#include "stdafx.h" #include "ttd.h" #include "command.h" #include "viewport.h" #include "player.h" #include "gui.h" #include "economy.h" #include "town.h" typedef struct DrawTileUnmovableStruct { uint16 image; byte subcoord_x; byte subcoord_y; byte width; byte height; byte z_size; byte unused; } DrawTileUnmovableStruct; typedef struct DrawTileSeqStruct { int8 delta_x; int8 delta_y; int8 delta_z; byte width,height; byte unk; SpriteID image; } DrawTileSeqStruct; #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 byte *t; if (ti->tileh) DrawFoundation(ti, ti->tileh); ormod = PLAYER_SPRITE_COLOR(_map_owner[ti->tile]); t = _unmovable_display_datas[ti->map5 & 0x7F]; DrawGroundSprite(*(const uint16*)t | ormod); t += sizeof(uint16); for(dtss = (const DrawTileSeqStruct *)t; (byte)dtss->delta_x != 0x80; dtss++) { image = dtss->image; if (_display_opt & DO_TRANS_BUILDINGS) { image |= ormod; } else { image = (image & 0x3FFF) | 0x03224000; } 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, OWNER_WATER, 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->type_1 = CT_PASSENGERS; ac->amount_1 = level; if (!ac->amount_1) ac->amount_1 = 1; // 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->type_2 = CT_MAIL; ac->amount_2 = level / 2; if (!ac->amount_2) ac->amount_2 = 1; } 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 TileIndexDiff _tile_add[4] = { TILE_XY(1,0), TILE_XY(0,1), TILE_XY(-1,0), TILE_XY(0,-1), }; /* checks, if a radio tower is within a 9x9 tile square around tile */ bool checkRadioTowerNearby(uint tile) { uint tile_s; tile_s = TILE_XY( (int) GET_TILE_X(tile)-4, (int) GET_TILE_Y(tile)-4 ); BEGIN_TILE_LOOP(tile, 9, 9, tile_s) // already a radio tower here? if (IS_TILETYPE(tile, MP_UNMOVABLE) && _map5[tile] == 0) return false; END_TILE_LOOP(tile, 9, 9, tile_s) return true; } void GenerateUnmovables() { int i,j; uint tile; uint32 r; int dir; int h; if (_opt.landscape == LT_CANDY) return; /* add radio tower */ i = 1000; j = 40; // limit of 40 radio towers per world. do { r = Random(); tile = r % (TILES_X*TILES_Y); // TILE_MASK seems to be not working correctly. Radio masts accumulate in one area. // tile = TILE_MASK(r); if (IS_TILETYPE(tile, MP_CLEAR) && GetTileSlope(tile, &h) == 0 && h >= 32) { if(!checkRadioTowerNearby(tile)) continue; _map_type_and_height[tile] |= MP_UNMOVABLE << 4; _map5[tile] = 0; _map_owner[tile] = OWNER_NONE; if (--j == 0) break; } } while (--i); if (_opt.landscape == LT_DESERT) return; /* add lighthouses */ i = (Random()&3) + 7; do { restart: r = Random(); dir = r >> 30; r = r%((dir==0 || dir== 2)?TILE_Y_MAX:TILE_X_MAX); tile = (dir==0)?TILE_XY(0,r):0 + // left (dir==1)?TILE_XY(r,0):0 + // top (dir==2)?TILE_XY(TILE_X_MAX,r):0 + // right (dir==3)?TILE_XY(r,TILE_Y_MAX):0; // bottom j = 20; do { if (--j == 0) goto restart; tile = TILE_MASK(tile + _tile_add[dir]); } while (!(IS_TILETYPE(tile, MP_CLEAR) && GetTileSlope(tile, &h) == 0 && h <= 16)); assert(tile == TILE_MASK(tile)); _map_type_and_height[tile] |= MP_UNMOVABLE << 4; _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 *); /* p1 = relocate HQ p1&0xFF = player whose HQ is up for relocation */ int32 CmdBuildCompanyHQ(int x, int y, uint32 flags, uint32 p1, uint32 p2) { uint tile = TILE_FROM_XY(x,y); Player *p = DEREF_PLAYER(_current_player); int score; int32 cost = 0; if (CheckFlatLandBelow(tile, 2, 2, flags, 0, NULL) == CMD_ERROR) return CMD_ERROR; if (p1) cost = DoCommand(GET_TILE_X(p->location_of_house)*16, GET_TILE_Y(p->location_of_house)*16, p1&0xFF, 0, flags, CMD_DESTROY_COMPANY_HQ); if (flags & DC_EXEC) { 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; } /* p1 = owner of the HQ */ int32 CmdDestroyCompanyHQ(int x, int y, uint32 flags, uint32 p1, uint32 p2) { uint tile = TILE_FROM_XY(x,y); Player *p; if ((int)p1 != OWNER_WATER) // destruction was initiated by player p = DEREF_PLAYER((byte)p1); else { // find player that has HQ flooded, and reset their location_of_house bool dodelete = false; FOR_ALL_PLAYERS(p) { if (p->location_of_house == tile) { dodelete = true; break; } } if (!dodelete) return CMD_ERROR; } 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 */ };