/* $Id$ */ /** @file newgrf_house.cpp */ #include "stdafx.h" #include "openttd.h" #include "variables.h" #include "debug.h" #include "viewport.h" #include "landscape.h" #include "town.h" #include "town_map.h" #include "sprite.h" #include "table/strings.h" #include "table/sprites.h" #include "table/town_land.h" #include "newgrf.h" #include "newgrf_house.h" #include "newgrf_spritegroup.h" #include "newgrf_callbacks.h" #include "newgrf_town.h" #include "newgrf_sound.h" #include "newgrf_commons.h" #include "transparency.h" #include "functions.h" static BuildingCounts _building_counts; static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX]; HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID); void CheckHouseIDs() { InitializeBuildingCounts(); for (TileIndex t = 0; t < MapSize(); t++) { HouseID house_id; if (!IsTileType(t, MP_HOUSE)) continue; house_id = GetHouseType(t); if (!GetHouseSpecs(house_id)->enabled && house_id >= NEW_HOUSE_OFFSET) { /* The specs for this type of house are not available any more, so * replace it with the substitute original house type. */ house_id = _house_mngr.GetSubstituteID(house_id); SetHouseType(t, house_id); } IncreaseBuildingCount(GetTownByTile(t), house_id); } } HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid) { /* Start from 1 because 0 means that no class has been assigned. */ for (int i = 1; i != lengthof(_class_mapping); i++) { HouseClassMapping *map = &_class_mapping[i]; if (map->class_id == grf_class_id && map->grfid == grfid) return (HouseClassID)i; if (map->class_id == 0 && map->grfid == 0) { map->class_id = grf_class_id; map->grfid = grfid; return (HouseClassID)i; } } return HOUSE_NO_CLASS; } void InitializeBuildingCounts() { memset(&_building_counts, 0, sizeof(_building_counts)); } /** * 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 = GetHouseSpecs(house_id)->class_id; if (!_loaded_newgrf_features.has_newhouses) return; /* If there are 255 buildings of this type in this town, there are also * at least that many houses of the same class in the town, and * therefore on the map as well. */ if (t->building_counts.id_count[house_id] == 255) return; t->building_counts.id_count[house_id]++; if (_building_counts.id_count[house_id] < 255) _building_counts.id_count[house_id]++; /* Similarly, if there are 255 houses of this class in this town, there * must be at least that number on the map too. */ if (class_id == HOUSE_NO_CLASS || t->building_counts.class_count[class_id] == 255) return; t->building_counts.class_count[class_id]++; if (_building_counts.class_count[class_id] < 255) _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 = GetHouseSpecs(house_id)->class_id; if (!_loaded_newgrf_features.has_newhouses) return; if (t->building_counts.id_count[house_id] > 0) t->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->building_counts.class_count[class_id] > 0) t->building_counts.class_count[class_id]--; if (_building_counts.class_count[class_id] > 0) _building_counts.class_count[class_id]--; } /** * AfterLoadCountBuildings() * * After a savegame has been loaded, count the number of buildings on the map. */ void AfterLoadCountBuildings() { if (!_loaded_newgrf_features.has_newhouses) return; for (TileIndex t = 0; t < MapSize(); t++) { if (!IsTileType(t, MP_HOUSE)) continue; IncreaseBuildingCount(GetTownByTile(t), GetHouseType(t)); } } static uint32 HouseGetRandomBits(const ResolverObject *object) { const TileIndex tile = object->u.house.tile; return (tile == INVALID_TILE || !IsTileType(tile, MP_HOUSE)) ? 0 : GetHouseRandomBits(tile); } static uint32 HouseGetTriggers(const ResolverObject *object) { const TileIndex tile = object->u.house.tile; return (tile == INVALID_TILE || !IsTileType(tile, MP_HOUSE)) ? 0 : GetHouseTriggers(tile); } static void HouseSetTriggers(const ResolverObject *object, int triggers) { const TileIndex tile = object->u.house.tile; if (IsTileType(tile, MP_HOUSE)) SetHouseTriggers(tile, triggers); } static uint32 GetNumHouses(HouseID house_id, const Town *town) { uint8 map_id_count, town_id_count, map_class_count, town_class_count; HouseClassID class_id = GetHouseSpecs(house_id)->class_id; map_id_count = _building_counts.id_count[house_id]; map_class_count = _building_counts.class_count[class_id]; town_id_count = town->building_counts.id_count[house_id]; town_class_count = town->building_counts.class_count[class_id]; return map_class_count << 24 | town_class_count << 16 | map_id_count << 8 | town_id_count; } static uint32 GetGRFParameter(HouseID house_id, byte parameter) { const HouseSpec *hs = GetHouseSpecs(house_id); const GRFFile *file = hs->grffile; if (parameter >= file->param_end) return 0; return file->param[parameter]; } uint32 GetNearbyTileInformation(byte parameter, TileIndex tile) { uint32 tile_type; tile = GetNearbyTile(parameter, tile); tile_type = GetTerrainType(tile) << 2 | (IsTileType(tile, MP_WATER) ? 1 : 0) << 1; uint z; Slope tileh = GetTileSlope(tile, &z); return GetTileType(tile) << 24 | z << 16 | tile_type << 8 | tileh; } /** * HouseGetVariable(): * * Used by the resolver to get values for feature 07 deterministic spritegroups. */ static uint32 HouseGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available) { const Town *town = object->u.house.town; TileIndex tile = object->u.house.tile; HouseID house_id = object->u.house.house_id; if (object->scope == VSG_SCOPE_PARENT) { return TownGetVariable(variable, parameter, available, town); } switch (variable) { /* Construction stage. */ case 0x40: return (IsTileType(tile, MP_HOUSE) ? GetHouseBuildingStage(tile) : 0) | OriginalTileRandomiser(TileX(tile), TileY(tile)) << 2; /* Building age. */ case 0x41: return Clamp(_cur_year - GetHouseConstructionYear(tile), 0, 0xFF); /* Town zone */ case 0x42: return GetTownRadiusGroup(town, tile); /* Terrain type */ case 0x43: return GetTerrainType(tile); /* Number of this type of building on the map. */ case 0x44: return GetNumHouses(house_id, town); /* Whether the town is being created or just expanded. */ case 0x45: return _generating_world ? 1 : 0; /* Current animation frame. */ case 0x46: return IsTileType(tile, MP_HOUSE) ? GetHouseAnimationFrame(tile) : 0; /* Building counts for old houses with id = parameter. */ case 0x60: return GetNumHouses(parameter, town); /* Building counts for new houses with id = parameter. */ case 0x61: { const HouseSpec *hs = GetHouseSpecs(house_id); if (hs->grffile == NULL) return 0; HouseID new_house = _house_mngr.GetID(parameter, hs->grffile->grfid); return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, town); } /* Land info for nearby tiles. */ case 0x62: return GetNearbyTileInformation(parameter, tile); /* Read GRF parameter */ case 0x7F: return GetGRFParameter(object->u.house.house_id, parameter); } DEBUG(grf, 1, "Unhandled house property 0x%X", variable); *available = false; return UINT_MAX; } static const SpriteGroup *HouseResolveReal(const ResolverObject *object, const SpriteGroup *group) { /* Houses do not have 'real' groups */ return NULL; } /** * NewHouseResolver(): * * Returns a resolver object to be used with feature 07 spritegroups. */ static void NewHouseResolver(ResolverObject *res, HouseID house_id, TileIndex tile, Town *town) { res->GetRandomBits = HouseGetRandomBits; res->GetTriggers = HouseGetTriggers; res->SetTriggers = HouseSetTriggers; res->GetVariable = HouseGetVariable; res->ResolveReal = HouseResolveReal; res->u.house.tile = tile; res->u.house.town = town; res->u.house.house_id = house_id; res->callback = CBID_NO_CALLBACK; res->callback_param1 = 0; res->callback_param2 = 0; res->last_value = 0; res->trigger = 0; res->reseed = 0; } uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile) { ResolverObject object; const SpriteGroup *group; NewHouseResolver(&object, house_id, tile, town); object.callback = callback; object.callback_param1 = param1; object.callback_param2 = param2; group = Resolve(GetHouseSpecs(house_id)->spritegroup, &object); 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, 0, SPRITE_WIDTH) == 0) continue; image = dtss->image; pal = dtss->pal; 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[OriginalTileRandomiser(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) PlayHouseSound(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(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) PlayHouseSound(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(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 && callback_res > 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); 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); }