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@ -490,11 +490,8 @@ bool NewHouseTileLoop(TileIndex tile)
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return true;
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}
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/* @todo: Magic with triggers goes here. Got to implement that, one day. ..
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* Process randomizing of tiles following specs.
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* Once done, redraw the house
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* MarkTileDirtyByTile(tile);
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*/
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TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP);
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TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP_TOP);
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if (HASBIT(hs->callback_mask, CBM_HOUSE_ANIMATION_START_STOP)) {
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/* If this house is marked as having a synchronised callback, all the
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@ -525,3 +522,47 @@ bool NewHouseTileLoop(TileIndex tile)
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SetHouseProcessingTime(tile, hs->processing_time);
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return true;
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}
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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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HouseID hid = GetHouseType(tile);
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HouseSpec *hs = GetHouseSpecs(hid);
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NewHouseResolver(&object, hid, tile, GetTownByTile(tile));
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object.callback = CBID_RANDOM_TRIGGER;
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object.trigger = trigger;
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const SpriteGroup *group = Resolve(hs->spritegroup, &object);
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if (group == NULL) return;
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byte new_random_bits = Random();
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byte random_bits = GetHouseRandomBits(tile);
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random_bits &= ~object.reseed;
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random_bits |= (first ? new_random_bits : base_random) & object.reseed;
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SetHouseRandomBits(tile, random_bits);
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switch (trigger) {
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case HOUSE_TRIGGER_TILE_LOOP:
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/* Random value already set. */
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break;
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case HOUSE_TRIGGER_TILE_LOOP_TOP:
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if (!first) break;
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/* Random value of first tile already set. */
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if (hs->building_flags & BUILDING_2_TILES_Y) DoTriggerHouse(TILE_ADDXY(tile, 0, 1), trigger, false, random_bits);
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if (hs->building_flags & BUILDING_2_TILES_X) DoTriggerHouse(TILE_ADDXY(tile, 1, 0), trigger, false, random_bits);
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if (hs->building_flags & BUILDING_HAS_4_TILES) DoTriggerHouse(TILE_ADDXY(tile, 1, 1), trigger, false, random_bits);
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break;
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}
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}
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void TriggerHouse(TileIndex t, HouseTrigger trigger)
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{
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DoTriggerHouse(t, trigger, true, 0);
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}
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