(svn r27953) -Cleanup: Adjust other languages for r27952
[openttd.git] / src / newgrf_house.h
blobefc0c6cbb35ed9c1b6c3915376ba82287e8804ba
1 /* $Id$ */
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 HouseScopeResolver(ResolverObject &ro, HouseID house_id, TileIndex tile, Town *town,
31 bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers);
33 /* virtual */ uint32 GetRandomBits() const;
34 /* virtual */ uint32 GetVariable(byte variable, uint32 parameter, bool *available) const;
35 /* virtual */ uint32 GetTriggers() const;
38 /** Resolver object to be used for houses (feature 07 spritegroups). */
39 struct HouseResolverObject : public ResolverObject {
40 HouseScopeResolver house_scope;
41 TownScopeResolver town_scope;
43 HouseResolverObject(HouseID house_id, TileIndex tile, Town *town,
44 CallbackID callback = CBID_NO_CALLBACK, uint32 param1 = 0, uint32 param2 = 0,
45 bool not_yet_constructed = false, uint8 initial_random_bits = 0, uint32 watched_cargo_triggers = 0);
47 /* virtual */ ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0)
49 switch (scope) {
50 case VSG_SCOPE_SELF: return &this->house_scope;
51 case VSG_SCOPE_PARENT: return &this->town_scope;
52 default: return ResolverObject::GetScope(scope, relative);
57 /**
58 * Makes class IDs unique to each GRF file.
59 * Houses can be assigned class IDs which are only comparable within the GRF
60 * file they were defined in. This mapping ensures that if two houses have the
61 * same class as defined by the GRF file, the classes are different within the
62 * game. An array of HouseClassMapping structs is created, and the array index
63 * of the struct that matches both the GRF ID and the class ID is the class ID
64 * used in the game.
66 * Although similar to the HouseIDMapping struct above, this serves a different
67 * purpose. Since the class ID is not saved anywhere, this mapping does not
68 * need to be persistent; it just needs to keep class ids unique.
70 struct HouseClassMapping {
71 uint32 grfid; ///< The GRF ID of the file this class belongs to
72 uint8 class_id; ///< The class id within the grf file
75 HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid);
77 void InitializeBuildingCounts();
78 void IncreaseBuildingCount(Town *t, HouseID house_id);
79 void DecreaseBuildingCount(Town *t, HouseID house_id);
81 void DrawNewHouseTile(TileInfo *ti, HouseID house_id);
82 void AnimateNewHouseTile(TileIndex tile);
83 void AnimateNewHouseConstruction(TileIndex tile);
85 uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile,
86 bool not_yet_constructed = false, uint8 initial_random_bits = 0, uint32 watched_cargo_triggers = 0);
87 void WatchedCargoCallback(TileIndex tile, uint32 trigger_cargoes);
89 bool CanDeleteHouse(TileIndex tile);
91 bool NewHouseTileLoop(TileIndex tile);
93 enum HouseTrigger {
94 /* The tile of the house has been triggered during the tileloop. */
95 HOUSE_TRIGGER_TILE_LOOP = 0x01,
97 * The top tile of a (multitile) building has been triggered during and all
98 * the tileloop other tiles of the same building get the same random value.
100 HOUSE_TRIGGER_TILE_LOOP_TOP = 0x02,
102 void TriggerHouse(TileIndex t, HouseTrigger trigger);
104 #endif /* NEWGRF_HOUSE_H */