mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-19 15:25:39 +00:00
369 lines
9.3 KiB
C
369 lines
9.3 KiB
C
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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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*/
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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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#include "road_map.h"
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#include "house.h"
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#include "timer/timer_game_calendar.h"
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/**
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* Get the index of which town this house/street is attached to.
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* @param t the tile
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* @pre IsTileType(t, MP_HOUSE) or IsTileType(t, MP_ROAD) but not a road depot
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* @return TownID
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*/
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inline TownID GetTownIndex(Tile t)
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{
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assert(IsTileType(t, MP_HOUSE) || (IsTileType(t, MP_ROAD) && !IsRoadDepot(t)));
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return t.m2();
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}
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/**
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* Set the town index for a road or house tile.
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* @param t the tile
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* @param index the index of the town
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* @pre IsTileType(t, MP_HOUSE) or IsTileType(t, MP_ROAD) but not a road depot
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*/
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inline void SetTownIndex(Tile t, TownID index)
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{
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assert(IsTileType(t, MP_HOUSE) || (IsTileType(t, MP_ROAD) && !IsRoadDepot(t)));
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t.m2() = index;
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}
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/**
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* Get the type of this house, which is an index into the house spec array
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* without doing any NewGRF related translations.
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* @param t the tile
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* @pre IsTileType(t, MP_HOUSE)
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* @return house type
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*/
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inline HouseID GetCleanHouseType(Tile t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return t.m4() | (GB(t.m3(), 6, 1) << 8);
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}
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/**
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* Get the type of this house, which is an index into the house spec array
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* @param t the tile
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* @pre IsTileType(t, MP_HOUSE)
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* @return house type
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*/
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inline HouseID GetHouseType(Tile t)
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{
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return GetTranslatedHouseID(GetCleanHouseType(t));
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}
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/**
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* Set the house type.
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* @param t the tile
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* @param house_id the new house type
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* @pre IsTileType(t, MP_HOUSE)
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*/
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inline void SetHouseType(Tile t, HouseID house_id)
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{
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assert(IsTileType(t, MP_HOUSE));
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t.m4() = GB(house_id, 0, 8);
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SB(t.m3(), 6, 1, GB(house_id, 8, 1));
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}
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/**
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* Check if the lift of this animated house has a destination
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* @param t the tile
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* @return has destination
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*/
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inline bool LiftHasDestination(Tile t)
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{
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return HasBit(t.m7(), 0);
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}
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/**
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* Set the new destination of the lift for this animated house, and activate
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* the LiftHasDestination bit.
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* @param t the tile
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* @param dest new destination
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*/
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inline void SetLiftDestination(Tile t, uint8_t dest)
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{
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SetBit(t.m7(), 0);
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SB(t.m7(), 1, 3, dest);
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}
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/**
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* Get the current destination for this lift
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* @param t the tile
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* @return destination
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*/
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inline uint8_t GetLiftDestination(Tile t)
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{
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return GB(t.m7(), 1, 3);
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}
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/**
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* Stop the lift of this animated house from moving.
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* Clears the first 4 bits of m7 at once, clearing the LiftHasDestination bit
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* and the destination.
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* @param t the tile
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*/
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inline void HaltLift(Tile t)
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{
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SB(t.m7(), 0, 4, 0);
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}
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/**
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* Get the position of the lift on this animated house
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* @param t the tile
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* @return position, from 0 to 36
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*/
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inline uint8_t GetLiftPosition(Tile t)
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{
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return GB(t.m6(), 2, 6);
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}
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/**
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* Set the position of the lift on this animated house
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* @param t the tile
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* @param pos position, from 0 to 36
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*/
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inline void SetLiftPosition(Tile t, uint8_t pos)
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{
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SB(t.m6(), 2, 6, pos);
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}
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/**
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* Get the completion of this house
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* @param t the tile
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* @return true if it is, false if it is not
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*/
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inline bool IsHouseCompleted(Tile t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return HasBit(t.m3(), 7);
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}
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/**
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* Mark this house as been completed
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* @param t the tile
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* @param status
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*/
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inline void SetHouseCompleted(Tile t, bool status)
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{
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assert(IsTileType(t, MP_HOUSE));
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SB(t.m3(), 7, 1, !!status);
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}
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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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* GetHouseBuildingStage is 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|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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* Since the stage is used for determining what sprite to use,
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* if the house is complete (and that stage no longer is available),
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* fool the system by returning the TOWN_HOUSE_COMPLETE (3),
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* thus showing a beautiful complete house.
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* @param t 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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inline uint8_t GetHouseBuildingStage(Tile t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return IsHouseCompleted(t) ? (uint8_t)TOWN_HOUSE_COMPLETED : GB(t.m5(), 3, 2);
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}
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/**
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* Gets the construction stage of a house
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* @param t 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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inline uint8_t GetHouseConstructionTick(Tile t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return IsHouseCompleted(t) ? 0 : GB(t.m5(), 0, 3);
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}
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/**
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* Sets the increment stage of a house
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* It is working with the whole counter + stage 5 bits, making it
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* easier to work: the wraparound is automatic.
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* @param t 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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inline void IncHouseConstructionTick(Tile t)
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{
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assert(IsTileType(t, MP_HOUSE));
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AB(t.m5(), 0, 5, 1);
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if (GB(t.m5(), 3, 2) == TOWN_HOUSE_COMPLETED) {
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/* House is now completed.
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* Store the year of construction as well, for newgrf house purpose */
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SetHouseCompleted(t, true);
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}
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}
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/**
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* Sets the age of the house to zero.
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* Needs to be called after the house is completed. During construction stages the map space is used otherwise.
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* @param t the tile of this house
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* @pre IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)
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*/
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inline void ResetHouseAge(Tile t)
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{
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assert(IsTileType(t, MP_HOUSE) && IsHouseCompleted(t));
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t.m5() = 0;
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}
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/**
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* Increments the age of the house.
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* @param t the tile of this house
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* @pre IsTileType(t, MP_HOUSE)
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*/
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inline void IncrementHouseAge(Tile t)
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{
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assert(IsTileType(t, MP_HOUSE));
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if (IsHouseCompleted(t) && t.m5() < 0xFF) t.m5()++;
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}
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/**
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* Get the age of the house
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* @param t the tile of this house
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* @pre IsTileType(t, MP_HOUSE)
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* @return year
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*/
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inline TimerGameCalendar::Year GetHouseAge(Tile t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return IsHouseCompleted(t) ? t.m5() : 0;
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}
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/**
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* Set the random bits for this house.
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* This is required for newgrf house
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* @param t the tile of this house
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* @param random the new random bits
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* @pre IsTileType(t, MP_HOUSE)
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*/
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inline void SetHouseRandomBits(Tile t, uint8_t random)
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{
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assert(IsTileType(t, MP_HOUSE));
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t.m1() = random;
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}
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/**
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* Get the random bits for this house.
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* This is required for newgrf house
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* @param t the tile of this house
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* @pre IsTileType(t, MP_HOUSE)
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* @return random bits
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*/
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inline uint8_t GetHouseRandomBits(Tile t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return t.m1();
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}
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/**
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* Set the activated triggers bits for this house.
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* This is required for newgrf house
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* @param t the tile of this house
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* @param triggers the activated triggers
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* @pre IsTileType(t, MP_HOUSE)
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*/
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inline void SetHouseTriggers(Tile t, uint8_t triggers)
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{
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assert(IsTileType(t, MP_HOUSE));
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SB(t.m3(), 0, 5, triggers);
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}
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/**
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* Get the already activated triggers bits for this house.
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* This is required for newgrf house
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* @param t the tile of this house
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* @pre IsTileType(t, MP_HOUSE)
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* @return triggers
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*/
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inline uint8_t GetHouseTriggers(Tile t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return GB(t.m3(), 0, 5);
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}
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/**
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* Get the amount of time remaining before the tile loop processes this tile.
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* @param t the house tile
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* @pre IsTileType(t, MP_HOUSE)
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* @return time remaining
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*/
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inline uint8_t GetHouseProcessingTime(Tile t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return GB(t.m6(), 2, 6);
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}
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/**
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* Set the amount of time remaining before the tile loop processes this tile.
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* @param t the house tile
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* @param time the time to be set
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* @pre IsTileType(t, MP_HOUSE)
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*/
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inline void SetHouseProcessingTime(Tile t, uint8_t time)
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{
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assert(IsTileType(t, MP_HOUSE));
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SB(t.m6(), 2, 6, time);
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}
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/**
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* Decrease the amount of time remaining before the tile loop processes this tile.
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* @param t the house tile
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* @pre IsTileType(t, MP_HOUSE)
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*/
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inline void DecHouseProcessingTime(Tile t)
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{
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assert(IsTileType(t, MP_HOUSE));
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t.m6() -= 1 << 2;
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}
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/**
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* Make the tile a house.
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* @param t tile index
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* @param tid Town index
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* @param counter of construction step
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* @param stage of construction (used for drawing)
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* @param type of house. Index into house specs array
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* @param random_bits required for newgrf houses
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* @pre IsTileType(t, MP_CLEAR)
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*/
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inline void MakeHouseTile(Tile t, TownID tid, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits)
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{
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assert(IsTileType(t, MP_CLEAR));
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SetTileType(t, MP_HOUSE);
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t.m1() = random_bits;
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t.m2() = tid;
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t.m3() = 0;
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SetHouseType(t, type);
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SetHouseCompleted(t, stage == TOWN_HOUSE_COMPLETED);
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t.m5() = IsHouseCompleted(t) ? 0 : (stage << 3 | counter);
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SetAnimationFrame(t, 0);
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SetHouseProcessingTime(t, HouseSpec::Get(type)->processing_time);
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}
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#endif /* TOWN_MAP_H */
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