OpenTTD-patches/src/house.h

141 lines
6.3 KiB
C

/* $Id$ */
/*
* 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 house.h definition of HouseSpec and accessors */
#ifndef HOUSE_H
#define HOUSE_H
#include "strings_type.h"
#include "cargo_type.h"
#include "economy_type.h"
#include "date_type.h"
#include "house_type.h"
/** Simple value that indicates the house has reached the final stage of
* construction. */
static const byte TOWN_HOUSE_COMPLETED = 3;
enum {
HOUSE_NO_CLASS = 0,
NEW_HOUSE_OFFSET = 110,
HOUSE_MAX = 512,
INVALID_HOUSE_ID = 0xFFFF,
/* There can only be as many classes as there are new houses, plus one for
* NO_CLASS, as the original houses don't have classes. */
HOUSE_CLASS_MAX = HOUSE_MAX - NEW_HOUSE_OFFSET + 1,
};
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
HZ_TOYLND = 0x8000 ///< 15 8000 can appear in toyland climate
};
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 */
HouseID substitute_id; ///< which original house this one is based on
struct SpriteGroup *spritegroup; ///< pointer to the different sprites of the house
HouseID override; ///< which house this one replaces
uint16 callback_mask; ///< Bitmask of house callbacks that have to be called
byte random_colour[4]; ///< 4 "random" colours
byte probability; ///< Relative probability of appearing (16 is the standard value)
HouseExtraFlags extra_flags; ///< some more flags
HouseClassID class_id; ///< defines the class this house has (grf file based) @See HouseGetVariable, prop 0x44
byte animation_frames; ///< number of animation frames
byte animation_speed; ///< amount of time between each of those frames
byte processing_time; ///< Periodic refresh multiplier
byte minimum_life; ///< The minimum number of years this house will survive before the town rebuilds it
/* grf file related properties*/
uint8 local_id; ///< id defined by the grf file for this house
const struct GRFFile *grffile; ///< grf file that introduced this house
/**
* Get the cost for removing this house
* @return the cost (inflation corrected etc)
*/
Money GetRemovalCost() const;
static FORCEINLINE HouseSpec *Get(size_t house_id)
{
assert(house_id < HOUSE_MAX);
extern HouseSpec _house_specs[];
return &_house_specs[house_id];
}
};
#endif /* HOUSE_H */