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|
/* $Id$ */
/*
* 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 object_cmd.cpp Handling of object tiles. */
#include "stdafx.h"
#include "landscape.h"
#include "command_func.h"
#include "viewport_func.h"
#include "company_base.h"
#include "town.h"
#include "bridge_map.h"
#include "genworld.h"
#include "autoslope.h"
#include "functions.h"
#include "water.h"
#include "window_func.h"
#include "company_gui.h"
#include "cheat_type.h"
#include "object.h"
#include "cargopacket.h"
#include "sprite.h"
#include "core/random_func.hpp"
#include "core/pool_func.hpp"
#include "object_map.h"
#include "object_base.h"
#include "newgrf.h"
#include "newgrf_config.h"
#include "newgrf_object.h"
#include "date_func.h"
#include "newgrf_debug.h"
#include "table/strings.h"
#include "table/object_land.h"
ObjectPool _object_pool("Object");
INSTANTIATE_POOL_METHODS(Object)
uint16 Object::counts[NUM_OBJECTS];
/* static */ Object *Object::GetByTile(TileIndex tile)
{
return Object::Get(GetObjectIndex(tile));
}
/** Initialize/reset the objects. */
void InitializeObjects()
{
_object_pool.CleanPool();
Object::ResetTypeCounts();
}
void BuildObject(ObjectType type, TileIndex tile, CompanyID owner, Town *town)
{
const ObjectSpec *spec = ObjectSpec::Get(type);
TileArea ta(tile, GB(spec->size, 0, 4), GB(spec->size, 4, 4));
Object *o = new Object();
o->location = ta;
o->town = town == NULL ? CalcClosestTownFromTile(tile) : town;
o->build_date = _date;
/* If nothing owns the object, the colour will be random. Otherwise
* get the colour from the company's livery settings. */
if (owner == OWNER_NONE) {
o->colour = Random();
} else {
const Livery *l = Company::Get(owner)->livery;
o->colour = l->colour1 + l->colour2 * 16;
}
/* If the object wants only one colour, then give it that colour. */
if ((spec->flags & OBJECT_FLAG_2CC_COLOUR) == 0) o->colour &= 0xF;
if (HasBit(spec->callback_mask, CBM_OBJ_COLOUR)) {
uint16 res = GetObjectCallback(CBID_OBJECT_COLOUR, o->colour, 0, spec, o, tile);
if (res != CALLBACK_FAILED) o->colour = GB(res, 0, 8);
}
assert(o->town != NULL);
TILE_AREA_LOOP(t, ta) {
WaterClass wc = (IsWaterTile(t) ? GetWaterClass(t) : WATER_CLASS_INVALID);
MakeObject(t, type, owner, o->index, wc, Random());
MarkTileDirtyByTile(t);
}
Object::IncTypeCount(type);
if (spec->flags & OBJECT_FLAG_ANIMATION) TriggerObjectAnimation(o, OAT_BUILT, spec);
}
/**
* Increase the animation stage of a whole structure.
* @param tile The tile of the structure.
*/
static void IncreaseAnimationStage(TileIndex tile)
{
TileArea ta = Object::GetByTile(tile)->location;
TILE_AREA_LOOP(t, ta) {
SetAnimationFrame(t, GetAnimationFrame(t) + 1);
MarkTileDirtyByTile(t);
}
}
/** We encode the company HQ size in the animation stage. */
#define GetCompanyHQSize GetAnimationFrame
/** We encode the company HQ size in the animation stage. */
#define IncreaseCompanyHQSize IncreaseAnimationStage
void UpdateCompanyHQ(TileIndex tile, uint score)
{
if (tile == INVALID_TILE) return;
byte val;
(val = 0, score < 170) ||
(val++, score < 350) ||
(val++, score < 520) ||
(val++, score < 720) ||
(val++, true);
while (GetCompanyHQSize(tile) < val) {
IncreaseCompanyHQSize(tile);
}
}
/**
* Updates the colour of the object whenever a company changes.
* @param c The company the company colour changed of.
*/
void UpdateObjectColours(const Company *c)
{
Object *obj;
FOR_ALL_OBJECTS(obj) {
Owner owner = GetTileOwner(obj->location.tile);
/* Not the current owner, so colour doesn't change. */
if (owner != c->index) continue;
const ObjectSpec *spec = ObjectSpec::GetByTile(obj->location.tile);
/* Using the object colour callback, so not using company colour. */
if (HasBit(spec->callback_mask, CBM_OBJ_COLOUR)) continue;
const Livery *l = c->livery;
obj->colour = ((spec->flags & OBJECT_FLAG_2CC_COLOUR) ? (l->colour2 * 16) : 0) + l->colour1;
}
}
extern CommandCost CheckBuildableTile(TileIndex tile, uint invalid_dirs, int &allowed_z, bool check_bridge);
static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags);
/**
* Build an object object
* @param tile tile where the object will be located
* @param flags type of operation
* @param p1 the object type to build
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
CommandCost cost(EXPENSES_PROPERTY);
ObjectType type = (ObjectType)GB(p1, 0, 8);
const ObjectSpec *spec = ObjectSpec::Get(type);
if (!spec->IsAvailable()) return CMD_ERROR;
if (spec->flags & OBJECT_FLAG_ONLY_IN_SCENEDIT && (_game_mode != GM_EDITOR || _current_company != OWNER_NONE)) return CMD_ERROR;
if (spec->flags & OBJECT_FLAG_ONLY_IN_GAME && (_game_mode != GM_NORMAL || _current_company > MAX_COMPANIES)) return CMD_ERROR;
if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
if (Town::GetNumItems() == 0) return_cmd_error(STR_ERROR_MUST_FOUND_TOWN_FIRST);
int size_x = GB(spec->size, 0, 4);
int size_y = GB(spec->size, 4, 4);
TileArea ta(tile, size_x, size_y);
if (type == OBJECT_OWNED_LAND) {
/* Owned land is special as it can be placed on any slope. */
cost.AddCost(DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR));
} else {
/* Check the surface to build on. */
bool allow_water = (spec->flags & (OBJECT_FLAG_BUILT_ON_WATER | OBJECT_FLAG_NOT_ON_LAND)) != 0;
bool allow_ground = (spec->flags & OBJECT_FLAG_NOT_ON_LAND) == 0;
TILE_AREA_LOOP(t, ta) {
if (HasTileWaterGround(t)) {
if (!allow_water) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
if (!IsWaterTile(t)) {
/* Normal water tiles don't have to be cleared. For all other tile types clear
* the tile but leave the water. */
cost.AddCost(DoCommand(t, 0, 0, flags & ~DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
}
} else {
if (!allow_ground) return_cmd_error(STR_ERROR_MUST_BE_BUILT_ON_WATER);
/* For non-water tiles, we'll have to clear it before building. */
cost.AddCost(DoCommand(t, 0, 0, flags, CMD_LANDSCAPE_CLEAR));
}
}
/* So, now the surface is checked... check the slope of said surface. */
if (HasBit(spec->callback_mask, CBM_OBJ_SLOPE_CHECK)) {
TILE_AREA_LOOP(t, ta) {
TileIndex diff = t - tile;
uint16 callback = GetObjectCallback(CBID_OBJECT_LAND_SLOPE_CHECK, GetTileSlope(t, NULL), TileY(diff) << 4 | TileX(diff), spec, NULL, t);
if (callback != 0) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
}
} else {
/* Check whether the ground is flat enough. */
int allowed_z = -1;
TILE_AREA_LOOP(t, ta) {
/* We'll do the bridge test later; it's quite custom. */
cost.AddCost(CheckBuildableTile(t, 0, allowed_z, false));
}
}
}
if (cost.Failed()) return cost;
/* Finally do a check for bridges. */
TILE_AREA_LOOP(t, ta) {
if (MayHaveBridgeAbove(t) && IsBridgeAbove(t) && (
!(spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) ||
(GetTileMaxZ(t) + spec->height * TILE_HEIGHT >= GetBridgeHeight(GetSouthernBridgeEnd(t))))) {
return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
}
}
int hq_score = 0;
switch (type) {
case OBJECT_TRANSMITTER:
case OBJECT_LIGHTHOUSE:
if (GetTileSlope(tile, NULL) != SLOPE_FLAT) return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
break;
case OBJECT_OWNED_LAND:
if (IsTileType(tile, MP_OBJECT) &&
IsTileOwner(tile, _current_company) &&
IsOwnedLand(tile)) {
return_cmd_error(STR_ERROR_YOU_ALREADY_OWN_IT);
}
break;
case OBJECT_HQ: {
Company *c = Company::Get(_current_company);
if (c->location_of_HQ != INVALID_TILE) {
/* We need to persuade a bit harder to remove the old HQ. */
_current_company = OWNER_WATER;
cost.AddCost(ClearTile_Object(c->location_of_HQ, flags));
_current_company = c->index;
}
if (flags & DC_EXEC) {
hq_score = UpdateCompanyRatingAndValue(c, false);
c->location_of_HQ = tile;
SetWindowDirty(WC_COMPANY, c->index);
}
break;
}
case OBJECT_STATUE:
/* This may never be constructed using this method. */
return CMD_ERROR;
default: // i.e. NewGRF provided.
break;
}
if (flags & DC_EXEC) {
BuildObject(type, tile, _current_company);
/* Make sure the HQ starts at the right size. */
if (type == OBJECT_HQ) UpdateCompanyHQ(tile, hq_score);
}
cost.AddCost(ObjectSpec::Get(type)->GetBuildCost() * size_x * size_y);
return cost;
}
static Foundation GetFoundation_Object(TileIndex tile, Slope tileh);
static void DrawTile_Object(TileInfo *ti)
{
ObjectType type = GetObjectType(ti->tile);
const ObjectSpec *spec = ObjectSpec::Get(type);
/* Fall back for when the object doesn't exist anymore. */
if (!spec->enabled) type = OBJECT_TRANSMITTER;
if ((spec->flags & OBJECT_FLAG_HAS_NO_FOUNDATION) == 0) DrawFoundation(ti, GetFoundation_Object(ti->tile, ti->tileh));
if (type < NEW_OBJECT_OFFSET) {
const DrawTileSprites *dts = NULL;
Owner to = GetTileOwner(ti->tile);
PaletteID palette = to == OWNER_NONE ? PAL_NONE : COMPANY_SPRITE_COLOUR(to);
if (type == OBJECT_HQ) {
TileIndex diff = ti->tile - Object::GetByTile(ti->tile)->location.tile;
dts = &_object_hq[GetCompanyHQSize(ti->tile) << 2 | TileY(diff) << 1 | TileX(diff)];
} else {
dts = &_objects[type];
}
if (spec->flags & OBJECT_FLAG_HAS_NO_FOUNDATION) {
/* If an object has no foundation, but tries to draw a (flat) ground
* type... we have to be nice and convert that for them. */
switch (dts->ground.sprite) {
case SPR_FLAT_BARE_LAND: DrawClearLandTile(ti, 0); break;
case SPR_FLAT_1_THIRD_GRASS_TILE: DrawClearLandTile(ti, 1); break;
case SPR_FLAT_2_THIRD_GRASS_TILE: DrawClearLandTile(ti, 2); break;
case SPR_FLAT_GRASS_TILE: DrawClearLandTile(ti, 3); break;
default: DrawGroundSprite(dts->ground.sprite, palette); break;
}
} else {
DrawGroundSprite(dts->ground.sprite, palette);
}
if (!IsInvisibilitySet(TO_STRUCTURES)) {
const DrawTileSeqStruct *dtss;
foreach_draw_tile_seq(dtss, dts->seq) {
AddSortableSpriteToDraw(
dtss->image.sprite, palette,
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_STRUCTURES)
);
}
}
} else {
DrawNewObjectTile(ti, spec);
}
if (spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) DrawBridgeMiddle(ti);
}
static uint GetSlopeZ_Object(TileIndex tile, uint x, uint y)
{
if (IsOwnedLand(tile)) {
uint z;
Slope tileh = GetTileSlope(tile, &z);
return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
} else {
return GetTileMaxZ(tile);
}
}
static Foundation GetFoundation_Object(TileIndex tile, Slope tileh)
{
return IsOwnedLand(tile) ? FOUNDATION_NONE : FlatteningFoundation(tileh);
}
/**
* Perform the actual removal of the object from the map.
* @param o The object to really clear.
*/
static void ReallyClearObjectTile(Object *o)
{
Object::DecTypeCount(GetObjectType(o->location.tile));
TILE_AREA_LOOP(tile_cur, o->location) {
DeleteNewGRFInspectWindow(GSF_OBJECTS, tile_cur);
MakeWaterKeepingClass(tile_cur, GetTileOwner(tile_cur));
}
delete o;
}
SmallVector<ClearedObjectArea, 4> _cleared_object_areas;
/**
* Find the entry in _cleared_object_areas which occupies a certain tile.
* @param tile Tile of interest
* @return Occupying entry, or NULL if none
*/
ClearedObjectArea *FindClearedObject(TileIndex tile)
{
TileArea ta = TileArea(tile, 1, 1);
const ClearedObjectArea *end = _cleared_object_areas.End();
for (ClearedObjectArea *coa = _cleared_object_areas.Begin(); coa != end; coa++) {
if (coa->area.Intersects(ta)) return coa;
}
return NULL;
}
static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags)
{
ObjectType type = GetObjectType(tile);
const ObjectSpec *spec = ObjectSpec::Get(type);
/* Get to the northern most tile. */
Object *o = Object::GetByTile(tile);
TileArea ta = o->location;
ClearedObjectArea *cleared_area = _cleared_object_areas.Append();
cleared_area->first_tile = tile;
cleared_area->area = ta;
CommandCost cost(EXPENSES_CONSTRUCTION, spec->GetClearCost() * ta.w * ta.h / 5);
if (spec->flags & OBJECT_FLAG_CLEAR_INCOME) cost.MultiplyCost(-1); // They get an income!
/* Water can remove everything! */
if (_current_company != OWNER_WATER) {
if ((flags & DC_NO_WATER) && IsTileOnWater(tile)) {
/* There is water under the object, treat it as water tile. */
return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
} else if (!(spec->flags & OBJECT_FLAG_AUTOREMOVE) && (flags & DC_AUTO)) {
/* No automatic removal by overbuilding stuff. */
return_cmd_error(type == OBJECT_HQ ? STR_ERROR_COMPANY_HEADQUARTERS_IN : STR_ERROR_OBJECT_IN_THE_WAY);
} else if (_game_mode == GM_EDITOR) {
/* No further limitations for the editor. */
} else if (GetTileOwner(tile) == OWNER_NONE) {
/* Owned by nobody, so we can only remove it with brute force! */
if (!_cheats.magic_bulldozer.value) return CMD_ERROR;
} else if (CheckTileOwnership(tile).Failed()) {
/* We don't own it!. */
return_cmd_error(STR_ERROR_OWNED_BY);
} else if ((spec->flags & OBJECT_FLAG_CANNOT_REMOVE) != 0 && (spec->flags & OBJECT_FLAG_AUTOREMOVE) == 0) {
/* In the game editor or with cheats we can remove, otherwise we can't. */
if (!_cheats.magic_bulldozer.value) return CMD_ERROR;
/* Removing with the cheat costs more in TTDPatch / the specs. */
cost.MultiplyCost(25);
}
} else if ((spec->flags & (OBJECT_FLAG_BUILT_ON_WATER | OBJECT_FLAG_NOT_ON_LAND)) != 0) {
/* Water can't remove objects that are buildable on water. */
return CMD_ERROR;
}
switch (type) {
case OBJECT_HQ: {
Company *c = Company::Get(GetTileOwner(tile));
if (flags & DC_EXEC) {
c->location_of_HQ = INVALID_TILE; // reset HQ position
SetWindowDirty(WC_COMPANY, c->index);
CargoPacket::InvalidateAllFrom(ST_HEADQUARTERS, c->index);
}
/* cost of relocating company is 1% of company value */
cost = CommandCost(EXPENSES_PROPERTY, CalculateCompanyValue(c) / 100);
break;
}
case OBJECT_STATUE:
if (flags & DC_EXEC) {
Town *town = o->town;
ClrBit(town->statues, GetTileOwner(tile));
SetWindowDirty(WC_TOWN_AUTHORITY, town->index);
}
break;
default:
break;
}
if (flags & DC_EXEC) ReallyClearObjectTile(o);
return cost;
}
static void AddAcceptedCargo_Object(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
{
if (!IsCompanyHQ(tile)) return;
/* HQ accepts passenger and mail; but we have to divide the values
* between 4 tiles it occupies! */
/* HQ level (depends on company performance) in the range 1..5. */
uint level = GetCompanyHQSize(tile) + 1;
/* Top town building generates 10, so to make HQ interesting, the top
* type makes 20. */
acceptance[CT_PASSENGERS] += max(1U, level);
SetBit(*always_accepted, CT_PASSENGERS);
/* Top town building generates 4, HQ can make up to 8. The
* proportion passengers:mail is different because such a huge
* commercial building generates unusually high amount of mail
* correspondence per physical visitor. */
acceptance[CT_MAIL] += max(1U, level / 2);
SetBit(*always_accepted, CT_MAIL);
}
static void GetTileDesc_Object(TileIndex tile, TileDesc *td)
{
const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
td->str = spec->name;
td->owner[0] = GetTileOwner(tile);
td->build_date = Object::GetByTile(tile)->build_date;
if (spec->grf_prop.grffile != NULL) {
td->grf = GetGRFConfig(spec->grf_prop.grffile->grfid)->GetName();
}
}
static void TileLoop_Object(TileIndex tile)
{
const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
if (spec->flags & OBJECT_FLAG_ANIMATION) {
const Object *o = Object::GetByTile(tile);
TriggerObjectTileAnimation(o, tile, OAT_TILELOOP, spec);
if (o->location.tile == tile) TriggerObjectAnimation(o, OAT_256_TICKS, spec);
}
if (IsTileOnWater(tile)) TileLoop_Water(tile);
if (!IsCompanyHQ(tile)) return;
/* HQ accepts passenger and mail; but we have to divide the values
* between 4 tiles it occupies! */
/* HQ level (depends on company performance) in the range 1..5. */
uint level = GetCompanyHQSize(tile) + 1;
assert(level < 6);
StationFinder stations(TileArea(tile, 2, 2));
uint r = Random();
/* Top town buildings generate 250, so the top HQ type makes 256. */
if (GB(r, 0, 8) < (256 / 4 / (6 - level))) {
uint amt = GB(r, 0, 8) / 8 / 4 + 1;
if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
MoveGoodsToStation(CT_PASSENGERS, amt, ST_HEADQUARTERS, GetTileOwner(tile), stations.GetStations());
}
/* Top town building generates 90, HQ can make up to 196. The
* proportion passengers:mail is about the same as in the acceptance
* equations. */
if (GB(r, 8, 8) < (196 / 4 / (6 - level))) {
uint amt = GB(r, 8, 8) / 8 / 4 + 1;
if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
MoveGoodsToStation(CT_MAIL, amt, ST_HEADQUARTERS, GetTileOwner(tile), stations.GetStations());
}
}
static TrackStatus GetTileTrackStatus_Object(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
return 0;
}
static bool ClickTile_Object(TileIndex tile)
{
if (!IsCompanyHQ(tile)) return false;
ShowCompany(GetTileOwner(tile));
return true;
}
static void AnimateTile_Object(TileIndex tile)
{
AnimateNewObjectTile(tile);
}
/* checks, if a radio tower is within a 9x9 tile square around tile */
static bool IsRadioTowerNearby(TileIndex tile)
{
TileIndex tile_s = tile - TileDiffXY(min(TileX(tile), 4U), min(TileY(tile), 4U));
uint w = min(TileX(tile), 4U) + 1 + min(MapMaxX() - TileX(tile), 4U);
uint h = min(TileY(tile), 4U) + 1 + min(MapMaxY() - TileY(tile), 4U);
TILE_LOOP(tile, w, h, tile_s) {
if (IsTransmitterTile(tile)) return true;
}
return false;
}
void GenerateObjects()
{
if (_settings_game.game_creation.landscape == LT_TOYLAND) return;
/* add radio tower */
int radiotower_to_build = ScaleByMapSize(15); // maximum number of radio towers on the map
int lighthouses_to_build = _settings_game.game_creation.landscape == LT_TROPIC ? 0 : ScaleByMapSize1D((Random() & 3) + 7);
/* Scale the amount of lighthouses with the amount of land at the borders. */
if (_settings_game.construction.freeform_edges && lighthouses_to_build != 0) {
uint num_water_tiles = 0;
for (uint x = 0; x < MapMaxX(); x++) {
if (IsTileType(TileXY(x, 1), MP_WATER)) num_water_tiles++;
if (IsTileType(TileXY(x, MapMaxY() - 1), MP_WATER)) num_water_tiles++;
}
for (uint y = 1; y < MapMaxY() - 1; y++) {
if (IsTileType(TileXY(1, y), MP_WATER)) num_water_tiles++;
if (IsTileType(TileXY(MapMaxX() - 1, y), MP_WATER)) num_water_tiles++;
}
/* The -6 is because the top borders are MP_VOID (-2) and all corners
* are counted twice (-4). */
lighthouses_to_build = lighthouses_to_build * num_water_tiles / (2 * MapMaxY() + 2 * MapMaxX() - 6);
}
SetGeneratingWorldProgress(GWP_OBJECT, radiotower_to_build + lighthouses_to_build);
for (uint i = ScaleByMapSize(1000); i != 0; i--) {
TileIndex tile = RandomTile();
uint h;
if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h >= TILE_HEIGHT * 4 && !IsBridgeAbove(tile)) {
if (IsRadioTowerNearby(tile)) continue;
BuildObject(OBJECT_TRANSMITTER, tile);
IncreaseGeneratingWorldProgress(GWP_OBJECT);
if (--radiotower_to_build == 0) break;
}
}
/* add lighthouses */
uint maxx = MapMaxX();
uint maxy = MapMaxY();
for (int loop_count = 0; loop_count < 1000 && lighthouses_to_build != 0; loop_count++) {
uint r = Random();
/* Scatter the lighthouses more evenly around the perimeter */
int perimeter = (GB(r, 16, 16) % (2 * (maxx + maxy))) - maxy;
DiagDirection dir;
for (dir = DIAGDIR_NE; perimeter > 0; dir++) {
perimeter -= (DiagDirToAxis(dir) == AXIS_X) ? maxx : maxy;
}
TileIndex tile;
switch (dir) {
default:
case DIAGDIR_NE: tile = TileXY(maxx - 1, r % maxy); break;
case DIAGDIR_SE: tile = TileXY(r % maxx, 1); break;
case DIAGDIR_SW: tile = TileXY(1, r % maxy); break;
case DIAGDIR_NW: tile = TileXY(r % maxx, maxy - 1); break;
}
/* Only build lighthouses at tiles where the border is sea. */
if (!IsTileType(tile, MP_WATER)) continue;
for (int j = 0; j < 19; j++) {
uint h;
if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h <= TILE_HEIGHT * 2 && !IsBridgeAbove(tile)) {
BuildObject(OBJECT_LIGHTHOUSE, tile);
IncreaseGeneratingWorldProgress(GWP_OBJECT);
lighthouses_to_build--;
assert(tile < MapSize());
break;
}
tile = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDiagDir(dir));
if (tile == INVALID_TILE) break;
}
}
}
static void ChangeTileOwner_Object(TileIndex tile, Owner old_owner, Owner new_owner)
{
if (!IsTileOwner(tile, old_owner)) return;
if (IsOwnedLand(tile) && new_owner != INVALID_OWNER) {
SetTileOwner(tile, new_owner);
} else if (IsStatueTile(tile)) {
Town *t = Object::GetByTile(tile)->town;
ClrBit(t->statues, old_owner);
if (new_owner != INVALID_OWNER && !HasBit(t->statues, new_owner)) {
/* Transfer ownership to the new company */
SetBit(t->statues, new_owner);
SetTileOwner(tile, new_owner);
} else {
ReallyClearObjectTile(Object::GetByTile(tile));
}
SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
} else {
ReallyClearObjectTile(Object::GetByTile(tile));
}
}
static CommandCost TerraformTile_Object(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
{
ObjectType type = GetObjectType(tile);
if (type == OBJECT_OWNED_LAND) {
/* Owned land remains unsold */
CommandCost ret = CheckTileOwnership(tile);
if (ret.Succeeded()) return CommandCost();
} else if (AutoslopeEnabled() && type != OBJECT_TRANSMITTER && type != OBJECT_LIGHTHOUSE) {
/* Behaviour:
* - Both new and old slope must not be steep.
* - TileMaxZ must not be changed.
* - Allow autoslope by default.
* - Disallow autoslope if callback succeeds and returns non-zero.
*/
Slope tileh_old = GetTileSlope(tile, NULL);
/* TileMaxZ must not be changed. Slopes must not be steep. */
if (!IsSteepSlope(tileh_old) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
const ObjectSpec *spec = ObjectSpec::Get(type);
/* Call callback 'disable autosloping for objects'. */
if (HasBit(spec->callback_mask, CBM_OBJ_AUTOSLOPE)) {
/* If the callback fails, allow autoslope. */
uint16 res = GetObjectCallback(CBID_OBJECT_AUTOSLOPE, 0, 0, spec, Object::GetByTile(tile), tile);
if ((res == 0) || (res == CALLBACK_FAILED)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
} else if (spec->enabled) {
/* allow autoslope */
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
}
}
}
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
extern const TileTypeProcs _tile_type_object_procs = {
DrawTile_Object, // draw_tile_proc
GetSlopeZ_Object, // get_slope_z_proc
ClearTile_Object, // clear_tile_proc
AddAcceptedCargo_Object, // add_accepted_cargo_proc
GetTileDesc_Object, // get_tile_desc_proc
GetTileTrackStatus_Object, // get_tile_track_status_proc
ClickTile_Object, // click_tile_proc
AnimateTile_Object, // animate_tile_proc
TileLoop_Object, // tile_loop_clear
ChangeTileOwner_Object, // change_tile_owner_clear
NULL, // add_produced_cargo_proc
NULL, // vehicle_enter_tile_proc
GetFoundation_Object, // get_foundation_proc
TerraformTile_Object, // terraform_tile_proc
};
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