OpenTTD/src/newgrf_house.h

72 lines
2.5 KiB
C

/* $Id$ */
/** @file newgrf_house.h */
#ifndef NEWGRF_HOUSE_H
#define NEWGRF_HOUSE_H
#include "town.h"
/**
* Maps a house id stored on the map to a GRF file.
* House IDs are stored on the map, so there needs to be a way to tie them to
* GRF files. An array of HouseIDMapping structs is saved with the savegame so
* that house GRFs can be loaded in a different order, or removed safely. The
* index in the array is the house ID stored on the map.
*
* The substitute ID is the ID of an original house that should be used instead
* if the GRF containing the new house is not available.
*/
struct HouseIDMapping {
uint32 grfid; ///< The GRF ID of the file this house belongs to
uint8 house_id; ///< The house ID within the GRF file
uint8 substitute_id; ///< The (original) house ID to use if this GRF is not available
};
/**
* 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
};
extern HouseIDMapping _house_id_mapping[HOUSE_MAX]; ///< Declared in newgrf_house.cpp
void AddHouseOverride(uint8 local_id, uint house_type);
void ResetHouseOverrides();
void SetHouseSpec(const HouseSpec *hs);
void CheckHouseIDs();
void ResetHouseIDMapping();
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 AfterLoadCountBuildings();
void DrawNewHouseTile(TileInfo *ti, HouseID house_id);
void AnimateNewHouseTile(TileIndex tile);
void ChangeHouseAnimationFrame(TileIndex tile, uint16 callback_result);
uint16 GetHouseCallback(uint16 callback, uint32 param1, HouseID house_id, Town *town, TileIndex tile);
bool CanDeleteHouse(TileIndex tile);
bool NewHouseTileLoop(TileIndex tile);
#endif /* NEWGRF_HOUSE_H */