Rework the way the ReinitSeparation command is called. The old way was way too danger...
[openttd-joker.git] / src / newgrf_house.h
blob88d5158ff01ab524665cf1472046db1389e240db
1 /* $Id: newgrf_house.h 26085 2013-11-24 14:41:19Z frosch $ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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 */
10 /** @file newgrf_house.h Functions related to NewGRF houses. */
12 #ifndef NEWGRF_HOUSE_H
13 #define NEWGRF_HOUSE_H
15 #include "newgrf_callbacks.h"
16 #include "tile_cmd.h"
17 #include "house_type.h"
18 #include "newgrf_spritegroup.h"
19 #include "newgrf_town.h"
21 /** Scope resolver for houses. */
22 struct HouseScopeResolver : public ScopeResolver {
23 HouseID house_id; ///< Type of house being queried.
24 TileIndex tile; ///< Tile of this house.
25 Town *town; ///< Town of this house.
26 bool not_yet_constructed; ///< True for construction check.
27 uint16 initial_random_bits; ///< Random bits during construction checks.
28 uint32 watched_cargo_triggers; ///< Cargo types that triggered the watched cargo callback.
30 /**
31 * Constructor of a house scope resolver.
32 * @param ro Surrounding resolver.
33 * @param house_id House type being queried.
34 * @param tile %Tile containing the house.
35 * @param town %Town containing the house.
36 * @param not_yet_constructed House is still under construction.
37 * @param initial_random_bits Random bits during construction checks.
38 * @param watched_cargo_triggers Cargo types that triggered the watched cargo callback.
40 HouseScopeResolver(ResolverObject &ro, HouseID house_id, TileIndex tile, Town *town,
41 bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers)
42 : ScopeResolver(ro), house_id(house_id), tile(tile), town(town), not_yet_constructed(not_yet_constructed),
43 initial_random_bits(initial_random_bits), watched_cargo_triggers(watched_cargo_triggers)
47 /* virtual */ uint32 GetRandomBits() const;
48 /* virtual */ uint32 GetVariable(byte variable, uint32 parameter, bool *available) const;
49 /* virtual */ uint32 GetTriggers() const;
52 /** Resolver object to be used for houses (feature 07 spritegroups). */
53 struct HouseResolverObject : public ResolverObject {
54 HouseScopeResolver house_scope;
55 TownScopeResolver town_scope;
57 HouseResolverObject(HouseID house_id, TileIndex tile, Town *town,
58 CallbackID callback = CBID_NO_CALLBACK, uint32 param1 = 0, uint32 param2 = 0,
59 bool not_yet_constructed = false, uint8 initial_random_bits = 0, uint32 watched_cargo_triggers = 0);
61 /* virtual */ ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0)
63 switch (scope) {
64 case VSG_SCOPE_SELF: return &this->house_scope;
65 case VSG_SCOPE_PARENT: return &this->town_scope;
66 default: return ResolverObject::GetScope(scope, relative);
71 /**
72 * Makes class IDs unique to each GRF file.
73 * Houses can be assigned class IDs which are only comparable within the GRF
74 * file they were defined in. This mapping ensures that if two houses have the
75 * same class as defined by the GRF file, the classes are different within the
76 * game. An array of HouseClassMapping structs is created, and the array index
77 * of the struct that matches both the GRF ID and the class ID is the class ID
78 * used in the game.
80 * Although similar to the HouseIDMapping struct above, this serves a different
81 * purpose. Since the class ID is not saved anywhere, this mapping does not
82 * need to be persistent; it just needs to keep class ids unique.
84 struct HouseClassMapping {
85 uint32 grfid; ///< The GRF ID of the file this class belongs to
86 uint8 class_id; ///< The class id within the grf file
89 HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid);
91 void InitializeBuildingCounts();
92 void IncreaseBuildingCount(Town *t, HouseID house_id);
93 void DecreaseBuildingCount(Town *t, HouseID house_id);
95 void DrawNewHouseTile(TileInfo *ti, HouseID house_id);
96 void AnimateNewHouseTile(TileIndex tile);
97 void AnimateNewHouseConstruction(TileIndex tile);
99 uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile,
100 bool not_yet_constructed = false, uint8 initial_random_bits = 0, uint32 watched_cargo_triggers = 0);
101 void WatchedCargoCallback(TileIndex tile, uint32 trigger_cargoes);
103 bool CanDeleteHouse(TileIndex tile);
105 bool NewHouseTileLoop(TileIndex tile);
107 enum HouseTrigger {
108 /* The tile of the house has been triggered during the tileloop. */
109 HOUSE_TRIGGER_TILE_LOOP = 0x01,
111 * The top tile of a (multitile) building has been triggered during and all
112 * the tileloop other tiles of the same building get the same random value.
114 HOUSE_TRIGGER_TILE_LOOP_TOP = 0x02,
116 void TriggerHouse(TileIndex t, HouseTrigger trigger);
118 #endif /* NEWGRF_HOUSE_H */