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3 * 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.
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5 * 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/>.
8 /** @file newgrf_house.h Functions related to NewGRF houses. */
10 #ifndef NEWGRF_HOUSE_H
11 #define NEWGRF_HOUSE_H
13 #include "newgrf_callbacks.h"
15 #include "house_type.h"
16 #include "newgrf_spritegroup.h"
17 #include "newgrf_town.h"
19 /** Scope resolver for houses. */
20 struct HouseScopeResolver
: public ScopeResolver
{
21 HouseID house_id
; ///< Type of house being queried.
22 TileIndex tile
; ///< Tile of this house.
23 Town
*town
; ///< Town of this house.
24 bool not_yet_constructed
; ///< True for construction check.
25 uint16 initial_random_bits
; ///< Random bits during construction checks.
26 CargoTypes watched_cargo_triggers
; ///< Cargo types that triggered the watched cargo callback.
29 * Constructor of a house scope resolver.
30 * @param ro Surrounding resolver.
31 * @param house_id House type being queried.
32 * @param tile %Tile containing the house.
33 * @param town %Town containing the house.
34 * @param not_yet_constructed House is still under construction.
35 * @param initial_random_bits Random bits during construction checks.
36 * @param watched_cargo_triggers Cargo types that triggered the watched cargo callback.
38 HouseScopeResolver(ResolverObject
&ro
, HouseID house_id
, TileIndex tile
, Town
*town
,
39 bool not_yet_constructed
, uint8 initial_random_bits
, CargoTypes watched_cargo_triggers
)
40 : ScopeResolver(ro
), house_id(house_id
), tile(tile
), town(town
), not_yet_constructed(not_yet_constructed
),
41 initial_random_bits(initial_random_bits
), watched_cargo_triggers(watched_cargo_triggers
)
45 uint32
GetRandomBits() const override
;
46 uint32
GetVariable(byte variable
, uint32 parameter
, bool *available
) const override
;
47 uint32
GetTriggers() const override
;
50 /** Resolver object to be used for houses (feature 07 spritegroups). */
51 struct HouseResolverObject
: public ResolverObject
{
52 HouseScopeResolver house_scope
;
53 TownScopeResolver town_scope
;
55 HouseResolverObject(HouseID house_id
, TileIndex tile
, Town
*town
,
56 CallbackID callback
= CBID_NO_CALLBACK
, uint32 param1
= 0, uint32 param2
= 0,
57 bool not_yet_constructed
= false, uint8 initial_random_bits
= 0, CargoTypes watched_cargo_triggers
= 0);
59 ScopeResolver
*GetScope(VarSpriteGroupScope scope
= VSG_SCOPE_SELF
, byte relative
= 0) override
62 case VSG_SCOPE_SELF
: return &this->house_scope
;
63 case VSG_SCOPE_PARENT
: return &this->town_scope
;
64 default: return ResolverObject::GetScope(scope
, relative
);
68 GrfSpecFeature
GetFeature() const override
;
69 uint32
GetDebugID() const override
;
73 * Makes class IDs unique to each GRF file.
74 * Houses can be assigned class IDs which are only comparable within the GRF
75 * file they were defined in. This mapping ensures that if two houses have the
76 * same class as defined by the GRF file, the classes are different within the
77 * game. An array of HouseClassMapping structs is created, and the array index
78 * of the struct that matches both the GRF ID and the class ID is the class ID
81 * Although similar to the HouseIDMapping struct above, this serves a different
82 * purpose. Since the class ID is not saved anywhere, this mapping does not
83 * need to be persistent; it just needs to keep class ids unique.
85 struct HouseClassMapping
{
86 uint32 grfid
; ///< The GRF ID of the file this class belongs to
87 uint8 class_id
; ///< The class id within the grf file
90 HouseClassID
AllocateHouseClassID(byte grf_class_id
, uint32 grfid
);
92 void InitializeBuildingCounts();
93 void IncreaseBuildingCount(Town
*t
, HouseID house_id
);
94 void DecreaseBuildingCount(Town
*t
, HouseID house_id
);
96 void DrawNewHouseTile(TileInfo
*ti
, HouseID house_id
);
97 void AnimateNewHouseTile(TileIndex tile
);
98 void AnimateNewHouseConstruction(TileIndex tile
);
100 uint16
GetHouseCallback(CallbackID callback
, uint32 param1
, uint32 param2
, HouseID house_id
, Town
*town
, TileIndex tile
,
101 bool not_yet_constructed
= false, uint8 initial_random_bits
= 0, CargoTypes watched_cargo_triggers
= 0);
102 void WatchedCargoCallback(TileIndex tile
, CargoTypes trigger_cargoes
);
104 bool CanDeleteHouse(TileIndex tile
);
106 bool NewHouseTileLoop(TileIndex tile
);
109 /* The tile of the house has been triggered during the tileloop. */
110 HOUSE_TRIGGER_TILE_LOOP
= 0x01,
112 * The top tile of a (multitile) building has been triggered during and all
113 * the tileloop other tiles of the same building get the same random value.
115 HOUSE_TRIGGER_TILE_LOOP_TOP
= 0x02,
117 void TriggerHouse(TileIndex t
, HouseTrigger trigger
);
119 #endif /* NEWGRF_HOUSE_H */