/* * 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 . */ /** @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_t 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_t 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_t GetRandomBits() const override; uint32_t GetVariable(uint8_t variable, [[maybe_unused]] uint32_t parameter, bool *available) const override; uint32_t GetTriggers() const override; }; /** Resolver object to be used for houses (feature 07 spritegroups). */ struct HouseResolverObject : public ResolverObject { HouseScopeResolver house_scope; TownScopeResolver town_scope; HouseResolverObject(HouseID house_id, TileIndex tile, Town *town, CallbackID callback = CBID_NO_CALLBACK, uint32_t param1 = 0, uint32_t param2 = 0, bool not_yet_constructed = false, uint8_t initial_random_bits = 0, CargoTypes watched_cargo_triggers = 0); ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, uint8_t 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); } } GrfSpecFeature GetFeature() const override; uint32_t GetDebugID() const override; }; /** * 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_t grfid; ///< The GRF ID of the file this class belongs to uint8_t class_id; ///< The class id within the grf file }; void ResetHouseClassIDs(); HouseClassID AllocateHouseClassID(uint8_t grf_class_id, uint32_t grfid); void InitializeBuildingCounts(); void InitializeBuildingCounts(Town *t); 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 AnimateNewHouseConstruction(TileIndex tile); uint16_t GetHouseCallback(CallbackID callback, uint32_t param1, uint32_t param2, HouseID house_id, Town *town, TileIndex tile, bool not_yet_constructed = false, uint8_t initial_random_bits = 0, CargoTypes watched_cargo_triggers = 0); void WatchedCargoCallback(TileIndex tile, CargoTypes trigger_cargoes); 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 */