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-rw-r--r--src/newgrf_house.cpp609
1 files changed, 609 insertions, 0 deletions
diff --git a/src/newgrf_house.cpp b/src/newgrf_house.cpp
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+++ b/src/newgrf_house.cpp
@@ -0,0 +1,609 @@
+/* $Id$ */
+
+/** @file newgrf_house.cpp */
+
+#include "stdafx.h"
+#include "openttd.h"
+#include "functions.h"
+#include "variables.h"
+#include "debug.h"
+#include "viewport.h"
+#include "date.h"
+#include "town.h"
+#include "town_map.h"
+#include "sound.h"
+#include "sprite.h"
+#include "strings.h"
+#include "table/strings.h"
+#include "table/sprites.h"
+#include "table/town_land.h"
+#include "newgrf.h"
+#include "newgrf_house.h"
+#include "newgrf_spritegroup.h"
+#include "newgrf_callbacks.h"
+#include "newgrf_town.h"
+#include "newgrf_sound.h"
+
+static BuildingCounts _building_counts;
+static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
+HouseIDMapping _house_id_mapping[HOUSE_MAX];
+
+/* Since the house IDs defined by the GRF file don't necessarily correlate
+ * to those used by the game, the IDs used for overriding old houses must be
+ * translated when the house spec is set. */
+static uint16 _house_overrides[NEW_HOUSE_OFFSET];
+
+void AddHouseOverride(uint8 local_id, uint house_type)
+{
+ assert(house_type < NEW_HOUSE_OFFSET);
+ _house_overrides[house_type] = local_id;
+}
+
+void ResetHouseOverrides()
+{
+ for (int i = 0; i != lengthof(_house_overrides); i++) {
+ _house_overrides[i] = INVALID_HOUSE_ID;
+ }
+}
+
+static HouseID GetHouseID(byte grf_local_id, uint32 grfid)
+{
+ const HouseIDMapping *map;
+
+ for (HouseID house_id = NEW_HOUSE_OFFSET; house_id != lengthof(_house_id_mapping); house_id++) {
+ map = &_house_id_mapping[house_id];
+ if (map->house_id == grf_local_id && map->grfid == grfid) return house_id;
+ }
+ return INVALID_HOUSE_ID;
+}
+
+static HouseID AddHouseID(byte grf_local_id, uint32 grfid, byte substitute_id)
+{
+ HouseID house_id;
+ HouseIDMapping *map;
+
+ /* Look to see if this house has already been added. This is done
+ * separately from the loop below in case a GRF has been deleted, and there
+ * are any gaps in the array. */
+ house_id = GetHouseID(grf_local_id, grfid);
+ if (house_id != INVALID_HOUSE_ID) return house_id;
+
+ /* This house hasn't been defined before, so give it an ID now. */
+ for (house_id = NEW_HOUSE_OFFSET; house_id != lengthof(_house_id_mapping); house_id++) {
+ map = &_house_id_mapping[house_id];
+
+ if (map->house_id == 0 && map->grfid == 0) {
+ map->house_id = grf_local_id;
+ map->grfid = grfid;
+ map->substitute_id = substitute_id;
+ return house_id;
+ }
+ }
+
+ return INVALID_HOUSE_ID;
+}
+
+void SetHouseSpec(const HouseSpec *hs)
+{
+ HouseID house_id = AddHouseID(hs->local_id, hs->grffile->grfid, hs->substitute_id);
+
+ if (house_id == INVALID_HOUSE_ID) {
+ grfmsg(1, "SetHouseSpec: Too many houses allocated. Ignoring.");
+ return;
+ }
+
+ memcpy(&_house_specs[house_id], hs, sizeof(*hs));
+
+ /* Now add the overrides. */
+ for (int i = 0; i != lengthof(_house_overrides); i++) {
+ HouseSpec *overridden_hs = GetHouseSpecs(i);
+
+ if (_house_overrides[i] != hs->local_id) continue;
+
+ overridden_hs->override = house_id;
+ _house_overrides[i] = INVALID_HOUSE_ID;
+ }
+}
+
+void ResetHouseIDMapping()
+{
+ memset(&_house_id_mapping, 0, sizeof(_house_id_mapping));
+}
+
+void CheckHouseIDs()
+{
+ for (TileIndex t = 0; t < MapSize(); t++) {
+ HouseID house_id;
+
+ if (!IsTileType(t, MP_HOUSE)) continue;
+
+ house_id = GetHouseType(t);
+ if (!GetHouseSpecs(house_id)->enabled && house_id >= NEW_HOUSE_OFFSET) {
+ /* The specs for this type of house are not available any more, so
+ * replace it with the substitute original house type. */
+ SetHouseType(t, _house_id_mapping[house_id].substitute_id);
+ }
+ }
+
+ InitializeBuildingCounts();
+ AfterLoadCountBuildings();
+
+}
+
+HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid)
+{
+ /* Start from 1 because 0 means that no class has been assigned. */
+ for (int i = 1; i != lengthof(_class_mapping); i++) {
+ HouseClassMapping *map = &_class_mapping[i];
+
+ if (map->class_id == grf_class_id && map->grfid == grfid) return (HouseClassID)i;
+
+ if (map->class_id == 0 && map->grfid == 0) {
+ map->class_id = grf_class_id;
+ map->grfid = grfid;
+ return (HouseClassID)i;
+ }
+ }
+ return HOUSE_NO_CLASS;
+}
+
+void InitializeBuildingCounts()
+{
+ memset(&_building_counts, 0, sizeof(_building_counts));
+}
+
+/**
+ * IncreaseBuildingCount()
+ * Increase the count of a building when it has been added by a town.
+ * @param t The town that the building is being built in
+ * @param house_id The id of the house being added
+ */
+void IncreaseBuildingCount(Town *t, HouseID house_id)
+{
+ HouseClassID class_id = GetHouseSpecs(house_id)->class_id;
+
+ if (!_have_newhouses) return;
+
+ /* If there are 255 buildings of this type in this town, there are also
+ * at least that many houses of the same class in the town, and
+ * therefore on the map as well. */
+ if (t->building_counts.id_count[house_id] == 255) return;
+
+ t->building_counts.id_count[house_id]++;
+ if (_building_counts.id_count[house_id] < 255) _building_counts.id_count[house_id]++;
+
+ /* Similarly, if there are 255 houses of this class in this town, there
+ * must be at least that number on the map too. */
+ if (class_id == HOUSE_NO_CLASS || t->building_counts.class_count[class_id] == 255) return;
+
+ t->building_counts.class_count[class_id]++;
+ if (_building_counts.class_count[class_id] < 255) _building_counts.class_count[class_id]++;
+}
+
+/**
+ * DecreaseBuildingCount()
+ * Decrease the number of a building when it is deleted.
+ * @param t The town that the building was built in
+ * @param house_id The id of the house being removed
+ */
+void DecreaseBuildingCount(Town *t, HouseID house_id)
+{
+ HouseClassID class_id = GetHouseSpecs(house_id)->class_id;
+
+ if (!_have_newhouses) return;
+
+ if (t->building_counts.id_count[house_id] > 0) t->building_counts.id_count[house_id]--;
+ if (_building_counts.id_count[house_id] > 0) _building_counts.id_count[house_id]--;
+
+ if (class_id == HOUSE_NO_CLASS) return;
+
+ if (t->building_counts.class_count[class_id] > 0) t->building_counts.class_count[class_id]--;
+ if (_building_counts.class_count[class_id] > 0) _building_counts.class_count[class_id]--;
+}
+
+/**
+ * AfterLoadCountBuildings()
+ *
+ * After a savegame has been loaded, count the number of buildings on the map.
+ */
+void AfterLoadCountBuildings()
+{
+ if (!_have_newhouses) return;
+
+ for (TileIndex t = 0; t < MapSize(); t++) {
+ if (!IsTileType(t, MP_HOUSE)) continue;
+ IncreaseBuildingCount(GetTownByTile(t), GetHouseType(t));
+ }
+}
+
+
+static uint32 HouseGetRandomBits(const ResolverObject *object)
+{
+ const TileIndex tile = object->u.house.tile;
+ return (tile == INVALID_TILE || !IsTileType(tile, MP_HOUSE)) ? 0 : GetHouseRandomBits(tile);
+}
+
+static uint32 HouseGetTriggers(const ResolverObject *object)
+{
+ const TileIndex tile = object->u.house.tile;
+ return (tile == INVALID_TILE || !IsTileType(tile, MP_HOUSE)) ? 0 : GetHouseTriggers(tile);
+}
+
+static void HouseSetTriggers(const ResolverObject *object, int triggers)
+{
+ const TileIndex tile = object->u.house.tile;
+ if (IsTileType(tile, MP_HOUSE)) SetHouseTriggers(tile, triggers);
+}
+
+static uint32 GetNumHouses(HouseID house_id, const Town *town)
+{
+ uint8 map_id_count, town_id_count, map_class_count, town_class_count;
+ HouseClassID class_id = GetHouseSpecs(house_id)->class_id;
+
+ map_id_count = _building_counts.id_count[house_id];
+ map_class_count = _building_counts.class_count[class_id];
+ town_id_count = town->building_counts.id_count[house_id];
+ town_class_count = town->building_counts.class_count[class_id];
+
+ return map_class_count << 24 | town_class_count << 16 | map_id_count << 8 | town_id_count;
+}
+
+static uint32 GetTerrainType(TileIndex tile)
+{
+ switch (_opt.landscape) {
+ case LT_DESERT: return GetTropicZone(tile) == TROPICZONE_DESERT ? 1 : 2;
+ case LT_HILLY: return GetTileZ(tile) >= _opt.snow_line ? 4 : 0;
+ default: return 0;
+ }
+}
+
+static uint32 GetGRFParameter(HouseID house_id, byte parameter)
+{
+ const HouseSpec *hs = GetHouseSpecs(house_id);
+ const GRFFile *file = hs->grffile;
+
+ if (parameter >= file->param_end) return 0;
+ return file->param[parameter];
+}
+
+/**
+ * HouseGetVariable():
+ *
+ * Used by the resolver to get values for feature 07 deterministic spritegroups.
+ */
+static uint32 HouseGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
+{
+ const Town *town = object->u.house.town;
+ TileIndex tile = object->u.house.tile;
+ HouseID house_id = object->u.house.house_id;
+
+ if (object->scope == VSG_SCOPE_PARENT) {
+ return TownGetVariable(variable, parameter, available, town);
+ }
+
+ switch (variable) {
+ /* Construction stage. */
+ case 0x40: return (IsTileType(tile, MP_HOUSE) ? GetHouseBuildingStage(tile) : 0) | OriginalTileRandomiser(TileX(tile), TileY(tile)) << 2;
+
+ /* Building age. */
+ case 0x41: return clamp(_cur_year - GetHouseConstructionYear(tile), 0, 0xFF);
+
+ /* Town zone */
+ case 0x42: return GetTownRadiusGroup(town, tile);
+
+ /* Terrain type */
+ case 0x43: return GetTerrainType(tile);
+
+ /* Number of this type of building on the map. */
+ case 0x44: return GetNumHouses(house_id, town);
+
+ /* Whether the town is being created or just expanded. */
+ case 0x45: return _generating_world ? 1 : 0;
+
+ /* Current animation frame. */
+ case 0x46: return IsTileType(tile, MP_HOUSE) ? GetHouseAnimationFrame(tile) : 0;
+
+
+ /* Building counts for old houses with id = parameter. */
+ case 0x60: return GetNumHouses(parameter, town);
+
+ /* Building counts for new houses with id = parameter. */
+ case 0x61: {
+ const HouseSpec *hs = GetHouseSpecs(house_id);
+ if (hs->grffile == NULL) return 0;
+
+ HouseID new_house = GetHouseID(parameter, hs->grffile->grfid);
+ return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, town);
+ }
+
+ /* Land info for nearby tiles. */
+ case 0x62: {
+ int8 x = GB(parameter, 0, 4);
+ int8 y = GB(parameter, 4, 4);
+ byte tile_type;
+
+ if (x >= 8) x -= 16;
+ if (y >= 8) y -= 16;
+
+ tile += TileDiffXY(x, y);
+
+ tile_type = GetTerrainType(tile) << 2 | (IsTileType(tile, MP_WATER) ? 1 : 0) << 1;
+
+ return GetTileType(tile) << 24 | (TileHeight(tile) * 8) << 16 | tile_type << 8 | GetTileSlope(tile, NULL);
+ }
+
+ /* Read GRF parameter */
+ case 0x7F: return GetGRFParameter(object->u.house.house_id, parameter);
+ }
+
+ DEBUG(grf, 1, "Unhandled house property 0x%X", variable);
+
+ *available = false;
+ return UINT_MAX;
+}
+
+static const SpriteGroup *HouseResolveReal(const ResolverObject *object, const SpriteGroup *group)
+{
+ /* Houses do not have 'real' groups */
+ return NULL;
+}
+
+/**
+ * NewHouseResolver():
+ *
+ * Returns a resolver object to be used with feature 07 spritegroups.
+ */
+static void NewHouseResolver(ResolverObject *res, HouseID house_id, TileIndex tile, Town *town)
+{
+ res->GetRandomBits = HouseGetRandomBits;
+ res->GetTriggers = HouseGetTriggers;
+ res->SetTriggers = HouseSetTriggers;
+ res->GetVariable = HouseGetVariable;
+ res->ResolveReal = HouseResolveReal;
+
+ res->u.house.tile = tile;
+ res->u.house.town = town;
+ res->u.house.house_id = house_id;
+
+ res->callback = 0;
+ res->callback_param1 = 0;
+ res->callback_param2 = 0;
+ res->last_value = 0;
+ res->trigger = 0;
+ res->reseed = 0;
+}
+
+uint16 GetHouseCallback(uint16 callback, uint32 param1, HouseID house_id, Town *town, TileIndex tile)
+{
+ ResolverObject object;
+ const SpriteGroup *group;
+
+ NewHouseResolver(&object, house_id, tile, town);
+ object.callback = callback;
+ object.callback_param1 = param1;
+ object.callback_param2 = 0;
+
+ group = Resolve(GetHouseSpecs(house_id)->spritegroup, &object);
+ if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
+
+ return group->g.callback.result;
+}
+
+void DrawTileLayout(const TileInfo *ti, const SpriteGroup *group, byte stage, HouseID house_id)
+{
+ const DrawTileSprites *dts = group->g.layout.dts;
+ const DrawTileSeqStruct *dtss;
+
+ SpriteID image = dts->ground_sprite;
+ SpriteID pal = dts->ground_pal;
+
+ if (GB(image, 0, SPRITE_WIDTH) != 0) DrawGroundSprite(image, pal);
+
+ foreach_draw_tile_seq(dtss, dts->seq) {
+ if (GB(dtss->image, 0, SPRITE_WIDTH) == 0) continue;
+
+ image = dtss->image + stage;
+ pal = dtss->pal;
+
+ if (!HASBIT(image, SPRITE_MODIFIER_OPAQUE) && ((_display_opt & DO_TRANS_BUILDINGS))) {
+ SETBIT(image, PALETTE_MODIFIER_TRANSPARENT);
+ pal = PALETTE_TO_TRANSPARENT;
+ } else if (HASBIT(image, PALETTE_MODIFIER_COLOR)) {
+ if (pal == 0) {
+ const HouseSpec *hs = GetHouseSpecs(house_id);
+ if (HASBIT(hs->callback_mask, CBM_BUILDING_COLOUR)) {
+ uint16 callback = GetHouseCallback(CBID_BUILDING_COLOUR, 0, house_id, GetTownByTile(ti->tile), ti->tile);
+ if (callback != CALLBACK_FAILED) {
+ /* If bit 14 is set, we should use a 2cc colour map, else use the callback value. */
+ pal = HASBIT(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
+ }
+ } else {
+ pal = hs->random_colour[OriginalTileRandomiser(ti->x, ti->y)] + PALETTE_RECOLOR_START;
+ }
+ }
+ } else {
+ pal = PAL_NONE;
+ }
+
+ if ((byte)dtss->delta_z != 0x80) {
+ AddSortableSpriteToDraw(
+ image, pal,
+ ti->x + dtss->delta_x, ti->y + dtss->delta_y,
+ dtss->size_x, dtss->size_y,
+ dtss->size_z, ti->z + dtss->delta_z
+ );
+ } else {
+ AddChildSpriteScreen(image, pal, dtss->delta_x, dtss->delta_y);
+ }
+ }
+}
+
+void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
+{
+ const HouseSpec *hs = GetHouseSpecs(house_id);
+ const SpriteGroup *group;
+ ResolverObject object;
+
+ if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, ti->tileh);
+
+ NewHouseResolver(&object, house_id, ti->tile, GetTownByTile(ti->tile));
+
+ group = Resolve(hs->spritegroup, &object);
+ if (group == NULL || group->type != SGT_TILELAYOUT) {
+ /* XXX: This is for debugging purposes really, and shouldn't stay. */
+ DrawGroundSprite(SPR_SHADOW_CELL, PAL_NONE);
+ } else {
+ /* Limit the building stage to the number of stages supplied. */
+ byte stage = GetHouseBuildingStage(ti->tile);
+ stage = clamp(stage - 4 + group->g.layout.num_sprites, 0, group->g.layout.num_sprites - 1);
+ DrawTileLayout(ti, group, stage, house_id);
+ }
+}
+
+void AnimateNewHouseTile(TileIndex tile)
+{
+ const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
+ byte animation_speed = hs->animation_speed;
+ bool frame_set_by_callback = false;
+
+ if (HASBIT(hs->callback_mask, CBM_ANIMATION_SPEED)) {
+ uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_SPEED, 0, GetHouseType(tile), GetTownByTile(tile), tile);
+ if (callback_res != CALLBACK_FAILED) animation_speed = clamp(callback_res & 0xFF, 2, 16);
+ }
+
+ /* An animation speed of 2 means the animation frame changes 4 ticks, and
+ * increasing this value by one doubles the wait. 2 is the minimum value
+ * allowed for animation_speed, which corresponds to 120ms, and 16 is the
+ * maximum, corresponding to around 33 minutes. */
+ if (_tick_counter % (1 << animation_speed) != 0) return;
+
+ byte frame = GetHouseAnimationFrame(tile);
+ byte num_frames = GB(hs->animation_frames, 0, 7);
+
+ if (HASBIT(hs->callback_mask, CBM_ANIMATION_NEXT_FRAME)) {
+ uint32 param = (hs->extra_flags & CALLBACK_1A_RANDOM_BITS) ? Random() : 0;
+ uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_NEXT_FRAME, param, GetHouseType(tile), GetTownByTile(tile), tile);
+
+ if (callback_res != CALLBACK_FAILED) {
+ frame_set_by_callback = true;
+
+ switch (callback_res & 0xFF) {
+ case 0xFF:
+ DeleteAnimatedTile(tile);
+ break;
+ case 0xFE:
+ /* Carry on as normal. */
+ frame_set_by_callback = false;
+ break;
+ default:
+ frame = callback_res & 0xFF;
+ break;
+ }
+
+ /* If the lower 7 bits of the upper byte of the callback
+ * result are not empty, it is a sound effect. */
+ if (GB(callback_res, 8, 7) != 0) PlayHouseSound(GB(callback_res, 8, 7), tile);
+ }
+ }
+
+ if (!frame_set_by_callback) {
+ if (frame < num_frames) {
+ frame++;
+ } else if (frame == num_frames && HASBIT(hs->animation_frames, 7)) {
+ /* This animation loops, so start again from the beginning */
+ frame = 0;
+ } else {
+ /* This animation doesn't loop, so stay here */
+ DeleteAnimatedTile(tile);
+ }
+ }
+
+ SetHouseAnimationFrame(tile, frame);
+ MarkTileDirtyByTile(tile);
+}
+
+void ChangeHouseAnimationFrame(TileIndex tile, uint16 callback_result)
+{
+ switch (callback_result & 0xFF) {
+ case 0xFD: /* Do nothing. */ break;
+ case 0xFE: AddAnimatedTile(tile); break;
+ case 0xFF: DeleteAnimatedTile(tile); break;
+ default:
+ SetHouseAnimationFrame(tile, callback_result & 0xFF);
+ AddAnimatedTile(tile);
+ break;
+ }
+ /* If the lower 7 bits of the upper byte of the callback
+ * result are not empty, it is a sound effect. */
+ if (GB(callback_result, 8, 7) != 0) PlayHouseSound(GB(callback_result, 8, 7), tile);
+}
+
+bool CanDeleteHouse(TileIndex tile)
+{
+ const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
+
+ /* Human players are always allowed to remove buildings, as is water and
+ * anyone using the scenario editor. */
+ if ((IsValidPlayer(_current_player) && IsHumanPlayer(_current_player))
+ || _current_player == OWNER_WATER || _current_player == OWNER_NONE) return true;
+
+ if (HASBIT(hs->callback_mask, CBM_HOUSE_DENY_DESTRUCTION)) {
+ uint16 callback_res = GetHouseCallback(CBID_HOUSE_DENY_DESTRUCTION, 0, GetHouseType(tile), GetTownByTile(tile), tile);
+ return (callback_res == CALLBACK_FAILED || callback_res == 0);
+ } else {
+ return !(hs->extra_flags & BUILDING_IS_PROTECTED);
+ }
+}
+
+static void AnimationControl(TileIndex tile, uint16 random_bits)
+{
+ const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
+
+ if (HASBIT(hs->callback_mask, CBM_ANIMATION_START_STOP)) {
+ uint32 param = (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) ? (GB(Random(), 0, 16) | random_bits << 16) : Random();
+ uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_START_STOP, param, GetHouseType(tile), GetTownByTile(tile), tile);
+
+ if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(tile, callback_res);
+ }
+}
+
+bool NewHouseTileLoop(TileIndex tile)
+{
+ const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
+
+ if (GetHouseProcessingTime(tile) > 0) {
+ DecHouseProcessingTime(tile);
+ return true;
+ }
+
+ /* @todo: Magic with triggers goes here. Got to implement that, one day. .. */
+
+ if (HASBIT(hs->callback_mask, CBM_ANIMATION_START_STOP)) {
+ /* If this house is marked as having a synchronised callback, all the
+ * tiles will have the callback called at once, rather than when the
+ * tile loop reaches them. This should only be enabled for the northern
+ * tile, or strange things will happen (here, and in TTDPatch). */
+ if (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) {
+ uint16 random = GB(Random(), 0, 16);
+
+ if (hs->building_flags & BUILDING_HAS_1_TILE) AnimationControl(tile, random);
+ if (hs->building_flags & BUILDING_2_TILES_Y) AnimationControl(TILE_ADDXY(tile, 0, 1), random);
+ if (hs->building_flags & BUILDING_2_TILES_X) AnimationControl(TILE_ADDXY(tile, 1, 0), random);
+ if (hs->building_flags & BUILDING_HAS_4_TILES) AnimationControl(TILE_ADDXY(tile, 1, 1), random);
+ } else {
+ AnimationControl(tile, 0);
+ }
+ }
+
+ /* Check callback 21, which determines if a house should be destroyed. */
+ if (HASBIT(hs->callback_mask, CBM_HOUSE_DESTRUCTION)) {
+ uint16 callback_res = GetHouseCallback(CBID_HOUSE_DESTRUCTION, 0, GetHouseType(tile), GetTownByTile(tile), tile);
+ if (callback_res != CALLBACK_FAILED && callback_res > 0) {
+ ClearTownHouse(GetTownByTile(tile), tile);
+ return false;
+ }
+ }
+
+ SetHouseProcessingTime(tile, hs->processing_time);
+ return true;
+}