mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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717 lines
26 KiB
C++
717 lines
26 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 "debug.h"
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#include "viewport_func.h"
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#include "landscape.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 "company_func.h"
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#include "company_base.h"
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#include "town.h"
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#include "sprite.h"
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#include "genworld.h"
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#include "newgrf_animation_base.h"
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#include "newgrf_cargo.h"
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#include "station_base.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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/* 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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}
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static uint32 HouseGetTriggers(const ResolverObject *object)
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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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}
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static void HouseSetTriggers(const ResolverObject *object, int triggers)
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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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}
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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 started the search.
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TileIndex north_tile; ///< Northern tile of the house.
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} SearchNearbyHouseData;
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/**
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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->grf_prop.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->grf_prop.local_id == nbhd->hs->grf_prop.local_id && // same local id as the one requested
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hs->grf_prop.grffile->grfid == nbhd->hs->grf_prop.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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/**
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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->grf_prop.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->grf_prop.grffile->grfid == nbhd->hs->grf_prop.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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/**
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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->grf_prop.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->grf_prop.grffile->grfid == nbhd->hs->grf_prop.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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/**
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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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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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/* 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) ? GetAnimationFrame(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 parameter < NEW_HOUSE_OFFSET ? GetNumHouses(parameter, 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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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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}
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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) ? 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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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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const StationList *sl = StationFinder(TileArea(testtile, 1, 1)).GetStations();
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/* Collect acceptance stats. */
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uint32 res = 0;
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for (Station * const * st_iter = sl->Begin(); st_iter != sl->End(); st_iter++) {
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const Station *st = *st_iter;
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if (HasBit(st->goods[cid].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED)) SetBit(res, 0);
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if (HasBit(st->goods[cid].acceptance_pickup, GoodsEntry::GES_LAST_MONTH)) SetBit(res, 1);
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if (HasBit(st->goods[cid].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH)) SetBit(res, 2);
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if (HasBit(st->goods[cid].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK)) SetBit(res, 3);
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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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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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/* 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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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 |= _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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} 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.local_id;
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}
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return houseclass << 16 | local_houseid;
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}
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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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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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/* Checking the grffile information via HouseSpec doesn't work
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* in case the newgrf was removed. */
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return _house_mngr.GetGRFID(house_id);
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}
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}
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DEBUG(grf, 1, "Unhandled house variable 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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* 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->ResolveReal = 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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{
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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;
|
|
object.callback_param1 = param1;
|
|
object.callback_param2 = param2;
|
|
object.u.house.not_yet_constructed = not_yet_constructed;
|
|
object.u.house.initial_random_bits = initial_random_bits;
|
|
object.u.house.watched_cargo_triggers = watched_cargo_triggers;
|
|
|
|
group = SpriteGroup::Resolve(HouseSpec::Get(house_id)->grf_prop.spritegroup[0], &object);
|
|
if (group == NULL) return CALLBACK_FAILED;
|
|
|
|
return group->GetCallbackResult();
|
|
}
|
|
|
|
static void DrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *group, byte stage, HouseID house_id)
|
|
{
|
|
const DrawTileSprites *dts = group->ProcessRegisters(&stage);
|
|
|
|
const HouseSpec *hs = HouseSpec::Get(house_id);
|
|
PaletteID palette = hs->random_colour[TileHash2Bit(ti->x, ti->y)] + PALETTE_RECOLOUR_START;
|
|
if (HasBit(hs->callback_mask, CBM_HOUSE_COLOUR)) {
|
|
uint16 callback = GetHouseCallback(CBID_HOUSE_COLOUR, 0, 0, house_id, Town::GetByTile(ti->tile), ti->tile);
|
|
if (callback != CALLBACK_FAILED) {
|
|
/* If bit 14 is set, we should use a 2cc colour map, else use the callback value. */
|
|
palette = HasBit(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
|
|
}
|
|
}
|
|
|
|
SpriteID image = dts->ground.sprite;
|
|
PaletteID pal = dts->ground.pal;
|
|
|
|
if (HasBit(image, SPRITE_MODIFIER_CUSTOM_SPRITE)) image += stage;
|
|
if (HasBit(pal, SPRITE_MODIFIER_CUSTOM_SPRITE)) pal += stage;
|
|
|
|
if (GB(image, 0, SPRITE_WIDTH) != 0) {
|
|
DrawGroundSprite(image, GroundSpritePaletteTransform(image, pal, palette));
|
|
}
|
|
|
|
DrawNewGRFTileSeq(ti, dts, TO_HOUSES, stage, palette);
|
|
}
|
|
|
|
void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
|
|
{
|
|
const HouseSpec *hs = HouseSpec::Get(house_id);
|
|
const SpriteGroup *group;
|
|
ResolverObject object;
|
|
|
|
if (ti->tileh != SLOPE_FLAT) {
|
|
bool draw_old_one = true;
|
|
if (HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
|
|
/* Called to determine the type (if any) of foundation to draw for the house tile */
|
|
uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, house_id, Town::GetByTile(ti->tile), ti->tile);
|
|
draw_old_one = (callback_res != 0);
|
|
}
|
|
|
|
if (draw_old_one) DrawFoundation(ti, FOUNDATION_LEVELED);
|
|
}
|
|
|
|
NewHouseResolver(&object, house_id, ti->tile, Town::GetByTile(ti->tile));
|
|
|
|
group = SpriteGroup::Resolve(hs->grf_prop.spritegroup[0], &object);
|
|
if (group == NULL || group->type != SGT_TILELAYOUT) {
|
|
return;
|
|
} else {
|
|
/* Limit the building stage to the number of stages supplied. */
|
|
const TileLayoutSpriteGroup *tlgroup = (const TileLayoutSpriteGroup *)group;
|
|
byte stage = GetHouseBuildingStage(ti->tile);
|
|
DrawTileLayout(ti, tlgroup, stage, house_id);
|
|
}
|
|
}
|
|
|
|
/* Simple wrapper for GetHouseCallback to keep the animation unified. */
|
|
uint16 GetSimpleHouseCallback(CallbackID callback, uint32 param1, uint32 param2, const HouseSpec *spec, Town *town, TileIndex tile, uint32 extra_data)
|
|
{
|
|
return GetHouseCallback(callback, param1, param2, spec - HouseSpec::Get(0), town, tile, false, 0, extra_data);
|
|
}
|
|
|
|
/** Helper class for animation control. */
|
|
struct HouseAnimationBase : public AnimationBase<HouseAnimationBase, HouseSpec, Town, uint32, GetSimpleHouseCallback> {
|
|
static const CallbackID cb_animation_speed = CBID_HOUSE_ANIMATION_SPEED;
|
|
static const CallbackID cb_animation_next_frame = CBID_HOUSE_ANIMATION_NEXT_FRAME;
|
|
|
|
static const HouseCallbackMask cbm_animation_speed = CBM_HOUSE_ANIMATION_SPEED;
|
|
static const HouseCallbackMask cbm_animation_next_frame = CBM_HOUSE_ANIMATION_NEXT_FRAME;
|
|
};
|
|
|
|
void AnimateNewHouseTile(TileIndex tile)
|
|
{
|
|
const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
|
|
if (hs == NULL) return;
|
|
|
|
HouseAnimationBase::AnimateTile(hs, Town::GetByTile(tile), tile, HasBit(hs->extra_flags, CALLBACK_1A_RANDOM_BITS));
|
|
}
|
|
|
|
void AnimateNewHouseConstruction(TileIndex tile)
|
|
{
|
|
const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
|
|
|
|
if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
|
|
HouseAnimationBase::ChangeAnimationFrame(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, hs, Town::GetByTile(tile), tile, 0, 0);
|
|
}
|
|
}
|
|
|
|
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();
|
|
HouseAnimationBase::ChangeAnimationFrame(CBID_HOUSE_ANIMATION_START_STOP, hs, Town::GetByTile(tile), tile, param, 0);
|
|
}
|
|
}
|
|
|
|
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->grf_prop.spritegroup == NULL) return;
|
|
|
|
NewHouseResolver(&object, hid, tile, Town::GetByTile(tile));
|
|
|
|
object.callback = CBID_RANDOM_TRIGGER;
|
|
object.trigger = trigger;
|
|
|
|
const SpriteGroup *group = SpriteGroup::Resolve(hs->grf_prop.spritegroup[0], &object);
|
|
if (group == NULL) return;
|
|
|
|
byte new_random_bits = Random();
|
|
byte random_bits = GetHouseRandomBits(tile);
|
|
uint32 reseed = object.GetReseedSum(); // The scope only affects triggers, not the reseeding
|
|
random_bits &= ~reseed;
|
|
random_bits |= (first ? new_random_bits : base_random) & 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);
|
|
}
|
|
|
|
/**
|
|
* Run the watched cargo accepted callback for a single house tile.
|
|
* @param tile The house tile.
|
|
* @param origin The triggering tile.
|
|
* @param trigger_cargoes Cargo types that triggered the callback.
|
|
* @param random Random bits.
|
|
*/
|
|
void DoWatchedCargoCallback(TileIndex tile, TileIndex origin, uint32 trigger_cargoes, uint16 random)
|
|
{
|
|
TileIndexDiffC diff = TileIndexToTileIndexDiffC(origin, tile);
|
|
uint32 cb_info = random << 16 | (uint8)diff.y << 8 | (uint8)diff.x;
|
|
HouseAnimationBase::ChangeAnimationFrame(CBID_HOUSE_WATCHED_CARGO_ACCEPTED, HouseSpec::Get(GetHouseType(tile)), Town::GetByTile(tile), tile, 0, cb_info, trigger_cargoes);
|
|
}
|
|
|
|
/**
|
|
* Run watched cargo accepted callback for a house.
|
|
* @param tile House tile.
|
|
* @param trigger_cargoes Triggering cargo types.
|
|
* @pre IsTileType(t, MP_HOUSE)
|
|
*/
|
|
void WatchedCargoCallback(TileIndex tile, uint32 trigger_cargoes)
|
|
{
|
|
assert(IsTileType(tile, MP_HOUSE));
|
|
HouseID id = GetHouseType(tile);
|
|
const HouseSpec *hs = HouseSpec::Get(id);
|
|
|
|
trigger_cargoes &= hs->watched_cargoes;
|
|
/* None of the trigger cargoes is watched? */
|
|
if (trigger_cargoes == 0) return;
|
|
|
|
/* Same random value for all tiles of a multi-tile house. */
|
|
uint16 r = Random();
|
|
|
|
/* Do the callback, start at northern tile. */
|
|
TileIndex north = tile + GetHouseNorthPart(id);
|
|
hs = HouseSpec::Get(id);
|
|
|
|
DoWatchedCargoCallback(north, tile, trigger_cargoes, r);
|
|
if (hs->building_flags & BUILDING_2_TILES_Y) DoWatchedCargoCallback(TILE_ADDXY(north, 0, 1), tile, trigger_cargoes, r);
|
|
if (hs->building_flags & BUILDING_2_TILES_X) DoWatchedCargoCallback(TILE_ADDXY(north, 1, 0), tile, trigger_cargoes, r);
|
|
if (hs->building_flags & BUILDING_HAS_4_TILES) DoWatchedCargoCallback(TILE_ADDXY(north, 1, 1), tile, trigger_cargoes, r);
|
|
}
|
|
|
|
/**
|
|
* Resolve a house's spec and such so we can get a variable.
|
|
* @param ro The resolver object to fill.
|
|
* @param index The house tile to get the data from.
|
|
*/
|
|
void GetHouseResolver(ResolverObject *ro, uint index)
|
|
{
|
|
NewHouseResolver(ro, GetHouseType(index), index, Town::GetByTile(index));
|
|
}
|