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Location: cpp/openttd-patchpack/source/src/town_map.h
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(svn r10725) -Codechange: move some window related code out of gfx.cpp to windows.cpp
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/** @file town_map.h Accessors for towns */
#ifndef TOWN_MAP_H
#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
return _m[t].m2;
}
/**
* Set the town index for a road or house 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_HOUSE) || IsTileType(t, MP_STREET));
_m[t].m2 = index;
}
/**
* Gets the town associated with the house or road tile
* @param t the tile to get the town of
* @return the town
*/
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);
}
/**
* 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);
DeleteAnimatedTile(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)
{
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, 3, 5);
}
/**
* 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, 3, 5, frame);
}
/**
* 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 = GetHouseSpecs(type)->processing_time;
if (GetHouseSpecs(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(t);
MarkTileDirtyByTile(t);
}
/**
* 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)
{
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);
}
/**
* 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);
_m[t].m5 = clamp(_cur_year - ORIGINAL_BASE_YEAR, 0, 0xFF);
}
}
/**
* 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 year
*/
static inline Year GetHouseConstructionYear(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE));
return IsHouseCompleted(t) ? _m[t].m5 + ORIGINAL_BASE_YEAR : 0;
}
/**
* 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 */
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