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379 lines
11 KiB
C++
379 lines
11 KiB
C++
9 years ago
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/** @file zoning_cmd.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "station_type.h"
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#include "station_base.h"
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#include "industry.h"
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#include "gfx_func.h"
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#include "viewport_func.h"
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#include "variables.h"
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#include "map_func.h"
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#include "company_func.h"
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#include "town_map.h"
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#include "table/sprites.h"
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#include "station_func.h"
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#include "station_map.h"
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#include "town.h"
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#include "zoning.h"
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Zoning _zoning;
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/**
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* Draw the zoning sprites.
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*
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* @param SpriteID image
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* the image
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* @param SpriteID colour
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* the colour of the zoning
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* @param TileInfo ti
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* the tile
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*/
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void DrawZoningSprites(SpriteID image, SpriteID colour, const TileInfo *ti) {
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if ( colour!=INVALID_SPRITE_ID )
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AddSortableSpriteToDraw(image + _tileh_to_sprite[ti->tileh], colour, ti->x, ti->y, 0x10, 0x10, 1, ti->z + 7);
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}
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/**
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* Detect whether this area is within the acceptance of any station.
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*
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* @param TileArea area
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* the area to search by
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* @param Owner owner
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* the owner of the stations which we need to match again
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* @return true if a station is found
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*/
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bool IsAreaWithinAcceptanceZoneOfStation(TileArea area, Owner owner) {
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// TODO: Actually do owner check.
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int catchment = _settings_game.station.station_spread + (_settings_game.station.modified_catchment ? MAX_CATCHMENT : CA_UNMODIFIED);
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StationFinder morestations(TileArea(TileXY(TileX(area.tile)-catchment/2, TileY(area.tile)-catchment/2),
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TileX(area.tile) + area.w + catchment, TileY(area.tile) + area.h + catchment));
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for ( Station * const *st_iter = morestations.GetStations()->Begin(); st_iter != morestations.GetStations()->End(); ++st_iter ) {
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Station *st = *st_iter;
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Rect rect = st->GetCatchmentRect();
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return TileArea(TileXY(rect.left, rect.top), TileXY(rect.right, rect.bottom)).Intersects(area);
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}
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return false;
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}
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/**
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* Detect whether this tile is within the acceptance of any station.
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*
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* @param TileIndex tile
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* the tile to search by
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* @param Owner owner
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* the owner of the stations
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* @return true if a station is found
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*/
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bool IsTileWithinAcceptanceZoneOfStation(TileIndex tile, Owner owner) {
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// TODO: Actually do owner check.
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int catchment = _settings_game.station.station_spread + (_settings_game.station.modified_catchment ? MAX_CATCHMENT : CA_UNMODIFIED);
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StationFinder morestations(TileArea(TileXY(TileX(tile)-catchment/2, TileY(tile)-catchment/2),
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catchment, catchment));
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for ( Station * const *st_iter = morestations.GetStations()->Begin(); st_iter != morestations.GetStations()->End(); ++st_iter ) {
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Station *st = *st_iter;
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Rect rect = st->GetCatchmentRect();
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if ( (uint)rect.left <= TileX(tile) && TileX(tile) <= (uint)rect.right
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&& (uint)rect.top <= TileY(tile) && TileY(tile) <= (uint)rect.bottom )
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return true;
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}
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return false;
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}
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/**
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* Check whether the player can build in tile.
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*
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* @param TileIndex tile
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* @param Owner owner
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* @return red if they cannot
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*/
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SpriteID TileZoneCheckBuildEvaluation(TileIndex tile, Owner owner) {
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/* Let's first check for the obvious things you cannot build on */
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switch ( GetTileType(tile) ) {
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case MP_INDUSTRY:
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case MP_UNMOVABLE:
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case MP_STATION:
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case MP_HOUSE:
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case MP_TUNNELBRIDGE: return SPR_PALETTE_ZONING_RED;
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/* There are only two things you can own (or some else
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* can own) that you can still build on. i.e. roads and
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* railways.
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* @todo
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* Add something more intelligent, check what tool the
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* user is currently using (and if none, assume some
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* standards), then check it against if owned by some-
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* one else (e.g. railway on someone else's road).
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* While that being said, it should also check if it
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* is not possible to build railway/road on someone
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* else's/your own road/railway (e.g. the railway track
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* is curved or a cross).*/
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case MP_ROAD:
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case MP_RAILWAY: {
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if ( GetTileOwner(tile) != owner )
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return SPR_PALETTE_ZONING_RED;
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else
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return INVALID_SPRITE_ID;
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}
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default: return INVALID_SPRITE_ID;
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}
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}
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/**
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* Check the opinion of the local authority in the tile.
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*
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* @param TileIndex tile
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* @param Owner owner
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* @return black if no opinion, orange if bad,
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* light blue if good or invalid if no town
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*/
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SpriteID TileZoneCheckOpinionEvaluation(TileIndex tile, Owner owner) {
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int opinion = 0; // 0: no town, 1: no opinion, 2: bad, 3: good
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Town *town = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
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if ( town !=NULL ) {
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if ( HasBit(town->have_ratings, owner) ) {
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opinion = ( town->ratings[owner] > 0 ) ? 3 : 2;
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} else {
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opinion = 1;
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}
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}
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switch ( opinion ) {
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case 1: return SPR_PALETTE_ZONING_BLACK; // no opinion
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case 2: return SPR_PALETTE_ZONING_ORANGE; // bad
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case 3: return SPR_PALETTE_ZONING_LIGHT_BLUE; // good
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default: return INVALID_SPRITE_ID; // no town
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}
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}
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/**
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* Detect whether the tile is within the 'catchment' zone of an industry.
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*
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* @param TileIndex tile
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* @param Owner owner
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* @return The colour depends on the distance to the industry:
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* 1-3 White (lorry/bus)
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* 4 Blue (train station/some airports)
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* 5 Green (docks/some airports)
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* 6 Yellow (some airports)
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* 7-9 Light blue (international airport)
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*/
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SpriteID TileZoneCheckIndustryCatchmentEvaluation(TileIndex tile, Owner owner) {
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// TODO: Implement this!
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return INVALID_SPRITE_ID;
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}
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/**
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* Detect whether the tile is within the catchment zone of a station.
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*
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* @param TileIndex tile
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* @param Owner owner
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* @return black if within, light blue if only in acceptance zone
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* and nothing if no nearby station.
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*/
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SpriteID TileZoneCheckStationCatchmentEvaluation(TileIndex tile, Owner owner) {
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//TODO: Actually check owner.
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// Never on a station.
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if ( IsTileType(tile, MP_STATION) )
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return INVALID_SPRITE_ID;
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// For provided goods
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StationFinder stations(TileArea(tile, 1, 1));
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if ( stations.GetStations()->Length() > 0 ) {
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return SPR_PALETTE_ZONING_BLACK;
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}
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// For accepted goods
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if ( IsTileWithinAcceptanceZoneOfStation(tile, owner) )
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return SPR_PALETTE_ZONING_LIGHT_BLUE;
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return INVALID_SPRITE_ID;
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}
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/**
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* Detect whether a tile is within the 'catchment' zone of a building.
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*
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* @param TileIndex tile
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* @param Owner owner
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* @return The colour depends on the distance to the building:
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* 1-3 White (lorry/bus)
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* 4 Blue (train station/some airports)
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* 5 Green (docks/some airports)
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* 6 Yellow (some airports)
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* 7-9 Light blue (international airport)
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*/
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SpriteID TileZoneCheckBuildingCatchmentEvaluation(TileIndex tile, Owner owner) {
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// TODO: Implement this!
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return INVALID_SPRITE_ID;
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}
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/**
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* Detect whether a building is unserved by a station of owner.
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*
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* @param TileIndex tile
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* @param Owner owner
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* @return red if unserved, orange if only accepting, nothing if served or not
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* a building
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*/
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SpriteID TileZoneCheckUnservedBuildingsEvaluation(TileIndex tile, Owner owner) {
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//TODO: Actually use owner.
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CargoArray dat;
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if ( IsTileType (tile, MP_HOUSE)
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&& ( ( memset(&dat, 0, sizeof(dat)), AddAcceptedCargo(tile, dat, NULL), (dat[CT_MAIL] + dat[CT_PASSENGERS] > 0) )
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|| ( memset(&dat, 0, sizeof(dat)), AddProducedCargo(tile, dat), (dat[CT_MAIL] + dat[CT_PASSENGERS] > 0) ) ) ) {
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StationFinder stations(TileArea(tile, 1, 1));
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if ( stations.GetStations()->Length() > 0 ) {
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return INVALID_SPRITE_ID;
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}
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// For accepted goods
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if ( IsTileWithinAcceptanceZoneOfStation(tile, owner) )
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return SPR_PALETTE_ZONING_ORANGE;
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//TODO: Check for stations that does not accept mail/passengers,
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//which is currently only truck stops.
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return SPR_PALETTE_ZONING_RED;
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}
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return INVALID_SPRITE_ID;
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}
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/**
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* Detect whether an industry is unserved by a station of owner.
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*
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* @param TileIndex tile
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* @param Owner owner
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* @return red if unserved, orange if only accepting, nothing if served or not
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* a building
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*/
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SpriteID TileZoneCheckUnservedIndustriesEvaluation(TileIndex tile, Owner owner) {
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//TODO: Actually use owner.
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if ( IsTileType(tile, MP_INDUSTRY) ) {
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Industry *ind = Industry::GetByTile(tile);
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StationFinder stations(ind->location);
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if ( stations.GetStations()->Length() > 0 ) {
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return INVALID_SPRITE_ID;
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}
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// For accepted goods
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if ( IsAreaWithinAcceptanceZoneOfStation(ind->location, owner) )
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return SPR_PALETTE_ZONING_ORANGE;
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//TODO: Check for stations that only accepts mail/passengers,
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//which is currently only bus stops.
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return SPR_PALETTE_ZONING_RED;
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}
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return INVALID_SPRITE_ID;
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}
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/**
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* General evaluation function; calls all the other functions depending on
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* evaluation mode.
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*
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* @param TileIndex tile
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* Tile to be evaluated.
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* @param Owner owner
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* The current player
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* @param EvaluationMode ev_mode
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* The current evaluation mode.
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* @return The colour returned by the evaluation functions (none if no ev_mode).
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*/
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SpriteID TileZoningSpriteEvaluation(TileIndex tile, Owner owner, EvaluationMode ev_mode) {
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switch ( ev_mode ) {
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case CHECKBUILD: return TileZoneCheckBuildEvaluation(tile, owner);
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case CHECKOPINION: return TileZoneCheckOpinionEvaluation(tile, owner);
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case CHECKINDCATCH: return TileZoneCheckIndustryCatchmentEvaluation(tile, owner);
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case CHECKSTACATCH: return TileZoneCheckStationCatchmentEvaluation(tile, owner);
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case CHECKBULCATCH: return TileZoneCheckBuildingCatchmentEvaluation(tile, owner);
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case CHECKBULUNSER: return TileZoneCheckUnservedBuildingsEvaluation(tile, owner);
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case CHECKINDUNSER: return TileZoneCheckUnservedIndustriesEvaluation(tile, owner);
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default: return INVALID_SPRITE_ID;
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}
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}
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/**
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* Same as above, but not return an integer instead of sprite. However, it
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* has so far not yet seem a real purpose, so therefore has not been implemented.
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*
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* @param TileIndex tile
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* Tile to be evaluated.
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* @param Owner owner
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* The current player
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* @param EvaluationMode ev_mode
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* The current evaluation mode.
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* @return Probably an integer based on the evaluation mode.
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*/
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int TileZoningEvaluation(TileIndex tile, Owner owner, EvaluationMode ev_mode) {
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return 0;
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}
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/**
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* Draw the the zoning on the tile.
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*
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* @param TileInfo ti
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* the tile to draw on.
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*/
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void DrawTileZoning(const TileInfo *ti) {
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if ( IsTileType(ti->tile, MP_VOID)
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|| _game_mode != GM_NORMAL )
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return;
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if ( _zoning.outer != CHECKNOTHING )
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DrawZoningSprites(SPR_SELECT_TILE, TileZoningSpriteEvaluation(ti->tile, _local_company, _zoning.outer), ti);
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if ( _zoning.inner != CHECKNOTHING )
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DrawZoningSprites(SPR_INNER_HIGHLIGHT_BASE, TileZoningSpriteEvaluation(ti->tile, _local_company, _zoning.inner), ti);
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}
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/**
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* Get the evaluation mode depending on an integer. Though, this may be better
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* implemented so the code does not need to be updated several places everything
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* a new type of evaluation is added.
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*
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* @param int ev_mode
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* @return EvaluationMode
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*/
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EvaluationMode GetEvaluationModeFromInt(int ev_mode) {
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switch ( ev_mode ) {
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case 1: return CHECKOPINION;
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case 2: return CHECKBUILD;
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case 3: return CHECKSTACATCH;
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case 4: return CHECKINDCATCH;
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case 5: return CHECKBULCATCH;
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case 6: return CHECKBULUNSER;
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case 7: return CHECKINDUNSER;
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default: return CHECKNOTHING;
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}
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}
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