newgrf_house.cpp

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00001 /* $Id: newgrf_house.cpp 21456 2010-12-10 22:18:16Z yexo $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "debug.h"
00014 #include "viewport_func.h"
00015 #include "landscape.h"
00016 #include "newgrf.h"
00017 #include "newgrf_house.h"
00018 #include "newgrf_spritegroup.h"
00019 #include "newgrf_town.h"
00020 #include "newgrf_sound.h"
00021 #include "company_func.h"
00022 #include "company_base.h"
00023 #include "town.h"
00024 #include "sprite.h"
00025 #include "genworld.h"
00026 #include "newgrf_animation_base.h"
00027 
00028 static BuildingCounts<uint32> _building_counts;
00029 static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
00030 
00031 HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
00032 
00033 HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid)
00034 {
00035   /* Start from 1 because 0 means that no class has been assigned. */
00036   for (int i = 1; i != lengthof(_class_mapping); i++) {
00037     HouseClassMapping *map = &_class_mapping[i];
00038 
00039     if (map->class_id == grf_class_id && map->grfid == grfid) return (HouseClassID)i;
00040 
00041     if (map->class_id == 0 && map->grfid == 0) {
00042       map->class_id = grf_class_id;
00043       map->grfid    = grfid;
00044       return (HouseClassID)i;
00045     }
00046   }
00047   return HOUSE_NO_CLASS;
00048 }
00049 
00050 void InitializeBuildingCounts()
00051 {
00052   memset(&_building_counts, 0, sizeof(_building_counts));
00053 }
00054 
00061 void IncreaseBuildingCount(Town *t, HouseID house_id)
00062 {
00063   HouseClassID class_id = HouseSpec::Get(house_id)->class_id;
00064 
00065   if (!_loaded_newgrf_features.has_newhouses) return;
00066 
00067   t->building_counts.id_count[house_id]++;
00068   _building_counts.id_count[house_id]++;
00069 
00070   if (class_id == HOUSE_NO_CLASS) return;
00071 
00072   t->building_counts.class_count[class_id]++;
00073   _building_counts.class_count[class_id]++;
00074 }
00075 
00082 void DecreaseBuildingCount(Town *t, HouseID house_id)
00083 {
00084   HouseClassID class_id = HouseSpec::Get(house_id)->class_id;
00085 
00086   if (!_loaded_newgrf_features.has_newhouses) return;
00087 
00088   if (t->building_counts.id_count[house_id] > 0) t->building_counts.id_count[house_id]--;
00089   if (_building_counts.id_count[house_id] > 0)   _building_counts.id_count[house_id]--;
00090 
00091   if (class_id == HOUSE_NO_CLASS) return;
00092 
00093   if (t->building_counts.class_count[class_id] > 0) t->building_counts.class_count[class_id]--;
00094   if (_building_counts.class_count[class_id] > 0)   _building_counts.class_count[class_id]--;
00095 }
00096 
00097 static uint32 HouseGetRandomBits(const ResolverObject *object)
00098 {
00099   /* Note: Towns build houses over houses. So during construction checks 'tile' may be a valid but unrelated house. */
00100   TileIndex tile = object->u.house.tile;
00101   assert(IsValidTile(tile) && (object->u.house.not_yet_constructed || IsTileType(tile, MP_HOUSE)));
00102   return object->u.house.not_yet_constructed ? object->u.house.initial_random_bits : GetHouseRandomBits(tile);
00103 }
00104 
00105 static uint32 HouseGetTriggers(const ResolverObject *object)
00106 {
00107   /* Note: Towns build houses over houses. So during construction checks 'tile' may be a valid but unrelated house. */
00108   TileIndex tile = object->u.house.tile;
00109   assert(IsValidTile(tile) && (object->u.house.not_yet_constructed || IsTileType(tile, MP_HOUSE)));
00110   return object->u.house.not_yet_constructed ? 0 : GetHouseTriggers(tile);
00111 }
00112 
00113 static void HouseSetTriggers(const ResolverObject *object, int triggers)
00114 {
00115   TileIndex tile = object->u.house.tile;
00116   assert(!object->u.house.not_yet_constructed && IsValidTile(tile) && IsTileType(tile, MP_HOUSE));
00117   SetHouseTriggers(tile, triggers);
00118 }
00119 
00120 static uint32 GetNumHouses(HouseID house_id, const Town *town)
00121 {
00122   uint8 map_id_count, town_id_count, map_class_count, town_class_count;
00123   HouseClassID class_id = HouseSpec::Get(house_id)->class_id;
00124 
00125   map_id_count     = ClampU(_building_counts.id_count[house_id], 0, 255);
00126   map_class_count  = ClampU(_building_counts.class_count[class_id], 0, 255);
00127   town_id_count    = ClampU(town->building_counts.id_count[house_id], 0, 255);
00128   town_class_count = ClampU(town->building_counts.class_count[class_id], 0, 255);
00129 
00130   return map_class_count << 24 | town_class_count << 16 | map_id_count << 8 | town_id_count;
00131 }
00132 
00133 uint32 GetNearbyTileInformation(byte parameter, TileIndex tile)
00134 {
00135   tile = GetNearbyTile(parameter, tile);
00136   return GetNearbyTileInformation(tile);
00137 }
00138 
00140 typedef struct {
00141   const HouseSpec *hs;  
00142   TileIndex north_tile; 
00143 } SearchNearbyHouseData;
00144 
00151 static bool SearchNearbyHouseID(TileIndex tile, void *user_data)
00152 {
00153   if (IsTileType(tile, MP_HOUSE)) {
00154     HouseID house = GetHouseType(tile); // tile been examined
00155     const HouseSpec *hs = HouseSpec::Get(house);
00156     if (hs->grf_prop.grffile != NULL) { // must be one from a grf file
00157       SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
00158 
00159       TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
00160       if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
00161 
00162       return hs->grf_prop.local_id == nbhd->hs->grf_prop.local_id &&  // same local id as the one requested
00163         hs->grf_prop.grffile->grfid == nbhd->hs->grf_prop.grffile->grfid;  // from the same grf
00164     }
00165   }
00166   return false;
00167 }
00168 
00175 static bool SearchNearbyHouseClass(TileIndex tile, void *user_data)
00176 {
00177   if (IsTileType(tile, MP_HOUSE)) {
00178     HouseID house = GetHouseType(tile); // tile been examined
00179     const HouseSpec *hs = HouseSpec::Get(house);
00180     if (hs->grf_prop.grffile != NULL) { // must be one from a grf file
00181       SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
00182 
00183       TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
00184       if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
00185 
00186       return hs->class_id == nbhd->hs->class_id &&  // same classid as the one requested
00187         hs->grf_prop.grffile->grfid == nbhd->hs->grf_prop.grffile->grfid;  // from the same grf
00188     }
00189   }
00190   return false;
00191 }
00192 
00199 static bool SearchNearbyHouseGRFID(TileIndex tile, void *user_data)
00200 {
00201   if (IsTileType(tile, MP_HOUSE)) {
00202     HouseID house = GetHouseType(tile); // tile been examined
00203     const HouseSpec *hs = HouseSpec::Get(house);
00204     if (hs->grf_prop.grffile != NULL) { // must be one from a grf file
00205       SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
00206 
00207       TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
00208       if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
00209 
00210       return hs->grf_prop.grffile->grfid == nbhd->hs->grf_prop.grffile->grfid;  // from the same grf
00211     }
00212   }
00213   return false;
00214 }
00215 
00226 static uint32 GetDistanceFromNearbyHouse(uint8 parameter, TileIndex tile, HouseID house)
00227 {
00228   static TestTileOnSearchProc * const search_procs[3] = {
00229     SearchNearbyHouseID,
00230     SearchNearbyHouseClass,
00231     SearchNearbyHouseGRFID,
00232   };
00233   TileIndex found_tile = tile;
00234   uint8 searchtype = GB(parameter, 6, 2);
00235   uint8 searchradius = GB(parameter, 0, 6);
00236   if (searchtype >= lengthof(search_procs)) return 0;  // do not run on ill-defined code
00237   if (searchradius < 1) return 0; // do not use a too low radius
00238 
00239   SearchNearbyHouseData nbhd;
00240   nbhd.hs = HouseSpec::Get(house);
00241   nbhd.north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
00242 
00243   /* Use a pointer for the tile to start the search. Will be required for calculating the distance*/
00244   if (CircularTileSearch(&found_tile, 2 * searchradius + 1, search_procs[searchtype], &nbhd)) {
00245     return DistanceManhattan(found_tile, tile);
00246   }
00247   return 0;
00248 }
00249 
00255 static uint32 HouseGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
00256 {
00257   const Town *town = object->u.house.town;
00258   TileIndex tile   = object->u.house.tile;
00259   HouseID house_id = object->u.house.house_id;
00260 
00261   if (object->scope == VSG_SCOPE_PARENT) {
00262     return TownGetVariable(variable, parameter, available, town);
00263   }
00264 
00265   switch (variable) {
00266     /* Construction stage. */
00267     case 0x40: return (IsTileType(tile, MP_HOUSE) ? GetHouseBuildingStage(tile) : 0) | TileHash2Bit(TileX(tile), TileY(tile)) << 2;
00268 
00269     /* Building age. */
00270     case 0x41: return IsTileType(tile, MP_HOUSE) ? GetHouseAge(tile) : 0;
00271 
00272     /* Town zone */
00273     case 0x42: return GetTownRadiusGroup(town, tile);
00274 
00275     /* Terrain type */
00276     case 0x43: return GetTerrainType(tile);
00277 
00278     /* Number of this type of building on the map. */
00279     case 0x44: return GetNumHouses(house_id, town);
00280 
00281     /* Whether the town is being created or just expanded. */
00282     case 0x45: return _generating_world ? 1 : 0;
00283 
00284     /* Current animation frame. */
00285     case 0x46: return IsTileType(tile, MP_HOUSE) ? GetAnimationFrame(tile) : 0;
00286 
00287     /* Position of the house */
00288     case 0x47: return TileY(tile) << 16 | TileX(tile);
00289 
00290     /* Building counts for old houses with id = parameter. */
00291     case 0x60: return parameter < NEW_HOUSE_OFFSET ? GetNumHouses(parameter, town) : 0;
00292 
00293     /* Building counts for new houses with id = parameter. */
00294     case 0x61: {
00295       const HouseSpec *hs = HouseSpec::Get(house_id);
00296       if (hs->grf_prop.grffile == NULL) return 0;
00297 
00298       HouseID new_house = _house_mngr.GetID(parameter, hs->grf_prop.grffile->grfid);
00299       return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, town);
00300     }
00301 
00302     /* Land info for nearby tiles. */
00303     case 0x62: return GetNearbyTileInformation(parameter, tile);
00304 
00305     /* Current animation frame of nearby house tiles */
00306     case 0x63: {
00307       TileIndex testtile = GetNearbyTile(parameter, tile);
00308       return IsTileType(testtile, MP_HOUSE) ? GetAnimationFrame(testtile) : 0;
00309     }
00310 
00311     /* Cargo acceptance history of nearby stations */
00312     /*case 0x64: not implemented yet */
00313 
00314     /* Distance test for some house types */
00315     case 0x65: return GetDistanceFromNearbyHouse(parameter, tile, object->u.house.house_id);
00316 
00317     /* Class and ID of nearby house tile */
00318     case 0x66: {
00319       TileIndex testtile = GetNearbyTile(parameter, tile);
00320       if (!IsTileType(testtile, MP_HOUSE)) return 0xFFFFFFFF;
00321       HouseSpec *hs = HouseSpec::Get(GetHouseType(testtile));
00322       /* Information about the grf local classid if the house has a class */
00323       uint houseclass = 0;
00324       if (hs->class_id != HOUSE_NO_CLASS) {
00325         houseclass = (hs->grf_prop.grffile == object->grffile ? 1 : 2) << 8;
00326         houseclass |= _class_mapping[hs->class_id].class_id;
00327       }
00328       /* old house type or grf-local houseid */
00329       uint local_houseid = 0;
00330       if (house_id < NEW_HOUSE_OFFSET) {
00331         local_houseid = house_id;
00332       } else {
00333         local_houseid = (hs->grf_prop.grffile == object->grffile ? 1 : 2) << 8;
00334         local_houseid |= hs->grf_prop.local_id;
00335       }
00336       return houseclass << 16 | local_houseid;
00337     }
00338 
00339     /* GRFID of nearby house tile */
00340     case 0x67: {
00341       TileIndex testtile = GetNearbyTile(parameter, tile);
00342       if (!IsTileType(testtile, MP_HOUSE)) return 0xFFFFFFFF;
00343       HouseID house_id = GetHouseType(testtile);
00344       if (house_id < NEW_HOUSE_OFFSET) return 0;
00345       /* Checking the grffile information via HouseSpec doesn't work
00346        * in case the newgrf was removed. */
00347       return _house_mngr.mapping_ID[house_id].grfid;
00348     }
00349   }
00350 
00351   DEBUG(grf, 1, "Unhandled house variable 0x%X", variable);
00352 
00353   *available = false;
00354   return UINT_MAX;
00355 }
00356 
00357 static const SpriteGroup *HouseResolveReal(const ResolverObject *object, const RealSpriteGroup *group)
00358 {
00359   /* Houses do not have 'real' groups */
00360   return NULL;
00361 }
00362 
00368 static void NewHouseResolver(ResolverObject *res, HouseID house_id, TileIndex tile, const Town *town)
00369 {
00370   res->GetRandomBits = HouseGetRandomBits;
00371   res->GetTriggers   = HouseGetTriggers;
00372   res->SetTriggers   = HouseSetTriggers;
00373   res->GetVariable   = HouseGetVariable;
00374   res->ResolveReal   = HouseResolveReal;
00375 
00376   res->u.house.tile     = tile;
00377   res->u.house.town     = town;
00378   res->u.house.house_id = house_id;
00379   res->u.house.not_yet_constructed = false;
00380 
00381   res->callback        = CBID_NO_CALLBACK;
00382   res->callback_param1 = 0;
00383   res->callback_param2 = 0;
00384   res->last_value      = 0;
00385   res->trigger         = 0;
00386   res->reseed          = 0;
00387   res->count           = 0;
00388 
00389   const HouseSpec *hs  = HouseSpec::Get(house_id);
00390   res->grffile         = (hs != NULL ? hs->grf_prop.grffile : NULL);
00391 }
00392 
00393 uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, const Town *town, TileIndex tile, bool not_yet_constructed, uint8 initial_random_bits)
00394 {
00395   ResolverObject object;
00396   const SpriteGroup *group;
00397 
00398   assert(IsValidTile(tile) && (not_yet_constructed || IsTileType(tile, MP_HOUSE)));
00399 
00400   NewHouseResolver(&object, house_id, tile, town);
00401   object.callback = callback;
00402   object.callback_param1 = param1;
00403   object.callback_param2 = param2;
00404   object.u.house.not_yet_constructed = not_yet_constructed;
00405   object.u.house.initial_random_bits = initial_random_bits;
00406 
00407   group = SpriteGroup::Resolve(HouseSpec::Get(house_id)->grf_prop.spritegroup[0], &object);
00408   if (group == NULL) return CALLBACK_FAILED;
00409 
00410   return group->GetCallbackResult();
00411 }
00412 
00413 static void DrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *group, byte stage, HouseID house_id)
00414 {
00415   const DrawTileSprites *dts = group->dts;
00416 
00417   const HouseSpec *hs = HouseSpec::Get(house_id);
00418   PaletteID palette = hs->random_colour[TileHash2Bit(ti->x, ti->y)] + PALETTE_RECOLOUR_START;
00419   if (HasBit(hs->callback_mask, CBM_HOUSE_COLOUR)) {
00420     uint16 callback = GetHouseCallback(CBID_HOUSE_COLOUR, 0, 0, house_id, Town::GetByTile(ti->tile), ti->tile);
00421     if (callback != CALLBACK_FAILED) {
00422       /* If bit 14 is set, we should use a 2cc colour map, else use the callback value. */
00423       palette = HasBit(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
00424     }
00425   }
00426 
00427   SpriteID image = dts->ground.sprite;
00428   PaletteID pal  = dts->ground.pal;
00429 
00430   if (HasBit(image, SPRITE_MODIFIER_CUSTOM_SPRITE)) image += stage;
00431 
00432   if (GB(image, 0, SPRITE_WIDTH) != 0) {
00433     DrawGroundSprite(image, GroundSpritePaletteTransform(image, pal, palette));
00434   }
00435 
00436   DrawNewGRFTileSeq(ti, dts, TO_HOUSES, stage, palette);
00437 }
00438 
00439 void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
00440 {
00441   const HouseSpec *hs = HouseSpec::Get(house_id);
00442   const SpriteGroup *group;
00443   ResolverObject object;
00444 
00445   if (ti->tileh != SLOPE_FLAT) {
00446     bool draw_old_one = true;
00447     if (HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
00448       /* Called to determine the type (if any) of foundation to draw for the house tile */
00449       uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, house_id, Town::GetByTile(ti->tile), ti->tile);
00450       draw_old_one = (callback_res != 0);
00451     }
00452 
00453     if (draw_old_one) DrawFoundation(ti, FOUNDATION_LEVELED);
00454   }
00455 
00456   NewHouseResolver(&object, house_id, ti->tile, Town::GetByTile(ti->tile));
00457 
00458   group = SpriteGroup::Resolve(hs->grf_prop.spritegroup[0], &object);
00459   if (group == NULL || group->type != SGT_TILELAYOUT) {
00460     return;
00461   } else {
00462     /* Limit the building stage to the number of stages supplied. */
00463     const TileLayoutSpriteGroup *tlgroup = (const TileLayoutSpriteGroup *)group;
00464     byte stage = GetHouseBuildingStage(ti->tile);
00465     stage = Clamp(stage - 4 + tlgroup->num_building_stages, 0, tlgroup->num_building_stages - 1);
00466     DrawTileLayout(ti, tlgroup, stage, house_id);
00467   }
00468 }
00469 
00470 /* Simple wrapper for GetHouseCallback to keep the animation unified. */
00471 uint16 GetSimpleHouseCallback(CallbackID callback, uint32 param1, uint32 param2, const HouseSpec *spec, const Town *town, TileIndex tile)
00472 {
00473   return GetHouseCallback(callback, param1, param2, spec - HouseSpec::Get(0), town, tile);
00474 }
00475 
00477 struct HouseAnimationBase : public AnimationBase<HouseAnimationBase, HouseSpec, Town, GetSimpleHouseCallback> {
00478   static const CallbackID cb_animation_speed      = CBID_HOUSE_ANIMATION_SPEED;
00479   static const CallbackID cb_animation_next_frame = CBID_HOUSE_ANIMATION_NEXT_FRAME;
00480 
00481   static const HouseCallbackMask cbm_animation_speed      = CBM_HOUSE_ANIMATION_SPEED;
00482   static const HouseCallbackMask cbm_animation_next_frame = CBM_HOUSE_ANIMATION_NEXT_FRAME;
00483 };
00484 
00485 void AnimateNewHouseTile(TileIndex tile)
00486 {
00487   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00488   if (hs == NULL) return;
00489 
00490   HouseAnimationBase::AnimateTile(hs, Town::GetByTile(tile), tile, HasBit(hs->extra_flags, CALLBACK_1A_RANDOM_BITS));
00491 }
00492 
00493 void AnimateNewHouseConstruction(TileIndex tile)
00494 {
00495   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00496 
00497   if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
00498     HouseAnimationBase::ChangeAnimationFrame(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, hs, Town::GetByTile(tile), tile, 0, 0);
00499   }
00500 }
00501 
00502 bool CanDeleteHouse(TileIndex tile)
00503 {
00504   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00505 
00506   /* Humans are always allowed to remove buildings, as is water and
00507    * anyone using the scenario editor. */
00508   if (Company::IsValidHumanID(_current_company) || _current_company == OWNER_WATER || _current_company == OWNER_NONE) {
00509     return true;
00510   }
00511 
00512   if (HasBit(hs->callback_mask, CBM_HOUSE_DENY_DESTRUCTION)) {
00513     uint16 callback_res = GetHouseCallback(CBID_HOUSE_DENY_DESTRUCTION, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00514     return (callback_res == CALLBACK_FAILED || callback_res == 0);
00515   } else {
00516     return !(hs->extra_flags & BUILDING_IS_PROTECTED);
00517   }
00518 }
00519 
00520 static void AnimationControl(TileIndex tile, uint16 random_bits)
00521 {
00522   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00523 
00524   if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_START_STOP)) {
00525     uint32 param = (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) ? (GB(Random(), 0, 16) | random_bits << 16) : Random();
00526     HouseAnimationBase::ChangeAnimationFrame(CBID_HOUSE_ANIMATION_START_STOP, hs, Town::GetByTile(tile), tile, param, 0);
00527   }
00528 }
00529 
00530 bool NewHouseTileLoop(TileIndex tile)
00531 {
00532   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00533 
00534   if (GetHouseProcessingTime(tile) > 0) {
00535     DecHouseProcessingTime(tile);
00536     return true;
00537   }
00538 
00539   TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP);
00540   if (hs->building_flags & BUILDING_HAS_1_TILE) TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP_TOP);
00541 
00542   if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_START_STOP)) {
00543     /* If this house is marked as having a synchronised callback, all the
00544      * tiles will have the callback called at once, rather than when the
00545      * tile loop reaches them. This should only be enabled for the northern
00546      * tile, or strange things will happen (here, and in TTDPatch). */
00547     if (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) {
00548       uint16 random = GB(Random(), 0, 16);
00549 
00550       if (hs->building_flags & BUILDING_HAS_1_TILE)  AnimationControl(tile, random);
00551       if (hs->building_flags & BUILDING_2_TILES_Y)   AnimationControl(TILE_ADDXY(tile, 0, 1), random);
00552       if (hs->building_flags & BUILDING_2_TILES_X)   AnimationControl(TILE_ADDXY(tile, 1, 0), random);
00553       if (hs->building_flags & BUILDING_HAS_4_TILES) AnimationControl(TILE_ADDXY(tile, 1, 1), random);
00554     } else {
00555       AnimationControl(tile, 0);
00556     }
00557   }
00558 
00559   /* Check callback 21, which determines if a house should be destroyed. */
00560   if (HasBit(hs->callback_mask, CBM_HOUSE_DESTRUCTION)) {
00561     uint16 callback_res = GetHouseCallback(CBID_HOUSE_DESTRUCTION, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00562     if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) > 0) {
00563       ClearTownHouse(Town::GetByTile(tile), tile);
00564       return false;
00565     }
00566   }
00567 
00568   SetHouseProcessingTime(tile, hs->processing_time);
00569   MarkTileDirtyByTile(tile);
00570   return true;
00571 }
00572 
00573 static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, byte base_random, bool first)
00574 {
00575   ResolverObject object;
00576 
00577   /* We can't trigger a non-existent building... */
00578   assert(IsTileType(tile, MP_HOUSE));
00579 
00580   HouseID hid = GetHouseType(tile);
00581   HouseSpec *hs = HouseSpec::Get(hid);
00582 
00583   if (hs->grf_prop.spritegroup == NULL) return;
00584 
00585   NewHouseResolver(&object, hid, tile, Town::GetByTile(tile));
00586 
00587   object.callback = CBID_RANDOM_TRIGGER;
00588   object.trigger = trigger;
00589 
00590   const SpriteGroup *group = SpriteGroup::Resolve(hs->grf_prop.spritegroup[0], &object);
00591   if (group == NULL) return;
00592 
00593   byte new_random_bits = Random();
00594   byte random_bits = GetHouseRandomBits(tile);
00595   random_bits &= ~object.reseed;
00596   random_bits |= (first ? new_random_bits : base_random) & object.reseed;
00597   SetHouseRandomBits(tile, random_bits);
00598 
00599   switch (trigger) {
00600     case HOUSE_TRIGGER_TILE_LOOP:
00601       /* Random value already set. */
00602       break;
00603 
00604     case HOUSE_TRIGGER_TILE_LOOP_TOP:
00605       if (!first) {
00606         /* The top tile is marked dirty by the usual TileLoop */
00607         MarkTileDirtyByTile(tile);
00608         break;
00609       }
00610       /* Random value of first tile already set. */
00611       if (hs->building_flags & BUILDING_2_TILES_Y)   DoTriggerHouse(TILE_ADDXY(tile, 0, 1), trigger, random_bits, false);
00612       if (hs->building_flags & BUILDING_2_TILES_X)   DoTriggerHouse(TILE_ADDXY(tile, 1, 0), trigger, random_bits, false);
00613       if (hs->building_flags & BUILDING_HAS_4_TILES) DoTriggerHouse(TILE_ADDXY(tile, 1, 1), trigger, random_bits, false);
00614       break;
00615   }
00616 }
00617 
00618 void TriggerHouse(TileIndex t, HouseTrigger trigger)
00619 {
00620   DoTriggerHouse(t, trigger, 0, true);
00621 }
00622 
00628 void GetHouseResolver(ResolverObject *ro, uint index)
00629 {
00630   NewHouseResolver(ro, GetHouseType(index), index, Town::GetByTile(index));
00631 }

Generated on Sun May 15 19:20:11 2011 for OpenTTD by  doxygen 1.6.1