newgrf_house.cpp

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00001 /* $Id: newgrf_house.cpp 17081 2009-08-06 00:04:00Z rubidium $ */
00002 
00005 #include "stdafx.h"
00006 #include "openttd.h"
00007 #include "variables.h"
00008 #include "debug.h"
00009 #include "viewport_func.h"
00010 #include "landscape.h"
00011 #include "town_map.h"
00012 #include "sprite.h"
00013 #include "newgrf.h"
00014 #include "newgrf_house.h"
00015 #include "newgrf_spritegroup.h"
00016 #include "newgrf_town.h"
00017 #include "newgrf_sound.h"
00018 #include "newgrf_commons.h"
00019 #include "transparency.h"
00020 #include "functions.h"
00021 #include "company_func.h"
00022 #include "animated_tile_func.h"
00023 #include "company_base.h"
00024 
00025 static BuildingCounts<uint32> _building_counts;
00026 static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
00027 
00028 HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
00029 
00030 HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid)
00031 {
00032   /* Start from 1 because 0 means that no class has been assigned. */
00033   for (int i = 1; i != lengthof(_class_mapping); i++) {
00034     HouseClassMapping *map = &_class_mapping[i];
00035 
00036     if (map->class_id == grf_class_id && map->grfid == grfid) return (HouseClassID)i;
00037 
00038     if (map->class_id == 0 && map->grfid == 0) {
00039       map->class_id = grf_class_id;
00040       map->grfid    = grfid;
00041       return (HouseClassID)i;
00042     }
00043   }
00044   return HOUSE_NO_CLASS;
00045 }
00046 
00047 void InitializeBuildingCounts()
00048 {
00049   memset(&_building_counts, 0, sizeof(_building_counts));
00050 }
00051 
00058 void IncreaseBuildingCount(Town *t, HouseID house_id)
00059 {
00060   HouseClassID class_id = GetHouseSpecs(house_id)->class_id;
00061 
00062   if (!_loaded_newgrf_features.has_newhouses) return;
00063 
00064   t->building_counts.id_count[house_id]++;
00065   _building_counts.id_count[house_id]++;
00066 
00067   if (class_id == HOUSE_NO_CLASS) return;
00068 
00069   t->building_counts.class_count[class_id]++;
00070   _building_counts.class_count[class_id]++;
00071 }
00072 
00079 void DecreaseBuildingCount(Town *t, HouseID house_id)
00080 {
00081   HouseClassID class_id = GetHouseSpecs(house_id)->class_id;
00082 
00083   if (!_loaded_newgrf_features.has_newhouses) return;
00084 
00085   if (t->building_counts.id_count[house_id] > 0) t->building_counts.id_count[house_id]--;
00086   if (_building_counts.id_count[house_id] > 0)   _building_counts.id_count[house_id]--;
00087 
00088   if (class_id == HOUSE_NO_CLASS) return;
00089 
00090   if (t->building_counts.class_count[class_id] > 0) t->building_counts.class_count[class_id]--;
00091   if (_building_counts.class_count[class_id] > 0)   _building_counts.class_count[class_id]--;
00092 }
00093 
00094 static uint32 HouseGetRandomBits(const ResolverObject *object)
00095 {
00096   const TileIndex tile = object->u.house.tile;
00097   return (tile == INVALID_TILE || !IsTileType(tile, MP_HOUSE)) ? 0 : GetHouseRandomBits(tile);
00098 }
00099 
00100 static uint32 HouseGetTriggers(const ResolverObject *object)
00101 {
00102   const TileIndex tile = object->u.house.tile;
00103   return (tile == INVALID_TILE || !IsTileType(tile, MP_HOUSE)) ? 0 : GetHouseTriggers(tile);
00104 }
00105 
00106 static void HouseSetTriggers(const ResolverObject *object, int triggers)
00107 {
00108   const TileIndex tile = object->u.house.tile;
00109   if (IsTileType(tile, MP_HOUSE)) SetHouseTriggers(tile, triggers);
00110 }
00111 
00112 static uint32 GetNumHouses(HouseID house_id, const Town *town)
00113 {
00114   uint8 map_id_count, town_id_count, map_class_count, town_class_count;
00115   HouseClassID class_id = GetHouseSpecs(house_id)->class_id;
00116 
00117   map_id_count     = ClampU(_building_counts.id_count[house_id], 0, 255);
00118   map_class_count  = ClampU(_building_counts.class_count[class_id], 0, 255);
00119   town_id_count    = ClampU(town->building_counts.id_count[house_id], 0, 255);
00120   town_class_count = ClampU(town->building_counts.class_count[class_id], 0, 255);
00121 
00122   return map_class_count << 24 | town_class_count << 16 | map_id_count << 8 | town_id_count;
00123 }
00124 
00125 uint32 GetNearbyTileInformation(byte parameter, TileIndex tile)
00126 {
00127   tile = GetNearbyTile(parameter, tile);
00128   return GetNearbyTileInformation(tile);
00129 }
00130 
00132 typedef struct {
00133   const HouseSpec *hs;  
00134   TileIndex north_tile; 
00135 } SearchNearbyHouseData;
00136 
00142 static bool SearchNearbyHouseID(TileIndex tile, void *user_data)
00143 {
00144   if (IsTileType(tile, MP_HOUSE)) {
00145     HouseID house = GetHouseType(tile); // tile been examined
00146     const HouseSpec *hs = GetHouseSpecs(house);
00147     if (hs->grffile != NULL) { // must be one from a grf file
00148       SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
00149 
00150       TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
00151       if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
00152 
00153       return hs->local_id == nbhd->hs->local_id &&  // same local id as the one requested
00154         hs->grffile->grfid == nbhd->hs->grffile->grfid;  // from the same grf
00155     }
00156   }
00157   return false;
00158 }
00159 
00165 static bool SearchNearbyHouseClass(TileIndex tile, void *user_data)
00166 {
00167   if (IsTileType(tile, MP_HOUSE)) {
00168     HouseID house = GetHouseType(tile); // tile been examined
00169     const HouseSpec *hs = GetHouseSpecs(house);
00170     if (hs->grffile != NULL) { // must be one from a grf file
00171       SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
00172 
00173       TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
00174       if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
00175 
00176       return hs->class_id == nbhd->hs->class_id &&  // same classid as the one requested
00177         hs->grffile->grfid == nbhd->hs->grffile->grfid;  // from the same grf
00178     }
00179   }
00180   return false;
00181 }
00182 
00188 static bool SearchNearbyHouseGRFID(TileIndex tile, void *user_data)
00189 {
00190   if (IsTileType(tile, MP_HOUSE)) {
00191     HouseID house = GetHouseType(tile); // tile been examined
00192     const HouseSpec *hs = GetHouseSpecs(house);
00193     if (hs->grffile != NULL) { // must be one from a grf file
00194       SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
00195 
00196       TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
00197       if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
00198 
00199       return hs->grffile->grfid == nbhd->hs->grffile->grfid;  // from the same grf
00200     }
00201   }
00202   return false;
00203 }
00204 
00214 static uint32 GetDistanceFromNearbyHouse(uint8 parameter, TileIndex tile, HouseID house)
00215 {
00216   static TestTileOnSearchProc * const search_procs[3] = {
00217     SearchNearbyHouseID,
00218     SearchNearbyHouseClass,
00219     SearchNearbyHouseGRFID,
00220   };
00221   TileIndex found_tile = tile;
00222   uint8 searchtype = GB(parameter, 6, 2);
00223   uint8 searchradius = GB(parameter, 0, 6);
00224   if (searchtype >= lengthof(search_procs)) return 0;  // do not run on ill-defined code
00225   if (searchradius < 1) return 0; // do not use a too low radius
00226 
00227   SearchNearbyHouseData nbhd;
00228   nbhd.hs = GetHouseSpecs(house);
00229   nbhd.north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
00230 
00231   /* Use a pointer for the tile to start the search. Will be required for calculating the distance*/
00232   if (CircularTileSearch(&found_tile, 2 * searchradius + 1, search_procs[searchtype], &nbhd)) {
00233     return DistanceManhattan(found_tile, tile);
00234   }
00235   return 0;
00236 }
00237 
00243 static uint32 HouseGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
00244 {
00245   const Town *town = object->u.house.town;
00246   TileIndex tile   = object->u.house.tile;
00247   HouseID house_id = object->u.house.house_id;
00248 
00249   if (object->scope == VSG_SCOPE_PARENT) {
00250     return TownGetVariable(variable, parameter, available, town);
00251   }
00252 
00253   switch (variable) {
00254     /* Construction stage. */
00255     case 0x40: return (IsTileType(tile, MP_HOUSE) ? GetHouseBuildingStage(tile) : 0) | TileHash2Bit(TileX(tile), TileY(tile)) << 2;
00256 
00257     /* Building age. */
00258     case 0x41: return IsTileType(tile, MP_HOUSE) ? GetHouseAge(tile) : 0;
00259 
00260     /* Town zone */
00261     case 0x42: return GetTownRadiusGroup(town, tile);
00262 
00263     /* Terrain type */
00264     case 0x43: return GetTerrainType(tile);
00265 
00266     /* Number of this type of building on the map. */
00267     case 0x44: return GetNumHouses(house_id, town);
00268 
00269     /* Whether the town is being created or just expanded. */
00270     case 0x45: return _generating_world ? 1 : 0;
00271 
00272     /* Current animation frame. */
00273     case 0x46: return IsTileType(tile, MP_HOUSE) ? GetHouseAnimationFrame(tile) : 0;
00274 
00275     /* Position of the house */
00276     case 0x47: return TileY(tile) << 16 | TileX(tile);
00277 
00278     /* Building counts for old houses with id = parameter. */
00279     case 0x60: return GetNumHouses(parameter, town);
00280 
00281     /* Building counts for new houses with id = parameter. */
00282     case 0x61: {
00283       const HouseSpec *hs = GetHouseSpecs(house_id);
00284       if (hs->grffile == NULL) return 0;
00285 
00286       HouseID new_house = _house_mngr.GetID(parameter, hs->grffile->grfid);
00287       return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, town);
00288     }
00289 
00290     /* Land info for nearby tiles. */
00291     case 0x62: return GetNearbyTileInformation(parameter, tile);
00292 
00293     /* Current animation frame of nearby house tiles */
00294     case 0x63: {
00295       TileIndex testtile = GetNearbyTile(parameter, tile);
00296       return IsTileType(testtile, MP_HOUSE) ? GetHouseAnimationFrame(testtile) : 0;
00297     }
00298 
00299     /* Cargo acceptance history of nearby stations */
00300     /*case 0x64: not implemented yet */
00301 
00302     /* Distance test for some house types */
00303     case 0x65: return GetDistanceFromNearbyHouse(parameter, tile, object->u.house.house_id);
00304   }
00305 
00306   DEBUG(grf, 1, "Unhandled house property 0x%X", variable);
00307 
00308   *available = false;
00309   return UINT_MAX;
00310 }
00311 
00312 static const SpriteGroup *HouseResolveReal(const ResolverObject *object, const SpriteGroup *group)
00313 {
00314   /* Houses do not have 'real' groups */
00315   return NULL;
00316 }
00317 
00323 static void NewHouseResolver(ResolverObject *res, HouseID house_id, TileIndex tile, Town *town)
00324 {
00325   res->GetRandomBits = HouseGetRandomBits;
00326   res->GetTriggers   = HouseGetTriggers;
00327   res->SetTriggers   = HouseSetTriggers;
00328   res->GetVariable   = HouseGetVariable;
00329   res->ResolveReal   = HouseResolveReal;
00330 
00331   res->u.house.tile     = tile;
00332   res->u.house.town     = town;
00333   res->u.house.house_id = house_id;
00334 
00335   res->callback        = CBID_NO_CALLBACK;
00336   res->callback_param1 = 0;
00337   res->callback_param2 = 0;
00338   res->last_value      = 0;
00339   res->trigger         = 0;
00340   res->reseed          = 0;
00341   res->count           = 0;
00342 
00343   const HouseSpec *hs = GetHouseSpecs(house_id);
00344   res->grffile         = (hs != NULL ? hs->grffile : NULL);
00345 }
00346 
00347 uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile)
00348 {
00349   ResolverObject object;
00350   const SpriteGroup *group;
00351 
00352   NewHouseResolver(&object, house_id, tile, town);
00353   object.callback = callback;
00354   object.callback_param1 = param1;
00355   object.callback_param2 = param2;
00356 
00357   group = Resolve(GetHouseSpecs(house_id)->spritegroup, &object);
00358   if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
00359 
00360   return group->g.callback.result;
00361 }
00362 
00363 static void DrawTileLayout(const TileInfo *ti, const SpriteGroup *group, byte stage, HouseID house_id)
00364 {
00365   const DrawTileSprites *dts = group->g.layout.dts;
00366   const DrawTileSeqStruct *dtss;
00367 
00368   const HouseSpec *hs = GetHouseSpecs(house_id);
00369   SpriteID palette = hs->random_colour[TileHash2Bit(ti->x, ti->y)] + PALETTE_RECOLOUR_START;
00370   if (HasBit(hs->callback_mask, CBM_HOUSE_COLOUR)) {
00371     uint16 callback = GetHouseCallback(CBID_HOUSE_COLOUR, 0, 0, house_id, GetTownByTile(ti->tile), ti->tile);
00372     if (callback != CALLBACK_FAILED) {
00373       /* If bit 14 is set, we should use a 2cc colour map, else use the callback value. */
00374       palette = HasBit(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
00375     }
00376   }
00377 
00378   SpriteID image = dts->ground.sprite;
00379   SpriteID pal   = dts->ground.pal;
00380 
00381   if (IS_CUSTOM_SPRITE(image)) image += stage;
00382 
00383   if (GB(image, 0, SPRITE_WIDTH) != 0) {
00384     DrawGroundSprite(image, GroundSpritePaletteTransform(image, pal, palette));
00385   }
00386 
00387   foreach_draw_tile_seq(dtss, dts->seq) {
00388     if (GB(dtss->image.sprite, 0, SPRITE_WIDTH) == 0) continue;
00389 
00390     image = dtss->image.sprite;
00391     pal   = dtss->image.pal;
00392 
00393     /* Stop drawing sprite sequence once we meet a sprite that doesn't have to be opaque */
00394     if (IsInvisibilitySet(TO_HOUSES) && !HasBit(image, SPRITE_MODIFIER_OPAQUE)) return;
00395 
00396     if (IS_CUSTOM_SPRITE(image)) image += stage;
00397 
00398     pal = SpriteLayoutPaletteTransform(image, pal, palette);
00399 
00400     if ((byte)dtss->delta_z != 0x80) {
00401       AddSortableSpriteToDraw(
00402         image, pal,
00403         ti->x + dtss->delta_x, ti->y + dtss->delta_y,
00404         dtss->size_x, dtss->size_y,
00405         dtss->size_z, ti->z + dtss->delta_z,
00406         !HasBit(image, SPRITE_MODIFIER_OPAQUE) && IsTransparencySet(TO_HOUSES)
00407       );
00408     } else {
00409       /* For industries and houses delta_x and delta_y are unsigned */
00410       AddChildSpriteScreen(image, pal, (byte)dtss->delta_x, (byte)dtss->delta_y, !HasBit(image, SPRITE_MODIFIER_OPAQUE) && IsTransparencySet(TO_HOUSES));
00411     }
00412   }
00413 }
00414 
00415 void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
00416 {
00417   const HouseSpec *hs = GetHouseSpecs(house_id);
00418   const SpriteGroup *group;
00419   ResolverObject object;
00420 
00421   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00422 
00423   NewHouseResolver(&object, house_id, ti->tile, GetTownByTile(ti->tile));
00424 
00425   group = Resolve(hs->spritegroup, &object);
00426   if (group == NULL || group->type != SGT_TILELAYOUT) {
00427     /* XXX: This is for debugging purposes really, and shouldn't stay. */
00428     DrawGroundSprite(SPR_SHADOW_CELL, PAL_NONE);
00429   } else {
00430     /* Limit the building stage to the number of stages supplied. */
00431     byte stage = GetHouseBuildingStage(ti->tile);
00432     stage = Clamp(stage - 4 + group->g.layout.num_sprites, 0, group->g.layout.num_sprites - 1);
00433     DrawTileLayout(ti, group, stage, house_id);
00434   }
00435 }
00436 
00437 void AnimateNewHouseTile(TileIndex tile)
00438 {
00439   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00440   byte animation_speed = hs->animation_speed;
00441   bool frame_set_by_callback = false;
00442 
00443   if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_SPEED)) {
00444     uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_SPEED, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00445     if (callback_res != CALLBACK_FAILED) animation_speed = Clamp(callback_res & 0xFF, 2, 16);
00446   }
00447 
00448   /* An animation speed of 2 means the animation frame changes 4 ticks, and
00449    * increasing this value by one doubles the wait. 2 is the minimum value
00450    * allowed for animation_speed, which corresponds to 120ms, and 16 is the
00451    * maximum, corresponding to around 33 minutes. */
00452   if (_tick_counter % (1 << animation_speed) != 0) return;
00453 
00454   byte frame      = GetHouseAnimationFrame(tile);
00455   byte num_frames = GB(hs->animation_frames, 0, 7);
00456 
00457   if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_NEXT_FRAME)) {
00458     uint32 param = (hs->extra_flags & CALLBACK_1A_RANDOM_BITS) ? Random() : 0;
00459     uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_NEXT_FRAME, param, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00460 
00461     if (callback_res != CALLBACK_FAILED) {
00462       frame_set_by_callback = true;
00463 
00464       switch (callback_res & 0xFF) {
00465         case 0xFF:
00466           DeleteAnimatedTile(tile);
00467           break;
00468         case 0xFE:
00469           /* Carry on as normal. */
00470           frame_set_by_callback = false;
00471           break;
00472         default:
00473           frame = callback_res & 0xFF;
00474           break;
00475       }
00476 
00477       /* If the lower 7 bits of the upper byte of the callback
00478        * result are not empty, it is a sound effect. */
00479       if (GB(callback_res, 8, 7) != 0) PlayTileSound(hs->grffile, GB(callback_res, 8, 7), tile);
00480     }
00481   }
00482 
00483   if (!frame_set_by_callback) {
00484     if (frame < num_frames) {
00485       frame++;
00486     } else if (frame == num_frames && HasBit(hs->animation_frames, 7)) {
00487       /* This animation loops, so start again from the beginning */
00488       frame = 0;
00489     } else {
00490       /* This animation doesn't loop, so stay here */
00491       DeleteAnimatedTile(tile);
00492     }
00493   }
00494 
00495   SetHouseAnimationFrame(tile, frame);
00496   MarkTileDirtyByTile(tile);
00497 }
00498 
00499 void ChangeHouseAnimationFrame(const GRFFile *file, TileIndex tile, uint16 callback_result)
00500 {
00501   switch (callback_result & 0xFF) {
00502     case 0xFD: /* Do nothing. */         break;
00503     case 0xFE: AddAnimatedTile(tile);    break;
00504     case 0xFF: DeleteAnimatedTile(tile); break;
00505     default:
00506       SetHouseAnimationFrame(tile, callback_result & 0xFF);
00507       AddAnimatedTile(tile);
00508       break;
00509   }
00510   /* If the lower 7 bits of the upper byte of the callback
00511    * result are not empty, it is a sound effect. */
00512   if (GB(callback_result, 8, 7) != 0) PlayTileSound(file, GB(callback_result, 8, 7), tile);
00513 }
00514 
00515 bool CanDeleteHouse(TileIndex tile)
00516 {
00517   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00518 
00519   /* Humans are always allowed to remove buildings, as is water and
00520    * anyone using the scenario editor. */
00521   if ((IsValidCompanyID(_current_company) && IsHumanCompany(_current_company))
00522       || _current_company == OWNER_WATER || _current_company == OWNER_NONE) return true;
00523 
00524   if (HasBit(hs->callback_mask, CBM_HOUSE_DENY_DESTRUCTION)) {
00525     uint16 callback_res = GetHouseCallback(CBID_HOUSE_DENY_DESTRUCTION, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00526     return (callback_res == CALLBACK_FAILED || callback_res == 0);
00527   } else {
00528     return !(hs->extra_flags & BUILDING_IS_PROTECTED);
00529   }
00530 }
00531 
00532 static void AnimationControl(TileIndex tile, uint16 random_bits)
00533 {
00534   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00535 
00536   if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_START_STOP)) {
00537     uint32 param = (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) ? (GB(Random(), 0, 16) | random_bits << 16) : Random();
00538     uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_START_STOP, param, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00539 
00540     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
00541   }
00542 }
00543 
00544 bool NewHouseTileLoop(TileIndex tile)
00545 {
00546   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00547 
00548   if (GetHouseProcessingTime(tile) > 0) {
00549     DecHouseProcessingTime(tile);
00550     return true;
00551   }
00552 
00553   TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP);
00554   if (hs->building_flags & BUILDING_HAS_1_TILE) TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP_TOP);
00555 
00556   if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_START_STOP)) {
00557     /* If this house is marked as having a synchronised callback, all the
00558      * tiles will have the callback called at once, rather than when the
00559      * tile loop reaches them. This should only be enabled for the northern
00560      * tile, or strange things will happen (here, and in TTDPatch). */
00561     if (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) {
00562       uint16 random = GB(Random(), 0, 16);
00563 
00564       if (hs->building_flags & BUILDING_HAS_1_TILE)  AnimationControl(tile, random);
00565       if (hs->building_flags & BUILDING_2_TILES_Y)   AnimationControl(TILE_ADDXY(tile, 0, 1), random);
00566       if (hs->building_flags & BUILDING_2_TILES_X)   AnimationControl(TILE_ADDXY(tile, 1, 0), random);
00567       if (hs->building_flags & BUILDING_HAS_4_TILES) AnimationControl(TILE_ADDXY(tile, 1, 1), random);
00568     } else {
00569       AnimationControl(tile, 0);
00570     }
00571   }
00572 
00573   /* Check callback 21, which determines if a house should be destroyed. */
00574   if (HasBit(hs->callback_mask, CBM_HOUSE_DESTRUCTION)) {
00575     uint16 callback_res = GetHouseCallback(CBID_HOUSE_DESTRUCTION, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00576     if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) > 0) {
00577       ClearTownHouse(GetTownByTile(tile), tile);
00578       return false;
00579     }
00580   }
00581 
00582   SetHouseProcessingTime(tile, hs->processing_time);
00583   MarkTileDirtyByTile(tile);
00584   return true;
00585 }
00586 
00587 static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, byte base_random, bool first)
00588 {
00589   ResolverObject object;
00590 
00591   /* We can't trigger a non-existent building... */
00592   assert(IsTileType(tile, MP_HOUSE));
00593 
00594   HouseID hid = GetHouseType(tile);
00595   HouseSpec *hs = GetHouseSpecs(hid);
00596 
00597   if (hs->spritegroup == NULL) return;
00598 
00599   NewHouseResolver(&object, hid, tile, GetTownByTile(tile));
00600 
00601   object.callback = CBID_RANDOM_TRIGGER;
00602   object.trigger = trigger;
00603 
00604   const SpriteGroup *group = Resolve(hs->spritegroup, &object);
00605   if (group == NULL) return;
00606 
00607   byte new_random_bits = Random();
00608   byte random_bits = GetHouseRandomBits(tile);
00609   random_bits &= ~object.reseed;
00610   random_bits |= (first ? new_random_bits : base_random) & object.reseed;
00611   SetHouseRandomBits(tile, random_bits);
00612 
00613   switch (trigger) {
00614     case HOUSE_TRIGGER_TILE_LOOP:
00615       /* Random value already set. */
00616       break;
00617 
00618     case HOUSE_TRIGGER_TILE_LOOP_TOP:
00619       if (!first) {
00620         /* The top tile is marked dirty by the usual TileLoop */
00621         MarkTileDirtyByTile(tile);
00622         break;
00623       }
00624       /* Random value of first tile already set. */
00625       if (hs->building_flags & BUILDING_2_TILES_Y)   DoTriggerHouse(TILE_ADDXY(tile, 0, 1), trigger, random_bits, false);
00626       if (hs->building_flags & BUILDING_2_TILES_X)   DoTriggerHouse(TILE_ADDXY(tile, 1, 0), trigger, random_bits, false);
00627       if (hs->building_flags & BUILDING_HAS_4_TILES) DoTriggerHouse(TILE_ADDXY(tile, 1, 1), trigger, random_bits, false);
00628       break;
00629   }
00630 }
00631 
00632 void TriggerHouse(TileIndex t, HouseTrigger trigger)
00633 {
00634   DoTriggerHouse(t, trigger, 0, true);
00635 }

Generated on Sun Sep 13 08:19:17 2009 for OpenTTD by  doxygen 1.5.6