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-rw-r--r--src/town_map.h303
1 files changed, 239 insertions, 64 deletions
diff --git a/src/town_map.h b/src/town_map.h
index fe4bee33e..cf20e9c9a 100644
--- a/src/town_map.h
+++ b/src/town_map.h
@@ -6,7 +6,14 @@
#define TOWN_MAP_H
#include "town.h"
+#include "date.h"
+/**
+ * Get the index of which town this house/street is attached to.
+ * @param t the tile
+ * @pre IsTileType(t, MP_HOUSE) or IsTileType(t, MP_STREET)
+ * @return TownID
+ */
static inline TownID GetTownIndex(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE) || IsTileType(t, MP_STREET)); // XXX incomplete
@@ -15,13 +22,14 @@ static inline TownID GetTownIndex(TileIndex t)
/**
* Set the town index for a road or house tile.
- * @param tile the tile
+ * @param t the tile
+ * @pre IsTileType(t, MP_HOUSE) or IsTileType(t, MP_STREET)
* @param index the index of the town
* @pre IsTileType(t, MP_STREET) || IsTileType(t, MP_HOUSE)
*/
static inline void SetTownIndex(TileIndex t, TownID index)
{
- assert(IsTileType(t, MP_STREET) || IsTileType(t, MP_HOUSE));
+ assert(IsTileType(t, MP_HOUSE) || IsTileType(t, MP_STREET));
_m[t].m2 = index;
}
@@ -35,84 +43,189 @@ static inline Town* GetTownByTile(TileIndex t)
return GetTown(GetTownIndex(t));
}
+/**
+ * Get the type of this house, which is an index into the house spec array
+ * Since m4 is only a byte and we want to support 512 houses, we use the bit 6
+ * of m3 as an additional bit to house type.
+ * @param t the tile
+ * @pre IsTileType(t, MP_HOUSE)
+ * @return house type
+ */
+static inline HouseID GetHouseType(TileIndex t)
+{
+ assert(IsTileType(t, MP_HOUSE));
+ return _m[t].m4 | (GB(_m[t].m3, 6, 1) << 8);
+}
-static inline int GetHouseType(TileIndex t)
+/**
+ * Set the house type.
+ * @param t the tile
+ * @param house_id the new house type
+ * @pre IsTileType(t, MP_HOUSE)
+ */
+static inline void SetHouseType(TileIndex t, HouseID house_id)
{
assert(IsTileType(t, MP_HOUSE));
- return _m[t].m4;
+ _m[t].m4 = GB(house_id, 0, 8);
+ SB(_m[t].m3, 6, 1, GB(house_id, 8, 1));
}
+/**
+ * Check if the lift of this animated house has a destination
+ * @param t the tile
+ * @return has destination
+ */
static inline bool LiftHasDestination(TileIndex t)
{
- return HASBIT(_m[t].m5, 7);
+ return HASBIT(_me[t].m7, 0);
}
+/**
+ * Set the new destination of the lift for this animated house, and activate
+ * the LiftHasDestination bit.
+ * @param t the tile
+ * @param dest new destination
+ */
static inline void SetLiftDestination(TileIndex t, byte dest)
{
- SB(_m[t].m5, 0, 6, dest);
- SETBIT(_m[t].m1, 7); /* Start moving */
+ SETBIT(_me[t].m7, 0);
+ SB(_me[t].m7, 1, 3, dest);
}
+/**
+ * Get the current destination for this lift
+ * @param t the tile
+ * @return destination
+ */
static inline byte GetLiftDestination(TileIndex t)
{
- return GB(_m[t].m5, 0, 6);
+ return GB(_me[t].m7, 1, 3);
}
-static inline bool IsLiftMoving(TileIndex t)
+/**
+ * Stop the lift of this animated house from moving.
+ * Clears the first 4 bits of m7 at once, clearing the LiftHasDestination bit
+ * and the destination.
+ * @param t the tile
+ */
+static inline void HaltLift(TileIndex t)
{
- return HASBIT(_m[t].m1, 7);
+ SB(_me[t].m7, 0, 4, 0);
+ DeleteAnimatedTile(t);
}
-static inline void BeginLiftMovement(TileIndex t)
+/**
+ * Get the position of the lift on this animated house
+ * @param t the tile
+ * @return position, from 0 to 36
+ */
+static inline byte GetLiftPosition(TileIndex t)
{
- SETBIT(_m[t].m5, 7);
+ return GB(_m[t].m6, 2, 6);
}
-static inline void HaltLift(TileIndex t)
+/**
+ * Set the position of the lift on this animated house
+ * @param t the tile
+ * @param pos, from 0 to 36
+ */
+static inline void SetLiftPosition(TileIndex t, byte pos)
{
- CLRBIT(_m[t].m1, 7);
- CLRBIT(_m[t].m5, 7);
- SB(_m[t].m5, 0, 6, 0);
+ SB(_m[t].m6, 2, 6, pos);
+}
- DeleteAnimatedTile(t);
+/**
+ * Get the current animation frame for this house
+ * @param t the tile
+ * @pre IsTileType(t, MP_HOUSE)
+ * @return frame number
+ */
+static inline byte GetHouseAnimationFrame(TileIndex t)
+{
+ assert(IsTileType(t, MP_HOUSE));
+ return GB(_m[t].m6, 3, 5);
}
-static inline byte GetLiftPosition(TileIndex t)
+/**
+ * Set a new animation frame for this house
+ * @param t the tile
+ * @param frame the new frame number
+ * @pre IsTileType(t, MP_HOUSE)
+ */
+static inline void SetHouseAnimationFrame(TileIndex t, byte frame)
{
- return GB(_m[t].m1, 0, 7);
+ assert(IsTileType(t, MP_HOUSE));
+ SB(_m[t].m6, 3, 5, frame);
}
-static inline void SetLiftPosition(TileIndex t, byte pos)
+/**
+ * Get the completion of this house
+ * @param t the tile
+ * @return true if it is, false if it is not
+ */
+static inline bool IsHouseCompleted(TileIndex t)
{
- SB(_m[t].m1, 0, 7, pos);
+ assert(IsTileType(t, MP_HOUSE));
+ return HASBIT(_m[t].m3, 7);
}
-static inline void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte stage, byte type)
+/**
+ * Mark this house as been completed
+ * @param t the tile
+ * @param status
+ */
+static inline void SetHouseCompleted(TileIndex t, bool status)
+{
+ assert(IsTileType(t, MP_HOUSE));
+ SB(_m[t].m3, 7, 1, !!status);
+}
+
+/**
+ * Make the tile a house.
+ * @param t tile index
+ * @param tid Town index
+ * @param counter of construction step
+ * @param stage of construction (used for drawing)
+ * @param type of house. Index into house specs array
+ * @param random_bits required for newgrf houses
+ * @pre IsTileType(t, MP_CLEAR)
+ */
+static inline void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
{
assert(IsTileType(t, MP_CLEAR));
SetTileType(t, MP_HOUSE);
- _m[t].m1 = 0;
+ _m[t].m1 = random_bits;
_m[t].m2 = tid;
- SB(_m[t].m3, 6, 2, stage);
- _m[t].m4 = type;
- SB(_m[t].m5, 0, 2, counter);
+ _m[t].m3 = 0;
+ SetHouseType(t, type);
+ SetHouseCompleted(t, stage == TOWN_HOUSE_COMPLETED);
+ _m[t].m5 = IsHouseCompleted(t) ? 0 : (stage << 3 | counter);
+ SetHouseAnimationFrame(t, 0);
+ _me[t].m7 = GetHouseSpecs(type)->processing_time;
+ if (GetHouseSpecs(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(t);
MarkTileDirtyByTile(t);
}
-enum {
- TWO_BY_TWO_BIT = 2, ///< House is two tiles in X and Y directions
- ONE_BY_TWO_BIT = 1, ///< House is two tiles in Y direction
- TWO_BY_ONE_BIT = 0, ///< House is two tiles in X direction
-};
-
-static inline void MakeTownHouse(TileIndex t, TownID tid, byte counter, byte stage, byte size, byte type)
+/**
+ * Helper function for MakeHouseTile.
+ * It is called for each tile of a multi-tile house.
+ * Parametes are the same.
+ * @param t tile index
+ * @param tid Town index
+ * @param counter of construction step
+ * @param stage of construction (used for drawing)
+ * @param type of house. Index into house specs array
+ * @param random_bits required for newgrf houses
+ */
+static inline void MakeTownHouse(TileIndex t, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
{
- MakeHouseTile(t, tid, counter, stage, type);
- if (HASBIT(size, TWO_BY_TWO_BIT) || HASBIT(size, ONE_BY_TWO_BIT)) MakeHouseTile(t + TileDiffXY(0, 1), tid, counter, stage, ++type);
- 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);
+ BuildingFlags size = GetHouseSpecs(type)->building_flags;
+ MakeHouseTile(t, tid, counter, stage, type, random_bits);
+ if (size & BUILDING_2_TILES_Y) MakeHouseTile(t + TileDiffXY(0, 1), tid, counter, stage, ++type, random_bits);
+ if (size & BUILDING_2_TILES_X) MakeHouseTile(t + TileDiffXY(1, 0), tid, counter, stage, ++type, random_bits);
+ if (size & BUILDING_HAS_4_TILES) MakeHouseTile(t + TileDiffXY(1, 1), tid, counter, stage, ++type, random_bits);
}
/**
@@ -120,81 +233,143 @@ static inline void MakeTownHouse(TileIndex t, TownID tid, byte counter, byte sta
* 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,
+ * GetHouseBuildingStage is 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
+ * (Get|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
+ * Since the stage is used for determining what sprite to use,
+ * if the house is complete (and that stage no longuer is available),
+ * fool the system by returning the TOWN_HOUSE_COMPLETE (3),
+ * thus showing a beautiful complete house.
+ * @param t 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);
+ return IsHouseCompleted(t) ? (byte)TOWN_HOUSE_COMPLETED : GB(_m[t].m5, 3, 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
+ * Gets the construction stage of a house
+ * @param t 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 void SetHouseBuildingStage(TileIndex t, byte stage)
+static inline byte GetHouseConstructionTick(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE));
- SB(_m[t].m3, 6, 2, stage);
+ return IsHouseCompleted(t) ? 0 : GB(_m[t].m5, 0, 3);
}
/**
- * Increments the building stage of a house
- * @param tile the tile of the house to increment the building stage of
+ * Sets the increment stage of a house
+ * It is working with the whole counter + stage 5 bits, making it
+ * easier to work: the wraparound is automatic.
+ * @param t the tile of the house to increment the construction stage of
* @pre IsTileType(t, MP_HOUSE)
*/
-static inline void IncHouseBuildingStage( TileIndex t )
+static inline void IncHouseConstructionTick(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE));
- AB(_m[t].m3, 6, 2, 1);
+ AB(_m[t].m5, 0, 5, 1);
+
+ if (GB(_m[t].m5, 3, 2) == TOWN_HOUSE_COMPLETED) {
+ /* House is now completed.
+ * Store the year of construction as well, for newgrf house purpose */
+ SetHouseCompleted(t, true);
+ _m[t].m5 = clamp(_cur_year - ORIGINAL_BASE_YEAR, 0, 0xFF);
+ }
}
/**
- * Gets the construction stage of a house
- * @param tile the tile of the house to get the construction stage of
+ * Get the year that this house was constructed (between 1920 and 2175).
+ * @param t the tile of this house
* @pre IsTileType(t, MP_HOUSE)
- * @return the construction stage of the house
+ * @return year
*/
-static inline byte GetHouseConstructionTick(TileIndex t)
+static inline Year GetHouseConstructionYear(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE));
- return GB(_m[t].m5, 0, 3);
+ return IsHouseCompleted(t) ? _m[t].m5 + ORIGINAL_BASE_YEAR : 0;
}
/**
- * 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
+ * Get the random bits for this house.
+ * This is required for newgrf house
+ * @param t the tile of this house
* @pre IsTileType(t, MP_HOUSE)
+ * @return random bits
*/
-static inline void SetHouseConstructionTick(TileIndex t, byte stage)
+static inline byte GetHouseRandomBits(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE));
- SB(_m[t].m5, 0, 3, stage);
+ return _m[t].m1;
}
/**
- * Sets the increment stage of a house
- * @param tile the tile of the house to increment the construction stage of
+ * Set the activated triggers bits for this house.
+ * This is required for newgrf house
+ * @param t the tile of this house
* @pre IsTileType(t, MP_HOUSE)
*/
-static inline void IncHouseConstructionTick(TileIndex t)
+static inline void SetHouseTriggers(TileIndex t, byte triggers)
+{
+ assert(IsTileType(t, MP_HOUSE));
+ SB(_m[t].m3, 0, 5, triggers);
+}
+
+/**
+ * Get the already activated triggers bits for this house.
+ * This is required for newgrf house
+ * @param t the tile of this house
+ * @pre IsTileType(t, MP_HOUSE)
+ * @return triggers
+ */
+static inline byte GetHouseTriggers(TileIndex t)
+{
+ assert(IsTileType(t, MP_HOUSE));
+ return GB(_m[t].m3, 0, 5);
+}
+
+/**
+ * Get the amount of time remaining before the tile loop processes this tile.
+ * @param t the house tile
+ * @pre IsTileType(t, MP_HOUSE)
+ * @return time remaining
+ */
+static inline byte GetHouseProcessingTime(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE));
- AB(_m[t].m5, 0, 3, 1);
+ return _me[t].m7;
}
+/**
+ * Set the amount of time remaining before the tile loop processes this tile.
+ * @param t the house tile
+ * @param time the time to be set
+ * @pre IsTileType(t, MP_HOUSE)
+ */
+static inline void SetHouseProcessingTime(TileIndex t, byte time)
+{
+ assert(IsTileType(t, MP_HOUSE));
+ _me[t].m7 = time;
+}
+
+/**
+ * Decrease the amount of time remaining before the tile loop processes this tile.
+ * @param t the house tile
+ * @pre IsTileType(t, MP_HOUSE)
+ */
+static inline void DecHouseProcessingTime(TileIndex t)
+{
+ assert(IsTileType(t, MP_HOUSE));
+ _me[t].m7--;
+}
#endif /* TOWN_MAP_H */