mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-09 19:10:38 +00:00
144 lines
6.1 KiB
C
144 lines
6.1 KiB
C
/* $Id$ */
|
|
|
|
/*
|
|
* This file is part of OpenTTD.
|
|
* 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.
|
|
* 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.
|
|
* 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/>.
|
|
*/
|
|
|
|
/** @file newgrf_house.h Functions related to NewGRF houses. */
|
|
|
|
#ifndef NEWGRF_HOUSE_H
|
|
#define NEWGRF_HOUSE_H
|
|
|
|
#include "newgrf_callbacks.h"
|
|
#include "tile_cmd.h"
|
|
#include "house_type.h"
|
|
#include "newgrf_spritegroup.h"
|
|
#include "newgrf_town.h"
|
|
|
|
/** Scope resolver for houses. */
|
|
struct HouseScopeResolver : public ScopeResolver {
|
|
HouseID house_id; ///< Type of house being queried.
|
|
TileIndex tile; ///< Tile of this house.
|
|
Town *town; ///< Town of this house.
|
|
bool not_yet_constructed; ///< True for construction check.
|
|
uint16 initial_random_bits; ///< Random bits during construction checks.
|
|
CargoTypes watched_cargo_triggers; ///< Cargo types that triggered the watched cargo callback.
|
|
|
|
/**
|
|
* Constructor of a house scope resolver.
|
|
* @param ro Surrounding resolver.
|
|
* @param house_id House type being queried.
|
|
* @param tile %Tile containing the house.
|
|
* @param town %Town containing the house.
|
|
* @param not_yet_constructed House is still under construction.
|
|
* @param initial_random_bits Random bits during construction checks.
|
|
* @param watched_cargo_triggers Cargo types that triggered the watched cargo callback.
|
|
*/
|
|
HouseScopeResolver(ResolverObject &ro, HouseID house_id, TileIndex tile, Town *town,
|
|
bool not_yet_constructed, uint8 initial_random_bits, CargoTypes watched_cargo_triggers)
|
|
: ScopeResolver(ro), house_id(house_id), tile(tile), town(town), not_yet_constructed(not_yet_constructed),
|
|
initial_random_bits(initial_random_bits), watched_cargo_triggers(watched_cargo_triggers)
|
|
{
|
|
}
|
|
|
|
uint32 GetRandomBits() const override;
|
|
uint32 GetVariable(byte variable, uint32 parameter, bool *available) const override;
|
|
uint32 GetTriggers() const override;
|
|
};
|
|
|
|
/**
|
|
* Fake scope resolver for nonexistent houses.
|
|
*
|
|
* The purpose of this class is to provide a house resolver for a given house type
|
|
* but not an actual house instatntion. We need this when e.g. drawing houses in
|
|
* GUI to keep backward compatibility with GRFs that were created before this
|
|
* functionality. When querying house sprites, certain GRF may read various house
|
|
* variables e.g. the town zone where the building is located or the XY coordinates.
|
|
* Since the building doesn't exists we have no real values that we can return.
|
|
* Instead of failing, this resolver will return fake values.
|
|
*/
|
|
struct FakeHouseScopeResolver : public ScopeResolver {
|
|
HouseID house_id; ///< Type of house being queried.
|
|
|
|
FakeHouseScopeResolver(ResolverObject &ro, HouseID house_id)
|
|
: ScopeResolver(ro), house_id(house_id)
|
|
{ }
|
|
|
|
/* virtual */ uint32 GetVariable(byte variable, uint32 parameter, bool *available) const;
|
|
};
|
|
|
|
/** Resolver object to be used for houses (feature 07 spritegroups). */
|
|
struct HouseResolverObject : public ResolverObject {
|
|
ScopeResolver *house_scope;
|
|
ScopeResolver *town_scope;
|
|
|
|
HouseResolverObject(HouseID house_id, TileIndex tile = INVALID_TILE, Town *town = nullptr,
|
|
CallbackID callback = CBID_NO_CALLBACK, uint32 param1 = 0, uint32 param2 = 0,
|
|
bool not_yet_constructed = false, uint8 initial_random_bits = 0, CargoTypes watched_cargo_triggers = 0);
|
|
|
|
~HouseResolverObject();
|
|
|
|
ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0) override
|
|
{
|
|
switch (scope) {
|
|
case VSG_SCOPE_SELF: return this->house_scope;
|
|
case VSG_SCOPE_PARENT: return this->town_scope;
|
|
default: return ResolverObject::GetScope(scope, relative);
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* 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
|
|
};
|
|
|
|
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 DrawNewHouseTileInGUI(int x, int y, HouseID house_id, bool ground);
|
|
void AnimateNewHouseTile(TileIndex tile);
|
|
void AnimateNewHouseConstruction(TileIndex tile);
|
|
|
|
uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town = nullptr, TileIndex tile = INVALID_TILE,
|
|
bool not_yet_constructed = false, uint8 initial_random_bits = 0, CargoTypes watched_cargo_triggers = 0);
|
|
void WatchedCargoCallback(TileIndex tile, CargoTypes trigger_cargoes);
|
|
|
|
bool HouseAllowsConstruction(HouseID house_id, TileIndex tile, Town *t, byte random_bits);
|
|
bool CanDeleteHouse(TileIndex tile);
|
|
|
|
bool NewHouseTileLoop(TileIndex tile);
|
|
|
|
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);
|
|
|
|
#endif /* NEWGRF_HOUSE_H */
|