mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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2fd9096070
Cargo types of default engines, industries and houses are now specified in terms of label.
148 lines
6.8 KiB
C
148 lines
6.8 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 house.h definition of HouseSpec and accessors */
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#ifndef HOUSE_H
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#define HOUSE_H
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#include "cargo_type.h"
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#include "timer/timer_game_calendar.h"
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#include "house_type.h"
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#include "newgrf_animation_type.h"
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#include "newgrf_commons.h"
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/**
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* Simple value that indicates the house has reached the final stage of
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* construction.
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*/
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static const byte TOWN_HOUSE_COMPLETED = 3;
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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.
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static const uint HOUSE_NO_CLASS = 0;
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static const HouseID NEW_HOUSE_OFFSET = 110; ///< Offset for new houses.
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static const HouseID NUM_HOUSES = 512; ///< Total number of houses.
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static const HouseID INVALID_HOUSE_ID = 0xFFFF;
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static const uint HOUSE_NUM_ACCEPTS = 16; ///< Max number of cargoes accepted by a tile
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/**
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* There can only be as many classes as there are new houses, plus one for
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* NO_CLASS, as the original houses don't have classes.
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*/
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static const uint HOUSE_CLASS_MAX = NUM_HOUSES - NEW_HOUSE_OFFSET + 1;
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enum BuildingFlags {
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TILE_NO_FLAG = 0,
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TILE_SIZE_1x1 = 1U << 0,
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TILE_NOT_SLOPED = 1U << 1,
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TILE_SIZE_2x1 = 1U << 2,
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TILE_SIZE_1x2 = 1U << 3,
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TILE_SIZE_2x2 = 1U << 4,
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BUILDING_IS_ANIMATED = 1U << 5,
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BUILDING_IS_CHURCH = 1U << 6,
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BUILDING_IS_STADIUM = 1U << 7,
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BUILDING_HAS_1_TILE = TILE_SIZE_1x1 | TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_HAS_2_TILES = TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_2_TILES_X = TILE_SIZE_2x1 | TILE_SIZE_2x2,
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BUILDING_2_TILES_Y = TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_HAS_4_TILES = TILE_SIZE_2x2,
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};
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DECLARE_ENUM_AS_BIT_SET(BuildingFlags)
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enum HouseZonesBits {
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HZB_BEGIN = 0,
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HZB_TOWN_EDGE = 0,
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HZB_TOWN_OUTSKIRT,
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HZB_TOWN_OUTER_SUBURB,
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HZB_TOWN_INNER_SUBURB,
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HZB_TOWN_CENTRE,
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HZB_END,
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};
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static_assert(HZB_END == 5);
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DECLARE_POSTFIX_INCREMENT(HouseZonesBits)
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enum HouseZones { ///< Bit Value Meaning
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HZ_NOZNS = 0x0000, ///< 0 This is just to get rid of zeros, meaning none
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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
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HZ_ZON2 = 1U << HZB_TOWN_OUTSKIRT,
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HZ_ZON3 = 1U << HZB_TOWN_OUTER_SUBURB,
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HZ_ZON4 = 1U << HZB_TOWN_INNER_SUBURB,
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HZ_ZON5 = 1U << HZB_TOWN_CENTRE, ///< center of town
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HZ_ZONALL = 0x001F, ///< 1F This is just to englobe all above types at once
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HZ_SUBARTC_ABOVE = 0x0800, ///< 11 800 can appear in sub-arctic climate above the snow line
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HZ_TEMP = 0x1000, ///< 12 1000 can appear in temperate climate
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HZ_SUBARTC_BELOW = 0x2000, ///< 13 2000 can appear in sub-arctic climate below the snow line
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HZ_SUBTROPIC = 0x4000, ///< 14 4000 can appear in subtropical climate
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HZ_TOYLND = 0x8000, ///< 15 8000 can appear in toyland climate
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HZ_CLIMALL = 0xF800, ///< Bitmask of all climate bits
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};
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DECLARE_ENUM_AS_BIT_SET(HouseZones)
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enum HouseExtraFlags {
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NO_EXTRA_FLAG = 0,
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BUILDING_IS_HISTORICAL = 1U << 0, ///< this house will only appear during town generation in random games, thus the historical
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BUILDING_IS_PROTECTED = 1U << 1, ///< towns and AI will not remove this house, while human players will be able to
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SYNCHRONISED_CALLBACK_1B = 1U << 2, ///< synchronized callback 1B will be performed, on multi tile houses
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CALLBACK_1A_RANDOM_BITS = 1U << 3, ///< callback 1A needs random bits
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};
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DECLARE_ENUM_AS_BIT_SET(HouseExtraFlags)
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struct HouseSpec {
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/* Standard properties */
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TimerGameCalendar::Year min_year; ///< introduction year of the house
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TimerGameCalendar::Year max_year; ///< last year it can be built
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byte population; ///< population (Zero on other tiles in multi tile house.)
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byte removal_cost; ///< cost multiplier for removing it
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StringID building_name; ///< building name
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uint16_t remove_rating_decrease; ///< rating decrease if removed
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byte mail_generation; ///< mail generation multiplier (tile based, as the acceptances below)
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byte cargo_acceptance[HOUSE_NUM_ACCEPTS]; ///< acceptance level for the cargo slots
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CargoID accepts_cargo[HOUSE_NUM_ACCEPTS]; ///< input cargo slots
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CargoLabel accepts_cargo_label[HOUSE_NUM_ACCEPTS]; ///< input landscape cargo slots
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BuildingFlags building_flags; ///< some flags that describe the house (size, stadium etc...)
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HouseZones building_availability; ///< where can it be built (climates, zones)
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bool enabled; ///< the house is available to build (true by default, but can be disabled by newgrf)
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/* NewHouses properties */
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GRFFileProps grf_prop; ///< Properties related the the grf file
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uint16_t callback_mask; ///< Bitmask of house callbacks that have to be called
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Colours random_colour[4]; ///< 4 "random" colours
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byte probability; ///< Relative probability of appearing (16 is the standard value)
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HouseExtraFlags extra_flags; ///< some more flags
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HouseClassID class_id; ///< defines the class this house has (not grf file based)
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AnimationInfo animation; ///< information about the animation.
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byte processing_time; ///< Periodic refresh multiplier
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byte minimum_life; ///< The minimum number of years this house will survive before the town rebuilds it
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CargoTypes watched_cargoes; ///< Cargo types watched for acceptance.
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Money GetRemovalCost() const;
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static inline HouseSpec *Get(size_t house_id)
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{
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assert(house_id < NUM_HOUSES);
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extern HouseSpec _house_specs[];
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return &_house_specs[house_id];
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}
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};
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/**
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* Do HouseID translation for NewGRFs.
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* @param hid the HouseID to get the override for.
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* @return the HouseID to actually work with.
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*/
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inline HouseID GetTranslatedHouseID(HouseID hid)
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{
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const HouseSpec *hs = HouseSpec::Get(hid);
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return hs->grf_prop.override == INVALID_HOUSE_ID ? hid : hs->grf_prop.override;
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}
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#endif /* HOUSE_H */
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