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Location: cpp/openttd-patchpack/source/src/newgrf_object.h
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Codechange: Allow constexpr NWidgetPart construction.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 | /*
* 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_object.h Functions related to NewGRF objects. */
#ifndef NEWGRF_OBJECT_H
#define NEWGRF_OBJECT_H
#include "newgrf_callbacks.h"
#include "newgrf_spritegroup.h"
#include "newgrf_town.h"
#include "economy_func.h"
#include "timer/timer_game_calendar.h"
#include "object_type.h"
#include "newgrf_animation_type.h"
#include "newgrf_class.h"
#include "newgrf_commons.h"
/** Various object behaviours. */
enum ObjectFlags : uint16_t {
OBJECT_FLAG_NONE = 0, ///< Just nothing.
OBJECT_FLAG_ONLY_IN_SCENEDIT = 1 << 0, ///< Object can only be constructed in the scenario editor.
OBJECT_FLAG_CANNOT_REMOVE = 1 << 1, ///< Object can not be removed.
OBJECT_FLAG_AUTOREMOVE = 1 << 2, ///< Object get automatically removed (like "owned land").
OBJECT_FLAG_BUILT_ON_WATER = 1 << 3, ///< Object can be built on water (not required).
OBJECT_FLAG_CLEAR_INCOME = 1 << 4, ///< When object is cleared a positive income is generated instead of a cost.
OBJECT_FLAG_HAS_NO_FOUNDATION = 1 << 5, ///< Do not display foundations when on a slope.
OBJECT_FLAG_ANIMATION = 1 << 6, ///< Object has animated tiles.
OBJECT_FLAG_ONLY_IN_GAME = 1 << 7, ///< Object can only be built in game.
OBJECT_FLAG_2CC_COLOUR = 1 << 8, ///< Object wants 2CC colour mapping.
OBJECT_FLAG_NOT_ON_LAND = 1 << 9, ///< Object can not be on land, implicitly sets #OBJECT_FLAG_BUILT_ON_WATER.
OBJECT_FLAG_DRAW_WATER = 1 << 10, ///< Object wants to be drawn on water.
OBJECT_FLAG_ALLOW_UNDER_BRIDGE = 1 << 11, ///< Object can built under a bridge.
OBJECT_FLAG_ANIM_RANDOM_BITS = 1 << 12, ///< Object wants random bits in "next animation frame" callback.
OBJECT_FLAG_SCALE_BY_WATER = 1 << 13, ///< Object count is roughly scaled by water amount at edges.
};
DECLARE_ENUM_AS_BIT_SET(ObjectFlags)
static const uint8_t OBJECT_SIZE_1X1 = 0x11; ///< The value of a NewGRF's size property when the object is 1x1 tiles: low nibble for X, high nibble for Y.
void ResetObjects();
/** Class IDs for objects. */
enum ObjectClassID : uint8_t {
OBJECT_CLASS_BEGIN = 0, ///< The lowest valid value
OBJECT_CLASS_MAX = 0xFF, ///< Maximum number of classes.
INVALID_OBJECT_CLASS = 0xFF, ///< Class for the less fortunate.
};
/** Allow incrementing of ObjectClassID variables */
DECLARE_POSTFIX_INCREMENT(ObjectClassID)
/** An object that isn't use for transport, industries or houses.
* @note If you change this struct, adopt the initialization of
* default objects in table/object_land.h
*/
struct ObjectSpec {
/* 2 because of the "normal" and "buy" sprite stacks. */
GRFFilePropsBase<2> grf_prop; ///< Properties related the the grf file
AnimationInfo animation; ///< Information about the animation.
ObjectClassID cls_id; ///< The class to which this spec belongs.
StringID name; ///< The name for this object.
uint8_t climate; ///< In which climates is this object available?
uint8_t size; ///< The size of this objects; low nibble for X, high nibble for Y.
uint8_t build_cost_multiplier; ///< Build cost multiplier per tile.
uint8_t clear_cost_multiplier; ///< Clear cost multiplier per tile.
TimerGameCalendar::Date introduction_date; ///< From when can this object be built.
TimerGameCalendar::Date end_of_life_date; ///< When can't this object be built anymore.
ObjectFlags flags; ///< Flags/settings related to the object.
uint16_t callback_mask; ///< Bitmask of requested/allowed callbacks.
uint8_t height; ///< The height of this structure, in heightlevels; max MAX_TILE_HEIGHT.
uint8_t views; ///< The number of views.
uint8_t generate_amount; ///< Number of objects which are attempted to be generated per 256^2 map during world generation.
/**
* Test if this object is enabled.
* @return True iff this object is enabled.
*/
bool IsEnabled() const { return this->views > 0; }
/**
* Get the cost for building a structure of this type.
* @return The cost for building.
*/
Money GetBuildCost() const { return GetPrice(PR_BUILD_OBJECT, this->build_cost_multiplier, this->grf_prop.grffile, 0); }
/**
* Get the cost for clearing a structure of this type.
* @return The cost for clearing.
*/
Money GetClearCost() const { return GetPrice(PR_CLEAR_OBJECT, this->clear_cost_multiplier, this->grf_prop.grffile, 0); }
bool IsEverAvailable() const;
bool WasEverAvailable() const;
bool IsAvailable() const;
uint Index() const;
static const std::vector<ObjectSpec> &Specs();
static size_t Count();
static const ObjectSpec *Get(ObjectType index);
static const ObjectSpec *GetByTile(TileIndex tile);
static void BindToClasses();
};
/** Object scope resolver. */
struct ObjectScopeResolver : public ScopeResolver {
struct Object *obj; ///< The object the callback is ran for.
const ObjectSpec *spec; ///< Specification of the object type.
TileIndex tile; ///< The tile related to the object.
uint8_t view; ///< The view of the object.
/**
* Constructor of an object scope resolver.
* @param ro Surrounding resolver.
* @param obj Object being resolved.
* @param tile %Tile of the object.
* @param view View of the object.
*/
ObjectScopeResolver(ResolverObject &ro, Object *obj, const ObjectSpec *spec, TileIndex tile, uint8_t view = 0)
: ScopeResolver(ro), obj(obj), spec(spec), tile(tile), view(view)
{
}
uint32_t GetRandomBits() const override;
uint32_t GetVariable(byte variable, [[maybe_unused]] uint32_t parameter, bool *available) const override;
};
/** A resolver object to be used with feature 0F spritegroups. */
struct ObjectResolverObject : public ResolverObject {
ObjectScopeResolver object_scope; ///< The object scope resolver.
TownScopeResolver *town_scope; ///< The town scope resolver (created on the first call).
ObjectResolverObject(const ObjectSpec *spec, Object *o, TileIndex tile, uint8_t view = 0,
CallbackID callback = CBID_NO_CALLBACK, uint32_t param1 = 0, uint32_t param2 = 0);
~ObjectResolverObject();
ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0) override
{
switch (scope) {
case VSG_SCOPE_SELF:
return &this->object_scope;
case VSG_SCOPE_PARENT: {
TownScopeResolver *tsr = this->GetTown();
if (tsr != nullptr) return tsr;
FALLTHROUGH;
}
default:
return ResolverObject::GetScope(scope, relative);
}
}
GrfSpecFeature GetFeature() const override;
uint32_t GetDebugID() const override;
private:
TownScopeResolver *GetTown();
};
/** Struct containing information relating to object classes. */
typedef NewGRFClass<ObjectSpec, ObjectClassID, OBJECT_CLASS_MAX> ObjectClass;
static const size_t OBJECT_SPRITE_GROUP_DEFAULT = 0;
static const size_t OBJECT_SPRITE_GROUP_PURCHASE = 1;
uint16_t GetObjectCallback(CallbackID callback, uint32_t param1, uint32_t param2, const ObjectSpec *spec, Object *o, TileIndex tile, uint8_t view = 0);
void DrawNewObjectTile(TileInfo *ti, const ObjectSpec *spec);
void DrawNewObjectTileInGUI(int x, int y, const ObjectSpec *spec, uint8_t view);
void AnimateNewObjectTile(TileIndex tile);
void TriggerObjectTileAnimation(Object *o, TileIndex tile, ObjectAnimationTrigger trigger, const ObjectSpec *spec);
void TriggerObjectAnimation(Object *o, ObjectAnimationTrigger trigger, const ObjectSpec *spec);
#endif /* NEWGRF_OBJECT_H */
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