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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file unmovable_cmd.cpp Handling of unmovable tiles. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "landscape.h"
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#include "command_func.h"
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#include "viewport_func.h"
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#include "company_base.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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(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 "autoslope.h"
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#include "transparency.h"
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#include "functions.h"
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#include "window_func.h"
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#include "vehicle_func.h"
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#include "company_gui.h"
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#include "cheat_type.h"
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#include "landscape_type.h"
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#include "unmovable.h"
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#include "cargopacket.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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#include "table/unmovable_land.h"
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/**
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* Accessor for array _original_unmovable.
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* This will ensure at once : proper access and
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* not allowing modifications of it.
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* @param type of unmovable (which is the index in _original_unmovable)
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* @pre type < UNMOVABLE_MAX
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* @return a pointer to the corresponding unmovable spec
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**/
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static inline const UnmovableSpec *GetUnmovableSpec(UnmovableType type)
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{
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assert(type < UNMOVABLE_MAX);
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return &_original_unmovable[type];
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}
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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 cid Company 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(CompanyID cid, DoCommandFlag flags)
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{
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Company *c = Company::Get(cid);
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if (flags & DC_EXEC) {
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TileIndex t = c->location_of_HQ;
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DoClearSquare(t);
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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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c->location_of_HQ = INVALID_TILE; // reset HQ position
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SetWindowDirty(WC_COMPANY, cid);
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CargoPacket::InvalidateAllFrom(ST_HEADQUARTERS, cid);
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}
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/* cost of relocating company is 1% of company value */
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return CommandCost(EXPENSES_PROPERTY, CalculateCompanyValue(c) / 100);
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}
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void UpdateCompanyHQ(Company *c, uint score)
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{
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byte val;
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TileIndex tile = c->location_of_HQ;
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if (tile == INVALID_TILE) 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);
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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, DoCommandFlag flags, uint invalid_dirs, StationID *station, bool check_clear = true, RailType rt = INVALID_RAILTYPE);
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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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* @param text unused
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* @return the cost of this operation or an error
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*/
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CommandCost CmdBuildCompanyHQ(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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Company *c = Company::Get(_current_company);
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CommandCost cost(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 (c->location_of_HQ != INVALID_TILE) { // Moving HQ
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cost.AddCost(DestroyCompanyHQ(_current_company, flags));
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}
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if (flags & DC_EXEC) {
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int score = UpdateCompanyRatingAndValue(c, false);
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c->location_of_HQ = tile;
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MakeCompanyHQ(tile, _current_company);
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UpdateCompanyHQ(c, score);
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SetWindowDirty(WC_COMPANY, c->index);
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}
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return cost;
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}
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/** Purchase a land area. Actually you only purchase one tile, so
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* the name is a bit confusing ;p
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* @param tile the tile the company is purchasing
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* @param flags for this command type
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* @param p1 unused
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* @param p2 unused
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* @param text unused
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* @return the cost of this operation or an error
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*/
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CommandCost CmdPurchaseLandArea(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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CommandCost cost(EXPENSES_CONSTRUCTION);
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if (IsOwnedLandTile(tile) && IsTileOwner(tile, _current_company)) {
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return_cmd_error(STR_ERROR_YOU_ALREADY_OWN_IT);
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}
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cost = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(cost)) return CMD_ERROR;
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if (flags & DC_EXEC) {
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MakeOwnedLand(tile, _current_company);
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MarkTileDirtyByTile(tile);
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}
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return cost.AddCost(GetUnmovableSpec(UNMOVABLE_OWNED_LAND)->GetBuildingCost());
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}
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/** Sell a land area. Actually you only sell one tile, so
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* the name is a bit confusing ;p
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* @param tile the tile the company is selling
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* @param flags for this command type
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* @param p1 unused
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* @param p2 unused
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* @param text unused
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* @return the cost of this operation or an error
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*/
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CommandCost CmdSellLandArea(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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if (!IsOwnedLandTile(tile)) return CMD_ERROR;
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if (!CheckTileOwnership(tile) && _current_company != OWNER_WATER) return CMD_ERROR;
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if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
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if (flags & DC_EXEC) DoClearSquare(tile);
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return CommandCost(EXPENSES_CONSTRUCTION, - GetUnmovableSpec(UNMOVABLE_OWNED_LAND)->GetRemovalCost());
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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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default: NOT_REACHED();
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case UNMOVABLE_TRANSMITTER:
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case UNMOVABLE_LIGHTHOUSE: {
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const DrawTileSeqStruct *dtu = &_draw_tile_transmitterlighthouse_data[GetUnmovableType(ti->tile)];
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if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
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DrawClearLandTile(ti, 2);
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if (IsInvisibilitySet(TO_STRUCTURES)) break;
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AddSortableSpriteToDraw(
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dtu->image.sprite, PAL_NONE, ti->x | dtu->delta_x, ti->y | dtu->delta_y,
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dtu->size_x, dtu->size_y, dtu->size_z, ti->z,
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IsTransparencySet(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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if (IsInvisibilitySet(TO_STRUCTURES)) break;
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AddSortableSpriteToDraw(SPR_STATUE_COMPANY, COMPANY_SPRITE_COLOUR(GetTileOwner(ti->tile)), ti->x, ti->y, 16, 16, 25, ti->z, IsTransparencySet(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, COMPANY_SPRITE_COLOUR(GetTileOwner(ti->tile)),
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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)
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);
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DrawBridgeMiddle(ti);
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break;
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case UNMOVABLE_HQ:{
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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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SpriteID palette = COMPANY_SPRITE_COLOUR(GetTileOwner(ti->tile));
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const DrawTileSprites *t = &_unmovable_display_datas[GetCompanyHQSize(ti->tile) << 2 | GetCompanyHQSection(ti->tile)];
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DrawGroundSprite(t->ground.sprite, palette);
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if (IsInvisibilitySet(TO_STRUCTURES)) break;
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const DrawTileSeqStruct *dtss;
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foreach_draw_tile_seq(dtss, t->seq) {
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AddSortableSpriteToDraw(
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dtss->image.sprite, 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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IsTransparencySet(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, DoCommandFlag flags)
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{
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if (IsCompanyHQ(tile)) {
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if (_current_company == OWNER_WATER) {
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return DestroyCompanyHQ(GetTileOwner(tile), DC_EXEC);
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} else {
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return_cmd_error(flags & DC_AUTO ? STR_ERROR_COMPANY_HEADQUARTERS_IN : INVALID_STRING_ID);
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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_company != OWNER_WATER && ((flags & DC_AUTO) || !_cheats.magic_bulldozer.value) )
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return_cmd_error(flags & DC_AUTO ? STR_ERROR_OBJECT_IN_THE_WAY : INVALID_STRING_ID);
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if (IsStatue(tile)) {
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if (flags & DC_AUTO) return_cmd_error(STR_ERROR_OBJECT_IN_THE_WAY);
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TownID town = GetStatueTownID(tile);
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ClrBit(Town::Get(town)->statues, GetTileOwner(tile));
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SetWindowDirty(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 AddAcceptedCargo_Unmovable(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
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{
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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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/* HQ level (depends on company performance) in the range 1..5. */
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uint 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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acceptance[CT_PASSENGERS] += max(1U, level);
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SetBit(*always_accepted, CT_PASSENGERS);
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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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acceptance[CT_MAIL] += max(1U, level / 2);
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SetBit(*always_accepted, CT_MAIL);
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}
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static void GetTileDesc_Unmovable(TileIndex tile, TileDesc *td)
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{
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td->str = GetUnmovableSpec(GetUnmovableType(tile))->name;
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td->owner[0] = GetTileOwner(tile);
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}
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static void TileLoop_Unmovable(TileIndex tile)
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{
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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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|
/* HQ level (depends on company performance) in the range 1..5. */
|
|
|
|
uint level = GetCompanyHQSize(tile) + 1;
|
|
|
|
assert(level < 6);
|
|
|
|
|
|
|
|
uint r = Random();
|
|
|
|
/* Top town buildings generate 250, so the top HQ type makes 256. */
|
|
|
|
if (GB(r, 0, 8) < (256 / 4 / (6 - level))) {
|
|
|
|
uint amt = GB(r, 0, 8) / 8 / 4 + 1;
|
|
|
|
if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
|
|
|
|
MoveGoodsToStation(tile, 2, 2, CT_PASSENGERS, amt, ST_HEADQUARTERS, GetTileOwner(tile));
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Top town building generates 90, HQ can make up to 196. The
|
|
|
|
* proportion passengers:mail is about the same as in the acceptance
|
|
|
|
* equations. */
|
|
|
|
if (GB(r, 8, 8) < (196 / 4 / (6 - level))) {
|
|
|
|
uint amt = GB(r, 8, 8) / 8 / 4 + 1;
|
|
|
|
if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
|
|
|
|
MoveGoodsToStation(tile, 2, 2, CT_MAIL, amt, ST_HEADQUARTERS, GetTileOwner(tile));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
static TrackStatus GetTileTrackStatus_Unmovable(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool ClickTile_Unmovable(TileIndex tile)
|
|
|
|
{
|
|
|
|
if (!IsCompanyHQ(tile)) return false;
|
|
|
|
|
|
|
|
ShowCompany(GetTileOwner(tile));
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* checks, if a radio tower is within a 9x9 tile square around tile */
|
|
|
|
static bool IsRadioTowerNearby(TileIndex tile)
|
|
|
|
{
|
|
|
|
TileIndex tile_s = tile - TileDiffXY(min(TileX(tile), 4U), min(TileY(tile), 4U));
|
|
|
|
uint w = min(TileX(tile), 4U) + 1 + min(MapMaxX() - TileX(tile), 4U);
|
|
|
|
uint h = min(TileY(tile), 4U) + 1 + min(MapMaxY() - TileY(tile), 4U);
|
|
|
|
|
|
|
|
TILE_LOOP(tile, w, h, tile_s) {
|
|
|
|
if (IsTransmitterTile(tile)) return true;
|
|
|
|
}
|
(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
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GenerateUnmovables()
|
|
|
|
{
|
|
|
|
if (_settings_game.game_creation.landscape == LT_TOYLAND) return;
|
|
|
|
|
|
|
|
/* add radio tower */
|
|
|
|
int radiotower_to_build = ScaleByMapSize(15); // maximum number of radio towers on the map
|
|
|
|
int lighthouses_to_build = _settings_game.game_creation.landscape == LT_TROPIC ? 0 : ScaleByMapSize1D((Random() & 3) + 7);
|
|
|
|
|
|
|
|
/* Scale the amount of lighthouses with the amount of land at the borders. */
|
|
|
|
if (_settings_game.construction.freeform_edges && lighthouses_to_build != 0) {
|
|
|
|
uint num_water_tiles = 0;
|
|
|
|
for (uint x = 0; x < MapMaxX(); x++) {
|
|
|
|
if (IsTileType(TileXY(x, 1), MP_WATER)) num_water_tiles++;
|
|
|
|
if (IsTileType(TileXY(x, MapMaxY() - 1), MP_WATER)) num_water_tiles++;
|
|
|
|
}
|
|
|
|
for (uint y = 1; y < MapMaxY() - 1; y++) {
|
|
|
|
if (IsTileType(TileXY(1, y), MP_WATER)) num_water_tiles++;
|
|
|
|
if (IsTileType(TileXY(MapMaxX() - 1, y), MP_WATER)) num_water_tiles++;
|
|
|
|
}
|
|
|
|
/* The -6 is because the top borders are MP_VOID (-2) and all corners
|
|
|
|
* are counted twice (-4). */
|
|
|
|
lighthouses_to_build = lighthouses_to_build * num_water_tiles / (2 * MapMaxY() + 2 * MapMaxX() - 6);
|
|
|
|
}
|
|
|
|
|
|
|
|
SetGeneratingWorldProgress(GWP_UNMOVABLE, radiotower_to_build + lighthouses_to_build);
|
(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
|
|
|
|
|
|
|
for (uint i = ScaleByMapSize(1000); i != 0; i--) {
|
|
|
|
TileIndex tile = RandomTile();
|
|
|
|
|
|
|
|
uint h;
|
|
|
|
if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h >= TILE_HEIGHT * 4 && !IsBridgeAbove(tile)) {
|
|
|
|
if (IsRadioTowerNearby(tile)) continue;
|
|
|
|
|
|
|
|
MakeTransmitter(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
|
|
|
IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
|
|
|
|
if (--radiotower_to_build == 0) break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add lighthouses */
|
|
|
|
uint maxx = MapMaxX();
|
|
|
|
uint maxy = MapMaxY();
|
|
|
|
for (int loop_count = 0; loop_count < 1000 && lighthouses_to_build != 0; loop_count++) {
|
|
|
|
uint r = Random();
|
(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
|
|
|
|
|
|
|
/* Scatter the lighthouses more evenly around the perimeter */
|
|
|
|
int perimeter = (GB(r, 16, 16) % (2 * (maxx + maxy))) - maxy;
|
|
|
|
DiagDirection dir;
|
(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
|
|
|
for (dir = DIAGDIR_NE; perimeter > 0; dir++) {
|
|
|
|
perimeter -= (DiagDirToAxis(dir) == AXIS_X) ? maxx : maxy;
|
|
|
|
}
|
|
|
|
|
|
|
|
TileIndex tile;
|
|
|
|
switch (dir) {
|
|
|
|
default:
|
|
|
|
case DIAGDIR_NE: tile = TileXY(maxx - 1, r % maxy); break;
|
|
|
|
case DIAGDIR_SE: tile = TileXY(r % maxx, 1); break;
|
|
|
|
case DIAGDIR_SW: tile = TileXY(1, r % maxy); break;
|
|
|
|
case DIAGDIR_NW: tile = TileXY(r % maxx, maxy - 1); break;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Only build lighthouses at tiles where the border is sea. */
|
|
|
|
if (!IsTileType(tile, MP_WATER)) continue;
|
|
|
|
|
|
|
|
for (int j = 0; j < 19; j++) {
|
|
|
|
uint h;
|
|
|
|
if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h <= TILE_HEIGHT * 2 && !IsBridgeAbove(tile)) {
|
|
|
|
MakeLighthouse(tile);
|
|
|
|
IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
|
|
|
|
lighthouses_to_build--;
|
|
|
|
assert(tile < MapSize());
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
tile = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDiagDir(dir));
|
|
|
|
if (tile == INVALID_TILE) break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ChangeTileOwner_Unmovable(TileIndex tile, Owner old_owner, Owner new_owner)
|
|
|
|
{
|
|
|
|
if (!IsTileOwner(tile, old_owner)) return;
|
|
|
|
|
|
|
|
if (IsOwnedLand(tile) && new_owner != INVALID_OWNER) {
|
|
|
|
SetTileOwner(tile, new_owner);
|
|
|
|
} else if (IsStatueTile(tile)) {
|
|
|
|
TownID town = GetStatueTownID(tile);
|
|
|
|
Town *t = Town::Get(town);
|
|
|
|
ClrBit(t->statues, old_owner);
|
|
|
|
if (new_owner != INVALID_OWNER && !HasBit(t->statues, new_owner)) {
|
|
|
|
/* Transfer ownership to the new company */
|
|
|
|
SetBit(t->statues, new_owner);
|
|
|
|
SetTileOwner(tile, new_owner);
|
|
|
|
} else {
|
|
|
|
DoClearSquare(tile);
|
|
|
|
}
|
|
|
|
|
|
|
|
SetWindowDirty(WC_TOWN_AUTHORITY, town);
|
|
|
|
} else {
|
|
|
|
DoClearSquare(tile);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static CommandCost TerraformTile_Unmovable(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
|
|
|
|
{
|
|
|
|
/* Owned land remains unsold */
|
|
|
|
if (IsOwnedLand(tile) && CheckTileOwnership(tile)) return CommandCost();
|
|
|
|
|
|
|
|
if (AutoslopeEnabled() && (IsStatue(tile) || IsCompanyHQ(tile))) {
|
|
|
|
if (!IsSteepSlope(tileh_new) && (z_new + GetSlopeMaxZ(tileh_new) == GetTileMaxZ(tile))) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_TERRAFORM]);
|
|
|
|
}
|
|
|
|
|
|
|
|
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
|
|
|
|
}
|
|
|
|
|
|
|
|
extern const TileTypeProcs _tile_type_unmovable_procs = {
|
|
|
|
DrawTile_Unmovable, // draw_tile_proc
|
|
|
|
GetSlopeZ_Unmovable, // get_slope_z_proc
|
|
|
|
ClearTile_Unmovable, // clear_tile_proc
|
|
|
|
AddAcceptedCargo_Unmovable, // add_accepted_cargo_proc
|
|
|
|
GetTileDesc_Unmovable, // get_tile_desc_proc
|
|
|
|
GetTileTrackStatus_Unmovable, // get_tile_track_status_proc
|
|
|
|
ClickTile_Unmovable, // click_tile_proc
|
|
|
|
NULL, // animate_tile_proc
|
|
|
|
TileLoop_Unmovable, // tile_loop_clear
|
|
|
|
ChangeTileOwner_Unmovable, // change_tile_owner_clear
|
|
|
|
NULL, // add_produced_cargo_proc
|
|
|
|
NULL, // vehicle_enter_tile_proc
|
|
|
|
GetFoundation_Unmovable, // get_foundation_proc
|
|
|
|
TerraformTile_Unmovable, // terraform_tile_proc
|
|
|
|
};
|