mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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654 lines
22 KiB
C++
654 lines
22 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file newgrf_house.cpp Implementation of NewGRF houses. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "variables.h"
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#include "debug.h"
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#include "viewport_func.h"
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#include "landscape.h"
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#include "sprite.h"
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#include "newgrf.h"
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#include "newgrf_house.h"
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#include "newgrf_spritegroup.h"
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#include "newgrf_town.h"
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#include "newgrf_sound.h"
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#include "newgrf_commons.h"
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#include "transparency.h"
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#include "functions.h"
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#include "company_func.h"
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#include "animated_tile_func.h"
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#include "company_base.h"
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#include "town.h"
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static BuildingCounts<uint32> _building_counts;
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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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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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for (int i = 1; i != lengthof(_class_mapping); i++) {
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HouseClassMapping *map = &_class_mapping[i];
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if (map->class_id == grf_class_id && map->grfid == grfid) return (HouseClassID)i;
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if (map->class_id == 0 && map->grfid == 0) {
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map->class_id = grf_class_id;
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map->grfid = grfid;
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return (HouseClassID)i;
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}
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}
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return HOUSE_NO_CLASS;
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}
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void InitializeBuildingCounts()
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{
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memset(&_building_counts, 0, sizeof(_building_counts));
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}
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/**
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* IncreaseBuildingCount()
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* Increase the count of a building when it has been added by a town.
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* @param t The town that the building is being built in
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* @param house_id The id of the house being added
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*/
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void IncreaseBuildingCount(Town *t, HouseID house_id)
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{
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HouseClassID class_id = HouseSpec::Get(house_id)->class_id;
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if (!_loaded_newgrf_features.has_newhouses) return;
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t->building_counts.id_count[house_id]++;
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_building_counts.id_count[house_id]++;
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if (class_id == HOUSE_NO_CLASS) return;
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t->building_counts.class_count[class_id]++;
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_building_counts.class_count[class_id]++;
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}
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/**
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* DecreaseBuildingCount()
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* Decrease the number of a building when it is deleted.
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* @param t The town that the building was built in
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* @param house_id The id of the house being removed
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*/
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void DecreaseBuildingCount(Town *t, HouseID house_id)
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{
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HouseClassID class_id = HouseSpec::Get(house_id)->class_id;
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if (!_loaded_newgrf_features.has_newhouses) return;
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if (t->building_counts.id_count[house_id] > 0) t->building_counts.id_count[house_id]--;
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if (_building_counts.id_count[house_id] > 0) _building_counts.id_count[house_id]--;
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if (class_id == HOUSE_NO_CLASS) return;
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if (t->building_counts.class_count[class_id] > 0) t->building_counts.class_count[class_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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{
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const TileIndex tile = object->u.house.tile;
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return (tile == INVALID_TILE || !IsTileType(tile, MP_HOUSE)) ? 0 : GetHouseRandomBits(tile);
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}
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static uint32 HouseGetTriggers(const ResolverObject *object)
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{
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const TileIndex tile = object->u.house.tile;
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return (tile == INVALID_TILE || !IsTileType(tile, MP_HOUSE)) ? 0 : GetHouseTriggers(tile);
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}
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static void HouseSetTriggers(const ResolverObject *object, int triggers)
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{
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const TileIndex tile = object->u.house.tile;
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if (IsTileType(tile, MP_HOUSE)) SetHouseTriggers(tile, triggers);
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}
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static uint32 GetNumHouses(HouseID house_id, const Town *town)
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{
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uint8 map_id_count, town_id_count, map_class_count, town_class_count;
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HouseClassID class_id = HouseSpec::Get(house_id)->class_id;
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map_id_count = ClampU(_building_counts.id_count[house_id], 0, 255);
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map_class_count = ClampU(_building_counts.class_count[class_id], 0, 255);
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town_id_count = ClampU(town->building_counts.id_count[house_id], 0, 255);
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town_class_count = ClampU(town->building_counts.class_count[class_id], 0, 255);
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return map_class_count << 24 | town_class_count << 16 | map_id_count << 8 | town_id_count;
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}
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uint32 GetNearbyTileInformation(byte parameter, TileIndex tile)
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{
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tile = GetNearbyTile(parameter, tile);
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return GetNearbyTileInformation(tile);
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}
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/** Structure with user-data for SearchNearbyHouseXXX - functions */
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typedef struct {
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const HouseSpec *hs; ///< Specs of the house, that startet the search
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TileIndex north_tile; ///< Northern tile of the house.
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} SearchNearbyHouseData;
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/** Callback function to search a house by its HouseID
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* @param tile TileIndex to be examined
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* @param user_data SearchNearbyHouseData
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* @return true or false, if found or not
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*/
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static bool SearchNearbyHouseID(TileIndex tile, void *user_data)
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{
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if (IsTileType(tile, MP_HOUSE)) {
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HouseID house = GetHouseType(tile); // tile been examined
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const HouseSpec *hs = HouseSpec::Get(house);
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if (hs->grffile != NULL) { // must be one from a grf file
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SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
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TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
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if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
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return hs->local_id == nbhd->hs->local_id && // same local id as the one requested
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hs->grffile->grfid == nbhd->hs->grffile->grfid; // from the same grf
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}
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}
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return false;
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}
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/** Callback function to search a house by its classID
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* @param tile TileIndex to be examined
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* @param user_data SearchNearbyHouseData
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* @return true or false, if found or not
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*/
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static bool SearchNearbyHouseClass(TileIndex tile, void *user_data)
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{
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if (IsTileType(tile, MP_HOUSE)) {
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HouseID house = GetHouseType(tile); // tile been examined
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const HouseSpec *hs = HouseSpec::Get(house);
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if (hs->grffile != NULL) { // must be one from a grf file
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SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
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TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
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if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
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return hs->class_id == nbhd->hs->class_id && // same classid as the one requested
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hs->grffile->grfid == nbhd->hs->grffile->grfid; // from the same grf
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}
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}
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return false;
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}
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/** Callback function to search a house by its grfID
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* @param tile TileIndex to be examined
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* @param user_data SearchNearbyHouseData
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* @return true or false, if found or not
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*/
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static bool SearchNearbyHouseGRFID(TileIndex tile, void *user_data)
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{
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if (IsTileType(tile, MP_HOUSE)) {
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HouseID house = GetHouseType(tile); // tile been examined
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const HouseSpec *hs = HouseSpec::Get(house);
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if (hs->grffile != NULL) { // must be one from a grf file
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SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
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TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
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if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
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return hs->grffile->grfid == nbhd->hs->grffile->grfid; // from the same grf
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}
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}
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return false;
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}
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/** This function will activate a search around a central tile, looking for some houses
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* that fit the requested characteristics
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* @param parameter that is given by the callback.
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* bits 0..6 radius of the search
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* bits 7..8 search type i.e.: 0 = houseID/ 1 = classID/ 2 = grfID
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* @param tile TileIndex from which to start the search
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* @param house the HouseID that is associated to the house, the callback is called for
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* @return the Manhattan distance from the center tile, if any, and 0 if failure
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*/
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static uint32 GetDistanceFromNearbyHouse(uint8 parameter, TileIndex tile, HouseID house)
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{
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static TestTileOnSearchProc * const search_procs[3] = {
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SearchNearbyHouseID,
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SearchNearbyHouseClass,
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SearchNearbyHouseGRFID,
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};
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TileIndex found_tile = tile;
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uint8 searchtype = GB(parameter, 6, 2);
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uint8 searchradius = GB(parameter, 0, 6);
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if (searchtype >= lengthof(search_procs)) return 0; // do not run on ill-defined code
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if (searchradius < 1) return 0; // do not use a too low radius
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SearchNearbyHouseData nbhd;
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nbhd.hs = HouseSpec::Get(house);
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nbhd.north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
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/* Use a pointer for the tile to start the search. Will be required for calculating the distance*/
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if (CircularTileSearch(&found_tile, 2 * searchradius + 1, search_procs[searchtype], &nbhd)) {
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return DistanceManhattan(found_tile, tile);
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}
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return 0;
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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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*/
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static uint32 HouseGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
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{
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const 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);
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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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/* Building age. */
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case 0x41: return IsTileType(tile, MP_HOUSE) ? GetHouseAge(tile) : 0;
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/* Town zone */
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case 0x42: return GetTownRadiusGroup(town, tile);
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/* Terrain type */
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case 0x43: return GetTerrainType(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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/* 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) ? GetHouseAnimationFrame(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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/* Building counts for old houses with id = parameter. */
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case 0x60: return GetNumHouses(parameter, town);
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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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if (hs->grffile == NULL) return 0;
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HouseID new_house = _house_mngr.GetID(parameter, hs->grffile->grfid);
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return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, town);
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}
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/* Land info for nearby tiles. */
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case 0x62: return GetNearbyTileInformation(parameter, tile);
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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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return IsTileType(testtile, MP_HOUSE) ? GetHouseAnimationFrame(testtile) : 0;
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}
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/* Cargo acceptance history of nearby stations */
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/*case 0x64: not implemented yet */
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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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}
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DEBUG(grf, 1, "Unhandled house property 0x%X", variable);
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*available = false;
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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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{
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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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* 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->ResolveReal = HouseResolveReal;
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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->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->last_value = 0;
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res->trigger = 0;
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res->reseed = 0;
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res->count = 0;
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const HouseSpec *hs = HouseSpec::Get(house_id);
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res->grffile = (hs != NULL ? hs->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)
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{
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ResolverObject object;
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const SpriteGroup *group;
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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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group = SpriteGroup::Resolve(HouseSpec::Get(house_id)->spritegroup, &object);
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if (group == NULL) return CALLBACK_FAILED;
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return group->GetCallbackResult();
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}
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static void DrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *group, byte stage, HouseID house_id)
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{
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const DrawTileSprites *dts = group->dts;
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const DrawTileSeqStruct *dtss;
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const HouseSpec *hs = HouseSpec::Get(house_id);
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SpriteID palette = hs->random_colour[TileHash2Bit(ti->x, ti->y)] + PALETTE_RECOLOUR_START;
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if (HasBit(hs->callback_mask, CBM_HOUSE_COLOUR)) {
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uint16 callback = GetHouseCallback(CBID_HOUSE_COLOUR, 0, 0, house_id, Town::GetByTile(ti->tile), ti->tile);
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if (callback != CALLBACK_FAILED) {
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/* If bit 14 is set, we should use a 2cc colour map, else use the callback value. */
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palette = HasBit(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
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}
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}
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SpriteID image = dts->ground.sprite;
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SpriteID pal = dts->ground.pal;
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if (IS_CUSTOM_SPRITE(image)) image += stage;
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if (GB(image, 0, SPRITE_WIDTH) != 0) {
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DrawGroundSprite(image, GroundSpritePaletteTransform(image, pal, palette));
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}
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foreach_draw_tile_seq(dtss, dts->seq) {
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if (GB(dtss->image.sprite, 0, SPRITE_WIDTH) == 0) continue;
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image = dtss->image.sprite;
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pal = dtss->image.pal;
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/* Stop drawing sprite sequence once we meet a sprite that doesn't have to be opaque */
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if (IsInvisibilitySet(TO_HOUSES) && !HasBit(image, SPRITE_MODIFIER_OPAQUE)) return;
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if (IS_CUSTOM_SPRITE(image)) image += stage;
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pal = SpriteLayoutPaletteTransform(image, pal, palette);
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if ((byte)dtss->delta_z != 0x80) {
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AddSortableSpriteToDraw(
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image, pal,
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ti->x + dtss->delta_x, ti->y + dtss->delta_y,
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dtss->size_x, dtss->size_y,
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dtss->size_z, ti->z + dtss->delta_z,
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!HasBit(image, SPRITE_MODIFIER_OPAQUE) && IsTransparencySet(TO_HOUSES)
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);
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} else {
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/* For industries and houses delta_x and delta_y are unsigned */
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AddChildSpriteScreen(image, pal, (byte)dtss->delta_x, (byte)dtss->delta_y, !HasBit(image, SPRITE_MODIFIER_OPAQUE) && IsTransparencySet(TO_HOUSES));
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}
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}
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}
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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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if (HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
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/* Called to determine the type (if any) of foundation to draw for the house tile */
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uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, house_id, Town::GetByTile(ti->tile), ti->tile);
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draw_old_one = (callback_res != 0);
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}
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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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group = SpriteGroup::Resolve(hs->spritegroup, &object);
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if (group == NULL || group->type != SGT_TILELAYOUT) {
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/* XXX: This is for debugging purposes really, and shouldn't stay. */
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DrawGroundSprite(SPR_SHADOW_CELL, PAL_NONE);
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} else {
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const TileLayoutSpriteGroup *tlgroup = (const TileLayoutSpriteGroup *)group;
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/* Limit the building stage to the number of stages supplied. */
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byte stage = GetHouseBuildingStage(ti->tile);
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stage = Clamp(stage - 4 + tlgroup->num_sprites, 0, tlgroup->num_sprites - 1);
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DrawTileLayout(ti, tlgroup, stage, house_id);
|
|
}
|
|
}
|
|
|
|
void AnimateNewHouseTile(TileIndex tile)
|
|
{
|
|
const HouseSpec *hs = HouseSpec::Get(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), Town::GetByTile(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), Town::GetByTile(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) PlayTileSound(hs->grffile, 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(const GRFFile *file, 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) PlayTileSound(file, GB(callback_result, 8, 7), tile);
|
|
}
|
|
|
|
bool CanDeleteHouse(TileIndex tile)
|
|
{
|
|
const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
|
|
|
|
/* Humans are always allowed to remove buildings, as is water and
|
|
* anyone using the scenario editor. */
|
|
if (Company::IsValidHumanID(_current_company) || _current_company == OWNER_WATER || _current_company == 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), Town::GetByTile(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 = HouseSpec::Get(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), Town::GetByTile(tile), tile);
|
|
|
|
if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
|
|
}
|
|
}
|
|
|
|
bool NewHouseTileLoop(TileIndex tile)
|
|
{
|
|
const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
|
|
|
|
if (GetHouseProcessingTime(tile) > 0) {
|
|
DecHouseProcessingTime(tile);
|
|
return true;
|
|
}
|
|
|
|
TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP);
|
|
if (hs->building_flags & BUILDING_HAS_1_TILE) 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), Town::GetByTile(tile), tile);
|
|
if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) > 0) {
|
|
ClearTownHouse(Town::GetByTile(tile), tile);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
SetHouseProcessingTime(tile, hs->processing_time);
|
|
MarkTileDirtyByTile(tile);
|
|
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 = HouseSpec::Get(hid);
|
|
|
|
if (hs->spritegroup == NULL) return;
|
|
|
|
NewHouseResolver(&object, hid, tile, Town::GetByTile(tile));
|
|
|
|
object.callback = CBID_RANDOM_TRIGGER;
|
|
object.trigger = trigger;
|
|
|
|
const SpriteGroup *group = SpriteGroup::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) {
|
|
/* The top tile is marked dirty by the usual TileLoop */
|
|
MarkTileDirtyByTile(tile);
|
|
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);
|
|
}
|