/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "table/strings.h" #include "table/sprites.h" #include "functions.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" #include "unmovable_map.h" #include "variables.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 tile tile coordinates where HQ is located to destroy * @param flags docommand flags of calling function */ static int32 DestroyCompanyHQ(TileIndex tile, uint32 flags) { 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 = GetPlayer(_current_player); if (p->location_of_house == 0) return CMD_ERROR; if (flags & DC_EXEC) { DoClearSquare(p->location_of_house + TileDiffXY(0, 0)); DoClearSquare(p->location_of_house + TileDiffXY(0, 1)); DoClearSquare(p->location_of_house + TileDiffXY(1, 0)); DoClearSquare(p->location_of_house + TileDiffXY(1, 1)); p->location_of_house = 0; // reset HQ position InvalidateWindow(WC_COMPANY, p->index); } // cost of relocating company is 1% of company value return CalculateCompanyValue(p) / 100; } void UpdateCompanyHQ(Player *p, uint score) { byte val; TileIndex tile = p->location_of_house; 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)); } /** 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 p1 unused * @param p2 unused */ extern int32 CheckFlatLandBelow(TileIndex tile, uint w, uint h, uint flags, uint invalid_dirs, int *); int32 CmdBuildCompanyHQ(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Player *p = GetPlayer(_current_player); int cost; int32 ret; SET_EXPENSES_TYPE(EXPENSES_PROPERTY); ret = CheckFlatLandBelow(tile, 2, 2, flags, 0, NULL); if (CmdFailed(ret)) return ret; cost = ret; if (p->location_of_house != 0) { /* Moving HQ */ ret = DestroyCompanyHQ(p->location_of_house, flags); if (CmdFailed(ret)) return CMD_ERROR; cost += ret; } if (flags & DC_EXEC) { int score = UpdateCompanyRatingAndValue(p, false); p->location_of_house = tile; MakeCompanyHQ(tile, _current_player); UpdateCompanyHQ(p, score); InvalidateWindow(WC_COMPANY, p->index); } return cost; } static void DrawTile_Unmovable(TileInfo *ti) { uint32 image, ormod; switch (GetUnmovableType(ti->tile)) { case UNMOVABLE_TRANSMITTER: case UNMOVABLE_LIGHTHOUSE: { const DrawTileUnmovableStruct *dtus; if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, ti->tileh); DrawClearLandTile(ti, 2); dtus = &_draw_tile_unmovable_data[GetUnmovableType(ti->tile)]; image = dtus->image; if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image); AddSortableSpriteToDraw(image, ti->x | dtus->subcoord_x, ti->y | dtus->subcoord_y, dtus->width, dtus->height, dtus->z_size, ti->z); } break; case UNMOVABLE_STATUE: DrawGroundSprite(SPR_CONCRETE_GROUND); image = PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)); image += PALETTE_MODIFIER_COLOR | SPR_STATUE_COMPANY; if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image); AddSortableSpriteToDraw(image, ti->x, ti->y, 16, 16, 25, ti->z); break; case UNMOVABLE_OWNED_LAND: DrawClearLandTile(ti, 0); AddSortableSpriteToDraw( PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)) + PALETTE_MODIFIER_COLOR + SPR_BOUGHT_LAND, ti->x + TILE_SIZE / 2, ti->y + TILE_SIZE / 2, 1, 1, 10, GetSlopeZ(ti->x + TILE_SIZE / 2, ti->y + TILE_SIZE / 2) ); break; default: { const DrawTileSeqStruct *dtss; const DrawTileSprites *t; assert(IsCompanyHQ(ti->tile)); if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, ti->tileh); ormod = PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)); t = &_unmovable_display_datas[GetCompanyHQSection(ti->tile)]; DrawGroundSprite(t->ground_sprite | ormod); foreach_draw_tile_seq(dtss, t->seq) { image = dtss->image; if (_display_opt & DO_TRANS_BUILDINGS) { MAKE_TRANSPARENT(image); } 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); } } break; } } static uint GetSlopeZ_Unmovable(const TileInfo* ti) { if (IsOwnedLand(ti->tile)) { return ti->z + GetPartialZ(ti->x & 0xF, ti->y & 0xF, ti->tileh); } else { return ti->z + (ti->tileh == SLOPE_FLAT ? 0 : TILE_HEIGHT); } } static Slope GetSlopeTileh_Unmovable(TileIndex tile, Slope tileh) { return IsOwnedLand(tile) ? tileh : SLOPE_FLAT; } static int32 ClearTile_Unmovable(TileIndex tile, byte flags) { if (IsCompanyHQ(tile)) { if (_current_player == OWNER_WATER) return DestroyCompanyHQ(tile, DC_EXEC); 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 (flags & DC_EXEC) { DoClearSquare(tile); } return 0; } static void GetAcceptedCargo_Unmovable(TileIndex tile, AcceptedCargo ac) { uint level; // HQ level (depends on company performance) in the range 1..5. if (!IsCompanyHQ(tile)) return; /* HQ accepts passenger and mail; but we have to divide the values * between 4 tiles it occupies! */ level = GetCompanyHQSize(tile) + 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 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 = GetTileOwner(tile); } static void AnimateTile_Unmovable(TileIndex tile) { /* not used */ } static void TileLoop_Unmovable(TileIndex tile) { uint level; // HQ level (depends on company performance) in the range 1..5. uint32 r; if (!IsCompanyHQ(tile)) return; /* HQ accepts passenger and mail; but we have to divide the values * between 4 tiles it occupies! */ level = GetCompanyHQSize(tile) + 1; assert(level < 6); 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 uint32 GetTileTrackStatus_Unmovable(TileIndex tile, TransportType mode) { 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 checkRadioTowerNearby(TileIndex tile) { TileIndex tile_s = tile - TileDiffXY(4, 4); BEGIN_TILE_LOOP(tile, 9, 9, tile_s) if (IsTransmitterTile(tile)) return false; END_TILE_LOOP(tile, 9, 9, tile_s) return true; } void GenerateUnmovables(void) { int i,j; TileIndex tile; uint h; uint maxx; uint maxy; if (_opt.landscape == LT_CANDY) return; /* add radio tower */ i = ScaleByMapSize(1000); j = ScaleByMapSize(40); // maximum number of radio towers on the map do { tile = RandomTile(); if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h >= TILE_HEIGHT * 4) { if (!checkRadioTowerNearby(tile)) continue; MakeTransmitter(tile); if (--j == 0) break; } } while (--i); if (_opt.landscape == LT_DESERT) return; /* add lighthouses */ i = ScaleByMapSize1D((Random() & 3) + 7); maxx = MapMaxX(); maxy = MapMaxY(); do { uint32 r; DiagDirection dir; restart: r = Random(); dir = GB(r, 30, 2); 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; } j = 20; do { if (--j == 0) goto restart; tile = TILE_MASK(tile + TileOffsByDir(dir)); } while (!(IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h <= TILE_HEIGHT * 2)); assert(tile == TILE_MASK(tile)); MakeLighthouse(tile); } while (--i); } static void ChangeTileOwner_Unmovable(TileIndex tile, PlayerID old_player, PlayerID new_player) { if (!IsTileOwner(tile, old_player)) return; if (IsOwnedLand(tile) && new_player != OWNER_SPECTATOR) { SetTileOwner(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 */ GetSlopeTileh_Unmovable, /* get_slope_tileh_proc */ };