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OpenTTD-patches/src/zoning_cmd.cpp

379 lines
11 KiB
C++

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