/* $Id$ */ /* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file newgrf_object.h Functions related to NewGRF objects. */ #ifndef NEWGRF_OBJECT_H #define NEWGRF_OBJECT_H #include "newgrf_callbacks.h" #include "newgrf_spritegroup.h" #include "newgrf_town.h" #include "economy_func.h" #include "date_type.h" #include "object_type.h" #include "newgrf_animation_type.h" #include "newgrf_class.h" #include "newgrf_commons.h" /** Various object behaviours. */ enum ObjectFlags { OBJECT_FLAG_NONE = 0, ///< Just nothing. OBJECT_FLAG_ONLY_IN_SCENEDIT = 1 << 0, ///< Object can only be constructed in the scenario editor. OBJECT_FLAG_CANNOT_REMOVE = 1 << 1, ///< Object can not be removed. OBJECT_FLAG_AUTOREMOVE = 1 << 2, ///< Object get automatically removed (like "owned land"). OBJECT_FLAG_BUILT_ON_WATER = 1 << 3, ///< Object can be built on water (not required). OBJECT_FLAG_CLEAR_INCOME = 1 << 4, ///< When object is cleared a positive income is generated instead of a cost. OBJECT_FLAG_HAS_NO_FOUNDATION = 1 << 5, ///< Do not display foundations when on a slope. OBJECT_FLAG_ANIMATION = 1 << 6, ///< Object has animated tiles. OBJECT_FLAG_ONLY_IN_GAME = 1 << 7, ///< Object can only be built in game. OBJECT_FLAG_2CC_COLOUR = 1 << 8, ///< Object wants 2CC colour mapping. OBJECT_FLAG_NOT_ON_LAND = 1 << 9, ///< Object can not be on land, implicitly sets #OBJECT_FLAG_BUILT_ON_WATER. OBJECT_FLAG_DRAW_WATER = 1 << 10, ///< Object wants to be drawn on water. OBJECT_FLAG_ALLOW_UNDER_BRIDGE = 1 << 11, ///< Object can built under a bridge. OBJECT_FLAG_ANIM_RANDOM_BITS = 1 << 12, ///< Object wants random bits in "next animation frame" callback }; DECLARE_ENUM_AS_BIT_SET(ObjectFlags) void ResetObjects(); /** Class IDs for objects. */ enum ObjectClassID { OBJECT_CLASS_BEGIN = 0, ///< The lowest valid value OBJECT_CLASS_MAX = 0xFF, ///< Maximum number of classes. INVALID_OBJECT_CLASS = 0xFF, ///< Class for the less fortunate. }; /** Allow incrementing of ObjectClassID variables */ DECLARE_POSTFIX_INCREMENT(ObjectClassID) /** An object that isn't use for transport, industries or houses. * @note If you change this struct, adopt the initialization of * default objects in table/object_land.h */ struct ObjectSpec { /* 2 because of the "normal" and "buy" sprite stacks. */ GRFFilePropsBase<2> grf_prop; ///< Properties related the the grf file ObjectClassID cls_id; ///< The class to which this spec belongs. StringID name; ///< The name for this object. uint8 climate; ///< In which climates is this object available? uint8 size; ///< The size of this objects; low nibble for X, high nibble for Y. uint8 build_cost_multiplier; ///< Build cost multiplier per tile. uint8 clear_cost_multiplier; ///< Clear cost multiplier per tile. Date introduction_date; ///< From when can this object be built. Date end_of_life_date; ///< When can't this object be built anymore. ObjectFlags flags; ///< Flags/settings related to the object. AnimationInfo animation; ///< Information about the animation. uint16 callback_mask; ///< Bitmask of requested/allowed callbacks. uint8 height; ///< The height of this structure, in heightlevels; max MAX_TILE_HEIGHT. uint8 views; ///< The number of views. uint8 generate_amount; ///< Number of objects which are attempted to be generated per 256^2 map during world generation. bool enabled; ///< Is this spec enabled? /** * Get the cost for building a structure of this type. * @return The cost for building. */ Money GetBuildCost() const { return GetPrice(PR_BUILD_OBJECT, this->build_cost_multiplier, this->grf_prop.grffile, 0); } /** * Get the cost for clearing a structure of this type. * @return The cost for clearing. */ Money GetClearCost() const { return GetPrice(PR_CLEAR_OBJECT, this->clear_cost_multiplier, this->grf_prop.grffile, 0); } bool IsEverAvailable() const; bool IsAvailable() const; uint Index() const; static const ObjectSpec *Get(ObjectType index); static const ObjectSpec *GetByTile(TileIndex tile); }; /** Object scope resolver. */ struct ObjectScopeResolver : public ScopeResolver { struct Object *obj; ///< The object the callback is ran for. TileIndex tile; ///< The tile related to the object. uint8 view; ///< The view of the object. ObjectScopeResolver(ResolverObject *ro, Object *obj, TileIndex tile, uint8 view = 0); /* virtual */ uint32 GetRandomBits() const; /* virtual */ uint32 GetVariable(byte variable, uint32 parameter, bool *available) const; }; /** A resolver object to be used with feature 0F spritegroups. */ struct ObjectResolverObject : public ResolverObject { ObjectScopeResolver object_scope; ///< The object scope resolver. TownScopeResolver *town_scope; ///< The town scope resolver (created on the first call). ObjectResolverObject(const ObjectSpec *spec, Object *o, TileIndex tile, uint8 view = 0, CallbackID callback = CBID_NO_CALLBACK, uint32 param1 = 0, uint32 param2 = 0); ~ObjectResolverObject(); /* virtual */ ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0) { switch (scope) { case VSG_SCOPE_SELF: return &this->object_scope; case VSG_SCOPE_PARENT: { TownScopeResolver *tsr = this->GetTown(); if (tsr != NULL) return tsr; /* FALL-THROUGH */ } default: return ResolverObject::GetScope(scope, relative); } } private: TownScopeResolver *GetTown(); }; /** Struct containing information relating to station classes. */ typedef NewGRFClass ObjectClass; /** Mapping of purchase for objects. */ static const CargoID CT_PURCHASE_OBJECT = 1; uint16 GetObjectCallback(CallbackID callback, uint32 param1, uint32 param2, const ObjectSpec *spec, Object *o, TileIndex tile, uint8 view = 0); void DrawNewObjectTile(TileInfo *ti, const ObjectSpec *spec); void DrawNewObjectTileInGUI(int x, int y, const ObjectSpec *spec, uint8 view); void AnimateNewObjectTile(TileIndex tile); void TriggerObjectTileAnimation(Object *o, TileIndex tile, ObjectAnimationTrigger trigger, const ObjectSpec *spec); void TriggerObjectAnimation(Object *o, ObjectAnimationTrigger trigger, const ObjectSpec *spec); #endif /* NEWGRF_OBJECT_H */