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/* $Id$ */
/** @file newgrf_house.h */
#ifndef NEWGRF_HOUSE_H
#define NEWGRF_HOUSE_H
#include "town_type.h"
#include "newgrf_callbacks.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
};
void CheckHouseIDs();
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(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 */
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