tron@2186: /* $Id$ */ tron@2186: rubidium@10455: /** @file unmovable_cmd.cpp Handling of unmovable tiles. */ glx@9574: truelight@0: #include "stdafx.h" Darkvater@1891: #include "openttd.h" rubidium@9723: #include "tile_cmd.h" rubidium@9599: #include "landscape.h" rubidium@9723: #include "command_func.h" rubidium@9723: #include "viewport_func.h" rubidium@9724: #include "player_func.h" rubidium@9724: #include "player_base.h" truelight@0: #include "gui.h" truelight@0: #include "town.h" darkvater@405: #include "sprite.h" truelight@9641: #include "bridge_map.h" tron@3310: #include "unmovable_map.h" tron@2159: #include "variables.h" truelight@4300: #include "genworld.h" rubidium@6486: #include "bridge.h" rubidium@9703: #include "autoslope.h" rubidium@9722: #include "transparency.h" rubidium@9723: #include "functions.h" rubidium@9723: #include "window_func.h" rubidium@9723: #include "vehicle_func.h" rubidium@9724: #include "player_gui.h" rubidium@10249: #include "station_type.h" rubidium@10249: #include "economy_func.h" rubidium@10249: #include "cheat_func.h" rubidium@10455: #include "landscape_type.h" rubidium@9724: rubidium@9724: #include "table/strings.h" rubidium@9724: #include "table/sprites.h" rubidium@9724: #include "table/unmovable_land.h" truelight@0: Darkvater@1796: /** Destroy a HQ. Darkvater@1796: * During normal gameplay you can only implicitely destroy a HQ when you are Darkvater@1796: * rebuilding it. Otherwise, only water can destroy it. rubidium@9601: * @param pid Player requesting the destruction of his HQ Darkvater@1796: * @param flags docommand flags of calling function rubidium@9601: * @return cost of the operation Darkvater@1796: */ glx@9629: static CommandCost DestroyCompanyHQ(PlayerID pid, uint32 flags) Darkvater@1796: { rubidium@10455: Player *p = GetPlayer(pid); Darkvater@1796: tron@4060: if (flags & DC_EXEC) { tron@4060: TileIndex t = p->location_of_house; Darkvater@1796: tron@4060: DoClearSquare(t + TileDiffXY(0, 0)); tron@4060: DoClearSquare(t + TileDiffXY(0, 1)); tron@4060: DoClearSquare(t + TileDiffXY(1, 0)); tron@4060: DoClearSquare(t + TileDiffXY(1, 1)); tron@4060: p->location_of_house = 0; // reset HQ position tron@4060: InvalidateWindow(WC_COMPANY, pid); tron@4060: } Darkvater@1796: glx@9574: /* cost of relocating company is 1% of company value */ rubidium@9723: return CommandCost(EXPENSES_PROPERTY, CalculateCompanyValue(p) / 100); Darkvater@1796: } Darkvater@1796: celestar@3386: void UpdateCompanyHQ(Player *p, uint score) celestar@3386: { celestar@3386: byte val; celestar@3386: TileIndex tile = p->location_of_house; celestar@3386: tron@4077: if (tile == 0) return; celestar@3386: celestar@3388: (val = 0, score < 170) || celestar@3388: (val++, score < 350) || celestar@3388: (val++, score < 520) || celestar@3388: (val++, score < 720) || celestar@3388: (val++, true); celestar@3386: celestar@3388: EnlargeCompanyHQ(tile, val); celestar@3386: celestar@3386: MarkTileDirtyByTile(tile + TileDiffXY(0, 0)); celestar@3386: MarkTileDirtyByTile(tile + TileDiffXY(0, 1)); celestar@3386: MarkTileDirtyByTile(tile + TileDiffXY(1, 0)); celestar@3386: MarkTileDirtyByTile(tile + TileDiffXY(1, 1)); celestar@3386: } celestar@3386: rubidium@9722: extern CommandCost CheckFlatLandBelow(TileIndex tile, uint w, uint h, uint flags, uint invalid_dirs, StationID *station, bool check_clear = true); glx@9574: Darkvater@1796: /** Build or relocate the HQ. This depends if the HQ is already built or not tron@3491: * @param tile tile where the HQ will be built or relocated to glx@9574: * @param flags type of operation tron@2473: * @param p1 unused Darkvater@1796: * @param p2 unused Darkvater@1796: */ glx@9629: CommandCost CmdBuildCompanyHQ(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) Darkvater@1796: { celestar@1962: Player *p = GetPlayer(_current_player); rubidium@9723: CommandCost cost(EXPENSES_PROPERTY); Darkvater@1796: glx@9629: cost = CheckFlatLandBelow(tile, 2, 2, flags, 0, NULL); glx@9629: if (CmdFailed(cost)) return cost; Darkvater@1796: glx@9574: if (p->location_of_house != 0) { // Moving HQ glx@9629: cost.AddCost(DestroyCompanyHQ(_current_player, flags)); Darkvater@1796: } Darkvater@1796: Darkvater@1796: if (flags & DC_EXEC) { Darkvater@1796: int score = UpdateCompanyRatingAndValue(p, false); Darkvater@1796: Darkvater@1796: p->location_of_house = tile; Darkvater@1796: celestar@3385: MakeCompanyHQ(tile, _current_player); celestar@3385: celestar@3386: UpdateCompanyHQ(p, score); tron@3017: InvalidateWindow(WC_COMPANY, p->index); Darkvater@1796: } Darkvater@1796: Darkvater@1796: return cost; Darkvater@1796: } Darkvater@1796: rubidium@9723: /** Purchase a land area. Actually you only purchase one tile, so rubidium@9723: * the name is a bit confusing ;p rubidium@9723: * @param tile the tile the player is purchasing rubidium@9723: * @param flags for this command type rubidium@9723: * @param p1 unused rubidium@9723: * @param p2 unused rubidium@9723: * @return error of cost of operation rubidium@9723: */ rubidium@9723: CommandCost CmdPurchaseLandArea(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) rubidium@9723: { rubidium@9723: CommandCost cost(EXPENSES_CONSTRUCTION); rubidium@9723: rubidium@9723: if (IsOwnedLandTile(tile) && IsTileOwner(tile, _current_player)) { rubidium@9723: return_cmd_error(STR_5807_YOU_ALREADY_OWN_IT); rubidium@9723: } rubidium@9723: rubidium@9723: cost = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); rubidium@9723: if (CmdFailed(cost)) return CMD_ERROR; rubidium@9723: rubidium@9723: if (flags & DC_EXEC) { rubidium@9723: MakeOwnedLand(tile, _current_player); rubidium@9723: MarkTileDirtyByTile(tile); rubidium@9723: } rubidium@9723: rubidium@9723: return cost.AddCost(_price.clear_roughland * 10); rubidium@9723: } rubidium@9723: rubidium@9723: /** Sell a land area. Actually you only sell one tile, so rubidium@9723: * the name is a bit confusing ;p rubidium@9723: * @param tile the tile the player is selling rubidium@9723: * @param flags for this command type rubidium@9723: * @param p1 unused rubidium@9723: * @param p2 unused rubidium@9723: * @return error or cost of operation rubidium@9723: */ rubidium@9723: CommandCost CmdSellLandArea(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) rubidium@9723: { rubidium@9723: if (!IsOwnedLandTile(tile)) return CMD_ERROR; rubidium@9723: if (!CheckTileOwnership(tile) && _current_player != OWNER_WATER) return CMD_ERROR; rubidium@9723: rubidium@9723: if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR; rubidium@9723: rubidium@9723: if (flags & DC_EXEC) DoClearSquare(tile); rubidium@9723: rubidium@10249: return CommandCost(EXPENSES_CONSTRUCTION, - _price.clear_roughland * 2); rubidium@9723: } rubidium@9723: rubidium@9703: static Foundation GetFoundation_Unmovable(TileIndex tile, Slope tileh); rubidium@9703: truelight@0: static void DrawTile_Unmovable(TileInfo *ti) truelight@0: { truelight@193: celestar@3427: switch (GetUnmovableType(ti->tile)) { celestar@3427: case UNMOVABLE_TRANSMITTER: tron@4077: case UNMOVABLE_LIGHTHOUSE: { rubidium@10455: const DrawTileSeqStruct *dtu = &_draw_tile_transmitterlighthouse_data[GetUnmovableType(ti->tile)]; celestar@3427: rubidium@9694: if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED); tron@4077: DrawClearLandTile(ti, 2); celestar@3427: rubidium@9869: if (IsInvisibilitySet(TO_STRUCTURES)) break; rubidium@9869: tron@4077: AddSortableSpriteToDraw( glx@9732: dtu->image.sprite, PAL_NONE, ti->x | dtu->delta_x, ti->y | dtu->delta_y, glx@9732: dtu->size_x, dtu->size_y, dtu->size_z, ti->z, rubidium@9722: IsTransparencySet(TO_STRUCTURES) tron@4077: ); tron@4077: break; tron@4077: } tron@4077: celestar@3427: case UNMOVABLE_STATUE: rubidium@9703: /* This should prevent statues from sinking into the ground when on a slope. */ rubidium@9703: if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, GetFoundation_Unmovable(ti->tile, ti->tileh)); rubidium@9703: peter1138@5919: DrawGroundSprite(SPR_CONCRETE_GROUND, PAL_NONE); truelight@0: rubidium@9869: if (IsInvisibilitySet(TO_STRUCTURES)) break; rubidium@9869: rubidium@9722: AddSortableSpriteToDraw(SPR_STATUE_COMPANY, PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)), ti->x, ti->y, 16, 16, 25, ti->z, IsTransparencySet(TO_STRUCTURES)); celestar@3427: break; tron@4077: celestar@3427: case UNMOVABLE_OWNED_LAND: truelight@0: DrawClearLandTile(ti, 0); truelight@193: truelight@0: AddSortableSpriteToDraw( rubidium@9694: SPR_BOUGHT_LAND, PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)), rubidium@9703: ti->x + TILE_SIZE / 2, ti->y + TILE_SIZE / 2, 1, 1, BB_HEIGHT_UNDER_BRIDGE, GetSlopeZ(ti->x + TILE_SIZE / 2, ti->y + TILE_SIZE / 2) truelight@0: ); celestar@5573: DrawBridgeMiddle(ti); celestar@3427: break; celestar@3427: tron@4077: default: { tron@4077: assert(IsCompanyHQ(ti->tile)); rubidium@9694: if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED); tron@4077: rubidium@10455: SpriteID palette = PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)); tron@4077: rubidium@10455: const DrawTileSprites *t = &_unmovable_display_datas[GetCompanyHQSection(ti->tile)]; glx@9732: DrawGroundSprite(t->ground.sprite, palette); tron@4077: rubidium@9869: if (IsInvisibilitySet(TO_STRUCTURES)) break; rubidium@9869: rubidium@10455: const DrawTileSeqStruct *dtss; tron@4077: foreach_draw_tile_seq(dtss, t->seq) { tron@4077: AddSortableSpriteToDraw( glx@9732: dtss->image.sprite, palette, tron@4230: ti->x + dtss->delta_x, ti->y + dtss->delta_y, tron@4230: dtss->size_x, dtss->size_y, rubidium@9694: dtss->size_z, ti->z + dtss->delta_z, rubidium@9722: IsTransparencySet(TO_STRUCTURES) tron@4077: ); tron@4077: } tron@4077: break; tron@4077: } truelight@0: } truelight@0: } truelight@0: tron@4231: static uint GetSlopeZ_Unmovable(TileIndex tile, uint x, uint y) truelight@0: { tron@4231: if (IsOwnedLand(tile)) { tron@4231: uint z; rubidium@5838: Slope tileh = GetTileSlope(tile, &z); tron@4231: tron@4231: return z + GetPartialZ(x & 0xF, y & 0xF, tileh); tron@3282: } else { tron@4231: return GetTileMaxZ(tile); tron@3282: } truelight@0: } truelight@0: rubidium@9694: static Foundation GetFoundation_Unmovable(TileIndex tile, Slope tileh) dominik@39: { rubidium@9694: return IsOwnedLand(tile) ? FOUNDATION_NONE : FlatteningFoundation(tileh); dominik@39: } dominik@39: glx@9629: static CommandCost ClearTile_Unmovable(TileIndex tile, byte flags) truelight@0: { celestar@3427: if (IsCompanyHQ(tile)) { tron@4060: if (_current_player == OWNER_WATER) { tron@4060: return DestroyCompanyHQ(GetTileOwner(tile), DC_EXEC); tron@4060: } else { tron@4060: return_cmd_error(STR_5804_COMPANY_HEADQUARTERS_IN); tron@4060: } truelight@193: } truelight@0: tron@3310: if (IsOwnedLand(tile)) { tron@3491: return DoCommand(tile, 0, 0, flags, CMD_SELL_LAND_AREA); tron@3310: } truelight@0: glx@9574: /* 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@6583: if (IsStatue(tile)) { rubidium@9724: if (flags & DC_AUTO) return_cmd_error(STR_5800_OBJECT_IN_THE_WAY); rubidium@9724: truelight@6583: TownID town = GetStatueTownID(tile); rubidium@9724: ClrBit(GetTown(town)->statues, GetTileOwner(tile)); truelight@6583: InvalidateWindow(WC_TOWN_AUTHORITY, town); truelight@6583: } truelight@6583: truelight@193: if (flags & DC_EXEC) { truelight@0: DoClearSquare(tile); truelight@0: } truelight@0: glx@9629: return CommandCost(); truelight@0: } truelight@0: tron@1977: static void GetAcceptedCargo_Unmovable(TileIndex tile, AcceptedCargo ac) truelight@0: { celestar@3427: if (!IsCompanyHQ(tile)) return; 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: rubidium@10455: /* HQ level (depends on company performance) in the range 1..5. */ rubidium@10455: uint level = GetCompanyHQSize(tile) + 1; truelight@0: glx@9574: /* Top town building generates 10, so to make HQ interesting, the top glx@9574: * type makes 20. */ celestar@5852: ac[CT_PASSENGERS] = max(1U, level); truelight@0: glx@9574: /* Top town building generates 4, HQ can make up to 8. The glx@9574: * proportion passengers:mail is different because such a huge glx@9574: * commercial building generates unusually high amount of mail glx@9574: * correspondence per physical visitor. */ celestar@5852: ac[CT_MAIL] = max(1U, level / 2); truelight@0: } truelight@0: truelight@0: tron@1977: static void GetTileDesc_Unmovable(TileIndex tile, TileDesc *td) truelight@0: { tron@3310: switch (GetUnmovableType(tile)) { tron@3310: case UNMOVABLE_TRANSMITTER: td->str = STR_5801_TRANSMITTER; break; tron@3310: case UNMOVABLE_LIGHTHOUSE: td->str = STR_5802_LIGHTHOUSE; break; tron@3310: case UNMOVABLE_STATUE: td->str = STR_2016_STATUE; break; tron@3310: case UNMOVABLE_OWNED_LAND: td->str = STR_5805_COMPANY_OWNED_LAND; break; tron@3310: default: td->str = STR_5803_COMPANY_HEADQUARTERS; break; tron@3310: } rubidium@10715: td->owner[0] = GetTileOwner(tile); truelight@0: } truelight@0: tron@1977: static void AnimateTile_Unmovable(TileIndex tile) truelight@0: { truelight@0: /* not used */ truelight@0: } truelight@0: tron@1977: static void TileLoop_Unmovable(TileIndex tile) truelight@0: { celestar@3427: if (!IsCompanyHQ(tile)) return; 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: rubidium@10455: /* HQ level (depends on company performance) in the range 1..5. */ rubidium@10455: uint level = GetCompanyHQSize(tile) + 1; truelight@0: assert(level < 6); truelight@0: rubidium@10455: uint r = Random(); glx@9574: /* Top town buildings generate 250, so the top HQ type makes 256. */ tron@2150: if (GB(r, 0, 8) < (256 / 4 / (6 - level))) { tron@2150: uint amt = GB(r, 0, 8) / 8 / 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: glx@9574: /* Top town building generates 90, HQ can make up to 196. The glx@9574: * proportion passengers:mail is about the same as in the acceptance glx@9574: * equations. */ tron@2150: if (GB(r, 8, 8) < (196 / 4 / (6 - level))) { tron@2150: uint amt = GB(r, 8, 8) / 8 / 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: glx@9732: static TrackStatus GetTileTrackStatus_Unmovable(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side) truelight@0: { truelight@0: return 0; truelight@0: } truelight@0: tron@1977: static void ClickTile_Unmovable(TileIndex tile) truelight@0: { celestar@3427: if (IsCompanyHQ(tile)) ShowPlayerCompany(GetTileOwner(tile)); truelight@0: } truelight@0: truelight@0: truelight@0: /* checks, if a radio tower is within a 9x9 tile square around tile */ tron@4083: static bool IsRadioTowerNearby(TileIndex tile) truelight@0: { tron@1981: TileIndex tile_s = tile - TileDiffXY(4, 4); truelight@0: truelight@0: BEGIN_TILE_LOOP(tile, 9, 9, tile_s) tron@4083: if (IsTransmitterTile(tile)) return true; truelight@0: END_TILE_LOOP(tile, 9, 9, tile_s) truelight@4300: tron@4083: return false; truelight@0: } truelight@0: rubidium@6573: void GenerateUnmovables() truelight@0: { glx@10776: if (_settings_game.game_creation.landscape == LT_TOYLAND) return; truelight@0: truelight@0: /* add radio tower */ rubidium@10455: int radiotowser_to_build = ScaleByMapSize(15); // maximum number of radio towers on the map glx@10776: int lighthouses_to_build = _settings_game.game_creation.landscape == LT_TROPIC ? 0 : ScaleByMapSize1D((Random() & 3) + 7); rubidium@10455: SetGeneratingWorldProgress(GWP_UNMOVABLE, radiotowser_to_build + lighthouses_to_build); truelight@4300: rubidium@10455: for (uint i = ScaleByMapSize(1000); i != 0; i--) { rubidium@10455: TileIndex tile = RandomTile(); rubidium@10455: rubidium@10455: uint h; truelight@9641: if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h >= TILE_HEIGHT * 4 && !IsBridgeAbove(tile)) { tron@4083: if (IsRadioTowerNearby(tile)) continue; rubidium@10455: tron@3310: MakeTransmitter(tile); truelight@4300: IncreaseGeneratingWorldProgress(GWP_UNMOVABLE); rubidium@10455: if (--radiotowser_to_build == 0) break; truelight@0: } rubidium@10455: } truelight@0: glx@10776: if (_settings_game.game_creation.landscape == LT_TROPIC) return; truelight@193: truelight@0: /* add lighthouses */ rubidium@10455: uint maxx = MapMaxX(); rubidium@10455: uint maxy = MapMaxY(); rubidium@10455: for (int loop_count = 0; loop_count < 1000 && lighthouses_to_build != 0; loop_count++) { rubidium@10455: uint r = Random(); truelight@4300: truelight@4300: /* Scatter the lighthouses more evenly around the perimeter */ rubidium@10455: int perimeter = (GB(r, 16, 16) % (2 * (maxx + maxy))) - maxy; rubidium@10455: DiagDirection dir; truelight@4300: for (dir = DIAGDIR_NE; perimeter > 0; dir++) { truelight@4300: perimeter -= (DiagDirToAxis(dir) == AXIS_X) ? maxx : maxy; truelight@4300: } truelight@4300: rubidium@10455: TileIndex tile; tron@3164: switch (dir) { tron@3164: default: tron@3164: case DIAGDIR_NE: tile = TileXY(maxx, r % maxy); break; tron@3164: case DIAGDIR_SE: tile = TileXY(r % maxx, 0); break; tron@3164: case DIAGDIR_SW: tile = TileXY(0, r % maxy); break; tron@3164: case DIAGDIR_NW: tile = TileXY(r % maxx, maxy); break; tron@3164: } rubidium@10455: rubidium@10455: for (int j = 0; j < 20; j++) { rubidium@10455: uint h; rubidium@10455: if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h <= TILE_HEIGHT * 2 && !IsBridgeAbove(tile)) { rubidium@10455: MakeLighthouse(tile); rubidium@10455: IncreaseGeneratingWorldProgress(GWP_UNMOVABLE); rubidium@10455: lighthouses_to_build--; rubidium@10455: assert(tile == TILE_MASK(tile)); rubidium@10455: break; rubidium@10455: } Darkvater@4559: tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); rubidium@10455: } rubidium@10455: } truelight@0: } truelight@0: Darkvater@2436: static void ChangeTileOwner_Unmovable(TileIndex tile, PlayerID old_player, PlayerID new_player) truelight@0: { tron@1901: if (!IsTileOwner(tile, old_player)) return; truelight@193: Darkvater@4848: if (IsOwnedLand(tile) && new_player != PLAYER_SPECTATOR) { tron@1902: SetTileOwner(tile, new_player); rubidium@9724: } else if (IsStatueTile(tile)) { rubidium@9724: TownID town = GetStatueTownID(tile); rubidium@9724: Town *t = GetTown(town); rubidium@9724: ClrBit(t->statues, old_player); rubidium@9724: if (new_player != PLAYER_SPECTATOR && !HasBit(t->statues, new_player)) { rubidium@9724: /* Transfer ownership to the new company */ rubidium@9724: SetBit(t->statues, new_player); rubidium@9724: SetTileOwner(tile, new_player); rubidium@9724: } else { rubidium@9724: DoClearSquare(tile); rubidium@9724: } rubidium@9724: rubidium@9724: InvalidateWindow(WC_TOWN_AUTHORITY, town); tron@2026: } else { truelight@0: DoClearSquare(tile); truelight@0: } truelight@0: } truelight@0: rubidium@9701: static CommandCost TerraformTile_Unmovable(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new) rubidium@9701: { rubidium@9701: /* Owned land remains unsold */ rubidium@9701: if (IsOwnedLand(tile) && CheckTileOwnership(tile)) return CommandCost(); rubidium@9701: rubidium@9703: if (AutoslopeEnabled() && (IsStatue(tile) || IsCompanyHQ(tile))) { rubidium@9723: if (!IsSteepSlope(tileh_new) && (z_new + GetSlopeMaxZ(tileh_new) == GetTileMaxZ(tile))) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform); rubidium@9703: } rubidium@9703: rubidium@9701: return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); rubidium@9701: } rubidium@9701: rubidium@5838: extern const TileTypeProcs _tile_type_unmovable_procs = { pasky@1493: DrawTile_Unmovable, /* draw_tile_proc */ pasky@1493: GetSlopeZ_Unmovable, /* get_slope_z_proc */ pasky@1493: ClearTile_Unmovable, /* clear_tile_proc */ pasky@1493: GetAcceptedCargo_Unmovable, /* get_accepted_cargo_proc */ pasky@1493: GetTileDesc_Unmovable, /* get_tile_desc_proc */ pasky@1493: GetTileTrackStatus_Unmovable, /* get_tile_track_status_proc */ pasky@1493: ClickTile_Unmovable, /* click_tile_proc */ pasky@1493: AnimateTile_Unmovable, /* animate_tile_proc */ pasky@1493: TileLoop_Unmovable, /* tile_loop_clear */ pasky@1493: ChangeTileOwner_Unmovable, /* change_tile_owner_clear */ pasky@1493: NULL, /* get_produced_cargo_proc */ pasky@1493: NULL, /* vehicle_enter_tile_proc */ rubidium@9694: GetFoundation_Unmovable, /* get_foundation_proc */ rubidium@9701: TerraformTile_Unmovable, /* terraform_tile_proc */ truelight@0: };