(svn r9315) -Merge: The newhouses branch. With this merge comes almost complete support for
the newhouses grf specs, so all newhouses grfs will be playable in the game. Many thanks to everyone who contributed code and ideas, and all the testers who found things we missed.
This commit is contained in:
343
src/town_map.h
343
src/town_map.h
@@ -6,7 +6,14 @@
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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_STREET)
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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_STREET)); // XXX incomplete
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@@ -15,13 +22,14 @@ static inline TownID GetTownIndex(TileIndex t)
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/**
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* Set the town index for a road or house tile.
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* @param tile the tile
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* @param t the tile
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* @pre IsTileType(t, MP_HOUSE) or IsTileType(t, MP_STREET)
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* @param index the index of the town
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* @pre IsTileType(t, MP_STREET) || 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_STREET) || IsTileType(t, MP_HOUSE));
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assert(IsTileType(t, MP_HOUSE) || IsTileType(t, MP_STREET));
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_m[t].m2 = index;
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}
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@@ -35,84 +43,189 @@ static inline Town* GetTownByTile(TileIndex t)
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return GetTown(GetTownIndex(t));
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}
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static inline int GetHouseType(TileIndex t)
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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;
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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(_m[t].m5, 7);
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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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SB(_m[t].m5, 0, 6, dest);
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SETBIT(_m[t].m1, 7); /* Start moving */
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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(_m[t].m5, 0, 6);
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}
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static inline bool IsLiftMoving(TileIndex t)
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{
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return HASBIT(_m[t].m1, 7);
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}
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static inline void BeginLiftMovement(TileIndex t)
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{
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SETBIT(_m[t].m5, 7);
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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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CLRBIT(_m[t].m1, 7);
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CLRBIT(_m[t].m5, 7);
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SB(_m[t].m5, 0, 6, 0);
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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].m1, 0, 7);
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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, 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].m1, 0, 7, pos);
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SB(_m[t].m6, 2, 6, pos);
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}
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static inline void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte stage, byte type)
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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 = 0;
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_m[t].m1 = random_bits;
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_m[t].m2 = tid;
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SB(_m[t].m3, 6, 2, stage);
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_m[t].m4 = type;
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SB(_m[t].m5, 0, 2, counter);
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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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enum {
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TWO_BY_TWO_BIT = 2, ///< House is two tiles in X and Y directions
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ONE_BY_TWO_BIT = 1, ///< House is two tiles in Y direction
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TWO_BY_ONE_BIT = 0, ///< House is two tiles in X direction
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};
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static inline void MakeTownHouse(TileIndex t, TownID tid, byte counter, byte stage, byte size, byte type)
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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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MakeHouseTile(t, tid, counter, stage, type);
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if (HASBIT(size, TWO_BY_TWO_BIT) || HASBIT(size, ONE_BY_TWO_BIT)) MakeHouseTile(t + TileDiffXY(0, 1), tid, counter, stage, ++type);
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if (HASBIT(size, TWO_BY_TWO_BIT) || HASBIT(size, TWO_BY_ONE_BIT)) MakeHouseTile(t + TileDiffXY(1, 0), tid, counter, stage, ++type);
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if (HASBIT(size, TWO_BY_TWO_BIT)) MakeHouseTile(t + TileDiffXY(1, 1), tid, counter, stage, ++type);
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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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@@ -120,81 +233,143 @@ static inline void MakeTownHouse(TileIndex t, TownID tid, byte counter, byte sta
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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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* (Get|Set|Inc)HouseBuildingStage are taking care of the real stages,
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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|Set|Inc)HouseConstructionTick is simply a tick counter between the
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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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* @param tile the tile of the house to get the building stage of
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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 GB(_m[t].m3, 6, 2);
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}
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/**
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* Sets the building stage of a house
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* @param tile the tile of the house to set the building stage of
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* @param stage the new stage
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* @pre IsTileType(t, MP_HOUSE)
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*/
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static inline void SetHouseBuildingStage(TileIndex t, byte stage)
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{
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assert(IsTileType(t, MP_HOUSE));
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SB(_m[t].m3, 6, 2, stage);
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}
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/**
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* Increments the building stage of a house
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* @param tile the tile of the house to increment the building stage of
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* @pre IsTileType(t, MP_HOUSE)
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*/
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static inline void IncHouseBuildingStage( TileIndex t )
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{
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assert(IsTileType(t, MP_HOUSE));
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AB(_m[t].m3, 6, 2, 1);
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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 tile the tile of the house to get the construction stage of
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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 GB(_m[t].m5, 0, 3);
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}
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/**
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* Sets the construction stage of a house
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* @param tile the tile of the house to set the construction stage of
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* @param stage the new stage
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* @pre IsTileType(t, MP_HOUSE)
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*/
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static inline void SetHouseConstructionTick(TileIndex t, byte stage)
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{
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assert(IsTileType(t, MP_HOUSE));
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SB(_m[t].m5, 0, 3, stage);
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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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* @param tile the tile of the house to increment the construction stage of
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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, 3, 1);
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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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* 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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* @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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