Files @ r25553:92872b4fd6f6
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Location: cpp/openttd-patchpack/source/src/house.h

Patric Stout
Fix #9281: acquire a company uses special bookkeeping to make you rich (#9300)

When you buy-out a company, you got your shares back. This is
based on company-value, which includes values for the vehicles etc.
In other words, you not only got the vehicles, but you also got
paid to get them back.

Additionally, you also got the loan of the company, but not the
money for the loan (as that is subtracted from the company-value).

Solve this by changing the rules of a buy-out: don't sell your
shares, get the loan AND the balance and get the infrastructure.
/*
 * 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 house.h definition of HouseSpec and accessors */

#ifndef HOUSE_H
#define HOUSE_H

#include "cargo_type.h"
#include "date_type.h"
#include "house_type.h"
#include "newgrf_animation_type.h"
#include "newgrf_commons.h"

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

static const HouseID NUM_HOUSES_PER_GRF = 255;    ///< Number of supported houses per NewGRF; limited to 255 to allow extending Action3 with an extended byte later on.

static const uint HOUSE_NO_CLASS      = 0;
static const HouseID NEW_HOUSE_OFFSET = 110;    ///< Offset for new houses.
static const HouseID NUM_HOUSES       = 512;    ///< Total number of houses.
static const HouseID INVALID_HOUSE_ID = 0xFFFF;

static const uint HOUSE_NUM_ACCEPTS = 16; ///< Max number of cargoes accepted by a tile

/**
 * 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.
 */
static const uint HOUSE_CLASS_MAX  = NUM_HOUSES - 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,
};
static_assert(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
	HZ_CLIMALL           = 0xF800,  ///< Bitmask of all climate bits
};
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)

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[HOUSE_NUM_ACCEPTS]; ///< acceptance level for the cargo slots
	CargoID accepts_cargo[HOUSE_NUM_ACCEPTS]; ///< 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 */
	GRFFileProps grf_prop;                    ///< Properties related the the grf file
	uint16 callback_mask;                     ///< Bitmask of house callbacks that have to be called
	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 (not grf file based)
	AnimationInfo animation;                  ///< information about the animation.
	byte processing_time;                     ///< Periodic refresh multiplier
	byte minimum_life;                        ///< The minimum number of years this house will survive before the town rebuilds it
	CargoTypes watched_cargoes;               ///< Cargo types watched for acceptance.

	Money GetRemovalCost() const;

	static inline HouseSpec *Get(size_t house_id)
	{
		assert(house_id < NUM_HOUSES);
		extern HouseSpec _house_specs[];
		return &_house_specs[house_id];
	}
};

/**
 * Do HouseID translation for NewGRFs.
 * @param hid the HouseID to get the override for.
 * @return the HouseID to actually work with.
 */
static inline HouseID GetTranslatedHouseID(HouseID hid)
{
	const HouseSpec *hs = HouseSpec::Get(hid);
	return hs->grf_prop.override == INVALID_HOUSE_ID ? hid : hs->grf_prop.override;
}

#endif /* HOUSE_H */