1 /* 2 * This file is part of OpenTTD. 3 * 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. 4 * 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. 5 * 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/>. 6 */ 7 8 /** @file newgrf_house.h Functions related to NewGRF houses. */ 9 10 #ifndef NEWGRF_HOUSE_H 11 #define NEWGRF_HOUSE_H 12 13 #include "newgrf_callbacks.h" 14 #include "tile_cmd.h" 15 #include "house_type.h" 16 #include "newgrf_spritegroup.h" 17 #include "newgrf_town.h" 18 19 /** Scope resolver for houses. */ 20 struct HouseScopeResolver : public ScopeResolver { 21 HouseID house_id; ///< Type of house being queried. 22 TileIndex tile; ///< Tile of this house. 23 Town *town; ///< Town of this house. 24 bool not_yet_constructed; ///< True for construction check. 25 uint16 initial_random_bits; ///< Random bits during construction checks. 26 CargoTypes watched_cargo_triggers; ///< Cargo types that triggered the watched cargo callback. 27 28 /** 29 * Constructor of a house scope resolver. 30 * @param ro Surrounding resolver. 31 * @param house_id House type being queried. 32 * @param tile %Tile containing the house. 33 * @param town %Town containing the house. 34 * @param not_yet_constructed House is still under construction. 35 * @param initial_random_bits Random bits during construction checks. 36 * @param watched_cargo_triggers Cargo types that triggered the watched cargo callback. 37 */ HouseScopeResolverHouseScopeResolver38 HouseScopeResolver(ResolverObject &ro, HouseID house_id, TileIndex tile, Town *town, 39 bool not_yet_constructed, uint8 initial_random_bits, CargoTypes watched_cargo_triggers) 40 : ScopeResolver(ro), house_id(house_id), tile(tile), town(town), not_yet_constructed(not_yet_constructed), 41 initial_random_bits(initial_random_bits), watched_cargo_triggers(watched_cargo_triggers) 42 { 43 } 44 45 uint32 GetRandomBits() const override; 46 uint32 GetVariable(byte variable, uint32 parameter, bool *available) const override; 47 uint32 GetTriggers() const override; 48 }; 49 50 /** Resolver object to be used for houses (feature 07 spritegroups). */ 51 struct HouseResolverObject : public ResolverObject { 52 HouseScopeResolver house_scope; 53 TownScopeResolver town_scope; 54 55 HouseResolverObject(HouseID house_id, TileIndex tile, Town *town, 56 CallbackID callback = CBID_NO_CALLBACK, uint32 param1 = 0, uint32 param2 = 0, 57 bool not_yet_constructed = false, uint8 initial_random_bits = 0, CargoTypes watched_cargo_triggers = 0); 58 59 ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0) override 60 { 61 switch (scope) { 62 case VSG_SCOPE_SELF: return &this->house_scope; 63 case VSG_SCOPE_PARENT: return &this->town_scope; 64 default: return ResolverObject::GetScope(scope, relative); 65 } 66 } 67 68 GrfSpecFeature GetFeature() const override; 69 uint32 GetDebugID() const override; 70 }; 71 72 /** 73 * Makes class IDs unique to each GRF file. 74 * Houses can be assigned class IDs which are only comparable within the GRF 75 * file they were defined in. This mapping ensures that if two houses have the 76 * same class as defined by the GRF file, the classes are different within the 77 * game. An array of HouseClassMapping structs is created, and the array index 78 * of the struct that matches both the GRF ID and the class ID is the class ID 79 * used in the game. 80 * 81 * Although similar to the HouseIDMapping struct above, this serves a different 82 * purpose. Since the class ID is not saved anywhere, this mapping does not 83 * need to be persistent; it just needs to keep class ids unique. 84 */ 85 struct HouseClassMapping { 86 uint32 grfid; ///< The GRF ID of the file this class belongs to 87 uint8 class_id; ///< The class id within the grf file 88 }; 89 90 HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid); 91 92 void InitializeBuildingCounts(); 93 void IncreaseBuildingCount(Town *t, HouseID house_id); 94 void DecreaseBuildingCount(Town *t, HouseID house_id); 95 96 void DrawNewHouseTile(TileInfo *ti, HouseID house_id); 97 void AnimateNewHouseTile(TileIndex tile); 98 void AnimateNewHouseConstruction(TileIndex tile); 99 100 uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, 101 bool not_yet_constructed = false, uint8 initial_random_bits = 0, CargoTypes watched_cargo_triggers = 0); 102 void WatchedCargoCallback(TileIndex tile, CargoTypes trigger_cargoes); 103 104 bool CanDeleteHouse(TileIndex tile); 105 106 bool NewHouseTileLoop(TileIndex tile); 107 108 enum HouseTrigger { 109 /* The tile of the house has been triggered during the tileloop. */ 110 HOUSE_TRIGGER_TILE_LOOP = 0x01, 111 /* 112 * The top tile of a (multitile) building has been triggered during and all 113 * the tileloop other tiles of the same building get the same random value. 114 */ 115 HOUSE_TRIGGER_TILE_LOOP_TOP = 0x02, 116 }; 117 void TriggerHouse(TileIndex t, HouseTrigger trigger); 118 119 #endif /* NEWGRF_HOUSE_H */ 120