/* $Id$ */ /** @file newgrf_house.h Functions related to NewGRF houses. */ #ifndef NEWGRF_HOUSE_H #define NEWGRF_HOUSE_H #include "town_type.h" #include "newgrf_callbacks.h" #include "tile_cmd.h" /** * 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 }; 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 DrawNewHouseTile(TileInfo *ti, HouseID house_id); void AnimateNewHouseTile(TileIndex tile); void ChangeHouseAnimationFrame(const struct GRFFile *file, TileIndex tile, uint16 callback_result); uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile); bool CanDeleteHouse(TileIndex tile); bool NewHouseTileLoop(TileIndex tile); enum HouseTrigger { /* The tile of the house has been triggered during the tileloop. */ HOUSE_TRIGGER_TILE_LOOP = 0x01, /* * The top tile of a (multitile) building has been triggered during and all * the tileloop other tiles of the same building get the same random value. */ HOUSE_TRIGGER_TILE_LOOP_TOP = 0x02, }; void TriggerHouse(TileIndex t, HouseTrigger trigger); #endif /* NEWGRF_HOUSE_H */