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/* $Id$ */
/** @file unmovable_cmd.cpp Handling of unmovable tiles. */
#include "stdafx.h"
#include "openttd.h"
#include "tile_cmd.h"
#include "landscape.h"
#include "command_func.h"
#include "viewport_func.h"
#include "player_func.h"
#include "player_base.h"
#include "gui.h"
#include "town.h"
#include "sprite.h"
#include "bridge_map.h"
#include "unmovable_map.h"
#include "variables.h"
#include "genworld.h"
#include "bridge.h"
#include "autoslope.h"
#include "transparency.h"
#include "functions.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "player_gui.h"
#include "station_type.h"
#include "economy_func.h"
#include "cheat_func.h"
#include "landscape_type.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "table/unmovable_land.h"
/** Destroy a HQ.
* During normal gameplay you can only implicitely destroy a HQ when you are
* rebuilding it. Otherwise, only water can destroy it.
* @param pid Player requesting the destruction of his HQ
* @param flags docommand flags of calling function
* @return cost of the operation
*/
static CommandCost DestroyCompanyHQ(PlayerID pid, uint32 flags)
{
Player *p = GetPlayer(pid);
if (flags & DC_EXEC) {
TileIndex t = p->location_of_HQ;
DoClearSquare(t + TileDiffXY(0, 0));
DoClearSquare(t + TileDiffXY(0, 1));
DoClearSquare(t + TileDiffXY(1, 0));
DoClearSquare(t + TileDiffXY(1, 1));
p->location_of_HQ = 0; // reset HQ position
InvalidateWindow(WC_COMPANY, pid);
}
/* cost of relocating company is 1% of company value */
return CommandCost(EXPENSES_PROPERTY, CalculateCompanyValue(p) / 100);
}
void UpdateCompanyHQ(Player *p, uint score)
{
byte val;
TileIndex tile = p->location_of_HQ;
if (tile == 0) return;
(val = 0, score < 170) ||
(val++, score < 350) ||
(val++, score < 520) ||
(val++, score < 720) ||
(val++, true);
EnlargeCompanyHQ(tile, val);
MarkTileDirtyByTile(tile + TileDiffXY(0, 0));
MarkTileDirtyByTile(tile + TileDiffXY(0, 1));
MarkTileDirtyByTile(tile + TileDiffXY(1, 0));
MarkTileDirtyByTile(tile + TileDiffXY(1, 1));
}
extern CommandCost CheckFlatLandBelow(TileIndex tile, uint w, uint h, uint flags, uint invalid_dirs, StationID *station, bool check_clear = true);
/** Build or relocate the HQ. This depends if the HQ is already built or not
* @param tile tile where the HQ will be built or relocated to
* @param flags type of operation
* @param p1 unused
* @param p2 unused
*/
CommandCost CmdBuildCompanyHQ(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Player *p = GetPlayer(_current_player);
CommandCost cost(EXPENSES_PROPERTY);
cost = CheckFlatLandBelow(tile, 2, 2, flags, 0, NULL);
if (CmdFailed(cost)) return cost;
if (p->location_of_HQ != 0) { // Moving HQ
cost.AddCost(DestroyCompanyHQ(_current_player, flags));
}
if (flags & DC_EXEC) {
int score = UpdateCompanyRatingAndValue(p, false);
p->location_of_HQ = tile;
MakeCompanyHQ(tile, _current_player);
UpdateCompanyHQ(p, score);
InvalidateWindow(WC_COMPANY, p->index);
}
return cost;
}
/** Purchase a land area. Actually you only purchase one tile, so
* the name is a bit confusing ;p
* @param tile the tile the player is purchasing
* @param flags for this command type
* @param p1 unused
* @param p2 unused
* @return error of cost of operation
*/
CommandCost CmdPurchaseLandArea(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
CommandCost cost(EXPENSES_CONSTRUCTION);
if (IsOwnedLandTile(tile) && IsTileOwner(tile, _current_player)) {
return_cmd_error(STR_5807_YOU_ALREADY_OWN_IT);
}
cost = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(cost)) return CMD_ERROR;
if (flags & DC_EXEC) {
MakeOwnedLand(tile, _current_player);
MarkTileDirtyByTile(tile);
}
return cost.AddCost(_price.clear_roughland * 10);
}
/** Sell a land area. Actually you only sell one tile, so
* the name is a bit confusing ;p
* @param tile the tile the player is selling
* @param flags for this command type
* @param p1 unused
* @param p2 unused
* @return error or cost of operation
*/
CommandCost CmdSellLandArea(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!IsOwnedLandTile(tile)) return CMD_ERROR;
if (!CheckTileOwnership(tile) && _current_player != OWNER_WATER) return CMD_ERROR;
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
if (flags & DC_EXEC) DoClearSquare(tile);
return CommandCost(EXPENSES_CONSTRUCTION, - _price.clear_roughland * 2);
}
static Foundation GetFoundation_Unmovable(TileIndex tile, Slope tileh);
static void DrawTile_Unmovable(TileInfo *ti)
{
switch (GetUnmovableType(ti->tile)) {
case UNMOVABLE_TRANSMITTER:
case UNMOVABLE_LIGHTHOUSE: {
const DrawTileSeqStruct *dtu = &_draw_tile_transmitterlighthouse_data[GetUnmovableType(ti->tile)];
if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
DrawClearLandTile(ti, 2);
if (IsInvisibilitySet(TO_STRUCTURES)) break;
AddSortableSpriteToDraw(
dtu->image.sprite, PAL_NONE, ti->x | dtu->delta_x, ti->y | dtu->delta_y,
dtu->size_x, dtu->size_y, dtu->size_z, ti->z,
IsTransparencySet(TO_STRUCTURES)
);
break;
}
case UNMOVABLE_STATUE:
/* This should prevent statues from sinking into the ground when on a slope. */
if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, GetFoundation_Unmovable(ti->tile, ti->tileh));
DrawGroundSprite(SPR_CONCRETE_GROUND, PAL_NONE);
if (IsInvisibilitySet(TO_STRUCTURES)) break;
AddSortableSpriteToDraw(SPR_STATUE_COMPANY, PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)), ti->x, ti->y, 16, 16, 25, ti->z, IsTransparencySet(TO_STRUCTURES));
break;
case UNMOVABLE_OWNED_LAND:
DrawClearLandTile(ti, 0);
AddSortableSpriteToDraw(
SPR_BOUGHT_LAND, PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)),
ti->x + TILE_SIZE / 2, ti->y + TILE_SIZE / 2, 1, 1, BB_HEIGHT_UNDER_BRIDGE, GetSlopeZ(ti->x + TILE_SIZE / 2, ti->y + TILE_SIZE / 2)
);
DrawBridgeMiddle(ti);
break;
default: {
assert(IsCompanyHQ(ti->tile));
if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
SpriteID palette = PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile));
const DrawTileSprites *t = &_unmovable_display_datas[GetCompanyHQSection(ti->tile)];
DrawGroundSprite(t->ground.sprite, palette);
if (IsInvisibilitySet(TO_STRUCTURES)) break;
const DrawTileSeqStruct *dtss;
foreach_draw_tile_seq(dtss, t->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)
);
}
break;
}
}
}
static uint GetSlopeZ_Unmovable(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_Unmovable(TileIndex tile, Slope tileh)
{
return IsOwnedLand(tile) ? FOUNDATION_NONE : FlatteningFoundation(tileh);
}
static CommandCost ClearTile_Unmovable(TileIndex tile, byte flags)
{
if (IsCompanyHQ(tile)) {
if (_current_player == OWNER_WATER) {
return DestroyCompanyHQ(GetTileOwner(tile), DC_EXEC);
} else {
return_cmd_error(STR_5804_COMPANY_HEADQUARTERS_IN);
}
}
if (IsOwnedLand(tile)) {
return DoCommand(tile, 0, 0, flags, CMD_SELL_LAND_AREA);
}
/* checks if you're allowed to remove unmovable things */
if (_game_mode != GM_EDITOR && _current_player != OWNER_WATER && ((flags & DC_AUTO || !_cheats.magic_bulldozer.value)) )
return_cmd_error(STR_5800_OBJECT_IN_THE_WAY);
if (IsStatue(tile)) {
if (flags & DC_AUTO) return_cmd_error(STR_5800_OBJECT_IN_THE_WAY);
TownID town = GetStatueTownID(tile);
ClrBit(GetTown(town)->statues, GetTileOwner(tile));
InvalidateWindow(WC_TOWN_AUTHORITY, town);
}
if (flags & DC_EXEC) {
DoClearSquare(tile);
}
return CommandCost();
}
static void GetAcceptedCargo_Unmovable(TileIndex tile, AcceptedCargo ac)
{
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. */
ac[CT_PASSENGERS] = max(1U, level);
/* 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. */
ac[CT_MAIL] = max(1U, level / 2);
}
static void GetTileDesc_Unmovable(TileIndex tile, TileDesc *td)
{
switch (GetUnmovableType(tile)) {
case UNMOVABLE_TRANSMITTER: td->str = STR_5801_TRANSMITTER; break;
case UNMOVABLE_LIGHTHOUSE: td->str = STR_5802_LIGHTHOUSE; break;
case UNMOVABLE_STATUE: td->str = STR_2016_STATUE; break;
case UNMOVABLE_OWNED_LAND: td->str = STR_5805_COMPANY_OWNED_LAND; break;
default: td->str = STR_5803_COMPANY_HEADQUARTERS; break;
}
td->owner[0] = GetTileOwner(tile);
}
static void AnimateTile_Unmovable(TileIndex tile)
{
/* not used */
}
static void TileLoop_Unmovable(TileIndex 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);
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 (_economy.fluct <= 0) amt = (amt + 1) >> 1;
MoveGoodsToStation(tile, 2, 2, CT_PASSENGERS, amt);
}
/* 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 (_economy.fluct <= 0) amt = (amt + 1) >> 1;
MoveGoodsToStation(tile, 2, 2, CT_MAIL, amt);
}
}
static TrackStatus GetTileTrackStatus_Unmovable(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
return 0;
}
static void ClickTile_Unmovable(TileIndex tile)
{
if (IsCompanyHQ(tile)) ShowPlayerCompany(GetTileOwner(tile));
}
/* checks, if a radio tower is within a 9x9 tile square around tile */
static bool IsRadioTowerNearby(TileIndex tile)
{
TileIndex tile_s = tile - TileDiffXY(4, 4);
BEGIN_TILE_LOOP(tile, 9, 9, tile_s)
if (IsTransmitterTile(tile)) return true;
END_TILE_LOOP(tile, 9, 9, tile_s)
return false;
}
void GenerateUnmovables()
{
if (_settings_game.game_creation.landscape == LT_TOYLAND) return;
/* add radio tower */
int radiotowser_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);
SetGeneratingWorldProgress(GWP_UNMOVABLE, radiotowser_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;
MakeTransmitter(tile);
IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
if (--radiotowser_to_build == 0) break;
}
}
if (_settings_game.game_creation.landscape == LT_TROPIC) return;
/* 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, r % maxy); break;
case DIAGDIR_SE: tile = TileXY(r % maxx, 0); break;
case DIAGDIR_SW: tile = TileXY(0, r % maxy); break;
case DIAGDIR_NW: tile = TileXY(r % maxx, maxy); break;
}
for (int j = 0; j < 20; j++) {
uint h;
if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h <= TILE_HEIGHT * 2 && !IsBridgeAbove(tile)) {
MakeLighthouse(tile);
IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
lighthouses_to_build--;
assert(tile == TILE_MASK(tile));
break;
}
tile = TILE_MASK(tile + TileOffsByDiagDir(dir));
}
}
}
static void ChangeTileOwner_Unmovable(TileIndex tile, PlayerID old_player, PlayerID new_player)
{
if (!IsTileOwner(tile, old_player)) return;
if (IsOwnedLand(tile) && new_player != PLAYER_SPECTATOR) {
SetTileOwner(tile, new_player);
} else if (IsStatueTile(tile)) {
TownID town = GetStatueTownID(tile);
Town *t = GetTown(town);
ClrBit(t->statues, old_player);
if (new_player != PLAYER_SPECTATOR && !HasBit(t->statues, new_player)) {
/* Transfer ownership to the new company */
SetBit(t->statues, new_player);
SetTileOwner(tile, new_player);
} else {
DoClearSquare(tile);
}
InvalidateWindow(WC_TOWN_AUTHORITY, town);
} else {
DoClearSquare(tile);
}
}
static CommandCost TerraformTile_Unmovable(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
{
/* Owned land remains unsold */
if (IsOwnedLand(tile) && CheckTileOwnership(tile)) return CommandCost();
if (AutoslopeEnabled() && (IsStatue(tile) || IsCompanyHQ(tile))) {
if (!IsSteepSlope(tileh_new) && (z_new + GetSlopeMaxZ(tileh_new) == GetTileMaxZ(tile))) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
}
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
extern const TileTypeProcs _tile_type_unmovable_procs = {
DrawTile_Unmovable, /* draw_tile_proc */
GetSlopeZ_Unmovable, /* get_slope_z_proc */
ClearTile_Unmovable, /* clear_tile_proc */
GetAcceptedCargo_Unmovable, /* get_accepted_cargo_proc */
GetTileDesc_Unmovable, /* get_tile_desc_proc */
GetTileTrackStatus_Unmovable, /* get_tile_track_status_proc */
ClickTile_Unmovable, /* click_tile_proc */
AnimateTile_Unmovable, /* animate_tile_proc */
TileLoop_Unmovable, /* tile_loop_clear */
ChangeTileOwner_Unmovable, /* change_tile_owner_clear */
NULL, /* get_produced_cargo_proc */
NULL, /* vehicle_enter_tile_proc */
GetFoundation_Unmovable, /* get_foundation_proc */
TerraformTile_Unmovable, /* terraform_tile_proc */
};
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