Files @ r9583:b6e25a00b908
Branch filter:

Location: cpp/openttd-patchpack/source/src/newgrf_house.h

rubidium
(svn r13621) -Fix: building roadbits in the wrong direction on bridges or building roadbits from underneath the bridge to the bridgehead is impossible, so don't silently ignore that error when building over houses and industries is not ignored.
/* $Id$ */

/** @file newgrf_house.h Functions related to NewGRF houses. */

#ifndef NEWGRF_HOUSE_H
#define NEWGRF_HOUSE_H

#include "town_type.h"
#include "newgrf_callbacks.h"

/**
 * 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
};

void UpdateHousesAndTowns();

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 ChangeHouseAnimationFrame(const struct GRFFile *file, TileIndex tile, uint16 callback_result);

uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile);

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 */