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OpenTTD/src/house.h
Peter Nelson ed67aedabf Feature: Allow manually placing town buildings in scenario editor.
House picker is accessed from the Landscaping toolbar as there is no town toolbar.

Once placed these houses behave like any other and can be removed by players and towns.

Uses the unified picker system, so also supports used/saved favourites. As town building don't have class labels, town zones are use to imitate them.
2024-05-14 21:11:48 +01:00

142 lines
6.7 KiB
C++

/*
* 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 "timer/timer_game_calendar.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 uint8_t 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
static const uint HOUSE_ORIGINAL_NUM_ACCEPTS = 3; ///< Original number of accepted cargo types.
enum BuildingFlags : uint8_t {
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 : uint8_t {
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 : uint16_t {
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 : uint8_t {
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 */
TimerGameCalendar::Year min_year; ///< introduction year of the house
TimerGameCalendar::Year max_year; ///< last year it can be built
uint8_t population; ///< population (Zero on other tiles in multi tile house.)
uint8_t removal_cost; ///< cost multiplier for removing it
StringID building_name; ///< building name
uint16_t remove_rating_decrease; ///< rating decrease if removed
uint8_t mail_generation; ///< mail generation multiplier (tile based, as the acceptances below)
uint8_t cargo_acceptance[HOUSE_NUM_ACCEPTS]; ///< acceptance level for the cargo slots
CargoID accepts_cargo[HOUSE_NUM_ACCEPTS]; ///< input cargo slots
CargoLabel accepts_cargo_label[HOUSE_NUM_ACCEPTS]; ///< input landscape 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_t callback_mask; ///< Bitmask of house callbacks that have to be called
Colours random_colour[4]; ///< 4 "random" colours
uint8_t 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.
uint8_t processing_time; ///< Periodic refresh multiplier
uint8_t minimum_life; ///< The minimum number of years this house will survive before the town rebuilds it
CargoTypes watched_cargoes; ///< Cargo types watched for acceptance.
HouseID Index() const;
Money GetRemovalCost() const;
static std::vector<HouseSpec> &Specs();
static HouseSpec *Get(size_t house_id);
};
/**
* Do HouseID translation for NewGRFs.
* @param hid the HouseID to get the override for.
* @return the HouseID to actually work with.
*/
inline HouseID GetTranslatedHouseID(HouseID hid)
{
const HouseSpec *hs = HouseSpec::Get(hid);
return hs->grf_prop.override == INVALID_HOUSE_ID ? hid : hs->grf_prop.override;
}
void ShowBuildHousePicker(struct Window *);
#endif /* HOUSE_H */