OpenTTD/src/unmovable_cmd.cpp

435 lines
12 KiB
C++

/* $Id$ */
#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"
#include "genworld.h"
#include "bridge.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(PlayerID pid, uint32 flags)
{
Player* p = GetPlayer(pid);
SET_EXPENSES_TYPE(EXPENSES_PROPERTY);
if (flags & DC_EXEC) {
TileIndex t = p->location_of_house;
DoClearSquare(t + TileDiffXY(0, 0));
DoClearSquare(t + TileDiffXY(0, 1));
DoClearSquare(t + TileDiffXY(1, 0));
DoClearSquare(t + TileDiffXY(1, 1));
p->location_of_house = 0; // reset HQ position
InvalidateWindow(WC_COMPANY, pid);
}
// 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, StationID* station);
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 */
cost += DestroyCompanyHQ(_current_player, flags);
}
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)
{
SpriteID image;
SpriteID pal;
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) {
SETBIT(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
} else {
pal = PAL_NONE;
}
AddSortableSpriteToDraw(
image, pal, 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, PAL_NONE);
image = SPR_STATUE_COMPANY;
if (_display_opt & DO_TRANS_BUILDINGS) {
SETBIT(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
} else {
pal = PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile));
}
AddSortableSpriteToDraw(image, pal, ti->x, ti->y, 16, 16, 25, ti->z);
break;
case UNMOVABLE_OWNED_LAND:
DrawClearLandTile(ti, 0);
image = SPR_BOUGHT_LAND;
pal = PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile));
AddSortableSpriteToDraw(
image, pal,
ti->x + TILE_SIZE / 2, ti->y + TILE_SIZE / 2, 1, 1, 10, GetSlopeZ(ti->x + TILE_SIZE / 2, ti->y + TILE_SIZE / 2)
);
DrawBridgeMiddle(ti);
break;
default: {
const DrawTileSeqStruct* dtss;
const DrawTileSprites* t;
SpriteID palette;
assert(IsCompanyHQ(ti->tile));
if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, ti->tileh);
palette = PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile));
t = &_unmovable_display_datas[GetCompanyHQSection(ti->tile)];
DrawGroundSprite(t->ground_sprite, palette);
foreach_draw_tile_seq(dtss, t->seq) {
image = dtss->image;
if (_display_opt & DO_TRANS_BUILDINGS) {
SETBIT(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
} else {
pal = palette;
}
AddSortableSpriteToDraw(
image, pal,
ti->x + dtss->delta_x, ti->y + dtss->delta_y,
dtss->size_x, dtss->size_y,
dtss->size_z, ti->z + dtss->delta_z
);
}
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 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(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_player != OWNER_WATER && ((flags & DC_AUTO || !_cheats.magic_bulldozer.value)) )
return_cmd_error(STR_5800_OBJECT_IN_THE_WAY);
if (IsStatue(tile)) {
TownID town = GetStatueTownID(tile);
CLRBIT(GetTown(town)->statues, _current_player);
InvalidateWindow(WC_TOWN_AUTHORITY, town);
}
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(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 = 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 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()
{
int i, li, j, loop_count;
TileIndex tile;
uint h;
uint maxx;
uint maxy;
if (_opt.landscape == LT_TOYLAND) return;
/* add radio tower */
i = ScaleByMapSize(1000);
j = ScaleByMapSize(15); // maximum number of radio towers on the map
li = ScaleByMapSize1D((Random() & 3) + 7);
SetGeneratingWorldProgress(GWP_UNMOVABLE, j + li);
do {
tile = RandomTile();
if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h >= TILE_HEIGHT * 4) {
if (IsRadioTowerNearby(tile)) continue;
MakeTransmitter(tile);
IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
if (--j == 0) break;
}
} while (--i);
if (_opt.landscape == LT_TROPIC) return;
/* add lighthouses */
i = li;
maxx = MapMaxX();
maxy = MapMaxY();
loop_count = 0;
do {
uint32 r;
DiagDirection dir;
int perimeter;
restart:
/* Avoid infinite loops */
if (++loop_count > 1000) break;
r = Random();
/* Scatter the lighthouses more evenly around the perimeter */
perimeter = (GB(r, 16, 16) % (2 * (maxx + maxy))) - maxy;
for (dir = DIAGDIR_NE; perimeter > 0; dir++) {
perimeter -= (DiagDirToAxis(dir) == AXIS_X) ? maxx : maxy;
}
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 + TileOffsByDiagDir(dir));
} while (!(IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h <= TILE_HEIGHT * 2));
assert(tile == TILE_MASK(tile));
MakeLighthouse(tile);
IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
} 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 != PLAYER_SPECTATOR) {
SetTileOwner(tile, new_player);
} else {
DoClearSquare(tile);
}
}
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 */
GetSlopeTileh_Unmovable, /* get_slope_tileh_proc */
};