File diff r12238:3f15dba5bf63 → r12239:4ede50b8e95b
src/town.h
Show inline comments
 
@@ -19,77 +19,7 @@
 
#include "economy_type.h"
 
#include "map_type.h"
 
#include "command_type.h"
 

	
 
enum {
 
	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_HAS_2_TILES = 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 HouseZonesBits {
 
	HZB_BEGIN     = 0,
 
	HZB_TOWN_EDGE = 0,
 
	HZB_TOWN_OUTSKIRT,
 
	HZB_TOWN_OUTER_SUBURB,
 
	HZB_TOWN_INNER_SUBURB,
 
	HZB_TOWN_CENTRE,
 
	HZB_END,
 
};
 
assert_compile(HZB_END == 5);
 

	
 
DECLARE_POSTFIX_INCREMENT(HouseZonesBits)
 

	
 
enum HouseZones {                  ///< Bit  Value       Meaning
 
	HZ_NOZNS             = 0x0000,  ///<       0          This is just to get rid of zeros, meaning none
 
	HZ_ZON1              = 1U << HZB_TOWN_EDGE,    ///< 0..4 1,2,4,8,10  which town zones the building can be built in, Zone1 been the further suburb
 
	HZ_ZON2              = 1U << HZB_TOWN_OUTSKIRT,
 
	HZ_ZON3              = 1U << HZB_TOWN_OUTER_SUBURB,
 
	HZ_ZON4              = 1U << HZB_TOWN_INNER_SUBURB,
 
	HZ_ZON5              = 1U << HZB_TOWN_CENTRE,  ///<  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 to
 
	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)
 
#include "town_map.h"
 

	
 
template <typename T>
 
struct BuildingCounts {
 
@@ -100,6 +30,8 @@ struct BuildingCounts {
 
static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY  = 4; ///< value for custom town number in difficulty settings
 
static const uint CUSTOM_TOWN_MAX_NUMBER = 5000;  ///< this is the maximum number of towns a user can specify in customisation
 

	
 
static const uint INVALID_TOWN = 0xFFFF;
 

	
 
typedef Pool<Town, TownID, 64, 64000> TownPool;
 
extern TownPool _town_pool;
 

	
 
@@ -205,48 +137,10 @@ struct Town : TownPool::PoolItem<&_town_
 
	}
 
};
 

	
 
struct HouseSpec {
 
	/* Standard properties */
 
	Year min_year;                     ///< introduction year of the house
 
	Year max_year;                     ///< 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 cargo_acceptance[3];          ///< acceptance level for the cargo slots
 
	CargoID accepts_cargo[3];          ///< 3 input cargo slots
 
	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 available to build (true by default, but can be disabled by newgrf)
 

	
 
	/* NewHouses properties */
 
	HouseID substitute_id;             ///< which original 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
 
	byte minimum_life;                 ///< The minimum number of years this house will survive before the town rebuilds it
 

	
 
	/* 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
 

	
 
	/**
 
	 * Get the cost for removing this house
 
	 * @return the cost (inflation corrected etc)
 
	 */
 
	Money GetRemovalCost() const;
 

	
 
};
 

	
 
extern HouseSpec _house_specs[HOUSE_MAX];
 
static inline Town *GetTownByTile(TileIndex tile)
 
{
 
	return Town::Get(GetTownIndex(tile));
 
}
 

	
 
uint32 GetWorldPopulation();
 

	
 
@@ -268,10 +162,6 @@ enum TownRatingCheckType {
 
 * in TTD. */
 
static const byte TOWN_GROWTH_FREQUENCY = 70;
 

	
 
/** Simple value that indicates the house has reached the final stage of
 
 * construction. */
 
static const byte TOWN_HOUSE_COMPLETED = 3;
 

	
 
/** This enum is used in conjonction with town->flags.
 
 * IT simply states what bit is used for.
 
 * It is pretty unrealistic (IMHO) to only have one church/stadium
 
@@ -286,11 +176,6 @@ enum {
 

	
 
bool CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type);
 

	
 
static inline HouseSpec *GetHouseSpecs(HouseID house_id)
 
{
 
	assert(house_id < HOUSE_MAX);
 
	return &_house_specs[house_id];
 
}
 

	
 
TileIndexDiff GetHouseNorthPart(HouseID &house);