4 * This file is part of OpenTTD.
5 * 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.
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7 * 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/>.
10 /** @file newgrf_house.h Functions related to NewGRF houses. */
12 #ifndef NEWGRF_HOUSE_H
13 #define NEWGRF_HOUSE_H
15 #include "newgrf_callbacks.h"
17 #include "house_type.h"
18 #include "newgrf_spritegroup.h"
19 #include "newgrf_town.h"
22 /** Scope resolver for houses. */
23 struct HouseScopeResolver
: public ScopeResolver
{
24 const GRFFile
*const grffile
; ///< GRFFile the resolved SpriteGroup belongs to.
26 HouseID house_id
; ///< Type of house being queried.
27 TileIndex tile
; ///< Tile of this house.
28 Town
*town
; ///< Town of this house.
29 bool not_yet_constructed
; ///< True for construction check.
30 uint16 initial_random_bits
; ///< Random bits during construction checks.
31 uint32 watched_cargo_triggers
; ///< Cargo types that triggered the watched cargo callback.
33 HouseScopeResolver (const GRFFile
*grffile
, HouseID house_id
, TileIndex tile
, Town
*town
,
34 bool not_yet_constructed
, uint8 initial_random_bits
, uint32 watched_cargo_triggers
);
36 /* virtual */ uint32
GetRandomBits() const;
37 /* virtual */ uint32
GetVariable(byte variable
, uint32 parameter
, bool *available
) const;
38 /* virtual */ uint32
GetTriggers() const;
39 /* virtual */ void SetTriggers(int triggers
) const;
43 * Fake scope resolver for nonexistent houses.
45 * The purpose of this class is to provide a house resolver for a given house
46 * type but not an actual house instantiation. We need this when e.g. drawing
47 * houses in the GUI to keep backward compatibility with GRFs that were
48 * created before this functionality. When querying house sprites, certain
49 * GRFs may read various house variables e.g. the town zone where the
50 * building is located or the XY coordinates. Since the building doesn't
51 * exist we have no real values that we can return. Instead of failing, this
52 * resolver will return fake values.
54 struct FakeHouseScopeResolver
: public ScopeResolver
{
55 const HouseSpec
*hs
; ///< HouseSpec of house being queried.
57 FakeHouseScopeResolver (const HouseSpec
*hs
)
58 : ScopeResolver(), hs(hs
)
61 /* virtual */ uint32
GetVariable(byte variable
, uint32 parameter
, bool *available
) const;
64 /** Resolver object to be used for houses (feature 07 spritegroups). */
65 struct HouseResolverObject
: public ResolverObject
{
66 HouseScopeResolver house_scope
;
67 TownScopeResolver town_scope
;
69 const SpriteGroup
*root_spritegroup
; ///< Root SpriteGroup to use for resolving
71 HouseResolverObject(HouseID house_id
, TileIndex tile
, Town
*town
,
72 CallbackID callback
= CBID_NO_CALLBACK
, uint32 param1
= 0, uint32 param2
= 0,
73 bool not_yet_constructed
= false, uint8 initial_random_bits
= 0, uint32 watched_cargo_triggers
= 0);
75 /* virtual */ ScopeResolver
*GetScope(VarSpriteGroupScope scope
= VSG_SCOPE_SELF
, byte relative
= 0)
78 case VSG_SCOPE_SELF
: return &this->house_scope
;
79 case VSG_SCOPE_PARENT
: return &this->town_scope
;
80 default: return ResolverObject::GetScope(scope
, relative
);
85 * Resolve SpriteGroup.
86 * @return Result spritegroup.
88 const SpriteGroup
*Resolve()
90 return SpriteGroup::Resolve (this->root_spritegroup
, *this);
94 /** Fake resolver object to be used for houses (feature 07 spritegroups). */
95 struct FakeHouseResolverObject
: public ResolverObject
{
96 FakeHouseScopeResolver house_scope
;
97 FakeTownScopeResolver town_scope
;
99 FakeHouseResolverObject (const HouseSpec
*hs
,
100 CallbackID callback
= CBID_NO_CALLBACK
, uint32 param1
= 0, uint32 param2
= 0);
102 ScopeResolver
*GetScope (VarSpriteGroupScope scope
= VSG_SCOPE_SELF
, byte relative
= 0) OVERRIDE
105 case VSG_SCOPE_SELF
: return &this->house_scope
;
106 case VSG_SCOPE_PARENT
: return &this->town_scope
;
107 default: return ResolverObject::GetScope (scope
, relative
);
113 * Makes class IDs unique to each GRF file.
114 * Houses can be assigned class IDs which are only comparable within the GRF
115 * file they were defined in. This mapping ensures that if two houses have the
116 * same class as defined by the GRF file, the classes are different within the
117 * game. An array of HouseClassMapping structs is created, and the array index
118 * of the struct that matches both the GRF ID and the class ID is the class ID
121 * Although similar to the HouseIDMapping struct above, this serves a different
122 * purpose. Since the class ID is not saved anywhere, this mapping does not
123 * need to be persistent; it just needs to keep class ids unique.
125 struct HouseClassMapping
{
126 uint32 grfid
; ///< The GRF ID of the file this class belongs to
127 uint8 class_id
; ///< The class id within the grf file
130 HouseClassID
AllocateHouseClassID(byte grf_class_id
, uint32 grfid
);
132 void InitializeBuildingCounts();
133 void IncreaseBuildingCount(Town
*t
, HouseID house_id
);
134 void DecreaseBuildingCount(Town
*t
, HouseID house_id
);
136 void DrawNewHouseTile(TileInfo
*ti
, HouseID house_id
);
137 void DrawNewHouseTileInGUI (BlitArea
*dpi
, int x
, int y
, HouseID house_id
, bool ground
);
138 void AnimateNewHouseTile(TileIndex tile
);
139 void AnimateNewHouseConstruction(TileIndex tile
);
141 uint16
GetHouseCallback(CallbackID callback
, uint32 param1
, uint32 param2
, HouseID house_id
, Town
*town
, TileIndex tile
,
142 bool not_yet_constructed
= false, uint8 initial_random_bits
= 0, uint32 watched_cargo_triggers
= 0);
143 uint16
GetHouseCallback(CallbackID callback
, uint32 param1
, uint32 param2
, HouseID house_id
);
145 void WatchedCargoCallback(TileIndex tile
, uint32 trigger_cargoes
);
147 bool CanDeleteHouse(TileIndex tile
);
149 bool NewHouseTileLoop(TileIndex tile
);
152 /* The tile of the house has been triggered during the tileloop. */
153 HOUSE_TRIGGER_TILE_LOOP
= 0x01,
155 * The top tile of a (multitile) building has been triggered during and all
156 * the tileloop other tiles of the same building get the same random value.
158 HOUSE_TRIGGER_TILE_LOOP_TOP
= 0x02,
160 void TriggerHouse(TileIndex t
, HouseTrigger trigger
);
162 #endif /* NEWGRF_HOUSE_H */