Files
@ r9859:8c15dba58099
Branch filter:
Location: cpp/openttd-patchpack/source/src/newgrf_house.cpp
r9859:8c15dba58099
23.0 KiB
text/x-c
(svn r14004) -Codechange: Clean of drop down lists.
Move empty item drawing to base ListItem Draw() function.
Remove String() from base class.
Pass correct width to Draw().
Move empty item drawing to base ListItem Draw() function.
Remove String() from base class.
Pass correct width to Draw().
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 | /* $Id$ */
/** @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.h"
#include "town_map.h"
#include "sprite.h"
#include "newgrf.h"
#include "newgrf_house.h"
#include "newgrf_spritegroup.h"
#include "newgrf_callbacks.h"
#include "newgrf_town.h"
#include "newgrf_sound.h"
#include "newgrf_commons.h"
#include "transparency.h"
#include "functions.h"
#include "player_func.h"
#include "animated_tile_func.h"
#include "date_func.h"
#include "player_base.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "table/town_land.h"
static BuildingCounts _building_counts;
static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
/**
* Check and update town and house values.
*
* Checked are the HouseIDs. Updated are the
* town population the number of houses per
* town, the town radius and the max passengers
* of the town.
*/
void UpdateHousesAndTowns()
{
Town *town;
InitializeBuildingCounts();
/* Reset town population and num_houses */
FOR_ALL_TOWNS(town) {
town->population = 0;
town->num_houses = 0;
}
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. */
house_id = _house_mngr.GetSubstituteID(house_id);
SetHouseType(t, house_id);
}
town = GetTownByTile(t);
IncreaseBuildingCount(town, house_id);
if (IsHouseCompleted(t)) town->population += GetHouseSpecs(house_id)->population;
/* Increase the number of houses for every house, but only once. */
if (GetHouseNorthPart(house_id) == 0) town->num_houses++;
}
/* Update the population and num_house dependant values */
FOR_ALL_TOWNS(town) {
UpdateTownRadius(town);
UpdateTownMaxPass(town);
}
}
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;
/* 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 (!_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 = _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;
}
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 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 = _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;
}
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 (IS_CUSTOM_SPRITE(image)) image += stage;
if (GB(image, 0, SPRITE_WIDTH) != 0) DrawGroundSprite(image, pal);
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;
if ((HasBit(image, SPRITE_MODIFIER_OPAQUE) || !IsTransparencySet(TO_HOUSES)) && HasBit(image, PALETTE_MODIFIER_COLOR)) {
if (pal == 0) {
const HouseSpec *hs = GetHouseSpecs(house_id);
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. */
pal = HasBit(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
}
} else {
pal = hs->random_colour[TileHash2Bit(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,
IsTransparencySet(TO_HOUSES)
);
} else {
AddChildSpriteScreen(image, pal, (byte)dtss->delta_x, (byte)dtss->delta_y, 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));
/* Human players are always allowed to remove buildings, as is water and
* anyone using the scenario editor. */
if ((IsValidPlayerID(_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, 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);
}
|