Add non-animated SSSE3 blitter
[openttd/fttd.git] / src / newgrf_house.h
blob37c1679470c568d60e30e66802d58dd241de6b76
1 /* $Id$ */
3 /*
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.
6 * 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.
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/>.
8 */
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"
16 #include "tile_cmd.h"
17 #include "house_type.h"
18 #include "newgrf_spritegroup.h"
19 #include "newgrf_town.h"
21 /** Scope resolver for houses. */
22 struct HouseScopeResolver : public ScopeResolver {
23 HouseID house_id; ///< Type of house being queried.
24 TileIndex tile; ///< Tile of this house.
25 Town *town; ///< Town of this house.
26 bool not_yet_constructed; ///< True for construction check.
27 uint16 initial_random_bits; ///< Random bits during construction checks.
28 uint32 watched_cargo_triggers; ///< Cargo types that triggered the watched cargo callback.
30 HouseScopeResolver(ResolverObject &ro, HouseID house_id, TileIndex tile, Town *town,
31 bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers);
33 /* virtual */ uint32 GetRandomBits() const;
34 /* virtual */ uint32 GetVariable(byte variable, uint32 parameter, bool *available) const;
35 /* virtual */ uint32 GetTriggers() const;
36 /* virtual */ void SetTriggers(int triggers) const;
39 /** Resolver object to be used for houses (feature 07 spritegroups). */
40 struct HouseResolverObject : public ResolverObject {
41 HouseScopeResolver house_scope;
42 TownScopeResolver town_scope;
44 HouseResolverObject(HouseID house_id, TileIndex tile, Town *town,
45 CallbackID callback = CBID_NO_CALLBACK, uint32 param1 = 0, uint32 param2 = 0,
46 bool not_yet_constructed = false, uint8 initial_random_bits = 0, uint32 watched_cargo_triggers = 0);
48 /* virtual */ ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0)
50 switch (scope) {
51 case VSG_SCOPE_SELF: return &this->house_scope;
52 case VSG_SCOPE_PARENT: return &this->town_scope;
53 default: return ResolverObject::GetScope(scope, relative);
58 /**
59 * Makes class IDs unique to each GRF file.
60 * Houses can be assigned class IDs which are only comparable within the GRF
61 * file they were defined in. This mapping ensures that if two houses have the
62 * same class as defined by the GRF file, the classes are different within the
63 * game. An array of HouseClassMapping structs is created, and the array index
64 * of the struct that matches both the GRF ID and the class ID is the class ID
65 * used in the game.
67 * Although similar to the HouseIDMapping struct above, this serves a different
68 * purpose. Since the class ID is not saved anywhere, this mapping does not
69 * need to be persistent; it just needs to keep class ids unique.
71 struct HouseClassMapping {
72 uint32 grfid; ///< The GRF ID of the file this class belongs to
73 uint8 class_id; ///< The class id within the grf file
76 HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid);
78 void InitializeBuildingCounts();
79 void IncreaseBuildingCount(Town *t, HouseID house_id);
80 void DecreaseBuildingCount(Town *t, HouseID house_id);
82 void DrawNewHouseTile(TileInfo *ti, HouseID house_id);
83 void AnimateNewHouseTile(TileIndex tile);
84 void AnimateNewHouseConstruction(TileIndex tile);
86 uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile,
87 bool not_yet_constructed = false, uint8 initial_random_bits = 0, uint32 watched_cargo_triggers = 0);
88 void WatchedCargoCallback(TileIndex tile, uint32 trigger_cargoes);
90 bool CanDeleteHouse(TileIndex tile);
92 bool NewHouseTileLoop(TileIndex tile);
94 enum HouseTrigger {
95 /* The tile of the house has been triggered during the tileloop. */
96 HOUSE_TRIGGER_TILE_LOOP = 0x01,
98 * The top tile of a (multitile) building has been triggered during and all
99 * the tileloop other tiles of the same building get the same random value.
101 HOUSE_TRIGGER_TILE_LOOP_TOP = 0x02,
103 void TriggerHouse(TileIndex t, HouseTrigger trigger);
105 #endif /* NEWGRF_HOUSE_H */