682 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			682 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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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 "town.h"
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#include "town_map.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_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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#include "player_func.h"
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#include "animated_tile_func.h"
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#include "date_func.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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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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/**
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 * Check and update town and house values.
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 *
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 * Checked are the HouseIDs. Updated are the
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 * town population the number of houses per
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 * town, the town radius and the max passengers
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 * of the town.
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 */
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void UpdateHousesAndTowns()
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{
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	Town *town;
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	InitializeBuildingCounts();
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	/* Reset town population and num_houses */
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	FOR_ALL_TOWNS(town) {
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		town->population = 0;
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		town->num_houses = 0;
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	}
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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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		town = GetTownByTile(t);
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		IncreaseBuildingCount(town, house_id);
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		if (IsHouseCompleted(t)) town->population += GetHouseSpecs(house_id)->population;
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		/* Increase the number of houses for every house tile which
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		 * has a size bit set. Multi tile buildings have got only
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		 * one tile with such a bit set, so there is no problem. */
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		if (GetHouseSpecs(GetHouseType(t))->building_flags & BUILDING_HAS_1_TILE) {
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			town->num_houses++;
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		}
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	}
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	/* Update the population and num_house dependant values */
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	FOR_ALL_TOWNS(town) {
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		UpdateTownRadius(town);
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		UpdateTownMaxPass(town);
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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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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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	tile = GetNearbyTile(parameter, tile);
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	return GetNearbyTileInformation(tile);
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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 house id, in order to get the specs
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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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		const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile)); // tile been examined
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		if (hs->grffile != NULL) { // must be one from a grf file
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			HouseID *test_house = (HouseID *)user_data;
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			const HouseSpec *test_hs = GetHouseSpecs(*test_house);
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			return hs->local_id == test_hs->local_id &&  // same local id as the one requested
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				hs->grffile->grfid == test_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 house id, in order to get the specs
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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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		const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile)); // tile been examined
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		if (hs->grffile != NULL) { // must be one from a grf file
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			HouseID *test_house = (HouseID *)user_data;
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			const HouseSpec *test_hs = GetHouseSpecs(*test_house);
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			return hs->class_id == test_hs->class_id &&  // same classid as the one requested
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				hs->grffile->grfid == test_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 house id, in order to get the specs
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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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		const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile)); // tile been examined
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		if (hs->grffile != NULL) { // must be one from a grf file
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			HouseID *test_house = (HouseID *)user_data;
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			const HouseSpec *test_hs = GetHouseSpecs(*test_house);
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			return hs->grffile->grfid == test_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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	/* 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], &house)) {
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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 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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		/* 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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		/* 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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	res->count           = 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;
 | 
						|
 | 
						|
	return group->g.callback.result;
 | 
						|
}
 | 
						|
 | 
						|
void DrawTileLayout(const TileInfo *ti, const SpriteGroup *group, byte stage, HouseID house_id)
 | 
						|
{
 | 
						|
	const DrawTileSprites *dts = group->g.layout.dts;
 | 
						|
	const DrawTileSeqStruct *dtss;
 | 
						|
 | 
						|
	SpriteID image = dts->ground.sprite;
 | 
						|
	SpriteID pal   = dts->ground.pal;
 | 
						|
 | 
						|
	if (IS_CUSTOM_SPRITE(image)) image += stage;
 | 
						|
 | 
						|
	if (GB(image, 0, SPRITE_WIDTH) != 0) DrawGroundSprite(image, pal);
 | 
						|
 | 
						|
	foreach_draw_tile_seq(dtss, dts->seq) {
 | 
						|
		if (GB(dtss->image.sprite, 0, SPRITE_WIDTH) == 0) continue;
 | 
						|
 | 
						|
		image = dtss->image.sprite;
 | 
						|
		pal   = dtss->image.pal;
 | 
						|
 | 
						|
		/* Stop drawing sprite sequence once we meet a sprite that doesn't have to be opaque */
 | 
						|
		if (IsInvisibilitySet(TO_HOUSES) && !HasBit(image, SPRITE_MODIFIER_OPAQUE)) return;
 | 
						|
 | 
						|
		if (IS_CUSTOM_SPRITE(image)) image += stage;
 | 
						|
 | 
						|
		if ((HasBit(image, SPRITE_MODIFIER_OPAQUE) || !IsTransparencySet(TO_HOUSES)) && HasBit(image, PALETTE_MODIFIER_COLOR)) {
 | 
						|
			if (pal == 0) {
 | 
						|
				const HouseSpec *hs = GetHouseSpecs(house_id);
 | 
						|
				if (HasBit(hs->callback_mask, CBM_HOUSE_COLOUR)) {
 | 
						|
					uint16 callback = GetHouseCallback(CBID_HOUSE_COLOUR, 0, 0, house_id, GetTownByTile(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. */
 | 
						|
						pal = HasBit(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
					pal = hs->random_colour[TileHash2Bit(ti->x, ti->y)] + PALETTE_RECOLOR_START;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		} else {
 | 
						|
			pal = PAL_NONE;
 | 
						|
		}
 | 
						|
 | 
						|
		if ((byte)dtss->delta_z != 0x80) {
 | 
						|
			AddSortableSpriteToDraw(
 | 
						|
				image, pal,
 | 
						|
				ti->x + dtss->delta_x, ti->y + dtss->delta_y,
 | 
						|
				dtss->size_x, dtss->size_y,
 | 
						|
				dtss->size_z, ti->z + dtss->delta_z,
 | 
						|
				IsTransparencySet(TO_HOUSES)
 | 
						|
			);
 | 
						|
		} else {
 | 
						|
			AddChildSpriteScreen(image, pal, (byte)dtss->delta_x, (byte)dtss->delta_y, IsTransparencySet(TO_HOUSES));
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
 | 
						|
{
 | 
						|
	const HouseSpec *hs = GetHouseSpecs(house_id);
 | 
						|
	const SpriteGroup *group;
 | 
						|
	ResolverObject object;
 | 
						|
 | 
						|
	if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
 | 
						|
 | 
						|
	NewHouseResolver(&object, house_id, ti->tile, GetTownByTile(ti->tile));
 | 
						|
 | 
						|
	group = Resolve(hs->spritegroup, &object);
 | 
						|
	if (group == NULL || group->type != SGT_TILELAYOUT) {
 | 
						|
		/* XXX: This is for debugging purposes really, and shouldn't stay. */
 | 
						|
		DrawGroundSprite(SPR_SHADOW_CELL, PAL_NONE);
 | 
						|
	} else {
 | 
						|
		/* Limit the building stage to the number of stages supplied. */
 | 
						|
		byte stage = GetHouseBuildingStage(ti->tile);
 | 
						|
		stage = Clamp(stage - 4 + group->g.layout.num_sprites, 0, group->g.layout.num_sprites - 1);
 | 
						|
		DrawTileLayout(ti, group, stage, house_id);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void AnimateNewHouseTile(TileIndex tile)
 | 
						|
{
 | 
						|
	const HouseSpec *hs = GetHouseSpecs(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), GetTownByTile(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), GetTownByTile(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 = GetHouseSpecs(GetHouseType(tile));
 | 
						|
 | 
						|
	/* Human players are always allowed to remove buildings, as is water and
 | 
						|
	 * anyone using the scenario editor. */
 | 
						|
	if ((IsValidPlayer(_current_player) && IsHumanPlayer(_current_player))
 | 
						|
			|| _current_player == OWNER_WATER || _current_player == 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), GetTownByTile(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 = GetHouseSpecs(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), GetTownByTile(tile), tile);
 | 
						|
 | 
						|
		if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
bool NewHouseTileLoop(TileIndex tile)
 | 
						|
{
 | 
						|
	const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
 | 
						|
 | 
						|
	if (GetHouseProcessingTime(tile) > 0) {
 | 
						|
		DecHouseProcessingTime(tile);
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
 | 
						|
	TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP);
 | 
						|
	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), GetTownByTile(tile), tile);
 | 
						|
		if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) > 0) {
 | 
						|
			ClearTownHouse(GetTownByTile(tile), tile);
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	SetHouseProcessingTime(tile, hs->processing_time);
 | 
						|
	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 = GetHouseSpecs(hid);
 | 
						|
 | 
						|
	if (hs->spritegroup == NULL) return;
 | 
						|
 | 
						|
	NewHouseResolver(&object, hid, tile, GetTownByTile(tile));
 | 
						|
 | 
						|
	object.callback = CBID_RANDOM_TRIGGER;
 | 
						|
	object.trigger = trigger;
 | 
						|
 | 
						|
	const SpriteGroup *group = 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) 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);
 | 
						|
}
 |