diff --git a/source.list b/source.list index aa0d3017e4..80f0188084 100644 --- a/source.list +++ b/source.list @@ -391,7 +391,6 @@ tilematrix_type.hpp timetable.h toolbar_gui.h town.h -town_gui.h town_type.h townname_func.h townname_type.h diff --git a/src/core/math_func.hpp b/src/core/math_func.hpp index df9142462b..2538d48ea7 100644 --- a/src/core/math_func.hpp +++ b/src/core/math_func.hpp @@ -346,6 +346,33 @@ static inline int RoundDivSU(int a, uint b) } } +/** + * Test if sqrt(a) <= sqrt(b) + sqrt(c) + * + * This function can tell you what's the relation between some of your values + * even thought you know only squares of them. Useful when comparing euclidean + * distances, it's easier to calculate them squared (#DistanceSquare) e.g. + * having a squared town radius R and squared distance D, to tell if the distance + * is further then N tiles beyond the town you may check if !SqrtCmp(D, R, N * N). + * + * @param a first value squared + * @param b second value squared + * @param c third value squared + * @return sqrt(a) <= sqrt(b) + sqrt(c) + * + * @pre 4 * b * c <= UINT32_MAX + */ +inline bool SqrtCmp(uint32 a, uint32 b, uint32 c) +{ + assert(c == 0 || b <= UINT32_MAX / 4 / c); + + /* we can square the inequality twice to get rid of square roots + * but some edge case must be checked first */ + if (a <= b + c) return true; + uint32 d = a - (b + c); + return d <= UINT16_MAX && d * d <= 4 * b * c; +} + uint32 IntSqrt(uint32 num); #endif /* MATH_FUNC_HPP */ diff --git a/src/economy_type.h b/src/economy_type.h index 870a00d129..c52ba1e8bf 100644 --- a/src/economy_type.h +++ b/src/economy_type.h @@ -137,6 +137,7 @@ enum Price { PR_INFRASTRUCTURE_WATER, PR_INFRASTRUCTURE_STATION, PR_INFRASTRUCTURE_AIRPORT, + PR_BUILD_HOUSE, PR_END, INVALID_PRICE = 0xFF diff --git a/src/gui.h b/src/gui.h index 39f1ea661e..93fba824b2 100644 --- a/src/gui.h +++ b/src/gui.h @@ -65,6 +65,7 @@ void ShowBuildBridgeWindow(TileIndex start, TileIndex end, TransportType transpo void ShowBuildIndustryWindow(); void ShowFoundTownWindow(); +void ShowBuildHousePicker(); void ShowMusicWindow(); #endif /* GUI_H */ diff --git a/src/house.h b/src/house.h index 17aee20c7f..2679f303c3 100644 --- a/src/house.h +++ b/src/house.h @@ -31,6 +31,9 @@ static const HouseID NEW_HOUSE_OFFSET = 110; ///< Offset for new houses. static const HouseID NUM_HOUSES = 512; ///< Total number of houses. static const HouseID INVALID_HOUSE_ID = 0xFFFF; +static const HouseVariant HOUSE_NO_VARIANT = 0; ///< No particular house variant. +static const HouseVariant HOUSE_FIRST_VARIANT = 1; ///< First possible house variant. + /** * There can only be as many classes as there are new houses, plus one for * NO_CLASS, as the original houses don't have classes. @@ -86,11 +89,13 @@ enum HouseZones { ///< Bit Value Meaning DECLARE_ENUM_AS_BIT_SET(HouseZones) enum HouseExtraFlags { - NO_EXTRA_FLAG = 0, - BUILDING_IS_HISTORICAL = 1U << 0, ///< this house will only appear during town generation in random games, thus the historical - BUILDING_IS_PROTECTED = 1U << 1, ///< towns and AI will not remove this house, while human players will be able to - SYNCHRONISED_CALLBACK_1B = 1U << 2, ///< synchronized callback 1B will be performed, on multi tile houses - CALLBACK_1A_RANDOM_BITS = 1U << 3, ///< callback 1A needs random bits + NO_EXTRA_FLAG = 0, + BUILDING_IS_HISTORICAL = 1U << 0, ///< this house will only appear during town generation in random games, thus the historical + BUILDING_IS_PROTECTED = 1U << 1, ///< towns and AI will not remove this house, while human players will be able to + SYNCHRONISED_CALLBACK_1B = 1U << 2, ///< synchronized callback 1B will be performed, on multi tile houses + CALLBACK_1A_RANDOM_BITS = 1U << 3, ///< callback 1A needs random bits + DISALLOW_BUILDING_BY_COMPANIES = 1U << 4, ///< disallow placing manually by companies (excludes scenario editor, game scripts) + DISALLOW_BUILDING_MANUALLY = 1U << 5, ///< disallow placing manually }; DECLARE_ENUM_AS_BIT_SET(HouseExtraFlags) @@ -101,6 +106,7 @@ struct HouseSpec { Year max_year; ///< last year it can be built byte population; ///< population (Zero on other tiles in multi tile house.) byte removal_cost; ///< cost multiplier for removing it + uint16 construction_cost; ///< cost multiplier for building it StringID building_name; ///< building name uint16 remove_rating_decrease; ///< rating decrease if removed byte mail_generation; ///< mail generation multiplier (tile based, as the acceptances below) @@ -114,6 +120,7 @@ struct HouseSpec { GRFFileProps grf_prop; ///< Properties related the the grf file uint16 callback_mask; ///< Bitmask of house callbacks that have to be called byte random_colour[4]; ///< 4 "random" colours + byte num_variants; ///< total number of house variants, 0 - variants disabled byte probability; ///< Relative probability of appearing (16 is the standard value) HouseExtraFlags extra_flags; ///< some more flags HouseClassID class_id; ///< defines the class this house has (not grf file based) @@ -122,6 +129,7 @@ struct HouseSpec { byte minimum_life; ///< The minimum number of years this house will survive before the town rebuilds it uint32 watched_cargoes; ///< Cargo types watched for acceptance. + Money GetConstructionCost() const; Money GetRemovalCost() const; static inline HouseSpec *Get(size_t house_id) @@ -143,9 +151,16 @@ static inline HouseID GetTranslatedHouseID(HouseID hid) return hs->grf_prop.override == INVALID_HOUSE_ID ? hid : hs->grf_prop.override; } -StringID GetHouseName(HouseID house, TileIndex tile = INVALID_TILE); -void DrawHouseImage(HouseID house_id, int left, int top, int right, int bottom); -void AddProducedHouseCargo(HouseID house_id, TileIndex tile, CargoArray &produced); -void AddAcceptedHouseCargo(HouseID house_id, TileIndex tile, CargoArray &acceptance, uint32 *always_accepted = NULL); +StringID GetHouseName(HouseID house_id, TileIndex tile, HouseVariant variant = HOUSE_NO_VARIANT); +void DrawHouseImage(HouseID house_id, int left, int top, int right, int bottom, HouseImageType image_type, HouseVariant variant = HOUSE_NO_VARIANT); +void AddProducedHouseCargo(HouseID house_id, TileIndex tile, CargoArray &produced, HouseVariant variant = HOUSE_NO_VARIANT); +void AddAcceptedHouseCargo(HouseID house_id, TileIndex tile, CargoArray &acceptance, uint32 *always_accepted, HouseVariant variant = HOUSE_NO_VARIANT); +HouseZones CurrentClimateHouseZones(int altitude = -1); + +CommandCost CheckHouseDistanceFromTown(const Town *t, TileIndex tile, bool allow_outside); +CommandCost IsHouseTypeAllowed(HouseID house, HouseZones availability, bool allow_historical); +CommandCost CheckFlatLandHouse(HouseID house, TileIndex tile); + +uint16 DefaultHouseCostBaseMultiplier(uint16 callback_mask, byte population, byte mail_generation, byte cargo_acceptance1, byte cargo_acceptance2, byte cargo_acceptance3, CargoID accepts_cargo1, CargoID accepts_cargo2, CargoID accepts_cargo3); #endif /* HOUSE_H */ diff --git a/src/house_type.h b/src/house_type.h index 9c9c41702c..20326b4b86 100644 --- a/src/house_type.h +++ b/src/house_type.h @@ -14,7 +14,15 @@ typedef uint16 HouseID; ///< OpenTTD ID of house types. typedef uint16 HouseClassID; ///< Classes of houses. +typedef byte HouseVariant; ///< House variant. struct HouseSpec; +/** Visualization contexts of town houses. */ +enum HouseImageType { + HIT_HOUSE_TILE = 0, ///< Real house that exists on the game map (certain house tile). + HIT_GUI_HOUSE_PREVIEW = 1, ///< GUI preview of a house. + HIT_GUI_HOUSE_LIST = 2, ///< Same as #HIT_GUI_HOUSE_PREVIEW but the house is being drawn in the GUI list of houses, not in the full house preview. +}; + #endif /* HOUSE_TYPE_H */ diff --git a/src/lang/english.txt b/src/lang/english.txt index be83d119bb..cb0506e701 100644 --- a/src/lang/english.txt +++ b/src/lang/english.txt @@ -362,7 +362,6 @@ STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION :{BLACK}Road con STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Plant trees. Shift toggles building/showing cost estimate STR_SCENEDIT_TOOLBAR_PLACE_SIGN :{BLACK}Place sign STR_SCENEDIT_TOOLBAR_PLACE_OBJECT :{BLACK}Place object. Shift toggles building/showing cost estimate -STR_SCENEDIT_TOOLBAR_PLACE_HOUSE :{BLACK}Place house ############ range for SE file menu starts STR_SCENEDIT_FILE_MENU_SAVE_SCENARIO :Save scenario @@ -410,6 +409,7 @@ STR_MAP_MENU_PLAN_LIST :Plan list ############ range for town menu starts STR_TOWN_MENU_TOWN_DIRECTORY :Town directory STR_TOWN_MENU_FOUND_TOWN :Found town +STR_TOWN_MENU_FUND_HOUSE :Fund new house ############ range ends here ############ range for subsidies menu starts @@ -1243,6 +1243,8 @@ STR_CONFIG_SETTING_ALLOW_FUND_BUILDINGS :Allow funding b STR_CONFIG_SETTING_ALLOW_FUND_BUILDINGS_HELPTEXT :Allow companies to give money to towns for funding new houses STR_CONFIG_SETTING_ALLOW_FUND_ROAD :Allow funding local road reconstruction: {STRING2} STR_CONFIG_SETTING_ALLOW_FUND_ROAD_HELPTEXT :Allow companies to give money to towns for road re-construction to sabotage road-based services in the town +STR_CONFIG_SETTING_ALLOW_PLACING_HOUSES :Allow placing houses in-game: {STRING2} +STR_CONFIG_SETTING_ALLOW_PLACING_HOUSES_HELPTEXT :Allow placing houses manually also during gameplay, not just in scenario editor STR_CONFIG_SETTING_ALLOW_GIVE_MONEY :Allow sending money to other companies: {STRING2} STR_CONFIG_SETTING_ALLOW_GIVE_MONEY_HELPTEXT :Allow transfer of money between companies in multiplayer mode STR_CONFIG_SETTING_FREIGHT_TRAINS :Weight multiplier for freight to simulate heavy trains: {STRING2} @@ -2795,24 +2797,33 @@ STR_OBJECT_BUILD_SIZE :{BLACK}Size: {G STR_OBJECT_CLASS_LTHS :Lighthouses STR_OBJECT_CLASS_TRNS :Transmitters -#House construction window (for SE only) -STR_HOUSE_BUILD_CAPTION :{WHITE}House Selection -STR_HOUSE_BUILD_CUSTOM_CAPTION :{WHITE}{RAW_STRING} +#Town select window +STR_SELECT_TOWN_CAPTION :{WHITE}Select town +STR_SELECT_TOWN_LIST_TOWN_ZONE :{WHITE}{TOWN}{BLACK} (zone {NUM}) +STR_SELECT_TOWN_LIST_TOWN_OUTSIDE :{WHITE}{TOWN}{BLACK} (outside) + +# House construction window +STR_HOUSE_BUILD_CAPTION :{WHITE}{STRING1} +STR_HOUSE_BUILD_CAPTION_DEFAULT_TEXT :House Selection STR_HOUSE_BUILD_HOUSESET_LIST_TOOLTIP :{BLACK}Select set of houses STR_HOUSE_BUILD_SELECT_HOUSE_TOOLTIP :{BLACK}Select house to build STR_HOUSE_BUILD_HOUSE_NAME :{GOLD}{STRING1} STR_HOUSE_BUILD_HISTORICAL_BUILDING :{GOLD}(historical building) STR_HOUSE_BUILD_HOUSE_POPULATION :{BLACK}Population: {GOLD}{NUM} STR_HOUSE_BUILD_HOUSE_ZONES :{BLACK}House zones: {STRING1} {STRING1} {STRING1} {STRING1} {STRING1} -STR_HOUSE_BUILD_HOUSE_ZONE_DISABLED :{GRAY}{NUM} -STR_HOUSE_BUILD_HOUSE_ZONE_ENABLED :{GOLD}{NUM} +STR_HOUSE_BUILD_HOUSE_ZONE_GOOD :{GOLD}{NUM} +STR_HOUSE_BUILD_HOUSE_ZONE_BAD :{GRAY}{NUM} +STR_HOUSE_BUILD_HOUSE_ZONE_GOOD_HIGHLIGHTED :{WHITE}{NUM} +STR_HOUSE_BUILD_HOUSE_ZONE_BAD_HIGHLIGHTED :{RED}{NUM} STR_HOUSE_BUILD_LANDSCAPE :{BLACK}Landscape: {STRING} STR_HOUSE_BUILD_LANDSCAPE_ABOVE_OR_BELOW_SNOWLINE :{GOLD}above or below snowline -STR_HOUSE_BUILD_LANDSCAPE_ONLY_ABOVE_SNOWLINE :{GOLD}only above snowline -STR_HOUSE_BUILD_LANDSCAPE_ONLY_BELOW_SNOWLINE :{GOLD}only below snowline +STR_HOUSE_BUILD_LANDSCAPE_ONLY_ABOVE_SNOWLINE_GOOD :{GOLD}only above snowline +STR_HOUSE_BUILD_LANDSCAPE_ONLY_ABOVE_SNOWLINE_BAD :{RED}only above snowline +STR_HOUSE_BUILD_LANDSCAPE_ONLY_BELOW_SNOWLINE_GOOD :{GOLD}only below snowline +STR_HOUSE_BUILD_LANDSCAPE_ONLY_BELOW_SNOWLINE_BAD :{RED}only below snowline STR_HOUSE_BUILD_YEARS :{BLACK}Years: {STRING1}{GOLD} - {STRING1} -STR_HOUSE_BUILD_YEARS_BAD_YEAR :{RED}{NUM} -STR_HOUSE_BUILD_YEARS_GOOD_YEAR :{GOLD}{NUM} +STR_HOUSE_BUILD_YEAR_GOOD :{GOLD}{NUM} +STR_HOUSE_BUILD_YEAR_BAD :{RED}{NUM} STR_HOUSE_BUILD_SUPPLIED_CARGO :{BLACK}Supplies: {GOLD}{CARGO_LIST} STR_HOUSE_BUILD_ACCEPTED_CARGO :{BLACK}Accepts: {GOLD}{RAW_STRING} STR_HOUSE_BUILD_CARGO_FIRST :{STRING2} @@ -2821,10 +2832,6 @@ STR_HOUSE_BUILD_CARGO_VALUE_JUST_NAME :{1:STRING} STR_HOUSE_BUILD_CARGO_VALUE_EIGHTS :({COMMA}/8 {STRING}) STR_BASIC_HOUSE_SET_NAME :Basic houses -#Town select window (for SE only) -STR_SELECT_TOWN_CAPTION :{WHITE}Select town -STR_SELECT_TOWN_LIST_ITEM :{BLACK}{TOWN} - # Tree planting window (last two for SE only) STR_PLANT_TREE_CAPTION :{WHITE}Trees STR_PLANT_TREE_TOOLTIP :{BLACK}Select tree type to plant. If the tile already has a tree, this will add more trees of mixed types independent of the selected type @@ -4737,14 +4744,9 @@ STR_ERROR_ROAD_WORKS_IN_PROGRESS :{WHITE}Road wor STR_ERROR_TOWN_CAN_T_DELETE :{WHITE}Can't delete this town...{}A station or depot is referring to the town or a town owned tile can't be removed STR_ERROR_STATUE_NO_SUITABLE_PLACE :{WHITE}... there is no suitable place for a statue in the centre of this town STR_ERROR_BUILDING_NOT_ALLOWED_IN_THIS_TOWN_ZONE :{WHITE}... not allowed in this town zone. -STR_ERROR_BUILDING_NOT_ALLOWED_ABOVE_SNOW_LINE :{WHITE}... not allowed above the snow line. -STR_ERROR_BUILDING_NOT_ALLOWED_BELOW_SNOW_LINE :{WHITE}... not allowed below the snow line. -STR_ERROR_TOO_MANY_HOUSE_SETS :{WHITE}... too many house sets in the town -STR_ERROR_TOO_MANY_HOUSE_TYPES :{WHITE}... too many house types in the town -STR_ERROR_BUILDING_IS_TOO_OLD :{WHITE}... building is too old. -STR_ERROR_BUILDING_IS_TOO_MODERN :{WHITE}... building is too modern. -STR_ERROR_ONLY_ONE_BUILDING_ALLOWED_PER_TOWN :{WHITE}... only one building of this type is allowed in a town. -STR_ERROR_BUILDING_NOT_ALLOWED :{WHITE}... the building is not allowed. +STR_ERROR_ONLY_ONE_CHURCH_PER_TOWN :{WHITE}... only one church per town is allowed. +STR_ERROR_ONLY_ONE_STADIUM_PER_TOWN :{WHITE}... only one stadium per town is allowed. +STR_ERROR_TOO_FAR_FROM_TOWN :{WHITE}... too far from town. # Industry related errors STR_ERROR_TOO_MANY_INDUSTRIES :{WHITE}... too many industries diff --git a/src/lang/malay.txt b/src/lang/malay.txt index 8c1b251636..228c827f94 100644 --- a/src/lang/malay.txt +++ b/src/lang/malay.txt @@ -241,6 +241,7 @@ STR_TOOLTIP_DEMOLISH_BUILDINGS_ETC :{BLACK}Musnahka # Show engines button +STR_SHOW_HIDDEN_ENGINES_VEHICLE_SHIP_TOOLTIP :{BLACK}Dengan membenarkan pilihan ini, kapal tersembunyi turut ditunjukkan # Query window STR_BUTTON_DEFAULT :{BLACK}Asal @@ -4078,6 +4079,7 @@ STR_DESKTOP_SHORTCUT_COMMENT :Sebuah permaina # Translatable descriptions in media/baseset/*.ob* files STR_BASEGRAPHICS_DOS_DESCRIPTION :Grafik asal Transport Tycoon Deluxe DOS edition. +STR_BASEGRAPHICS_WIN_DESCRIPTION :Grafik asal Transport Tycoon Deluxe edisi Windows. ##id 0x2000 # Town building names diff --git a/src/lang/tamil.txt b/src/lang/tamil.txt index fd20c0f021..dd2fc5731a 100644 --- a/src/lang/tamil.txt +++ b/src/lang/tamil.txt @@ -1200,9 +1200,11 @@ STR_CONFIG_SETTING_POPULATION_IN_LABEL :நகரத் STR_CONFIG_SETTING_POPULATION_IN_LABEL_HELPTEXT :நகரத்தின் மக்கள்தொகையினை வரைபடத்தில் காட்டவும் STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS :வரைபடத்தில் கோடுகளின் எண்ணிக்கை: {STRING} +STR_CONFIG_SETTING_LANDSCAPE : நிலவெளி: {STRING} STR_CONFIG_SETTING_LAND_GENERATOR :நில உருவாக்கி: {STRING} STR_CONFIG_SETTING_LAND_GENERATOR_ORIGINAL :உண்மையான STR_CONFIG_SETTING_LAND_GENERATOR_TERRA_GENESIS :TerraGenesis +STR_CONFIG_SETTING_INDUSTRY_DENSITY :தொழிற்சாலை அடர்த்தி: {STRING} STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE :வரைபட எல்லையிலிருந்து எண்ணெய் சுத்திகரிப்பு நிலையங்கள் இருக்கக்கூடிய தூரம்: {STRING} STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE_HELPTEXT :எண்ணெய் சுத்திகரிப்பு நிலையங்கள் வரைபடத்தின் எல்லைகளில் மட்டுமே கட்ட இயலும், அதாவது தீவு வரைபடங்களில் கடற்கரைகளில் கட்ட இயலும் STR_CONFIG_SETTING_SNOWLINE_HEIGHT :பனி-கோடின் உயரம்: {STRING} @@ -1215,6 +1217,7 @@ STR_CONFIG_SETTING_TREE_PLACER :மரங்க STR_CONFIG_SETTING_TREE_PLACER_NONE :ஒன்றுமில்லை STR_CONFIG_SETTING_TREE_PLACER_ORIGINAL :உண்மையான STR_CONFIG_SETTING_TREE_PLACER_IMPROVED :சீரமைக்கப்பட்ட +STR_CONFIG_SETTING_ROAD_SIDE :சாலை வாகனங்கள்: {STRING} STR_CONFIG_SETTING_HEIGHTMAP_ROTATION :உயர்பட சுழற்ச்சி: {STRING} STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE :வலமிருந்து இடமாக செல் STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CLOCKWISE :இடமிலிருந்து வலஞ்செல் @@ -1250,6 +1253,7 @@ STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_CONTROL :Ctrl+Click STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_OFF :அணை +STR_CONFIG_SETTING_AUTOSAVE :தானியங்கிபதிவு: {STRING} STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES :{STRING} தேதி வகையினை பதிவுஆட்டங்கள் பெயர்களுக்கு பயன்படுத்தவும் STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_HELPTEXT :பதிவு ஆட்டங்கள் கோப்புப் பெயர்களில் உள்ள தேதி வகையினை அமை @@ -1306,6 +1310,7 @@ STR_CONFIG_SETTING_AI_BUILDS_AIRCRAFT_HELPTEXT :கணினி STR_CONFIG_SETTING_AI_BUILDS_SHIPS :கணினியிற்கு கப்பல்களை அனுமதிக்காதே: {STRING} STR_CONFIG_SETTING_AI_BUILDS_SHIPS_HELPTEXT :கணினியால் கப்பல்களை பயன்படுத்த இயலாது +STR_CONFIG_SETTING_AI_PROFILE :முதன்மை அமைப்புகள் profile: {STRING} STR_CONFIG_SETTING_AI_PROFILE_EASY :எளிதான STR_CONFIG_SETTING_AI_PROFILE_MEDIUM :நடுத்தரமான STR_CONFIG_SETTING_AI_PROFILE_HARD :கடுமையான @@ -1414,6 +1419,7 @@ STR_CONFIG_SETTING_LARGER_TOWNS_DISABLED :ஒன்று STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER :தொடக்க நகர அளவு பெருக்கம்: {STRING} STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER_HELPTEXT :ஆட்டத்தின் தொடக்கத்தில் மாநகரங்களின் அளவு நகரங்களை ஒப்பிடுகையில் +STR_CONFIG_SETTING_DISTRIBUTION_MANUAL :கைமுறை STR_CONFIG_SETTING_DISTRIBUTION_PAX :பயணிகள் பரிமாற்றம் வகை: {STRING} STR_CONFIG_SETTING_DISTRIBUTION_MAIL :அஞ்சல் பரிமாற்றம் வகை: {STRING} @@ -1446,11 +1452,17 @@ STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_IMPERIAL :இம்பீ STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_METRIC :மெட்ரிக் (மீ) STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_SI :SI (மீ) +STR_CONFIG_SETTING_GRAPHICS :{ORANGE}அசைவூட்டம் STR_CONFIG_SETTING_SOUND :{ORANGE}ஒலிகள் STR_CONFIG_SETTING_INTERFACE :{ORANGE}Interface STR_CONFIG_SETTING_INTERFACE_CONSTRUCTION :{ORANGE}கட்டுமானம் +STR_CONFIG_SETTING_COMPANY :{ORANGE}நிறுவனம் +STR_CONFIG_SETTING_ACCOUNTING :{ORANGE}கணக்கியல் STR_CONFIG_SETTING_VEHICLES :{ORANGE}வாகனங்கள் STR_CONFIG_SETTING_VEHICLES_ROUTING :{ORANGE}வழி மாற்றல் +STR_CONFIG_SETTING_LIMITATIONS :{ORANGE}எல்லைகள் +STR_CONFIG_SETTING_ACCIDENTS :{ORANGE}பேரழிவுகள் / விபத்துகள் +STR_CONFIG_SETTING_ENVIRONMENT :{ORANGE}சுற்றுச்சூழல் STR_CONFIG_SETTING_ENVIRONMENT_TOWNS :{ORANGE}நகரங்கள் STR_CONFIG_SETTING_ENVIRONMENT_INDUSTRIES :{ORANGE}தொழிற்சாலைகள் STR_CONFIG_SETTING_ENVIRONMENT_CARGODIST :{ORANGE}சரக்கு பரிமாற்றம் @@ -2146,6 +2158,7 @@ STR_AIRPORT_CITY :மாநகர STR_AIRPORT_METRO :மாநகர STR_AIRPORT_INTERNATIONAL :சர்வதேச STR_AIRPORT_COMMUTER :பயணிகள் +STR_AIRPORT_INTERCONTINENTAL :கண்டமிடை STR_AIRPORT_HELIPORT :ஹெலிபோர்ட் STR_AIRPORT_HELIDEPOT :வானூர்தி பணிமனை STR_AIRPORT_HELISTATION :வானூர்தி நிலையம் diff --git a/src/misc.cpp b/src/misc.cpp index ed1976ae17..5d17403b56 100644 --- a/src/misc.cpp +++ b/src/misc.cpp @@ -102,6 +102,7 @@ void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settin InitializeTrees(); InitializeIndustries(); InitializeObjects(); + InitializeHouses(); InitializeBuildingCounts(); InitializeNPF(); diff --git a/src/newgrf.cpp b/src/newgrf.cpp index e2d710653f..2a87807f80 100644 --- a/src/newgrf.cpp +++ b/src/newgrf.cpp @@ -2353,6 +2353,7 @@ static ChangeInfoResult TownHouseChangeInfo(uint hid, int numinfo, int prop, Byt housespec->grf_prop.local_id = hid + i; housespec->grf_prop.subst_id = subs_id; housespec->grf_prop.grffile = _cur.grffile; + housespec->construction_cost = 0xFFFF; housespec->random_colour[0] = 0x04; // those 4 random colours are the base colour housespec->random_colour[1] = 0x08; // for all new houses housespec->random_colour[2] = 0x0C; // they stand for red, blue, orange and green @@ -2519,6 +2520,14 @@ static ChangeInfoResult TownHouseChangeInfo(uint hid, int numinfo, int prop, Byt housespec->max_year = buf->ReadWord(); break; + case 0x23: // Build cost multiplier + housespec->construction_cost = buf->ReadDWord(); + break; + + case 0x24: + housespec->num_variants = buf->ReadByte(); + break; + default: ret = CIR_UNKNOWN; break; @@ -8594,6 +8603,13 @@ static void FinaliseHouseArray() * building_flags to zero here to make sure any house following * this one in the pool is properly handled as 1x1 house. */ hs->building_flags = TILE_NO_FLAG; + } else if (hs->enabled && (hs->building_flags && BUILDING_HAS_1_TILE)) { + if (hs->construction_cost == 0xFFFF) { + hs->construction_cost = DefaultHouseCostBaseMultiplier( + hs->callback_mask, hs->population, hs->mail_generation, + hs->cargo_acceptance[0], hs->cargo_acceptance[1], hs->cargo_acceptance[2], + hs->accepts_cargo[0], hs->accepts_cargo[1], hs->accepts_cargo[2]); + } } } diff --git a/src/newgrf_callbacks.h b/src/newgrf_callbacks.h index 2c30241f07..549dcb4f31 100644 --- a/src/newgrf_callbacks.h +++ b/src/newgrf_callbacks.h @@ -281,6 +281,9 @@ enum CallbackID { /** Called to spawn visual effects for vehicles. */ CBID_VEHICLE_SPAWN_VISUAL_EFFECT = 0x160, // 15 bit callback + + /** Called to set house variant through animation control. */ + CBID_HOUSE_SETUP_VARIANT = 0x161, // 15 bit callback }; /** @@ -326,6 +329,7 @@ enum HouseCallbackMask { CBM_HOUSE_DENY_DESTRUCTION = 10, ///< conditional protection CBM_HOUSE_DRAW_FOUNDATIONS = 11, ///< decides if default foundations need to be drawn CBM_HOUSE_AUTOSLOPE = 12, ///< decides allowance of autosloping + CBM_HOUSE_SETUP_VARIANT = 13, ///< set house variant through animation control }; /** diff --git a/src/newgrf_house.cpp b/src/newgrf_house.cpp index fb5d366719..21389225c1 100644 --- a/src/newgrf_house.cpp +++ b/src/newgrf_house.cpp @@ -17,6 +17,7 @@ #include "newgrf_text.h" #include "newgrf_town.h" #include "newgrf_sound.h" +#include "command_func.h" #include "company_func.h" #include "company_base.h" #include "town.h" @@ -25,6 +26,9 @@ #include "newgrf_cargo.h" #include "station_base.h" +#include +#include + #include "safeguards.h" #include "table/strings.h" @@ -34,17 +38,56 @@ static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX]; HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, NUM_HOUSES, INVALID_HOUSE_ID); +/** How a house is being placed. */ +enum TownExpansionBits { + TEB_NONE = 0, ///< House is already placed or it's a GUI house, not placing currently. + TEB_CREATING_TOWN = 1 << 0, ///< House is being placed while a town is being created. + TEB_EXPANDING_TOWN = 1 << 1, ///< House is being placed while a town is expanding. + TEB_PLACING_MANUALLY = 1 << 2, ///< House is being placed manually. +}; + +static std::vector _gui_house_cache; + +void InitializeHouses() +{ + _gui_house_cache.clear(); +} + +/** + * Get animation frame for a GUI house. + * @param house House to query. + * @param variant House variant to get the frame for. + * @param image_type House image type. + * @return Animation frame to be used when drawing the house. + */ +static byte CacheGetGUIHouseAnimFrame(HouseID house, HouseVariant variant, HouseImageType image_type) +{ + if (image_type == HIT_HOUSE_TILE) return 0; + + if (!HasBit(HouseSpec::Get(house)->callback_mask, CBM_HOUSE_SETUP_VARIANT)) return 0; + + uint32 key = house << 23 | variant << 15 | image_type << 13; + std::vector::iterator pos = std::lower_bound(_gui_house_cache.begin(), _gui_house_cache.end(), key); + if (pos != _gui_house_cache.end() && ((*pos) & ~0xFF) == key) return (byte)*pos; + + uint16 callback_result = GetHouseCallback(CBID_HOUSE_SETUP_VARIANT, 0, variant, house, NULL, INVALID_TILE, image_type, variant); + byte frame = (callback_result < 0xFD) ? callback_result : 0; + _gui_house_cache.insert(pos, key | frame); + return frame; +} + /** * Constructor of a house scope resolver. * @param ro Surrounding resolver. * @param house_id House type being queried. * @param tile %Tile containing the house. * @param town %Town containing the house. + * @param placing Whether the houe is being placed currently (house construction check or house variant setup). * @param not_yet_constructed House is still under construction. * @param initial_random_bits Random bits during construction checks. * @param watched_cargo_triggers Cargo types that triggered the watched cargo callback. */ -HouseScopeResolver::HouseScopeResolver(ResolverObject &ro, HouseID house_id, TileIndex tile, Town *town, +HouseScopeResolver::HouseScopeResolver(ResolverObject &ro, HouseID house_id, TileIndex tile, Town *town, bool placing, bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers) : ScopeResolver(ro) { @@ -68,14 +111,14 @@ static const GRFFile *GetHouseSpecGrf(HouseID house_id) } /** - * Construct a resolver for a house. + * Construct a resolver for a house tile. * @param house_id House to query. - * @param tile %Tile containing the house. INVALID_TILE to query a house type rather then a certian house tile. - * @param town %Town containing the house. + * @param tile %Tile containing the house. #INVALID_TILE to query a GUI house rather then a certain house tile. + * @param town %Town containing the house. \c NULL if querying a GUI house. * @param callback Callback ID. * @param param1 First parameter (var 10) of the callback. * @param param2 Second parameter (var 18) of the callback. - * @param not_yet_constructed House is still under construction. + * @param not_yet_constructed House is still under construction (do not use for GUI houses). * @param initial_random_bits Random bits during construction checks. * @param watched_cargo_triggers Cargo types that triggered the watched cargo callback. */ @@ -84,17 +127,35 @@ HouseResolverObject::HouseResolverObject(HouseID house_id, TileIndex tile, Town bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers) : ResolverObject(GetHouseSpecGrf(house_id), callback, param1, param2) { - assert((tile != INVALID_TILE) == (town != NULL)); - assert(tile == INVALID_TILE || (not_yet_constructed ? IsValidTile(tile) : GetHouseType(tile) == house_id && Town::GetByTile(tile) == town)); + assert(not_yet_constructed ? IsValidTile(tile) : IsTileType(tile, MP_HOUSE)); - this->house_scope = (tile != INVALID_TILE) ? - (ScopeResolver*)new HouseScopeResolver(*this, house_id, tile, town, not_yet_constructed, initial_random_bits, watched_cargo_triggers) : - (ScopeResolver*)new FakeHouseScopeResolver(*this, house_id); + this->house_scope = new HouseScopeResolver(*this, house_id, tile, town, not_yet_constructed || callback == CBID_HOUSE_SETUP_VARIANT, not_yet_constructed, initial_random_bits, watched_cargo_triggers); + this->town_scope = new TownScopeResolver(*this, town, not_yet_constructed); // Don't access StorePSA if house is not yet constructed. + this->root_spritegroup = HouseSpec::Get(house_id)->grf_prop.spritegroup[0]; +} - this->town_scope = (town != NULL) ? - (ScopeResolver*)new TownScopeResolver(*this, town, not_yet_constructed) : // Don't access StorePSA if house is not yet constructed. - (ScopeResolver*)new FakeTownScopeResolver(*this); +/** + * Construct a resolver for a GUI house. + * @param house_id House to query. + * @param variant House variant. + * @param image_type House context. + * @param callback Callback ID. + * @param param1 First parameter (var 10) of the callback. + * @param param2 Second parameter (var 18) of the callback. + */ +HouseResolverObject::HouseResolverObject(HouseID house_id, HouseVariant variant, HouseImageType image_type, + CallbackID callback, uint32 param1, uint32 param2) + : ResolverObject(GetHouseSpecGrf(house_id), callback, param1, param2) +{ + assert(image_type != HIT_HOUSE_TILE); + byte anim_frame = 0; + if (callback != CBID_HOUSE_SETUP_VARIANT) { // prevent endless recursion from CacheGetGUIHouseAnimFrame + anim_frame = CacheGetGUIHouseAnimFrame(house_id, variant, image_type); + } + + this->house_scope = new FakeHouseScopeResolver(*this, house_id, image_type, anim_frame); + this->town_scope = new FakeTownScopeResolver(*this); this->root_spritegroup = HouseSpec::Get(house_id)->grf_prop.spritegroup[0]; } @@ -330,6 +391,26 @@ static uint32 GetDistanceFromNearbyHouse(uint8 parameter, TileIndex tile, HouseI return 0; } +static uint32 GetHouseIDClassInfo(HouseID house, bool is_own_house) +{ + const HouseSpec *hs = HouseSpec::Get(house); + /* Information about the grf local classid if the house has a class */ + uint houseclass = 0; + if (hs->class_id != HOUSE_NO_CLASS) { + houseclass = (is_own_house ? 1 : 2) << 8; + houseclass |= _class_mapping[hs->class_id].class_id; + } + /* old house type or grf-local houseid */ + uint local_houseid = 0; + if (house < NEW_HOUSE_OFFSET) { + local_houseid = house; + } else { + local_houseid = (is_own_house ? 1 : 2) << 8; + local_houseid |= hs->grf_prop.local_id; + } + return houseclass << 16 | local_houseid; +} + /** * @note Used by the resolver to get values for feature 07 deterministic spritegroups. */ @@ -351,8 +432,12 @@ static uint32 GetDistanceFromNearbyHouse(uint8 parameter, TileIndex tile, HouseI /* Number of this type of building on the map. */ case 0x44: return GetNumHouses(this->house_id, this->town); - /* Whether the town is being created or just expanded. */ - case 0x45: return _generating_world ? 1 : 0; + /* Whether the town is being created or just expanded and whether the house is being placed manually. */ + case 0x45: + if (!this->placing) return TEB_NONE; + if (_current_company != OWNER_TOWN) return TEB_PLACING_MANUALLY; + if (_generating_world) return TEB_CREATING_TOWN; + return TEB_EXPANDING_TOWN; /* Current animation frame. */ case 0x46: return IsTileType(this->tile, MP_HOUSE) ? GetAnimationFrame(this->tile) : 0; @@ -417,22 +502,8 @@ static uint32 GetDistanceFromNearbyHouse(uint8 parameter, TileIndex tile, HouseI case 0x66: { TileIndex testtile = GetNearbyTile(parameter, this->tile); if (!IsTileType(testtile, MP_HOUSE)) return 0xFFFFFFFF; - HouseSpec *hs = HouseSpec::Get(GetHouseType(testtile)); - /* Information about the grf local classid if the house has a class */ - uint houseclass = 0; - if (hs->class_id != HOUSE_NO_CLASS) { - houseclass = (hs->grf_prop.grffile == this->ro.grffile ? 1 : 2) << 8; - houseclass |= _class_mapping[hs->class_id].class_id; - } - /* old house type or grf-local houseid */ - uint local_houseid = 0; - if (this->house_id < NEW_HOUSE_OFFSET) { - local_houseid = this->house_id; - } else { - local_houseid = (hs->grf_prop.grffile == this->ro.grffile ? 1 : 2) << 8; - local_houseid |= hs->grf_prop.local_id; - } - return houseclass << 16 | local_houseid; + HouseID test_id = GetHouseType(testtile); + return GetHouseIDClassInfo(test_id, GetHouseSpecGrf(test_id) == this->ro.grffile); } /* GRFID of nearby house tile */ @@ -445,6 +516,10 @@ static uint32 GetDistanceFromNearbyHouse(uint8 parameter, TileIndex tile, HouseI * in case the newgrf was removed. */ return _house_mngr.GetGRFID(house_id); } + + /* Visualization context of the house. */ + case 0x68: + return HIT_HOUSE_TILE; } DEBUG(grf, 1, "Unhandled house variable 0x%X", variable); @@ -467,19 +542,19 @@ static uint32 GetDistanceFromNearbyHouse(uint8 parameter, TileIndex tile, HouseI case 0x41: return 0; /* Town zone */ - case 0x42: return FIND_FIRST_BIT(HouseSpec::Get(this->house_id)->building_availability & HZ_ZONALL); // first available + case 0x42: return FindFirstBit(HouseSpec::Get(this->house_id)->building_availability & HZ_ZONALL); // last available /* Terrain type */ case 0x43: return _settings_game.game_creation.landscape == LT_ARCTIC && (HouseSpec::Get(house_id)->building_availability & (HZ_SUBARTC_ABOVE | HZ_SUBARTC_BELOW)) == HZ_SUBARTC_ABOVE ? 4 : 0; /* Number of this type of building on the map. */ - case 0x44: return 0; + case 0x44: return 0x01010101; - /* Whether the town is being created or just expanded. */ - case 0x45: return 0; + /* Whether the town is being created or just expanded and whether the house is being placed manually. */ + case 0x45: return TEB_NONE; /* Current animation frame. */ - case 0x46: return 0; + case 0x46: return this->anim_frame; /* Position of the house */ case 0x47: return 0xFFFFFFFF; @@ -488,7 +563,13 @@ static uint32 GetDistanceFromNearbyHouse(uint8 parameter, TileIndex tile, HouseI case 0x60: return 0; /* Building counts for new houses with id = parameter. */ - case 0x61: return 0; + case 0x61: { + HouseID test_north = _house_mngr.GetID(parameter, this->ro.grffile->grfid); + GetHouseNorthPart(test_north); + HouseID cur_north = this->house_id; + GetHouseNorthPart(cur_north); + return test_north == cur_north ? 1 : 0; + } /* Land info for nearby tiles. */ case 0x62: return 0; @@ -503,10 +584,20 @@ static uint32 GetDistanceFromNearbyHouse(uint8 parameter, TileIndex tile, HouseI case 0x65: return 0; /* Class and ID of nearby house tile */ - case 0x66: return 0xFFFFFFFF; + case 0x66: { + HouseID nearby_house = this->GetHouseNearbyPart(parameter); + if (nearby_house == INVALID_HOUSE_ID) return 0xFFFFFFFF; + return GetHouseIDClassInfo(nearby_house, true); + } /* GRFID of nearby house tile */ - case 0x67: return 0xFFFFFFFF; + case 0x67: + if (this->GetHouseNearbyPart(parameter) == INVALID_HOUSE_ID) return 0xFFFFFFFF; + return this->ro.grffile->grfid; + + /* Visualization context of the house. */ + case 0x68: + return this->image_type; } DEBUG(grf, 1, "Unhandled house variable 0x%X", variable); @@ -515,27 +606,66 @@ static uint32 GetDistanceFromNearbyHouse(uint8 parameter, TileIndex tile, HouseI return UINT_MAX; } -uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, - bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers) +HouseID FakeHouseScopeResolver::GetHouseNearbyPart(byte offset) const { - HouseResolverObject object(house_id, tile, town, callback, param1, param2, - not_yet_constructed, initial_random_bits, watched_cargo_triggers); - return object.ResolveCallback(); + if (offset == 0) return this->house_id; + + int8 x = GB(offset, 0, 4); + int8 y = GB(offset, 4, 4); + if (x >= 8) x -= 16; + if (y >= 8) y -= 16; + + HouseID house = this->house_id; + TileIndexDiffC diff = GetHouseNorthPartDiffC(house); // modifies 'house'! + x -= diff.x; + y -= diff.y; + if (!IsInsideBS(x, 0, 2) || !IsInsideBS(y, 0, 2)) return INVALID_HOUSE_ID; + + BuildingFlags flags = HouseSpec::Get(house)->building_flags; + if (x > 0 && !(flags & BUILDING_2_TILES_X)) return INVALID_HOUSE_ID; + if (y > 0 && !(flags & BUILDING_2_TILES_Y)) return INVALID_HOUSE_ID; + + house += x + y; + if (flags & TILE_SIZE_2x2) house += y; + return house; +} + +/** + * Perform a house callback. + * + * Callback can be done for a certain house tile or for a GUI house. + * + * @param callback The callback to perform. + * @param param1 The first parameter. + * @param param2 The second parameter. + * @param house_id The house to do the callback for. + * @param town The town the house is located in, \c NULL to query a town-less house (GUI houses). + * @param tile The tile associated with the callback, #INVALID_TILE when querying a tile-less house (GUI houses). + * @param image_type House context. + * @param variant House variant (GUI houses only) + * @return The callback result. + */ +uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, HouseImageType image_type, HouseVariant variant) +{ + return (image_type == HIT_HOUSE_TILE) ? + HouseResolverObject(house_id, tile, town, callback, param1, param2).ResolveCallback() : + HouseResolverObject(house_id, variant, image_type, callback, param1, param2).ResolveCallback(); } /** * Get the name of a house. - * @param house House type. - * @param tile Tile where the house is located. INVALID_TILE to get the general name of houses of the given type. + * @param house_id House type. + * @param tile Tile where the house is located. #INVALID_TILE to get general name (GUI houses). + * @param variant GUI house variant, only when \c tile is #INVALID_TILE. * @return Name of the house. */ -StringID GetHouseName(HouseID house_id, TileIndex tile) +StringID GetHouseName(HouseID house_id, TileIndex tile, HouseVariant variant) { const HouseSpec *hs = HouseSpec::Get(house_id); - bool house_completed = (tile == INVALID_TILE) || IsHouseCompleted(tile); - Town *t = (tile == INVALID_TILE) ? NULL : Town::GetByTile(tile); - uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house_id, t, tile); + uint16 callback_res = (tile != INVALID_TILE) ? + GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, IsHouseCompleted(tile) ? 1 : 0, 0, house_id, Town::GetByTile(tile), tile, HIT_HOUSE_TILE) : + GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, 0, 0, house_id, NULL, INVALID_TILE, HIT_GUI_HOUSE_PREVIEW, variant); if (callback_res != CALLBACK_FAILED && callback_res != 0x400) { if (callback_res > 0x400) { ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res); @@ -548,12 +678,21 @@ StringID GetHouseName(HouseID house_id, TileIndex tile) return hs->building_name; } -static inline PaletteID GetHouseColour(HouseID house_id, TileIndex tile = INVALID_TILE) +/** + * Get colour palette to be used to draw a house. + * + * @param house_id Type of the house. + * @param image_type Context in which the house is being drawn. + * @param tile Tile where the house is located. #INVALID_TILE when drawing houses in GUI. + * @param variant GUI house variant, only when \c tile is #INVALID_TILE. + * @return The palette. + */ +static PaletteID GetHouseColour(HouseID house_id, HouseImageType image_type, TileIndex tile = INVALID_TILE, HouseVariant variant = HOUSE_NO_VARIANT) { const HouseSpec *hs = HouseSpec::Get(house_id); if (HasBit(hs->callback_mask, CBM_HOUSE_COLOUR)) { Town *t = (tile != INVALID_TILE) ? Town::GetByTile(tile) : NULL; - uint16 callback = GetHouseCallback(CBID_HOUSE_COLOUR, 0, 0, house_id, t, tile); + uint16 callback = GetHouseCallback(CBID_HOUSE_COLOUR, 0, 0, house_id, t, tile, image_type, variant); if (callback != CALLBACK_FAILED) { /* If bit 14 is set, we should use a 2cc colour map, else use the callback value. */ return HasBit(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback; @@ -566,7 +705,7 @@ static void DrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *grou { const DrawTileSprites *dts = group->ProcessRegisters(&stage); - PaletteID palette = GetHouseColour(house_id, ti->tile); + PaletteID palette = GetHouseColour(house_id, HIT_HOUSE_TILE, ti->tile); SpriteID image = dts->ground.sprite; PaletteID pal = dts->ground.pal; @@ -581,12 +720,12 @@ static void DrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *grou DrawNewGRFTileSeq(ti, dts, TO_HOUSES, stage, palette); } -static void DrawTileLayoutInGUI(int x, int y, const TileLayoutSpriteGroup *group, HouseID house_id, bool ground) +static void DrawTileLayoutInGUI(int x, int y, const TileLayoutSpriteGroup *group, HouseID house_id, HouseVariant variant, HouseImageType image_type, bool ground) { byte stage = TOWN_HOUSE_COMPLETED; const DrawTileSprites *dts = group->ProcessRegisters(&stage); - PaletteID palette = GetHouseColour(house_id); + PaletteID palette = GetHouseColour(house_id, image_type, INVALID_TILE, variant); if (ground) { PalSpriteID image = dts->ground; @@ -627,19 +766,20 @@ void DrawNewHouseTile(TileInfo *ti, HouseID house_id) } } -void DrawNewHouseTileInGUI(int x, int y, HouseID house_id, bool ground) +void DrawNewHouseTileInGUI(int x, int y, HouseID house_id, HouseVariant variant, HouseImageType image_type, bool ground) { - HouseResolverObject object(house_id); + HouseResolverObject object(house_id, variant, image_type); const SpriteGroup *group = object.Resolve(); if (group != NULL && group->type == SGT_TILELAYOUT) { - DrawTileLayoutInGUI(x, y, (const TileLayoutSpriteGroup*)group, house_id, ground); + DrawTileLayoutInGUI(x, y, (const TileLayoutSpriteGroup*)group, house_id, variant, image_type, ground); } } /* Simple wrapper for GetHouseCallback to keep the animation unified. */ uint16 GetSimpleHouseCallback(CallbackID callback, uint32 param1, uint32 param2, const HouseSpec *spec, Town *town, TileIndex tile, uint32 extra_data) { - return GetHouseCallback(callback, param1, param2, spec - HouseSpec::Get(0), town, tile, false, 0, extra_data); + HouseResolverObject object(spec - HouseSpec::Get(0), tile, town, callback, param1, param2, false, 0, extra_data); + return object.ResolveCallback(); } /** Helper class for animation control. */ @@ -659,6 +799,15 @@ void AnimateNewHouseTile(TileIndex tile) HouseAnimationBase::AnimateTile(hs, Town::GetByTile(tile), tile, HasBit(hs->extra_flags, CALLBACK_1A_RANDOM_BITS)); } +void AnimateNewHouseSetupVariant(TileIndex tile, byte variant) +{ + const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile)); + + if (HasBit(hs->callback_mask, CBM_HOUSE_SETUP_VARIANT)) { + HouseAnimationBase::ChangeAnimationFrame(CBID_HOUSE_SETUP_VARIANT, hs, Town::GetByTile(tile), tile, 0, variant); + } +} + void AnimateNewHouseConstruction(TileIndex tile) { const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile)); @@ -671,21 +820,29 @@ void AnimateNewHouseConstruction(TileIndex tile) /** * Check if GRF allows a given house to be constructed (callback 17) * @param house_id house type + * @param variant house variant * @param tile tile where the house is about to be placed * @param t town in which we are building * @param random_bits feature random bits for the house * @return false if callback 17 disallows construction, true in other cases */ -bool HouseAllowsConstruction(HouseID house_id, TileIndex tile, Town *t, byte random_bits) +CommandCost HouseAllowsConstruction(HouseID house_id, HouseVariant variant, TileIndex tile, Town *t, byte random_bits) { const HouseSpec *hs = HouseSpec::Get(house_id); - if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) { - uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house_id, t, tile, true, random_bits); - if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) { - return false; - } + if (variant > hs->num_variants) return CMD_ERROR; + + if (!HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) return CommandCost(); + + HouseResolverObject object(house_id, tile, t, CBID_HOUSE_ALLOW_CONSTRUCTION, 0, variant, true, random_bits); + uint16 callback_res = object.ResolveCallback(); + if (callback_res == CALLBACK_FAILED) return CommandCost(); + + if (hs->grf_prop.grffile->grf_version < 9) { + if (Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) return CommandCost(); + return CommandCost(STR_ERROR_SITE_UNSUITABLE); } - return true; + + return GetErrorMessageFromLocationCallbackResult(callback_res, hs->grf_prop.grffile, STR_ERROR_SITE_UNSUITABLE); } bool CanDeleteHouse(TileIndex tile) diff --git a/src/newgrf_house.h b/src/newgrf_house.h index a1bf0d79ca..1b3fa12687 100644 --- a/src/newgrf_house.h +++ b/src/newgrf_house.h @@ -14,7 +14,7 @@ #include "newgrf_callbacks.h" #include "tile_cmd.h" -#include "house_type.h" +#include "house.h" #include "newgrf_spritegroup.h" #include "newgrf_town.h" @@ -23,11 +23,12 @@ struct HouseScopeResolver : public ScopeResolver { HouseID house_id; ///< Type of house being queried. TileIndex tile; ///< Tile of this house. Town *town; ///< Town of this house. + bool placing; ///< True if the house is being placed currently. bool not_yet_constructed; ///< True for construction check. uint16 initial_random_bits; ///< Random bits during construction checks. uint32 watched_cargo_triggers; ///< Cargo types that triggered the watched cargo callback. - HouseScopeResolver(ResolverObject &ro, HouseID house_id, TileIndex tile, Town *town, + HouseScopeResolver(ResolverObject &ro, HouseID house_id, TileIndex tile, Town *town, bool placing, bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers); /* virtual */ uint32 GetRandomBits() const; @@ -49,12 +50,17 @@ struct HouseScopeResolver : public ScopeResolver { */ struct FakeHouseScopeResolver : public ScopeResolver { HouseID house_id; ///< Type of house being queried. + HouseImageType image_type; ///< Context. + byte anim_frame; ///< House animation frame. - FakeHouseScopeResolver(ResolverObject &ro, HouseID house_id) - : ScopeResolver(ro), house_id(house_id) + FakeHouseScopeResolver(ResolverObject &ro, HouseID house_id, HouseImageType image_type, byte anim_frame) + : ScopeResolver(ro), house_id(house_id), image_type(image_type), anim_frame(anim_frame) { } /* virtual */ uint32 GetVariable(byte variable, uint32 parameter, bool *available) const; + +private: + HouseID GetHouseNearbyPart(byte offset) const; }; /** Resolver object to be used for houses (feature 07 spritegroups). */ @@ -62,10 +68,13 @@ struct HouseResolverObject : public ResolverObject { ScopeResolver *house_scope; ScopeResolver *town_scope; - HouseResolverObject(HouseID house_id, TileIndex tile = INVALID_TILE, Town *town = NULL, + HouseResolverObject(HouseID house_id, TileIndex tile, Town *town, CallbackID callback = CBID_NO_CALLBACK, uint32 param1 = 0, uint32 param2 = 0, bool not_yet_constructed = false, uint8 initial_random_bits = 0, uint32 watched_cargo_triggers = 0); + HouseResolverObject(HouseID house_id, HouseVariant variant, HouseImageType image_type = HIT_GUI_HOUSE_PREVIEW, + CallbackID callback = CBID_NO_CALLBACK, uint32 param1 = 0, uint32 param2 = 0); + /* virtual */ ~HouseResolverObject(); /* virtual */ ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0) @@ -98,20 +107,21 @@ struct HouseClassMapping { HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid); +void InitializeHouses(); + void InitializeBuildingCounts(); void IncreaseBuildingCount(Town *t, HouseID house_id); void DecreaseBuildingCount(Town *t, HouseID house_id); void DrawNewHouseTile(TileInfo *ti, HouseID house_id); -void DrawNewHouseTileInGUI(int x, int y, HouseID house_id, bool ground); +void DrawNewHouseTileInGUI(int x, int y, HouseID house_id, HouseVariant variant, HouseImageType image_type, bool ground); void AnimateNewHouseTile(TileIndex tile); void AnimateNewHouseConstruction(TileIndex tile); +void AnimateNewHouseSetupVariant(TileIndex tile, HouseVariant variant); -uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town = NULL, TileIndex tile = INVALID_TILE, - bool not_yet_constructed = false, uint8 initial_random_bits = 0, uint32 watched_cargo_triggers = 0); +uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, HouseImageType image_type = HIT_HOUSE_TILE, HouseVariant variant = HOUSE_NO_VARIANT); void WatchedCargoCallback(TileIndex tile, uint32 trigger_cargoes); - -bool HouseAllowsConstruction(HouseID house_id, TileIndex tile, Town *t, byte random_bits); +CommandCost HouseAllowsConstruction(HouseID house_id, HouseVariant variant, TileIndex tile, Town *t, byte random_bits); bool CanDeleteHouse(TileIndex tile); bool NewHouseTileLoop(TileIndex tile); diff --git a/src/script/api/game/game_window.hpp.sq b/src/script/api/game/game_window.hpp.sq index ff23f77c78..566337c351 100644 --- a/src/script/api/game/game_window.hpp.sq +++ b/src/script/api/game/game_window.hpp.sq @@ -1141,7 +1141,6 @@ void SQGSWindow_Register(Squirrel *engine) SQGSWindow.DefSQConst(engine, ScriptWindow::WID_ETT_PLACE_ROCKS, "WID_ETT_PLACE_ROCKS"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_ETT_PLACE_DESERT, "WID_ETT_PLACE_DESERT"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_ETT_PLACE_OBJECT, "WID_ETT_PLACE_OBJECT"); - SQGSWindow.DefSQConst(engine, ScriptWindow::WID_ETT_PLACE_HOUSE, "WID_ETT_PLACE_HOUSE"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_ETT_BUTTONS_END, "WID_ETT_BUTTONS_END"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_ETT_INCREASE_SIZE, "WID_ETT_INCREASE_SIZE"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_ETT_DECREASE_SIZE, "WID_ETT_DECREASE_SIZE"); @@ -1252,6 +1251,9 @@ void SQGSWindow_Register(Squirrel *engine) SQGSWindow.DefSQConst(engine, ScriptWindow::WID_TF_LAYOUT_GRID2, "WID_TF_LAYOUT_GRID2"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_TF_LAYOUT_GRID3, "WID_TF_LAYOUT_GRID3"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_TF_LAYOUT_RANDOM, "WID_TF_LAYOUT_RANDOM"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_ST_CAPTION, "WID_ST_CAPTION"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_ST_PANEL, "WID_ST_PANEL"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_ST_SCROLLBAR, "WID_ST_SCROLLBAR"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_CAPTION, "WID_HP_CAPTION"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_MAIN_PANEL_SEL, "WID_HP_MAIN_PANEL_SEL"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HOUSE_SETS_SEL, "WID_HP_HOUSE_SETS_SEL"); @@ -1260,6 +1262,10 @@ void SQGSWindow_Register(Squirrel *engine) SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HOUSE_SELECT_SCROLL, "WID_HP_HOUSE_SELECT_SCROLL"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HOUSE_SELECT, "WID_HP_HOUSE_SELECT"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HOUSE_PREVIEW, "WID_HP_HOUSE_PREVIEW"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_PREV_VARIANT_SEL, "WID_HP_PREV_VARIANT_SEL"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_PREV_VARIANT, "WID_HP_PREV_VARIANT"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_NEXT_VARIANT_SEL, "WID_HP_NEXT_VARIANT_SEL"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_NEXT_VARIANT, "WID_HP_NEXT_VARIANT"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HOUSE_NAME, "WID_HP_HOUSE_NAME"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HISTORICAL_BUILDING, "WID_HP_HISTORICAL_BUILDING"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HOUSE_POPULATION, "WID_HP_HOUSE_POPULATION"); @@ -1269,9 +1275,6 @@ void SQGSWindow_Register(Squirrel *engine) SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HOUSE_YEARS, "WID_HP_HOUSE_YEARS"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HOUSE_ACCEPTANCE, "WID_HP_HOUSE_ACCEPTANCE"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HOUSE_SUPPLY, "WID_HP_HOUSE_SUPPLY"); - SQGSWindow.DefSQConst(engine, ScriptWindow::WID_ST_CAPTION, "WID_ST_CAPTION"); - SQGSWindow.DefSQConst(engine, ScriptWindow::WID_ST_PANEL, "WID_ST_PANEL"); - SQGSWindow.DefSQConst(engine, ScriptWindow::WID_ST_SCROLLBAR, "WID_ST_SCROLLBAR"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_TT_BEGIN, "WID_TT_BEGIN"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_TT_SIGNS, "WID_TT_SIGNS"); SQGSWindow.DefSQConst(engine, ScriptWindow::WID_TT_TREES, "WID_TT_TREES"); diff --git a/src/script/api/script_window.hpp b/src/script/api/script_window.hpp index 1db3ec532c..0cebe280b0 100644 --- a/src/script/api/script_window.hpp +++ b/src/script/api/script_window.hpp @@ -2343,7 +2343,6 @@ public: WID_ETT_PLACE_ROCKS = ::WID_ETT_PLACE_ROCKS, ///< Place rocks button. WID_ETT_PLACE_DESERT = ::WID_ETT_PLACE_DESERT, ///< Place desert button (in tropical climate). WID_ETT_PLACE_OBJECT = ::WID_ETT_PLACE_OBJECT, ///< Place transmitter button. - WID_ETT_PLACE_HOUSE = ::WID_ETT_PLACE_HOUSE, ///< Place house button. WID_ETT_BUTTONS_END = ::WID_ETT_BUTTONS_END, ///< End of pushable buttons. WID_ETT_INCREASE_SIZE = ::WID_ETT_INCREASE_SIZE, ///< Upwards arrow button to increase terraforming size. WID_ETT_DECREASE_SIZE = ::WID_ETT_DECREASE_SIZE, ///< Downwards arrow button to decrease terraforming size. @@ -2488,6 +2487,13 @@ public: WID_TF_LAYOUT_RANDOM = ::WID_TF_LAYOUT_RANDOM, ///< Selection for a randomly chosen town layout. }; + /** Widgets of the #SelectTownWindow class. */ + enum SelectTownWidgets { + WID_ST_CAPTION = ::WID_ST_CAPTION, ///< Caption of the window. + WID_ST_PANEL = ::WID_ST_PANEL, ///< Main panel. + WID_ST_SCROLLBAR = ::WID_ST_SCROLLBAR, ///< Scrollbar of the panel. + }; + /** Widgets of the #HousePickerWindow class. */ enum HousePickerWidgets { WID_HP_CAPTION = ::WID_HP_CAPTION, @@ -2498,6 +2504,10 @@ public: WID_HP_HOUSE_SELECT_SCROLL = ::WID_HP_HOUSE_SELECT_SCROLL, ///< Scrollbar associated with the house matrix. WID_HP_HOUSE_SELECT = ::WID_HP_HOUSE_SELECT, ///< Panels with house images in the house matrix. WID_HP_HOUSE_PREVIEW = ::WID_HP_HOUSE_PREVIEW, ///< House preview panel. + WID_HP_PREV_VARIANT_SEL = ::WID_HP_PREV_VARIANT_SEL, ///< Selection widget to show/hide the prev variant buttons. + WID_HP_PREV_VARIANT = ::WID_HP_PREV_VARIANT, ///< Prev variant button. + WID_HP_NEXT_VARIANT_SEL = ::WID_HP_NEXT_VARIANT_SEL, ///< Selection widget to show/hide the next variant buttons. + WID_HP_NEXT_VARIANT = ::WID_HP_NEXT_VARIANT, ///< Next variant button. WID_HP_HOUSE_NAME = ::WID_HP_HOUSE_NAME, ///< House name display. WID_HP_HISTORICAL_BUILDING = ::WID_HP_HISTORICAL_BUILDING, ///< "Historical building" label. WID_HP_HOUSE_POPULATION = ::WID_HP_HOUSE_POPULATION, ///< House population display. @@ -2509,13 +2519,6 @@ public: WID_HP_HOUSE_SUPPLY = ::WID_HP_HOUSE_SUPPLY, ///< Cargo supplied. }; - /** Widgets of the #SelectTownWindow class. */ - enum SelectTownWidgets { - WID_ST_CAPTION = ::WID_ST_CAPTION, ///< Caption of the window. - WID_ST_PANEL = ::WID_ST_PANEL, ///< Main panel. - WID_ST_SCROLLBAR = ::WID_ST_SCROLLBAR, ///< Scrollbar of the panel. - }; - /* automatically generated from ../../widgets/transparency_widget.h */ /** Widgets of the #TransparenciesWindow class. */ enum TransparencyToolbarWidgets { diff --git a/src/script/api/template/template_window.hpp.sq b/src/script/api/template/template_window.hpp.sq index 445e90fe4e..76371b605b 100644 --- a/src/script/api/template/template_window.hpp.sq +++ b/src/script/api/template/template_window.hpp.sq @@ -233,10 +233,10 @@ namespace SQConvert { template <> inline int Return(HSQUIRRELVM vm, ScriptWindow::TownViewWidgets res) { sq_pushinteger(vm, (int32)res); return 1; } template <> inline ScriptWindow::TownFoundingWidgets GetParam(ForceType, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::TownFoundingWidgets)tmp; } template <> inline int Return(HSQUIRRELVM vm, ScriptWindow::TownFoundingWidgets res) { sq_pushinteger(vm, (int32)res); return 1; } - template <> inline ScriptWindow::HousePickerWidgets GetParam(ForceType, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::HousePickerWidgets)tmp; } - template <> inline int Return(HSQUIRRELVM vm, ScriptWindow::HousePickerWidgets res) { sq_pushinteger(vm, (int32)res); return 1; } template <> inline ScriptWindow::SelectTownWidgets GetParam(ForceType, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::SelectTownWidgets)tmp; } template <> inline int Return(HSQUIRRELVM vm, ScriptWindow::SelectTownWidgets res) { sq_pushinteger(vm, (int32)res); return 1; } + template <> inline ScriptWindow::HousePickerWidgets GetParam(ForceType, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::HousePickerWidgets)tmp; } + template <> inline int Return(HSQUIRRELVM vm, ScriptWindow::HousePickerWidgets res) { sq_pushinteger(vm, (int32)res); return 1; } template <> inline ScriptWindow::TransparencyToolbarWidgets GetParam(ForceType, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::TransparencyToolbarWidgets)tmp; } template <> inline int Return(HSQUIRRELVM vm, ScriptWindow::TransparencyToolbarWidgets res) { sq_pushinteger(vm, (int32)res); return 1; } template <> inline ScriptWindow::BuildTreesWidgets GetParam(ForceType, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::BuildTreesWidgets)tmp; } diff --git a/src/settings.cpp b/src/settings.cpp index bbaf985d84..b23bc5aae1 100644 --- a/src/settings.cpp +++ b/src/settings.cpp @@ -1071,6 +1071,14 @@ static bool TownFoundingChanged(int32 p1) return true; } +static bool AllowPlacingHousesChanged(int32 p1) +{ + if (_game_mode != GM_EDITOR && !_settings_game.economy.allow_placing_houses) { + DeleteWindowById(WC_BUILD_HOUSE, 0); + } + return true; +} + static bool InvalidateVehTimetableWindow(int32 p1) { InvalidateWindowClassesData(WC_VEHICLE_TIMETABLE, VIWD_MODIFY_ORDERS); diff --git a/src/settings_gui.cpp b/src/settings_gui.cpp index 9224f25415..2769fce5d5 100644 --- a/src/settings_gui.cpp +++ b/src/settings_gui.cpp @@ -1764,6 +1764,7 @@ static SettingsContainer &GetSettingsTree() towns->Add(new SettingEntry("economy.allow_town_level_crossings")); towns->Add(new SettingEntry("economy.found_town")); towns->Add(new SettingEntry("economy.town_cargo_factor")); + towns->Add(new SettingEntry("economy.allow_placing_houses")); } SettingsPage *industries = environment->Add(new SettingsPage(STR_CONFIG_SETTING_ENVIRONMENT_INDUSTRIES)); diff --git a/src/settings_type.h b/src/settings_type.h index 8998fc9639..9bd7fad11e 100644 --- a/src/settings_type.h +++ b/src/settings_type.h @@ -544,6 +544,7 @@ struct EconomySettings { bool sharing_payment_in_debt; ///< allow fee payment for companies with more loan than money (switch off to prevent MP exploits) bool allow_town_level_crossings; ///< towns are allowed to build level crossings int8 town_cargo_factor; ///< power-of-two multiplier for town (passenger, mail) generation. May be negative. + bool allow_placing_houses; ///< whether to allow placing houses manually also during gameplay, not only in scenario editor bool infrastructure_maintenance; ///< enable monthly maintenance fee for owner infrastructure uint8 day_length_factor; ///< factor which the length of day is multiplied }; diff --git a/src/table/newgrf_debug_data.h b/src/table/newgrf_debug_data.h index b7d0c92024..a332037c2f 100644 --- a/src/table/newgrf_debug_data.h +++ b/src/table/newgrf_debug_data.h @@ -159,6 +159,7 @@ static const NIFeature _nif_station = { #define NICH(cb_id, bit) NIC(cb_id, HouseSpec, callback_mask, bit) static const NICallback _nic_house[] = { NICH(CBID_HOUSE_ALLOW_CONSTRUCTION, CBM_HOUSE_ALLOW_CONSTRUCTION), + NICH(CBID_HOUSE_SETUP_VARIANT, CBM_HOUSE_SETUP_VARIANT), NICH(CBID_HOUSE_ANIMATION_NEXT_FRAME, CBM_HOUSE_ANIMATION_NEXT_FRAME), NICH(CBID_HOUSE_ANIMATION_START_STOP, CBM_HOUSE_ANIMATION_START_STOP), NICH(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE), diff --git a/src/table/pricebase.h b/src/table/pricebase.h index 9dc2ee2ba7..45d692e8f8 100644 --- a/src/table/pricebase.h +++ b/src/table/pricebase.h @@ -81,5 +81,6 @@ extern const PriceBaseSpec _price_base_specs[] = { { 8, PCAT_RUNNING, GSF_END, PR_BUILD_CANAL }, ///< PR_INFRASTRUCTURE_WATER { 100, PCAT_RUNNING, GSF_END, PR_STATION_VALUE }, ///< PR_INFRASTRUCTURE_STATION { 5000, PCAT_RUNNING, GSF_END, PR_BUILD_STATION_AIRPORT}, ///< PR_INFRASTRUCTURE_AIRPORT + {1000000, PCAT_CONSTRUCTION, GSF_END, PR_BUILD_INDUSTRY }, ///< PR_BUILD_HOUSE }; assert_compile(lengthof(_price_base_specs) == PR_END); diff --git a/src/table/settings.ini b/src/table/settings.ini index e5cce4feb2..ed3a3ce886 100644 --- a/src/table/settings.ini +++ b/src/table/settings.ini @@ -25,6 +25,7 @@ static bool TrainSlopeSteepnessChanged(int32 p1); static bool RoadVehSlopeSteepnessChanged(int32 p1); static bool DragSignalsDensityChanged(int32); static bool TownFoundingChanged(int32 p1); +static bool AllowPlacingHousesChanged(int32 p1); static bool DifficultyNoiseChange(int32 i); static bool MaxNoAIsChange(int32 i); static bool CheckRoadSide(int p1); @@ -716,6 +717,17 @@ def = true str = STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS strhelp = STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS_HELPTEXT +; TODO: add this setting to savegames +[SDT_BOOL] +base = GameSettings +var = economy.allow_placing_houses +flags = SLF_NOT_IN_SAVE +def = false +str = STR_CONFIG_SETTING_ALLOW_PLACING_HOUSES +strhelp = STR_CONFIG_SETTING_ALLOW_PLACING_HOUSES_HELPTEXT +proc = AllowPlacingHousesChanged +cat = SC_BASIC + ; link graph [SDT_VAR] diff --git a/src/table/town_land.h b/src/table/town_land.h index e4098334ac..4e524ec0a0 100644 --- a/src/table/town_land.h +++ b/src/table/town_land.h @@ -1812,8 +1812,8 @@ assert_compile(lengthof(_town_draw_tile_data) == (NEW_HOUSE_OFFSET) * 4 * 4); * @see HouseSpec */ #define MS(mnd, mxd, p, rc, bn, rr, mg, ca1, ca2, ca3, bf, ba, cg1, cg2, cg3) \ - {mnd, mxd, p, rc, bn, rr, mg, {ca1, ca2, ca3}, {cg1, cg2, cg3}, bf, ba, true, \ - GRFFileProps(INVALID_HOUSE_ID), 0, {0, 0, 0, 0}, 16, NO_EXTRA_FLAG, HOUSE_NO_CLASS, {0, 2, 0, 0}, 0, 0, 0} + {mnd, mxd, p, rc, DefaultHouseCostBaseMultiplier(0, p, mg, ca1, ca2, ca3, cg1, cg2, cg3), bn, rr, mg, {ca1, ca2, ca3}, {cg1, cg2, cg3}, bf, ba, true, \ + GRFFileProps(INVALID_HOUSE_ID), 0, {0, 0, 0, 0}, 0, 16, NO_EXTRA_FLAG, HOUSE_NO_CLASS, {0, 2, 0, 0}, 0, 0, 0} /** House specifications from original data */ static const HouseSpec _original_house_specs[] = { /** diff --git a/src/terraform_gui.cpp b/src/terraform_gui.cpp index a1e5198c81..da0fbf95cb 100644 --- a/src/terraform_gui.cpp +++ b/src/terraform_gui.cpp @@ -32,7 +32,6 @@ #include "hotkeys.h" #include "engine_base.h" #include "terraform_gui.h" -#include "town_gui.h" #include "zoom_func.h" #include "widgets/terraform_widget.h" @@ -486,9 +485,6 @@ static const NWidgetPart _nested_scen_edit_land_gen_widgets[] = { NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_ETT_PLACE_OBJECT), SetMinimalSize(23, 22), SetFill(0, 1), SetDataTip(SPR_IMG_TRANSMITTER, STR_SCENEDIT_TOOLBAR_PLACE_OBJECT), NWidget(NWID_SPACER), SetFill(1, 0), - NWidget(WWT_IMGBTN, COLOUR_GREY, WID_ETT_PLACE_HOUSE), SetMinimalSize(23, 22), - SetFill(0, 1), SetDataTip(SPR_IMG_TOWN, STR_SCENEDIT_TOOLBAR_PLACE_HOUSE), - NWidget(NWID_SPACER), SetFill(1, 0), EndContainer(), NWidget(NWID_HORIZONTAL), NWidget(NWID_SPACER), SetFill(1, 0), @@ -633,10 +629,6 @@ struct ScenarioEditorLandscapeGenerationWindow : Window { ShowBuildObjectPicker(); break; - case WID_ETT_PLACE_HOUSE: // Place house button - ShowBuildHousePicker(); - break; - case WID_ETT_INCREASE_SIZE: case WID_ETT_DECREASE_SIZE: { // Increase/Decrease terraform size int size = (widget == WID_ETT_INCREASE_SIZE) ? 1 : -1; @@ -758,7 +750,6 @@ static Hotkey terraform_editor_hotkeys[] = { Hotkey('R', "rocky", WID_ETT_PLACE_ROCKS), Hotkey('T', "desert", WID_ETT_PLACE_DESERT), Hotkey('O', "object", WID_ETT_PLACE_OBJECT), - Hotkey('H', "house", WID_ETT_PLACE_HOUSE), HOTKEY_LIST_END }; diff --git a/src/toolbar_gui.cpp b/src/toolbar_gui.cpp index 9207a18b72..fd870707a2 100644 --- a/src/toolbar_gui.cpp +++ b/src/toolbar_gui.cpp @@ -510,9 +510,28 @@ static CallBackFunction MenuClickMap(int index) /* --- Town button menu --- */ +enum TownMenuEntries { + TME_SHOW_TOWNDIRECTORY = 0, + TME_SHOW_FOUNDTOWN, + TME_SHOW_BUILDHOUSE, +}; + static CallBackFunction ToolbarTownClick(Window *w) { - PopupMainToolbMenu(w, WID_TN_TOWNS, STR_TOWN_MENU_TOWN_DIRECTORY, (_settings_game.economy.found_town == TF_FORBIDDEN) ? 1 : 2); + DropDownList *list = new DropDownList(); + *list->Append() = new DropDownListStringItem(STR_TOWN_MENU_TOWN_DIRECTORY, TME_SHOW_TOWNDIRECTORY, false); + + /* Hide "found town" and "fund new house" if we are a spectator */ + if (_local_company != COMPANY_SPECTATOR) { + if (_game_mode == GM_EDITOR || _settings_game.economy.found_town != TF_FORBIDDEN) { + *list->Append() = new DropDownListStringItem(STR_TOWN_MENU_FOUND_TOWN, TME_SHOW_FOUNDTOWN, false); + } + if (_game_mode == GM_EDITOR || _settings_game.economy.allow_placing_houses) { + *list->Append() = new DropDownListStringItem(STR_TOWN_MENU_FUND_HOUSE, TME_SHOW_BUILDHOUSE, false); + } + } + + PopupMainToolbMenu(w, WID_TN_TOWNS, list, TME_SHOW_TOWNDIRECTORY); return CBF_NONE; } @@ -525,10 +544,9 @@ static CallBackFunction ToolbarTownClick(Window *w) static CallBackFunction MenuClickTown(int index) { switch (index) { - case 0: ShowTownDirectory(); break; - case 1: // setting could be changed when the dropdown was open - if (_settings_game.economy.found_town != TF_FORBIDDEN) ShowFoundTownWindow(); - break; + case TME_SHOW_TOWNDIRECTORY: ShowTownDirectory(); break; + case TME_SHOW_FOUNDTOWN: ShowFoundTownWindow(); break; + case TME_SHOW_BUILDHOUSE: ShowBuildHousePicker(); break; } return CBF_NONE; } @@ -1232,9 +1250,10 @@ static CallBackFunction ToolbarScenGenLand(Window *w) static CallBackFunction ToolbarScenGenTown(Window *w) { - w->HandleButtonClick(WID_TE_TOWN_GENERATE); - if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP); - ShowFoundTownWindow(); + DropDownList *list = new DropDownList(); + *list->Append() = new DropDownListStringItem(STR_TOWN_MENU_FOUND_TOWN, TME_SHOW_FOUNDTOWN, false); + *list->Append() = new DropDownListStringItem(STR_TOWN_MENU_FUND_HOUSE, TME_SHOW_BUILDHOUSE, false); + PopupMainToolbMenu(w, WID_TE_TOWN_GENERATE, list, TME_SHOW_FOUNDTOWN); return CBF_NONE; } @@ -2064,9 +2083,10 @@ struct ScenarioEditorToolbarWindow : Window { virtual void OnDropdownSelect(int widget, int index) { - /* The map button is in a different location on the scenario - * editor toolbar, so we need to adjust for it. */ + /* The map and the town buttons are in a different location on + * the scenario editor toolbar, so we need to adjust for it. */ if (widget == WID_TE_SMALL_MAP) widget = WID_TN_SMALL_MAP; + if (widget == WID_TE_TOWN_GENERATE) widget = WID_TN_TOWNS; CallBackFunction cbf = _menu_clicked_procs[widget](index); if (cbf != CBF_NONE) this->last_started_action = cbf; if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP); @@ -2219,7 +2239,7 @@ static const NWidgetPart _nested_toolb_scen_inner_widgets[] = { NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_TE_ZOOM_OUT), SetDataTip(SPR_IMG_ZOOMOUT, STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_OUT), NWidget(NWID_SPACER), NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_TE_LAND_GENERATE), SetDataTip(SPR_IMG_LANDSCAPING, STR_SCENEDIT_TOOLBAR_LANDSCAPE_GENERATION), - NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_TE_TOWN_GENERATE), SetDataTip(SPR_IMG_TOWN, STR_SCENEDIT_TOOLBAR_TOWN_GENERATION), + NWidget(WWT_IMGBTN, COLOUR_GREY, WID_TE_TOWN_GENERATE), SetDataTip(SPR_IMG_TOWN, STR_SCENEDIT_TOOLBAR_TOWN_GENERATION), NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_TE_INDUSTRY), SetDataTip(SPR_IMG_INDUSTRY, STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION), NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_TE_ROADS), SetDataTip(SPR_IMG_BUILDROAD, STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION), NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_TE_WATER), SetDataTip(SPR_IMG_BUILDWATER, STR_TOOLBAR_TOOLTIP_BUILD_SHIP_DOCKS), diff --git a/src/town.h b/src/town.h index 46b50ccb4d..ff3d3abccf 100644 --- a/src/town.h +++ b/src/town.h @@ -198,7 +198,19 @@ enum TownFlags { CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type); -TileIndexDiff GetHouseNorthPart(HouseID &house); +TileIndexDiffC GetHouseNorthPartDiffC(HouseID &house); + +/** + * Determines if a given HouseID is part of a multitile house. + * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned. + * + * @param house Is changed to the HouseID of the north tile of the same house + * @return TileDiff from the tile of the given HouseID to the north tile + */ +static inline TileIndexDiff GetHouseNorthPart(HouseID &house) +{ + return ToTileIndexDiff(GetHouseNorthPartDiffC(house)); +} Town *CalcClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX); @@ -216,7 +228,7 @@ void UpdateTownCargoBitmap(); CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags); Town *ClosestTownFromTile(TileIndex tile, uint threshold); void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags); -HouseZonesBits TryGetTownRadiusGroup(const Town *t, TileIndex tile); +HouseZonesBits TryGetTownRadiusGroup(const Town *t, TileIndex tile, uint *distance = NULL, uint *zone_inner = NULL, uint *zone_outer = NULL); HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile); void SetTownRatingTestMode(bool mode); uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t); diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp index dbc0aac001..983cd82d4e 100644 --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -52,6 +52,8 @@ #include "safeguards.h" +static const uint SQUARED_TOWN_RADIUS_FUNDED_CENTRE = 26; ///< Squared radius (exclusive) for the most inner #HZB_TOWN_CENTRE town zone while "fund buildings" is in progress. + TownID _new_town_id; uint32 _town_cargoes_accepted; ///< Bitmap of all cargoes accepted by houses. @@ -70,6 +72,10 @@ Town::~Town() * and remove from list of sorted towns */ DeleteWindowById(WC_TOWN_VIEW, this->index); + /* It is possible that "select town to join house to" window + * contain this town. Simply close it. */ + DeleteWindowById(WC_SELECT_TOWN, 0); + /* Check no industry is related to us. */ const Industry *i; FOR_ALL_INDUSTRIES(i) assert(i->town != this); @@ -162,6 +168,64 @@ void Town::InitializeLayout(TownLayout layout) return Town::Get(index); } +static inline uint16 DefaultHouseCostForCargoAccepted(uint16 callback_mask, byte cargo_acceptance, CargoID accepts_cargo) +{ + uint16 cost = HasBit(callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE) ? 6 : cargo_acceptance; // assume 75% (6/8) if cb 1F is available + if (HasBit(callback_mask, CBM_HOUSE_ACCEPT_CARGO)) { + return cost * 4; // assume 50% if cb 2A is available (all three cargoes) + } else if (accepts_cargo == CT_PASSENGERS || accepts_cargo == CT_MAIL) { + return cost * 2; // 25% for passengers/mail + } else if (accepts_cargo != CT_INVALID) { + return cost * 8; // 100% for other cargo (goods etc.) + } else { + return 0; + } +} + +/** + * Generate default value of the house build cost multiplier for a + * house of given properties. + * + * @param callback_mask The bitmask of callbacks defined for the house. Used to determine + * if the house has custom cargo production/acceptance. + * @param population Population of the house. + * @param mail_generation Mail generation multiplier of the house. + * @param cargo_acceptance1 How much cargo is accepted by the house (first cargo). + * @param cargo_acceptance2 How much cargo is accepted by the house (second cargo). + * @param cargo_acceptance3 How much cargo is accepted by the house (third cargo). + * @param accepts_cargo1 Cargo accepted by the house (first). + * @param accepts_cargo2 Cargo accepted by the house (second). + * @param accepts_cargo3 Cargo accepted by the house (third). + * @return Default build cost multiplier. + * + * @see HouseSpec + */ +uint16 DefaultHouseCostBaseMultiplier(uint16 callback_mask, byte population, byte mail_generation, byte cargo_acceptance1, byte cargo_acceptance2, byte cargo_acceptance3, CargoID accepts_cargo1, CargoID accepts_cargo2, CargoID accepts_cargo3) +{ + uint16 cost = 64; + + if (HasBit(callback_mask, CBM_HOUSE_PRODUCE_CARGO)) { + cost += 128 * 3 / 4; // assume 75% if cb 2E is available + } else { + cost += 128 * (population * population + mail_generation * mail_generation) / (255 * 255 + 255 * 255); + } + + cost += DefaultHouseCostForCargoAccepted(callback_mask, cargo_acceptance1, accepts_cargo1); + cost += DefaultHouseCostForCargoAccepted(callback_mask, cargo_acceptance2, accepts_cargo2); + cost += DefaultHouseCostForCargoAccepted(callback_mask, cargo_acceptance3, accepts_cargo3); + + return cost; +} + +/** + * Get the cost for building this house + * @return the cost (inflation corrected etc) + */ +Money HouseSpec::GetConstructionCost() const +{ + return (_price[PR_BUILD_HOUSE] * this->construction_cost) >> 8; +} + /** * Updates the town label of the town after changes in rating. The colour scheme is: * Red: Appalling and Very poor ratings. @@ -293,7 +357,8 @@ static void DrawOldHouseTileInGUI(int x, int y, HouseID house_id, bool ground) } else { /* Add a house on top of the ground? */ if (dcts->building.sprite != 0) { - DrawSprite(dcts->building.sprite, dcts->building.pal, x + dcts->subtile_x, y + dcts->subtile_y); + Point sub = RemapCoords(dcts->subtile_x, dcts->subtile_y, 0); + DrawSprite(dcts->building.sprite, dcts->building.pal, x + UnScaleGUI(sub.x), y + UnScaleGUI(sub.y)); } /* Draw the lift */ if (dcts->draw_proc == 1) DrawHouseLiftInGUI(x, y); @@ -301,15 +366,17 @@ static void DrawOldHouseTileInGUI(int x, int y, HouseID house_id, bool ground) } /** - * Draw image of a house. Image will be centered between the \c left and the \c right and verticaly aligned to the \c bottom. + * Draw image of a house. Image will be centered between the \c left and the \c right and vertically aligned to the \c bottom. * * @param house_id house type * @param left left bound of the drawing area * @param top top bound of the drawing area * @param right right bound of the drawing area * @param bottom bottom bound of the drawing area + * @param image_type Context in which the house is being drawn + * @param variant house variant */ -void DrawHouseImage(HouseID house_id, int left, int top, int right, int bottom) +void DrawHouseImage(HouseID house_id, int left, int top, int right, int bottom, HouseImageType image_type, HouseVariant variant) { DrawPixelInfo tmp_dpi; if (!FillDrawPixelInfo(&tmp_dpi, left, top, right - left + 1, bottom - top + 1)) return; @@ -318,13 +385,14 @@ void DrawHouseImage(HouseID house_id, int left, int top, int right, int bottom) const HouseSpec *hs = HouseSpec::Get(house_id); - /* sprites are relative to the topmost pixel of the ground tile */ - uint x = (right - left + 1) / 2; - uint y = bottom - top + 1 - TILE_PIXELS; - if (hs->building_flags & TILE_SIZE_1x2) x -= TILE_PIXELS / 2; - if (hs->building_flags & TILE_SIZE_2x1) x += TILE_PIXELS / 2; - if (hs->building_flags & BUILDING_HAS_2_TILES) y -= TILE_PIXELS / 2; - if (hs->building_flags & BUILDING_HAS_4_TILES) y -= TILE_PIXELS / 2; + /* sprites are relative to the top corner of the ground tile */ + const uint gui_tile_pixels = ScaleGUITrad(TILE_PIXELS); // TILE_PIXELS rescaled to current GUI zoom + uint x = (right - left) / 2; + uint y = bottom - top - gui_tile_pixels; + if (hs->building_flags & TILE_SIZE_1x2) x -= gui_tile_pixels / 2; + if (hs->building_flags & TILE_SIZE_2x1) x += gui_tile_pixels / 2; + if (hs->building_flags & BUILDING_HAS_2_TILES) y -= gui_tile_pixels / 2; + if (hs->building_flags & BUILDING_HAS_4_TILES) y -= gui_tile_pixels / 2; bool new_house = false; if (house_id >= NEW_HOUSE_OFFSET) { @@ -346,10 +414,10 @@ void DrawHouseImage(HouseID house_id, int left, int top, int right, int bottom) for (uint row = 0; row < num_row; row++) { for (uint col = 0; col < num_col; col++) { Point offset = RemapCoords(row * TILE_SIZE, col * TILE_SIZE, 0); // offset for current tile - offset.x = UnScaleByZoom(offset.x, ZOOM_LVL_GUI); - offset.y = UnScaleByZoom(offset.y, ZOOM_LVL_GUI); + offset.x = UnScaleGUI(offset.x); + offset.y = UnScaleGUI(offset.y); if (new_house) { - DrawNewHouseTileInGUI(x + offset.x, y + offset.y, hid, ground); + DrawNewHouseTileInGUI(x + offset.x, y + offset.y, hid, variant, image_type, ground); } else { DrawOldHouseTileInGUI(x + offset.x, y + offset.y, hid, ground); } @@ -725,14 +793,15 @@ static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags) return cost; } -void AddProducedHouseCargo(HouseID house_id, TileIndex tile, CargoArray &produced) +void AddProducedHouseCargo(HouseID house_id, TileIndex tile, CargoArray &produced, HouseVariant variant) { const HouseSpec *hs = HouseSpec::Get(house_id); if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) { Town *t = (tile == INVALID_TILE) ? NULL : Town::GetByTile(tile); + HouseImageType image_type = (tile == INVALID_TILE) ? HIT_GUI_HOUSE_PREVIEW : HIT_HOUSE_TILE; for (uint i = 0; i < 256; i++) { - uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile); + uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile, image_type, variant); if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break; @@ -763,10 +832,11 @@ static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArra SetBit(*always_accepted, cargo); } -void AddAcceptedHouseCargo(HouseID house_id, TileIndex tile, CargoArray &acceptance, uint32 *always_accepted) +void AddAcceptedHouseCargo(HouseID house_id, TileIndex tile, CargoArray &acceptance, uint32 *always_accepted, HouseVariant variant) { const HouseSpec *hs = HouseSpec::Get(house_id); Town *t = (tile == INVALID_TILE) ? NULL : Town::GetByTile(tile); + HouseImageType image_type = (tile == INVALID_TILE) ? HIT_GUI_HOUSE_PREVIEW : HIT_HOUSE_TILE; CargoID accepts[3]; /* Set the initial accepted cargo types */ @@ -776,7 +846,7 @@ void AddAcceptedHouseCargo(HouseID house_id, TileIndex tile, CargoArray &accepta /* Check for custom accepted cargo types */ if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) { - uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, house_id, t, tile); + uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, house_id, t, tile, image_type, variant); if (callback != CALLBACK_FAILED) { /* Replace accepted cargo types with translated values from callback */ accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile); @@ -787,7 +857,7 @@ void AddAcceptedHouseCargo(HouseID house_id, TileIndex tile, CargoArray &accepta /* Check for custom cargo acceptance */ if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) { - uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, house_id, t, tile); + uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, house_id, t, tile, image_type, variant); if (callback != CALLBACK_FAILED) { AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted); AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted); @@ -2138,32 +2208,52 @@ bool GenerateTowns(TownLayout layout) /** - * Returns the bit corresponding to the town zone of the specified tile - * or #HZB_END if the tile is ouside of the town. + * Returns the bit corresponding to the town zone of the specified tile. + * Also returns bounds of this zone. + * + * Unlikely to #GetTownRadiusGroup, returns #HZB_END if the tile is outside of the town. + * + * When returning #HZB_END (outside of the town) \c zone_outer will be set to \c UINT_MAX. * * @param t Town on which town zone is to be found * @param tile TileIndex where town zone needs to be found + * @param [out] distance (may be NULL) squared euclidean distance (#DistanceSquare) between the tile and center of the town + * @param [out] zone_inner (may be NULL) squared radius of inner edge of the returned zone (inclusive) + * @param [out] zone_outer (may be NULL) squared radius of outer edge of the returned zone (exclusive) * @return the bit position of the given zone, as defined in HouseZones - * - * @see GetTownRadiusGroup */ -HouseZonesBits TryGetTownRadiusGroup(const Town *t, TileIndex tile) +HouseZonesBits TryGetTownRadiusGroup(const Town *t, TileIndex tile, uint *distance, uint *zone_inner, uint *zone_outer) { - uint dist = DistanceSquare(tile, t->xy); - - if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE; + uint dist = DistanceSquare(t->xy, tile); + uint funded_rad = (t->fund_buildings_months > 0) ? SQUARED_TOWN_RADIUS_FUNDED_CENTRE : 0; + const uint32 (&zones)[HZB_END] = t->cache.squared_town_zone_radius; - HouseZonesBits smallest = HZB_END; - for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) { - if (dist < t->cache.squared_town_zone_radius[i]) smallest = i; + /* Check if we are within the town at all. */ + uint inner_rad = max(zones[HZB_TOWN_EDGE], funded_rad); + uint outer_rad = 0; + HouseZonesBits ret = HZB_END; + if (dist < inner_rad) { + /* Loop through zones and find the one that contains the tile. */ + inner_rad = 0; + outer_rad = max(zones[HZB_TOWN_CENTRE], funded_rad); + for (ret = HZB_TOWN_CENTRE; ret > HZB_TOWN_EDGE; ret--) { + if (dist < outer_rad) break; + inner_rad = max(inner_rad, outer_rad); + outer_rad = zones[ret - 1]; + } } - return smallest; + if (distance != NULL) *distance = dist; + if (zone_inner != NULL) *zone_inner = inner_rad; + if (zone_outer != NULL) *zone_outer = outer_rad; + + return ret; } /** * Returns the bit corresponding to the town zone of the specified tile. - * Returns #HZB_TOWN_EDGE if the tile is either in an edge zone or ouside of the town. + * + * Unlikely to #TryGetTownRadiusGroup, returns #HZB_TOWN_EDGE if the tile outside of the town. * * @param t Town on which town zone is to be found * @param tile TileIndex where town zone needs to be found @@ -2228,7 +2318,7 @@ static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, Hou * @param tile tile to check * @param town town that is checking * @param noslope are slopes (foundations) allowed? - * @return success if house can be built here, error message otherwise + * @return cost of building here or error message */ static inline CommandCost CanBuildHouseHere(TileIndex tile, TownID town, bool noslope) { @@ -2249,206 +2339,330 @@ static inline CommandCost CanBuildHouseHere(TileIndex tile, TownID town, bool no /* do not try to build over house owned by another town */ if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return CMD_ERROR; - return CommandCost(); + return ret; } /** - * Checks if a house can be built here. Important is slope, bridge above - * and ability to clear the land. - * - * @param ta tile area to check + * Checks if a house can be built at this tile, must have the same max z as parameter. + * @param tile tile to check * @param town town that is checking - * @param maxz z level of the house, check if all tiles have this max z level + * @param z max z of this tile so more parts of a house are at the same height (with foundation) * @param noslope are slopes (foundations) allowed? - * @return success if house can be built here, error message otherwise - * - * @see TownLayoutAllowsHouseHere + * @return cost of building here or error message + * @see CanBuildHouseHere() */ -static inline CommandCost CanBuildHouseHere(const TileArea &ta, TownID town, int maxz, bool noslope) +static CommandCost CheckBuildHouseSameZ(TileIndex tile, TownID town, int z, bool noslope) { - TILE_AREA_LOOP(tile, ta) { - CommandCost ret = CanBuildHouseHere(tile, town, noslope); - /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */ - if (ret.Succeeded() && GetTileMaxZ(tile) != maxz) ret = CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION); - if (ret.Failed()) return ret; + CommandCost ret = CanBuildHouseHere(tile, town, noslope); + + /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */ + if (ret.Succeeded() && GetTileMaxZ(tile) != z) ret = CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION); + + return ret; +} + + +/** + * Checks if a house of size 2x2 can be built at this tile + * @param tile tile, N corner + * @param town town that is checking + * @param z maximum tile z so all tile have the same max z + * @param noslope are slopes (foundations) allowed? + * @return true iff house can be built + * @see CheckBuildHouseSameZ() + */ +static bool CheckFree2x2Area(TileIndex tile, TownID town, int z, bool noslope) +{ + /* we need to check this tile too because we can be at different tile now */ + if (CheckBuildHouseSameZ(tile, town, z, noslope).Failed()) return false; + + for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) { + tile += TileOffsByDiagDir(d); + if (CheckBuildHouseSameZ(tile, town, z, noslope).Failed()) return false; } - return CommandCost(); + return true; } /** - * Test whether houses of given type are avaliable in current game. - * - * The function will check whether the house is available at all e.g. is not overriden. - * Also availability for current climate and given house zone will be tested. + * Check whether houses of given type are buildable in current game. * * @param house house type - * @param above_snowline true to test availability above the snow line, false for below (arctic climate only) - * @param zone return error if houses are forbidden in this house zone - * @return success if house is avaliable, error message otherwise + * @param availability house must be allowed in any of the given climates (#HZ_CLIMALL bits) + * and in any of the given town zones (#HZ_ZONALL bits), skip testing + * climate if no climate bits are given, skip testing town zones if no + * town zone bits are given + * @return success if house is available, error message otherwise */ -static inline CommandCost IsHouseTypeAllowed(HouseID house, bool above_snowline, HouseZonesBits zone) - { +CommandCost IsHouseTypeAllowed(HouseID house, HouseZones availability, bool allow_historical) +{ const HouseSpec *hs = HouseSpec::Get(house); + /* Disallow disabled and replaced houses. */ if (!hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) return CMD_ERROR; - /* Check if we can build this house in current climate. */ - if (_settings_game.game_creation.landscape != LT_ARCTIC) { - if (!(hs->building_availability & (HZ_TEMP << _settings_game.game_creation.landscape))) return CMD_ERROR; - } else if (above_snowline) { - if (!(hs->building_availability & HZ_SUBARTC_ABOVE)) return_cmd_error(STR_ERROR_BUILDING_NOT_ALLOWED_ABOVE_SNOW_LINE); - } else { - if (!(hs->building_availability & HZ_SUBARTC_BELOW)) return_cmd_error(STR_ERROR_BUILDING_NOT_ALLOWED_BELOW_SNOW_LINE); - } + /* Disallow additional parts of a multi-tile building. */ + if (!(hs->building_flags & BUILDING_HAS_1_TILE)) return CMD_ERROR; - /* Check if the house zone is allowed for this type of houses. */ - if (!HasBit(hs->building_availability & HZ_ZONALL, zone)) { + /* Check if the house is allowed in all of the given house zones. */ + if ((availability & HZ_ZONALL) && !(availability & HZ_ZONALL & hs->building_availability)) { return_cmd_error(STR_ERROR_BUILDING_NOT_ALLOWED_IN_THIS_TOWN_ZONE); } + /* Check if we can build this house in any of the given climates. */ + if ((availability & HZ_CLIMALL) && !(availability & HZ_CLIMALL & hs->building_availability)) { + if ((availability & HZ_SUBARTC_ABOVE) && (hs->building_availability & HZ_SUBARTC_BELOW)) { + return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_BELOW_SNOW_LINE); + } + if ((availability & HZ_SUBARTC_BELOW) && (hs->building_availability & HZ_SUBARTC_ABOVE)) { + return_cmd_error(STR_ERROR_CAN_ONLY_BE_BUILT_ABOVE_SNOW_LINE); + } + return CMD_ERROR; + } + + /* Check for historical buildings. */ + if (!allow_historical && hs->extra_flags & BUILDING_IS_HISTORICAL) return CMD_ERROR; + + /* Check if the house can be placed manually. */ + if (_current_company != OWNER_TOWN && (hs->extra_flags & DISALLOW_BUILDING_MANUALLY)) return CMD_ERROR; + if (_current_company < MAX_COMPANIES && (hs->extra_flags & DISALLOW_BUILDING_BY_COMPANIES)) return CMD_ERROR; + return CommandCost(); } - /** - * Check whether a town can hold more house types. - * @param t the town we wan't to check - * @param house type of the house we wan't to add - * @return success if houses of this type are allowed, error message otherwise + * Check if house is currently buildable. + * + * @param house house type + * @param t the town the house is about to be built + * @param ignore_year allow obsolete and feature houses + * @return success if house is buildable, error message otherwise */ -static inline CommandCost IsAnotherHouseTypeAllowedInTown(Town *t, HouseID house) +static CommandCost CheckCanBuildHouse(HouseID house, const Town *t, bool ignore_year) { const HouseSpec *hs = HouseSpec::Get(house); + if (!ignore_year && (_cur_year > hs->max_year || _cur_year < hs->min_year)) return CMD_ERROR; + /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */ if (hs->class_id != HOUSE_NO_CLASS) { /* id_count is always <= class_count, so it doesn't need to be checked */ - if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) return_cmd_error(STR_ERROR_TOO_MANY_HOUSE_SETS); + if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) return CMD_ERROR; } else { /* If the house has no class, check id_count instead */ - if (t->cache.building_counts.id_count[house] == UINT16_MAX) return_cmd_error(STR_ERROR_TOO_MANY_HOUSE_TYPES); + if (t->cache.building_counts.id_count[house] == UINT16_MAX) return CMD_ERROR; + } + + /* Special houses that there can be only one of. */ + if (hs->building_flags & BUILDING_IS_CHURCH) { + if (HasBit(t->flags, TOWN_HAS_CHURCH)) return_cmd_error(STR_ERROR_ONLY_ONE_CHURCH_PER_TOWN); + } else if (hs->building_flags & BUILDING_IS_STADIUM) { + if (HasBit(t->flags, TOWN_HAS_STADIUM)) return_cmd_error(STR_ERROR_ONLY_ONE_STADIUM_PER_TOWN); } return CommandCost(); } +/** + * Check if a house can be built at a given area. + * @param house house type + * @param tile northern tile of the area to check + * @return cost of building here or error message + * @see CanBuildHouseHere() + */ +CommandCost CheckFlatLandHouse(HouseID house, TileIndex tile) +{ + const HouseSpec *hs = HouseSpec::Get(house); + uint w = hs->building_flags & BUILDING_2_TILES_X ? 2 : 1; + uint h = hs->building_flags & BUILDING_2_TILES_Y ? 2 : 1; + bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0; + int maxz = GetTileMaxZ(tile); + CommandCost cost(EXPENSES_CONSTRUCTION); + TILE_AREA_LOOP(ti, TileArea(tile, w, h)) { + CommandCost ret = (ti == tile) ? + CanBuildHouseHere(ti, INVALID_TOWN, noslope) : + CheckBuildHouseSameZ(ti, INVALID_TOWN, maxz, noslope); + if (ret.Failed()) return ret; + cost.AddCost(ret); + } + + return cost; +} + + /** * Checks if current town layout allows building here * @param t town - * @param ta tile area to check + * @param tile tile to check * @return true iff town layout allows building here * @note see layouts */ -static inline bool TownLayoutAllowsHouseHere(Town *t, const TileArea &ta) +static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile) { /* Allow towns everywhere when we don't build roads */ if (!_settings_game.economy.allow_town_roads && !_generating_world) return true; - TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, ta.tile); + TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); - const uint overflow = 3 * 4 * UINT16_MAX; // perform "floor division" switch (t->layout) { - case TL_2X2_GRID: return (uint)(grid_pos.x + overflow) % 3 >= ta.w && (uint)(grid_pos.y + overflow) % 3 >= ta.h; - case TL_3X3_GRID: return (uint)(grid_pos.x + overflow) % 4 >= ta.w && (uint)(grid_pos.y + overflow) % 4 >= ta.h; - default: return true; + case TL_2X2_GRID: + if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false; + break; + + case TL_3X3_GRID: + if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false; + break; + + default: + break; } + + return true; } /** - * Find a suitable place (free of any obstacles) for a new town house. Search around a given location - * taking into account the layout of the town. - * - * @param tile tile that must be included by the building - * @param t the town we are building in - * @param house house type - * @return where the building can be placed, INVALID_TILE if no lacation was found - * - * @pre CanBuildHouseHere(tile, t->index, false) - * - * @see CanBuildHouseHere + * Checks if current town layout allows 2x2 building here + * @param t town + * @param tile tile to check + * @return true iff town layout allows 2x2 building here + * @note see layouts */ -static TileIndex FindPlaceForTownHouseAroundTile(TileIndex tile, Town *t, HouseID house) +static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile) { - const HouseSpec *hs = HouseSpec::Get(house); - bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0; + /* Allow towns everywhere when we don't build roads */ + if (!_settings_game.economy.allow_town_roads && !_generating_world) return true; + + /* Compute relative position of tile. (Positive offsets are towards north) */ + TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); + + switch (t->layout) { + case TL_2X2_GRID: + grid_pos.x %= 3; + grid_pos.y %= 3; + if ((grid_pos.x != 2 && grid_pos.x != -1) || + (grid_pos.y != 2 && grid_pos.y != -1)) return false; + break; + + case TL_3X3_GRID: + if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false; + break; - TileArea ta(tile, 1, 1); - DiagDirection dir; - uint count; - if (hs->building_flags & TILE_SIZE_2x2) { - ta.w = ta.h = 2; - dir = DIAGDIR_NW; // 'd' goes through DIAGDIR_NW, DIAGDIR_NE, DIAGDIR_SE - count = 4; - } else if (hs->building_flags & TILE_SIZE_2x1) { - ta.w = 2; - dir = DIAGDIR_NE; - count = 2; - } else if (hs->building_flags & TILE_SIZE_1x2) { - ta.h = 2; - dir = DIAGDIR_NW; - count = 2; - } else { // TILE_SIZE_1x1 - /* CanBuildHouseHere(tile, t->index, false) already checked */ - if (noslope && !IsTileFlat(tile)) return INVALID_TILE; - return tile; + default: + break; } - int maxz = GetTileMaxZ(tile); - /* Drift around the tile and find a place for the house. For 1x2 and 2x1 houses just two - * positions will be checked (at the exact tile and the other). In case of 2x2 houses - * 4 positions have to be checked (clockwise). */ - while (count-- > 0) { - if (!TownLayoutAllowsHouseHere(t, ta)) continue; - if (CanBuildHouseHere(ta, t->index, maxz, noslope).Succeeded()) return ta.tile; - ta.tile += TileOffsByDiagDir(dir); - dir = ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT); + return true; +} + + +/** + * Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout + * Also, tests both building positions that occupy this tile + * @param tile tile where the building should be built + * @param t town + * @param maxz all tiles should have the same height + * @param noslope are slopes forbidden? + * @param second diagdir from first tile to second tile + */ +static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second) +{ + /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */ + + TileIndex tile2 = *tile + TileOffsByDiagDir(second); + if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope).Succeeded()) return true; + + tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second)); + if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope).Succeeded()) { + *tile = tile2; + return true; } - return INVALID_TILE; + return false; } /** - * Check if a given house can be built in a given town. - * @param house house type - * @param t the town - * @return success if house can be built, error message otherwise + * Checks if 2x2 building is allowed here, also takes into account current town layout + * Also, tests all four building positions that occupy this tile + * @param tile tile where the building should be built + * @param t town + * @param maxz all tiles should have the same height + * @param noslope are slopes forbidden? */ -static CommandCost CheckCanBuildHouse(HouseID house, const Town *t) +static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope) { - const HouseSpec *hs = HouseSpec::Get(house); + TileIndex tile2 = *tile; - if (_loaded_newgrf_features.has_newhouses && !_generating_world && - _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) { - return CMD_ERROR; + for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END + if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) { + *tile = tile2; + return true; + } + if (d == DIAGDIR_END) break; + tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise } - if (_cur_year > hs->max_year) return_cmd_error(STR_ERROR_BUILDING_IS_TOO_OLD); - if (_cur_year < hs->min_year) return_cmd_error(STR_ERROR_BUILDING_IS_TOO_MODERN); + return false; +} - /* Special houses that there can be only one of. */ - if (hs->building_flags & BUILDING_IS_CHURCH) { - if (HasBit(t->flags, TOWN_HAS_CHURCH)) return_cmd_error(STR_ERROR_ONLY_ONE_BUILDING_ALLOWED_PER_TOWN); - } else if (hs->building_flags & BUILDING_IS_STADIUM) { - if (HasBit(t->flags, TOWN_HAS_STADIUM)) return_cmd_error(STR_ERROR_ONLY_ONE_BUILDING_ALLOWED_PER_TOWN); + +/** + * Check if a given tile is not too far from town for placing a house. + * + * @param t the town + * @param tile the tile + * @param allow_outside whether to allow some area outside but near to the town. + * @return success or an error + */ +CommandCost CheckHouseDistanceFromTown(const Town *t, TileIndex tile, bool allow_outside) +{ + uint square_dist = DistanceSquare(t->xy, tile); + uint square_rad = t->cache.squared_town_zone_radius[HZB_BEGIN]; + if (t->fund_buildings_months > 0) square_rad = max(square_rad, SQUARED_TOWN_RADIUS_FUNDED_CENTRE); + + if (square_dist < square_rad) return CommandCost(); + + if (allow_outside) { + /* How far from edge of a town a house can be placed (in tiles). */ + const uint overdist = 8; + if (SqrtCmp(square_dist, square_rad, overdist * overdist)) return CommandCost(); } - return CommandCost(); + return_cmd_error(STR_ERROR_TOO_FAR_FROM_TOWN); } +/** + * Set house variant after placing a house. + * + * @param tile tile where the house was placed + * @param variant house variant + */ +static void SetupHouseVariant(TileIndex tile, byte variant) +{ + if (!_loaded_newgrf_features.has_newhouses) return; + + HouseID house = GetHouseType(tile); + if (house < NEW_HOUSE_OFFSET) return; + + BuildingFlags flags = HouseSpec::Get(house)->building_flags; + AnimateNewHouseSetupVariant(tile, variant); + if (flags & BUILDING_2_TILES_Y) AnimateNewHouseSetupVariant(tile + TileDiffXY(0, 1), variant); + if (flags & BUILDING_2_TILES_X) AnimateNewHouseSetupVariant(tile + TileDiffXY(1, 0), variant); + if (flags & BUILDING_HAS_4_TILES) AnimateNewHouseSetupVariant(tile + TileDiffXY(1, 1), variant); +} /** * Really build a house. * @param t town to build house in * @param tile house location * @param house house type + * @param variant house variant * @param random_bits random bits for the house */ -static void DoBuildHouse(Town *t, TileIndex tile, HouseID house, byte random_bits) +static void DoBuildHouse(Town *t, TileIndex tile, HouseID house, byte variant, byte random_bits) { t->cache.num_houses++; @@ -2478,56 +2692,80 @@ static void DoBuildHouse(Town *t, TileIndex tile, HouseID house, byte random_bit } MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits); + SetupHouseVariant(tile, variant); UpdateTownRadius(t); UpdateTownCargoes(t, tile); } +/** + * Convert current climate to corresponding #HouseZones. + * + * @param altitude Test against given tile height (above/below snowline). + * -1 to return all bits possible in current climate e.g. + * both HZ_SUBARTC_ABOVE and HZ_SUBARTC_BELOW in arctic. + * @return Bitmask related to current climate (subset of #HZ_CLIMALL). + */ +HouseZones CurrentClimateHouseZones(int altitude) +{ + if (_settings_game.game_creation.landscape == LT_ARCTIC) { + if (altitude < 0) return HZ_SUBARTC_ABOVE | HZ_SUBARTC_BELOW; + if (altitude > HighestSnowLine()) return HZ_SUBARTC_ABOVE; + } + return (HouseZones)(HZ_TEMP << _settings_game.game_creation.landscape); +} + +static Money GetHouseConstructionCost(HouseID house) +{ + const HouseSpec *hs = HouseSpec::Get(house); + uint flags = hs->building_flags; + Money cost = hs->GetConstructionCost(); + if (flags & BUILDING_2_TILES_Y) cost += (++hs)->GetConstructionCost(); + if (flags & BUILDING_2_TILES_X) cost += (++hs)->GetConstructionCost(); + if (flags & BUILDING_HAS_4_TILES) cost += (++hs)->GetConstructionCost(); + return cost; +} + /** * Place a custom house * @param tile tile where the house will be located * @param flags flags for the command - * @param p1 \n - * bits 0..15 - the HouseID of the house \n - * bits 16..31 - the TownID of the town \n - * @param p2 \n - * bits 0..7 - random bits \n + * @param p1 + * - p1 = (bit 0-15) - the HouseID of the house + * - p1 = (bit 16-31) - the TownID of the town + * @param p2 + * - p2 = (bit 0-7 ) - random bits + * - p2 = (bit 8-15) - house variant (1..num_variants) or 0 for no variant * @param text unused * @return the cost of this operation or an error */ CommandCost CmdBuildHouse(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { - if (_game_mode != GM_EDITOR && // in scenario editor anyone can build a house - _current_company != OWNER_TOWN && // towns naturally can build houses - _current_company != OWNER_DEITY) { // GameScript can place a house too - return CMD_ERROR; - } - HouseID house = GB(p1, 0, 16); - Town *t = Town::Get(GB(p1, 16, 16)); + Town *t = Town::GetIfValid(GB(p1, 16, 16)); if (t == NULL) return CMD_ERROR; byte random_bits = GB(p2, 0, 8); + byte variant = GB(p2, 8, 8); - int max_z = GetTileMaxZ(tile); - bool above_snowline = (_settings_game.game_creation.landscape == LT_ARCTIC) && (max_z > HighestSnowLine()); + bool deity = (_current_company == OWNER_DEITY) || (_game_mode == GM_EDITOR && _current_company == OWNER_NONE); + if (!deity && !_settings_game.economy.allow_placing_houses) return CMD_ERROR; + HouseZones zones = CurrentClimateHouseZones(deity ? -1 : GetTileMaxZ(tile)); + if (!deity) zones |= (HouseZones)(HZ_ZON1 << GetTownRadiusGroup(t, tile)); - CommandCost ret = IsHouseTypeAllowed(house, above_snowline, TryGetTownRadiusGroup(t, tile)); - if (ret.Succeeded()) ret = IsAnotherHouseTypeAllowedInTown(t, house); - if (ret.Succeeded()) ret = CheckCanBuildHouse(house, t); - if (ret.Succeeded()) { - /* While placing a house manually, try only at exact position and ignore the layout */ - const HouseSpec *hs = HouseSpec::Get(house); - uint w = hs->building_flags & BUILDING_2_TILES_X ? 2 : 1; - uint h = hs->building_flags & BUILDING_2_TILES_Y ? 2 : 1; - bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0; - ret = CanBuildHouseHere(TileArea(tile, w, h), t->index, max_z, noslope); - } + CommandCost cost(EXPENSES_CONSTRUCTION); + + CommandCost ret = CheckHouseDistanceFromTown(t, tile, deity); + if (ret.Succeeded()) ret = IsHouseTypeAllowed(house, zones, deity); + if (ret.Succeeded()) ret = CheckCanBuildHouse(house, t, deity); + if (ret.Succeeded()) ret = CheckFlatLandHouse(house, tile); + if (ret.Succeeded()) cost.AddCost(ret); + if (ret.Succeeded()) ret = HouseAllowsConstruction(house, variant, tile, t, random_bits); if (ret.Failed()) return ret; - /* Check if GRF allows this house */ - if (!HouseAllowsConstruction(house, tile, t, random_bits)) return_cmd_error(STR_ERROR_BUILDING_NOT_ALLOWED); + /* Place the house. */ + if (flags & DC_EXEC) DoBuildHouse(t, tile, house, variant, random_bits); - if (flags & DC_EXEC) DoBuildHouse(t, tile, house, random_bits); - return CommandCost(); + cost.AddCost(GetHouseConstructionCost(house)); + return cost; } /** @@ -2539,17 +2777,18 @@ CommandCost CmdBuildHouse(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 static bool BuildTownHouse(Town *t, TileIndex tile) { /* forbidden building here by town layout */ - if (!TownLayoutAllowsHouseHere(t, TileArea(tile, 1, 1))) return false; + if (!TownLayoutAllowsHouseHere(t, tile)) return false; /* no house allowed at all, bail out */ if (CanBuildHouseHere(tile, t->index, false).Failed()) return false; - bool above_snowline = _settings_game.game_creation.landscape == LT_ARCTIC && GetTileMaxZ(tile) > HighestSnowLine(); - HouseZonesBits zone = GetTownRadiusGroup(t, tile); + Slope slope = GetTileSlope(tile); + int maxz = GetTileMaxZ(tile); + + /* Get the town zone type of the current tile, as well as the climate. + * This will allow to easily compare with the specs of the new house to build */ + HouseZones bitmask = (HouseZones)(HZ_ZON1 << GetTownRadiusGroup(t, tile)) | CurrentClimateHouseZones(maxz); - /* bits 0-4 are used - * bits 11-15 are used - * bits 5-10 are not used. */ HouseID houses[NUM_HOUSES]; uint num = 0; uint probs[NUM_HOUSES]; @@ -2557,8 +2796,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile) /* Generate a list of all possible houses that can be built. */ for (uint i = 0; i < NUM_HOUSES; i++) { - if (IsHouseTypeAllowed((HouseID)i, above_snowline, zone).Failed()) continue; - if (IsAnotherHouseTypeAllowedInTown(t, (HouseID)i).Failed()) continue; + if (IsHouseTypeAllowed(i, bitmask, _generating_world || _game_mode == GM_EDITOR).Failed()) continue; /* Without NewHouses, all houses have probability '1' */ uint cur_prob = (_loaded_newgrf_features.has_newhouses ? HouseSpec::Get(i)->probability : 1); @@ -2592,18 +2830,30 @@ static bool BuildTownHouse(Town *t, TileIndex tile) houses[i] = houses[num]; probs[i] = probs[num]; - CommandCost ret = CheckCanBuildHouse(house, t); - if (ret.Failed()) continue; + if (CheckCanBuildHouse(house, t, false).Failed()) continue; + + const HouseSpec *hs = HouseSpec::Get(house); - tile = FindPlaceForTownHouseAroundTile(tile, t, house); - if (tile == INVALID_TILE) continue; + /* Make sure there is no slope? */ + bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0; + if (noslope && slope != SLOPE_FLAT) continue; + + if (hs->building_flags & TILE_SIZE_2x2) { + if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue; + } else if (hs->building_flags & TILE_SIZE_2x1) { + if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue; + } else if (hs->building_flags & TILE_SIZE_1x2) { + if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue; + } else { + /* 1x1 house checks are already done */ + } byte random_bits = Random(); /* Check if GRF allows this house */ - if (!HouseAllowsConstruction(house, tile, t, random_bits)) continue; + if (HouseAllowsConstruction(house, HOUSE_NO_VARIANT, tile, t, random_bits).Failed()) continue; - DoBuildHouse(t, tile, house, random_bits); + DoBuildHouse(t, tile, house, HOUSE_NO_VARIANT, random_bits); return true; } @@ -2627,30 +2877,27 @@ static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house) } /** - * Determines if a given HouseID is part of a multitile house. + * Determines if a given HouseID is part of a multi-tile house. * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned. * * @param house Is changed to the HouseID of the north tile of the same house - * @return TileDiff from the tile of the given HouseID to the north tile + * @return TileIndexDiffC from the tile of the given HouseID to the north tile */ -TileIndexDiff GetHouseNorthPart(HouseID &house) +TileIndexDiffC GetHouseNorthPartDiffC(HouseID &house) { + TileIndexDiffC ret = { 0, 0 }; if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks. if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) { - house--; - return TileDiffXY(-1, 0); + house--, ret.x = -1, ret.y = 0; } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) { - house--; - return TileDiffXY(0, -1); + house--, ret.x = 0, ret.y = -1; } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) { - house -= 2; - return TileDiffXY(-1, 0); + house -= 2, ret.x = -1, ret.y = 0; } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) { - house -= 3; - return TileDiffXY(-1, -1); + house -= 3, ret.x = -1, ret.y = -1; } } - return 0; + return ret; } void ClearTownHouse(Town *t, TileIndex tile) @@ -2718,6 +2965,7 @@ CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 t->UpdateVirtCoord(); InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1); + SetWindowDirty(WC_SELECT_TOWN, 0); // only repaint this window even thought it may be too narrow for the new name UpdateAllStationVirtCoords(); } return CommandCost(); diff --git a/src/town_gui.cpp b/src/town_gui.cpp index ac2d993e74..a203f7719d 100644 --- a/src/town_gui.cpp +++ b/src/town_gui.cpp @@ -18,6 +18,7 @@ #include "company_func.h" #include "company_base.h" #include "company_gui.h" +#include "core/random_func.hpp" #include "network/network.h" #include "string_func.h" #include "strings_func.h" @@ -35,17 +36,20 @@ #include "newgrf_config.h" #include "newgrf_house.h" #include "date_func.h" -#include "core/random_func.hpp" +#include "zoom_func.h" #include "widgets/town_widget.h" #include "table/strings.h" +#include + #include "safeguards.h" typedef GUIList GUITownList; -static void PlaceProc_House(TileIndex tile); +static CommandCost ListTownsToJoinHouseTo(HouseID house, TileIndex tile, TownList *towns); +static void ShowSelectTownWindow(const TownList &towns, const CommandContainer &cmd); static const NWidgetPart _nested_town_authority_widgets[] = { NWidget(NWID_HORIZONTAL), @@ -1200,11 +1204,15 @@ static WindowDesc _found_town_desc( void ShowFoundTownWindow() { - if (_game_mode != GM_EDITOR && !Company::IsValidID(_local_company)) return; + if (_game_mode != GM_EDITOR) { + if (_settings_game.economy.found_town == TF_FORBIDDEN) return; + if (!Company::IsValidID(_local_company)) return; + } AllocateWindowDescFront(&_found_town_desc, 0); } -class GUIHouseList : public SmallVector { +/** List of buildable houses and house sets. */ +class GUIHouseList : protected SmallVector { protected: SmallVector house_sets; ///< list of house sets, each item points the first house of the set in the houses array @@ -1234,82 +1242,112 @@ public: *this->house_sets.Append() = 0; // terminator } - inline HouseID GetHouseAtOffset(uint house_set, uint house_offset) const + /** + * Get house at given offset. + * @param house_set House set (or a negative number). + * @param house_offset Offset of the house within the set (or a negative number). + * @return House at given offset or #INVALID_HOUSE_ID if \c house_set or \c house_offset is negative. + */ + inline HouseID GetHouseAtOffset(int house_set, int house_offset) const { + if (house_set < 0 || house_offset < 0) return INVALID_HOUSE_ID; + assert(house_set < (int)this->NumHouseSets()); + assert(this->house_sets[house_set] + house_offset < (int)this->Length()); return *this->Get(this->house_sets[house_set] + house_offset); } + /** + * Get the number of house sets. + * @return Number of house sets. + */ uint NumHouseSets() const { return this->house_sets.Length() - 1; // last item is a terminator } - uint NumHousesInHouseSet(uint house_set) const + /** + * Get number of houses in a given set. + * @param house_set House set (or a negative number). + * @return Number of houses in the given set or 0 if \c house_set is negative. + */ + uint NumHousesInHouseSet(int house_set) const { - assert(house_set < this->NumHouseSets()); + assert(house_set < (int)this->NumHouseSets()); /* There is a terminator on the list of house sets. It's equal to the number * of all houses. We can safely use "house_set + 1" even for the last * house set. */ - return this->house_sets[house_set + 1] - this->house_sets[house_set]; + return house_set < 0 ? 0 : this->house_sets[house_set + 1] - this->house_sets[house_set]; } + /** + * Find the house set of a given house. + * + * This operation is O(number of house sets). + * + * @param house The house (or #INVALID_HOUSE_ID). + * @return House set of the house or -1 if not found. + */ int FindHouseSet(HouseID house) const { - const GRFFile *house_set = HouseSpec::Get(house)->grf_prop.grffile; - for (uint i = 0; i < this->NumHouseSets(); i++) { - if (HouseSpec::Get(this->GetHouseAtOffset(i, 0))->grf_prop.grffile == house_set) return i; + if (house != INVALID_HOUSE_ID) { + const GRFFile *house_set = HouseSpec::Get(house)->grf_prop.grffile; + for (uint i = 0; i < this->NumHouseSets(); i++) { + if (HouseSpec::Get(this->GetHouseAtOffset(i, 0))->grf_prop.grffile == house_set) return i; + } } return -1; } - int FindHouseOffset(uint house_set, HouseID house) const - { - assert(house_set < this->NumHouseSets()); - uint count = this->NumHousesInHouseSet(house_set); - for (uint i = 0; i < count; i++) { - if (this->GetHouseAtOffset(house_set, i) == house) return i; + /** + * Find offset of a given house within a given house set. + * + * This operation is O(number of houses in the set). + * + * @param house_set House set to search in (or a negative number). + * @param house The house (or #INVALID_HOUSE_ID). + * @return Offset of the house within the set or -1 if not found or \c house_set is negative. + */ + int FindHouseOffset(int house_set, HouseID house) const + { + assert(house_set < (int)this->NumHouseSets()); + if (house_set >= 0 && house != INVALID_HOUSE_ID) { + const HouseID *begin = this->Begin() + this->house_sets[house_set]; + const HouseID *end = this->Begin() + this->house_sets[house_set + 1]; + const HouseID *pos = std::lower_bound(begin, end, house); + if (pos != end && *pos == house) return pos - begin; } return -1; } - const char *GetNameOfHouseSet(uint house_set) const + /** + * Get the name of a given house set. + * + * @param house_set The set. + * @return The name (appropriate string parameters will be set). + */ + StringID GetNameOfHouseSet(uint house_set) const { assert(house_set < this->NumHouseSets()); - const GRFFile *gf = HouseSpec::Get(this->GetHouseAtOffset(house_set, 0))->grf_prop.grffile; - if (gf != NULL) return GetGRFConfig(gf->grfid)->GetName(); - - static char name[DRAW_STRING_BUFFER]; - GetString(name, STR_BASIC_HOUSE_SET_NAME, lastof(name)); - return name; + const GRFFile *grf = HouseSpec::Get(this->GetHouseAtOffset(house_set, 0))->grf_prop.grffile; + if (grf != NULL) { + SetDParamStr(0, GetGRFConfig(grf->grfid)->GetName()); + return STR_JUST_RAW_STRING; + } else { + SetDParam(0, STR_BASIC_HOUSE_SET_NAME); + return STR_JUST_STRING; + } } - /** - * Notify the sortlist that the rebuild is done - * - * @note This forces a resort - */ + /** (Re)build the list. */ void Build() { /* collect items */ this->Clear(); + HouseZones zones = CurrentClimateHouseZones(); for (HouseID house = 0; house < NUM_HOUSES; house++) { - const HouseSpec *hs = HouseSpec::Get(house); - /* is the house enabled? */ - if (!hs->enabled) continue; - /* is the house overriden? */ - if (hs->grf_prop.override != INVALID_HOUSE_ID) continue; - /* is the house allownd in current landscape? */ - HouseZones landscapes = (HouseZones)(HZ_TEMP << _settings_game.game_creation.landscape); - if (_settings_game.game_creation.landscape == LT_ARCTIC) landscapes |= HZ_SUBARTC_ABOVE; - if (!(hs->building_availability & landscapes)) continue; - /* is the house allowed at any of house zones at all? */ - if (!(hs->building_availability & HZ_ZONALL)) continue; - /* is there any year in which the house is allowed? */ - if (hs->min_year > hs->max_year) continue; - - /* add the house */ - *this->Append() = house; + if (IsHouseTypeAllowed(house, zones, _game_mode == GM_EDITOR).Succeeded()) *this->Append() = house; } + this->Compact(); /* arrange items */ QSortT(this->Begin(), this->Length(), HouseSorter); @@ -1330,85 +1368,121 @@ public: } }; -static HouseID _cur_house = INVALID_HOUSE_ID; ///< house selected in the house picker window +static struct { + HouseID id; + HouseVariant variant; +} +_cur_house = { INVALID_HOUSE_ID, HOUSE_NO_VARIANT }; ///< house selected in the house picker window /** The window used for building houses. */ class HousePickerWindow : public Window { + friend void ShowBuildHousePicker(); + protected: - GUIHouseList house_list; ///< list of houses and house sets - int house_offset; ///< index of selected house - uint house_set; ///< index of selected house set - uint line_height; ///< height of a single line in the list of house sets - HouseID display_house; ///< house ID of currently displayed house + GUIHouseList house_list; ///< list of houses and house sets + HouseZonesBits tileselect_zone; ///< house zone (closest town) of currently highlighted tile + bool tileselect_bad_land; ///< whether currently highlighted tile has wrong landscape for the house (e.g. wrong side of the snowline) - void RestoreSelectedHouseIndex() + /** + * Get the height of a single line in the list of house sets. + * @return the height + */ + inline uint GetLineHeight() const { - this->house_set = 0; - this->house_offset = 0; + return FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM; + } - if (this->house_list.Length() == 0) { // no houses at all? - _cur_house = INVALID_HOUSE_ID; - this->display_house = _cur_house; - return; - } + /** + * Test whether this window is currently being a callback window for ongoing tile selection. + * @return result of the test + * @see SetObjectToPlace + */ + inline bool IsObjectToPlaceSet() const + { + return _thd.window_class == WC_BUILD_HOUSE; + } - if (_cur_house != INVALID_HOUSE_ID) { - int house_set = this->house_list.FindHouseSet(_cur_house); - if (house_set >= 0) { - this->house_set = house_set; - int house_offset = this->house_list.FindHouseOffset(house_set, _cur_house); - if (house_offset >= 0) { - this->house_offset = house_offset; - return; - } - } - } - _cur_house = this->house_list.GetHouseAtOffset(this->house_set, this->house_offset); - this->display_house = _cur_house; + /** + * Test whether a given house is currently disabled (greyed out houses). + * @return result of the test + */ + inline bool IsHouseDisabled(HouseID house) const + { + if (_game_mode == GM_EDITOR) return false; + const HouseSpec *hs = HouseSpec::Get(house); + return _cur_year < hs->min_year || _cur_year > hs->max_year; } - void SelectHouseIntl(uint new_house_set, int new_house_offset) + /** + * Get currently selected house set. + * @return index of the house set + */ + int GetCurrentHouseSet() const { - SetObjectToPlaceWnd(SPR_CURSOR_TOWN, PAL_NONE, HT_RECT, this); - this->house_set = new_house_set; - this->house_offset = new_house_offset; - _cur_house = this->house_list.GetHouseAtOffset(new_house_set, new_house_offset); - this->display_house = _cur_house; + return this->house_list.FindHouseSet(_cur_house.id); } /** * Select another house. - * @param new_house_set index of the house set - * @param new_house_offset offset of the house + * @param new_house_set index of the house set, -1 to auto-select + * @param new_house_offset offset of the house, -1 to auto-select + * @param new_house_variant variant of the house, -1 to auto-select + * @param clicked whether to make the house button "clicked" and activate house placement (>0 yes, 0 no, -1 auto) */ - void SelectOtherHouse(uint new_house_set, int new_house_offset) + void SelectOtherHouse(int new_house_set, int new_house_offset, int new_house_variant, int clicked) { - assert(new_house_set < this->house_list.NumHouseSets()); - assert(new_house_offset < (int) this->house_list.NumHousesInHouseSet(new_house_set)); - assert(new_house_offset >= 0); + if (this->house_list.NumHouseSets() == 0) { // special handling needed + _cur_house.id = INVALID_HOUSE_ID; + _cur_house.variant = HOUSE_NO_VARIANT; + if (this->IsObjectToPlaceSet()) ResetObjectToPlace(); + return; + } + + /* auto-select */ + if (new_house_set < 0) new_house_set = max(0, this->GetCurrentHouseSet()); + if (new_house_offset < 0) new_house_offset = max(0, this->house_list.FindHouseOffset(new_house_set, _cur_house.id)); + if (clicked < 0) clicked = this->IsObjectToPlaceSet() ? 1 : 0; + + HouseID new_house_id = this->house_list.GetHouseAtOffset(new_house_set, new_house_offset); + + const HouseSpec *hs = HouseSpec::Get(new_house_id); + if (hs->num_variants == 0) { + new_house_variant = HOUSE_NO_VARIANT; + } else { + if (new_house_variant < 0 && new_house_id == _cur_house.id) new_house_variant = _cur_house.variant; + if (!IsInsideBS(new_house_variant, HOUSE_FIRST_VARIANT, hs->num_variants)) new_house_variant = HOUSE_FIRST_VARIANT; + } + + _cur_house.id = new_house_id; + _cur_house.variant = new_house_variant; + + bool disabled = this->IsHouseDisabled(_cur_house.id); - SelectHouseIntl(new_house_set, new_house_offset); + if (clicked > 0 ? disabled : this->IsObjectToPlaceSet()) { + ResetObjectToPlace(); // warning, this may cause recursion through OnPlaceObjectAbort + } NWidgetMatrix *matrix = this->GetWidget(WID_HP_HOUSE_SELECT_MATRIX); - matrix->SetCount(this->house_list.NumHousesInHouseSet(this->house_set)); - matrix->SetClicked(this->house_offset); - this->UpdateSelectSize(); + matrix->SetCount(this->house_list.NumHousesInHouseSet(new_house_set)); + matrix->SetClicked(clicked > 0 ? new_house_offset : -1); + + this->GetWidget(WID_HP_PREV_VARIANT_SEL)->SetDisplayedPlane(hs->num_variants > 1 ? 0 : SZSP_NONE); + this->GetWidget(WID_HP_NEXT_VARIANT_SEL)->SetDisplayedPlane(hs->num_variants > 1 ? 0 : SZSP_NONE); + this->SetWidgetDisabledState(WID_HP_PREV_VARIANT, _cur_house.variant <= HOUSE_FIRST_VARIANT); + this->SetWidgetDisabledState(WID_HP_NEXT_VARIANT, _cur_house.variant >= HOUSE_FIRST_VARIANT + hs->num_variants - 1); + this->SetDirty(); - } - void UpdateSelectSize() - { - uint w = 1, h = 1; - if (_cur_house != INVALID_HOUSE_ID) { - const HouseSpec *hs = HouseSpec::Get(_cur_house); - if (hs->building_flags & BUILDING_2_TILES_X) w++; - if (hs->building_flags & BUILDING_2_TILES_Y) h++; + if (clicked > 0 && !disabled) { + if (!this->IsObjectToPlaceSet()) SetObjectToPlaceWnd(SPR_CURSOR_TOWN, PAL_NONE, HT_RECT, this); + SetTileSelectSize( + hs->building_flags & BUILDING_2_TILES_X ? 2 : 1, + hs->building_flags & BUILDING_2_TILES_Y ? 2 : 1); } - SetTileSelectSize(w, h); } public: - HousePickerWindow(WindowDesc *desc, WindowNumber number) : Window(desc) + HousePickerWindow(WindowDesc *desc, WindowNumber number) : Window(desc), tileselect_zone(HZB_END), tileselect_bad_land(false) { this->CreateNestedTree(); /* there is no shade box but we will shade the window if there is no house to show */ @@ -1416,151 +1490,117 @@ public: NWidgetMatrix *matrix = this->GetWidget(WID_HP_HOUSE_SELECT_MATRIX); matrix->SetScrollbar(this->GetScrollbar(WID_HP_HOUSE_SELECT_SCROLL)); this->FinishInitNested(number); + } - if (_cur_house != INVALID_HOUSE_ID) matrix->SetClicked(this->house_offset); // set clicked item again to make it visible + ~HousePickerWindow() + { + DeleteWindowById(WC_SELECT_TOWN, 0); } virtual void OnInit() OVERRIDE { this->house_list.Build(); - this->RestoreSelectedHouseIndex(); - this->UpdateSelectSize(); - /* if we have exactly one set of houses and it's not the default one then display it's name in the title bar */ - this->GetWidget(WID_HP_CAPTION)->widget_data = - (this->house_list.NumHouseSets() == 1 && HouseSpec::Get(this->house_list[0])->grf_prop.grffile != NULL) ? - STR_HOUSE_BUILD_CUSTOM_CAPTION : STR_HOUSE_BUILD_CAPTION; + /* restore last house */ + this->SelectOtherHouse(-1, -1, -1, -1); /* hide widgets if we have no houses to show */ - this->SetShaded(this->house_list.Length() == 0); + this->SetShaded(this->house_list.NumHouseSets() == 0); - if (this->house_list.Length() != 0) { + if (this->house_list.NumHouseSets() != 0) { /* show the list of house sets if we have at least 2 items to show */ this->GetWidget(WID_HP_HOUSE_SETS_SEL)->SetDisplayedPlane(this->house_list.NumHouseSets() > 1 ? 0 : SZSP_NONE); /* set number of items in the list of house sets */ this->GetWidget(WID_HP_HOUSE_SETS)->widget_data = (this->house_list.NumHouseSets() << MAT_ROW_START) | (1 << MAT_COL_START); /* show the landscape info only in arctic climate (above/below snowline) */ this->GetWidget(WID_HP_HOUSE_LANDSCAPE_SEL)->SetDisplayedPlane(_settings_game.game_creation.landscape == LT_ARCTIC ? 0 : SZSP_NONE); - /* update the matrix of houses */ - NWidgetMatrix *matrix = this->GetWidget(WID_HP_HOUSE_SELECT_MATRIX); - matrix->SetCount(this->house_list.NumHousesInHouseSet(this->house_set)); - matrix->SetClicked(this->house_offset); - SelectHouseIntl(this->house_set, this->house_offset); - } else { - ResetObjectToPlace(); } } virtual void SetStringParameters(int widget) const { - if (widget == WID_HP_CAPTION) { - if (this->house_list.NumHouseSets() == 1) SetDParamStr(0, this->house_list.GetNameOfHouseSet(0)); - } else if (this->display_house == INVALID_HOUSE_ID) { - switch (widget) { - case WID_HP_CAPTION: - break; - - case WID_HP_HOUSE_ZONES: - for (int i = 0; i < HZB_END; i++) { - SetDParam(2 * i, STR_HOUSE_BUILD_HOUSE_ZONE_DISABLED); - SetDParam(2 * i + 1, i + 1); - } - break; - - case WID_HP_HOUSE_YEARS: - SetDParam(0, STR_HOUSE_BUILD_YEARS_BAD_YEAR); - SetDParam(1, 0); - SetDParam(2, STR_HOUSE_BUILD_YEARS_BAD_YEAR); - SetDParam(3, 0); - break; - - case WID_HP_HOUSE_ACCEPTANCE: - SetDParamStr(0, ""); - break; - - case WID_HP_HOUSE_SUPPLY: - SetDParam(0, 0); - break; - - default: - SetDParam(0, STR_EMPTY); - break; - } - } else { - switch (widget) { - case WID_HP_HOUSE_NAME: - SetDParam(0, GetHouseName(this->display_house)); - break; + switch (widget) { + case WID_HP_CAPTION: + if (this->house_list.NumHouseSets() == 1 && _loaded_newgrf_features.has_newhouses) { + StringID str = this->house_list.GetNameOfHouseSet(0); + InjectDParam(1); + SetDParam(0, str); + } else { + SetDParam(0, STR_JUST_STRING); + SetDParam(1, STR_HOUSE_BUILD_CAPTION_DEFAULT_TEXT); + } + break; - case WID_HP_HISTORICAL_BUILDING: - SetDParam(0, HouseSpec::Get(this->display_house)->extra_flags & BUILDING_IS_HISTORICAL ? STR_HOUSE_BUILD_HISTORICAL_BUILDING : STR_EMPTY); - break; + case WID_HP_HOUSE_NAME: + SetDParam(0, GetHouseName(_cur_house.id, INVALID_TILE, _cur_house.variant)); + break; - case WID_HP_HOUSE_POPULATION: - SetDParam(0, HouseSpec::Get(this->display_house)->population); - break; + case WID_HP_HISTORICAL_BUILDING: + SetDParam(0, HouseSpec::Get(_cur_house.id)->extra_flags & BUILDING_IS_HISTORICAL ? STR_HOUSE_BUILD_HISTORICAL_BUILDING : STR_EMPTY); + break; - case WID_HP_HOUSE_ZONES: { - HouseZones zones = (HouseZones)(HouseSpec::Get(this->display_house)->building_availability & HZ_ZONALL); - for (int i = 0; i < HZB_END; i++) { - /* colour: gold(enabled)/grey(disabled) */ - SetDParam(2 * i, HasBit(zones, HZB_END - i - 1) ? STR_HOUSE_BUILD_HOUSE_ZONE_ENABLED : STR_HOUSE_BUILD_HOUSE_ZONE_DISABLED); - /* digit: 1(center)/2/3/4/5(edge) */ - SetDParam(2 * i + 1, i + 1); - } - break; - } + case WID_HP_HOUSE_POPULATION: + SetDParam(0, HouseSpec::Get(_cur_house.id)->population); + break; - case WID_HP_HOUSE_LANDSCAPE: { - StringID info = STR_HOUSE_BUILD_LANDSCAPE_ABOVE_OR_BELOW_SNOWLINE; - switch (HouseSpec::Get(this->display_house)->building_availability & (HZ_SUBARTC_ABOVE | HZ_SUBARTC_BELOW)) { - case HZ_SUBARTC_ABOVE: info = STR_HOUSE_BUILD_LANDSCAPE_ONLY_ABOVE_SNOWLINE; break; - case HZ_SUBARTC_BELOW: info = STR_HOUSE_BUILD_LANDSCAPE_ONLY_BELOW_SNOWLINE; break; - default: break; - } - SetDParam(0, info); - break; + case WID_HP_HOUSE_ZONES: { + HouseZones zones = (HouseZones)(HouseSpec::Get(_cur_house.id)->building_availability & HZ_ZONALL); + for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) { + StringID str = STR_HOUSE_BUILD_HOUSE_ZONE_GOOD; + str += !HasBit(zones, i) ? 1 : 0; // bad : good + str += (this->tileselect_zone == i) ? 2 : 0; // highlighted : not highlighted + SetDParam(2 * i, str); + SetDParam(2 * i + 1, i + 1); } + break; + } - case WID_HP_HOUSE_YEARS: { - const HouseSpec *hs = HouseSpec::Get(this->display_house); - SetDParam(0, hs->min_year <= _cur_year ? STR_HOUSE_BUILD_YEARS_GOOD_YEAR : STR_HOUSE_BUILD_YEARS_BAD_YEAR); - SetDParam(1, hs->min_year); - SetDParam(2, hs->max_year >= _cur_year ? STR_HOUSE_BUILD_YEARS_GOOD_YEAR : STR_HOUSE_BUILD_YEARS_BAD_YEAR); - SetDParam(3, hs->max_year); - break; + case WID_HP_HOUSE_LANDSCAPE: + switch (HouseSpec::Get(_cur_house.id)->building_availability & (HZ_SUBARTC_ABOVE | HZ_SUBARTC_BELOW)) { + case HZ_SUBARTC_ABOVE: SetDParam(0, this->tileselect_bad_land ? STR_HOUSE_BUILD_LANDSCAPE_ONLY_ABOVE_SNOWLINE_BAD : STR_HOUSE_BUILD_LANDSCAPE_ONLY_ABOVE_SNOWLINE_GOOD); break; + case HZ_SUBARTC_BELOW: SetDParam(0, this->tileselect_bad_land ? STR_HOUSE_BUILD_LANDSCAPE_ONLY_BELOW_SNOWLINE_BAD : STR_HOUSE_BUILD_LANDSCAPE_ONLY_BELOW_SNOWLINE_GOOD); break; + default: SetDParam(0, STR_HOUSE_BUILD_LANDSCAPE_ABOVE_OR_BELOW_SNOWLINE); break; } + break; - case WID_HP_HOUSE_ACCEPTANCE: { - static char buff[DRAW_STRING_BUFFER] = ""; - char *str = buff; - CargoArray cargo; - uint32 dummy = 0; - AddAcceptedHouseCargo(this->display_house, INVALID_TILE, cargo, &dummy); - for (uint i = 0; i < NUM_CARGO; i++) { - if (cargo[i] == 0) continue; - /* If the accepted value is less than 8, show it in 1/8:ths */ - SetDParam(0, cargo[i] < 8 ? STR_HOUSE_BUILD_CARGO_VALUE_EIGHTS : STR_HOUSE_BUILD_CARGO_VALUE_JUST_NAME); - SetDParam(1, cargo[i]); - SetDParam(2, CargoSpec::Get(i)->name); - str = GetString(str, str == buff ? STR_HOUSE_BUILD_CARGO_FIRST : STR_HOUSE_BUILD_CARGO_SEPARATED, lastof(buff)); - } - if (str == buff) GetString(buff, STR_JUST_NOTHING, lastof(buff)); - SetDParamStr(0, buff); - break; - } + case WID_HP_HOUSE_YEARS: { + const HouseSpec *hs = HouseSpec::Get(_cur_house.id); + SetDParam(0, hs->min_year <= _cur_year ? STR_HOUSE_BUILD_YEAR_GOOD : STR_HOUSE_BUILD_YEAR_BAD); + SetDParam(1, hs->min_year); + SetDParam(2, hs->max_year >= _cur_year ? STR_HOUSE_BUILD_YEAR_GOOD : STR_HOUSE_BUILD_YEAR_BAD); + SetDParam(3, hs->max_year); + break; + } - case WID_HP_HOUSE_SUPPLY: { - CargoArray cargo; - AddProducedHouseCargo(this->display_house, INVALID_TILE, cargo); - uint32 cargo_mask = 0; - for (uint i = 0; i < NUM_CARGO; i++) if (cargo[i] != 0) SetBit(cargo_mask, i); - SetDParam(0, cargo_mask); - break; + case WID_HP_HOUSE_ACCEPTANCE: { + static char buff[DRAW_STRING_BUFFER] = ""; + char *str = buff; + CargoArray cargo; + uint32 dummy = 0; + AddAcceptedHouseCargo(_cur_house.id, INVALID_TILE, cargo, &dummy, _cur_house.variant); + for (uint i = 0; i < NUM_CARGO; i++) { + if (cargo[i] == 0) continue; + /* If the accepted value is less than 8, show it in 1/8:ths */ + SetDParam(0, cargo[i] < 8 ? STR_HOUSE_BUILD_CARGO_VALUE_EIGHTS : STR_HOUSE_BUILD_CARGO_VALUE_JUST_NAME); + SetDParam(1, cargo[i]); + SetDParam(2, CargoSpec::Get(i)->name); + str = GetString(str, str == buff ? STR_HOUSE_BUILD_CARGO_FIRST : STR_HOUSE_BUILD_CARGO_SEPARATED, lastof(buff)); } + if (str == buff) GetString(buff, STR_JUST_NOTHING, lastof(buff)); + SetDParamStr(0, buff); + break; + } - default: break; + case WID_HP_HOUSE_SUPPLY: { + CargoArray cargo; + AddProducedHouseCargo(_cur_house.id, INVALID_TILE, cargo, _cur_house.variant); + uint32 cargo_mask = 0; + for (uint i = 0; i < NUM_CARGO; i++) if (cargo[i] != 0) SetBit(cargo_mask, i); + SetDParam(0, cargo_mask); + break; } + + default: break; } } @@ -1573,11 +1613,15 @@ public: max_w = max(max_w, GetStringBoundingBox(this->house_list.GetNameOfHouseSet(i)).width); } size->width = max(size->width, max_w + padding.width); - this->line_height = FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM; - size->height = this->house_list.NumHouseSets() * this->line_height; + size->height = this->house_list.NumHouseSets() * this->GetLineHeight(); break; } + case WID_HP_HOUSE_PREVIEW: + size->width = max(size->width, ScaleGUITrad(4 * TILE_PIXELS) + padding.width); + size->height = max(size->height, ScaleGUITrad(140) + padding.height); // this is slightly less then MAX_BUILDING_PIXELS, buildings will be clipped if necessary + break; + case WID_HP_HOUSE_NAME: size->width = 120; // we do not want this window to get too wide, better clip break; @@ -1588,25 +1632,20 @@ public: case WID_HP_HOUSE_POPULATION: SetDParam(0, 0); - /* max popultion is 255 - 3 digits */ - size->width = max(size->width, GetStringBoundingBox(STR_HOUSE_BUILD_HOUSE_POPULATION).width + 3 * GetDigitWidth() + padding.width); + SetDParamMaxValue(0, UINT8_MAX); + size->width = max(size->width, GetStringBoundingBox(STR_HOUSE_BUILD_HOUSE_POPULATION).width + padding.width); break; - case WID_HP_HOUSE_ZONES: { - for (int i = 0; i < HZB_END; i++) { - SetDParam(2 * i, STR_HOUSE_BUILD_HOUSE_ZONE_ENABLED); // colour - SetDParam(2 * i + 1, i + 1); // digit: 1(center)/2/3/4/5(edge) - } - size->width = max(size->width, GetStringBoundingBox(STR_HOUSE_BUILD_HOUSE_ZONES).width + padding.width); - break; - } - case WID_HP_HOUSE_LANDSCAPE: { SetDParam(0, STR_HOUSE_BUILD_LANDSCAPE_ABOVE_OR_BELOW_SNOWLINE); Dimension dim = GetStringBoundingBox(STR_HOUSE_BUILD_LANDSCAPE); - SetDParam(0, STR_HOUSE_BUILD_LANDSCAPE_ONLY_ABOVE_SNOWLINE); + SetDParam(0, STR_HOUSE_BUILD_LANDSCAPE_ONLY_ABOVE_SNOWLINE_GOOD); + dim = maxdim(dim, GetStringBoundingBox(STR_HOUSE_BUILD_LANDSCAPE)); + SetDParam(0, STR_HOUSE_BUILD_LANDSCAPE_ONLY_ABOVE_SNOWLINE_BAD); dim = maxdim(dim, GetStringBoundingBox(STR_HOUSE_BUILD_LANDSCAPE)); - SetDParam(0, STR_HOUSE_BUILD_LANDSCAPE_ONLY_BELOW_SNOWLINE); + SetDParam(0, STR_HOUSE_BUILD_LANDSCAPE_ONLY_BELOW_SNOWLINE_GOOD); + dim = maxdim(dim, GetStringBoundingBox(STR_HOUSE_BUILD_LANDSCAPE)); + SetDParam(0, STR_HOUSE_BUILD_LANDSCAPE_ONLY_BELOW_SNOWLINE_BAD); dim = maxdim(dim, GetStringBoundingBox(STR_HOUSE_BUILD_LANDSCAPE)); dim.width += padding.width; dim.height += padding.height; @@ -1615,12 +1654,17 @@ public: } case WID_HP_HOUSE_YEARS: { - SetDParam(0, STR_HOUSE_BUILD_YEARS_GOOD_YEAR); - SetDParam(1, 0); - SetDParam(2, STR_HOUSE_BUILD_YEARS_GOOD_YEAR); - SetDParam(3, 0); - Dimension dim = GetStringBoundingBox(STR_HOUSE_BUILD_YEARS); - dim.width += 14 * GetDigitWidth() + padding.width; // space for about 16 digits (14 + two zeros) should be enough, don't make the window too wide + SetDParamMaxValue(1, MAX_YEAR); + SetDParamMaxValue(3, MAX_YEAR); + Dimension dim = { 0, 0 }; + for (uint good_bad_from = 0; good_bad_from < 2; good_bad_from++) { + for (uint good_bad_to = 0; good_bad_to < 2; good_bad_to++) { + SetDParam(0, STR_HOUSE_BUILD_YEAR_GOOD + good_bad_from); + SetDParam(2, STR_HOUSE_BUILD_YEAR_GOOD + good_bad_to); + dim = maxdim(dim, GetStringBoundingBox(STR_HOUSE_BUILD_YEARS)); + } + } + dim.width += padding.width; dim.height += padding.height; *size = maxdim(*size, dim); break; @@ -1630,6 +1674,11 @@ public: resize->height = 1; // don't snap to rows of this matrix break; + case WID_HP_HOUSE_SELECT: + size->width = ScaleGUITrad(2 * TILE_PIXELS) + WD_IMGBTN_LEFT + WD_IMGBTN_RIGHT; + size->height = ScaleGUITrad(58) + WD_IMGBTN_TOP + WD_IMGBTN_BOTTOM; + break; + /* these texts can be long, better clip */ case WID_HP_HOUSE_ACCEPTANCE: case WID_HP_HOUSE_SUPPLY: @@ -1645,31 +1694,31 @@ public: switch (GB(widget, 0, 16)) { case WID_HP_HOUSE_SETS: { int y = r.top + WD_MATRIX_TOP; + int sel = this->GetCurrentHouseSet(); for (uint i = 0; i < this->house_list.NumHouseSets(); i++) { - SetDParamStr(0, this->house_list.GetNameOfHouseSet(i)); - DrawString(r.left + WD_MATRIX_LEFT, r.right - WD_MATRIX_RIGHT, y, STR_JUST_RAW_STRING, i == this->house_set ? TC_WHITE : TC_BLACK); - y += this->line_height; + DrawString(r.left + WD_MATRIX_LEFT, r.right - WD_MATRIX_RIGHT, y, this->house_list.GetNameOfHouseSet(i), (int)i == sel ? TC_WHITE : TC_BLACK); + y += this->GetLineHeight(); } break; } case WID_HP_HOUSE_PREVIEW: - if (this->display_house != INVALID_HOUSE_ID) { - DrawHouseImage(this->display_house, r.left, r.top, r.right, r.bottom); - } + DrawHouseImage(_cur_house.id, r.left, r.top, r.right, r.bottom, HIT_GUI_HOUSE_PREVIEW, _cur_house.variant); break; case WID_HP_HOUSE_SELECT: { - HouseID house = this->house_list.GetHouseAtOffset(this->house_set, GB(widget, 16, 16)); - int lowered = (house == _cur_house) ? 1 : 0; + HouseID house = this->house_list.GetHouseAtOffset(this->GetCurrentHouseSet(), GB(widget, 16, 16)); + int lowered = (house == _cur_house.id) ? 1 : 0; DrawHouseImage(house, - r.left + WD_MATRIX_LEFT + lowered, r.top + WD_MATRIX_TOP + lowered, - r.right - WD_MATRIX_RIGHT + lowered, r.bottom - WD_MATRIX_BOTTOM + lowered); - const HouseSpec *hs = HouseSpec::Get(house); - /* disabled? */ - if (_cur_year < hs->min_year || _cur_year > hs->max_year) { - GfxFillRect(r.left + 1, r.top + 1, r.right - 1, r.bottom - 1, PC_BLACK, FILLRECT_CHECKER); - } + r.left + WD_IMGBTN_LEFT + lowered, r.top + WD_IMGBTN_TOP + lowered, + r.right - WD_IMGBTN_RIGHT + lowered, r.bottom - WD_IMGBTN_BOTTOM + lowered, + HIT_GUI_HOUSE_LIST); + /* grey out outdated houses */ + if (!this->IsHouseDisabled(house)) break; + GfxFillRect( + r.left + WD_BEVEL_LEFT, r.top + WD_BEVEL_TOP, + r.right - WD_BEVEL_LEFT, r.bottom - WD_BEVEL_BOTTOM, + PC_BLACK, FILLRECT_CHECKER); break; } } @@ -1679,30 +1728,105 @@ public: { switch (GB(widget, 0, 16)) { case WID_HP_HOUSE_SETS: { - uint index = (uint)(pt.y - this->GetWidget(widget)->pos_y) / this->line_height; - if (index < this->house_list.NumHouseSets() && index != this->house_set) this->SelectOtherHouse(index, 0); + uint index = (uint)(pt.y - this->GetWidget(widget)->pos_y) / this->GetLineHeight(); + if (index < this->house_list.NumHouseSets()) { + this->SelectOtherHouse(index, -1, -1, -1); + } break; } + case WID_HP_PREV_VARIANT: + this->SelectOtherHouse(-1, -1, _cur_house.variant - 1, -1); + break; + + case WID_HP_NEXT_VARIANT: + this->SelectOtherHouse(-1, -1, _cur_house.variant + 1, -1); + break; + case WID_HP_HOUSE_SELECT: - this->SelectOtherHouse(this->house_set, GB(widget, 16, 16)); + this->SelectOtherHouse(-1, GB(widget, 16, 16), -1, 1); break; } } virtual void OnPlaceObject(Point pt, TileIndex tile) OVERRIDE { - PlaceProc_House(tile); + DeleteWindowById(WC_SELECT_TOWN, 0); + + TownList towns; + CommandCost ret = ListTownsToJoinHouseTo(_cur_house.id, tile, &towns); + if (ret.Failed()) { + ShowErrorMessage(STR_ERROR_CAN_T_BUILD_HOUSE_HERE, ret.GetErrorMessage(), WL_INFO); + return; + } + + CommandContainer cmd = { + tile, + _cur_house.id, // p1 - house type and town index (town not yet set) + InteractiveRandomRange(1 << 8), // p2 - 8 random bits for the house + CMD_BUILD_HOUSE | CMD_MSG(STR_ERROR_CAN_T_BUILD_HOUSE_HERE), + CcFoundTown, + 0, + "" + }; + + /* Place the house right away if CTRL is not pressed. */ + if (!_ctrl_pressed) { + SB(cmd.p1, 16, 16, towns[0]); + DoCommandP(&cmd); + return; + } + + /* Check if the place is buildable. */ + ret = CheckFlatLandHouse(_cur_house.id, tile); + if (ret.Failed()) { + ShowErrorMessage(STR_ERROR_CAN_T_BUILD_HOUSE_HERE, ret.GetErrorMessage(), WL_INFO); + return; + } + + /* Show the joiner window. */ + if (!_settings_client.gui.persistent_buildingtools) ResetObjectToPlace(); + ShowSelectTownWindow(towns, cmd); } virtual void OnPlaceObjectAbort() OVERRIDE { - this->house_offset = -1; - _cur_house = INVALID_HOUSE_ID; - NWidgetMatrix *matrix = this->GetWidget(WID_HP_HOUSE_SELECT_MATRIX); - matrix->SetClicked(-1); - this->UpdateSelectSize(); - this->SetDirty(); + this->SelectOtherHouse(-1, -1, -1, 0); + this->tileselect_zone = HZB_END; + this->tileselect_bad_land = false; + } + + virtual void OnTick() + { + if (this->IsObjectToPlaceSet() && (_thd.dirty & 4)) { + _thd.dirty &= ~4; + + HouseZonesBits prev_zone = this->tileselect_zone; + bool prev_land = this->tileselect_bad_land; + + this->tileselect_zone = HZB_END; + this->tileselect_bad_land = false; + if (_thd.drawstyle == HT_RECT) { + TileIndex tile = TileVirtXY(_thd.pos.x, _thd.pos.y); + if (tile < MapSize()) { + /* find best town zone */ + const Town *t; + FOR_ALL_TOWNS(t) { + if (CheckHouseDistanceFromTown(t, tile, false).Failed()) continue; + HouseZonesBits zone = GetTownRadiusGroup(t, tile); + if (!IsInsideMM(this->tileselect_zone, zone, HZB_END)) this->tileselect_zone = zone; + } + /* check the snowline */ + if (_settings_game.game_creation.landscape == LT_ARCTIC) { + HouseZones zone = HouseSpec::Get(_cur_house.id)->building_availability & (HZ_SUBARTC_ABOVE | HZ_SUBARTC_BELOW); + this->tileselect_bad_land = HasExactlyOneBit(zone) && ((GetTileMaxZ(tile) > HighestSnowLine()) != (zone == HZ_SUBARTC_ABOVE)); + } + } + } + + if (prev_zone != this->tileselect_zone) this->SetWidgetDirty(WID_HP_HOUSE_ZONES); + if (prev_land != this->tileselect_bad_land) this->SetWidgetDirty(WID_HP_HOUSE_LANDSCAPE); + } } }; @@ -1726,9 +1850,30 @@ static const NWidgetPart _nested_house_picker_widgets[] = { SetMatrixDataTip(1, 1, STR_HOUSE_BUILD_HOUSESET_LIST_TOOLTIP), EndContainer(), EndContainer(), - /* HOUSE PICTURE AND LABEL */ - NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_PREVIEW), SetFill(1, 1), SetResize(0, 1), SetMinimalSize(2 * TILE_PIXELS, 142), - NWidget(WWT_LABEL, COLOUR_DARK_GREEN, WID_HP_HOUSE_NAME), SetDataTip(STR_HOUSE_BUILD_HOUSE_NAME, STR_NULL), SetMinimalSize(120, 0), + /* HOUSE PICTURE AND PREV/NEXT BUTTONS */ + NWidget(NWID_HORIZONTAL), + NWidget(NWID_VERTICAL), + NWidget(NWID_SPACER), SetFill(1, 1), SetResize(1, 1), + NWidget(NWID_HORIZONTAL), + NWidget(NWID_SPACER), SetFill(1, 0), SetResize(1, 0), + NWidget(NWID_SELECTION, COLOUR_DARK_GREEN, WID_HP_PREV_VARIANT_SEL), + NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_HP_PREV_VARIANT), SetDataTip(SPR_ARROW_LEFT, STR_NULL), + EndContainer(), + EndContainer(), + EndContainer(), + NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_PREVIEW), SetFill(0, 1), SetResize(0, 1), SetPadding(0, 8, 0, 8), + NWidget(NWID_VERTICAL), + NWidget(NWID_SPACER), SetFill(1, 1), SetResize(1, 1), + NWidget(NWID_HORIZONTAL), + NWidget(NWID_SELECTION, COLOUR_DARK_GREEN, WID_HP_NEXT_VARIANT_SEL), + NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_HP_NEXT_VARIANT), SetDataTip(SPR_ARROW_RIGHT, STR_NULL), + EndContainer(), + NWidget(NWID_SPACER), SetFill(1, 0), SetResize(1, 0), + EndContainer(), + EndContainer(), + EndContainer(), + /* HOUSE LABEL */ + NWidget(WWT_LABEL, COLOUR_DARK_GREEN, WID_HP_HOUSE_NAME), SetDataTip(STR_HOUSE_BUILD_HOUSE_NAME, STR_NULL), SetMinimalSize(120, 0), SetPadding(5, 0, 0, 0), NWidget(WWT_LABEL, COLOUR_DARK_GREEN, WID_HP_HISTORICAL_BUILDING), SetDataTip(STR_JUST_STRING, STR_NULL), /* HOUSE INFOS (SHORT TEXTS) */ NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_POPULATION), SetDataTip(STR_HOUSE_BUILD_HOUSE_POPULATION, STR_NULL), SetPadding(5, 0, 0, 0), @@ -1739,8 +1884,8 @@ static const NWidgetPart _nested_house_picker_widgets[] = { NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_YEARS), SetDataTip(STR_HOUSE_BUILD_YEARS, STR_NULL), EndContainer(), /* RIGHT: MATRIX OF HOUSES */ - NWidget(NWID_MATRIX, COLOUR_DARK_GREEN, WID_HP_HOUSE_SELECT_MATRIX), SetPIP(0, 2, 0), SetPadding(2, 2, 2, 2), SetScrollbar(WID_HP_HOUSE_SELECT_SCROLL), - NWidget(WWT_PANEL, COLOUR_DARK_GREEN, WID_HP_HOUSE_SELECT), SetMinimalSize(64, 64), SetFill(0, 0), SetResize(0, 0), + NWidget(NWID_MATRIX, COLOUR_DARK_GREEN, WID_HP_HOUSE_SELECT_MATRIX), SetPIP(0, 2, 0), SetPadding(5, 2, 2, 4), SetScrollbar(WID_HP_HOUSE_SELECT_SCROLL), + NWidget(WWT_PANEL, COLOUR_DARK_GREEN, WID_HP_HOUSE_SELECT), SetDataTip(0x0, STR_HOUSE_BUILD_SELECT_HOUSE_TOOLTIP), SetScrollbar(WID_HP_HOUSE_SELECT_SCROLL), EndContainer(), EndContainer(), @@ -1772,11 +1917,12 @@ static WindowDesc _house_picker_desc( /** * Show our house picker. - * @param parent The toolbar window we're associated with. */ void ShowBuildHousePicker() { - AllocateWindowDescFront(&_house_picker_desc, 0); + if (_game_mode != GM_EDITOR && !Company::IsValidID(_local_company)) return; + HousePickerWindow *w = AllocateWindowDescFront(&_house_picker_desc, 0, true); + if (w != NULL) w->SelectOtherHouse(-1, -1, -1, 1); // push the button } @@ -1796,6 +1942,21 @@ struct SelectTownWindow : Window { this->FinishInitNested(); } + /** + * Get list i-th item string. Appropriate string parameters will be set. + * @param i Index of the item. + * @return The string. + */ + StringID GetTownString(uint i) const + { + SetDParam(0, this->towns[i]); + if (CheckHouseDistanceFromTown(Town::Get(this->towns[i]), this->cmd.tile, false).Failed()) { + return STR_SELECT_TOWN_LIST_TOWN_OUTSIDE; + } + SetDParam(1, GetTownRadiusGroup(Town::Get(this->towns[i]), this->cmd.tile) + 1); + return STR_SELECT_TOWN_LIST_TOWN_ZONE; + } + virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) { if (widget != WID_ST_PANEL) return; @@ -1803,8 +1964,7 @@ struct SelectTownWindow : Window { /* Determine the widest string */ Dimension d = { 0, 0 }; for (uint i = 0; i < this->towns.Length(); i++) { - SetDParam(0, this->towns[i]); - d = maxdim(d, GetStringBoundingBox(STR_SELECT_TOWN_LIST_ITEM)); + d = maxdim(d, GetStringBoundingBox(this->GetTownString(i))); } resize->height = d.height; @@ -1821,8 +1981,7 @@ struct SelectTownWindow : Window { uint y = r.top + WD_FRAMERECT_TOP; uint end = min(this->vscroll->GetCount(), this->vscroll->GetPosition() + this->vscroll->GetCapacity()); for (uint i = this->vscroll->GetPosition(); i < end; i++) { - SetDParam(0, this->towns[i]); - DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, y, STR_SELECT_TOWN_LIST_ITEM); + DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, y, this->GetTownString(i)); y += this->resize.step_height; } } @@ -1876,60 +2035,53 @@ static void ShowSelectTownWindow(const TownList &towns, const CommandContainer & new SelectTownWindow(&_select_town_desc, towns, cmd); } -static void PlaceProc_House(TileIndex tile) -{ - if (_town_pool.items == 0) { - ShowErrorMessage(STR_ERROR_CAN_T_BUILD_HOUSE_HERE, STR_ERROR_MUST_FOUND_TOWN_FIRST, WL_INFO); - return; - } +/** Helper class for sorting a list of towns to join house to. */ +struct TownsToJoinHouseToListSorter { + TileIndex tile; // Tile where the house is about to be placed. + + bool operator () (const TownID &a, const TownID &b) const + { + uint dist_a, dist_b, inner_a, inner_b, outer_a, outer_b; + HouseZonesBits zone_a = TryGetTownRadiusGroup(Town::Get(a), this->tile, &dist_a, &inner_a, &outer_a); + HouseZonesBits zone_b = TryGetTownRadiusGroup(Town::Get(b), this->tile, &dist_b, &inner_b, &outer_b); + + if (zone_a != zone_b) return zone_a != HZB_END && (zone_b == HZB_END || zone_a > zone_b); - DeleteWindowById(WC_SELECT_TOWN, 0); + if (zone_a == HZB_END) return dist_a - inner_a < dist_b - inner_b; - if (_cur_house == INVALID_HOUSE_ID) return; + return (uint64)(dist_a - inner_a) * (uint64)(outer_b - inner_b) < + (uint64)(dist_b - inner_b) * (uint64)(outer_a - inner_a); + } +}; - /* build a list of towns to join to */ - TownList towns; - HouseZones house_zones = HouseSpec::Get(_cur_house)->building_availability & HZ_ZONALL; - uint best_dist = UINT_MAX; - int best_zone = (int)HZB_BEGIN - 1; +/** + * Make a list of towns for which a house can be joined to. + * + * @param house Type of the house to join. + * @param tile Tile where the house is about to be placed. + * @param [out] towns Container where sorted towns will be stored. + * @return Success or an error. + */ +static CommandCost ListTownsToJoinHouseTo(HouseID house, TileIndex tile, TownList *towns) +{ + const bool deity = (_game_mode == GM_EDITOR); + StringID error = STR_ERROR_MUST_FOUND_TOWN_FIRST; const Town *t; FOR_ALL_TOWNS(t) { - HouseZonesBits town_zone = TryGetTownRadiusGroup(t, tile); - if (HasBit(house_zones, town_zone)) { - /* If CTRL is NOT pressed keep only single town on the list, the best one. - * Otherwise add all towns to the list so they can be shown to the player. */ - if (!_ctrl_pressed) { - if ((int)town_zone < best_zone) continue; - uint dist = DistanceSquare(tile, t->xy); - if (dist >= best_dist) continue; - best_dist = dist; - best_zone = town_zone; - towns.Clear(); - } - *towns.Append() = t->index; + CommandCost ret = CheckHouseDistanceFromTown(t, tile, deity); + if (ret.Failed()) { + if (error == STR_ERROR_MUST_FOUND_TOWN_FIRST) error = ret.GetErrorMessage(); + continue; } + if (!deity && !HasBit(HouseSpec::Get(house)->building_availability, GetTownRadiusGroup(t, tile))) { + error = STR_ERROR_BUILDING_NOT_ALLOWED_IN_THIS_TOWN_ZONE; + continue; + } + *(towns->Append()) = t->index; } - if (towns.Length() == 0) { - ShowErrorMessage(STR_ERROR_CAN_T_BUILD_HOUSE_HERE, STR_ERROR_BUILDING_NOT_ALLOWED_IN_THIS_TOWN_ZONE, WL_INFO); - return; - } - - CommandContainer cmd = { - tile, - _cur_house, // p1 - house type and town index (town not yet set) - InteractiveRandom(), // p2 - random bits for the house - CMD_BUILD_HOUSE | CMD_MSG(STR_ERROR_CAN_T_BUILD_HOUSE_HERE), - CcPlaySound1E, - 0, - "" - }; - - if (!_ctrl_pressed) { - SB(cmd.p1, 16, 16, towns[0]); // set the town, it's alone on the list - DoCommandP(&cmd); - } else { - if (!_settings_client.gui.persistent_buildingtools) DeleteWindowById(WC_BUILD_HOUSE, 0); - ShowSelectTownWindow(towns, cmd); - } + if (towns->Length() == 0) return CommandCost(error); + TownsToJoinHouseToListSorter compare = { tile }; + std::sort(towns->Begin(), towns->End(), compare); + return CommandCost(); } diff --git a/src/town_gui.h b/src/town_gui.h deleted file mode 100644 index 3b22d68daf..0000000000 --- a/src/town_gui.h +++ /dev/null @@ -1,17 +0,0 @@ -/* $Id$ */ - -/* - * This file is part of OpenTTD. - * 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. - * 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. - * 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 . - */ - -/** @file town_gui.h Types and functions related to the town GUI. */ - -#ifndef TOWN_GUI_H -#define TOWN_GUI_H - -void ShowBuildHousePicker(); - -#endif /* TOWN_GUI_H */ diff --git a/src/widgets/terraform_widget.h b/src/widgets/terraform_widget.h index 5d9e8255a7..d79665262e 100644 --- a/src/widgets/terraform_widget.h +++ b/src/widgets/terraform_widget.h @@ -40,7 +40,6 @@ enum EditorTerraformToolbarWidgets { WID_ETT_PLACE_ROCKS, ///< Place rocks button. WID_ETT_PLACE_DESERT, ///< Place desert button (in tropical climate). WID_ETT_PLACE_OBJECT, ///< Place transmitter button. - WID_ETT_PLACE_HOUSE, ///< Place house button. WID_ETT_BUTTONS_END, ///< End of pushable buttons. WID_ETT_INCREASE_SIZE = WID_ETT_BUTTONS_END, ///< Upwards arrow button to increase terraforming size. WID_ETT_DECREASE_SIZE, ///< Downwards arrow button to decrease terraforming size. diff --git a/src/widgets/town_widget.h b/src/widgets/town_widget.h index 59412ee17d..54c38d8903 100644 --- a/src/widgets/town_widget.h +++ b/src/widgets/town_widget.h @@ -62,6 +62,13 @@ enum TownFoundingWidgets { WID_TF_LAYOUT_RANDOM, ///< Selection for a randomly chosen town layout. }; +/** Widgets of the #SelectTownWindow class. */ +enum SelectTownWidgets { + WID_ST_CAPTION, ///< Caption of the window. + WID_ST_PANEL, ///< Main panel. + WID_ST_SCROLLBAR, ///< Scrollbar of the panel. +}; + /** Widgets of the #HousePickerWindow class. */ enum HousePickerWidgets { WID_HP_CAPTION, @@ -72,6 +79,10 @@ enum HousePickerWidgets { WID_HP_HOUSE_SELECT_SCROLL, ///< Scrollbar associated with the house matrix. WID_HP_HOUSE_SELECT, ///< Panels with house images in the house matrix. WID_HP_HOUSE_PREVIEW, ///< House preview panel. + WID_HP_PREV_VARIANT_SEL, ///< Selection widget to show/hide the prev variant buttons. + WID_HP_PREV_VARIANT, ///< Prev variant button. + WID_HP_NEXT_VARIANT_SEL, ///< Selection widget to show/hide the next variant buttons. + WID_HP_NEXT_VARIANT, ///< Next variant button. WID_HP_HOUSE_NAME, ///< House name display. WID_HP_HISTORICAL_BUILDING, ///< "Historical building" label. WID_HP_HOUSE_POPULATION, ///< House population display. @@ -83,11 +94,4 @@ enum HousePickerWidgets { WID_HP_HOUSE_SUPPLY, ///< Cargo supplied. }; -/** Widgets of the #SelectTownWindow class. */ -enum SelectTownWidgets { - WID_ST_CAPTION, ///< Caption of the window. - WID_ST_PANEL, ///< Main panel. - WID_ST_SCROLLBAR, ///< Scrollbar of the panel. -}; - #endif /* WIDGETS_TOWN_WIDGET_H */