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@ -29,6 +29,39 @@ static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
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HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
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HouseScopeResolver::HouseScopeResolver(ResolverObject *ro, HouseID house_id, TileIndex tile, Town *town,
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bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers)
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: ScopeResolver(ro)
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{
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this->house_id = house_id;
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this->tile = tile;
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this->town = town;
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this->not_yet_constructed = not_yet_constructed;
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this->initial_random_bits = initial_random_bits;
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this->watched_cargo_triggers = watched_cargo_triggers;
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}
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/**
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* Retrieve the grf file associated with a house.
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* @param house_id House to query.
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* @return The associated GRF file (may be \c NULL).
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*/
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static const GRFFile *GetHouseSpecGrf(HouseID house_id)
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{
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const HouseSpec *hs = HouseSpec::Get(house_id);
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return (hs != NULL) ? hs->grf_prop.grffile : NULL;
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}
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HouseResolverObject::HouseResolverObject(HouseID house_id, TileIndex tile, Town *town,
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CallbackID callback, uint32 param1, uint32 param2,
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bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers)
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: ResolverObject(GetHouseSpecGrf(house_id), callback, param1, param2),
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house_scope(this, house_id, tile, town, not_yet_constructed, initial_random_bits, watched_cargo_triggers),
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town_scope(this, town, not_yet_constructed) // Don't access StorePSA if house is not yet constructed.
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{
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}
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HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid)
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{
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/* Start from 1 because 0 means that no class has been assigned. */
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@ -98,27 +131,24 @@ void DecreaseBuildingCount(Town *t, HouseID house_id)
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if (_building_counts.class_count[class_id] > 0) _building_counts.class_count[class_id]--;
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}
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static uint32 HouseGetRandomBits(const ResolverObject *object)
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/* virtual */ uint32 HouseScopeResolver::GetRandomBits() const
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{
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/* Note: Towns build houses over houses. So during construction checks 'tile' may be a valid but unrelated house. */
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TileIndex tile = object->u.house.tile;
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assert(IsValidTile(tile) && (object->u.house.not_yet_constructed || IsTileType(tile, MP_HOUSE)));
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return object->u.house.not_yet_constructed ? object->u.house.initial_random_bits : GetHouseRandomBits(tile);
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assert(IsValidTile(this->tile) && (this->not_yet_constructed || IsTileType(this->tile, MP_HOUSE)));
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return this->not_yet_constructed ? this->initial_random_bits : GetHouseRandomBits(this->tile);
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}
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static uint32 HouseGetTriggers(const ResolverObject *object)
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/* virtual */ uint32 HouseScopeResolver::GetTriggers() const
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{
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/* Note: Towns build houses over houses. So during construction checks 'tile' may be a valid but unrelated house. */
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TileIndex tile = object->u.house.tile;
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assert(IsValidTile(tile) && (object->u.house.not_yet_constructed || IsTileType(tile, MP_HOUSE)));
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return object->u.house.not_yet_constructed ? 0 : GetHouseTriggers(tile);
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assert(IsValidTile(this->tile) && (this->not_yet_constructed || IsTileType(this->tile, MP_HOUSE)));
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return this->not_yet_constructed ? 0 : GetHouseTriggers(this->tile);
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}
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static void HouseSetTriggers(const ResolverObject *object, int triggers)
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/* virtual */ void HouseScopeResolver::SetTriggers(int triggers) const
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{
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TileIndex tile = object->u.house.tile;
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assert(!object->u.house.not_yet_constructed && IsValidTile(tile) && IsTileType(tile, MP_HOUSE));
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SetHouseTriggers(tile, triggers);
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assert(!this->not_yet_constructed && IsValidTile(this->tile) && IsTileType(this->tile, MP_HOUSE));
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SetHouseTriggers(this->tile, triggers);
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}
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static uint32 GetNumHouses(HouseID house_id, const Town *town)
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@ -259,75 +289,65 @@ static uint32 GetDistanceFromNearbyHouse(uint8 parameter, TileIndex tile, HouseI
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}
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/**
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* HouseGetVariable():
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*
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* Used by the resolver to get values for feature 07 deterministic spritegroups.
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* @note Used by the resolver to get values for feature 07 deterministic spritegroups.
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*/
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static uint32 HouseGetVariable(const ResolverObject *object, byte variable, uint32 parameter, bool *available)
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/* virtual */ uint32 HouseScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
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{
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Town *town = object->u.house.town;
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TileIndex tile = object->u.house.tile;
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HouseID house_id = object->u.house.house_id;
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if (object->scope == VSG_SCOPE_PARENT) {
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return TownGetVariable(variable, parameter, available, town, object->grffile);
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}
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switch (variable) {
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/* Construction stage. */
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case 0x40: return (IsTileType(tile, MP_HOUSE) ? GetHouseBuildingStage(tile) : 0) | TileHash2Bit(TileX(tile), TileY(tile)) << 2;
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case 0x40: return (IsTileType(this->tile, MP_HOUSE) ? GetHouseBuildingStage(this->tile) : 0) | TileHash2Bit(TileX(this->tile), TileY(this->tile)) << 2;
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/* Building age. */
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case 0x41: return IsTileType(tile, MP_HOUSE) ? GetHouseAge(tile) : 0;
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case 0x41: return IsTileType(this->tile, MP_HOUSE) ? GetHouseAge(this->tile) : 0;
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/* Town zone */
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case 0x42: return GetTownRadiusGroup(town, tile);
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case 0x42: return GetTownRadiusGroup(this->town, this->tile);
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/* Terrain type */
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case 0x43: return GetTerrainType(tile);
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case 0x43: return GetTerrainType(this->tile);
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/* Number of this type of building on the map. */
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case 0x44: return GetNumHouses(house_id, town);
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case 0x44: return GetNumHouses(this->house_id, this->town);
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/* Whether the town is being created or just expanded. */
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case 0x45: return _generating_world ? 1 : 0;
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/* Current animation frame. */
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case 0x46: return IsTileType(tile, MP_HOUSE) ? GetAnimationFrame(tile) : 0;
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case 0x46: return IsTileType(this->tile, MP_HOUSE) ? GetAnimationFrame(this->tile) : 0;
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/* Position of the house */
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case 0x47: return TileY(tile) << 16 | TileX(tile);
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case 0x47: return TileY(this->tile) << 16 | TileX(this->tile);
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/* Building counts for old houses with id = parameter. */
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case 0x60: return parameter < NEW_HOUSE_OFFSET ? GetNumHouses(parameter, town) : 0;
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case 0x60: return parameter < NEW_HOUSE_OFFSET ? GetNumHouses(parameter, this->town) : 0;
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/* Building counts for new houses with id = parameter. */
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case 0x61: {
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const HouseSpec *hs = HouseSpec::Get(house_id);
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const HouseSpec *hs = HouseSpec::Get(this->house_id);
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if (hs->grf_prop.grffile == NULL) return 0;
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HouseID new_house = _house_mngr.GetID(parameter, hs->grf_prop.grffile->grfid);
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return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, town);
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return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, this->town);
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}
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/* Land info for nearby tiles. */
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case 0x62: return GetNearbyTileInformation(parameter, tile, object->grffile->grf_version >= 8);
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case 0x62: return GetNearbyTileInformation(parameter, this->tile, this->ro->grffile->grf_version >= 8);
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/* Current animation frame of nearby house tiles */
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case 0x63: {
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TileIndex testtile = GetNearbyTile(parameter, tile);
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TileIndex testtile = GetNearbyTile(parameter, this->tile);
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return IsTileType(testtile, MP_HOUSE) ? GetAnimationFrame(testtile) : 0;
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}
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/* Cargo acceptance history of nearby stations */
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case 0x64: {
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CargoID cid = GetCargoTranslation(parameter, object->grffile);
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CargoID cid = GetCargoTranslation(parameter, this->ro->grffile);
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if (cid == CT_INVALID) return 0;
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/* Extract tile offset. */
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int8 x_offs = GB(GetRegister(0x100), 0, 8);
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int8 y_offs = GB(GetRegister(0x100), 8, 8);
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TileIndex testtile = TILE_MASK(tile + TileDiffXY(x_offs, y_offs));
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TileIndex testtile = TILE_MASK(this->tile + TileDiffXY(x_offs, y_offs));
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StationFinder stations(TileArea(testtile, 1, 1));
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const StationList *sl = stations.GetStations();
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@ -343,31 +363,31 @@ static uint32 HouseGetVariable(const ResolverObject *object, byte variable, uint
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}
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/* Cargo triggered CB 148? */
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if (HasBit(object->u.house.watched_cargo_triggers, cid)) SetBit(res, 4);
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if (HasBit(this->watched_cargo_triggers, cid)) SetBit(res, 4);
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return res;
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}
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/* Distance test for some house types */
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case 0x65: return GetDistanceFromNearbyHouse(parameter, tile, object->u.house.house_id);
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case 0x65: return GetDistanceFromNearbyHouse(parameter, this->tile, this->house_id);
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/* Class and ID of nearby house tile */
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case 0x66: {
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TileIndex testtile = GetNearbyTile(parameter, tile);
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TileIndex testtile = GetNearbyTile(parameter, this->tile);
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if (!IsTileType(testtile, MP_HOUSE)) return 0xFFFFFFFF;
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HouseSpec *hs = HouseSpec::Get(GetHouseType(testtile));
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/* Information about the grf local classid if the house has a class */
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uint houseclass = 0;
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if (hs->class_id != HOUSE_NO_CLASS) {
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houseclass = (hs->grf_prop.grffile == object->grffile ? 1 : 2) << 8;
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houseclass = (hs->grf_prop.grffile == this->ro->grffile ? 1 : 2) << 8;
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houseclass |= _class_mapping[hs->class_id].class_id;
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}
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/* old house type or grf-local houseid */
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uint local_houseid = 0;
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if (house_id < NEW_HOUSE_OFFSET) {
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local_houseid = house_id;
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if (this->house_id < NEW_HOUSE_OFFSET) {
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local_houseid = this->house_id;
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} else {
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local_houseid = (hs->grf_prop.grffile == object->grffile ? 1 : 2) << 8;
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local_houseid = (hs->grf_prop.grffile == this->ro->grffile ? 1 : 2) << 8;
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local_houseid |= hs->grf_prop.local_id;
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}
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return houseclass << 16 | local_houseid;
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@ -375,7 +395,7 @@ static uint32 HouseGetVariable(const ResolverObject *object, byte variable, uint
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/* GRFID of nearby house tile */
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case 0x67: {
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TileIndex testtile = GetNearbyTile(parameter, tile);
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TileIndex testtile = GetNearbyTile(parameter, this->tile);
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if (!IsTileType(testtile, MP_HOUSE)) return 0xFFFFFFFF;
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HouseID house_id = GetHouseType(testtile);
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if (house_id < NEW_HOUSE_OFFSET) return 0;
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@ -391,71 +411,21 @@ static uint32 HouseGetVariable(const ResolverObject *object, byte variable, uint
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return UINT_MAX;
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}
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static const SpriteGroup *HouseResolveReal(const ResolverObject *object, const RealSpriteGroup *group)
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/* virtual */ const SpriteGroup *HouseResolverObject::ResolveReal(const RealSpriteGroup *group) const
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{
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/* Houses do not have 'real' groups */
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return NULL;
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}
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/**
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* Store a value into the persistent storage of the object's parent.
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* @param object Object that we want to query.
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* @param pos Position in the persistent storage to use.
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* @param value Value to store.
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*/
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void HouseStorePSA(ResolverObject *object, uint pos, int32 value)
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{
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/* Houses have no persistent storage. */
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if (object->scope != VSG_SCOPE_PARENT || object->u.house.not_yet_constructed) return;
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/* Pass the request on to the town of the house */
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TownStorePSA(object->u.house.town, object->grffile, pos, value);
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}
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/**
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* NewHouseResolver():
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*
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* Returns a resolver object to be used with feature 07 spritegroups.
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*/
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static void NewHouseResolver(ResolverObject *res, HouseID house_id, TileIndex tile, Town *town)
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{
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res->GetRandomBits = HouseGetRandomBits;
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res->GetTriggers = HouseGetTriggers;
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res->SetTriggers = HouseSetTriggers;
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res->GetVariable = HouseGetVariable;
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res->ResolveRealMethod = HouseResolveReal;
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res->StorePSA = HouseStorePSA;
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res->u.house.tile = tile;
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res->u.house.town = town;
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res->u.house.house_id = house_id;
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res->u.house.not_yet_constructed = false;
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res->callback = CBID_NO_CALLBACK;
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res->callback_param1 = 0;
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res->callback_param2 = 0;
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res->ResetState();
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const HouseSpec *hs = HouseSpec::Get(house_id);
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res->grffile = (hs != NULL ? hs->grf_prop.grffile : NULL);
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}
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uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers)
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uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile,
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bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers)
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{
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ResolverObject object;
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const SpriteGroup *group;
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assert(IsValidTile(tile) && (not_yet_constructed || IsTileType(tile, MP_HOUSE)));
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NewHouseResolver(&object, house_id, tile, town);
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object.callback = callback;
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object.callback_param1 = param1;
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object.callback_param2 = param2;
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object.u.house.not_yet_constructed = not_yet_constructed;
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object.u.house.initial_random_bits = initial_random_bits;
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object.u.house.watched_cargo_triggers = watched_cargo_triggers;
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HouseResolverObject object(house_id, tile, town, callback, param1, param2,
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not_yet_constructed, initial_random_bits, watched_cargo_triggers);
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group = SpriteGroup::Resolve(HouseSpec::Get(house_id)->grf_prop.spritegroup[0], &object);
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const SpriteGroup *group = SpriteGroup::Resolve(HouseSpec::Get(house_id)->grf_prop.spritegroup[0], &object);
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if (group == NULL) return CALLBACK_FAILED;
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return group->GetCallbackResult();
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@ -491,8 +461,6 @@ static void DrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *grou
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void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
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{
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const HouseSpec *hs = HouseSpec::Get(house_id);
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const SpriteGroup *group;
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ResolverObject object;
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if (ti->tileh != SLOPE_FLAT) {
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bool draw_old_one = true;
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@ -505,12 +473,10 @@ void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
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if (draw_old_one) DrawFoundation(ti, FOUNDATION_LEVELED);
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}
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NewHouseResolver(&object, house_id, ti->tile, Town::GetByTile(ti->tile));
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HouseResolverObject object(house_id, ti->tile, Town::GetByTile(ti->tile));
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group = SpriteGroup::Resolve(hs->grf_prop.spritegroup[0], &object);
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if (group == NULL || group->type != SGT_TILELAYOUT) {
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return;
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} else {
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const SpriteGroup *group = SpriteGroup::Resolve(hs->grf_prop.spritegroup[0], &object);
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if (group != NULL && group->type == SGT_TILELAYOUT) {
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/* Limit the building stage to the number of stages supplied. */
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const TileLayoutSpriteGroup *tlgroup = (const TileLayoutSpriteGroup *)group;
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byte stage = GetHouseBuildingStage(ti->tile);
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@ -623,8 +589,6 @@ bool NewHouseTileLoop(TileIndex tile)
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static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, byte base_random, bool first)
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{
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ResolverObject object;
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/* We can't trigger a non-existent building... */
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assert(IsTileType(tile, MP_HOUSE));
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@ -633,9 +597,7 @@ static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, byte base_rando
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if (hs->grf_prop.spritegroup == NULL) return;
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NewHouseResolver(&object, hid, tile, Town::GetByTile(tile));
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object.callback = CBID_RANDOM_TRIGGER;
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HouseResolverObject object(hid, tile, Town::GetByTile(tile), CBID_RANDOM_TRIGGER);
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object.trigger = trigger;
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const SpriteGroup *group = SpriteGroup::Resolve(hs->grf_prop.spritegroup[0], &object);
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@ -715,12 +677,3 @@ void WatchedCargoCallback(TileIndex tile, uint32 trigger_cargoes)
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if (hs->building_flags & BUILDING_HAS_4_TILES) DoWatchedCargoCallback(TILE_ADDXY(north, 1, 1), tile, trigger_cargoes, r);
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|
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}
|
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/**
|
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|
|
* Resolve a house's spec and such so we can get a variable.
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|
|
* @param ro The resolver object to fill.
|
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|
|
* @param index The house tile to get the data from.
|
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|
|
*/
|
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|
|
void GetHouseResolver(ResolverObject *ro, uint index)
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|
|
|
|
{
|
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|
|
NewHouseResolver(ro, GetHouseType(index), index, Town::GetByTile(index));
|
|
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|
|
}
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