/* $Id$ */ /* * 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 . */ /** @file unmovable.h Functions related to unmovable objects. */ #ifndef UNMOVABLE_H #define UNMOVABLE_H #include "economy_func.h" #include "strings_type.h" #include "unmovable_type.h" /** * Update the CompanyHQ to the state associated with the given score * @param tile The (northern) tile of the company HQ, or INVALID_TILE. * @param score The current (performance) score of the company. */ void UpdateCompanyHQ(TileIndex tile, uint score); /** * Actually build the unmovable object. * @param type The type of object to build. * @param tile The tile to build the northern tile of the object on. * @param owner The owner of the object. * @param index A (generic) index to be stored on the tile, e.g. TownID for statues. * @pre All preconditions for building the object at that location * are met, e.g. slope and clearness of tiles are checked. */ void BuildUnmovable(UnmovableType type, TileIndex tile, CompanyID owner = OWNER_NONE, uint index = 0); /** Various object behaviours. */ enum ObjectFlags { OBJECT_FLAG_NONE = 0, ///< Just nothing. OBJECT_FLAG_ONLY_IN_SCENEDIT = 1 << 0, ///< Object can only be constructed in the scenario editor. OBJECT_FLAG_CANNOT_REMOVE = 1 << 1, ///< Object can not be removed. OBJECT_FLAG_AUTOREMOVE = 1 << 2, ///< Object get automatically removed (like "owned land"). OBJECT_FLAG_BUILT_ON_WATER = 1 << 3, ///< Object can be built on water (not required). OBJECT_FLAG_CLEAR_INCOME = 1 << 4, ///< When object is cleared a positive income is generated instead of a cost. OBJECT_FLAG_HAS_NO_FOUNDATION = 1 << 5, ///< Do not display foundations when on a slope. OBJECT_FLAG_ANIMATION = 1 << 6, ///< Object has animated tiles. OBJECT_FLAG_ONLY_IN_GAME = 1 << 7, ///< Object can only be built in game. OBJECT_FLAG_2CC_COLOUR = 1 << 8, ///< Object wants 2CC colour mapping. OBJECT_FLAG_NOT_ON_LAND = 1 << 9, ///< Object can not be on land, implicitly sets #OBJECT_FLAG_BUILT_ON_WATER. OBJECT_FLAG_DRAW_WATER = 1 << 10, ///< Object wants to be drawn on water. OBJECT_FLAG_ALLOW_UNDER_BRIDGE = 1 << 11, ///< Object can built under a bridge. OBJECT_FLAG_REQUIRE_FLAT = 1 << 12, ///< Object can only be build of flat land, i.e. not on foundations! }; DECLARE_ENUM_AS_BIT_SET(ObjectFlags) /** An (unmovable) object that isn't use for transport, industries or houses. */ struct UnmovableSpec { StringID name; ///< The name for this object. uint8 size; ///< The size of this objects; low nibble for X, high nibble for Y. uint8 build_cost_multiplier; ///< Build cost multiplier per tile. uint8 clear_cost_multiplier; ///< Clear cost multiplier per tile. ObjectFlags flags; ///< Flags/settings related to the object. /** * Get the cost for building a structure of this type. * @return The cost for building. */ Money GetBuildCost() const { return (_price[PR_BUILD_UNMOVABLE] * this->build_cost_multiplier); } /** * Get the cost for clearing a structure of this type. * @return The cost for clearing. */ Money GetClearCost() const { return (_price[PR_CLEAR_UNMOVABLE] * this->clear_cost_multiplier); } /** * Get the specification associated with a specific UnmovableType. * @param index The unmovable type to fetch. * @return The specification. */ static const UnmovableSpec *Get(UnmovableType index); /** * Get the specification associated with a tile. * @param tile The tile to fetch the data for. * @return The specification. */ static const UnmovableSpec *GetByTile(TileIndex tile); }; #endif /* UNMOVABLE_H */