diff options
Diffstat (limited to 'src/town.h')
-rw-r--r-- | src/town.h | 116 |
1 files changed, 115 insertions, 1 deletions
diff --git a/src/town.h b/src/town.h index ad3b60ee5..3bc81f2b6 100644 --- a/src/town.h +++ b/src/town.h @@ -5,9 +5,72 @@ #include "oldpool.h" #include "player.h" +#include "functions.h" +#include "helpers.hpp" enum { - INVALID_TOWN = 0xFFFF, + HOUSE_NO_CLASS = 0, + NEW_HOUSE_OFFSET = 110, + HOUSE_MAX = 512, + INVALID_TOWN = 0xFFFF, + 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_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 HouseZones { ///< Bit Value Meaning + HZ_NOZNS = 0x0000, ///< 0 This is just to get rid of zeros, meaning none + HZ_ZON1 = 0x0001, ///< 0..4 1,2,4,8,10 which town zones the building can be built in, Zone1 been the further suburb + HZ_ZON2 = 0x0002, + HZ_ZON3 = 0x0004, + HZ_ZON4 = 0x0008, + HZ_ZON5 = 0x0010, ///< 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 tp + 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) + +typedef uint16 HouseID; +typedef uint16 HouseClassID; + +struct BuildingCounts { + uint8 id_count[HOUSE_MAX]; + uint8 class_count[HOUSE_CLASS_MAX]; }; struct Town { @@ -78,8 +141,48 @@ struct Town { // NOSAVE: UpdateTownRadius updates this given the house count. uint16 radius[5]; + + // NOSAVE: The number of each type of building in the town. + BuildingCounts building_counts; }; +struct HouseSpec { + /* Standard properties */ + Year min_date; ///< introduction year of the house + Year max_date; ///< 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 passenger_acceptance; ///< passenger acceptance, given in 1/8th unit, max is 8, as the 3 next properies + byte mail_acceptance; ///< mail acceptance + byte goods_acceptance; ///< good acceptance + byte food_acceptance; ///< food (or fizzy drink) acceptance + 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 still avaible (by default, true.newgrf can disable it, though) + + /* NewHouses properties */ + HouseID substitute_id; ///< which 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; ///< House callback flags + 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 + + /* 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 +}; + +VARDEF HouseSpec _house_specs[HOUSE_MAX]; + uint32 GetWorldPopulation(); void UpdateTownVirtCoord(Town *t); @@ -158,6 +261,12 @@ VARDEF const Town** _town_sort; DECLARE_OLD_POOL(Town, Town, 3, 8000) +static inline HouseSpec *GetHouseSpecs(HouseID house_id) +{ + assert(house_id < HOUSE_MAX); + return &_house_specs[house_id]; +} + /** * Check if a Town really exists. */ @@ -229,4 +338,9 @@ VARDEF byte _town_sort_order; VARDEF Town *_cleared_town; VARDEF int _cleared_town_rating; +uint OriginalTileRandomiser(uint x, uint y); +void ResetHouses(); + +void ClearTownHouse(Town *t, TileIndex tile); + #endif /* TOWN_H */ |