Files @ r7921:8e674055514f
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Location: cpp/openttd-patchpack/source/src/newgrf_house.cpp

belugas
(svn r11474) -Feature: Allow to resize on creation the smallmap gui in order to show all the types industry available.
-Feature: Allow to enable/disable individually or all at once, the industries shown on small map.
This will permit to easily find those that are of some interest for the player.
Heavily based on gule's patch
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/* $Id$ */

/** @file newgrf_house.cpp */

#include "stdafx.h"
#include "openttd.h"
#include "functions.h"
#include "variables.h"
#include "debug.h"
#include "viewport.h"
#include "landscape.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"
#include "newgrf_commons.h"
#include "transparency.h"

static BuildingCounts    _building_counts;
static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];

HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);

void CheckHouseIDs()
{
	InitializeBuildingCounts();

	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);
		}
		IncreaseBuildingCount(GetTownByTile(t), 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;

	/* 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]--;
}

/**
 * AfterLoadCountBuildings()
 *
 * After a savegame has been loaded, count the number of buildings on the map.
 */
void AfterLoadCountBuildings()
{
	if (!_loaded_newgrf_features.has_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 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];
}

uint32 GetNearbyTileInformation(byte parameter, TileIndex tile)
{
	uint32 tile_type;

	tile = GetNearbyTile(parameter, tile);
	tile_type = GetTerrainType(tile) << 2 | (IsTileType(tile, MP_WATER) ? 1 : 0) << 1;

	uint z;
	Slope tileh = GetTileSlope(tile, &z);
	return GetTileType(tile) << 24 | z << 16 | tile_type << 8 | tileh;
}

/**
 * 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 = _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);

		/* 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        = CBID_NO_CALLBACK;
	res->callback_param1 = 0;
	res->callback_param2 = 0;
	res->last_value      = 0;
	res->trigger         = 0;
	res->reseed          = 0;
}

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, 0, SPRITE_WIDTH) == 0) continue;

		image = dtss->image;
		pal   = dtss->pal;

		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[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,
				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) 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, 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(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 && callback_res > 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);

	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);
}