Codechange: Use cached town, station, industry names for list window sorting
[openttd-github.git] / src / newgrf_house.h
blobb59d28ab5186987dcddcf2e6988266ff48b0df68
1 /*
2 * This file is part of OpenTTD.
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.
4 * 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.
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/>.
6 */
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"
14 #include "tile_cmd.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.
28 /**
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
61 switch (scope) {
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);
69 /**
70 * Makes class IDs unique to each GRF file.
71 * Houses can be assigned class IDs which are only comparable within the GRF
72 * file they were defined in. This mapping ensures that if two houses have the
73 * same class as defined by the GRF file, the classes are different within the
74 * game. An array of HouseClassMapping structs is created, and the array index
75 * of the struct that matches both the GRF ID and the class ID is the class ID
76 * used in the game.
78 * Although similar to the HouseIDMapping struct above, this serves a different
79 * purpose. Since the class ID is not saved anywhere, this mapping does not
80 * need to be persistent; it just needs to keep class ids unique.
82 struct HouseClassMapping {
83 uint32 grfid; ///< The GRF ID of the file this class belongs to
84 uint8 class_id; ///< The class id within the grf file
87 HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid);
89 void InitializeBuildingCounts();
90 void IncreaseBuildingCount(Town *t, HouseID house_id);
91 void DecreaseBuildingCount(Town *t, HouseID house_id);
93 void DrawNewHouseTile(TileInfo *ti, HouseID house_id);
94 void AnimateNewHouseTile(TileIndex tile);
95 void AnimateNewHouseConstruction(TileIndex tile);
97 uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile,
98 bool not_yet_constructed = false, uint8 initial_random_bits = 0, CargoTypes watched_cargo_triggers = 0);
99 void WatchedCargoCallback(TileIndex tile, CargoTypes trigger_cargoes);
101 bool CanDeleteHouse(TileIndex tile);
103 bool NewHouseTileLoop(TileIndex tile);
105 enum HouseTrigger {
106 /* The tile of the house has been triggered during the tileloop. */
107 HOUSE_TRIGGER_TILE_LOOP = 0x01,
109 * The top tile of a (multitile) building has been triggered during and all
110 * the tileloop other tiles of the same building get the same random value.
112 HOUSE_TRIGGER_TILE_LOOP_TOP = 0x02,
114 void TriggerHouse(TileIndex t, HouseTrigger trigger);
116 #endif /* NEWGRF_HOUSE_H */