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authorbelugas <belugas@openttd.org>2006-04-03 14:56:07 +0000
committerbelugas <belugas@openttd.org>2006-04-03 14:56:07 +0000
commit84a5c861c8152857cab1d7a3ad7fb8c01675077f (patch)
tree6ddb7ceef46b215900935feabbb41a667d4cfa15
parent8cbe98a3fdb0e8d4a6743c00712cedfa33979a0d (diff)
downloadopenttd-84a5c861c8152857cab1d7a3ad7fb8c01675077f.tar.xz
(svn r4261) CodeChange : Add and Use Accessor for Houses Construction. And cleaning on town.flags12 too
-rw-r--r--town.h44
-rw-r--r--town_cmd.c71
-rw-r--r--town_map.h102
3 files changed, 165 insertions, 52 deletions
diff --git a/town.h b/town.h
index bcb90a405..7902a4edd 100644
--- a/town.h
+++ b/town.h
@@ -21,6 +21,9 @@ struct Town {
ViewportSign sign;
// Makes sure we don't build certain house types twice.
+ // bit 0 = Building funds received
+ // bit 1 = CHURCH
+ // bit 2 = STADIUM
byte flags12;
// Which players have a statue?
@@ -92,15 +95,15 @@ enum {
enum {
// These refer to the maximums, so Appalling is -1000 to -400
// MAXIMUM RATINGS BOUNDARIES
- RATING_MINIMUM = -1000,
- RATING_APPALLING = -400,
- RATING_VERYPOOR = -200,
- RATING_POOR = 0,
- RATING_MEDIOCRE = 200,
- RATING_GOOD = 400,
- RATING_VERYGOOD = 600,
- RATING_EXCELLENT = 800,
- RATING_OUTSTANDING= 1000, // OUTSTANDING
+ RATING_MINIMUM = -1000,
+ RATING_APPALLING = -400,
+ RATING_VERYPOOR = -200,
+ RATING_POOR = 0,
+ RATING_MEDIOCRE = 200,
+ RATING_GOOD = 400,
+ RATING_VERYGOOD = 600,
+ RATING_EXCELLENT = 800,
+ RATING_OUTSTANDING = 1000, // OUTSTANDING
RATING_MAXIMUM = RATING_OUTSTANDING,
@@ -122,7 +125,28 @@ enum {
RATING_BRIBE_UP_STEP = 200,
RATING_BRIBE_MAXIMUM = 800,
- RATING_BRIBE_DOWN_TO = -50 // XXX SHOULD BE SOMETHING LOWER?
+ RATING_BRIBE_DOWN_TO = -50 // XXX SHOULD BE SOMETHING LOWER?
+};
+
+enum {
+/* This is the base "normal" number of towns on the 8x8 map, when
+ * one town should get grown per tick. The other numbers of towns
+ * are then scaled based on that. */
+ TOWN_GROWTH_FREQUENCY = 23,
+/* Simple value that indicates the house has reached final stage of construction*/
+ TOWN_HOUSE_COMPLETED = 3,
+};
+
+/* This enum is used in conjonction with town->flags12.
+ * IT simply states what bit is used for.
+ * It is pretty unrealistic (IMHO) to only have one church/stadium
+ * per town, NO MATTER the population of it.
+ * And there are 5 more bits available on flags12...
+ */
+enum {
+ TOWN_IS_FUNDED = 0, // Town has received some funds for
+ TOWN_HAS_CHURCH = 1, // There can be only one church by town.
+ TOWN_HAS_STADIUM = 2 // There can be only one stadium by town.
};
bool CheckforTownRating(uint32 flags, Town *t, byte type);
diff --git a/town_cmd.c b/town_cmd.c
index 1e1a77c4f..c6ea1795c 100644
--- a/town_cmd.c
+++ b/town_cmd.c
@@ -46,17 +46,6 @@ static void TownPoolNewBlock(uint start_item)
/* Initialize the town-pool */
MemoryPool _town_pool = { "Towns", TOWN_POOL_MAX_BLOCKS, TOWN_POOL_BLOCK_SIZE_BITS, sizeof(Town), &TownPoolNewBlock, 0, 0, NULL };
-
-/* This is the base "normal" number of towns on the 8x8 map, when
- * one town should get grown per tick. The other numbers of towns
- * are then scaled based on that. */
-#define TOWN_GROWTH_FREQUENCY 23
-
-enum {
- TOWN_HAS_CHURCH = 0x02,
- TOWN_HAS_STADIUM = 0x04
-};
-
// Local
static int _grow_town_result;
@@ -100,7 +89,7 @@ static void DrawTile_Town(TileInfo *ti)
{
/* this "randomizes" on the (up to) 4 variants of a building */
byte gfx = GetHouseType(ti->tile);
- byte stage = GB(_m[ti->tile].m3, 6, 2);
+ byte stage = GetHouseBuildingStage(ti->tile);
uint variant;
variant = ti->x >> 4;
variant ^= ti->x >> 6;
@@ -115,7 +104,7 @@ static void DrawTile_Town(TileInfo *ti)
/* Add bricks below the house? */
if (ti->tileh) {
AddSortableSpriteToDraw(SPR_FOUNDATION_BASE + ti->tileh, ti->x, ti->y, 16, 16, 7, z);
- AddChildSpriteScreen(dcts->sprite_1, 0x1F, 1);
+ AddChildSpriteScreen(dcts->sprite_1, 31, 1);
z += 8;
} else {
/* Else draw regular ground */
@@ -254,12 +243,13 @@ static void MakeSingleHouseBigger(TileIndex tile)
if (LiftHasDestination(tile)) return;
- AB(_m[tile].m5, 0, 3, 1);
- if (GB(_m[tile].m5, 0, 3) != 0) return;
+ IncHouseConstructionTick(tile);
+ if (GetHouseConstructionTick(tile) != 0) return;
- _m[tile].m3 = _m[tile].m3 + 0x40;
+ IncHouseBuildingStage(tile); /*increase construction stage of one more step*/
- if ((_m[tile].m3 & 0xC0) == 0xC0) {
+ if (GetHouseBuildingStage(tile) == TOWN_HOUSE_COMPLETED){
+ /*Now, construction is completed. Can add population of building to the town*/
ChangePopulation(GetTownByTile(tile), _housetype_population[GetHouseType(tile)]);
}
MarkTileDirtyByTile(tile);
@@ -280,7 +270,8 @@ static void TileLoop_Town(TileIndex tile)
Town *t;
uint32 r;
- if ((_m[tile].m3 & 0xC0) != 0xC0) {
+ if (GetHouseBuildingStage(tile) != TOWN_HOUSE_COMPLETED) {
+ /*Construction is not completed. See if we can go further in construction*/
MakeTownHouseBigger(tile);
return;
}
@@ -312,7 +303,7 @@ static void TileLoop_Town(TileIndex tile)
t->new_act_mail += moved;
}
- if (_house_more_flags[house] & 8 && (t->flags12 & 1) && --t->time_until_rebuild == 0) {
+ if (_house_more_flags[house] & 8 && HASBIT(t->flags12, TOWN_IS_FUNDED) && --t->time_until_rebuild == 0) {
t->time_until_rebuild = GB(r, 16, 6) + 130;
_current_player = OWNER_TOWN;
@@ -376,7 +367,7 @@ static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
{
td->str = _town_tile_names[GetHouseType(tile)];
- if ((_m[tile].m3 & 0xC0) != 0xC0) {
+ if (GetHouseBuildingStage(tile) != TOWN_HOUSE_COMPLETED) {
SetDParamX(td->dparam, 0, td->str);
td->str = STR_2058_UNDER_CONSTRUCTION;
}
@@ -414,7 +405,7 @@ static bool GrowTown(Town *t);
static void TownTickHandler(Town *t)
{
- if (t->flags12&1) {
+ if (HASBIT(t->flags12, TOWN_IS_FUNDED)) {
int i = t->grow_counter - 1;
if (i < 0) {
if (GrowTown(t)) {
@@ -739,7 +730,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
/* If we are in the SE, and this road-piece has no town owner yet, it just found an
* owner :) (happy happy happy road now) */
SetTileOwner(tile, OWNER_TOWN);
- _m[tile].m2 = t->index;
+ SetTownIndex(tile, t->index);
}
}
@@ -804,8 +795,8 @@ static bool GrowTown(Town *t)
// clearing some land and then building a road there.
tile = t->xy;
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
- // Only work with plain land that not already has a house with map5=0
- if ((!IsTileType(tile, MP_HOUSE) || _m[tile].m5 != 0) &&
+ // Only work with plain land that not already has a house with GetHouseConstructionTick=0
+ if ((!IsTileType(tile, MP_HOUSE) || GetHouseConstructionTick(tile) != 0) &&
GetTileSlope(tile, NULL) == 0) {
if (!CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) {
DoCommandByTile(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
@@ -1177,7 +1168,7 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
int house;
uint slope;
uint z;
- uint oneof;
+ uint oneof = 0;
// Above snow?
slope = GetTileSlope(tile, &z);
@@ -1219,18 +1210,18 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
case HOUSE_SNOW_CHURCH:
case HOUSE_TROP_CHURCH:
case HOUSE_TOY_CHURCH:
- oneof = TOWN_HAS_CHURCH;
+ SETBIT(oneof, TOWN_HAS_CHURCH);
break;
case HOUSE_STADIUM:
case HOUSE_MODERN_STADIUM:
- oneof = TOWN_HAS_STADIUM;
+ SETBIT(oneof, TOWN_HAS_STADIUM);
break;
default:
oneof = 0;
break;
}
- if (t->flags12 & oneof) continue;
+ if (HASBITS(t->flags12 , oneof)) continue;
// Make sure there is no slope?
if (_housetype_extra_flags[house] & 0x12 && slope) continue;
@@ -1274,10 +1265,10 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
if (_generating_world) {
uint32 r = Random();
- construction_stage = 3; /* House is finished */
+ construction_stage = TOWN_HOUSE_COMPLETED;
if (CHANCE16(1, 7)) construction_stage = GB(r, 0, 2);
- if (construction_stage == 3) {
+ if (construction_stage == TOWN_HOUSE_COMPLETED) {
ChangePopulation(t, _housetype_population[house]);
} else {
construction_counter = GB(r, 2, 2);
@@ -1337,9 +1328,8 @@ static void ClearTownHouse(Town *t, TileIndex tile)
}
}
- // Remove population from the town if the
- // house is finished.
- if ((~_m[tile].m3 & 0xC0) == 0) {
+ // Remove population from the town if the house is finished.
+ if (GetHouseBuildingStage(tile) == TOWN_HOUSE_COMPLETED) {
ChangePopulation(t, -_housetype_population[house]);
}
@@ -1352,11 +1342,11 @@ static void ClearTownHouse(Town *t, TileIndex tile)
case HOUSE_SNOW_CHURCH:
case HOUSE_TROP_CHURCH:
case HOUSE_TOY_CHURCH:
- t->flags12 &= ~TOWN_HAS_CHURCH;
+ CLRBIT(t->flags12, TOWN_HAS_CHURCH);
break;
case HOUSE_STADIUM:
case HOUSE_MODERN_STADIUM:
- t->flags12 &= ~TOWN_HAS_STADIUM;
+ CLRBIT(t->flags12, TOWN_HAS_STADIUM);
break;
default:
break;
@@ -1475,7 +1465,7 @@ typedef void TownActionProc(Town *t, int action);
static void TownActionAdvertise(Town *t, int action)
{
static const byte _advertising_amount[3] = {0x40, 0x70, 0xA0};
- static const byte _advertising_radius[3] = {10,15,20};
+ static const byte _advertising_radius[3] = {10, 15, 20};
ModifyStationRatingAround(t->xy, _current_player,
_advertising_amount[action],
_advertising_radius[action]);
@@ -1559,8 +1549,11 @@ static void TownActionBuildStatue(Town *t, int action)
static void TownActionFundBuildings(Town *t, int action)
{
+ // Build next tick
t->grow_counter = 1;
- t->flags12 |= 1;
+ // If we were not already growing
+ SETBIT(t->flags12, TOWN_IS_FUNDED);
+ // And grow for 3 months
t->fund_buildings_months = 3;
}
@@ -1676,7 +1669,7 @@ static void UpdateTownGrowRate(Town *t)
}
}
- t->flags12 &= ~1;
+ CLRBIT(t->flags12, TOWN_IS_FUNDED);
if (t->fund_buildings_months != 0) {
static const byte _grow_count_values[6] = {
@@ -1707,7 +1700,7 @@ static void UpdateTownGrowRate(Town *t)
if (m <= t->grow_counter)
t->grow_counter = m;
- t->flags12 |= 1;
+ SETBIT(t->flags12, TOWN_IS_FUNDED);
}
static void UpdateTownAmounts(Town *t)
diff --git a/town_map.h b/town_map.h
index 8281002da..88148152c 100644
--- a/town_map.h
+++ b/town_map.h
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file town_map.h Accessors for towns */
+
#ifndef TOWN_MAP_H
#define TOWN_MAP_H
@@ -11,12 +13,24 @@ static inline int GetHouseType(TileIndex t)
return _m[t].m4;
}
-static inline uint GetTownIndex(TileIndex t)
+static inline TownID GetTownIndex(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE) || IsTileType(t, MP_STREET)); // XXX incomplete
return _m[t].m2;
}
+/**
+ * Set the town index for a street tile.
+ * @param tile the tile
+ * @param index the index of the town
+ * @pre IsTileType(tile, MP_STREET)
+ */
+static inline void SetTownIndex(TileIndex t, TownID index)
+{
+ assert(IsTileType(t, MP_STREET));
+ _m[t].m2 = index;
+}
+
static inline bool LiftHasDestination(TileIndex t)
{
return HASBIT(_m[t].m5, 7);
@@ -67,7 +81,6 @@ static inline Town* GetTownByTile(TileIndex t)
return GetTown(GetTownIndex(t));
}
-
static inline void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte stage, byte type)
{
assert(IsTileType(t, MP_CLEAR));
@@ -95,4 +108,87 @@ static inline void MakeTownHouse(TileIndex t, TownID tid, byte counter, byte sta
if (HASBIT(size, TWO_BY_TWO_BIT) || HASBIT(size, TWO_BY_ONE_BIT)) MakeHouseTile(t + TileDiffXY(1, 0), tid, counter, stage, ++type);
if (HASBIT(size, TWO_BY_TWO_BIT)) MakeHouseTile(t + TileDiffXY(1, 1), tid, counter, stage, ++type);
}
-#endif
+
+/**
+ * House Construction Scheme.
+ * Construction counter, for buildings under construction. Incremented on every
+ * periodic tile processing.
+ * On wraparound, the stage of building in is increased.
+ * (Get|Set|Inc)HouseBuildingStage are taking care of the real stages,
+ * (as the sprite for the next phase of house building)
+ * (Get|Set|Inc)HouseConstructionTick is simply a tick counter between the
+ * different stages
+ */
+
+/**
+ * Gets the building stage of a house
+ * @param tile the tile of the house to get the building stage of
+ * @pre IsTileType(t, MP_HOUSE)
+ * @return the building stage of the house
+ */
+static inline byte GetHouseBuildingStage(TileIndex t)
+{
+ assert(IsTileType(t, MP_HOUSE));
+ return GB(_m[t].m3, 6, 2);
+}
+
+/**
+ * Sets the building stage of a house
+ * @param tile the tile of the house to set the building stage of
+ * @param stage the new stage
+ * @pre IsTileType(t, MP_HOUSE)
+ */
+static inline void SetHouseBuildingStage(TileIndex t, byte stage)
+{
+ assert(IsTileType(t, MP_HOUSE));
+ SB(_m[t].m3, 6, 2, stage);
+}
+
+/**
+ * Increments the building stage of a house
+ * @param tile the tile of the house to increment the building stage of
+ * @pre IsTileType(t, MP_HOUSE)
+ */
+static inline void IncHouseBuildingStage( TileIndex t )
+{
+ assert(IsTileType(t, MP_HOUSE));
+ AB(_m[t].m3, 6, 2, 1);
+}
+
+/**
+ * Gets the construction stage of a house
+ * @param tile the tile of the house to get the construction stage of
+ * @pre IsTileType(t, MP_HOUSE)
+ * @return the construction stage of the house
+ */
+static inline byte GetHouseConstructionTick(TileIndex t)
+{
+ assert(IsTileType(t, MP_HOUSE));
+ return GB(_m[t].m5, 0, 3);
+}
+
+/**
+ * Sets the construction stage of a house
+ * @param tile the tile of the house to set the construction stage of
+ * @param stage the new stage
+ * @pre IsTileType(t, MP_HOUSE)
+ */
+static inline void SetHouseConstructionTick(TileIndex t, byte stage)
+{
+ assert(IsTileType(t, MP_HOUSE));
+ SB(_m[t].m5, 0, 3, stage);
+}
+
+/**
+ * Sets the increment stage of a house
+ * @param tile the tile of the house to increment the construction stage of
+ * @pre IsTileType(t, MP_HOUSE)
+ */
+static inline void IncHouseConstructionTick(TileIndex t)
+{
+ assert(IsTileType(t, MP_HOUSE));
+ AB(_m[t].m5, 0, 3, 1);
+}
+
+
+#endif /* TOWN_MAP_H */