src/newgrf_house.cpp
branchNewGRF_ports
changeset 6871 5a9dc001e1ad
parent 6870 ca3fd1fbe311
child 6872 1c4a4a609f85
equal deleted inserted replaced
6870:ca3fd1fbe311 6871:5a9dc001e1ad
    23 #include "newgrf_spritegroup.h"
    23 #include "newgrf_spritegroup.h"
    24 #include "newgrf_callbacks.h"
    24 #include "newgrf_callbacks.h"
    25 #include "newgrf_town.h"
    25 #include "newgrf_town.h"
    26 #include "newgrf_sound.h"
    26 #include "newgrf_sound.h"
    27 #include "newgrf_commons.h"
    27 #include "newgrf_commons.h"
       
    28 #include "transparency.h"
    28 
    29 
    29 static BuildingCounts    _building_counts;
    30 static BuildingCounts    _building_counts;
    30 static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
    31 static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
    31 
    32 
    32 HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
    33 HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
   208 	switch (variable) {
   209 	switch (variable) {
   209 		/* Construction stage. */
   210 		/* Construction stage. */
   210 		case 0x40: return (IsTileType(tile, MP_HOUSE) ? GetHouseBuildingStage(tile) : 0) | OriginalTileRandomiser(TileX(tile), TileY(tile)) << 2;
   211 		case 0x40: return (IsTileType(tile, MP_HOUSE) ? GetHouseBuildingStage(tile) : 0) | OriginalTileRandomiser(TileX(tile), TileY(tile)) << 2;
   211 
   212 
   212 		/* Building age. */
   213 		/* Building age. */
   213 		case 0x41: return clamp(_cur_year - GetHouseConstructionYear(tile), 0, 0xFF);
   214 		case 0x41: return Clamp(_cur_year - GetHouseConstructionYear(tile), 0, 0xFF);
   214 
   215 
   215 		/* Town zone */
   216 		/* Town zone */
   216 		case 0x42: return GetTownRadiusGroup(town, tile);
   217 		case 0x42: return GetTownRadiusGroup(town, tile);
   217 
   218 
   218 		/* Terrain type */
   219 		/* Terrain type */
   318 		image = dtss->image;
   319 		image = dtss->image;
   319 		pal   = dtss->pal;
   320 		pal   = dtss->pal;
   320 
   321 
   321 		if (IS_CUSTOM_SPRITE(image)) image += stage;
   322 		if (IS_CUSTOM_SPRITE(image)) image += stage;
   322 
   323 
   323 		if ((HASBIT(image, SPRITE_MODIFIER_OPAQUE) || !HASBIT(_transparent_opt, TO_HOUSES)) && HASBIT(image, PALETTE_MODIFIER_COLOR)) {
   324 		if ((HasBit(image, SPRITE_MODIFIER_OPAQUE) || !IsTransparencySet(TO_HOUSES)) && HasBit(image, PALETTE_MODIFIER_COLOR)) {
   324 			if (pal == 0) {
   325 			if (pal == 0) {
   325 				const HouseSpec *hs = GetHouseSpecs(house_id);
   326 				const HouseSpec *hs = GetHouseSpecs(house_id);
   326 				if (HASBIT(hs->callback_mask, CBM_HOUSE_COLOUR)) {
   327 				if (HasBit(hs->callback_mask, CBM_HOUSE_COLOUR)) {
   327 					uint16 callback = GetHouseCallback(CBID_HOUSE_COLOUR, 0, 0, house_id, GetTownByTile(ti->tile), ti->tile);
   328 					uint16 callback = GetHouseCallback(CBID_HOUSE_COLOUR, 0, 0, house_id, GetTownByTile(ti->tile), ti->tile);
   328 					if (callback != CALLBACK_FAILED) {
   329 					if (callback != CALLBACK_FAILED) {
   329 						/* If bit 14 is set, we should use a 2cc colour map, else use the callback value. */
   330 						/* If bit 14 is set, we should use a 2cc colour map, else use the callback value. */
   330 						pal = HASBIT(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
   331 						pal = HasBit(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
   331 					}
   332 					}
   332 				} else {
   333 				} else {
   333 					pal = hs->random_colour[OriginalTileRandomiser(ti->x, ti->y)] + PALETTE_RECOLOR_START;
   334 					pal = hs->random_colour[OriginalTileRandomiser(ti->x, ti->y)] + PALETTE_RECOLOR_START;
   334 				}
   335 				}
   335 			}
   336 			}
   341 			AddSortableSpriteToDraw(
   342 			AddSortableSpriteToDraw(
   342 				image, pal,
   343 				image, pal,
   343 				ti->x + dtss->delta_x, ti->y + dtss->delta_y,
   344 				ti->x + dtss->delta_x, ti->y + dtss->delta_y,
   344 				dtss->size_x, dtss->size_y,
   345 				dtss->size_x, dtss->size_y,
   345 				dtss->size_z, ti->z + dtss->delta_z,
   346 				dtss->size_z, ti->z + dtss->delta_z,
   346 				HASBIT(_transparent_opt, TO_HOUSES)
   347 				IsTransparencySet(TO_HOUSES)
   347 			);
   348 			);
   348 		} else {
   349 		} else {
   349 			AddChildSpriteScreen(image, pal, dtss->delta_x, dtss->delta_y, HASBIT(_transparent_opt, TO_HOUSES));
   350 			AddChildSpriteScreen(image, pal, (byte)dtss->delta_x, (byte)dtss->delta_y, IsTransparencySet(TO_HOUSES));
   350 		}
   351 		}
   351 	}
   352 	}
   352 }
   353 }
   353 
   354 
   354 void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
   355 void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
   366 		/* XXX: This is for debugging purposes really, and shouldn't stay. */
   367 		/* XXX: This is for debugging purposes really, and shouldn't stay. */
   367 		DrawGroundSprite(SPR_SHADOW_CELL, PAL_NONE);
   368 		DrawGroundSprite(SPR_SHADOW_CELL, PAL_NONE);
   368 	} else {
   369 	} else {
   369 		/* Limit the building stage to the number of stages supplied. */
   370 		/* Limit the building stage to the number of stages supplied. */
   370 		byte stage = GetHouseBuildingStage(ti->tile);
   371 		byte stage = GetHouseBuildingStage(ti->tile);
   371 		stage = clamp(stage - 4 + group->g.layout.num_sprites, 0, group->g.layout.num_sprites - 1);
   372 		stage = Clamp(stage - 4 + group->g.layout.num_sprites, 0, group->g.layout.num_sprites - 1);
   372 		DrawTileLayout(ti, group, stage, house_id);
   373 		DrawTileLayout(ti, group, stage, house_id);
   373 	}
   374 	}
   374 }
   375 }
   375 
   376 
   376 void AnimateNewHouseTile(TileIndex tile)
   377 void AnimateNewHouseTile(TileIndex tile)
   377 {
   378 {
   378 	const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
   379 	const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
   379 	byte animation_speed = hs->animation_speed;
   380 	byte animation_speed = hs->animation_speed;
   380 	bool frame_set_by_callback = false;
   381 	bool frame_set_by_callback = false;
   381 
   382 
   382 	if (HASBIT(hs->callback_mask, CBM_HOUSE_ANIMATION_SPEED)) {
   383 	if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_SPEED)) {
   383 		uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_SPEED, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
   384 		uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_SPEED, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
   384 		if (callback_res != CALLBACK_FAILED) animation_speed = clamp(callback_res & 0xFF, 2, 16);
   385 		if (callback_res != CALLBACK_FAILED) animation_speed = Clamp(callback_res & 0xFF, 2, 16);
   385 	}
   386 	}
   386 
   387 
   387 	/* An animation speed of 2 means the animation frame changes 4 ticks, and
   388 	/* An animation speed of 2 means the animation frame changes 4 ticks, and
   388 	 * increasing this value by one doubles the wait. 2 is the minimum value
   389 	 * increasing this value by one doubles the wait. 2 is the minimum value
   389 	 * allowed for animation_speed, which corresponds to 120ms, and 16 is the
   390 	 * allowed for animation_speed, which corresponds to 120ms, and 16 is the
   391 	if (_tick_counter % (1 << animation_speed) != 0) return;
   392 	if (_tick_counter % (1 << animation_speed) != 0) return;
   392 
   393 
   393 	byte frame      = GetHouseAnimationFrame(tile);
   394 	byte frame      = GetHouseAnimationFrame(tile);
   394 	byte num_frames = GB(hs->animation_frames, 0, 7);
   395 	byte num_frames = GB(hs->animation_frames, 0, 7);
   395 
   396 
   396 	if (HASBIT(hs->callback_mask, CBM_HOUSE_ANIMATION_NEXT_FRAME)) {
   397 	if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_NEXT_FRAME)) {
   397 		uint32 param = (hs->extra_flags & CALLBACK_1A_RANDOM_BITS) ? Random() : 0;
   398 		uint32 param = (hs->extra_flags & CALLBACK_1A_RANDOM_BITS) ? Random() : 0;
   398 		uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_NEXT_FRAME, param, 0, GetHouseType(tile), GetTownByTile(tile), tile);
   399 		uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_NEXT_FRAME, param, 0, GetHouseType(tile), GetTownByTile(tile), tile);
   399 
   400 
   400 		if (callback_res != CALLBACK_FAILED) {
   401 		if (callback_res != CALLBACK_FAILED) {
   401 			frame_set_by_callback = true;
   402 			frame_set_by_callback = true;
   420 	}
   421 	}
   421 
   422 
   422 	if (!frame_set_by_callback) {
   423 	if (!frame_set_by_callback) {
   423 		if (frame < num_frames) {
   424 		if (frame < num_frames) {
   424 			frame++;
   425 			frame++;
   425 		} else if (frame == num_frames && HASBIT(hs->animation_frames, 7)) {
   426 		} else if (frame == num_frames && HasBit(hs->animation_frames, 7)) {
   426 			/* This animation loops, so start again from the beginning */
   427 			/* This animation loops, so start again from the beginning */
   427 			frame = 0;
   428 			frame = 0;
   428 		} else {
   429 		} else {
   429 			/* This animation doesn't loop, so stay here */
   430 			/* This animation doesn't loop, so stay here */
   430 			DeleteAnimatedTile(tile);
   431 			DeleteAnimatedTile(tile);
   458 	/* Human players are always allowed to remove buildings, as is water and
   459 	/* Human players are always allowed to remove buildings, as is water and
   459 	 * anyone using the scenario editor. */
   460 	 * anyone using the scenario editor. */
   460 	if ((IsValidPlayer(_current_player) && IsHumanPlayer(_current_player))
   461 	if ((IsValidPlayer(_current_player) && IsHumanPlayer(_current_player))
   461 			|| _current_player == OWNER_WATER || _current_player == OWNER_NONE) return true;
   462 			|| _current_player == OWNER_WATER || _current_player == OWNER_NONE) return true;
   462 
   463 
   463 	if (HASBIT(hs->callback_mask, CBM_HOUSE_DENY_DESTRUCTION)) {
   464 	if (HasBit(hs->callback_mask, CBM_HOUSE_DENY_DESTRUCTION)) {
   464 		uint16 callback_res = GetHouseCallback(CBID_HOUSE_DENY_DESTRUCTION, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
   465 		uint16 callback_res = GetHouseCallback(CBID_HOUSE_DENY_DESTRUCTION, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
   465 		return (callback_res == CALLBACK_FAILED || callback_res == 0);
   466 		return (callback_res == CALLBACK_FAILED || callback_res == 0);
   466 	} else {
   467 	} else {
   467 		return !(hs->extra_flags & BUILDING_IS_PROTECTED);
   468 		return !(hs->extra_flags & BUILDING_IS_PROTECTED);
   468 	}
   469 	}
   470 
   471 
   471 static void AnimationControl(TileIndex tile, uint16 random_bits)
   472 static void AnimationControl(TileIndex tile, uint16 random_bits)
   472 {
   473 {
   473 	const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
   474 	const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
   474 
   475 
   475 	if (HASBIT(hs->callback_mask, CBM_HOUSE_ANIMATION_START_STOP)) {
   476 	if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_START_STOP)) {
   476 		uint32 param = (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) ? (GB(Random(), 0, 16) | random_bits << 16) : Random();
   477 		uint32 param = (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) ? (GB(Random(), 0, 16) | random_bits << 16) : Random();
   477 		uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_START_STOP, param, 0, GetHouseType(tile), GetTownByTile(tile), tile);
   478 		uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_START_STOP, param, 0, GetHouseType(tile), GetTownByTile(tile), tile);
   478 
   479 
   479 		if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(tile, callback_res);
   480 		if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(tile, callback_res);
   480 	}
   481 	}
   487 	if (GetHouseProcessingTime(tile) > 0) {
   488 	if (GetHouseProcessingTime(tile) > 0) {
   488 		DecHouseProcessingTime(tile);
   489 		DecHouseProcessingTime(tile);
   489 		return true;
   490 		return true;
   490 	}
   491 	}
   491 
   492 
   492 	/* @todo: Magic with triggers goes here.  Got to implement that, one day. ..
   493 	TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP);
   493 	 * Process randomizing of tiles following specs.
   494 	TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP_TOP);
   494 	 * Once done, redraw the house
   495 
   495 	 * MarkTileDirtyByTile(tile);
   496 	if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_START_STOP)) {
   496 	 */
       
   497 
       
   498 	if (HASBIT(hs->callback_mask, CBM_HOUSE_ANIMATION_START_STOP)) {
       
   499 		/* If this house is marked as having a synchronised callback, all the
   497 		/* If this house is marked as having a synchronised callback, all the
   500 		 * tiles will have the callback called at once, rather than when the
   498 		 * tiles will have the callback called at once, rather than when the
   501 		 * tile loop reaches them. This should only be enabled for the northern
   499 		 * tile loop reaches them. This should only be enabled for the northern
   502 		 * tile, or strange things will happen (here, and in TTDPatch). */
   500 		 * tile, or strange things will happen (here, and in TTDPatch). */
   503 		if (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) {
   501 		if (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) {
   511 			AnimationControl(tile, 0);
   509 			AnimationControl(tile, 0);
   512 		}
   510 		}
   513 	}
   511 	}
   514 
   512 
   515 	/* Check callback 21, which determines if a house should be destroyed. */
   513 	/* Check callback 21, which determines if a house should be destroyed. */
   516 	if (HASBIT(hs->callback_mask, CBM_HOUSE_DESTRUCTION)) {
   514 	if (HasBit(hs->callback_mask, CBM_HOUSE_DESTRUCTION)) {
   517 		uint16 callback_res = GetHouseCallback(CBID_HOUSE_DESTRUCTION, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
   515 		uint16 callback_res = GetHouseCallback(CBID_HOUSE_DESTRUCTION, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
   518 		if (callback_res != CALLBACK_FAILED && callback_res > 0) {
   516 		if (callback_res != CALLBACK_FAILED && callback_res > 0) {
   519 			ClearTownHouse(GetTownByTile(tile), tile);
   517 			ClearTownHouse(GetTownByTile(tile), tile);
   520 			return false;
   518 			return false;
   521 		}
   519 		}
   522 	}
   520 	}
   523 
   521 
   524 	SetHouseProcessingTime(tile, hs->processing_time);
   522 	SetHouseProcessingTime(tile, hs->processing_time);
   525 	return true;
   523 	return true;
   526 }
   524 }
       
   525 
       
   526 static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, byte base_random, bool first)
       
   527 {
       
   528 	ResolverObject object;
       
   529 
       
   530 	/* We can't trigger a non-existent building... */
       
   531 	assert(IsTileType(tile, MP_HOUSE));
       
   532 
       
   533 	HouseID hid = GetHouseType(tile);
       
   534 	HouseSpec *hs = GetHouseSpecs(hid);
       
   535 
       
   536 	NewHouseResolver(&object, hid, tile, GetTownByTile(tile));
       
   537 
       
   538 	object.callback = CBID_RANDOM_TRIGGER;
       
   539 	object.trigger = trigger;
       
   540 
       
   541 	const SpriteGroup *group = Resolve(hs->spritegroup, &object);
       
   542 	if (group == NULL) return;
       
   543 
       
   544 	byte new_random_bits = Random();
       
   545 	byte random_bits = GetHouseRandomBits(tile);
       
   546 	random_bits &= ~object.reseed;
       
   547 	random_bits |= (first ? new_random_bits : base_random) & object.reseed;
       
   548 	SetHouseRandomBits(tile, random_bits);
       
   549 
       
   550 	switch (trigger) {
       
   551 		case HOUSE_TRIGGER_TILE_LOOP:
       
   552 			/* Random value already set. */
       
   553 			break;
       
   554 
       
   555 		case HOUSE_TRIGGER_TILE_LOOP_TOP:
       
   556 			if (!first) break;
       
   557 			/* Random value of first tile already set. */
       
   558 			if (hs->building_flags & BUILDING_2_TILES_Y)   DoTriggerHouse(TILE_ADDXY(tile, 0, 1), trigger, random_bits, false);
       
   559 			if (hs->building_flags & BUILDING_2_TILES_X)   DoTriggerHouse(TILE_ADDXY(tile, 1, 0), trigger, random_bits, false);
       
   560 			if (hs->building_flags & BUILDING_HAS_4_TILES) DoTriggerHouse(TILE_ADDXY(tile, 1, 1), trigger, random_bits, false);
       
   561 			break;
       
   562 	}
       
   563 }
       
   564 
       
   565 void TriggerHouse(TileIndex t, HouseTrigger trigger)
       
   566 {
       
   567 	DoTriggerHouse(t, trigger, 0, true);
       
   568 }