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 }

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