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/* $Id$ */
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/** @file unmovable_cmd.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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#include "functions.h"
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#include "landscape.h"
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#include "map.h"
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#include "tile.h"
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#include "command.h"
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#include "viewport.h"
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#include "player.h"
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#include "gui.h"
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#include "station.h"
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#include "economy.h"
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#include "town.h"
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#include "sprite.h"
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#include "bridge_map.h"
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#include "unmovable_map.h"
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#include "variables.h"
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#include "table/unmovable_land.h"
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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#include "genworld.h"
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#include "bridge.h"
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#include "autoslope.h"
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/** Destroy a HQ.
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* During normal gameplay you can only implicitely destroy a HQ when you are
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* rebuilding it. Otherwise, only water can destroy it.
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* @param pid Player requesting the destruction of his HQ
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* @param flags docommand flags of calling function
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* @return cost of the operation
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*/
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static CommandCost DestroyCompanyHQ(PlayerID pid, uint32 flags)
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{
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Player* p = GetPlayer(pid);
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SET_EXPENSES_TYPE(EXPENSES_PROPERTY);
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if (flags & DC_EXEC) {
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TileIndex t = p->location_of_house;
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DoClearSquare(t + TileDiffXY(0, 0));
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DoClearSquare(t + TileDiffXY(0, 1));
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DoClearSquare(t + TileDiffXY(1, 0));
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DoClearSquare(t + TileDiffXY(1, 1));
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p->location_of_house = 0; // reset HQ position
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InvalidateWindow(WC_COMPANY, pid);
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}
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/* cost of relocating company is 1% of company value */
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return CommandCost(CalculateCompanyValue(p) / 100);
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}
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void UpdateCompanyHQ(Player *p, uint score)
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{
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byte val;
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TileIndex tile = p->location_of_house;
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if (tile == 0) return;
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(val = 0, score < 170) ||
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(val++, score < 350) ||
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(val++, score < 520) ||
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(val++, score < 720) ||
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(val++, true);
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EnlargeCompanyHQ(tile, val);
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MarkTileDirtyByTile(tile + TileDiffXY(0, 0));
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MarkTileDirtyByTile(tile + TileDiffXY(0, 1));
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MarkTileDirtyByTile(tile + TileDiffXY(1, 0));
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MarkTileDirtyByTile(tile + TileDiffXY(1, 1));
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}
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extern CommandCost CheckFlatLandBelow(TileIndex tile, uint w, uint h, uint flags, uint invalid_dirs, StationID* station, bool check_clear = true);
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/** Build or relocate the HQ. This depends if the HQ is already built or not
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* @param tile tile where the HQ will be built or relocated to
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* @param flags type of operation
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* @param p1 unused
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* @param p2 unused
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*/
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CommandCost CmdBuildCompanyHQ(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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Player *p = GetPlayer(_current_player);
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CommandCost cost;
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SET_EXPENSES_TYPE(EXPENSES_PROPERTY);
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cost = CheckFlatLandBelow(tile, 2, 2, flags, 0, NULL);
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if (CmdFailed(cost)) return cost;
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if (p->location_of_house != 0) { // Moving HQ
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cost.AddCost(DestroyCompanyHQ(_current_player, flags));
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}
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if (flags & DC_EXEC) {
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int score = UpdateCompanyRatingAndValue(p, false);
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p->location_of_house = tile;
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MakeCompanyHQ(tile, _current_player);
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UpdateCompanyHQ(p, score);
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InvalidateWindow(WC_COMPANY, p->index);
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}
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return cost;
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}
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static Foundation GetFoundation_Unmovable(TileIndex tile, Slope tileh);
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static void DrawTile_Unmovable(TileInfo *ti)
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{
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switch (GetUnmovableType(ti->tile)) {
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case UNMOVABLE_TRANSMITTER:
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case UNMOVABLE_LIGHTHOUSE: {
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const DrawTileUnmovableStruct* dtus;
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if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
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DrawClearLandTile(ti, 2);
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dtus = &_draw_tile_unmovable_data[GetUnmovableType(ti->tile)];
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AddSortableSpriteToDraw(
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dtus->image, PAL_NONE, ti->x | dtus->subcoord_x, ti->y | dtus->subcoord_y,
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dtus->width, dtus->height, dtus->z_size, ti->z,
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HASBIT(_transparent_opt, TO_STRUCTURES)
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);
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break;
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}
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case UNMOVABLE_STATUE:
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/* This should prevent statues from sinking into the ground when on a slope. */
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if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, GetFoundation_Unmovable(ti->tile, ti->tileh));
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DrawGroundSprite(SPR_CONCRETE_GROUND, PAL_NONE);
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AddSortableSpriteToDraw(SPR_STATUE_COMPANY, PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)), ti->x, ti->y, 16, 16, 25, ti->z, HASBIT(_transparent_opt, TO_STRUCTURES));
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break;
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case UNMOVABLE_OWNED_LAND:
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DrawClearLandTile(ti, 0);
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AddSortableSpriteToDraw(
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SPR_BOUGHT_LAND, PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)),
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ti->x + TILE_SIZE / 2, ti->y + TILE_SIZE / 2, 1, 1, 10, GetSlopeZ(ti->x + TILE_SIZE / 2, ti->y + TILE_SIZE / 2)
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);
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DrawBridgeMiddle(ti);
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break;
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default: {
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const DrawTileSeqStruct* dtss;
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const DrawTileSprites* t;
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SpriteID palette;
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assert(IsCompanyHQ(ti->tile));
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if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
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palette = PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile));
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t = &_unmovable_display_datas[GetCompanyHQSection(ti->tile)];
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DrawGroundSprite(t->ground_sprite, palette);
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foreach_draw_tile_seq(dtss, t->seq) {
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AddSortableSpriteToDraw(
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dtss->image, palette,
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ti->x + dtss->delta_x, ti->y + dtss->delta_y,
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dtss->size_x, dtss->size_y,
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dtss->size_z, ti->z + dtss->delta_z,
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HASBIT(_transparent_opt, TO_STRUCTURES)
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);
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}
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break;
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}
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}
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}
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static uint GetSlopeZ_Unmovable(TileIndex tile, uint x, uint y)
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{
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if (IsOwnedLand(tile)) {
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uint z;
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Slope tileh = GetTileSlope(tile, &z);
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return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
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} else {
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return GetTileMaxZ(tile);
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}
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}
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static Foundation GetFoundation_Unmovable(TileIndex tile, Slope tileh)
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{
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return IsOwnedLand(tile) ? FOUNDATION_NONE : FlatteningFoundation(tileh);
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}
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static CommandCost ClearTile_Unmovable(TileIndex tile, byte flags)
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{
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if (IsCompanyHQ(tile)) {
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if (_current_player == OWNER_WATER) {
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return DestroyCompanyHQ(GetTileOwner(tile), DC_EXEC);
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} else {
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return_cmd_error(STR_5804_COMPANY_HEADQUARTERS_IN);
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}
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}
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if (IsOwnedLand(tile)) {
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return DoCommand(tile, 0, 0, flags, CMD_SELL_LAND_AREA);
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}
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/* checks if you're allowed to remove unmovable things */
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if (_game_mode != GM_EDITOR && _current_player != OWNER_WATER && ((flags & DC_AUTO || !_cheats.magic_bulldozer.value)) )
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return_cmd_error(STR_5800_OBJECT_IN_THE_WAY);
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if (IsStatue(tile)) {
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TownID town = GetStatueTownID(tile);
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CLRBIT(GetTown(town)->statues, _current_player);
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InvalidateWindow(WC_TOWN_AUTHORITY, town);
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}
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if (flags & DC_EXEC) {
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DoClearSquare(tile);
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}
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return CommandCost();
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}
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static void GetAcceptedCargo_Unmovable(TileIndex tile, AcceptedCargo ac)
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{
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uint level; // HQ level (depends on company performance) in the range 1..5.
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if (!IsCompanyHQ(tile)) return;
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/* HQ accepts passenger and mail; but we have to divide the values
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* between 4 tiles it occupies! */
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level = GetCompanyHQSize(tile) + 1;
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/* Top town building generates 10, so to make HQ interesting, the top
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* type makes 20. */
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ac[CT_PASSENGERS] = max(1U, level);
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/* Top town building generates 4, HQ can make up to 8. The
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* proportion passengers:mail is different because such a huge
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* commercial building generates unusually high amount of mail
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* correspondence per physical visitor. */
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ac[CT_MAIL] = max(1U, level / 2);
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}
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static void GetTileDesc_Unmovable(TileIndex tile, TileDesc *td)
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{
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switch (GetUnmovableType(tile)) {
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case UNMOVABLE_TRANSMITTER: td->str = STR_5801_TRANSMITTER; break;
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case UNMOVABLE_LIGHTHOUSE: td->str = STR_5802_LIGHTHOUSE; break;
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case UNMOVABLE_STATUE: td->str = STR_2016_STATUE; break;
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case UNMOVABLE_OWNED_LAND: td->str = STR_5805_COMPANY_OWNED_LAND; break;
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default: td->str = STR_5803_COMPANY_HEADQUARTERS; break;
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}
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td->owner = GetTileOwner(tile);
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}
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static void AnimateTile_Unmovable(TileIndex tile)
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{
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/* not used */
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}
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static void TileLoop_Unmovable(TileIndex tile)
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{
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uint level; // HQ level (depends on company performance) in the range 1..5.
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uint32 r;
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if (!IsCompanyHQ(tile)) return;
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/* HQ accepts passenger and mail; but we have to divide the values
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* between 4 tiles it occupies! */
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level = GetCompanyHQSize(tile) + 1;
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assert(level < 6);
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r = Random();
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/* Top town buildings generate 250, so the top HQ type makes 256. */
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if (GB(r, 0, 8) < (256 / 4 / (6 - level))) {
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uint amt = GB(r, 0, 8) / 8 / 4 + 1;
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if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
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MoveGoodsToStation(tile, 2, 2, CT_PASSENGERS, amt);
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}
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/* Top town building generates 90, HQ can make up to 196. The
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* proportion passengers:mail is about the same as in the acceptance
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* equations. */
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if (GB(r, 8, 8) < (196 / 4 / (6 - level))) {
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uint amt = GB(r, 8, 8) / 8 / 4 + 1;
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if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
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MoveGoodsToStation(tile, 2, 2, CT_MAIL, amt);
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}
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}
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static uint32 GetTileTrackStatus_Unmovable(TileIndex tile, TransportType mode, uint sub_mode)
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{
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return 0;
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}
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static void ClickTile_Unmovable(TileIndex tile)
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{
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if (IsCompanyHQ(tile)) ShowPlayerCompany(GetTileOwner(tile));
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}
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/* checks, if a radio tower is within a 9x9 tile square around tile */
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static bool IsRadioTowerNearby(TileIndex tile)
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{
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TileIndex tile_s = tile - TileDiffXY(4, 4);
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BEGIN_TILE_LOOP(tile, 9, 9, tile_s)
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if (IsTransmitterTile(tile)) return true;
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END_TILE_LOOP(tile, 9, 9, tile_s)
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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return false;
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}
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void GenerateUnmovables()
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{
|
(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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int i, li, j, loop_count;
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TileIndex tile;
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uint h;
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uint maxx;
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uint maxy;
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if (_opt.landscape == LT_TOYLAND) return;
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/* add radio tower */
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i = ScaleByMapSize(1000);
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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j = ScaleByMapSize(15); // maximum number of radio towers on the map
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li = ScaleByMapSize1D((Random() & 3) + 7);
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SetGeneratingWorldProgress(GWP_UNMOVABLE, j + li);
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do {
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tile = RandomTile();
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if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h >= TILE_HEIGHT * 4 && !IsBridgeAbove(tile)) {
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if (IsRadioTowerNearby(tile)) continue;
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MakeTransmitter(tile);
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
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if (--j == 0) break;
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}
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} while (--i);
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if (_opt.landscape == LT_TROPIC) return;
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/* add lighthouses */
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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i = li;
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maxx = MapMaxX();
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maxy = MapMaxY();
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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loop_count = 0;
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do {
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uint32 r;
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DiagDirection dir;
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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int perimeter;
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restart:
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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/* Avoid infinite loops */
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if (++loop_count > 1000) break;
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r = Random();
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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/* Scatter the lighthouses more evenly around the perimeter */
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perimeter = (GB(r, 16, 16) % (2 * (maxx + maxy))) - maxy;
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for (dir = DIAGDIR_NE; perimeter > 0; dir++) {
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perimeter -= (DiagDirToAxis(dir) == AXIS_X) ? maxx : maxy;
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}
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switch (dir) {
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default:
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case DIAGDIR_NE: tile = TileXY(maxx, r % maxy); break;
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case DIAGDIR_SE: tile = TileXY(r % maxx, 0); break;
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case DIAGDIR_SW: tile = TileXY(0, r % maxy); break;
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case DIAGDIR_NW: tile = TileXY(r % maxx, maxy); break;
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}
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j = 20;
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do {
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if (--j == 0) goto restart;
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tile = TILE_MASK(tile + TileOffsByDiagDir(dir));
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} while (!(IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h <= TILE_HEIGHT * 2 && !IsBridgeAbove(tile)));
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assert(tile == TILE_MASK(tile));
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MakeLighthouse(tile);
|
(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
|
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|
IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
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} while (--i);
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}
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static void ChangeTileOwner_Unmovable(TileIndex tile, PlayerID old_player, PlayerID new_player)
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{
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if (!IsTileOwner(tile, old_player)) return;
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if (IsOwnedLand(tile) && new_player != PLAYER_SPECTATOR) {
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SetTileOwner(tile, new_player);
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} else {
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DoClearSquare(tile);
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}
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}
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static CommandCost TerraformTile_Unmovable(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
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{
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|
/* Owned land remains unsold */
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if (IsOwnedLand(tile) && CheckTileOwnership(tile)) return CommandCost();
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if (AutoslopeEnabled() && (IsStatue(tile) || IsCompanyHQ(tile))) {
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if (!IsSteepSlope(tileh_new) && (z_new + GetSlopeMaxZ(tileh_new) == GetTileMaxZ(tile))) return _price.terraform;
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}
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return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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}
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extern const TileTypeProcs _tile_type_unmovable_procs = {
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DrawTile_Unmovable, /* draw_tile_proc */
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GetSlopeZ_Unmovable, /* get_slope_z_proc */
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ClearTile_Unmovable, /* clear_tile_proc */
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GetAcceptedCargo_Unmovable, /* get_accepted_cargo_proc */
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GetTileDesc_Unmovable, /* get_tile_desc_proc */
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GetTileTrackStatus_Unmovable, /* get_tile_track_status_proc */
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ClickTile_Unmovable, /* click_tile_proc */
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AnimateTile_Unmovable, /* animate_tile_proc */
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TileLoop_Unmovable, /* tile_loop_clear */
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ChangeTileOwner_Unmovable, /* change_tile_owner_clear */
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NULL, /* get_produced_cargo_proc */
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NULL, /* vehicle_enter_tile_proc */
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GetFoundation_Unmovable, /* get_foundation_proc */
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TerraformTile_Unmovable, /* terraform_tile_proc */
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};
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