/* $Id$ */ /** @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 "company_func.h" #include "company_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 "company_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 cid Company requesting the destruction of his HQ * @param flags docommand flags of calling function * @return cost of the operation */ static CommandCost DestroyCompanyHQ(CompanyID cid, uint32 flags) { Company *c = GetCompany(cid); if (flags & DC_EXEC) { TileIndex t = c->location_of_HQ; DoClearSquare(t + TileDiffXY(0, 0)); DoClearSquare(t + TileDiffXY(0, 1)); DoClearSquare(t + TileDiffXY(1, 0)); DoClearSquare(t + TileDiffXY(1, 1)); c->location_of_HQ = INVALID_TILE; // reset HQ position InvalidateWindow(WC_COMPANY, cid); } /* cost of relocating company is 1% of company value */ return CommandCost(EXPENSES_PROPERTY, CalculateCompanyValue(c) / 100); } void UpdateCompanyHQ(Company *c, uint score) { byte val; TileIndex tile = c->location_of_HQ; if (tile == INVALID_TILE) 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, const char *text) { Company *c = GetCompany(_current_company); CommandCost cost(EXPENSES_PROPERTY); cost = CheckFlatLandBelow(tile, 2, 2, flags, 0, NULL); if (CmdFailed(cost)) return cost; if (c->location_of_HQ != INVALID_TILE) { // Moving HQ cost.AddCost(DestroyCompanyHQ(_current_company, flags)); } if (flags & DC_EXEC) { int score = UpdateCompanyRatingAndValue(c, false); c->location_of_HQ = tile; MakeCompanyHQ(tile, _current_company); UpdateCompanyHQ(c, score); InvalidateWindow(WC_COMPANY, c->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 company 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, const char *text) { CommandCost cost(EXPENSES_CONSTRUCTION); if (IsOwnedLandTile(tile) && IsTileOwner(tile, _current_company)) { 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_company); 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 company 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, const char *text) { if (!IsOwnedLandTile(tile)) return CMD_ERROR; if (!CheckTileOwnership(tile) && _current_company != 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, COMPANY_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, COMPANY_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 = COMPANY_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_company == 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_company != 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 bool ClickTile_Unmovable(TileIndex tile) { if (!IsCompanyHQ(tile)) return false; ShowCompany(GetTileOwner(tile)); return true; } /* 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, 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)) { TownID town = GetStatueTownID(tile); Town *t = GetTown(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 { 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 */ };