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/* $Id$ */
/** @file newgrf_house.cpp Implementation of NewGRF houses. */
#include "stdafx.h"
#include "openttd.h"
#include "variables.h"
#include "debug.h"
#include "viewport_func.h"
#include "landscape.h"
#include "town_map.h"
#include "sprite.h"
#include "newgrf.h"
#include "newgrf_house.h"
#include "newgrf_spritegroup.h"
#include "newgrf_town.h"
#include "newgrf_sound.h"
#include "newgrf_commons.h"
#include "transparency.h"
#include "functions.h"
#include "company_func.h"
#include "animated_tile_func.h"
#include "company_base.h"
static BuildingCounts<uint32> _building_counts;
static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
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 (!_loaded_newgrf_features.has_newhouses) return;
t->building_counts.id_count[house_id]++;
_building_counts.id_count[house_id]++;
if (class_id == HOUSE_NO_CLASS) return;
t->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 = GetHouseSpecs(house_id)->class_id;
if (!_loaded_newgrf_features.has_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]--;
}
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 = 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->building_counts.id_count[house_id], 0, 255);
town_class_count = ClampU(town->building_counts.class_count[class_id], 0, 255);
return map_class_count << 24 | town_class_count << 16 | map_id_count << 8 | town_id_count;
}
uint32 GetNearbyTileInformation(byte parameter, TileIndex tile)
{
tile = GetNearbyTile(parameter, tile);
return GetNearbyTileInformation(tile);
}
/** Structure with user-data for SearchNearbyHouseXXX - functions */
typedef struct {
const HouseSpec *hs; ///< Specs of the house, that startet the search
TileIndex north_tile; ///< Northern tile of the house.
} SearchNearbyHouseData;
/** 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 = GetHouseSpecs(house);
if (hs->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->local_id == nbhd->hs->local_id && // same local id as the one requested
hs->grffile->grfid == nbhd->hs->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 = GetHouseSpecs(house);
if (hs->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->grffile->grfid == nbhd->hs->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 = GetHouseSpecs(house);
if (hs->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->grffile->grfid == nbhd->hs->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 = GetHouseSpecs(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;
}
/**
* 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) | TileHash2Bit(TileX(tile), TileY(tile)) << 2;
/* Building age. */
case 0x41: return GetHouseAge(tile);
/* 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;
/* Position of the house */
case 0x47: return TileY(tile) << 16 | TileX(tile);
/* 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 = _house_mngr.GetID(parameter, hs->grffile->grfid);
return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, town);
}
/* Land info for nearby tiles. */
case 0x62: return GetNearbyTileInformation(parameter, tile);
/* Current animation frame of nearby house tiles */
case 0x63: {
TileIndex testtile = GetNearbyTile(parameter, tile);
return IsTileType(testtile, MP_HOUSE) ? GetHouseAnimationFrame(testtile) : 0;
}
/* Cargo acceptance history of nearby stations */
/*case 0x64: not implemented yet */
/* Distance test for some house types */
case 0x65: return GetDistanceFromNearbyHouse(parameter, tile, object->u.house.house_id);
}
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 = CBID_NO_CALLBACK;
res->callback_param1 = 0;
res->callback_param2 = 0;
res->last_value = 0;
res->trigger = 0;
res->reseed = 0;
res->count = 0;
const HouseSpec *hs = GetHouseSpecs(house_id);
res->grffile = (hs != NULL ? hs->grffile : NULL);
}
uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, 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 = param2;
group = Resolve(GetHouseSpecs(house_id)->spritegroup, &object);
if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
return group->g.callback.result;
}
static void DrawTileLayout(const TileInfo *ti, const SpriteGroup *group, byte stage, HouseID house_id)
{
const DrawTileSprites *dts = group->g.layout.dts;
const DrawTileSeqStruct *dtss;
const HouseSpec *hs = GetHouseSpecs(house_id);
SpriteID 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, 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. */
palette = HasBit(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
}
}
SpriteID image = dts->ground.sprite;
SpriteID pal = dts->ground.pal;
if (IS_CUSTOM_SPRITE(image)) image += stage;
if (GB(image, 0, SPRITE_WIDTH) != 0) {
DrawGroundSprite(image, GroundSpritePaletteTransform(image, pal, palette));
}
foreach_draw_tile_seq(dtss, dts->seq) {
if (GB(dtss->image.sprite, 0, SPRITE_WIDTH) == 0) continue;
image = dtss->image.sprite;
pal = dtss->image.pal;
/* Stop drawing sprite sequence once we meet a sprite that doesn't have to be opaque */
if (IsInvisibilitySet(TO_HOUSES) && !HasBit(image, SPRITE_MODIFIER_OPAQUE)) return;
if (IS_CUSTOM_SPRITE(image)) image += stage;
pal = SpriteLayoutPaletteTransform(image, pal, palette);
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,
!HasBit(image, SPRITE_MODIFIER_OPAQUE) && IsTransparencySet(TO_HOUSES)
);
} else {
/* For industries and houses delta_x and delta_y are unsigned */
AddChildSpriteScreen(image, pal, (byte)dtss->delta_x, (byte)dtss->delta_y, !HasBit(image, SPRITE_MODIFIER_OPAQUE) && IsTransparencySet(TO_HOUSES));
}
}
}
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, FOUNDATION_LEVELED);
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_HOUSE_ANIMATION_SPEED)) {
uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_SPEED, 0, 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_HOUSE_ANIMATION_NEXT_FRAME)) {
uint32 param = (hs->extra_flags & CALLBACK_1A_RANDOM_BITS) ? Random() : 0;
uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_NEXT_FRAME, param, 0, 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) PlayTileSound(hs->grffile, 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(const GRFFile *file, 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) PlayTileSound(file, GB(callback_result, 8, 7), tile);
}
bool CanDeleteHouse(TileIndex tile)
{
const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
/* Humans are always allowed to remove buildings, as is water and
* anyone using the scenario editor. */
if ((IsValidCompanyID(_current_company) && IsHumanCompany(_current_company))
|| _current_company == OWNER_WATER || _current_company == OWNER_NONE) return true;
if (HasBit(hs->callback_mask, CBM_HOUSE_DENY_DESTRUCTION)) {
uint16 callback_res = GetHouseCallback(CBID_HOUSE_DENY_DESTRUCTION, 0, 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_HOUSE_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, 0, GetHouseType(tile), GetTownByTile(tile), tile);
if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
}
}
bool NewHouseTileLoop(TileIndex tile)
{
const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
if (GetHouseProcessingTime(tile) > 0) {
DecHouseProcessingTime(tile);
return true;
}
TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP);
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), GetTownByTile(tile), tile);
if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) > 0) {
ClearTownHouse(GetTownByTile(tile), tile);
return false;
}
}
SetHouseProcessingTime(tile, hs->processing_time);
return true;
}
static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, byte base_random, bool first)
{
ResolverObject object;
/* We can't trigger a non-existent building... */
assert(IsTileType(tile, MP_HOUSE));
HouseID hid = GetHouseType(tile);
HouseSpec *hs = GetHouseSpecs(hid);
if (hs->spritegroup == NULL) return;
NewHouseResolver(&object, hid, tile, GetTownByTile(tile));
object.callback = CBID_RANDOM_TRIGGER;
object.trigger = trigger;
const SpriteGroup *group = Resolve(hs->spritegroup, &object);
if (group == NULL) return;
byte new_random_bits = Random();
byte random_bits = GetHouseRandomBits(tile);
random_bits &= ~object.reseed;
random_bits |= (first ? new_random_bits : base_random) & object.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) 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);
}
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