Files @ r10911:571c959dc9ed
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Location: cpp/openttd-patchpack/source/src/town_map.h

rubidium
(svn r15246) -Fix [FS#2577]: close all windows *before* starting a new game/loading a game instead of doing that as one of the latest steps of loading the game. This caused, in some cases, the NewGRF settings to be reset when the game was already loaded resulting in instant desyncs when joining a network game
/* $Id$ */

/** @file town_map.h Accessors for towns */

#ifndef TOWN_MAP_H
#define TOWN_MAP_H

#include "town.h"
#include "tile_map.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)
 * @return TownID
 */
static inline TownID GetTownIndex(TileIndex t)
{
	assert(IsTileType(t, MP_HOUSE) || IsTileType(t, MP_ROAD)); // 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_ROAD)
 * @param index the index of the town
 * @pre IsTileType(t, MP_ROAD) || IsTileType(t, MP_HOUSE)
 */
static inline void SetTownIndex(TileIndex t, TownID index)
{
	assert(IsTileType(t, MP_HOUSE) || IsTileType(t, MP_ROAD));
	_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);
}

/**
 * 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 = GetHouseSpecs(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 */