mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r16664) -Codechange: move house-related stuff from town.h and town_type.h to separate files
This commit is contained in:
parent
2987f02144
commit
e6a165881c
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@ -1063,6 +1063,14 @@
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RelativePath=".\..\src\highscore.h"
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>
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</File>
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<File
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RelativePath=".\..\src\house.h"
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>
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</File>
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<File
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RelativePath=".\..\src\house_type.h"
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>
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</File>
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<File
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RelativePath=".\..\src\industry.h"
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>
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@ -1060,6 +1060,14 @@
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RelativePath=".\..\src\highscore.h"
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>
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</File>
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<File
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RelativePath=".\..\src\house.h"
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>
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</File>
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<File
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RelativePath=".\..\src\house_type.h"
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>
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</File>
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<File
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RelativePath=".\..\src\industry.h"
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>
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@ -194,6 +194,8 @@ group_type.h
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gui.h
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heightmap.h
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highscore.h
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house.h
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house_type.h
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industry.h
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industry_type.h
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ini_type.h
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@ -0,0 +1,135 @@
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/* $Id$ */
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/** @file house.h definition of HouseSpec and accessors */
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#ifndef HOUSE_H
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#define HOUSE_H
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#include "strings_type.h"
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#include "cargo_type.h"
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#include "economy_type.h"
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#include "date_type.h"
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#include "house_type.h"
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/** Simple value that indicates the house has reached the final stage of
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* construction. */
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static const byte TOWN_HOUSE_COMPLETED = 3;
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enum {
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HOUSE_NO_CLASS = 0,
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NEW_HOUSE_OFFSET = 110,
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HOUSE_MAX = 512,
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INVALID_HOUSE_ID = 0xFFFF,
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/* There can only be as many classes as there are new houses, plus one for
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* NO_CLASS, as the original houses don't have classes. */
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HOUSE_CLASS_MAX = HOUSE_MAX - NEW_HOUSE_OFFSET + 1,
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};
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enum BuildingFlags {
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TILE_NO_FLAG = 0,
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TILE_SIZE_1x1 = 1U << 0,
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TILE_NOT_SLOPED = 1U << 1,
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TILE_SIZE_2x1 = 1U << 2,
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TILE_SIZE_1x2 = 1U << 3,
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TILE_SIZE_2x2 = 1U << 4,
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BUILDING_IS_ANIMATED = 1U << 5,
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BUILDING_IS_CHURCH = 1U << 6,
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BUILDING_IS_STADIUM = 1U << 7,
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BUILDING_HAS_1_TILE = TILE_SIZE_1x1 | TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_HAS_2_TILES = TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_2_TILES_X = TILE_SIZE_2x1 | TILE_SIZE_2x2,
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BUILDING_2_TILES_Y = TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_HAS_4_TILES = TILE_SIZE_2x2,
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};
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DECLARE_ENUM_AS_BIT_SET(BuildingFlags)
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enum HouseZonesBits {
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HZB_BEGIN = 0,
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HZB_TOWN_EDGE = 0,
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HZB_TOWN_OUTSKIRT,
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HZB_TOWN_OUTER_SUBURB,
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HZB_TOWN_INNER_SUBURB,
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HZB_TOWN_CENTRE,
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HZB_END,
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};
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assert_compile(HZB_END == 5);
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DECLARE_POSTFIX_INCREMENT(HouseZonesBits)
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enum HouseZones { ///< Bit Value Meaning
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HZ_NOZNS = 0x0000, ///< 0 This is just to get rid of zeros, meaning none
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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
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HZ_ZON2 = 1U << HZB_TOWN_OUTSKIRT,
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HZ_ZON3 = 1U << HZB_TOWN_OUTER_SUBURB,
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HZ_ZON4 = 1U << HZB_TOWN_INNER_SUBURB,
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HZ_ZON5 = 1U << HZB_TOWN_CENTRE, ///< center of town
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HZ_ZONALL = 0x001F, ///< 1F This is just to englobe all above types at once
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HZ_SUBARTC_ABOVE = 0x0800, ///< 11 800 can appear in sub-arctic climate above the snow line
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HZ_TEMP = 0x1000, ///< 12 1000 can appear in temperate climate
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HZ_SUBARTC_BELOW = 0x2000, ///< 13 2000 can appear in sub-arctic climate below the snow line
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HZ_SUBTROPIC = 0x4000, ///< 14 4000 can appear in subtropical climate
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HZ_TOYLND = 0x8000 ///< 15 8000 can appear in toyland climate
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};
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DECLARE_ENUM_AS_BIT_SET(HouseZones)
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enum HouseExtraFlags {
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NO_EXTRA_FLAG = 0,
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BUILDING_IS_HISTORICAL = 1U << 0, ///< this house will only appear during town generation in random games, thus the historical
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BUILDING_IS_PROTECTED = 1U << 1, ///< towns and AI will not remove this house, while human players will be able to
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SYNCHRONISED_CALLBACK_1B = 1U << 2, ///< synchronized callback 1B will be performed, on multi tile houses
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CALLBACK_1A_RANDOM_BITS = 1U << 3, ///< callback 1A needs random bits
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};
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DECLARE_ENUM_AS_BIT_SET(HouseExtraFlags)
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struct HouseSpec {
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/* Standard properties */
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Year min_year; ///< introduction year of the house
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Year max_year; ///< last year it can be built
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byte population; ///< population (Zero on other tiles in multi tile house.)
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byte removal_cost; ///< cost multiplier for removing it
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StringID building_name; ///< building name
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uint16 remove_rating_decrease; ///< rating decrease if removed
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byte mail_generation; ///< mail generation multiplier (tile based, as the acceptances below)
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byte cargo_acceptance[3]; ///< acceptance level for the cargo slots
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CargoID accepts_cargo[3]; ///< 3 input cargo slots
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BuildingFlags building_flags; ///< some flags that describe the house (size, stadium etc...)
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HouseZones building_availability; ///< where can it be built (climates, zones)
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bool enabled; ///< the house is available to build (true by default, but can be disabled by newgrf)
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/* NewHouses properties */
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HouseID substitute_id; ///< which original house this one is based on
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struct SpriteGroup *spritegroup; ///< pointer to the different sprites of the house
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HouseID override; ///< which house this one replaces
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uint16 callback_mask; ///< House callback flags
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byte random_colour[4]; ///< 4 "random" colours
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byte probability; ///< Relative probability of appearing (16 is the standard value)
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HouseExtraFlags extra_flags; ///< some more flags
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HouseClassID class_id; ///< defines the class this house has (grf file based) @See HouseGetVariable, prop 0x44
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byte animation_frames; ///< number of animation frames
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byte animation_speed; ///< amount of time between each of those frames
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byte processing_time; ///< Periodic refresh multiplier
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byte minimum_life; ///< The minimum number of years this house will survive before the town rebuilds it
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/* grf file related properties*/
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uint8 local_id; ///< id defined by the grf file for this house
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const struct GRFFile *grffile; ///< grf file that introduced this house
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/**
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* Get the cost for removing this house
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* @return the cost (inflation corrected etc)
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*/
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Money GetRemovalCost() const;
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};
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extern HouseSpec _house_specs[];
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static inline HouseSpec *GetHouseSpecs(HouseID house_id)
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{
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assert(house_id < HOUSE_MAX);
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return &_house_specs[house_id];
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}
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#endif /* HOUSE_H */
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@ -0,0 +1,13 @@
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/* $Id$ */
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/** @file house_type.h declaration of basic house types and enums */
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#ifndef HOUSE_TYPE_H
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#define HOUSE_TYPE_H
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typedef uint16 HouseID;
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typedef uint16 HouseClassID;
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struct HouseSpec;
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#endif /* HOUSE_TYPE_H */
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@ -11,6 +11,7 @@
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#include "industry_type.h"
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#include "station_type.h"
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#include "rail_type.h"
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#include "house_type.h"
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enum GrfLoadingStage {
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GLS_FILESCAN,
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@ -21,6 +21,7 @@
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#include "company_func.h"
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#include "animated_tile_func.h"
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#include "company_base.h"
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#include "town.h"
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static BuildingCounts<uint32> _building_counts;
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static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
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@ -8,6 +8,7 @@
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#include "town_type.h"
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#include "newgrf_callbacks.h"
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#include "tile_cmd.h"
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#include "house_type.h"
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/**
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* Makes class IDs unique to each GRF file.
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@ -12,6 +12,7 @@
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#include "engine_type.h"
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#include "tile_type.h"
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#include "core/pool_type.hpp"
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#include "house_type.h"
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#include "newgrf_cargo.h"
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#include "newgrf_callbacks.h"
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@ -28,6 +28,7 @@
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#include "station_map.h"
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#include "functions.h"
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#include "elrail_func.h"
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#include "town.h"
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#include "table/strings.h"
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#include "table/railtypes.h"
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@ -27,6 +27,7 @@
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#include "effectvehicle_func.h"
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#include "elrail_func.h"
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#include "roadveh.h"
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#include "town.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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@ -28,6 +28,7 @@
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#include "../company_func.h"
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#include "../road_cmd.h"
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#include "../ai/ai.hpp"
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#include "../town.h"
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#include "table/strings.h"
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@ -6,7 +6,7 @@
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#include "../newgrf_house.h"
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#include "../newgrf_commons.h"
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#include "../variables.h"
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#include "../town_map.h"
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#include "../town.h"
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#include "saveload.h"
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129
src/town.h
129
src/town.h
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#include "economy_type.h"
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#include "map_type.h"
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#include "command_type.h"
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enum {
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HOUSE_NO_CLASS = 0,
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NEW_HOUSE_OFFSET = 110,
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HOUSE_MAX = 512,
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INVALID_TOWN = 0xFFFF,
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INVALID_HOUSE_ID = 0xFFFF,
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/* There can only be as many classes as there are new houses, plus one for
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* NO_CLASS, as the original houses don't have classes. */
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HOUSE_CLASS_MAX = HOUSE_MAX - NEW_HOUSE_OFFSET + 1,
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};
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enum BuildingFlags {
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TILE_NO_FLAG = 0,
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TILE_SIZE_1x1 = 1U << 0,
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TILE_NOT_SLOPED = 1U << 1,
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TILE_SIZE_2x1 = 1U << 2,
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TILE_SIZE_1x2 = 1U << 3,
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TILE_SIZE_2x2 = 1U << 4,
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BUILDING_IS_ANIMATED = 1U << 5,
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BUILDING_IS_CHURCH = 1U << 6,
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BUILDING_IS_STADIUM = 1U << 7,
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BUILDING_HAS_1_TILE = TILE_SIZE_1x1 | TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_HAS_2_TILES = TILE_SIZE_2x1 | TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_2_TILES_X = TILE_SIZE_2x1 | TILE_SIZE_2x2,
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BUILDING_2_TILES_Y = TILE_SIZE_1x2 | TILE_SIZE_2x2,
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BUILDING_HAS_4_TILES = TILE_SIZE_2x2,
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};
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DECLARE_ENUM_AS_BIT_SET(BuildingFlags)
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enum HouseZonesBits {
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HZB_BEGIN = 0,
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HZB_TOWN_EDGE = 0,
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HZB_TOWN_OUTSKIRT,
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HZB_TOWN_OUTER_SUBURB,
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HZB_TOWN_INNER_SUBURB,
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HZB_TOWN_CENTRE,
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HZB_END,
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};
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assert_compile(HZB_END == 5);
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DECLARE_POSTFIX_INCREMENT(HouseZonesBits)
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enum HouseZones { ///< Bit Value Meaning
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HZ_NOZNS = 0x0000, ///< 0 This is just to get rid of zeros, meaning none
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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
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HZ_ZON2 = 1U << HZB_TOWN_OUTSKIRT,
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HZ_ZON3 = 1U << HZB_TOWN_OUTER_SUBURB,
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HZ_ZON4 = 1U << HZB_TOWN_INNER_SUBURB,
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HZ_ZON5 = 1U << HZB_TOWN_CENTRE, ///< center of town
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HZ_ZONALL = 0x001F, ///< 1F This is just to englobe all above types at once
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HZ_SUBARTC_ABOVE = 0x0800, ///< 11 800 can appear in sub-arctic climate above the snow line
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HZ_TEMP = 0x1000, ///< 12 1000 can appear in temperate climate
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HZ_SUBARTC_BELOW = 0x2000, ///< 13 2000 can appear in sub-arctic climate below the snow line
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HZ_SUBTROPIC = 0x4000, ///< 14 4000 can appear in subtropical climate
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HZ_TOYLND = 0x8000 ///< 15 8000 can appear in toyland climate
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};
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DECLARE_ENUM_AS_BIT_SET(HouseZones)
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enum HouseExtraFlags {
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NO_EXTRA_FLAG = 0,
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BUILDING_IS_HISTORICAL = 1U << 0, ///< this house will only appear during town generation in random games, thus the historical
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BUILDING_IS_PROTECTED = 1U << 1, ///< towns and AI will not remove this house, while human players will be able to
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SYNCHRONISED_CALLBACK_1B = 1U << 2, ///< synchronized callback 1B will be performed, on multi tile houses
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CALLBACK_1A_RANDOM_BITS = 1U << 3, ///< callback 1A needs random bits
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};
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DECLARE_ENUM_AS_BIT_SET(HouseExtraFlags)
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#include "town_map.h"
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template <typename T>
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struct BuildingCounts {
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@ -100,6 +30,8 @@ struct BuildingCounts {
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static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY = 4; ///< value for custom town number in difficulty settings
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static const uint CUSTOM_TOWN_MAX_NUMBER = 5000; ///< this is the maximum number of towns a user can specify in customisation
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static const uint INVALID_TOWN = 0xFFFF;
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typedef Pool<Town, TownID, 64, 64000> TownPool;
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extern TownPool _town_pool;
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@ -205,48 +137,10 @@ struct Town : TownPool::PoolItem<&_town_pool> {
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}
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};
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struct HouseSpec {
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/* Standard properties */
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Year min_year; ///< introduction year of the house
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Year max_year; ///< last year it can be built
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byte population; ///< population (Zero on other tiles in multi tile house.)
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byte removal_cost; ///< cost multiplier for removing it
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StringID building_name; ///< building name
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uint16 remove_rating_decrease; ///< rating decrease if removed
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byte mail_generation; ///< mail generation multiplier (tile based, as the acceptances below)
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byte cargo_acceptance[3]; ///< acceptance level for the cargo slots
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CargoID accepts_cargo[3]; ///< 3 input cargo slots
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BuildingFlags building_flags; ///< some flags that describe the house (size, stadium etc...)
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HouseZones building_availability; ///< where can it be built (climates, zones)
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bool enabled; ///< the house is available to build (true by default, but can be disabled by newgrf)
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/* NewHouses properties */
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HouseID substitute_id; ///< which original house this one is based on
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struct SpriteGroup *spritegroup; ///< pointer to the different sprites of the house
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HouseID override; ///< which house this one replaces
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uint16 callback_mask; ///< House callback flags
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byte random_colour[4]; ///< 4 "random" colours
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byte probability; ///< Relative probability of appearing (16 is the standard value)
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HouseExtraFlags extra_flags; ///< some more flags
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HouseClassID class_id; ///< defines the class this house has (grf file based) @See HouseGetVariable, prop 0x44
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byte animation_frames; ///< number of animation frames
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byte animation_speed; ///< amount of time between each of those frames
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byte processing_time; ///< Periodic refresh multiplier
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byte minimum_life; ///< The minimum number of years this house will survive before the town rebuilds it
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/* grf file related properties*/
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uint8 local_id; ///< id defined by the grf file for this house
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const struct GRFFile *grffile; ///< grf file that introduced this house
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/**
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* Get the cost for removing this house
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* @return the cost (inflation corrected etc)
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*/
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Money GetRemovalCost() const;
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};
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extern HouseSpec _house_specs[HOUSE_MAX];
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static inline Town *GetTownByTile(TileIndex tile)
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{
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return Town::Get(GetTownIndex(tile));
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}
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uint32 GetWorldPopulation();
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@ -268,10 +162,6 @@ enum TownRatingCheckType {
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* in TTD. */
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static const byte TOWN_GROWTH_FREQUENCY = 70;
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/** Simple value that indicates the house has reached the final stage of
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* construction. */
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static const byte TOWN_HOUSE_COMPLETED = 3;
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/** This enum is used in conjonction with town->flags.
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* IT simply states what bit is used for.
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* It is pretty unrealistic (IMHO) to only have one church/stadium
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@ -286,11 +176,6 @@ enum {
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bool CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type);
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static inline HouseSpec *GetHouseSpecs(HouseID house_id)
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{
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assert(house_id < HOUSE_MAX);
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return &_house_specs[house_id];
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}
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TileIndexDiff GetHouseNorthPart(HouseID &house);
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@ -43,6 +43,7 @@
|
|||
#include "subsidy_func.h"
|
||||
#include "core/smallmap_type.hpp"
|
||||
#include "core/pool_func.hpp"
|
||||
#include "town.h"
|
||||
|
||||
#include "table/strings.h"
|
||||
#include "table/town_land.h"
|
||||
|
|
|
@ -5,8 +5,9 @@
|
|||
#ifndef TOWN_MAP_H
|
||||
#define TOWN_MAP_H
|
||||
|
||||
#include "town.h"
|
||||
#include "tile_map.h"
|
||||
#include "town_type.h"
|
||||
#include "house.h"
|
||||
|
||||
/**
|
||||
* Get the index of which town this house/street is attached to.
|
||||
|
@ -33,16 +34,6 @@ static inline void SetTownIndex(TileIndex t, TownID index)
|
|||
_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 Town::Get(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
|
||||
|
|
|
@ -8,11 +8,7 @@
|
|||
#include "core/enum_type.hpp"
|
||||
|
||||
typedef uint16 TownID;
|
||||
typedef uint16 HouseID;
|
||||
typedef uint16 HouseClassID;
|
||||
|
||||
struct Town;
|
||||
struct HouseSpec;
|
||||
|
||||
/** Supported initial town sizes */
|
||||
enum TownSize {
|
||||
|
|
Loading…
Reference in New Issue