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author | maedhros <maedhros@openttd.org> | 2007-03-19 11:27:30 +0000 |
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committer | maedhros <maedhros@openttd.org> | 2007-03-19 11:27:30 +0000 |
commit | 73ff939ddbb4772178de68f821d9c32ded846a06 (patch) | |
tree | 8ccaccab74c6399452d6ff3f09d5c94335516a62 /src/newgrf_house.h | |
parent | ae48a7447be849bdad48ca5996a246d29165f39e (diff) | |
download | openttd-73ff939ddbb4772178de68f821d9c32ded846a06.tar.xz |
(svn r9315) -Merge: The newhouses branch. With this merge comes almost complete support for
the newhouses grf specs, so all newhouses grfs will be playable in the game.
Many thanks to everyone who contributed code and ideas, and all the testers
who found things we missed.
Diffstat (limited to 'src/newgrf_house.h')
-rw-r--r-- | src/newgrf_house.h | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/src/newgrf_house.h b/src/newgrf_house.h new file mode 100644 index 000000000..513b46094 --- /dev/null +++ b/src/newgrf_house.h @@ -0,0 +1,71 @@ +/* $Id$ */ + +/** @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 */ |