OpenTTD-patches/src/town_map.h
2024-03-16 23:59:32 +01:00

369 lines
9.3 KiB
C

/*
* 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/>.
*/
/** @file town_map.h Accessors for towns */
#ifndef TOWN_MAP_H
#define TOWN_MAP_H
#include "road_map.h"
#include "house.h"
#include "timer/timer_game_calendar.h"
/**
* Get the index of which town this house/street is attached to.
* @param t the tile
* @pre IsTileType(t, MP_HOUSE) or IsTileType(t, MP_ROAD) but not a road depot
* @return TownID
*/
inline TownID GetTownIndex(Tile t)
{
assert(IsTileType(t, MP_HOUSE) || (IsTileType(t, MP_ROAD) && !IsRoadDepot(t)));
return t.m2();
}
/**
* Set the town index for a road or house tile.
* @param t the tile
* @param index the index of the town
* @pre IsTileType(t, MP_HOUSE) or IsTileType(t, MP_ROAD) but not a road depot
*/
inline void SetTownIndex(Tile t, TownID index)
{
assert(IsTileType(t, MP_HOUSE) || (IsTileType(t, MP_ROAD) && !IsRoadDepot(t)));
t.m2() = index;
}
/**
* Get the type of this house, which is an index into the house spec array
* without doing any NewGRF related translations.
* @param t the tile
* @pre IsTileType(t, MP_HOUSE)
* @return house type
*/
inline HouseID GetCleanHouseType(Tile t)
{
assert(IsTileType(t, MP_HOUSE));
return t.m4() | (GB(t.m3(), 6, 1) << 8);
}
/**
* Get the type of this house, which is an index into the house spec array
* @param t the tile
* @pre IsTileType(t, MP_HOUSE)
* @return house type
*/
inline HouseID GetHouseType(Tile t)
{
return GetTranslatedHouseID(GetCleanHouseType(t));
}
/**
* Set the house type.
* @param t the tile
* @param house_id the new house type
* @pre IsTileType(t, MP_HOUSE)
*/
inline void SetHouseType(Tile t, HouseID house_id)
{
assert(IsTileType(t, MP_HOUSE));
t.m4() = GB(house_id, 0, 8);
SB(t.m3(), 6, 1, GB(house_id, 8, 1));
}
/**
* Check if the lift of this animated house has a destination
* @param t the tile
* @return has destination
*/
inline bool LiftHasDestination(Tile t)
{
return HasBit(t.m7(), 0);
}
/**
* Set the new destination of the lift for this animated house, and activate
* the LiftHasDestination bit.
* @param t the tile
* @param dest new destination
*/
inline void SetLiftDestination(Tile t, uint8_t dest)
{
SetBit(t.m7(), 0);
SB(t.m7(), 1, 3, dest);
}
/**
* Get the current destination for this lift
* @param t the tile
* @return destination
*/
inline uint8_t GetLiftDestination(Tile t)
{
return GB(t.m7(), 1, 3);
}
/**
* Stop the lift of this animated house from moving.
* Clears the first 4 bits of m7 at once, clearing the LiftHasDestination bit
* and the destination.
* @param t the tile
*/
inline void HaltLift(Tile t)
{
SB(t.m7(), 0, 4, 0);
}
/**
* Get the position of the lift on this animated house
* @param t the tile
* @return position, from 0 to 36
*/
inline uint8_t GetLiftPosition(Tile t)
{
return GB(t.m6(), 2, 6);
}
/**
* Set the position of the lift on this animated house
* @param t the tile
* @param pos position, from 0 to 36
*/
inline void SetLiftPosition(Tile t, uint8_t pos)
{
SB(t.m6(), 2, 6, pos);
}
/**
* Get the completion of this house
* @param t the tile
* @return true if it is, false if it is not
*/
inline bool IsHouseCompleted(Tile t)
{
assert(IsTileType(t, MP_HOUSE));
return HasBit(t.m3(), 7);
}
/**
* Mark this house as been completed
* @param t the tile
* @param status
*/
inline void SetHouseCompleted(Tile t, bool status)
{
assert(IsTileType(t, MP_HOUSE));
SB(t.m3(), 7, 1, !!status);
}
/**
* House Construction Scheme.
* Construction counter, for buildings under construction. Incremented on every
* periodic tile processing.
* On wraparound, the stage of building in is increased.
* GetHouseBuildingStage is taking care of the real stages,
* (as the sprite for the next phase of house building)
* (Get|Inc)HouseConstructionTick is simply a tick counter between the
* different stages
*/
/**
* Gets the building stage of a house
* Since the stage is used for determining what sprite to use,
* if the house is complete (and that stage no longer is available),
* fool the system by returning the TOWN_HOUSE_COMPLETE (3),
* thus showing a beautiful complete house.
* @param t the tile of the house to get the building stage of
* @pre IsTileType(t, MP_HOUSE)
* @return the building stage of the house
*/
inline uint8_t GetHouseBuildingStage(Tile t)
{
assert(IsTileType(t, MP_HOUSE));
return IsHouseCompleted(t) ? (uint8_t)TOWN_HOUSE_COMPLETED : GB(t.m5(), 3, 2);
}
/**
* Gets the construction stage of a house
* @param t the tile of the house to get the construction stage of
* @pre IsTileType(t, MP_HOUSE)
* @return the construction stage of the house
*/
inline uint8_t GetHouseConstructionTick(Tile t)
{
assert(IsTileType(t, MP_HOUSE));
return IsHouseCompleted(t) ? 0 : GB(t.m5(), 0, 3);
}
/**
* Sets the increment stage of a house
* It is working with the whole counter + stage 5 bits, making it
* easier to work: the wraparound is automatic.
* @param t the tile of the house to increment the construction stage of
* @pre IsTileType(t, MP_HOUSE)
*/
inline void IncHouseConstructionTick(Tile t)
{
assert(IsTileType(t, MP_HOUSE));
AB(t.m5(), 0, 5, 1);
if (GB(t.m5(), 3, 2) == TOWN_HOUSE_COMPLETED) {
/* House is now completed.
* Store the year of construction as well, for newgrf house purpose */
SetHouseCompleted(t, true);
}
}
/**
* Sets the age of the house to zero.
* Needs to be called after the house is completed. During construction stages the map space is used otherwise.
* @param t the tile of this house
* @pre IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)
*/
inline void ResetHouseAge(Tile t)
{
assert(IsTileType(t, MP_HOUSE) && IsHouseCompleted(t));
t.m5() = 0;
}
/**
* Increments the age of the house.
* @param t the tile of this house
* @pre IsTileType(t, MP_HOUSE)
*/
inline void IncrementHouseAge(Tile t)
{
assert(IsTileType(t, MP_HOUSE));
if (IsHouseCompleted(t) && t.m5() < 0xFF) t.m5()++;
}
/**
* Get the age of the house
* @param t the tile of this house
* @pre IsTileType(t, MP_HOUSE)
* @return year
*/
inline TimerGameCalendar::Year GetHouseAge(Tile t)
{
assert(IsTileType(t, MP_HOUSE));
return IsHouseCompleted(t) ? t.m5() : 0;
}
/**
* Set the random bits for this house.
* This is required for newgrf house
* @param t the tile of this house
* @param random the new random bits
* @pre IsTileType(t, MP_HOUSE)
*/
inline void SetHouseRandomBits(Tile t, uint8_t random)
{
assert(IsTileType(t, MP_HOUSE));
t.m1() = random;
}
/**
* Get the random bits for this house.
* This is required for newgrf house
* @param t the tile of this house
* @pre IsTileType(t, MP_HOUSE)
* @return random bits
*/
inline uint8_t GetHouseRandomBits(Tile t)
{
assert(IsTileType(t, MP_HOUSE));
return t.m1();
}
/**
* Set the activated triggers bits for this house.
* This is required for newgrf house
* @param t the tile of this house
* @param triggers the activated triggers
* @pre IsTileType(t, MP_HOUSE)
*/
inline void SetHouseTriggers(Tile t, uint8_t triggers)
{
assert(IsTileType(t, MP_HOUSE));
SB(t.m3(), 0, 5, triggers);
}
/**
* Get the already activated triggers bits for this house.
* This is required for newgrf house
* @param t the tile of this house
* @pre IsTileType(t, MP_HOUSE)
* @return triggers
*/
inline uint8_t GetHouseTriggers(Tile t)
{
assert(IsTileType(t, MP_HOUSE));
return GB(t.m3(), 0, 5);
}
/**
* Get the amount of time remaining before the tile loop processes this tile.
* @param t the house tile
* @pre IsTileType(t, MP_HOUSE)
* @return time remaining
*/
inline uint8_t GetHouseProcessingTime(Tile t)
{
assert(IsTileType(t, MP_HOUSE));
return GB(t.m6(), 2, 6);
}
/**
* Set the amount of time remaining before the tile loop processes this tile.
* @param t the house tile
* @param time the time to be set
* @pre IsTileType(t, MP_HOUSE)
*/
inline void SetHouseProcessingTime(Tile t, uint8_t time)
{
assert(IsTileType(t, MP_HOUSE));
SB(t.m6(), 2, 6, time);
}
/**
* Decrease the amount of time remaining before the tile loop processes this tile.
* @param t the house tile
* @pre IsTileType(t, MP_HOUSE)
*/
inline void DecHouseProcessingTime(Tile t)
{
assert(IsTileType(t, MP_HOUSE));
t.m6() -= 1 << 2;
}
/**
* Make the tile a house.
* @param t tile index
* @param tid Town index
* @param counter of construction step
* @param stage of construction (used for drawing)
* @param type of house. Index into house specs array
* @param random_bits required for newgrf houses
* @pre IsTileType(t, MP_CLEAR)
*/
inline void MakeHouseTile(Tile t, TownID tid, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits)
{
assert(IsTileType(t, MP_CLEAR));
SetTileType(t, MP_HOUSE);
t.m1() = random_bits;
t.m2() = tid;
t.m3() = 0;
SetHouseType(t, type);
SetHouseCompleted(t, stage == TOWN_HOUSE_COMPLETED);
t.m5() = IsHouseCompleted(t) ? 0 : (stage << 3 | counter);
SetAnimationFrame(t, 0);
SetHouseProcessingTime(t, HouseSpec::Get(type)->processing_time);
}
#endif /* TOWN_MAP_H */