truelight@0: #include "stdafx.h" truelight@0: #include "ttd.h" tron@507: #include "table/strings.h" tron@679: #include "map.h" truelight@0: #include "command.h" truelight@0: #include "viewport.h" truelight@0: #include "player.h" truelight@0: #include "gui.h" darkvater@384: #include "station.h" truelight@0: #include "economy.h" truelight@0: #include "town.h" darkvater@405: #include "sprite.h" truelight@0: truelight@0: typedef struct DrawTileUnmovableStruct { truelight@0: uint16 image; truelight@0: byte subcoord_x; truelight@0: byte subcoord_y; truelight@0: byte width; truelight@0: byte height; truelight@0: byte z_size; truelight@0: byte unused; truelight@0: } DrawTileUnmovableStruct; truelight@0: truelight@0: #include "table/unmovable_land.h" truelight@0: truelight@0: static void DrawTile_Unmovable(TileInfo *ti) truelight@0: { truelight@0: uint32 image, ormod; truelight@193: truelight@0: if (!(ti->map5 & 0x80)) { truelight@0: if (ti->map5 == 2) { truelight@193: truelight@0: // statue truelight@0: DrawGroundSprite(0x58C); truelight@0: truelight@0: image = PLAYER_SPRITE_COLOR(_map_owner[ti->tile]); truelight@0: image += 0x8A48; tron@497: if (_display_opt & DO_TRANS_BUILDINGS) truelight@0: image = (image & 0x3FFF) | 0x3224000; truelight@0: AddSortableSpriteToDraw(image, ti->x, ti->y, 16, 16, 25, ti->z); truelight@0: } else if (ti->map5 == 3) { truelight@193: truelight@0: // "owned by" sign truelight@0: DrawClearLandTile(ti, 0); truelight@193: truelight@0: AddSortableSpriteToDraw( truelight@0: PLAYER_SPRITE_COLOR(_map_owner[ti->tile]) + 0x92B6, truelight@0: ti->x+8, ti->y+8, truelight@193: 1, 1, truelight@193: 10, truelight@0: GetSlopeZ(ti->x+8, ti->y+8) truelight@0: ); truelight@0: } else { truelight@0: // lighthouse or transmitter truelight@193: truelight@0: const DrawTileUnmovableStruct *dtus; truelight@0: truelight@0: if (ti->tileh) DrawFoundation(ti, ti->tileh); truelight@0: DrawClearLandTile(ti, 2); truelight@193: truelight@193: dtus = &_draw_tile_unmovable_data[ti->map5]; truelight@0: truelight@0: image = dtus->image; tron@497: if (_display_opt & DO_TRANS_BUILDINGS) truelight@0: image = (image & 0x3FFF) | 0x3224000; truelight@193: truelight@193: AddSortableSpriteToDraw(image, truelight@0: ti->x | dtus->subcoord_x, truelight@0: ti->y | dtus->subcoord_y, truelight@0: dtus->width, dtus->height, truelight@0: dtus->z_size, ti->z); truelight@0: } truelight@0: } else { truelight@0: const DrawTileSeqStruct *dtss; darkvater@384: const DrawTileSprites *t; truelight@0: truelight@0: if (ti->tileh) DrawFoundation(ti, ti->tileh); truelight@0: truelight@0: ormod = PLAYER_SPRITE_COLOR(_map_owner[ti->tile]); truelight@0: darkvater@384: t = &_unmovable_display_datas[ti->map5 & 0x7F]; darkvater@384: DrawGroundSprite(t->ground_sprite | ormod); truelight@0: darkvater@384: foreach_draw_tile_seq(dtss, t->seq) { truelight@0: image = dtss->image; truelight@0: if (_display_opt & DO_TRANS_BUILDINGS) { tron@497: image = (image & 0x3FFF) | 0x03224000; tron@497: } else { truelight@0: image |= ormod; truelight@0: } truelight@0: AddSortableSpriteToDraw(image, ti->x + dtss->delta_x, ti->y + dtss->delta_y, truelight@0: dtss->width, dtss->height, dtss->unk, ti->z + dtss->delta_z); truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@193: static uint GetSlopeZ_Unmovable(TileInfo *ti) truelight@0: { truelight@0: return GetPartialZ(ti->x&0xF, ti->y&0xF, ti->tileh) + ti->z; truelight@0: } truelight@0: truelight@193: static uint GetSlopeTileh_Unmovable(TileInfo *ti) dominik@39: { dominik@39: return 0; dominik@39: } dominik@39: truelight@0: static int32 ClearTile_Unmovable(uint tile, byte flags) truelight@0: { truelight@0: byte m5 = _map5[tile]; truelight@193: darkvater@147: if (m5 & 0x80) { truelight@193: if (_current_player == OWNER_WATER) darkvater@149: return DoCommandByTile(tile, OWNER_WATER, 0, DC_EXEC, CMD_DESTROY_COMPANY_HQ); truelight@0: return_cmd_error(STR_5804_COMPANY_HEADQUARTERS_IN); truelight@193: } truelight@0: truelight@0: if (m5 == 3) // company owned land truelight@0: return DoCommandByTile(tile, 0, 0, flags, CMD_SELL_LAND_AREA); truelight@0: darkvater@149: // checks if you're allowed to remove unmovable things darkvater@149: if (_game_mode != GM_EDITOR && _current_player != OWNER_WATER && ((flags & DC_AUTO || !_cheats.magic_bulldozer.value)) ) darkvater@149: return_cmd_error(STR_5800_OBJECT_IN_THE_WAY); truelight@193: truelight@193: if (flags & DC_EXEC) { truelight@0: DoClearSquare(tile); truelight@0: } truelight@0: truelight@0: return 0; truelight@0: } truelight@0: tron@473: static void GetAcceptedCargo_Unmovable(uint tile, AcceptedCargo ac) truelight@0: { truelight@0: byte m5 = _map5[tile]; truelight@0: uint level; // HQ level (depends on company performance) in the range 1..5. truelight@0: truelight@0: if (!(m5 & 0x80)) { truelight@0: /* not used */ truelight@0: return; truelight@0: } truelight@0: truelight@0: /* HQ accepts passenger and mail; but we have to divide the values truelight@0: * between 4 tiles it occupies! */ truelight@0: truelight@0: level = (m5 & ~0x80) / 4 + 1; truelight@0: truelight@0: // Top town building generates 10, so to make HQ interesting, the top truelight@0: // type makes 20. tron@473: ac[CT_PASSENGERS] = max(1, level); truelight@0: truelight@0: // Top town building generates 4, HQ can make up to 8. The truelight@0: // proportion passengers:mail is different because such a huge truelight@0: // commercial building generates unusually high amount of mail truelight@0: // correspondence per physical visitor. tron@473: ac[CT_MAIL] = max(1, level / 2); truelight@0: } truelight@0: truelight@0: static const StringID _unmovable_tile_str[] = { truelight@0: STR_5803_COMPANY_HEADQUARTERS, truelight@0: STR_5801_TRANSMITTER, truelight@0: STR_5802_LIGHTHOUSE, truelight@0: STR_2016_STATUE, truelight@0: STR_5805_COMPANY_OWNED_LAND, truelight@193: }; truelight@0: truelight@0: static void GetTileDesc_Unmovable(uint tile, TileDesc *td) truelight@0: { truelight@0: int i = _map5[tile]; truelight@0: if (i & 0x80) i = -1; truelight@0: td->str = _unmovable_tile_str[i + 1]; truelight@0: td->owner = _map_owner[tile]; truelight@0: } truelight@0: truelight@0: static void AnimateTile_Unmovable(uint tile) truelight@0: { truelight@0: /* not used */ truelight@0: } truelight@0: truelight@0: static void TileLoop_Unmovable(uint tile) truelight@0: { truelight@0: byte m5 = _map5[tile]; truelight@0: byte level; // HQ level (depends on company performance) in the range 1..5. truelight@0: uint32 r; truelight@0: truelight@0: if (!(m5 & 0x80)) { truelight@0: /* not used */ truelight@0: return; truelight@0: } truelight@0: truelight@0: /* HQ accepts passenger and mail; but we have to divide the values truelight@0: * between 4 tiles it occupies! */ truelight@0: truelight@0: level = (m5 & ~0x80) / 4 + 1; truelight@0: assert(level < 6); truelight@0: truelight@0: r = Random(); truelight@0: // Top town buildings generate 250, so the top HQ type makes 256. truelight@0: if ((byte) r < (256 / 4 / (6 - level))) { truelight@0: uint amt = ((byte) r >> 3) / 4 + 1; truelight@0: if (_economy.fluct <= 0) amt = (amt + 1) >> 1; truelight@0: MoveGoodsToStation(tile, 2, 2, CT_PASSENGERS, amt); truelight@0: } truelight@0: truelight@0: r >>= 8; truelight@0: // Top town building generates 90, HQ can make up to 196. The truelight@0: // proportion passengers:mail is about the same as in the acceptance truelight@0: // equations. truelight@0: if ((byte) r < (196 / 4 / (6 - level))) { truelight@0: uint amt = ((byte) r >> 3) / 4 + 1; truelight@0: if (_economy.fluct <= 0) amt = (amt + 1) >> 1; truelight@0: MoveGoodsToStation(tile, 2, 2, CT_MAIL, amt); truelight@0: } truelight@0: } truelight@0: truelight@0: darkvater@160: static uint32 GetTileTrackStatus_Unmovable(uint tile, TransportType mode) truelight@0: { truelight@0: return 0; truelight@0: } truelight@0: truelight@0: static void ClickTile_Unmovable(uint tile) truelight@0: { truelight@0: if (_map5[tile] & 0x80) { truelight@0: ShowPlayerCompany(_map_owner[tile]); truelight@0: } truelight@0: } truelight@0: truelight@0: static const TileIndexDiff _tile_add[4] = { truelight@0: TILE_XY(1,0), truelight@0: TILE_XY(0,1), truelight@0: TILE_XY(-1,0), truelight@0: TILE_XY(0,-1), truelight@0: }; truelight@0: truelight@0: /* checks, if a radio tower is within a 9x9 tile square around tile */ tron@410: static bool checkRadioTowerNearby(uint tile) truelight@0: { truelight@0: uint tile_s; truelight@0: truelight@0: tile_s = TILE_XY( (int) GET_TILE_X(tile)-4, (int) GET_TILE_Y(tile)-4 ); truelight@0: truelight@0: BEGIN_TILE_LOOP(tile, 9, 9, tile_s) truelight@0: // already a radio tower here? truelight@0: if (IS_TILETYPE(tile, MP_UNMOVABLE) && _map5[tile] == 0) truelight@0: return false; truelight@0: END_TILE_LOOP(tile, 9, 9, tile_s) truelight@0: return true; truelight@0: } truelight@0: truelight@0: void GenerateUnmovables() truelight@0: { truelight@0: int i,j; truelight@0: uint tile; truelight@0: uint32 r; truelight@0: int dir; truelight@0: int h; truelight@0: truelight@0: if (_opt.landscape == LT_CANDY) truelight@0: return; truelight@0: truelight@0: /* add radio tower */ truelight@0: i = 1000; truelight@0: j = 40; // limit of 40 radio towers per world. truelight@0: do { truelight@0: r = Random(); truelight@0: tile = r % (TILES_X*TILES_Y); truelight@0: // TILE_MASK seems to be not working correctly. Radio masts accumulate in one area. truelight@0: // tile = TILE_MASK(r); truelight@0: if (IS_TILETYPE(tile, MP_CLEAR) && GetTileSlope(tile, &h) == 0 && h >= 32) { truelight@0: if(!checkRadioTowerNearby(tile)) truelight@0: continue; truelight@0: _map_type_and_height[tile] |= MP_UNMOVABLE << 4; truelight@0: _map5[tile] = 0; truelight@0: _map_owner[tile] = OWNER_NONE; truelight@0: if (--j == 0) truelight@0: break; truelight@0: } truelight@0: } while (--i); truelight@0: truelight@0: if (_opt.landscape == LT_DESERT) truelight@0: return; truelight@193: truelight@0: /* add lighthouses */ truelight@0: i = (Random()&3) + 7; truelight@0: do { truelight@0: restart: truelight@0: r = Random(); truelight@0: dir = r >> 30; truelight@0: r = r%((dir==0 || dir== 2)?TILE_Y_MAX:TILE_X_MAX); truelight@193: tile = truelight@0: (dir==0)?TILE_XY(0,r):0 + // left truelight@0: (dir==1)?TILE_XY(r,0):0 + // top truelight@0: (dir==2)?TILE_XY(TILE_X_MAX,r):0 + // right truelight@0: (dir==3)?TILE_XY(r,TILE_Y_MAX):0; // bottom truelight@0: j = 20; truelight@0: do { truelight@0: if (--j == 0) truelight@0: goto restart; truelight@0: tile = TILE_MASK(tile + _tile_add[dir]); truelight@0: } while (!(IS_TILETYPE(tile, MP_CLEAR) && GetTileSlope(tile, &h) == 0 && h <= 16)); truelight@193: truelight@0: assert(tile == TILE_MASK(tile)); truelight@0: truelight@0: _map_type_and_height[tile] |= MP_UNMOVABLE << 4; truelight@0: _map5[tile] = 1; truelight@0: _map_owner[tile] = OWNER_NONE; truelight@0: } while (--i); truelight@0: } truelight@0: truelight@0: extern int32 CheckFlatLandBelow(uint tile, uint w, uint h, uint flags, uint invalid_dirs, int *); truelight@0: darkvater@147: /* p1 = relocate HQ darkvater@147: p1&0xFF = player whose HQ is up for relocation darkvater@147: */ truelight@0: int32 CmdBuildCompanyHQ(int x, int y, uint32 flags, uint32 p1, uint32 p2) truelight@0: { truelight@0: uint tile = TILE_FROM_XY(x,y); darkvater@147: Player *p = DEREF_PLAYER(_current_player); darkvater@147: int score; darkvater@147: int32 cost = 0; truelight@193: truelight@0: if (CheckFlatLandBelow(tile, 2, 2, flags, 0, NULL) == CMD_ERROR) truelight@0: return CMD_ERROR; truelight@0: darkvater@147: if (p1) darkvater@147: 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); darkvater@147: truelight@0: if (flags & DC_EXEC) { darkvater@147: score = UpdateCompanyRatingAndValue(p, false); darkvater@147: darkvater@147: p->location_of_house = tile; truelight@0: truelight@0: ModifyTile(tile + TILE_XY(0,0), truelight@0: MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5, truelight@0: 0x80 truelight@0: ); truelight@0: truelight@0: ModifyTile(tile + TILE_XY(0,1), truelight@0: MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5, truelight@0: 0x81 truelight@0: ); truelight@0: truelight@0: ModifyTile(tile + TILE_XY(1,0), truelight@0: MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5, truelight@0: 0x82 truelight@0: ); truelight@0: truelight@0: ModifyTile(tile + TILE_XY(1,1), truelight@0: MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5, truelight@0: 0x83 truelight@0: ); darkvater@147: UpdatePlayerHouse(p, score); darkvater@147: InvalidateWindow(WC_COMPANY, (int)p->index); truelight@0: } truelight@0: darkvater@147: return cost; truelight@0: } truelight@0: darkvater@147: /* p1 = owner of the HQ */ darkvater@147: int32 CmdDestroyCompanyHQ(int x, int y, uint32 flags, uint32 p1, uint32 p2) darkvater@147: { darkvater@147: uint tile = TILE_FROM_XY(x,y); darkvater@147: Player *p; darkvater@147: darkvater@147: if ((int)p1 != OWNER_WATER) // destruction was initiated by player darkvater@147: p = DEREF_PLAYER((byte)p1); darkvater@147: else { // find player that has HQ flooded, and reset their location_of_house darkvater@147: bool dodelete = false; darkvater@147: FOR_ALL_PLAYERS(p) { darkvater@147: if (p->location_of_house == tile) { darkvater@147: dodelete = true; darkvater@147: break; darkvater@147: } darkvater@147: } darkvater@147: if (!dodelete) darkvater@147: return CMD_ERROR; darkvater@147: } darkvater@147: darkvater@147: if (flags & DC_EXEC) { darkvater@147: p->location_of_house = 0; // reset HQ position darkvater@147: DoClearSquare(tile + TILE_XY(0,0)); darkvater@147: DoClearSquare(tile + TILE_XY(0,1)); darkvater@147: DoClearSquare(tile + TILE_XY(1,0)); darkvater@147: DoClearSquare(tile + TILE_XY(1,1)); darkvater@147: InvalidateWindow(WC_COMPANY, (int)p->index); darkvater@147: } darkvater@147: darkvater@147: // cost of relocating company is 1% of company value darkvater@147: return CalculateCompanyValue(p) / 100; darkvater@147: } darkvater@147: darkvater@147: truelight@0: static void ChangeTileOwner_Unmovable(uint tile, byte old_player, byte new_player) truelight@0: { truelight@0: if (_map_owner[tile] != old_player) truelight@0: return; truelight@193: truelight@0: if (_map5[tile]==3 && new_player != 255) { truelight@0: _map_owner[tile] = new_player; truelight@0: } else { truelight@0: DoClearSquare(tile); truelight@0: } truelight@0: } truelight@0: truelight@0: const TileTypeProcs _tile_type_unmovable_procs = { truelight@0: DrawTile_Unmovable, /* draw_tile_proc */ truelight@0: GetSlopeZ_Unmovable, /* get_slope_z_proc */ truelight@0: ClearTile_Unmovable, /* clear_tile_proc */ truelight@0: GetAcceptedCargo_Unmovable, /* get_accepted_cargo_proc */ truelight@0: GetTileDesc_Unmovable, /* get_tile_desc_proc */ truelight@0: GetTileTrackStatus_Unmovable, /* get_tile_track_status_proc */ truelight@0: ClickTile_Unmovable, /* click_tile_proc */ truelight@0: AnimateTile_Unmovable, /* animate_tile_proc */ truelight@0: TileLoop_Unmovable, /* tile_loop_clear */ truelight@0: ChangeTileOwner_Unmovable, /* change_tile_owner_clear */ truelight@0: NULL, /* get_produced_cargo_proc */ truelight@0: NULL, /* vehicle_enter_tile_proc */ truelight@0: NULL, /* vehicle_leave_tile_proc */ dominik@39: GetSlopeTileh_Unmovable, /* get_slope_tileh_proc */ truelight@0: };