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@@ -23,145 +23,145 @@
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#include "newgrf_commons.h"
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/** Various object behaviours. */
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enum ObjectFlags {
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OBJECT_FLAG_NONE = 0, ///< Just nothing.
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OBJECT_FLAG_ONLY_IN_SCENEDIT = 1 << 0, ///< Object can only be constructed in the scenario editor.
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OBJECT_FLAG_CANNOT_REMOVE = 1 << 1, ///< Object can not be removed.
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OBJECT_FLAG_AUTOREMOVE = 1 << 2, ///< Object get automatically removed (like "owned land").
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OBJECT_FLAG_BUILT_ON_WATER = 1 << 3, ///< Object can be built on water (not required).
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OBJECT_FLAG_CLEAR_INCOME = 1 << 4, ///< When object is cleared a positive income is generated instead of a cost.
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OBJECT_FLAG_HAS_NO_FOUNDATION = 1 << 5, ///< Do not display foundations when on a slope.
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OBJECT_FLAG_ANIMATION = 1 << 6, ///< Object has animated tiles.
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OBJECT_FLAG_ONLY_IN_GAME = 1 << 7, ///< Object can only be built in game.
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OBJECT_FLAG_2CC_COLOUR = 1 << 8, ///< Object wants 2CC colour mapping.
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OBJECT_FLAG_NOT_ON_LAND = 1 << 9, ///< Object can not be on land, implicitly sets #OBJECT_FLAG_BUILT_ON_WATER.
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OBJECT_FLAG_DRAW_WATER = 1 << 10, ///< Object wants to be drawn on water.
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OBJECT_FLAG_ALLOW_UNDER_BRIDGE = 1 << 11, ///< Object can built under a bridge.
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OBJECT_FLAG_ANIM_RANDOM_BITS = 1 << 12, ///< Object wants random bits in "next animation frame" callback.
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OBJECT_FLAG_SCALE_BY_WATER = 1 << 13, ///< Object count is roughly scaled by water amount at edges.
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};
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DECLARE_ENUM_AS_BIT_SET(ObjectFlags)
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void ResetObjects();
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/** Class IDs for objects. */
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enum ObjectClassID {
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OBJECT_CLASS_BEGIN = 0, ///< The lowest valid value
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OBJECT_CLASS_MAX = 0xFF, ///< Maximum number of classes.
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INVALID_OBJECT_CLASS = 0xFF, ///< Class for the less fortunate.
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};
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/** Allow incrementing of ObjectClassID variables */
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DECLARE_POSTFIX_INCREMENT(ObjectClassID)
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/** An object that isn't use for transport, industries or houses.
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* @note If you change this struct, adopt the initialization of
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* default objects in table/object_land.h
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*/
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struct ObjectSpec {
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/* 2 because of the "normal" and "buy" sprite stacks. */
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GRFFilePropsBase<2> grf_prop; ///< Properties related the the grf file
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ObjectClassID cls_id; ///< The class to which this spec belongs.
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StringID name; ///< The name for this object.
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uint8 climate; ///< In which climates is this object available?
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uint8 size; ///< The size of this objects; low nibble for X, high nibble for Y.
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uint8 build_cost_multiplier; ///< Build cost multiplier per tile.
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uint8 clear_cost_multiplier; ///< Clear cost multiplier per tile.
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Date introduction_date; ///< From when can this object be built.
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Date end_of_life_date; ///< When can't this object be built anymore.
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ObjectFlags flags; ///< Flags/settings related to the object.
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AnimationInfo animation; ///< Information about the animation.
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uint16 callback_mask; ///< Bitmask of requested/allowed callbacks.
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uint8 height; ///< The height of this structure, in heightlevels; max MAX_TILE_HEIGHT.
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uint8 views; ///< The number of views.
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uint8 generate_amount; ///< Number of objects which are attempted to be generated per 256^2 map during world generation.
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bool enabled; ///< Is this spec enabled?
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/**
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* Get the cost for building a structure of this type.
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* @return The cost for building.
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*/
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Money GetBuildCost() const { return GetPrice(PR_BUILD_OBJECT, this->build_cost_multiplier, this->grf_prop.grffile, 0); }
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/**
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* Get the cost for clearing a structure of this type.
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* @return The cost for clearing.
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*/
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Money GetClearCost() const { return GetPrice(PR_CLEAR_OBJECT, this->clear_cost_multiplier, this->grf_prop.grffile, 0); }
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bool IsEverAvailable() const;
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bool WasEverAvailable() const;
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bool IsAvailable() const;
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uint Index() const;
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static const ObjectSpec *Get(ObjectType index);
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static const ObjectSpec *GetByTile(TileIndex tile);
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};
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/** Object scope resolver. */
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struct ObjectScopeResolver : public ScopeResolver {
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struct Object *obj; ///< The object the callback is ran for.
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TileIndex tile; ///< The tile related to the object.
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uint8 view; ///< The view of the object.
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/**
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* Constructor of an object scope resolver.
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* @param ro Surrounding resolver.
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* @param obj Object being resolved.
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* @param tile %Tile of the object.
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* @param view View of the object.
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*/
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ObjectScopeResolver(ResolverObject &ro, Object *obj, TileIndex tile, uint8 view = 0)
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: ScopeResolver(ro), obj(obj), tile(tile), view(view)
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{
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}
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/* virtual */ uint32 GetRandomBits() const;
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/* virtual */ uint32 GetVariable(byte variable, uint32 parameter, bool *available) const;
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uint32 GetRandomBits() const override;
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uint32 GetVariable(byte variable, uint32 parameter, bool *available) const override;
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};
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/** A resolver object to be used with feature 0F spritegroups. */
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struct ObjectResolverObject : public ResolverObject {
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ObjectScopeResolver object_scope; ///< The object scope resolver.
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TownScopeResolver *town_scope; ///< The town scope resolver (created on the first call).
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ObjectResolverObject(const ObjectSpec *spec, Object *o, TileIndex tile, uint8 view = 0,
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CallbackID callback = CBID_NO_CALLBACK, uint32 param1 = 0, uint32 param2 = 0);
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~ObjectResolverObject();
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/* virtual */ ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0)
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ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0) override
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{
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switch (scope) {
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case VSG_SCOPE_SELF:
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return &this->object_scope;
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case VSG_SCOPE_PARENT: {
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TownScopeResolver *tsr = this->GetTown();
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if (tsr != NULL) return tsr;
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FALLTHROUGH;
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}
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default:
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return ResolverObject::GetScope(scope, relative);
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}
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}
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private:
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TownScopeResolver *GetTown();
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};
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/** Struct containing information relating to object classes. */
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typedef NewGRFClass<ObjectSpec, ObjectClassID, OBJECT_CLASS_MAX> ObjectClass;
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/** Mapping of purchase for objects. */
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static const CargoID CT_PURCHASE_OBJECT = 1;
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uint16 GetObjectCallback(CallbackID callback, uint32 param1, uint32 param2, const ObjectSpec *spec, Object *o, TileIndex tile, uint8 view = 0);
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void DrawNewObjectTile(TileInfo *ti, const ObjectSpec *spec);
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void DrawNewObjectTileInGUI(int x, int y, const ObjectSpec *spec, uint8 view);
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void AnimateNewObjectTile(TileIndex tile);
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void TriggerObjectTileAnimation(Object *o, TileIndex tile, ObjectAnimationTrigger trigger, const ObjectSpec *spec);
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void TriggerObjectAnimation(Object *o, ObjectAnimationTrigger trigger, const ObjectSpec *spec);
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#endif /* NEWGRF_OBJECT_H */
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