/* * 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 . */ /** @file town_map.h Accessors for towns */ #ifndef TOWN_MAP_H #define TOWN_MAP_H #include "road_map.h" #include "house.h" #include "timer/timer_game_calendar.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) but not a road depot * @return TownID */ inline TownID GetTownIndex(Tile t) { assert(IsTileType(t, MP_HOUSE) || (IsTileType(t, MP_ROAD) && !IsRoadDepot(t))); return t.m2(); } /** * Set the town index for a road or house tile. * @param t the tile * @param index the index of the town * @pre IsTileType(t, MP_HOUSE) or IsTileType(t, MP_ROAD) but not a road depot */ inline void SetTownIndex(Tile t, TownID index) { assert(IsTileType(t, MP_HOUSE) || (IsTileType(t, MP_ROAD) && !IsRoadDepot(t))); t.m2() = index; } /** * Get the type of this house, which is an index into the house spec array * without doing any NewGRF related translations. * @param t the tile * @pre IsTileType(t, MP_HOUSE) * @return house type */ inline HouseID GetCleanHouseType(Tile t) { assert(IsTileType(t, MP_HOUSE)); return t.m4() | (GB(t.m3(), 6, 1) << 8); } /** * Get the type of this house, which is an index into the house spec array * @param t the tile * @pre IsTileType(t, MP_HOUSE) * @return house type */ inline HouseID GetHouseType(Tile t) { return GetTranslatedHouseID(GetCleanHouseType(t)); } /** * Set the house type. * @param t the tile * @param house_id the new house type * @pre IsTileType(t, MP_HOUSE) */ inline void SetHouseType(Tile t, HouseID house_id) { assert(IsTileType(t, MP_HOUSE)); t.m4() = GB(house_id, 0, 8); SB(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 */ inline bool LiftHasDestination(Tile t) { return HasBit(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 */ inline void SetLiftDestination(Tile t, uint8_t dest) { SetBit(t.m7(), 0); SB(t.m7(), 1, 3, dest); } /** * Get the current destination for this lift * @param t the tile * @return destination */ inline uint8_t GetLiftDestination(Tile t) { return GB(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 */ inline void HaltLift(Tile t) { SB(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 */ inline uint8_t GetLiftPosition(Tile t) { return GB(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 */ inline void SetLiftPosition(Tile t, uint8_t pos) { SB(t.m6(), 2, 6, pos); } /** * Get the completion of this house * @param t the tile * @return true if it is, false if it is not */ inline bool IsHouseCompleted(Tile t) { assert(IsTileType(t, MP_HOUSE)); return HasBit(t.m3(), 7); } /** * Mark this house as been completed * @param t the tile * @param status */ inline void SetHouseCompleted(Tile t, bool status) { assert(IsTileType(t, MP_HOUSE)); SB(t.m3(), 7, 1, !!status); } /** * 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 longer 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 */ inline uint8_t GetHouseBuildingStage(Tile t) { assert(IsTileType(t, MP_HOUSE)); return IsHouseCompleted(t) ? (uint8_t)TOWN_HOUSE_COMPLETED : GB(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 */ inline uint8_t GetHouseConstructionTick(Tile t) { assert(IsTileType(t, MP_HOUSE)); return IsHouseCompleted(t) ? 0 : GB(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) */ inline void IncHouseConstructionTick(Tile t) { assert(IsTileType(t, MP_HOUSE)); AB(t.m5(), 0, 5, 1); if (GB(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) */ inline void ResetHouseAge(Tile t) { assert(IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)); t.m5() = 0; } /** * Increments the age of the house. * @param t the tile of this house * @pre IsTileType(t, MP_HOUSE) */ inline void IncrementHouseAge(Tile t) { assert(IsTileType(t, MP_HOUSE)); if (IsHouseCompleted(t) && t.m5() < 0xFF) t.m5()++; } /** * Get the age of the house * @param t the tile of this house * @pre IsTileType(t, MP_HOUSE) * @return year */ inline TimerGameCalendar::Year GetHouseAge(Tile t) { assert(IsTileType(t, MP_HOUSE)); return IsHouseCompleted(t) ? 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) */ inline void SetHouseRandomBits(Tile t, uint8_t random) { assert(IsTileType(t, MP_HOUSE)); 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 */ inline uint8_t GetHouseRandomBits(Tile t) { assert(IsTileType(t, MP_HOUSE)); return 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) */ inline void SetHouseTriggers(Tile t, uint8_t triggers) { assert(IsTileType(t, MP_HOUSE)); SB(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 */ inline uint8_t GetHouseTriggers(Tile t) { assert(IsTileType(t, MP_HOUSE)); return GB(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 */ inline uint8_t GetHouseProcessingTime(Tile t) { assert(IsTileType(t, MP_HOUSE)); return GB(t.m6(), 2, 6); } /** * 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) */ inline void SetHouseProcessingTime(Tile t, uint8_t time) { assert(IsTileType(t, MP_HOUSE)); SB(t.m6(), 2, 6, time); } /** * Decrease the amount of time remaining before the tile loop processes this tile. * @param t the house tile * @pre IsTileType(t, MP_HOUSE) */ inline void DecHouseProcessingTime(Tile t) { assert(IsTileType(t, MP_HOUSE)); t.m6() -= 1 << 2; } /** * 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) */ inline void MakeHouseTile(Tile t, TownID tid, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits) { assert(IsTileType(t, MP_CLEAR)); SetTileType(t, MP_HOUSE); t.m1() = random_bits; t.m2() = tid; t.m3() = 0; SetHouseType(t, type); SetHouseCompleted(t, stage == TOWN_HOUSE_COMPLETED); t.m5() = IsHouseCompleted(t) ? 0 : (stage << 3 | counter); SetAnimationFrame(t, 0); SetHouseProcessingTime(t, HouseSpec::Get(type)->processing_time); } #endif /* TOWN_MAP_H */