(svn r9386) [gamebalance] -Feature: Selling and buying land costs now take proximity to town centers into account. Move some code around while I'm at it. Also selling land gives as much money as buying land costs.
/* $Id$ */
#ifndef UNMOVABLE_MAP_H
#define UNMOVABLE_MAP_H
enum {
HQ_NUM_TILE = 4,
HQ_NUM_SIZE = 5
};
enum UnmovableType {
UNMOVABLE_TRANSMITTER = 0,
UNMOVABLE_LIGHTHOUSE = 1,
UNMOVABLE_STATUE = 2,
UNMOVABLE_OWNED_LAND = 3,
UNMOVABLE_HQ_NORTH = 0x80,
UNMOVABLE_HQ_WEST = 0x81,
UNMOVABLE_HQ_EAST = 0x82,
UNMOVABLE_HQ_SOUTH = 0x83,
UNMOVABLE_HQ_END = UNMOVABLE_HQ_NORTH + HQ_NUM_SIZE * HQ_NUM_TILE
};
static inline UnmovableType GetUnmovableType(TileIndex t)
{
assert(IsTileType(t, MP_UNMOVABLE));
return (UnmovableType)_m[t].m5;
}
static inline bool IsTransmitterTile(TileIndex t)
{
return
IsTileType(t, MP_UNMOVABLE) &&
GetUnmovableType(t) == UNMOVABLE_TRANSMITTER;
}
static inline bool IsOwnedLand(TileIndex t)
{
assert(IsTileType(t, MP_UNMOVABLE));
return GetUnmovableType(t) == UNMOVABLE_OWNED_LAND;
}
static inline bool IsOwnedLandTile(TileIndex t)
{
return IsTileType(t, MP_UNMOVABLE) && IsOwnedLand(t);
}
static inline bool IsCompanyHQ(TileIndex t)
{
return IS_INT_INSIDE(GetUnmovableType(t), UNMOVABLE_HQ_NORTH, UNMOVABLE_HQ_END);
}
static inline bool IsStatue(TileIndex t)
{
assert(IsTileType(t, MP_UNMOVABLE));
return GetUnmovableType(t) == UNMOVABLE_STATUE;
}
static inline bool IsStatueTile(TileIndex t)
{
return IsTileType(t, MP_UNMOVABLE) && IsStatue(t);
}
static inline TownID GetStatueTownID(TileIndex t)
{
assert(IsStatue(t));
return _m[t].m2;
}
static inline byte GetCompanyHQSize(TileIndex t)
{
assert(IsTileType(t, MP_UNMOVABLE) && IsCompanyHQ(t));
return GB(_m[t].m5, 2, 3);
}
static inline byte GetCompanyHQSection(TileIndex t)
{
assert(IsTileType(t, MP_UNMOVABLE) && IsCompanyHQ(t));
return GB(_m[t].m5, 0, 5);
}
static inline void EnlargeCompanyHQ(TileIndex t, byte size)
{
size *= 4;
if (size <= _m[t].m5 - UNMOVABLE_HQ_NORTH) return;
_m[t + TileDiffXY(0, 0)].m5 = UNMOVABLE_HQ_NORTH + size;
_m[t + TileDiffXY(0, 1)].m5 = UNMOVABLE_HQ_WEST + size;
_m[t + TileDiffXY(1, 0)].m5 = UNMOVABLE_HQ_EAST + size;
_m[t + TileDiffXY(1, 1)].m5 = UNMOVABLE_HQ_SOUTH + size;
}
static inline void MakeUnmovable(TileIndex t, UnmovableType u, Owner o)
{
SetTileType(t, MP_UNMOVABLE);
SetTileOwner(t, o);
_m[t].m2 = 0;
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = u;
}
static inline void MakeTransmitter(TileIndex t)
{
MakeUnmovable(t, UNMOVABLE_TRANSMITTER, OWNER_NONE);
}
static inline void MakeLighthouse(TileIndex t)
{
MakeUnmovable(t, UNMOVABLE_LIGHTHOUSE, OWNER_NONE);
}
static inline void MakeStatue(TileIndex t, Owner o, TownID town_id)
{
MakeUnmovable(t, UNMOVABLE_STATUE, o);
_m[t].m2 = town_id;
}
static inline void MakeOwnedLand(TileIndex t, Owner o)
{
MakeUnmovable(t, UNMOVABLE_OWNED_LAND, o);
}
static inline void MakeCompanyHQ(TileIndex t, Owner o)
{
MakeUnmovable(t + TileDiffXY(0, 0), UNMOVABLE_HQ_NORTH, o);
MakeUnmovable(t + TileDiffXY(0, 1), UNMOVABLE_HQ_WEST, o);
MakeUnmovable(t + TileDiffXY(1, 0), UNMOVABLE_HQ_EAST, o);
MakeUnmovable(t + TileDiffXY(1, 1), UNMOVABLE_HQ_SOUTH, o);
}
#endif /* UNMOVABLE_MAP_H */