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openttd-cmclient/src/newgrf_house.cpp
T
Peter Nelson ed67aedabf Feature: Allow manually placing town buildings in scenario editor.
House picker is accessed from the Landscaping toolbar as there is no town toolbar.

Once placed these houses behave like any other and can be removed by players and towns.

Uses the unified picker system, so also supports used/saved favourites. As town building don't have class labels, town zones are use to imitate them.
2024-05-14 21:11:48 +01:00

778 lines
29 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file newgrf_house.cpp Implementation of NewGRF houses. */
#include "stdafx.h"
#include "debug.h"
#include "landscape.h"
#include "newgrf_house.h"
#include "newgrf_spritegroup.h"
#include "newgrf_town.h"
#include "newgrf_sound.h"
#include "company_func.h"
#include "company_base.h"
#include "town.h"
#include "genworld.h"
#include "newgrf_animation_base.h"
#include "newgrf_cargo.h"
#include "station_base.h"
#include "safeguards.h"
static BuildingCounts<uint32_t> _building_counts{};
static std::vector<HouseClassMapping> _class_mapping{};
HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, NUM_HOUSES, INVALID_HOUSE_ID);
/**
* Retrieve the grf file associated with a house.
* @param house_id House to query.
* @return The associated GRF file (may be \c nullptr).
*/
static const GRFFile *GetHouseSpecGrf(HouseID house_id)
{
const HouseSpec *hs = HouseSpec::Get(house_id);
return (hs != nullptr) ? hs->grf_prop.grffile : nullptr;
}
extern const HouseSpec _original_house_specs[NEW_HOUSE_OFFSET];
std::vector<HouseSpec> _house_specs;
/**
* Get a reference to all HouseSpecs.
* @return Reference to vector of all HouseSpecs.
*/
std::vector<HouseSpec> &HouseSpec::Specs()
{
return _house_specs;
}
/**
* Gets the index of this spec.
* @return The index.
*/
HouseID HouseSpec::Index() const
{
return static_cast<HouseID>(this - _house_specs.data());
}
/**
* Get the spec for a house ID.
* @param house_id The ID of the house.
* @return The HouseSpec associated with the ID.
*/
HouseSpec *HouseSpec::Get(size_t house_id)
{
/* Empty house if index is out of range -- this might happen if NewGRFs are changed. */
static HouseSpec empty = {};
assert(house_id < NUM_HOUSES);
if (house_id >= _house_specs.size()) return &empty;
return &_house_specs[house_id];
}
/* Reset and initialise house specs. */
void ResetHouses()
{
_house_specs.clear();
_house_specs.reserve(std::size(_original_house_specs));
ResetHouseClassIDs();
/* Copy default houses. */
_house_specs.insert(std::end(_house_specs), std::begin(_original_house_specs), std::end(_original_house_specs));
/* Reset any overrides that have been set. */
_house_mngr.ResetOverride();
}
/**
* Construct a resolver for a house.
* @param house_id House to query.
* @param tile %Tile containing the house.
* @param town %Town containing the house.
* @param callback Callback ID.
* @param param1 First parameter (var 10) of the callback.
* @param param2 Second parameter (var 18) of the callback.
* @param not_yet_constructed House is still under construction.
* @param initial_random_bits Random bits during construction checks.
* @param watched_cargo_triggers Cargo types that triggered the watched cargo callback.
*/
HouseResolverObject::HouseResolverObject(HouseID house_id, TileIndex tile, Town *town,
CallbackID callback, uint32_t param1, uint32_t param2,
bool not_yet_constructed, uint8_t initial_random_bits, CargoTypes watched_cargo_triggers, int view)
: ResolverObject(GetHouseSpecGrf(house_id), callback, param1, param2),
house_scope(*this, house_id, tile, town, not_yet_constructed, initial_random_bits, watched_cargo_triggers, view),
town_scope(*this, town, not_yet_constructed) // Don't access StorePSA if house is not yet constructed.
{
/* Tile must be valid and a house tile, unless not yet constructed in which case it may also be INVALID_TILE. */
assert((IsValidTile(tile) && (not_yet_constructed || IsTileType(tile, MP_HOUSE))) || (not_yet_constructed && tile == INVALID_TILE));
this->root_spritegroup = HouseSpec::Get(house_id)->grf_prop.spritegroup[0];
}
GrfSpecFeature HouseResolverObject::GetFeature() const
{
return GSF_HOUSES;
}
uint32_t HouseResolverObject::GetDebugID() const
{
return HouseSpec::Get(this->house_scope.house_id)->grf_prop.local_id;
}
void ResetHouseClassIDs()
{
_class_mapping.clear();
/* Add initial entry for HOUSE_NO_CLASS. */
_class_mapping.emplace_back();
}
HouseClassID AllocateHouseClassID(uint8_t grf_class_id, uint32_t grfid)
{
/* Start from 1 because 0 means that no class has been assigned. */
auto it = std::find_if(std::next(std::begin(_class_mapping)), std::end(_class_mapping), [grf_class_id, grfid](const HouseClassMapping &map) { return map.class_id == grf_class_id && map.grfid == grfid; });
/* HouseClass not found, allocate a new one. */
if (it == std::end(_class_mapping)) it = _class_mapping.insert(it, {.grfid = grfid, .class_id = grf_class_id});
return static_cast<HouseClassID>(std::distance(std::begin(_class_mapping), it));
}
/**
* Initialise building counts for a town.
* @param t Town cache to initialise.
*/
void InitializeBuildingCounts(Town *t)
{
t->cache.building_counts.id_count.clear();
t->cache.building_counts.class_count.clear();
t->cache.building_counts.id_count.resize(HouseSpec::Specs().size());
t->cache.building_counts.class_count.resize(_class_mapping.size());
}
/**
* Initialise global building counts and all town building counts.
*/
void InitializeBuildingCounts()
{
_building_counts.id_count.clear();
_building_counts.class_count.clear();
_building_counts.id_count.resize(HouseSpec::Specs().size());
_building_counts.class_count.resize(_class_mapping.size());
for (Town *t : Town::Iterate()) {
InitializeBuildingCounts(t);
}
}
/**
* Get read-only span of total HouseID building counts.
* @return span of HouseID building counts.
*/
std::span<const uint> GetBuildingHouseIDCounts()
{
return _building_counts.id_count;
}
/**
* IncreaseBuildingCount()
* Increase the count of a building when it has been added by a town.
* @param t The town that the building is being built in
* @param house_id The id of the house being added
*/
void IncreaseBuildingCount(Town *t, HouseID house_id)
{
HouseClassID class_id = HouseSpec::Get(house_id)->class_id;
t->cache.building_counts.id_count[house_id]++;
_building_counts.id_count[house_id]++;
if (class_id == HOUSE_NO_CLASS) return;
t->cache.building_counts.class_count[class_id]++;
_building_counts.class_count[class_id]++;
}
/**
* DecreaseBuildingCount()
* Decrease the number of a building when it is deleted.
* @param t The town that the building was built in
* @param house_id The id of the house being removed
*/
void DecreaseBuildingCount(Town *t, HouseID house_id)
{
HouseClassID class_id = HouseSpec::Get(house_id)->class_id;
if (t->cache.building_counts.id_count[house_id] > 0) t->cache.building_counts.id_count[house_id]--;
if (_building_counts.id_count[house_id] > 0) _building_counts.id_count[house_id]--;
if (class_id == HOUSE_NO_CLASS) return;
if (t->cache.building_counts.class_count[class_id] > 0) t->cache.building_counts.class_count[class_id]--;
if (_building_counts.class_count[class_id] > 0) _building_counts.class_count[class_id]--;
}
/* virtual */ uint32_t HouseScopeResolver::GetRandomBits() const
{
/* Note: Towns build houses over houses. So during construction checks 'tile' may be a valid but unrelated house. */
return this->not_yet_constructed ? this->initial_random_bits : GetHouseRandomBits(this->tile);
}
/* virtual */ uint32_t HouseScopeResolver::GetTriggers() const
{
/* Note: Towns build houses over houses. So during construction checks 'tile' may be a valid but unrelated house. */
return this->not_yet_constructed ? 0 : GetHouseTriggers(this->tile);
}
static uint32_t GetNumHouses(HouseID house_id, const Town *town)
{
HouseClassID class_id = HouseSpec::Get(house_id)->class_id;
uint8_t map_id_count = ClampTo<uint8_t>(_building_counts.id_count[house_id]);
uint8_t map_class_count = ClampTo<uint8_t>(_building_counts.class_count[class_id]);
uint8_t town_id_count = ClampTo<uint8_t>(town->cache.building_counts.id_count[house_id]);
uint8_t town_class_count = ClampTo<uint8_t>(town->cache.building_counts.class_count[class_id]);
return map_class_count << 24 | town_class_count << 16 | map_id_count << 8 | town_id_count;
}
/**
* Get information about a nearby tile.
* @param parameter from callback. It's in fact a pair of coordinates
* @param tile TileIndex from which the callback was initiated
* @param grf_version8 True, if we are dealing with a new NewGRF which uses GRF version >= 8.
* @return a construction of bits obeying the newgrf format
*/
static uint32_t GetNearbyTileInformation(uint8_t parameter, TileIndex tile, bool grf_version8)
{
tile = GetNearbyTile(parameter, tile);
return GetNearbyTileInformation(tile, grf_version8);
}
/** Structure with user-data for SearchNearbyHouseXXX - functions */
struct SearchNearbyHouseData {
const HouseSpec *hs; ///< Specs of the house that started the search.
TileIndex north_tile; ///< Northern tile of the house.
};
/**
* Callback function to search a house by its HouseID
* @param tile TileIndex to be examined
* @param user_data SearchNearbyHouseData
* @return true or false, if found or not
*/
static bool SearchNearbyHouseID(TileIndex tile, void *user_data)
{
if (IsTileType(tile, MP_HOUSE)) {
HouseID house = GetHouseType(tile); // tile been examined
const HouseSpec *hs = HouseSpec::Get(house);
if (hs->grf_prop.grffile != nullptr) { // must be one from a grf file
SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
return hs->grf_prop.local_id == nbhd->hs->grf_prop.local_id && // same local id as the one requested
hs->grf_prop.grffile->grfid == nbhd->hs->grf_prop.grffile->grfid; // from the same grf
}
}
return false;
}
/**
* Callback function to search a house by its classID
* @param tile TileIndex to be examined
* @param user_data SearchNearbyHouseData
* @return true or false, if found or not
*/
static bool SearchNearbyHouseClass(TileIndex tile, void *user_data)
{
if (IsTileType(tile, MP_HOUSE)) {
HouseID house = GetHouseType(tile); // tile been examined
const HouseSpec *hs = HouseSpec::Get(house);
if (hs->grf_prop.grffile != nullptr) { // must be one from a grf file
SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
return hs->class_id == nbhd->hs->class_id && // same classid as the one requested
hs->grf_prop.grffile->grfid == nbhd->hs->grf_prop.grffile->grfid; // from the same grf
}
}
return false;
}
/**
* Callback function to search a house by its grfID
* @param tile TileIndex to be examined
* @param user_data SearchNearbyHouseData
* @return true or false, if found or not
*/
static bool SearchNearbyHouseGRFID(TileIndex tile, void *user_data)
{
if (IsTileType(tile, MP_HOUSE)) {
HouseID house = GetHouseType(tile); // tile been examined
const HouseSpec *hs = HouseSpec::Get(house);
if (hs->grf_prop.grffile != nullptr) { // must be one from a grf file
SearchNearbyHouseData *nbhd = (SearchNearbyHouseData *)user_data;
TileIndex north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
if (north_tile == nbhd->north_tile) return false; // Always ignore origin house
return hs->grf_prop.grffile->grfid == nbhd->hs->grf_prop.grffile->grfid; // from the same grf
}
}
return false;
}
/**
* This function will activate a search around a central tile, looking for some houses
* that fit the requested characteristics
* @param parameter that is given by the callback.
* bits 0..6 radius of the search
* bits 7..8 search type i.e.: 0 = houseID/ 1 = classID/ 2 = grfID
* @param tile TileIndex from which to start the search
* @param house the HouseID that is associated to the house, the callback is called for
* @return the Manhattan distance from the center tile, if any, and 0 if failure
*/
static uint32_t GetDistanceFromNearbyHouse(uint8_t parameter, TileIndex tile, HouseID house)
{
static TestTileOnSearchProc * const search_procs[3] = {
SearchNearbyHouseID,
SearchNearbyHouseClass,
SearchNearbyHouseGRFID,
};
TileIndex found_tile = tile;
uint8_t searchtype = GB(parameter, 6, 2);
uint8_t searchradius = GB(parameter, 0, 6);
if (searchtype >= lengthof(search_procs)) return 0; // do not run on ill-defined code
if (searchradius < 1) return 0; // do not use a too low radius
SearchNearbyHouseData nbhd;
nbhd.hs = HouseSpec::Get(house);
nbhd.north_tile = tile + GetHouseNorthPart(house); // modifies 'house'!
/* Use a pointer for the tile to start the search. Will be required for calculating the distance*/
if (CircularTileSearch(&found_tile, 2 * searchradius + 1, search_procs[searchtype], &nbhd)) {
return DistanceManhattan(found_tile, tile);
}
return 0;
}
/**
* @note Used by the resolver to get values for feature 07 deterministic spritegroups.
*/
/* virtual */ uint32_t HouseScopeResolver::GetVariable(uint8_t variable, [[maybe_unused]] uint32_t parameter, bool *available) const
{
if (this->tile == INVALID_TILE) {
/* House does not yet exist, nor is it being planned to exist. Provide some default values intead. */
switch (variable) {
case 0x40: return TOWN_HOUSE_COMPLETED | this->view << 2; /* Construction stage. */
case 0x41: return 0;
case 0x42: return 0;
case 0x43: return 0;
case 0x44: return 0;
case 0x45: return _generating_world ? 1 : 0;
case 0x46: return 0;
case 0x47: return 0;
case 0x60: return 0;
case 0x61: return 0;
case 0x62: return 0;
case 0x63: return 0;
case 0x64: return 0;
case 0x65: return 0;
case 0x66: return 0xFFFFFFFF; /* Class and ID of nearby house. */
case 0x67: return 0;
}
Debug(grf, 1, "Unhandled house variable 0x{:X}", variable);
*available = false;
return UINT_MAX;
}
switch (variable) {
/* Construction stage. */
case 0x40: return (IsTileType(this->tile, MP_HOUSE) ? GetHouseBuildingStage(this->tile) : 0) | TileHash2Bit(TileX(this->tile), TileY(this->tile)) << 2;
/* Building age. */
case 0x41: return IsTileType(this->tile, MP_HOUSE) ? GetHouseAge(this->tile).base() : 0;
/* Town zone */
case 0x42: return GetTownRadiusGroup(this->town, this->tile);
/* Terrain type */
case 0x43: return GetTerrainType(this->tile);
/* Number of this type of building on the map. */
case 0x44: return GetNumHouses(this->house_id, this->town);
/* Whether the town is being created or just expanded. */
case 0x45: return _generating_world ? 1 : 0;
/* Current animation frame. */
case 0x46: return IsTileType(this->tile, MP_HOUSE) ? GetAnimationFrame(this->tile) : 0;
/* Position of the house */
case 0x47: return TileY(this->tile) << 16 | TileX(this->tile);
/* Building counts for old houses with id = parameter. */
case 0x60: return parameter < NEW_HOUSE_OFFSET ? GetNumHouses(parameter, this->town) : 0;
/* Building counts for new houses with id = parameter. */
case 0x61: {
const HouseSpec *hs = HouseSpec::Get(this->house_id);
if (hs->grf_prop.grffile == nullptr) return 0;
HouseID new_house = _house_mngr.GetID(parameter, hs->grf_prop.grffile->grfid);
return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, this->town);
}
/* Land info for nearby tiles. */
case 0x62: return GetNearbyTileInformation(parameter, this->tile, this->ro.grffile->grf_version >= 8);
/* Current animation frame of nearby house tiles */
case 0x63: {
TileIndex testtile = GetNearbyTile(parameter, this->tile);
return IsTileType(testtile, MP_HOUSE) ? GetAnimationFrame(testtile) : 0;
}
/* Cargo acceptance history of nearby stations */
case 0x64: {
CargoID cid = GetCargoTranslation(parameter, this->ro.grffile);
if (!IsValidCargoID(cid)) return 0;
/* Extract tile offset. */
int8_t x_offs = GB(GetRegister(0x100), 0, 8);
int8_t y_offs = GB(GetRegister(0x100), 8, 8);
TileIndex testtile = Map::WrapToMap(this->tile + TileDiffXY(x_offs, y_offs));
StationFinder stations(TileArea(testtile, 1, 1));
const StationList *sl = stations.GetStations();
/* Collect acceptance stats. */
uint32_t res = 0;
for (Station *st : *sl) {
if (HasBit(st->goods[cid].status, GoodsEntry::GES_EVER_ACCEPTED)) SetBit(res, 0);
if (HasBit(st->goods[cid].status, GoodsEntry::GES_LAST_MONTH)) SetBit(res, 1);
if (HasBit(st->goods[cid].status, GoodsEntry::GES_CURRENT_MONTH)) SetBit(res, 2);
if (HasBit(st->goods[cid].status, GoodsEntry::GES_ACCEPTED_BIGTICK)) SetBit(res, 3);
}
/* Cargo triggered CB 148? */
if (HasBit(this->watched_cargo_triggers, cid)) SetBit(res, 4);
return res;
}
/* Distance test for some house types */
case 0x65: return GetDistanceFromNearbyHouse(parameter, this->tile, this->house_id);
/* Class and ID of nearby house tile */
case 0x66: {
TileIndex testtile = GetNearbyTile(parameter, this->tile);
if (!IsTileType(testtile, MP_HOUSE)) return 0xFFFFFFFF;
HouseID nearby_house_id = GetHouseType(testtile);
HouseSpec *hs = HouseSpec::Get(nearby_house_id);
/* Information about the grf local classid if the house has a class */
uint houseclass = 0;
if (hs->class_id != HOUSE_NO_CLASS) {
houseclass = (hs->grf_prop.grffile == this->ro.grffile ? 1 : 2) << 8;
houseclass |= _class_mapping[hs->class_id].class_id;
}
/* old house type or grf-local houseid */
uint local_houseid = 0;
if (nearby_house_id < NEW_HOUSE_OFFSET) {
local_houseid = nearby_house_id;
} else {
local_houseid = (hs->grf_prop.grffile == this->ro.grffile ? 1 : 2) << 8;
local_houseid |= hs->grf_prop.local_id;
}
return houseclass << 16 | local_houseid;
}
/* GRFID of nearby house tile */
case 0x67: {
TileIndex testtile = GetNearbyTile(parameter, this->tile);
if (!IsTileType(testtile, MP_HOUSE)) return 0xFFFFFFFF;
HouseID house_id = GetHouseType(testtile);
if (house_id < NEW_HOUSE_OFFSET) return 0;
/* Checking the grffile information via HouseSpec doesn't work
* in case the newgrf was removed. */
return _house_mngr.GetGRFID(house_id);
}
}
Debug(grf, 1, "Unhandled house variable 0x{:X}", variable);
*available = false;
return UINT_MAX;
}
uint16_t GetHouseCallback(CallbackID callback, uint32_t param1, uint32_t param2, HouseID house_id, Town *town, TileIndex tile,
bool not_yet_constructed, uint8_t initial_random_bits, CargoTypes watched_cargo_triggers, int view)
{
HouseResolverObject object(house_id, tile, town, callback, param1, param2,
not_yet_constructed, initial_random_bits, watched_cargo_triggers, view);
return object.ResolveCallback();
}
static void DrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *group, uint8_t stage, HouseID house_id)
{
const DrawTileSprites *dts = group->ProcessRegisters(&stage);
const HouseSpec *hs = HouseSpec::Get(house_id);
PaletteID palette = GENERAL_SPRITE_COLOUR(hs->random_colour[TileHash2Bit(ti->x, ti->y)]);
if (HasBit(hs->callback_mask, CBM_HOUSE_COLOUR)) {
uint16_t 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);
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_t callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, house_id, Town::GetByTile(ti->tile), ti->tile);
if (callback_res != CALLBACK_FAILED) draw_old_one = ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res);
}
if (draw_old_one) DrawFoundation(ti, FOUNDATION_LEVELED);
}
HouseResolverObject object(house_id, ti->tile, Town::GetByTile(ti->tile));
const SpriteGroup *group = object.Resolve();
if (group != nullptr && group->type == SGT_TILELAYOUT) {
/* Limit the building stage to the number of stages supplied. */
const TileLayoutSpriteGroup *tlgroup = (const TileLayoutSpriteGroup *)group;
uint8_t stage = GetHouseBuildingStage(ti->tile);
DrawTileLayout(ti, tlgroup, stage, house_id);
}
}
/* Simple wrapper for GetHouseCallback to keep the animation unified. */
uint16_t GetSimpleHouseCallback(CallbackID callback, uint32_t param1, uint32_t param2, const HouseSpec *spec, Town *town, TileIndex tile, CargoTypes 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, CargoTypes, GetSimpleHouseCallback, TileAnimationFrameAnimationHelper<Town> > {
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 == nullptr) 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 disasters and
* anyone using the scenario editor. */
if (Company::IsValidHumanID(_current_company) || _current_company == OWNER_WATER || _current_company == OWNER_NONE || _game_mode == GM_EDITOR || _generating_world) {
return true;
}
if (HasBit(hs->callback_mask, CBM_HOUSE_DENY_DESTRUCTION)) {
uint16_t callback_res = GetHouseCallback(CBID_HOUSE_DENY_DESTRUCTION, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
return (callback_res == CALLBACK_FAILED || !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DENY_DESTRUCTION, callback_res));
} else {
return !(hs->extra_flags & BUILDING_IS_PROTECTED);
}
}
static void AnimationControl(TileIndex tile, uint16_t random_bits)
{
const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_START_STOP)) {
uint32_t 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_t 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(TileAddXY(tile, 0, 1), random);
if (hs->building_flags & BUILDING_2_TILES_X) AnimationControl(TileAddXY(tile, 1, 0), random);
if (hs->building_flags & BUILDING_HAS_4_TILES) AnimationControl(TileAddXY(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_t callback_res = GetHouseCallback(CBID_HOUSE_DESTRUCTION, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
if (callback_res != CALLBACK_FAILED && Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DESTRUCTION, callback_res)) {
ClearTownHouse(Town::GetByTile(tile), tile);
return false;
}
}
SetHouseProcessingTime(tile, hs->processing_time);
MarkTileDirtyByTile(tile);
return true;
}
static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, uint8_t base_random, bool first)
{
/* 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[0] == nullptr) return;
HouseResolverObject object(hid, tile, Town::GetByTile(tile), CBID_RANDOM_TRIGGER);
object.waiting_triggers = GetHouseTriggers(tile) | trigger;
SetHouseTriggers(tile, object.waiting_triggers); // store now for var 5F
const SpriteGroup *group = object.Resolve();
if (group == nullptr) return;
/* Store remaining triggers. */
SetHouseTriggers(tile, object.GetRemainingTriggers());
/* Rerandomise bits. Scopes other than SELF are invalid for houses. For bug-to-bug-compatibility with TTDP we ignore the scope. */
uint8_t new_random_bits = Random();
uint8_t random_bits = GetHouseRandomBits(tile);
uint32_t reseed = object.GetReseedSum();
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(TileAddXY(tile, 0, 1), trigger, random_bits, false);
if (hs->building_flags & BUILDING_2_TILES_X) DoTriggerHouse(TileAddXY(tile, 1, 0), trigger, random_bits, false);
if (hs->building_flags & BUILDING_HAS_4_TILES) DoTriggerHouse(TileAddXY(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, CargoTypes trigger_cargoes, uint16_t random)
{
TileIndexDiffC diff = TileIndexToTileIndexDiffC(origin, tile);
uint32_t cb_info = random << 16 | (uint8_t)diff.y << 8 | (uint8_t)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, CargoTypes 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_t 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(TileAddXY(north, 0, 1), tile, trigger_cargoes, r);
if (hs->building_flags & BUILDING_2_TILES_X) DoWatchedCargoCallback(TileAddXY(north, 1, 0), tile, trigger_cargoes, r);
if (hs->building_flags & BUILDING_HAS_4_TILES) DoWatchedCargoCallback(TileAddXY(north, 1, 1), tile, trigger_cargoes, r);
}