/* $Id$ */ /* * This file is part of OpenTTD. * 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. * 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. * 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/>. */ /** @file town_map.h Accessors for towns */ #ifndef TOWN_MAP_H #define TOWN_MAP_H #include "road_map.h" #include "house.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_ROAD) but not a road depot * @return TownID */ static inline TownID GetTownIndex(TileIndex t) { assert(IsTileType(t, MP_HOUSE) || (IsTileType(t, MP_ROAD) && !IsRoadDepot(t))); return _m[t].m2; } /** * Set the town index for a road or house tile. * @param t the tile * @param index the index of the town * @pre IsTileType(t, MP_HOUSE) or IsTileType(t, MP_ROAD) but not a road depot */ static inline void SetTownIndex(TileIndex t, TownID index) { assert(IsTileType(t, MP_HOUSE) || (IsTileType(t, MP_ROAD) && !IsRoadDepot(t))); _m[t].m2 = index; } /** * Get the type of this house, which is an index into the house spec array * without doing any NewGRF related translations. * @param t the tile * @pre IsTileType(t, MP_HOUSE) * @return house type */ static inline HouseID GetCleanHouseType(TileIndex t) { assert(IsTileType(t, MP_HOUSE)); return _m[t].m4 | (GB(_m[t].m3, 6, 1) << 8); } /** * Get the type of this house, which is an index into the house spec array * @param t the tile * @pre IsTileType(t, MP_HOUSE) * @return house type */ static inline HouseID GetHouseType(TileIndex t) { return GetTranslatedHouseID(GetCleanHouseType(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)); _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(_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) { 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(_me[t].m7, 1, 3); } /** * 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) { SB(_me[t].m7, 0, 4, 0); } /** * 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) { return GB(_m[t].m6, 2, 6); } /** * Set the position of the lift on this animated house * @param t the tile * @param pos position, from 0 to 36 */ static inline void SetLiftPosition(TileIndex t, byte pos) { SB(_m[t].m6, 2, 6, pos); } /** * 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, 2, 6) | (GB(_m[t].m3, 5, 1) << 6); } /** * 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) { assert(IsTileType(t, MP_HOUSE)); SB(_m[t].m6, 2, 6, GB(frame, 0, 6)); SB(_m[t].m3, 5, 1, GB(frame, 6, 1)); } /** * 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) { assert(IsTileType(t, MP_HOUSE)); return HasBit(_m[t].m3, 7); } /** * 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 = random_bits; _m[t].m2 = tid; _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 = HouseSpec::Get(type)->processing_time; } /** * House Construction Scheme. * Construction counter, for buildings under construction. Incremented on every * periodic tile processing. * On wraparound, the stage of building in is increased. * GetHouseBuildingStage is taking care of the real stages, * (as the sprite for the next phase of house building) * (Get|Inc)HouseConstructionTick is simply a tick counter between the * different stages */ /** * Gets the building stage of a house * 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 IsHouseCompleted(t) ? (byte)TOWN_HOUSE_COMPLETED : GB(_m[t].m5, 3, 2); } /** * 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 byte GetHouseConstructionTick(TileIndex t) { assert(IsTileType(t, MP_HOUSE)); return IsHouseCompleted(t) ? 0 : GB(_m[t].m5, 0, 3); } /** * 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 IncHouseConstructionTick(TileIndex t) { assert(IsTileType(t, MP_HOUSE)); 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); } } /** * Sets the age of the house to zero. * Needs to be called after the house is completed. During construction stages the map space is used otherwise. * @param t the tile of this house * @pre IsTileType(t, MP_HOUSE) && IsHouseCompleted(t) */ static inline void ResetHouseAge(TileIndex t) { assert(IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)); _m[t].m5 = 0; } /** * Increments the age of the house. * @param t the tile of this house * @pre IsTileType(t, MP_HOUSE) */ static inline void IncrementHouseAge(TileIndex t) { assert(IsTileType(t, MP_HOUSE)); if (IsHouseCompleted(t) && _m[t].m5 < 0xFF) _m[t].m5++; } /** * Get the age of the house * @param t the tile of this house * @pre IsTileType(t, MP_HOUSE) * @return year */ static inline Year GetHouseAge(TileIndex t) { assert(IsTileType(t, MP_HOUSE)); return IsHouseCompleted(t) ? _m[t].m5 : 0; } /** * Set the random bits for this house. * This is required for newgrf house * @param t the tile of this house * @param random the new random bits * @pre IsTileType(t, MP_HOUSE) */ static inline void SetHouseRandomBits(TileIndex t, byte random) { assert(IsTileType(t, MP_HOUSE)); _m[t].m1 = random; } /** * 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 byte GetHouseRandomBits(TileIndex t) { assert(IsTileType(t, MP_HOUSE)); return _m[t].m1; } /** * Set the activated triggers bits for this house. * This is required for newgrf house * @param t the tile of this house * @param triggers the activated triggers * @pre IsTileType(t, MP_HOUSE) */ 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)); 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 */