Import Picking and placing single houses in scenario editor patch
Minor whitespace fixes http://www.tt-forums.net/viewtopic.php?f=33&t=68894&view=unread#p1099696
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Jonathan G Rennison
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@@ -31,6 +31,24 @@ struct TownScopeResolver : public ScopeResolver {
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virtual void StorePSA(uint reg, int32 value);
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};
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/**
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* Fake scope resolver for nonexistent towns.
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*
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* The purpose of this class is to provide a house resolver for a given house type
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* but not an actual house instatntion. We need this when e.g. drawing houses in
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* GUI to keep backward compatibility with GRFs that were created before this
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* functionality. When querying house sprites, certain GRF may read various town
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* variables e.g. the population. Since the building doesn't exists and is not
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* bounded to any town we have no real values that we can return. Instead of
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* failing, this resolver will return fake values.
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*/
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struct FakeTownScopeResolver : public ScopeResolver {
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FakeTownScopeResolver(ResolverObject &ro) : ScopeResolver(ro)
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{ }
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virtual uint32 GetVariable(byte variable, uint32 parameter, bool *available) const;
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};
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/** Resolver of town properties. */
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struct TownResolverObject : public ResolverObject {
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TownScopeResolver town_scope; ///< Scope resolver specific for towns.
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