OpenTTD-patches/src/house.h
Peter Nelson 2fd9096070
Change: Decouple and remove landscape-dependent cargo types. (#11719)
Cargo types of default engines, industries and houses are now specified in terms of label.
2024-02-04 10:16:08 +00:00

148 lines
6.8 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 house.h definition of HouseSpec and accessors */
#ifndef HOUSE_H
#define HOUSE_H
#include "cargo_type.h"
#include "timer/timer_game_calendar.h"
#include "house_type.h"
#include "newgrf_animation_type.h"
#include "newgrf_commons.h"
/**
* Simple value that indicates the house has reached the final stage of
* construction.
*/
static const byte TOWN_HOUSE_COMPLETED = 3;
static const HouseID NUM_HOUSES_PER_GRF = 255; ///< Number of supported houses per NewGRF; limited to 255 to allow extending Action3 with an extended byte later on.
static const uint HOUSE_NO_CLASS = 0;
static const HouseID NEW_HOUSE_OFFSET = 110; ///< Offset for new houses.
static const HouseID NUM_HOUSES = 512; ///< Total number of houses.
static const HouseID INVALID_HOUSE_ID = 0xFFFF;
static const uint HOUSE_NUM_ACCEPTS = 16; ///< Max number of cargoes accepted by a tile
/**
* 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.
*/
static const uint HOUSE_CLASS_MAX = NUM_HOUSES - 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,
};
static_assert(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
HZ_CLIMALL = 0xF800, ///< Bitmask of all climate bits
};
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 */
TimerGameCalendar::Year min_year; ///< introduction year of the house
TimerGameCalendar::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_t remove_rating_decrease; ///< rating decrease if removed
byte mail_generation; ///< mail generation multiplier (tile based, as the acceptances below)
byte cargo_acceptance[HOUSE_NUM_ACCEPTS]; ///< acceptance level for the cargo slots
CargoID accepts_cargo[HOUSE_NUM_ACCEPTS]; ///< input cargo slots
CargoLabel accepts_cargo_label[HOUSE_NUM_ACCEPTS]; ///< input landscape 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 */
GRFFileProps grf_prop; ///< Properties related the the grf file
uint16_t callback_mask; ///< Bitmask of house callbacks that have to be called
Colours 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 (not grf file based)
AnimationInfo animation; ///< information about the animation.
byte processing_time; ///< Periodic refresh multiplier
byte minimum_life; ///< The minimum number of years this house will survive before the town rebuilds it
CargoTypes watched_cargoes; ///< Cargo types watched for acceptance.
Money GetRemovalCost() const;
static inline HouseSpec *Get(size_t house_id)
{
assert(house_id < NUM_HOUSES);
extern HouseSpec _house_specs[];
return &_house_specs[house_id];
}
};
/**
* Do HouseID translation for NewGRFs.
* @param hid the HouseID to get the override for.
* @return the HouseID to actually work with.
*/
inline HouseID GetTranslatedHouseID(HouseID hid)
{
const HouseSpec *hs = HouseSpec::Get(hid);
return hs->grf_prop.override == INVALID_HOUSE_ID ? hid : hs->grf_prop.override;
}
#endif /* HOUSE_H */