mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-09 19:10:38 +00:00
566 lines
18 KiB
C++
566 lines
18 KiB
C++
/* $Id$ */
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/** @file newgrf_house.cpp */
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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.h"
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#include "landscape.h"
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#include "town.h"
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#include "town_map.h"
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#include "sprite.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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#include "table/town_land.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_callbacks.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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static BuildingCounts _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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void CheckHouseIDs()
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{
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InitializeBuildingCounts();
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for (TileIndex t = 0; t < MapSize(); t++) {
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HouseID house_id;
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if (!IsTileType(t, MP_HOUSE)) continue;
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house_id = GetHouseType(t);
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if (!GetHouseSpecs(house_id)->enabled && house_id >= NEW_HOUSE_OFFSET) {
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/* The specs for this type of house are not available any more, so
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* replace it with the substitute original house type. */
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house_id = _house_mngr.GetSubstituteID(house_id);
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SetHouseType(t, house_id);
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}
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IncreaseBuildingCount(GetTownByTile(t), house_id);
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}
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}
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HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid)
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{
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/* Start from 1 because 0 means that no class has been assigned. */
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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 = GetHouseSpecs(house_id)->class_id;
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if (!_loaded_newgrf_features.has_newhouses) return;
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/* If there are 255 buildings of this type in this town, there are also
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* at least that many houses of the same class in the town, and
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* therefore on the map as well. */
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if (t->building_counts.id_count[house_id] == 255) return;
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t->building_counts.id_count[house_id]++;
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if (_building_counts.id_count[house_id] < 255) _building_counts.id_count[house_id]++;
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/* Similarly, if there are 255 houses of this class in this town, there
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* must be at least that number on the map too. */
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if (class_id == HOUSE_NO_CLASS || t->building_counts.class_count[class_id] == 255) return;
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t->building_counts.class_count[class_id]++;
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if (_building_counts.class_count[class_id] < 255) _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 = GetHouseSpecs(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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/**
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* AfterLoadCountBuildings()
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*
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* After a savegame has been loaded, count the number of buildings on the map.
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*/
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void AfterLoadCountBuildings()
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{
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if (!_loaded_newgrf_features.has_newhouses) return;
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for (TileIndex t = 0; t < MapSize(); t++) {
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if (!IsTileType(t, MP_HOUSE)) continue;
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IncreaseBuildingCount(GetTownByTile(t), GetHouseType(t));
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}
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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 = GetHouseSpecs(house_id)->class_id;
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map_id_count = _building_counts.id_count[house_id];
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map_class_count = _building_counts.class_count[class_id];
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town_id_count = town->building_counts.id_count[house_id];
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town_class_count = town->building_counts.class_count[class_id];
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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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static uint32 GetGRFParameter(HouseID house_id, byte parameter)
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{
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const HouseSpec *hs = GetHouseSpecs(house_id);
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const GRFFile *file = hs->grffile;
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if (parameter >= file->param_end) return 0;
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return file->param[parameter];
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}
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uint32 GetNearbyTileInformation(byte parameter, TileIndex tile)
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{
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uint32 tile_type;
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tile = GetNearbyTile(parameter, tile);
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tile_type = GetTerrainType(tile) << 2 | (IsTileType(tile, MP_WATER) ? 1 : 0) << 1;
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uint z;
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Slope tileh = GetTileSlope(tile, &z);
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return GetTileType(tile) << 24 | z << 16 | tile_type << 8 | tileh;
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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) | OriginalTileRandomiser(TileX(tile), TileY(tile)) << 2;
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/* Building age. */
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case 0x41: return Clamp(_cur_year - GetHouseConstructionYear(tile), 0, 0xFF);
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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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/* 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 = GetHouseSpecs(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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/* Read GRF parameter */
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case 0x7F: return GetGRFParameter(object->u.house.house_id, parameter);
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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 SpriteGroup *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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}
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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 = Resolve(GetHouseSpecs(house_id)->spritegroup, &object);
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if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
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return group->g.callback.result;
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}
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void DrawTileLayout(const TileInfo *ti, const SpriteGroup *group, byte stage, HouseID house_id)
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{
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const DrawTileSprites *dts = group->g.layout.dts;
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const DrawTileSeqStruct *dtss;
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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) DrawGroundSprite(image, pal);
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foreach_draw_tile_seq(dtss, dts->seq) {
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if (GB(dtss->image, 0, SPRITE_WIDTH) == 0) continue;
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image = dtss->image;
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pal = dtss->pal;
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if (IS_CUSTOM_SPRITE(image)) image += stage;
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if ((HasBit(image, SPRITE_MODIFIER_OPAQUE) || !IsTransparencySet(TO_HOUSES)) && HasBit(image, PALETTE_MODIFIER_COLOR)) {
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if (pal == 0) {
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const HouseSpec *hs = GetHouseSpecs(house_id);
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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, GetTownByTile(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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pal = HasBit(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
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}
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} else {
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pal = hs->random_colour[OriginalTileRandomiser(ti->x, ti->y)] + PALETTE_RECOLOR_START;
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}
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}
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} else {
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pal = PAL_NONE;
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}
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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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IsTransparencySet(TO_HOUSES)
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);
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} else {
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AddChildSpriteScreen(image, pal, (byte)dtss->delta_x, (byte)dtss->delta_y, 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 = GetHouseSpecs(house_id);
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const SpriteGroup *group;
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ResolverObject object;
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if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
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NewHouseResolver(&object, house_id, ti->tile, GetTownByTile(ti->tile));
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group = 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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/* 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 + group->g.layout.num_sprites, 0, group->g.layout.num_sprites - 1);
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DrawTileLayout(ti, group, stage, house_id);
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}
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}
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void AnimateNewHouseTile(TileIndex tile)
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{
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const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
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byte animation_speed = hs->animation_speed;
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bool frame_set_by_callback = false;
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if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_SPEED)) {
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uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_SPEED, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
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if (callback_res != CALLBACK_FAILED) animation_speed = Clamp(callback_res & 0xFF, 2, 16);
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}
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/* An animation speed of 2 means the animation frame changes 4 ticks, and
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* increasing this value by one doubles the wait. 2 is the minimum value
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* allowed for animation_speed, which corresponds to 120ms, and 16 is the
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* maximum, corresponding to around 33 minutes. */
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if (_tick_counter % (1 << animation_speed) != 0) return;
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byte frame = GetHouseAnimationFrame(tile);
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byte num_frames = GB(hs->animation_frames, 0, 7);
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if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_NEXT_FRAME)) {
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uint32 param = (hs->extra_flags & CALLBACK_1A_RANDOM_BITS) ? Random() : 0;
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uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_NEXT_FRAME, param, 0, GetHouseType(tile), GetTownByTile(tile), tile);
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if (callback_res != CALLBACK_FAILED) {
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frame_set_by_callback = true;
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switch (callback_res & 0xFF) {
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case 0xFF:
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DeleteAnimatedTile(tile);
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break;
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case 0xFE:
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/* Carry on as normal. */
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frame_set_by_callback = false;
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break;
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default:
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frame = callback_res & 0xFF;
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break;
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}
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/* If the lower 7 bits of the upper byte of the callback
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* result are not empty, it is a sound effect. */
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if (GB(callback_res, 8, 7) != 0) PlayHouseSound(GB(callback_res, 8, 7), tile);
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}
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}
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if (!frame_set_by_callback) {
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if (frame < num_frames) {
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frame++;
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} else if (frame == num_frames && HasBit(hs->animation_frames, 7)) {
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/* This animation loops, so start again from the beginning */
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frame = 0;
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} else {
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/* This animation doesn't loop, so stay here */
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DeleteAnimatedTile(tile);
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}
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}
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SetHouseAnimationFrame(tile, frame);
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MarkTileDirtyByTile(tile);
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}
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void ChangeHouseAnimationFrame(TileIndex tile, uint16 callback_result)
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{
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switch (callback_result & 0xFF) {
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case 0xFD: /* Do nothing. */ break;
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case 0xFE: AddAnimatedTile(tile); break;
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case 0xFF: DeleteAnimatedTile(tile); break;
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default:
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SetHouseAnimationFrame(tile, callback_result & 0xFF);
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AddAnimatedTile(tile);
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break;
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}
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/* If the lower 7 bits of the upper byte of the callback
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* result are not empty, it is a sound effect. */
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if (GB(callback_result, 8, 7) != 0) PlayHouseSound(GB(callback_result, 8, 7), tile);
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}
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bool CanDeleteHouse(TileIndex tile)
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{
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const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
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/* Human players are always allowed to remove buildings, as is water and
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* anyone using the scenario editor. */
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if ((IsValidPlayer(_current_player) && IsHumanPlayer(_current_player))
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|| _current_player == OWNER_WATER || _current_player == OWNER_NONE) return true;
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if (HasBit(hs->callback_mask, CBM_HOUSE_DENY_DESTRUCTION)) {
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uint16 callback_res = GetHouseCallback(CBID_HOUSE_DENY_DESTRUCTION, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
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return (callback_res == CALLBACK_FAILED || callback_res == 0);
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} else {
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return !(hs->extra_flags & BUILDING_IS_PROTECTED);
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}
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}
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static void AnimationControl(TileIndex tile, uint16 random_bits)
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{
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const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
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if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_START_STOP)) {
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uint32 param = (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) ? (GB(Random(), 0, 16) | random_bits << 16) : Random();
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uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_START_STOP, param, 0, GetHouseType(tile), GetTownByTile(tile), tile);
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if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(tile, callback_res);
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}
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}
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bool NewHouseTileLoop(TileIndex tile)
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{
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const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
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if (GetHouseProcessingTime(tile) > 0) {
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DecHouseProcessingTime(tile);
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return true;
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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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* tiles will have the callback called at once, rather than when the
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* tile loop reaches them. This should only be enabled for the northern
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* tile, or strange things will happen (here, and in TTDPatch). */
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if (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) {
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uint16 random = GB(Random(), 0, 16);
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if (hs->building_flags & BUILDING_HAS_1_TILE) AnimationControl(tile, random);
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if (hs->building_flags & BUILDING_2_TILES_Y) AnimationControl(TILE_ADDXY(tile, 0, 1), random);
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if (hs->building_flags & BUILDING_2_TILES_X) AnimationControl(TILE_ADDXY(tile, 1, 0), random);
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if (hs->building_flags & BUILDING_HAS_4_TILES) AnimationControl(TILE_ADDXY(tile, 1, 1), random);
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} else {
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AnimationControl(tile, 0);
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}
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}
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/* Check callback 21, which determines if a house should be destroyed. */
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if (HasBit(hs->callback_mask, CBM_HOUSE_DESTRUCTION)) {
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uint16 callback_res = GetHouseCallback(CBID_HOUSE_DESTRUCTION, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
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if (callback_res != CALLBACK_FAILED && callback_res > 0) {
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ClearTownHouse(GetTownByTile(tile), tile);
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return false;
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}
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}
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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, random_bits, false);
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if (hs->building_flags & BUILDING_2_TILES_X) DoTriggerHouse(TILE_ADDXY(tile, 1, 0), trigger, random_bits, false);
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if (hs->building_flags & BUILDING_HAS_4_TILES) DoTriggerHouse(TILE_ADDXY(tile, 1, 1), trigger, random_bits, false);
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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, 0, true);
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}
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