Mercurial > hg > openttd
view src/newgrf_house.h @ 6773:746c984c2dfe draft
(svn r10009) -Codechange: Add and use Vehicle::IsPrimaryVehicle to replace individual checks depending on the vehicle type.
author | maedhros <maedhros@openttd.org> |
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date | Fri, 01 Jun 2007 12:03:10 +0000 |
parents | 1e9b34ce8000 |
children | 472d71bbd46e |
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/* $Id$ */ /** @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 }; 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 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, uint32 param2, HouseID house_id, Town *town, TileIndex tile); bool CanDeleteHouse(TileIndex tile); bool NewHouseTileLoop(TileIndex tile); #endif /* NEWGRF_HOUSE_H */