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/>.
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"
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.
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)
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
);
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
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
);
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 */