2007-03-19 11:27:30 +00:00
|
|
|
/* $Id$ */
|
|
|
|
|
|
|
|
/** @file newgrf_house.h */
|
|
|
|
|
|
|
|
#ifndef NEWGRF_HOUSE_H
|
|
|
|
#define NEWGRF_HOUSE_H
|
|
|
|
|
2008-01-07 14:02:26 +00:00
|
|
|
#include "town_type.h"
|
2007-07-25 19:06:29 +00:00
|
|
|
#include "newgrf_callbacks.h"
|
2007-03-19 11:27:30 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Makes class IDs unique to each GRF file.
|
|
|
|
* Houses can be assigned class IDs which are only comparable within the GRF
|
|
|
|
* file they were defined in. This mapping ensures that if two houses have the
|
|
|
|
* same class as defined by the GRF file, the classes are different within the
|
|
|
|
* game. An array of HouseClassMapping structs is created, and the array index
|
|
|
|
* of the struct that matches both the GRF ID and the class ID is the class ID
|
|
|
|
* used in the game.
|
|
|
|
*
|
|
|
|
* Although similar to the HouseIDMapping struct above, this serves a different
|
|
|
|
* purpose. Since the class ID is not saved anywhere, this mapping does not
|
|
|
|
* need to be persistent; it just needs to keep class ids unique.
|
|
|
|
*/
|
|
|
|
struct HouseClassMapping {
|
|
|
|
uint32 grfid; ////< The GRF ID of the file this class belongs to
|
|
|
|
uint8 class_id; ////< The class id within the grf file
|
|
|
|
};
|
|
|
|
|
|
|
|
void CheckHouseIDs();
|
|
|
|
|
|
|
|
HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid);
|
|
|
|
|
|
|
|
void InitializeBuildingCounts();
|
|
|
|
void IncreaseBuildingCount(Town *t, HouseID house_id);
|
|
|
|
void DecreaseBuildingCount(Town *t, HouseID house_id);
|
|
|
|
|
|
|
|
void DrawNewHouseTile(TileInfo *ti, HouseID house_id);
|
|
|
|
void AnimateNewHouseTile(TileIndex tile);
|
|
|
|
void ChangeHouseAnimationFrame(TileIndex tile, uint16 callback_result);
|
|
|
|
|
2007-07-25 19:06:29 +00:00
|
|
|
uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile);
|
2007-03-19 11:27:30 +00:00
|
|
|
|
|
|
|
bool CanDeleteHouse(TileIndex tile);
|
|
|
|
|
|
|
|
bool NewHouseTileLoop(TileIndex tile);
|
|
|
|
|
2007-11-11 17:58:05 +00:00
|
|
|
enum HouseTrigger {
|
|
|
|
/* The tile of the house has been triggered during the tileloop. */
|
|
|
|
HOUSE_TRIGGER_TILE_LOOP = 0x01,
|
|
|
|
/*
|
|
|
|
* The top tile of a (multitile) building has been triggered during and all
|
|
|
|
* the tileloop other tiles of the same building get the same random value.
|
|
|
|
*/
|
|
|
|
HOUSE_TRIGGER_TILE_LOOP_TOP = 0x02,
|
|
|
|
};
|
|
|
|
void TriggerHouse(TileIndex t, HouseTrigger trigger);
|
|
|
|
|
2007-03-19 11:27:30 +00:00
|
|
|
#endif /* NEWGRF_HOUSE_H */
|