Files @ r27636:dd08900a2d5c
Branch filter:

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

Peter Nelson
Fix #11054: Prevent translation of currency codes.

Most languages stick with the 3-letter latin currency codes in the name
string, however some translations are... clever... and use the currency
symbol instead. Whilst this may look nice, it can cause issues with fonts
as some scripts have a specific limited set of fonts which do not include
these symbols.

Instead, hard code the currency code list and add it when drawing the
currency name.
/*
 * 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 {
	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 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 {
	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 climate;                ///< In which climates is this object available?
	uint8 size;                   ///< The size of this objects; low nibble for X, high nibble for Y.
	uint8 build_cost_multiplier;  ///< Build cost multiplier per tile.
	uint8 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 callback_mask;         ///< Bitmask of requested/allowed callbacks.
	uint8 height;                 ///< The height of this structure, in heightlevels; max MAX_TILE_HEIGHT.
	uint8 views;                  ///< The number of views.
	uint8 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 iif 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 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 view = 0)
		: ScopeResolver(ro), obj(obj), spec(spec), tile(tile), view(view)
	{
	}

	uint32 GetRandomBits() const override;
	uint32 GetVariable(byte variable, uint32 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 view = 0,
			CallbackID callback = CBID_NO_CALLBACK, uint32 param1 = 0, uint32 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 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 GetObjectCallback(CallbackID callback, uint32 param1, uint32 param2, const ObjectSpec *spec, Object *o, TileIndex tile, uint8 view = 0);

void DrawNewObjectTile(TileInfo *ti, const ObjectSpec *spec);
void DrawNewObjectTileInGUI(int x, int y, const ObjectSpec *spec, uint8 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 */