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#include "stdafx.h"
#include "ttd.h"
#include "table/strings.h"
#include "map.h"
#include "tile.h"
#include "command.h"
#include "viewport.h"
#include "player.h"
#include "gui.h"
#include "station.h"
#include "economy.h"
#include "town.h"
#include "sprite.h"
typedef struct DrawTileUnmovableStruct {
uint16 image;
byte subcoord_x;
byte subcoord_y;
byte width;
byte height;
byte z_size;
byte unused;
} DrawTileUnmovableStruct;
#include "table/unmovable_land.h"
static void DrawTile_Unmovable(TileInfo *ti)
{
uint32 image, ormod;
if (!(ti->map5 & 0x80)) {
if (ti->map5 == 2) {
// statue
DrawGroundSprite(0x58C);
image = PLAYER_SPRITE_COLOR(_map_owner[ti->tile]);
image += 0x8A48;
if (_display_opt & DO_TRANS_BUILDINGS)
image = (image & 0x3FFF) | 0x3224000;
AddSortableSpriteToDraw(image, ti->x, ti->y, 16, 16, 25, ti->z);
} else if (ti->map5 == 3) {
// "owned by" sign
DrawClearLandTile(ti, 0);
AddSortableSpriteToDraw(
PLAYER_SPRITE_COLOR(_map_owner[ti->tile]) + 0x92B6,
ti->x+8, ti->y+8,
1, 1,
10,
GetSlopeZ(ti->x+8, ti->y+8)
);
} else {
// lighthouse or transmitter
const DrawTileUnmovableStruct *dtus;
if (ti->tileh) DrawFoundation(ti, ti->tileh);
DrawClearLandTile(ti, 2);
dtus = &_draw_tile_unmovable_data[ti->map5];
image = dtus->image;
if (_display_opt & DO_TRANS_BUILDINGS)
image = (image & 0x3FFF) | 0x3224000;
AddSortableSpriteToDraw(image,
ti->x | dtus->subcoord_x,
ti->y | dtus->subcoord_y,
dtus->width, dtus->height,
dtus->z_size, ti->z);
}
} else {
const DrawTileSeqStruct *dtss;
const DrawTileSprites *t;
if (ti->tileh) DrawFoundation(ti, ti->tileh);
ormod = PLAYER_SPRITE_COLOR(_map_owner[ti->tile]);
t = &_unmovable_display_datas[ti->map5 & 0x7F];
DrawGroundSprite(t->ground_sprite | ormod);
foreach_draw_tile_seq(dtss, t->seq) {
image = dtss->image;
if (_display_opt & DO_TRANS_BUILDINGS) {
image = (image & 0x3FFF) | 0x03224000;
} else {
image |= ormod;
}
AddSortableSpriteToDraw(image, ti->x + dtss->delta_x, ti->y + dtss->delta_y,
dtss->width, dtss->height, dtss->unk, ti->z + dtss->delta_z);
}
}
}
static uint GetSlopeZ_Unmovable(TileInfo *ti)
{
return GetPartialZ(ti->x&0xF, ti->y&0xF, ti->tileh) + ti->z;
}
static uint GetSlopeTileh_Unmovable(TileInfo *ti)
{
return 0;
}
static int32 ClearTile_Unmovable(uint tile, byte flags)
{
byte m5 = _map5[tile];
if (m5 & 0x80) {
if (_current_player == OWNER_WATER)
return DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_DESTROY_COMPANY_HQ);
return_cmd_error(STR_5804_COMPANY_HEADQUARTERS_IN);
}
if (m5 == 3) // company owned land
return DoCommandByTile(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 (flags & DC_EXEC) {
DoClearSquare(tile);
}
return 0;
}
static void GetAcceptedCargo_Unmovable(uint tile, AcceptedCargo ac)
{
byte m5 = _map5[tile];
uint level; // HQ level (depends on company performance) in the range 1..5.
if (!(m5 & 0x80)) {
/* not used */
return;
}
/* HQ accepts passenger and mail; but we have to divide the values
* between 4 tiles it occupies! */
level = (m5 & ~0x80) / 4 + 1;
// Top town building generates 10, so to make HQ interesting, the top
// type makes 20.
ac[CT_PASSENGERS] = max(1, 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(1, level / 2);
}
static const StringID _unmovable_tile_str[] = {
STR_5803_COMPANY_HEADQUARTERS,
STR_5801_TRANSMITTER,
STR_5802_LIGHTHOUSE,
STR_2016_STATUE,
STR_5805_COMPANY_OWNED_LAND,
};
static void GetTileDesc_Unmovable(uint tile, TileDesc *td)
{
int i = _map5[tile];
if (i & 0x80) i = -1;
td->str = _unmovable_tile_str[i + 1];
td->owner = _map_owner[tile];
}
static void AnimateTile_Unmovable(uint tile)
{
/* not used */
}
static void TileLoop_Unmovable(uint tile)
{
byte m5 = _map5[tile];
byte level; // HQ level (depends on company performance) in the range 1..5.
uint32 r;
if (!(m5 & 0x80)) {
/* not used */
return;
}
/* HQ accepts passenger and mail; but we have to divide the values
* between 4 tiles it occupies! */
level = (m5 & ~0x80) / 4 + 1;
assert(level < 6);
r = Random();
// Top town buildings generate 250, so the top HQ type makes 256.
if ((byte) r < (256 / 4 / (6 - level))) {
uint amt = ((byte) r >> 3) / 4 + 1;
if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
MoveGoodsToStation(tile, 2, 2, CT_PASSENGERS, amt);
}
r >>= 8;
// 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 ((byte) r < (196 / 4 / (6 - level))) {
uint amt = ((byte) r >> 3) / 4 + 1;
if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
MoveGoodsToStation(tile, 2, 2, CT_MAIL, amt);
}
}
static uint32 GetTileTrackStatus_Unmovable(uint tile, TransportType mode)
{
return 0;
}
static void ClickTile_Unmovable(uint tile)
{
if (_map5[tile] & 0x80) {
ShowPlayerCompany(_map_owner[tile]);
}
}
static const TileIndexDiffC _tile_add[] = {
{ 1, 0},
{ 0, 1},
{-1, 0},
{ 0, -1}
};
/* checks, if a radio tower is within a 9x9 tile square around tile */
static bool checkRadioTowerNearby(uint tile)
{
uint tile_s;
tile_s = TILE_XY(TileX(tile) - 4, TileY(tile) - 4);
BEGIN_TILE_LOOP(tile, 9, 9, tile_s)
// already a radio tower here?
if (IsTileType(tile, MP_UNMOVABLE) && _map5[tile] == 0)
return false;
END_TILE_LOOP(tile, 9, 9, tile_s)
return true;
}
void GenerateUnmovables(void)
{
int i,j;
uint tile;
uint32 r;
int dir;
uint h;
if (_opt.landscape == LT_CANDY)
return;
/* add radio tower */
i = ScaleByMapSize(1000);
j = ScaleByMapSize(40); // maximum number of radio towers on the map
do {
r = Random();
tile = r % MapSize();
// TILE_MASK seems to be not working correctly. Radio masts accumulate in one area.
// tile = TILE_MASK(r);
if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == 0 && h >= 32) {
if(!checkRadioTowerNearby(tile))
continue;
SetTileType(tile, MP_UNMOVABLE);
_map5[tile] = 0;
_map_owner[tile] = OWNER_NONE;
if (--j == 0)
break;
}
} while (--i);
if (_opt.landscape == LT_DESERT)
return;
/* add lighthouses */
i = ScaleByMapSize1D((Random() & 3) + 7);
do {
restart:
r = Random();
dir = r >> 30;
r %= (dir == 0 || dir == 2) ? MapMaxY() : MapMaxX();
tile =
(dir==0)?TILE_XY(0,r):0 + // left
(dir==1)?TILE_XY(r,0):0 + // top
(dir == 2) ? TILE_XY(MapMaxX(), r) : 0 + // right
(dir == 3) ? TILE_XY(r, MapMaxY()) : 0; // bottom
j = 20;
do {
if (--j == 0)
goto restart;
tile = TILE_MASK(tile + ToTileIndexDiff(_tile_add[dir]));
} while (!(IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == 0 && h <= 16));
assert(tile == TILE_MASK(tile));
SetTileType(tile, MP_UNMOVABLE);
_map5[tile] = 1;
_map_owner[tile] = OWNER_NONE;
} while (--i);
}
extern int32 CheckFlatLandBelow(uint tile, uint w, uint h, uint flags, uint invalid_dirs, int *);
/** Build or relocate the HQ. This depends if the HQ is already built or not
* @param x,y the coordinates where the HQ will be built or relocated to
* @param p1 relocate HQ (set to some value, usually 1 or true)
* @param p2 unused
*/
int32 CmdBuildCompanyHQ(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
TileIndex tile = TILE_FROM_XY(x,y);
Player *p = DEREF_PLAYER(_current_player);
int cost;
SET_EXPENSES_TYPE(EXPENSES_PROPERTY);
cost = CheckFlatLandBelow(tile, 2, 2, flags, 0, NULL);
if (CmdFailed(cost)) return CMD_ERROR;
if (p1) { /* Moving HQ */
int32 ret;
if (p->location_of_house == 0) return CMD_ERROR;
ret = DoCommandByTile(p->location_of_house, 0, 0, flags, CMD_DESTROY_COMPANY_HQ);
if (CmdFailed(ret)) return CMD_ERROR;
cost += ret;
} else { /* Building new HQ */
if (p->location_of_house != 0) return CMD_ERROR;
}
if (flags & DC_EXEC) {
int score = UpdateCompanyRatingAndValue(p, false);
p->location_of_house = tile;
ModifyTile(tile + TILE_XY(0,0), MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5, 0x80);
ModifyTile(tile + TILE_XY(0,1), MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5, 0x81);
ModifyTile(tile + TILE_XY(1,0), MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5, 0x82);
ModifyTile(tile + TILE_XY(1,1), MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5, 0x83);
UpdatePlayerHouse(p, score);
InvalidateWindow(WC_COMPANY, (int)p->index);
}
return cost;
}
/** Destroy a HQ.
* During normal gameplay you can only implicitely destroy a HQ when you are
* rebuilding it. Otherwise, only water can destroy it. Unfortunately there is
* no safeguard against a hacked client to call this command, unless we also add
* flags to the command table which commands can be called directly and which not.
* @param x,y tile coordinates where HQ is located to destroy
* @param p1 unused
* @param p2 unused
*/
int32 CmdDestroyCompanyHQ(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
TileIndex tile = TILE_FROM_XY(x,y);
Player *p;
SET_EXPENSES_TYPE(EXPENSES_PROPERTY);
/* Find player that has HQ flooded, and reset their location_of_house */
if (_current_player == OWNER_WATER) {
bool dodelete = false;
FOR_ALL_PLAYERS(p) {
if (p->location_of_house == tile) {
dodelete = true;
break;
}
}
if (!dodelete) return CMD_ERROR;
} else /* Destruction was initiated by player */
p = DEREF_PLAYER(_current_player);
if (flags & DC_EXEC) {
p->location_of_house = 0; // reset HQ position
DoClearSquare(tile + TILE_XY(0,0));
DoClearSquare(tile + TILE_XY(0,1));
DoClearSquare(tile + TILE_XY(1,0));
DoClearSquare(tile + TILE_XY(1,1));
InvalidateWindow(WC_COMPANY, (int)p->index);
}
// cost of relocating company is 1% of company value
return CalculateCompanyValue(p) / 100;
}
static void ChangeTileOwner_Unmovable(uint tile, byte old_player, byte new_player)
{
if (_map_owner[tile] != old_player)
return;
if (_map5[tile]==3 && new_player != 255) {
_map_owner[tile] = new_player;
} else {
DoClearSquare(tile);
}
}
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 */
NULL, /* vehicle_leave_tile_proc */
GetSlopeTileh_Unmovable, /* get_slope_tileh_proc */
};
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