/* $Id$ */ #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 "variables.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, (int)p->index); } // cost of relocating company is 1% of company value return CalculateCompanyValue(p) / 100; } /** 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 unused * @param p2 unused */ extern int32 CheckFlatLandBelow(TileIndex tile, uint w, uint h, uint flags, uint invalid_dirs, int *); int32 CmdBuildCompanyHQ(int x, int y, uint32 flags, uint32 p1, uint32 p2) { TileIndex tile = TileVirtXY(x, y); Player *p = GetPlayer(_current_player); int cost; SET_EXPENSES_TYPE(EXPENSES_PROPERTY); cost = CheckFlatLandBelow(tile, 2, 2, flags, 0, NULL); if (CmdFailed(cost)) return CMD_ERROR; if (p->location_of_house != 0) { /* Moving HQ */ int32 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; ModifyTile(tile + TileDiffXY(0, 0), MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5, 0x80); ModifyTile(tile + TileDiffXY(0, 1), MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5, 0x81); ModifyTile(tile + TileDiffXY(1, 0), MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5, 0x82); ModifyTile(tile + TileDiffXY(1, 1), MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5, 0x83); UpdatePlayerHouse(p, score); InvalidateWindow(WC_COMPANY, (int)p->index); } return cost; } 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(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); } else if (ti->map5 == 3) { // "owned by" sign DrawClearLandTile(ti, 0); AddSortableSpriteToDraw( PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)) + PALETTE_MODIFIER_COLOR + SPR_BOUGHT_LAND, 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) MAKE_TRANSPARENT(image); 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(GetTileOwner(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) { 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); } } } static uint GetSlopeZ_Unmovable(const TileInfo* ti) { if (_m[ti->tile].m5 == 3) { return ti->z + GetPartialZ(ti->x & 0xF, ti->y & 0xF, ti->tileh); } else { return ti->z + (ti->tileh == 0 ? 0 : 8); } } static uint GetSlopeTileh_Unmovable(const TileInfo *ti) { return _m[ti->tile].m5 == 3 ? ti->tileh : 0; } static int32 ClearTile_Unmovable(TileIndex tile, byte flags) { byte m5 = _m[tile].m5; if (m5 & 0x80) { if (_current_player == OWNER_WATER) return DestroyCompanyHQ(tile, DC_EXEC); 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(TileIndex tile, AcceptedCargo ac) { byte m5 = _m[tile].m5; 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(TileIndex tile, TileDesc *td) { int i = _m[tile].m5; if (i & 0x80) i = -1; td->str = _unmovable_tile_str[i + 1]; td->owner = GetTileOwner(tile); } static void AnimateTile_Unmovable(TileIndex tile) { /* not used */ } static void TileLoop_Unmovable(TileIndex tile) { byte m5 = _m[tile].m5; uint 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 = GB(m5, 0, 7) / 4 + 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 (_m[tile].m5 & 0x80) { ShowPlayerCompany(GetTileOwner(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(TileIndex tile) { TileIndex tile_s = tile - TileDiffXY(4, 4); BEGIN_TILE_LOOP(tile, 9, 9, tile_s) // already a radio tower here? if (IsTileType(tile, MP_UNMOVABLE) && _m[tile].m5 == 0) return false; END_TILE_LOOP(tile, 9, 9, tile_s) return true; } void GenerateUnmovables(void) { int i,j; TileIndex 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 { tile = RandomTile(); if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == 0 && h >= 32) { if(!checkRadioTowerNearby(tile)) continue; SetTileType(tile, MP_UNMOVABLE); _m[tile].m5 = 0; SetTileOwner(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) ? TileXY(0, r) : 0 + // left (dir == 1) ? TileXY(r, 0) : 0 + // top (dir == 2) ? TileXY(MapMaxX(), r) : 0 + // right (dir == 3) ? TileXY(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); _m[tile].m5 = 1; SetTileOwner(tile, OWNER_NONE); } while (--i); } static void ChangeTileOwner_Unmovable(TileIndex tile, PlayerID old_player, PlayerID new_player) { if (!IsTileOwner(tile, old_player)) return; if (_m[tile].m5 == 3 && 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 */ NULL, /* vehicle_leave_tile_proc */ GetSlopeTileh_Unmovable, /* get_slope_tileh_proc */ };