1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
|
/* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file newgrf_house.cpp Implementation of NewGRF houses. */
#include "stdafx.h"
#include "debug.h"
#include "landscape.h"
#include "newgrf_house.h"
#include "newgrf_spritegroup.h"
#include "newgrf_town.h"
#include "newgrf_sound.h"
#include "company_func.h"
#include "company_base.h"
#include "town.h"
#include "genworld.h"
#include "newgrf_animation_base.h"
#include "newgrf_cargo.h"
#include "station_base.h"
#include "safeguards.h"
static BuildingCounts<uint32> _building_counts;
static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, NUM_HOUSES, INVALID_HOUSE_ID);
/**
* Retrieve the grf file associated with a house.
* @param house_id House to query.
* @return The associated GRF file (may be \c NULL).
*/
static const GRFFile *GetHouseSpecGrf(HouseID house_id)
{
const HouseSpec *hs = HouseSpec::Get(house_id);
return (hs != NULL) ? hs->grf_prop.grffile : NULL;
}
/**
* Construct a resolver for a house.
* @param house_id House to query.
* @param tile %Tile containing the house.
* @param town %Town containing the house.
* @param callback Callback ID.
* @param param1 First parameter (var 10) of the callback.
* @param param2 Second parameter (var 18) of the callback.
* @param not_yet_constructed House is still under construction.
* @param initial_random_bits Random bits during construction checks.
* @param watched_cargo_triggers Cargo types that triggered the watched cargo callback.
*/
HouseResolverObject::HouseResolverObject(HouseID house_id, TileIndex tile, Town *town,
CallbackID callback, uint32 param1, uint32 param2,
bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers)
: ResolverObject(GetHouseSpecGrf(house_id), callback, param1, param2),
house_scope(*this, house_id, tile, town, not_yet_constructed, initial_random_bits, watched_cargo_triggers),
town_scope(*this, town, not_yet_constructed) // Don't access StorePSA if house is not yet constructed.
{
this->root_spritegroup = HouseSpec::Get(house_id)->grf_prop.spritegroup[0];
}
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));
Town *t;
FOR_ALL_TOWNS(t) {
memset(&t->cache.building_counts, 0, sizeof(t->cache.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 = HouseSpec::Get(house_id)->class_id;
if (!_loaded_newgrf_features.has_newhouses) return;
t->cache.building_counts.id_count[house_id]++;
_building_counts.id_count[house_id]++;
if (class_id == HOUSE_NO_CLASS) return;
t->cache.building_counts.class_count[class_id]++;
_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 = HouseSpec::Get(house_id)->class_id;
if (!_loaded_newgrf_features.has_newhouses) return;
if (t->cache.building_counts.id_count[house_id] > 0) t->cache.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->cache.building_counts.class_count[class_id] > 0) t->cache.building_counts.class_count[class_id]--;
if (_building_counts.class_count[class_id] > 0) _building_counts.class_count[class_id]--;
}
/* virtual */ uint32 HouseScopeResolver::GetRandomBits() const
{
/* Note: Towns build houses over houses. So during construction checks 'tile' may be a valid but unrelated house. */
assert(IsValidTile(this->tile) && (this->not_yet_constructed || IsTileType(this->tile, MP_HOUSE)));
return this->not_yet_constructed ? this->initial_random_bits : GetHouseRandomBits(this->tile);
}
/* virtual */ uint32 HouseScopeResolver::GetTriggers() const
{
/* Note: Towns build houses over houses. So during construction checks 'tile' may be a valid but unrelated house. */
assert(IsValidTile(this->tile) && (this->not_yet_constructed || IsTileType(this->tile, MP_HOUSE)));
return this->not_yet_constructed ? 0 : GetHouseTriggers(this->tile);
}
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 = HouseSpec::Get(house_id)->class_id;
map_id_count = ClampU(_building_counts.id_count[house_id], 0, 255);
map_class_count = ClampU(_building_counts.class_count[class_id], 0, 255);
town_id_count = ClampU(town->cache.building_counts.id_count[house_id], 0, 255);
town_class_count = ClampU(town->cache.building_counts.class_count[class_id], 0, 255);
return map_class_count << 24 | town_class_count << 16 | map_id_count << 8 | town_id_count;
}
/**
* Get information about a nearby tile.
* @param parameter from callback. It's in fact a pair of coordinates
* @param tile TileIndex from which the callback was initiated
* @param grf_version8 True, if we are dealing with a new NewGRF which uses GRF version >= 8.
* @return a construction of bits obeying the newgrf format
*/
static uint32 GetNearbyTileInformation(byte parameter, TileIndex tile, bool grf_version8)
{
tile = GetNearbyTile(parameter, tile);
return GetNearbyTileInformation(tile, grf_version8);
}
/** Structure with user-data for SearchNearbyHouseXXX - functions */
struct SearchNearbyHouseData {
const HouseSpec *hs; ///< Specs of the house that started the search.
TileIndex north_tile; ///< Northern tile of the house.
};
/**
* Callback function to search a house by its HouseID
* @param tile TileIndex to be examined
* @param user_data SearchNearbyHouseData
* @return true or false, if found or not
*/
static bool SearchNearbyHouseID(TileIndex tile, void *user_data)
{
if (IsTileType(tile, MP_HOUSE)) {
HouseID house = GetHouseType(tile); // tile been examined
const HouseSpec *hs = HouseSpec::Get(house);
if (hs->grf_prop.grffile != NULL) { // must be one from a grf file
SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
return hs->grf_prop.local_id == nbhd->hs->grf_prop.local_id && // same local id as the one requested
hs->grf_prop.grffile->grfid == nbhd->hs->grf_prop.grffile->grfid; // from the same grf
}
}
return false;
}
/**
* Callback function to search a house by its classID
* @param tile TileIndex to be examined
* @param user_data SearchNearbyHouseData
* @return true or false, if found or not
*/
static bool SearchNearbyHouseClass(TileIndex tile, void *user_data)
{
if (IsTileType(tile, MP_HOUSE)) {
HouseID house = GetHouseType(tile); // tile been examined
const HouseSpec *hs = HouseSpec::Get(house);
if (hs->grf_prop.grffile != NULL) { // must be one from a grf file
SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
return hs->class_id == nbhd->hs->class_id && // same classid as the one requested
hs->grf_prop.grffile->grfid == nbhd->hs->grf_prop.grffile->grfid; // from the same grf
}
}
return false;
}
/**
* Callback function to search a house by its grfID
* @param tile TileIndex to be examined
* @param user_data SearchNearbyHouseData
* @return true or false, if found or not
*/
static bool SearchNearbyHouseGRFID(TileIndex tile, void *user_data)
{
if (IsTileType(tile, MP_HOUSE)) {
HouseID house = GetHouseType(tile); // tile been examined
const HouseSpec *hs = HouseSpec::Get(house);
if (hs->grf_prop.grffile != NULL) { // must be one from a grf file
SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
return hs->grf_prop.grffile->grfid == nbhd->hs->grf_prop.grffile->grfid; // from the same grf
}
}
return false;
}
/**
* This function will activate a search around a central tile, looking for some houses
* that fit the requested characteristics
* @param parameter that is given by the callback.
* bits 0..6 radius of the search
* bits 7..8 search type i.e.: 0 = houseID/ 1 = classID/ 2 = grfID
* @param tile TileIndex from which to start the search
* @param house the HouseID that is associated to the house, the callback is called for
* @return the Manhattan distance from the center tile, if any, and 0 if failure
*/
static uint32 GetDistanceFromNearbyHouse(uint8 parameter, TileIndex tile, HouseID house)
{
static TestTileOnSearchProc * const search_procs[3] = {
SearchNearbyHouseID,
SearchNearbyHouseClass,
SearchNearbyHouseGRFID,
};
TileIndex found_tile = tile;
uint8 searchtype = GB(parameter, 6, 2);
uint8 searchradius = GB(parameter, 0, 6);
if (searchtype >= lengthof(search_procs)) return 0; // do not run on ill-defined code
if (searchradius < 1) return 0; // do not use a too low radius
SearchNearbyHouseData nbhd;
nbhd.hs = HouseSpec::Get(house);
nbhd.north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
/* Use a pointer for the tile to start the search. Will be required for calculating the distance*/
if (CircularTileSearch(&found_tile, 2 * searchradius + 1, search_procs[searchtype], &nbhd)) {
return DistanceManhattan(found_tile, tile);
}
return 0;
}
/**
* @note Used by the resolver to get values for feature 07 deterministic spritegroups.
*/
/* virtual */ uint32 HouseScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
{
switch (variable) {
/* Construction stage. */
case 0x40: return (IsTileType(this->tile, MP_HOUSE) ? GetHouseBuildingStage(this->tile) : 0) | TileHash2Bit(TileX(this->tile), TileY(this->tile)) << 2;
/* Building age. */
case 0x41: return IsTileType(this->tile, MP_HOUSE) ? GetHouseAge(this->tile) : 0;
/* Town zone */
case 0x42: return GetTownRadiusGroup(this->town, this->tile);
/* Terrain type */
case 0x43: return GetTerrainType(this->tile);
/* Number of this type of building on the map. */
case 0x44: return GetNumHouses(this->house_id, this->town);
/* Whether the town is being created or just expanded. */
case 0x45: return _generating_world ? 1 : 0;
/* Current animation frame. */
case 0x46: return IsTileType(this->tile, MP_HOUSE) ? GetAnimationFrame(this->tile) : 0;
/* Position of the house */
case 0x47: return TileY(this->tile) << 16 | TileX(this->tile);
/* Building counts for old houses with id = parameter. */
case 0x60: return parameter < NEW_HOUSE_OFFSET ? GetNumHouses(parameter, this->town) : 0;
/* Building counts for new houses with id = parameter. */
case 0x61: {
const HouseSpec *hs = HouseSpec::Get(this->house_id);
if (hs->grf_prop.grffile == NULL) return 0;
HouseID new_house = _house_mngr.GetID(parameter, hs->grf_prop.grffile->grfid);
return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, this->town);
}
/* Land info for nearby tiles. */
case 0x62: return GetNearbyTileInformation(parameter, this->tile, this->ro.grffile->grf_version >= 8);
/* Current animation frame of nearby house tiles */
case 0x63: {
TileIndex testtile = GetNearbyTile(parameter, this->tile);
return IsTileType(testtile, MP_HOUSE) ? GetAnimationFrame(testtile) : 0;
}
/* Cargo acceptance history of nearby stations */
case 0x64: {
CargoID cid = GetCargoTranslation(parameter, this->ro.grffile);
if (cid == CT_INVALID) return 0;
/* Extract tile offset. */
int8 x_offs = GB(GetRegister(0x100), 0, 8);
int8 y_offs = GB(GetRegister(0x100), 8, 8);
TileIndex testtile = TILE_MASK(this->tile + TileDiffXY(x_offs, y_offs));
StationFinder stations(TileArea(testtile, 1, 1));
const StationList *sl = stations.GetStations();
/* Collect acceptance stats. */
uint32 res = 0;
for (Station * const * st_iter = sl->Begin(); st_iter != sl->End(); st_iter++) {
const Station *st = *st_iter;
if (HasBit(st->goods[cid].status, GoodsEntry::GES_EVER_ACCEPTED)) SetBit(res, 0);
if (HasBit(st->goods[cid].status, GoodsEntry::GES_LAST_MONTH)) SetBit(res, 1);
if (HasBit(st->goods[cid].status, GoodsEntry::GES_CURRENT_MONTH)) SetBit(res, 2);
if (HasBit(st->goods[cid].status, GoodsEntry::GES_ACCEPTED_BIGTICK)) SetBit(res, 3);
}
/* Cargo triggered CB 148? */
if (HasBit(this->watched_cargo_triggers, cid)) SetBit(res, 4);
return res;
}
/* Distance test for some house types */
case 0x65: return GetDistanceFromNearbyHouse(parameter, this->tile, this->house_id);
/* Class and ID of nearby house tile */
case 0x66: {
TileIndex testtile = GetNearbyTile(parameter, this->tile);
if (!IsTileType(testtile, MP_HOUSE)) return 0xFFFFFFFF;
HouseID nearby_house_id = GetHouseType(testtile);
HouseSpec *hs = HouseSpec::Get(nearby_house_id);
/* Information about the grf local classid if the house has a class */
uint houseclass = 0;
if (hs->class_id != HOUSE_NO_CLASS) {
houseclass = (hs->grf_prop.grffile == this->ro.grffile ? 1 : 2) << 8;
houseclass |= _class_mapping[hs->class_id].class_id;
}
/* old house type or grf-local houseid */
uint local_houseid = 0;
if (nearby_house_id < NEW_HOUSE_OFFSET) {
local_houseid = nearby_house_id;
} else {
local_houseid = (hs->grf_prop.grffile == this->ro.grffile ? 1 : 2) << 8;
local_houseid |= hs->grf_prop.local_id;
}
return houseclass << 16 | local_houseid;
}
/* GRFID of nearby house tile */
case 0x67: {
TileIndex testtile = GetNearbyTile(parameter, this->tile);
if (!IsTileType(testtile, MP_HOUSE)) return 0xFFFFFFFF;
HouseID house_id = GetHouseType(testtile);
if (house_id < NEW_HOUSE_OFFSET) return 0;
/* Checking the grffile information via HouseSpec doesn't work
* in case the newgrf was removed. */
return _house_mngr.GetGRFID(house_id);
}
}
DEBUG(grf, 1, "Unhandled house variable 0x%X", variable);
*available = false;
return UINT_MAX;
}
uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile,
bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers)
{
assert(IsValidTile(tile) && (not_yet_constructed || IsTileType(tile, MP_HOUSE)));
HouseResolverObject object(house_id, tile, town, callback, param1, param2,
not_yet_constructed, initial_random_bits, watched_cargo_triggers);
return object.ResolveCallback();
}
static void DrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *group, byte stage, HouseID house_id)
{
const DrawTileSprites *dts = group->ProcessRegisters(&stage);
const HouseSpec *hs = HouseSpec::Get(house_id);
PaletteID palette = hs->random_colour[TileHash2Bit(ti->x, ti->y)] + PALETTE_RECOLOUR_START;
if (HasBit(hs->callback_mask, CBM_HOUSE_COLOUR)) {
uint16 callback = GetHouseCallback(CBID_HOUSE_COLOUR, 0, 0, house_id, Town::GetByTile(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. */
palette = HasBit(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
}
}
SpriteID image = dts->ground.sprite;
PaletteID pal = dts->ground.pal;
if (HasBit(image, SPRITE_MODIFIER_CUSTOM_SPRITE)) image += stage;
if (HasBit(pal, SPRITE_MODIFIER_CUSTOM_SPRITE)) pal += stage;
if (GB(image, 0, SPRITE_WIDTH) != 0) {
DrawGroundSprite(image, GroundSpritePaletteTransform(image, pal, palette));
}
DrawNewGRFTileSeq(ti, dts, TO_HOUSES, stage, palette);
}
void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
{
const HouseSpec *hs = HouseSpec::Get(house_id);
if (ti->tileh != SLOPE_FLAT) {
bool draw_old_one = true;
if (HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
/* Called to determine the type (if any) of foundation to draw for the house tile */
uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, house_id, Town::GetByTile(ti->tile), ti->tile);
if (callback_res != CALLBACK_FAILED) draw_old_one = ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res);
}
if (draw_old_one) DrawFoundation(ti, FOUNDATION_LEVELED);
}
HouseResolverObject object(house_id, ti->tile, Town::GetByTile(ti->tile));
const SpriteGroup *group = object.Resolve();
if (group != NULL && group->type == SGT_TILELAYOUT) {
/* Limit the building stage to the number of stages supplied. */
const TileLayoutSpriteGroup *tlgroup = (const TileLayoutSpriteGroup *)group;
byte stage = GetHouseBuildingStage(ti->tile);
DrawTileLayout(ti, tlgroup, stage, house_id);
}
}
/* Simple wrapper for GetHouseCallback to keep the animation unified. */
uint16 GetSimpleHouseCallback(CallbackID callback, uint32 param1, uint32 param2, const HouseSpec *spec, Town *town, TileIndex tile, uint32 extra_data)
{
return GetHouseCallback(callback, param1, param2, spec - HouseSpec::Get(0), town, tile, false, 0, extra_data);
}
/** Helper class for animation control. */
struct HouseAnimationBase : public AnimationBase<HouseAnimationBase, HouseSpec, Town, uint32, GetSimpleHouseCallback> {
static const CallbackID cb_animation_speed = CBID_HOUSE_ANIMATION_SPEED;
static const CallbackID cb_animation_next_frame = CBID_HOUSE_ANIMATION_NEXT_FRAME;
static const HouseCallbackMask cbm_animation_speed = CBM_HOUSE_ANIMATION_SPEED;
static const HouseCallbackMask cbm_animation_next_frame = CBM_HOUSE_ANIMATION_NEXT_FRAME;
};
void AnimateNewHouseTile(TileIndex tile)
{
const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
if (hs == NULL) return;
HouseAnimationBase::AnimateTile(hs, Town::GetByTile(tile), tile, HasBit(hs->extra_flags, CALLBACK_1A_RANDOM_BITS));
}
void AnimateNewHouseConstruction(TileIndex tile)
{
const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
HouseAnimationBase::ChangeAnimationFrame(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, hs, Town::GetByTile(tile), tile, 0, 0);
}
}
bool CanDeleteHouse(TileIndex tile)
{
const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
/* Humans are always allowed to remove buildings, as is water and disasters and
* anyone using the scenario editor. */
if (Company::IsValidHumanID(_current_company) || _current_company == OWNER_WATER || _current_company == OWNER_NONE || _game_mode == GM_EDITOR || _generating_world) {
return true;
}
if (HasBit(hs->callback_mask, CBM_HOUSE_DENY_DESTRUCTION)) {
uint16 callback_res = GetHouseCallback(CBID_HOUSE_DENY_DESTRUCTION, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
return (callback_res == CALLBACK_FAILED || !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DENY_DESTRUCTION, callback_res));
} else {
return !(hs->extra_flags & BUILDING_IS_PROTECTED);
}
}
static void AnimationControl(TileIndex tile, uint16 random_bits)
{
const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_START_STOP)) {
uint32 param = (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) ? (GB(Random(), 0, 16) | random_bits << 16) : Random();
HouseAnimationBase::ChangeAnimationFrame(CBID_HOUSE_ANIMATION_START_STOP, hs, Town::GetByTile(tile), tile, param, 0);
}
}
bool NewHouseTileLoop(TileIndex tile)
{
const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
if (GetHouseProcessingTime(tile) > 0) {
DecHouseProcessingTime(tile);
return true;
}
TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP);
if (hs->building_flags & BUILDING_HAS_1_TILE) TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP_TOP);
if (HasBit(hs->callback_mask, CBM_HOUSE_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, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
if (callback_res != CALLBACK_FAILED && Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DESTRUCTION, callback_res)) {
ClearTownHouse(Town::GetByTile(tile), tile);
return false;
}
}
SetHouseProcessingTime(tile, hs->processing_time);
MarkTileDirtyByTile(tile);
return true;
}
static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, byte base_random, bool first)
{
/* We can't trigger a non-existent building... */
assert(IsTileType(tile, MP_HOUSE));
HouseID hid = GetHouseType(tile);
HouseSpec *hs = HouseSpec::Get(hid);
if (hs->grf_prop.spritegroup[0] == NULL) return;
HouseResolverObject object(hid, tile, Town::GetByTile(tile), CBID_RANDOM_TRIGGER);
object.waiting_triggers = GetHouseTriggers(tile) | trigger;
SetHouseTriggers(tile, object.waiting_triggers); // store now for var 5F
const SpriteGroup *group = object.Resolve();
if (group == NULL) return;
/* Store remaining triggers. */
SetHouseTriggers(tile, object.GetRemainingTriggers());
/* Rerandomise bits. Scopes other than SELF are invalid for houses. For bug-to-bug-compatibility with TTDP we ignore the scope. */
byte new_random_bits = Random();
byte random_bits = GetHouseRandomBits(tile);
uint32 reseed = object.GetReseedSum();
random_bits &= ~reseed;
random_bits |= (first ? new_random_bits : base_random) & reseed;
SetHouseRandomBits(tile, random_bits);
switch (trigger) {
case HOUSE_TRIGGER_TILE_LOOP:
/* Random value already set. */
break;
case HOUSE_TRIGGER_TILE_LOOP_TOP:
if (!first) {
/* The top tile is marked dirty by the usual TileLoop */
MarkTileDirtyByTile(tile);
break;
}
/* Random value of first tile already set. */
if (hs->building_flags & BUILDING_2_TILES_Y) DoTriggerHouse(TILE_ADDXY(tile, 0, 1), trigger, random_bits, false);
if (hs->building_flags & BUILDING_2_TILES_X) DoTriggerHouse(TILE_ADDXY(tile, 1, 0), trigger, random_bits, false);
if (hs->building_flags & BUILDING_HAS_4_TILES) DoTriggerHouse(TILE_ADDXY(tile, 1, 1), trigger, random_bits, false);
break;
}
}
void TriggerHouse(TileIndex t, HouseTrigger trigger)
{
DoTriggerHouse(t, trigger, 0, true);
}
/**
* Run the watched cargo accepted callback for a single house tile.
* @param tile The house tile.
* @param origin The triggering tile.
* @param trigger_cargoes Cargo types that triggered the callback.
* @param random Random bits.
*/
void DoWatchedCargoCallback(TileIndex tile, TileIndex origin, uint32 trigger_cargoes, uint16 random)
{
TileIndexDiffC diff = TileIndexToTileIndexDiffC(origin, tile);
uint32 cb_info = random << 16 | (uint8)diff.y << 8 | (uint8)diff.x;
HouseAnimationBase::ChangeAnimationFrame(CBID_HOUSE_WATCHED_CARGO_ACCEPTED, HouseSpec::Get(GetHouseType(tile)), Town::GetByTile(tile), tile, 0, cb_info, trigger_cargoes);
}
/**
* Run watched cargo accepted callback for a house.
* @param tile House tile.
* @param trigger_cargoes Triggering cargo types.
* @pre IsTileType(t, MP_HOUSE)
*/
void WatchedCargoCallback(TileIndex tile, uint32 trigger_cargoes)
{
assert(IsTileType(tile, MP_HOUSE));
HouseID id = GetHouseType(tile);
const HouseSpec *hs = HouseSpec::Get(id);
trigger_cargoes &= hs->watched_cargoes;
/* None of the trigger cargoes is watched? */
if (trigger_cargoes == 0) return;
/* Same random value for all tiles of a multi-tile house. */
uint16 r = Random();
/* Do the callback, start at northern tile. */
TileIndex north = tile + GetHouseNorthPart(id);
hs = HouseSpec::Get(id);
DoWatchedCargoCallback(north, tile, trigger_cargoes, r);
if (hs->building_flags & BUILDING_2_TILES_Y) DoWatchedCargoCallback(TILE_ADDXY(north, 0, 1), tile, trigger_cargoes, r);
if (hs->building_flags & BUILDING_2_TILES_X) DoWatchedCargoCallback(TILE_ADDXY(north, 1, 0), tile, trigger_cargoes, r);
if (hs->building_flags & BUILDING_HAS_4_TILES) DoWatchedCargoCallback(TILE_ADDXY(north, 1, 1), tile, trigger_cargoes, r);
}
|