Files
@ r20631:946fb80e24ac
Branch filter:
Location: cpp/openttd-patchpack/source/src/newgrf_house.h
r20631:946fb80e24ac
4.4 KiB
text/x-c
(svn r25669) -Codechange: Pass UCS-4 instead of UCS-2 characters to the hotkey handlers.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 | /* $Id$ */
/*
* 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 newgrf_house.h Functions related to NewGRF houses. */
#ifndef NEWGRF_HOUSE_H
#define NEWGRF_HOUSE_H
#include "newgrf_callbacks.h"
#include "tile_cmd.h"
#include "house_type.h"
#include "newgrf_spritegroup.h"
#include "newgrf_town.h"
/** Scope resolver for houses. */
struct HouseScopeResolver : public ScopeResolver {
HouseID house_id; ///< Type of house being queried.
TileIndex tile; ///< Tile of this house.
Town *town; ///< Town of this house.
bool not_yet_constructed; ///< True for construction check.
uint16 initial_random_bits; ///< Random bits during construction checks.
uint32 watched_cargo_triggers; ///< Cargo types that triggered the watched cargo callback.
HouseScopeResolver(ResolverObject *ro, HouseID house_id, TileIndex tile, Town *town,
bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers);
/* virtual */ uint32 GetRandomBits() const;
/* virtual */ uint32 GetVariable(byte variable, uint32 parameter, bool *available) const;
/* virtual */ uint32 GetTriggers() const;
/* virtual */ void SetTriggers(int triggers) const;
};
/** Resolver object to be used for houses (feature 07 spritegroups). */
struct HouseResolverObject : public ResolverObject {
HouseScopeResolver house_scope;
TownScopeResolver town_scope;
HouseResolverObject(HouseID house_id, TileIndex tile, Town *town,
CallbackID callback = CBID_NO_CALLBACK, uint32 param1 = 0, uint32 param2 = 0,
bool not_yet_constructed = false, uint8 initial_random_bits = 0, uint32 watched_cargo_triggers = 0);
/* virtual */ ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0)
{
switch (scope) {
case VSG_SCOPE_SELF: return &this->house_scope;
case VSG_SCOPE_PARENT: return &this->town_scope;
default: return ResolverObject::GetScope(scope, relative);
}
}
};
/**
* Makes class IDs unique to each GRF file.
* Houses can be assigned class IDs which are only comparable within the GRF
* file they were defined in. This mapping ensures that if two houses have the
* same class as defined by the GRF file, the classes are different within the
* game. An array of HouseClassMapping structs is created, and the array index
* of the struct that matches both the GRF ID and the class ID is the class ID
* used in the game.
*
* Although similar to the HouseIDMapping struct above, this serves a different
* purpose. Since the class ID is not saved anywhere, this mapping does not
* need to be persistent; it just needs to keep class ids unique.
*/
struct HouseClassMapping {
uint32 grfid; ///< The GRF ID of the file this class belongs to
uint8 class_id; ///< The class id within the grf file
};
HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid);
void InitializeBuildingCounts();
void IncreaseBuildingCount(Town *t, HouseID house_id);
void DecreaseBuildingCount(Town *t, HouseID house_id);
void DrawNewHouseTile(TileInfo *ti, HouseID house_id);
void AnimateNewHouseTile(TileIndex tile);
void AnimateNewHouseConstruction(TileIndex tile);
uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile,
bool not_yet_constructed = false, uint8 initial_random_bits = 0, uint32 watched_cargo_triggers = 0);
void WatchedCargoCallback(TileIndex tile, uint32 trigger_cargoes);
bool CanDeleteHouse(TileIndex tile);
bool NewHouseTileLoop(TileIndex tile);
enum HouseTrigger {
/* The tile of the house has been triggered during the tileloop. */
HOUSE_TRIGGER_TILE_LOOP = 0x01,
/*
* The top tile of a (multitile) building has been triggered during and all
* the tileloop other tiles of the same building get the same random value.
*/
HOUSE_TRIGGER_TILE_LOOP_TOP = 0x02,
};
void TriggerHouse(TileIndex t, HouseTrigger trigger);
#endif /* NEWGRF_HOUSE_H */
|