mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
390 lines
10 KiB
C
390 lines
10 KiB
C
/* $Id$ */
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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 "town.h"
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#include "date.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)
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* @return TownID
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*/
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static inline TownID GetTownIndex(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE) || IsTileType(t, MP_ROAD)); // XXX incomplete
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return _m[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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* @pre IsTileType(t, MP_HOUSE) or IsTileType(t, MP_ROAD)
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* @param index the index of the town
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* @pre IsTileType(t, MP_ROAD) || IsTileType(t, MP_HOUSE)
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*/
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static inline void SetTownIndex(TileIndex t, TownID index)
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{
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assert(IsTileType(t, MP_HOUSE) || IsTileType(t, MP_ROAD));
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_m[t].m2 = index;
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}
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/**
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* Gets the town associated with the house or road tile
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* @param t the tile to get the town of
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* @return the town
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*/
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static inline Town *GetTownByTile(TileIndex t)
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{
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return GetTown(GetTownIndex(t));
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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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* Since m4 is only a byte and we want to support 512 houses, we use the bit 6
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* of m3 as an additional bit to house type.
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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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static inline HouseID GetHouseType(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return _m[t].m4 | (GB(_m[t].m3, 6, 1) << 8);
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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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static inline void SetHouseType(TileIndex t, HouseID house_id)
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{
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assert(IsTileType(t, MP_HOUSE));
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_m[t].m4 = GB(house_id, 0, 8);
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SB(_m[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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static inline bool LiftHasDestination(TileIndex t)
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{
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return HasBit(_me[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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static inline void SetLiftDestination(TileIndex t, byte dest)
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{
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SetBit(_me[t].m7, 0);
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SB(_me[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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static inline byte GetLiftDestination(TileIndex t)
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{
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return GB(_me[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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static inline void HaltLift(TileIndex t)
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{
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SB(_me[t].m7, 0, 4, 0);
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DeleteAnimatedTile(t);
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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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static inline byte GetLiftPosition(TileIndex t)
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{
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return GB(_m[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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static inline void SetLiftPosition(TileIndex t, byte pos)
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{
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SB(_m[t].m6, 2, 6, pos);
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}
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/**
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* Get the current animation frame for this house
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* @param t the tile
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* @pre IsTileType(t, MP_HOUSE)
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* @return frame number
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*/
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static inline byte GetHouseAnimationFrame(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return GB(_m[t].m6, 3, 5);
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}
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/**
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* Set a new animation frame for this house
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* @param t the tile
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* @param frame the new frame number
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* @pre IsTileType(t, MP_HOUSE)
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*/
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static inline void SetHouseAnimationFrame(TileIndex t, byte frame)
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{
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assert(IsTileType(t, MP_HOUSE));
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SB(_m[t].m6, 3, 5, frame);
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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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static inline bool IsHouseCompleted(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return HasBit(_m[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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static inline void SetHouseCompleted(TileIndex t, bool status)
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{
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assert(IsTileType(t, MP_HOUSE));
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SB(_m[t].m3, 7, 1, !!status);
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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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static inline void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte stage, HouseID type, byte 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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_m[t].m1 = random_bits;
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_m[t].m2 = tid;
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_m[t].m3 = 0;
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SetHouseType(t, type);
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SetHouseCompleted(t, stage == TOWN_HOUSE_COMPLETED);
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_m[t].m5 = IsHouseCompleted(t) ? 0 : (stage << 3 | counter);
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SetHouseAnimationFrame(t, 0);
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_me[t].m7 = GetHouseSpecs(type)->processing_time;
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if (GetHouseSpecs(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(t);
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MarkTileDirtyByTile(t);
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}
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/**
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* Helper function for MakeHouseTile.
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* It is called for each tile of a multi-tile house.
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* Parametes are the same.
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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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*/
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static inline void MakeTownHouse(TileIndex t, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
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{
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BuildingFlags size = GetHouseSpecs(type)->building_flags;
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MakeHouseTile(t, tid, counter, stage, type, random_bits);
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if (size & BUILDING_2_TILES_Y) MakeHouseTile(t + TileDiffXY(0, 1), tid, counter, stage, ++type, random_bits);
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if (size & BUILDING_2_TILES_X) MakeHouseTile(t + TileDiffXY(1, 0), tid, counter, stage, ++type, random_bits);
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if (size & BUILDING_HAS_4_TILES) MakeHouseTile(t + TileDiffXY(1, 1), tid, counter, stage, ++type, random_bits);
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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 longuer 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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static inline byte GetHouseBuildingStage(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return IsHouseCompleted(t) ? (byte)TOWN_HOUSE_COMPLETED : GB(_m[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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static inline byte GetHouseConstructionTick(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return IsHouseCompleted(t) ? 0 : GB(_m[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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static inline void IncHouseConstructionTick(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE));
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AB(_m[t].m5, 0, 5, 1);
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if (GB(_m[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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_m[t].m5 = Clamp(_cur_year - ORIGINAL_BASE_YEAR, 0, 0xFF);
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}
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}
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/**
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* Get the year that this house was constructed (between 1920 and 2175).
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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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static inline Year GetHouseConstructionYear(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return IsHouseCompleted(t) ? _m[t].m5 + ORIGINAL_BASE_YEAR : 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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static inline void SetHouseRandomBits(TileIndex t, byte random)
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{
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assert(IsTileType(t, MP_HOUSE));
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_m[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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static inline byte GetHouseRandomBits(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return _m[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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static inline void SetHouseTriggers(TileIndex t, byte triggers)
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{
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assert(IsTileType(t, MP_HOUSE));
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SB(_m[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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static inline byte GetHouseTriggers(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return GB(_m[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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static inline byte GetHouseProcessingTime(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE));
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return _me[t].m7;
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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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static inline void SetHouseProcessingTime(TileIndex t, byte time)
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{
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assert(IsTileType(t, MP_HOUSE));
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_me[t].m7 = 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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static inline void DecHouseProcessingTime(TileIndex t)
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{
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assert(IsTileType(t, MP_HOUSE));
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_me[t].m7--;
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}
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#endif /* TOWN_MAP_H */
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