAXIMUM RATINGS BOUNDARIES
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RATING_MINIMUM = -1000,
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RATING_APPALLING = -400,
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RATING_VERYPOOR = -200,
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RATING_POOR = 0,
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RATING_MEDIOCRE = 200,
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RATING_GOOD = 400,
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RATING_VERYGOOD = 600,
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RATING_EXCELLENT = 800,
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RATING_OUTSTANDING= 1000, // OUTSTANDING
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RATING_MINIMUM = -1000,
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RATING_APPALLING = -400,
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RATING_VERYPOOR = -200,
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RATING_POOR = 0,
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RATING_MEDIOCRE = 200,
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RATING_GOOD = 400,
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RATING_VERYGOOD = 600,
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RATING_EXCELLENT = 800,
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RATING_OUTSTANDING = 1000, // OUTSTANDING
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RATING_MAXIMUM = RATING_OUTSTANDING,
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@ -122,7 +125,28 @@ enum {
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RATING_BRIBE_UP_STEP = 200,
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RATING_BRIBE_MAXIMUM = 800,
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RATING_BRIBE_DOWN_TO = -50 // XXX SHOULD BE SOMETHING LOWER?
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RATING_BRIBE_DOWN_TO = -50 // XXX SHOULD BE SOMETHING LOWER?
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};
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enum {
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/* This is the base "normal" number of towns on the 8x8 map, when
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* one town should get grown per tick. The other numbers of towns
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* are then scaled based on that. */
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TOWN_GROWTH_FREQUENCY = 23,
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/* Simple value that indicates the house has reached final stage of construction*/
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TOWN_HOUSE_COMPLETED = 3,
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};
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/* This enum is used in conjonction with town->flags12.
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* IT simply states what bit is used for.
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* It is pretty unrealistic (IMHO) to only have one church/stadium
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* per town, NO MATTER the population of it.
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* And there are 5 more bits available on flags12...
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*/
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enum {
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TOWN_IS_FUNDED = 0, // Town has received some funds for
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TOWN_HAS_CHURCH = 1, // There can be only one church by town.
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TOWN_HAS_STADIUM = 2 // There can be only one stadium by town.
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};
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bool CheckforTownRating(uint32 flags, Town *t, byte type);
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71
town_cmd.c
71
town_cmd.c
@ -46,17 +46,6 @@ static void TownPoolNewBlock(uint start_item)
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/* Initialize the town-pool */
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MemoryPool _town_pool = { "Towns", TOWN_POOL_MAX_BLOCKS, TOWN_POOL_BLOCK_SIZE_BITS, sizeof(Town), &TownPoolNewBlock, 0, 0, NULL };
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/* This is the base "normal" number of towns on the 8x8 map, when
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* one town should get grown per tick. The other numbers of towns
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* are then scaled based on that. */
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#define TOWN_GROWTH_FREQUENCY 23
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enum {
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TOWN_HAS_CHURCH = 0x02,
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TOWN_HAS_STADIUM = 0x04
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};
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// Local
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static int _grow_town_result;
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@ -100,7 +89,7 @@ static void DrawTile_Town(TileInfo *ti)
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{
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/* this "randomizes" on the (up to) 4 variants of a building */
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byte gfx = GetHouseType(ti->tile);
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byte stage = GB(_m[ti->tile].m3, 6, 2);
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byte stage = GetHouseBuildingStage(ti->tile);
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uint variant;
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variant = ti->x >> 4;
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variant ^= ti->x >> 6;
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@ -115,7 +104,7 @@ static void DrawTile_Town(TileInfo *ti)
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/* Add bricks below the house? */
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if (ti->tileh) {
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AddSortableSpriteToDraw(SPR_FOUNDATION_BASE + ti->tileh, ti->x, ti->y, 16, 16, 7, z);
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AddChildSpriteScreen(dcts->sprite_1, 0x1F, 1);
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AddChildSpriteScreen(dcts->sprite_1, 31, 1);
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z += 8;
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} else {
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/* Else draw regular ground */
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@ -254,12 +243,13 @@ static void MakeSingleHouseBigger(TileIndex tile)
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if (LiftHasDestination(tile)) return;
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AB(_m[tile].m5, 0, 3, 1);
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if (GB(_m[tile].m5, 0, 3) != 0) return;
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IncHouseConstructionTick(tile);
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if (GetHouseConstructionTick(tile) != 0) return;
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_m[tile].m3 = _m[tile].m3 + 0x40;
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IncHouseBuildingStage(tile); /*increase construction stage of one more step*/
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if ((_m[tile].m3 & 0xC0) == 0xC0) {
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if (GetHouseBuildingStage(tile) == TOWN_HOUSE_COMPLETED){
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/*Now, construction is completed. Can add population of building to the town*/
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ChangePopulation(GetTownByTile(tile), _housetype_population[GetHouseType(tile)]);
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}
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MarkTileDirtyByTile(tile);
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@ -280,7 +270,8 @@ static void TileLoop_Town(TileIndex tile)
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Town *t;
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uint32 r;
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if ((_m[tile].m3 & 0xC0) != 0xC0) {
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if (GetHouseBuildingStage(tile) != TOWN_HOUSE_COMPLETED) {
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/*Construction is not completed. See if we can go further in construction*/
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MakeTownHouseBigger(tile);
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return;
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}
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@ -312,7 +303,7 @@ static void TileLoop_Town(TileIndex tile)
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t->new_act_mail += moved;
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}
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if (_house_more_flags[house] & 8 && (t->flags12 & 1) && --t->time_until_rebuild == 0) {
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if (_house_more_flags[house] & 8 && HASBIT(t->flags12, TOWN_IS_FUNDED) && --t->time_until_rebuild == 0) {
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t->time_until_rebuild = GB(r, 16, 6) + 130;
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_current_player = OWNER_TOWN;
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@ -376,7 +367,7 @@ static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
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static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
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{
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td->str = _town_tile_names[GetHouseType(tile)];
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if ((_m[tile].m3 & 0xC0) != 0xC0) {
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if (GetHouseBuildingStage(tile) != TOWN_HOUSE_COMPLETED) {
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SetDParamX(td->dparam, 0, td->str);
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td->str = STR_2058_UNDER_CONSTRUCTION;
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}
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@ -414,7 +405,7 @@ static bool GrowTown(Town *t);
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static void TownTickHandler(Town *t)
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{
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if (t->flags12&1) {
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if (HASBIT(t->flags12, TOWN_IS_FUNDED)) {
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int i = t->grow_counter - 1;
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if (i < 0) {
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if (GrowTown(t)) {
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@ -739,7 +730,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
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/* If we are in the SE, and this road-piece has no town owner yet, it just found an
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* owner :) (happy happy happy road now) */
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SetTileOwner(tile, OWNER_TOWN);
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_m[tile].m2 = t->index;
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SetTownIndex(tile, t->index);
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}
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}
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@ -804,8 +795,8 @@ static bool GrowTown(Town *t)
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// clearing some land and then building a road there.
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tile = t->xy;
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for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
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// Only work with plain land that not already has a house with map5=0
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if ((!IsTileType(tile, MP_HOUSE) || _m[tile].m5 != 0) &&
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// Only work with plain land that not already has a house with GetHouseConstructionTick=0
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if ((!IsTileType(tile, MP_HOUSE) || GetHouseConstructionTick(tile) != 0) &&
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GetTileSlope(tile, NULL) == 0) {
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if (!CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) {
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DoCommandByTile(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
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@ -1177,7 +1168,7 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
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int house;
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uint slope;
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uint z;
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uint oneof;
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uint oneof = 0;
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// Above snow?
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slope = GetTileSlope(tile, &z);
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@ -1219,18 +1210,18 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
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case HOUSE_SNOW_CHURCH:
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case HOUSE_TROP_CHURCH:
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case HOUSE_TOY_CHURCH:
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oneof = TOWN_HAS_CHURCH;
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SETBIT(oneof, TOWN_HAS_CHURCH);
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break;
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case HOUSE_STADIUM:
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case HOUSE_MODERN_STADIUM:
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oneof = TOWN_HAS_STADIUM;
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SETBIT(oneof, TOWN_HAS_STADIUM);
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break;
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default:
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oneof = 0;
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break;
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}
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if (t->flags12 & oneof) continue;
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if (HASBITS(t->flags12 , oneof)) continue;
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// Make sure there is no slope?
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if (_housetype_extra_flags[house] & 0x12 && slope) continue;
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@ -1274,10 +1265,10 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
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if (_generating_world) {
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uint32 r = Random();
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construction_stage = 3; /* House is finished */
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construction_stage = TOWN_HOUSE_COMPLETED;
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if (CHANCE16(1, 7)) construction_stage = GB(r, 0, 2);
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if (construction_stage == 3) {
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if (construction_stage == TOWN_HOUSE_COMPLETED) {
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ChangePopulation(t, _housetype_population[house]);
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} else {
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construction_counter = GB(r, 2, 2);
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@ -1337,9 +1328,8 @@ static void ClearTownHouse(Town *t, TileIndex tile)
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}
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}
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// Remove population from the town if the
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// house is finished.
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if ((~_m[tile].m3 & 0xC0) == 0) {
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// Remove population from the town if the house is finished.
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if (GetHouseBuildingStage(tile) == TOWN_HOUSE_COMPLETED) {
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ChangePopulation(t, -_housetype_population[house]);
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}
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@ -1352,11 +1342,11 @@ static void ClearTownHouse(Town *t, TileIndex tile)
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case HOUSE_SNOW_CHURCH:
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case HOUSE_TROP_CHURCH:
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case HOUSE_TOY_CHURCH:
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t->flags12 &= ~TOWN_HAS_CHURCH;
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CLRBIT(t->flags12, TOWN_HAS_CHURCH);
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break;
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case HOUSE_STADIUM:
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case HOUSE_MODERN_STADIUM:
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t->flags12 &= ~TOWN_HAS_STADIUM;
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CLRBIT(t->flags12, TOWN_HAS_STADIUM);
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break;
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default:
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break;
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@ -1475,7 +1465,7 @@ typedef void TownActionProc(Town *t, int action);
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static void TownActionAdvertise(Town *t, int action)
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{
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static const byte _advertising_amount[3] = {0x40, 0x70, 0xA0};
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static const byte _advertising_radius[3] = {10,15,20};
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static const byte _advertising_radius[3] = {10, 15, 20};
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ModifyStationRatingAround(t->xy, _current_player,
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_advertising_amount[action],
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_advertising_radius[action]);
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@ -1559,8 +1549,11 @@ static void TownActionBuildStatue(Town *t, int action)
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static void TownActionFundBuildings(Town *t, int action)
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{
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// Build next tick
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t->grow_counter = 1;
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t->flags12 |= 1;
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// If we were not already growing
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SETBIT(t->flags12, TOWN_IS_FUNDED);
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// And grow for 3 months
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t->fund_buildings_months = 3;
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}
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@ -1676,7 +1669,7 @@ static void UpdateTownGrowRate(Town *t)
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}
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}
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t->flags12 &= ~1;
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CLRBIT(t->flags12, TOWN_IS_FUNDED);
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if (t->fund_buildings_months != 0) {
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static const byte _grow_count_values[6] = {
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@ -1707,7 +1700,7 @@ static void UpdateTownGrowRate(Town *t)
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if (m <= t->grow_counter)
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t->grow_counter = m;
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t->flags12 |= 1;
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SETBIT(t->flags12, TOWN_IS_FUNDED);
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}
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static void UpdateTownAmounts(Town *t)
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102
town_map.h
102
town_map.h
@ -1,5 +1,7 @@
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/* $Id$ */
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/** @file town_map.h Accessors for towns */
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#ifndef TOWN_MAP_H
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#define TOWN_MAP_H
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@ -11,12 +13,24 @@ static inline int GetHouseType(TileIndex t)
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return _m[t].m4;
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}
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static inline uint GetTownIndex(TileIndex t)
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static inline TownID GetTownIndex(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE) || IsTileType(t, MP_STREET)); // XXX incomplete
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return _m[t].m2;
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}
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/**
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* Set the town index for a street tile.
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* @param tile the tile
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* @param index the index of the town
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* @pre IsTileType(tile, MP_STREET)
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*/
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static inline void SetTownIndex(TileIndex t, TownID index)
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{
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assert(IsTileType(t, MP_STREET));
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_m[t].m2 = index;
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}
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static inline bool LiftHasDestination(TileIndex t)
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{
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return HASBIT(_m[t].m5, 7);
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@ -67,7 +81,6 @@ static inline Town* GetTownByTile(TileIndex t)
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return GetTown(GetTownIndex(t));
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}
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static inline void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte stage, byte type)
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{
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assert(IsTileType(t, MP_CLEAR));
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@ -95,4 +108,87 @@ static inline void MakeTownHouse(TileIndex t, TownID tid, byte counter, byte sta
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if (HASBIT(size, TWO_BY_TWO_BIT) || HASBIT(size, TWO_BY_ONE_BIT)) MakeHouseTile(t + TileDiffXY(1, 0), tid, counter, stage, ++type);
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if (HASBIT(size, TWO_BY_TWO_BIT)) MakeHouseTile(t + TileDiffXY(1, 1), tid, counter, stage, ++type);
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}
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#endif
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/**
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* House Construction Scheme.
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* Construction counter, for buildings under construction. Incremented on every
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* periodic tile processing.
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* On wraparound, the stage of building in is increased.
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* (Get|Set|Inc)HouseBuildingStage are taking care of the real stages,
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* (as the sprite for the next phase of house building)
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* (Get|Set|Inc)HouseConstructionTick is simply a tick counter between the
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* different stages
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*/
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/**
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* Gets the building stage of a house
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* @param tile the tile of the house to get the building stage of
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* @pre IsTileType(t, MP_HOUSE)
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* @return the building stage of the house
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*/
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static inline byte GetHouseBuildingStage(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return GB(_m[t].m3, 6, 2);
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}
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/**
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* Sets the building stage of a house
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* @param tile the tile of the house to set the building stage of
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* @param stage the new stage
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* @pre IsTileType(t, MP_HOUSE)
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*/
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static inline void SetHouseBuildingStage(TileIndex t, byte stage)
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{
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assert(IsTileType(t, MP_HOUSE));
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SB(_m[t].m3, 6, 2, stage);
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}
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/**
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* Increments the building stage of a house
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* @param tile the tile of the house to increment the building stage of
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* @pre IsTileType(t, MP_HOUSE)
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*/
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static inline void IncHouseBuildingStage( TileIndex t )
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{
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assert(IsTileType(t, MP_HOUSE));
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AB(_m[t].m3, 6, 2, 1);
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}
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/**
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* Gets the construction stage of a house
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* @param tile the tile of the house to get the construction stage of
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* @pre IsTileType(t, MP_HOUSE)
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* @return the construction stage of the house
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*/
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static inline byte GetHouseConstructionTick(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return GB(_m[t].m5, 0, 3);
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}
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/**
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* Sets the construction stage of a house
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* @param tile the tile of the house to set the construction stage of
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* @param stage the new stage
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* @pre IsTileType(t, MP_HOUSE)
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*/
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static inline void SetHouseConstructionTick(TileIndex t, byte stage)
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{
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assert(IsTileType(t, MP_HOUSE));
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SB(_m[t].m5, 0, 3, stage);
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}
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/**
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* Sets the increment stage of a house
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* @param tile the tile of the house to increment the construction stage of
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* @pre IsTileType(t, MP_HOUSE)
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*/
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static inline void IncHouseConstructionTick(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE));
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AB(_m[t].m5, 0, 3, 1);
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}
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#endif /* TOWN_MAP_H */
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