# newgrf_house.cpp

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    00001 /* $Id: newgrf_house.cpp 13735 2008-07-19 12:23:14Z rubidium $ */
    00002
    00005 #include "stdafx.h"
    00006 #include "openttd.h"
    00007 #include "variables.h"
    00008 #include "debug.h"
    00009 #include "viewport_func.h"
    00010 #include "landscape.h"
    00011 #include "town.h"
    00012 #include "town_map.h"
    00013 #include "sprite.h"
    00014 #include "newgrf.h"
    00015 #include "newgrf_house.h"
    00016 #include "newgrf_spritegroup.h"
    00017 #include "newgrf_callbacks.h"
    00018 #include "newgrf_town.h"
    00019 #include "newgrf_sound.h"
    00020 #include "newgrf_commons.h"
    00021 #include "transparency.h"
    00022 #include "functions.h"
    00023 #include "player_func.h"
    00024
    00025 #include "table/strings.h"
    00026 #include "table/sprites.h"
    00027 #include "table/town_land.h"
    00028
    00029 static BuildingCounts    _building_counts;
    00030 static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
    00031
    00032 HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
    00033 extern TileIndex GetHouseNorthPart(HouseID &house);
    00034
    00043 void UpdateHousesAndTowns()
    00044 {
    00045   Town *town;
    00046   InitializeBuildingCounts();
    00047
    00048   /* Reset town population and num_houses */
    00049   FOR_ALL_TOWNS(town) {
    00050     town->population = 0;
    00051     town->num_houses = 0;
    00052   }
    00053
    00054   for (TileIndex t = 0; t < MapSize(); t++) {
    00055     HouseID house_id;
    00056
    00057     if (!IsTileType(t, MP_HOUSE)) continue;
    00058
    00059     house_id = GetHouseType(t);
    00060     if (!GetHouseSpecs(house_id)->enabled && house_id >= NEW_HOUSE_OFFSET) {
    00061       /* The specs for this type of house are not available any more, so
    00062        * replace it with the substitute original house type. */
    00063       house_id = _house_mngr.GetSubstituteID(house_id);
    00064       SetHouseType(t, house_id);
    00065     }
    00066
    00067     town = GetTownByTile(t);
    00068     IncreaseBuildingCount(town, house_id);
    00069     if (IsHouseCompleted(t)) town->population += GetHouseSpecs(house_id)->population;
    00070
    00071     /* Increase the number of houses for every house, but only once. */
    00072     if (GetHouseNorthPart(house_id) == 0) town->num_houses++;
    00073   }
    00074
    00075   /* Update the population and num_house dependant values */
    00076   FOR_ALL_TOWNS(town) {
    00077     UpdateTownRadius(town);
    00078     UpdateTownMaxPass(town);
    00079   }
    00080 }
    00081
    00082 HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid)
    00083 {
    00084   /* Start from 1 because 0 means that no class has been assigned. */
    00085   for (int i = 1; i != lengthof(_class_mapping); i++) {
    00086     HouseClassMapping *map = &_class_mapping[i];
    00087
    00088     if (map->class_id == grf_class_id && map->grfid == grfid) return (HouseClassID)i;
    00089
    00090     if (map->class_id == 0 && map->grfid == 0) {
    00091       map->class_id = grf_class_id;
    00092       map->grfid    = grfid;
    00093       return (HouseClassID)i;
    00094     }
    00095   }
    00096   return HOUSE_NO_CLASS;
    00097 }
    00098
    00099 void InitializeBuildingCounts()
    00100 {
    00101   memset(&_building_counts, 0, sizeof(_building_counts));
    00102 }
    00103
    00110 void IncreaseBuildingCount(Town *t, HouseID house_id)
    00111 {
    00112   HouseClassID class_id = GetHouseSpecs(house_id)->class_id;
    00113
    00114   if (!_loaded_newgrf_features.has_newhouses) return;
    00115
    00116   /* If there are 255 buildings of this type in this town, there are also
    00117    * at least that many houses of the same class in the town, and
    00118    * therefore on the map as well. */
    00119   if (t->building_counts.id_count[house_id] == 255) return;
    00120
    00121   t->building_counts.id_count[house_id]++;
    00122   if (_building_counts.id_count[house_id] < 255) _building_counts.id_count[house_id]++;
    00123
    00124   /* Similarly, if there are 255 houses of this class in this town, there
    00125    * must be at least that number on the map too. */
    00126   if (class_id == HOUSE_NO_CLASS || t->building_counts.class_count[class_id] == 255) return;
    00127
    00128   t->building_counts.class_count[class_id]++;
    00129   if (_building_counts.class_count[class_id] < 255) _building_counts.class_count[class_id]++;
    00130 }
    00131
    00138 void DecreaseBuildingCount(Town *t, HouseID house_id)
    00139 {
    00140   HouseClassID class_id = GetHouseSpecs(house_id)->class_id;
    00141
    00142   if (!_loaded_newgrf_features.has_newhouses) return;
    00143
    00144   if (t->building_counts.id_count[house_id] > 0) t->building_counts.id_count[house_id]--;
    00145   if (_building_counts.id_count[house_id] > 0)   _building_counts.id_count[house_id]--;
    00146
    00147   if (class_id == HOUSE_NO_CLASS) return;
    00148
    00149   if (t->building_counts.class_count[class_id] > 0) t->building_counts.class_count[class_id]--;
    00150   if (_building_counts.class_count[class_id] > 0)   _building_counts.class_count[class_id]--;
    00151 }
    00152
    00153 static uint32 HouseGetRandomBits(const ResolverObject *object)
    00154 {
    00155   const TileIndex tile = object->u.house.tile;
    00156   return (tile == INVALID_TILE || !IsTileType(tile, MP_HOUSE)) ? 0 : GetHouseRandomBits(tile);
    00157 }
    00158
    00159 static uint32 HouseGetTriggers(const ResolverObject *object)
    00160 {
    00161   const TileIndex tile = object->u.house.tile;
    00162   return (tile == INVALID_TILE || !IsTileType(tile, MP_HOUSE)) ? 0 : GetHouseTriggers(tile);
    00163 }
    00164
    00165 static void HouseSetTriggers(const ResolverObject *object, int triggers)
    00166 {
    00167   const TileIndex tile = object->u.house.tile;
    00168   if (IsTileType(tile, MP_HOUSE)) SetHouseTriggers(tile, triggers);
    00169 }
    00170
    00171 static uint32 GetNumHouses(HouseID house_id, const Town *town)
    00172 {
    00173   uint8 map_id_count, town_id_count, map_class_count, town_class_count;
    00174   HouseClassID class_id = GetHouseSpecs(house_id)->class_id;
    00175
    00176   map_id_count     = _building_counts.id_count[house_id];
    00177   map_class_count  = _building_counts.class_count[class_id];
    00178   town_id_count    = town->building_counts.id_count[house_id];
    00179   town_class_count = town->building_counts.class_count[class_id];
    00180
    00181   return map_class_count << 24 | town_class_count << 16 | map_id_count << 8 | town_id_count;
    00182 }
    00183
    00184 static uint32 GetGRFParameter(HouseID house_id, byte parameter)
    00185 {
    00186   const HouseSpec *hs = GetHouseSpecs(house_id);
    00187   const GRFFile *file = hs->grffile;
    00188
    00189   if (parameter >= file->param_end) return 0;
    00190   return file->param[parameter];
    00191 }
    00192
    00193 uint32 GetNearbyTileInformation(byte parameter, TileIndex tile)
    00194 {
    00195   tile = GetNearbyTile(parameter, tile);
    00196   return GetNearbyTileInformation(tile);
    00197 }
    00198
    00204 static uint32 HouseGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
    00205 {
    00206   const Town *town = object->u.house.town;
    00207   TileIndex tile   = object->u.house.tile;
    00208   HouseID house_id = object->u.house.house_id;
    00209
    00210   if (object->scope == VSG_SCOPE_PARENT) {
    00211     return TownGetVariable(variable, parameter, available, town);
    00212   }
    00213
    00214   switch (variable) {
    00215     /* Construction stage. */
    00216     case 0x40: return (IsTileType(tile, MP_HOUSE) ? GetHouseBuildingStage(tile) : 0) | OriginalTileRandomiser(TileX(tile), TileY(tile)) << 2;
    00217
    00218     /* Building age. */
    00219     case 0x41: return Clamp(_cur_year - GetHouseConstructionYear(tile), 0, 0xFF);
    00220
    00221     /* Town zone */
    00222     case 0x42: return GetTownRadiusGroup(town, tile);
    00223
    00224     /* Terrain type */
    00225     case 0x43: return GetTerrainType(tile);
    00226
    00227     /* Number of this type of building on the map. */
    00228     case 0x44: return GetNumHouses(house_id, town);
    00229
    00230     /* Whether the town is being created or just expanded. */
    00231     case 0x45: return _generating_world ? 1 : 0;
    00232
    00233     /* Current animation frame. */
    00234     case 0x46: return IsTileType(tile, MP_HOUSE) ? GetHouseAnimationFrame(tile) : 0;
    00235
    00236
    00237     /* Building counts for old houses with id = parameter. */
    00238     case 0x60: return GetNumHouses(parameter, town);
    00239
    00240     /* Building counts for new houses with id = parameter. */
    00241     case 0x61: {
    00242       const HouseSpec *hs = GetHouseSpecs(house_id);
    00243       if (hs->grffile == NULL) return 0;
    00244
    00245       HouseID new_house = _house_mngr.GetID(parameter, hs->grffile->grfid);
    00246       return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, town);
    00247     }
    00248
    00249     /* Land info for nearby tiles. */
    00250     case 0x62: return GetNearbyTileInformation(parameter, tile);
    00251
    00252     /* Read GRF parameter */
    00253     case 0x7F: return GetGRFParameter(object->u.house.house_id, parameter);
    00254   }
    00255
    00256   DEBUG(grf, 1, "Unhandled house property 0x%X", variable);
    00257
    00258   *available = false;
    00259   return UINT_MAX;
    00260 }
    00261
    00262 static const SpriteGroup *HouseResolveReal(const ResolverObject *object, const SpriteGroup *group)
    00263 {
    00264   /* Houses do not have 'real' groups */
    00265   return NULL;
    00266 }
    00267
    00273 static void NewHouseResolver(ResolverObject *res, HouseID house_id, TileIndex tile, Town *town)
    00274 {
    00275   res->GetRandomBits = HouseGetRandomBits;
    00276   res->GetTriggers   = HouseGetTriggers;
    00277   res->SetTriggers   = HouseSetTriggers;
    00278   res->GetVariable   = HouseGetVariable;
    00279   res->ResolveReal   = HouseResolveReal;
    00280
    00281   res->u.house.tile     = tile;
    00282   res->u.house.town     = town;
    00283   res->u.house.house_id = house_id;
    00284
    00285   res->callback        = CBID_NO_CALLBACK;
    00286   res->callback_param1 = 0;
    00287   res->callback_param2 = 0;
    00288   res->last_value      = 0;
    00289   res->trigger         = 0;
    00290   res->reseed          = 0;
    00291 }
    00292
    00293 uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile)
    00294 {
    00295   ResolverObject object;
    00296   const SpriteGroup *group;
    00297
    00298   NewHouseResolver(&object, house_id, tile, town);
    00299   object.callback = callback;
    00300   object.callback_param1 = param1;
    00301   object.callback_param2 = param2;
    00302
    00303   group = Resolve(GetHouseSpecs(house_id)->spritegroup, &object);
    00304   if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
    00305
    00306   return group->g.callback.result;
    00307 }
    00308
    00309 void DrawTileLayout(const TileInfo *ti, const SpriteGroup *group, byte stage, HouseID house_id)
    00310 {
    00311   const DrawTileSprites *dts = group->g.layout.dts;
    00312   const DrawTileSeqStruct *dtss;
    00313
    00314   SpriteID image = dts->ground.sprite;
    00315   SpriteID pal   = dts->ground.pal;
    00316
    00317   if (IS_CUSTOM_SPRITE(image)) image += stage;
    00318
    00319   if (GB(image, 0, SPRITE_WIDTH) != 0) DrawGroundSprite(image, pal);
    00320
    00321   foreach_draw_tile_seq(dtss, dts->seq) {
    00322     if (GB(dtss->image.sprite, 0, SPRITE_WIDTH) == 0) continue;
    00323
    00324     image = dtss->image.sprite;
    00325     pal   = dtss->image.pal;
    00326
    00327     if (IS_CUSTOM_SPRITE(image)) image += stage;
    00328
    00329     if ((HasBit(image, SPRITE_MODIFIER_OPAQUE) || !IsTransparencySet(TO_HOUSES)) && HasBit(image, PALETTE_MODIFIER_COLOR)) {
    00330       if (pal == 0) {
    00331         const HouseSpec *hs = GetHouseSpecs(house_id);
    00332         if (HasBit(hs->callback_mask, CBM_HOUSE_COLOUR)) {
    00333           uint16 callback = GetHouseCallback(CBID_HOUSE_COLOUR, 0, 0, house_id, GetTownByTile(ti->tile), ti->tile);
    00334           if (callback != CALLBACK_FAILED) {
    00335             /* If bit 14 is set, we should use a 2cc colour map, else use the callback value. */
    00336             pal = HasBit(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
    00337           }
    00338         } else {
    00339           pal = hs->random_colour[OriginalTileRandomiser(ti->x, ti->y)] + PALETTE_RECOLOR_START;
    00340         }
    00341       }
    00342     } else {
    00343       pal = PAL_NONE;
    00344     }
    00345
    00346     if ((byte)dtss->delta_z != 0x80) {
    00347       AddSortableSpriteToDraw(
    00348         image, pal,
    00349         ti->x + dtss->delta_x, ti->y + dtss->delta_y,
    00350         dtss->size_x, dtss->size_y,
    00351         dtss->size_z, ti->z + dtss->delta_z,
    00352         IsTransparencySet(TO_HOUSES)
    00353       );
    00354     } else {
    00355       AddChildSpriteScreen(image, pal, (byte)dtss->delta_x, (byte)dtss->delta_y, IsTransparencySet(TO_HOUSES));
    00356     }
    00357   }
    00358 }
    00359
    00360 void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
    00361 {
    00362   const HouseSpec *hs = GetHouseSpecs(house_id);
    00363   const SpriteGroup *group;
    00364   ResolverObject object;
    00365
    00366   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00367
    00368   NewHouseResolver(&object, house_id, ti->tile, GetTownByTile(ti->tile));
    00369
    00370   group = Resolve(hs->spritegroup, &object);
    00371   if (group == NULL || group->type != SGT_TILELAYOUT) {
    00372     /* XXX: This is for debugging purposes really, and shouldn't stay. */
    00373     DrawGroundSprite(SPR_SHADOW_CELL, PAL_NONE);
    00374   } else {
    00375     /* Limit the building stage to the number of stages supplied. */
    00376     byte stage = GetHouseBuildingStage(ti->tile);
    00377     stage = Clamp(stage - 4 + group->g.layout.num_sprites, 0, group->g.layout.num_sprites - 1);
    00378     DrawTileLayout(ti, group, stage, house_id);
    00379   }
    00380 }
    00381
    00382 void AnimateNewHouseTile(TileIndex tile)
    00383 {
    00384   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00385   byte animation_speed = hs->animation_speed;
    00386   bool frame_set_by_callback = false;
    00387
    00388   if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_SPEED)) {
    00389     uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_SPEED, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00390     if (callback_res != CALLBACK_FAILED) animation_speed = Clamp(callback_res & 0xFF, 2, 16);
    00391   }
    00392
    00393   /* An animation speed of 2 means the animation frame changes 4 ticks, and
    00394    * increasing this value by one doubles the wait. 2 is the minimum value
    00395    * allowed for animation_speed, which corresponds to 120ms, and 16 is the
    00396    * maximum, corresponding to around 33 minutes. */
    00397   if (_tick_counter % (1 << animation_speed) != 0) return;
    00398
    00399   byte frame      = GetHouseAnimationFrame(tile);
    00400   byte num_frames = GB(hs->animation_frames, 0, 7);
    00401
    00402   if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_NEXT_FRAME)) {
    00403     uint32 param = (hs->extra_flags & CALLBACK_1A_RANDOM_BITS) ? Random() : 0;
    00404     uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_NEXT_FRAME, param, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00405
    00406     if (callback_res != CALLBACK_FAILED) {
    00407       frame_set_by_callback = true;
    00408
    00409       switch (callback_res & 0xFF) {
    00410         case 0xFF:
    00411           DeleteAnimatedTile(tile);
    00412           break;
    00413         case 0xFE:
    00414           /* Carry on as normal. */
    00415           frame_set_by_callback = false;
    00416           break;
    00417         default:
    00418           frame = callback_res & 0xFF;
    00419           break;
    00420       }
    00421
    00422       /* If the lower 7 bits of the upper byte of the callback
    00423        * result are not empty, it is a sound effect. */
    00424       if (GB(callback_res, 8, 7) != 0) PlayHouseSound(GB(callback_res, 8, 7), tile);
    00425     }
    00426   }
    00427
    00428   if (!frame_set_by_callback) {
    00429     if (frame < num_frames) {
    00430       frame++;
    00431     } else if (frame == num_frames && HasBit(hs->animation_frames, 7)) {
    00432       /* This animation loops, so start again from the beginning */
    00433       frame = 0;
    00434     } else {
    00435       /* This animation doesn't loop, so stay here */
    00436       DeleteAnimatedTile(tile);
    00437     }
    00438   }
    00439
    00440   SetHouseAnimationFrame(tile, frame);
    00441   MarkTileDirtyByTile(tile);
    00442 }
    00443
    00444 void ChangeHouseAnimationFrame(TileIndex tile, uint16 callback_result)
    00445 {
    00446   switch (callback_result & 0xFF) {
    00447     case 0xFD: /* Do nothing. */         break;
    00448     case 0xFE: AddAnimatedTile(tile);    break;
    00449     case 0xFF: DeleteAnimatedTile(tile); break;
    00450     default:
    00451       SetHouseAnimationFrame(tile, callback_result & 0xFF);
    00452       AddAnimatedTile(tile);
    00453       break;
    00454   }
    00455   /* If the lower 7 bits of the upper byte of the callback
    00456    * result are not empty, it is a sound effect. */
    00457   if (GB(callback_result, 8, 7) != 0) PlayHouseSound(GB(callback_result, 8, 7), tile);
    00458 }
    00459
    00460 bool CanDeleteHouse(TileIndex tile)
    00461 {
    00462   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00463
    00464   /* Human players are always allowed to remove buildings, as is water and
    00465    * anyone using the scenario editor. */
    00466   if ((IsValidPlayer(_current_player) && IsHumanPlayer(_current_player))
    00467       || _current_player == OWNER_WATER || _current_player == OWNER_NONE) return true;
    00468
    00469   if (HasBit(hs->callback_mask, CBM_HOUSE_DENY_DESTRUCTION)) {
    00470     uint16 callback_res = GetHouseCallback(CBID_HOUSE_DENY_DESTRUCTION, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00471     return (callback_res == CALLBACK_FAILED || callback_res == 0);
    00472   } else {
    00473     return !(hs->extra_flags & BUILDING_IS_PROTECTED);
    00474   }
    00475 }
    00476
    00477 static void AnimationControl(TileIndex tile, uint16 random_bits)
    00478 {
    00479   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00480
    00481   if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_START_STOP)) {
    00482     uint32 param = (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) ? (GB(Random(), 0, 16) | random_bits << 16) : Random();
    00483     uint16 callback_res = GetHouseCallback(CBID_HOUSE_ANIMATION_START_STOP, param, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00484
    00485     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(tile, callback_res);
    00486   }
    00487 }
    00488
    00489 bool NewHouseTileLoop(TileIndex tile)
    00490 {
    00491   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00492
    00493   if (GetHouseProcessingTime(tile) > 0) {
    00494     DecHouseProcessingTime(tile);
    00495     return true;
    00496   }
    00497
    00498   TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP);
    00499   TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP_TOP);
    00500
    00501   if (HasBit(hs->callback_mask, CBM_HOUSE_ANIMATION_START_STOP)) {
    00502     /* If this house is marked as having a synchronised callback, all the
    00503      * tiles will have the callback called at once, rather than when the
    00504      * tile loop reaches them. This should only be enabled for the northern
    00505      * tile, or strange things will happen (here, and in TTDPatch). */
    00506     if (hs->extra_flags & SYNCHRONISED_CALLBACK_1B) {
    00507       uint16 random = GB(Random(), 0, 16);
    00508
    00509       if (hs->building_flags & BUILDING_HAS_1_TILE)  AnimationControl(tile, random);
    00510       if (hs->building_flags & BUILDING_2_TILES_Y)   AnimationControl(TILE_ADDXY(tile, 0, 1), random);
    00511       if (hs->building_flags & BUILDING_2_TILES_X)   AnimationControl(TILE_ADDXY(tile, 1, 0), random);
    00512       if (hs->building_flags & BUILDING_HAS_4_TILES) AnimationControl(TILE_ADDXY(tile, 1, 1), random);
    00513     } else {
    00514       AnimationControl(tile, 0);
    00515     }
    00516   }
    00517
    00518   /* Check callback 21, which determines if a house should be destroyed. */
    00519   if (HasBit(hs->callback_mask, CBM_HOUSE_DESTRUCTION)) {
    00520     uint16 callback_res = GetHouseCallback(CBID_HOUSE_DESTRUCTION, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00521     if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) > 0) {
    00522       ClearTownHouse(GetTownByTile(tile), tile);
    00523       return false;
    00524     }
    00525   }
    00526
    00527   SetHouseProcessingTime(tile, hs->processing_time);
    00528   return true;
    00529 }
    00530
    00531 static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, byte base_random, bool first)
    00532 {
    00533   ResolverObject object;
    00534
    00535   /* We can't trigger a non-existent building... */
    00536   assert(IsTileType(tile, MP_HOUSE));
    00537
    00538   HouseID hid = GetHouseType(tile);
    00539   HouseSpec *hs = GetHouseSpecs(hid);
    00540
    00541   if (hs->spritegroup == NULL) return;
    00542
    00543   NewHouseResolver(&object, hid, tile, GetTownByTile(tile));
    00544
    00545   object.callback = CBID_RANDOM_TRIGGER;
    00546   object.trigger = trigger;
    00547
    00548   const SpriteGroup *group = Resolve(hs->spritegroup, &object);
    00549   if (group == NULL) return;
    00550
    00551   byte new_random_bits = Random();
    00552   byte random_bits = GetHouseRandomBits(tile);
    00553   random_bits &= ~object.reseed;
    00554   random_bits |= (first ? new_random_bits : base_random) & object.reseed;
    00555   SetHouseRandomBits(tile, random_bits);
    00556
    00557   switch (trigger) {
    00558     case HOUSE_TRIGGER_TILE_LOOP:
    00559       /* Random value already set. */
    00560       break;
    00561
    00562     case HOUSE_TRIGGER_TILE_LOOP_TOP:
    00563       if (!first) break;
    00564       /* Random value of first tile already set. */
    00565       if (hs->building_flags & BUILDING_2_TILES_Y)   DoTriggerHouse(TILE_ADDXY(tile, 0, 1), trigger, random_bits, false);
    00566       if (hs->building_flags & BUILDING_2_TILES_X)   DoTriggerHouse(TILE_ADDXY(tile, 1, 0), trigger, random_bits, false);
    00567       if (hs->building_flags & BUILDING_HAS_4_TILES) DoTriggerHouse(TILE_ADDXY(tile, 1, 1), trigger, random_bits, false);
    00568       break;
    00569   }
    00570 }
    00571
    00572 void TriggerHouse(TileIndex t, HouseTrigger trigger)
    00573 {
    00574   DoTriggerHouse(t, trigger, 0, true);
    00575 }