413 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			413 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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#include "functions.h"
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#include "map.h"
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#include "tile.h"
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#include "command.h"
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#include "viewport.h"
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#include "player.h"
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#include "gui.h"
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#include "station.h"
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#include "economy.h"
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#include "town.h"
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#include "sprite.h"
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#include "unmovable_map.h"
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#include "variables.h"
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#include "table/unmovable_land.h"
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#include "genworld.h"
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/** Destroy a HQ.
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 * During normal gameplay you can only implicitely destroy a HQ when you are
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 * rebuilding it. Otherwise, only water can destroy it.
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 * @param tile tile coordinates where HQ is located to destroy
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 * @param flags docommand flags of calling function
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 */
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static int32 DestroyCompanyHQ(PlayerID pid, uint32 flags)
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{
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	Player* p = GetPlayer(pid);
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	SET_EXPENSES_TYPE(EXPENSES_PROPERTY);
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	if (flags & DC_EXEC) {
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		TileIndex t = p->location_of_house;
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		DoClearSquare(t + TileDiffXY(0, 0));
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		DoClearSquare(t + TileDiffXY(0, 1));
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		DoClearSquare(t + TileDiffXY(1, 0));
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		DoClearSquare(t + TileDiffXY(1, 1));
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		p->location_of_house = 0; // reset HQ position
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		InvalidateWindow(WC_COMPANY, pid);
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	}
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	// cost of relocating company is 1% of company value
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	return CalculateCompanyValue(p) / 100;
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}
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void UpdateCompanyHQ(Player *p, uint score)
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{
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	byte val;
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	TileIndex tile = p->location_of_house;
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	if (tile == 0) return;
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	(val = 0, score < 170) ||
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	(val++, score < 350) ||
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	(val++, score < 520) ||
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	(val++, score < 720) ||
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	(val++, true);
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	EnlargeCompanyHQ(tile, val);
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	MarkTileDirtyByTile(tile + TileDiffXY(0, 0));
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	MarkTileDirtyByTile(tile + TileDiffXY(0, 1));
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	MarkTileDirtyByTile(tile + TileDiffXY(1, 0));
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	MarkTileDirtyByTile(tile + TileDiffXY(1, 1));
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}
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/** Build or relocate the HQ. This depends if the HQ is already built or not
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 * @param tile tile where the HQ will be built or relocated to
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 * @param p1 unused
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 * @param p2 unused
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 */
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extern int32 CheckFlatLandBelow(TileIndex tile, uint w, uint h, uint flags, uint invalid_dirs, int *);
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int32 CmdBuildCompanyHQ(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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	Player *p = GetPlayer(_current_player);
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	int cost;
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	int32 ret;
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	SET_EXPENSES_TYPE(EXPENSES_PROPERTY);
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	ret = CheckFlatLandBelow(tile, 2, 2, flags, 0, NULL);
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	if (CmdFailed(ret)) return ret;
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	cost = ret;
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	if (p->location_of_house != 0) { /* Moving HQ */
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		cost += DestroyCompanyHQ(_current_player, flags);
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	}
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	if (flags & DC_EXEC) {
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		int score = UpdateCompanyRatingAndValue(p, false);
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		p->location_of_house = tile;
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		MakeCompanyHQ(tile, _current_player);
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		UpdateCompanyHQ(p, score);
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		InvalidateWindow(WC_COMPANY, p->index);
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	}
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	return cost;
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}
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static void DrawTile_Unmovable(TileInfo *ti)
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{
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	uint32 image, ormod;
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	switch (GetUnmovableType(ti->tile)) {
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		case UNMOVABLE_TRANSMITTER:
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		case UNMOVABLE_LIGHTHOUSE: {
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			const DrawTileUnmovableStruct* dtus;
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			if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, ti->tileh);
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			DrawClearLandTile(ti, 2);
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			dtus = &_draw_tile_unmovable_data[GetUnmovableType(ti->tile)];
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			image = dtus->image;
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			if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
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			AddSortableSpriteToDraw(
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				image, ti->x | dtus->subcoord_x, ti->y | dtus->subcoord_y,
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				dtus->width, dtus->height, dtus->z_size, ti->z
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			);
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			break;
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		}
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		case UNMOVABLE_STATUE:
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			DrawGroundSprite(SPR_CONCRETE_GROUND);
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			image = PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile));
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			image += PALETTE_MODIFIER_COLOR | SPR_STATUE_COMPANY;
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			if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
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			AddSortableSpriteToDraw(image, ti->x, ti->y, 16, 16, 25, ti->z);
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			break;
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		case UNMOVABLE_OWNED_LAND:
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			DrawClearLandTile(ti, 0);
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			AddSortableSpriteToDraw(
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				PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)) + PALETTE_MODIFIER_COLOR + SPR_BOUGHT_LAND,
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				ti->x + TILE_SIZE / 2, ti->y + TILE_SIZE / 2, 1, 1, 10, GetSlopeZ(ti->x + TILE_SIZE / 2, ti->y + TILE_SIZE / 2)
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			);
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			break;
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		default: {
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			const DrawTileSeqStruct* dtss;
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			const DrawTileSprites* t;
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			assert(IsCompanyHQ(ti->tile));
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			if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, ti->tileh);
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			ormod = PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile));
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			t = &_unmovable_display_datas[GetCompanyHQSection(ti->tile)];
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			DrawGroundSprite(t->ground_sprite | ormod);
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			foreach_draw_tile_seq(dtss, t->seq) {
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				image = dtss->image;
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				if (_display_opt & DO_TRANS_BUILDINGS) {
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					MAKE_TRANSPARENT(image);
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				} else {
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					image |= ormod;
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				}
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				AddSortableSpriteToDraw(
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					image,
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					ti->x + dtss->delta_x, ti->y + dtss->delta_y,
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					dtss->size_x, dtss->size_y,
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					dtss->size_z, ti->z + dtss->delta_z
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				);
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			}
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			break;
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		}
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	}
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}
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static uint GetSlopeZ_Unmovable(TileIndex tile, uint x, uint y)
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{
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	if (IsOwnedLand(tile)) {
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		uint z;
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		uint tileh = GetTileSlope(tile, &z);
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		return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
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	} else {
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		return GetTileMaxZ(tile);
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	}
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}
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static Slope GetSlopeTileh_Unmovable(TileIndex tile, Slope tileh)
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{
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	return IsOwnedLand(tile) ? tileh : SLOPE_FLAT;
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}
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static int32 ClearTile_Unmovable(TileIndex tile, byte flags)
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{
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	if (IsCompanyHQ(tile)) {
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		if (_current_player == OWNER_WATER) {
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			return DestroyCompanyHQ(GetTileOwner(tile), DC_EXEC);
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		} else {
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			return_cmd_error(STR_5804_COMPANY_HEADQUARTERS_IN);
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		}
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	}
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	if (IsOwnedLand(tile)) {
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		return DoCommand(tile, 0, 0, flags, CMD_SELL_LAND_AREA);
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	}
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	// checks if you're allowed to remove unmovable things
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	if (_game_mode != GM_EDITOR && _current_player != OWNER_WATER && ((flags & DC_AUTO || !_cheats.magic_bulldozer.value)) )
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		return_cmd_error(STR_5800_OBJECT_IN_THE_WAY);
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	if (flags & DC_EXEC) {
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		DoClearSquare(tile);
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	}
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	return 0;
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}
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static void GetAcceptedCargo_Unmovable(TileIndex tile, AcceptedCargo ac)
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{
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	uint level; // HQ level (depends on company performance) in the range 1..5.
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	if (!IsCompanyHQ(tile)) return;
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	/* HQ accepts passenger and mail; but we have to divide the values
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	 * between 4 tiles it occupies! */
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	level = GetCompanyHQSize(tile) + 1;
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	// Top town building generates 10, so to make HQ interesting, the top
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	// type makes 20.
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	ac[CT_PASSENGERS] = max(1, level);
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	// Top town building generates 4, HQ can make up to 8. The
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	// proportion passengers:mail is different because such a huge
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	// commercial building generates unusually high amount of mail
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	// correspondence per physical visitor.
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	ac[CT_MAIL] = max(1, level / 2);
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}
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static void GetTileDesc_Unmovable(TileIndex tile, TileDesc *td)
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{
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	switch (GetUnmovableType(tile)) {
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		case UNMOVABLE_TRANSMITTER: td->str = STR_5801_TRANSMITTER; break;
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		case UNMOVABLE_LIGHTHOUSE:  td->str = STR_5802_LIGHTHOUSE; break;
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		case UNMOVABLE_STATUE:      td->str = STR_2016_STATUE; break;
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		case UNMOVABLE_OWNED_LAND:  td->str = STR_5805_COMPANY_OWNED_LAND; break;
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		default:                    td->str = STR_5803_COMPANY_HEADQUARTERS; break;
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	}
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	td->owner = GetTileOwner(tile);
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}
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static void AnimateTile_Unmovable(TileIndex tile)
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{
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	/* not used */
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}
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static void TileLoop_Unmovable(TileIndex tile)
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{
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	uint level; // HQ level (depends on company performance) in the range 1..5.
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	uint32 r;
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	if (!IsCompanyHQ(tile)) return;
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	/* HQ accepts passenger and mail; but we have to divide the values
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	 * between 4 tiles it occupies! */
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	level = GetCompanyHQSize(tile) + 1;
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	assert(level < 6);
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	r = Random();
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	// Top town buildings generate 250, so the top HQ type makes 256.
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	if (GB(r, 0, 8) < (256 / 4 / (6 - level))) {
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		uint amt = GB(r, 0, 8) / 8 / 4 + 1;
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		if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
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		MoveGoodsToStation(tile, 2, 2, CT_PASSENGERS, amt);
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	}
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	// Top town building generates 90, HQ can make up to 196. The
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	// proportion passengers:mail is about the same as in the acceptance
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	// equations.
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	if (GB(r, 8, 8) < (196 / 4 / (6 - level))) {
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		uint amt = GB(r, 8, 8) / 8 / 4 + 1;
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		if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
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		MoveGoodsToStation(tile, 2, 2, CT_MAIL, amt);
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	}
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}
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static uint32 GetTileTrackStatus_Unmovable(TileIndex tile, TransportType mode)
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{
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	return 0;
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}
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static void ClickTile_Unmovable(TileIndex tile)
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{
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	if (IsCompanyHQ(tile)) ShowPlayerCompany(GetTileOwner(tile));
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}
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/* checks, if a radio tower is within a 9x9 tile square around tile */
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static bool IsRadioTowerNearby(TileIndex tile)
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{
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	TileIndex tile_s = tile - TileDiffXY(4, 4);
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	BEGIN_TILE_LOOP(tile, 9, 9, tile_s)
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		if (IsTransmitterTile(tile)) return true;
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	END_TILE_LOOP(tile, 9, 9, tile_s)
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	return false;
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}
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void GenerateUnmovables(void)
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{
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	int i, li, j, loop_count;
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	TileIndex tile;
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	uint h;
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	uint maxx;
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	uint maxy;
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	if (_opt.landscape == LT_CANDY) return;
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	/* add radio tower */
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	i = ScaleByMapSize(1000);
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	j = ScaleByMapSize(15); // maximum number of radio towers on the map
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	li = ScaleByMapSize1D((Random() & 3) + 7);
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	SetGeneratingWorldProgress(GWP_UNMOVABLE, j + li);
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	do {
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		tile = RandomTile();
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		if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h >= TILE_HEIGHT * 4) {
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			if (IsRadioTowerNearby(tile)) continue;
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			MakeTransmitter(tile);
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			IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
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			if (--j == 0) break;
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		}
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	} while (--i);
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	if (_opt.landscape == LT_DESERT) return;
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	/* add lighthouses */
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	i = li;
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	maxx = MapMaxX();
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	maxy = MapMaxY();
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	loop_count = 0;
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	do {
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		uint32 r;
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		DiagDirection dir;
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		int perimeter;
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restart:
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		/* Avoid infinite loops */
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		if (++loop_count > 1000) break;
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		r = Random();
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		/* Scatter the lighthouses more evenly around the perimeter */
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		perimeter = (GB(r, 16, 16) % (2 * (maxx + maxy))) - maxy;
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		for (dir = DIAGDIR_NE; perimeter > 0; dir++) {
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			perimeter -= (DiagDirToAxis(dir) == AXIS_X) ? maxx : maxy;
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		}
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		switch (dir) {
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			default:
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			case DIAGDIR_NE: tile = TileXY(maxx,     r % maxy); break;
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			case DIAGDIR_SE: tile = TileXY(r % maxx, 0);        break;
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			case DIAGDIR_SW: tile = TileXY(0,        r % maxy); break;
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			case DIAGDIR_NW: tile = TileXY(r % maxx, maxy);     break;
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		}
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		j = 20;
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		do {
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			if (--j == 0) goto restart;
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			tile = TILE_MASK(tile + TileOffsByDiagDir(dir));
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		} while (!(IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == SLOPE_FLAT && h <= TILE_HEIGHT * 2));
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		assert(tile == TILE_MASK(tile));
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		MakeLighthouse(tile);
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		IncreaseGeneratingWorldProgress(GWP_UNMOVABLE);
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	} while (--i);
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}
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static void ChangeTileOwner_Unmovable(TileIndex tile, PlayerID old_player, PlayerID new_player)
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{
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	if (!IsTileOwner(tile, old_player)) return;
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	if (IsOwnedLand(tile) && new_player != PLAYER_SPECTATOR) {
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		SetTileOwner(tile, new_player);
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	} else {
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		DoClearSquare(tile);
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	}
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}
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const TileTypeProcs _tile_type_unmovable_procs = {
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	DrawTile_Unmovable,             /* draw_tile_proc */
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	GetSlopeZ_Unmovable,            /* get_slope_z_proc */
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	ClearTile_Unmovable,            /* clear_tile_proc */
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	GetAcceptedCargo_Unmovable,     /* get_accepted_cargo_proc */
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	GetTileDesc_Unmovable,          /* get_tile_desc_proc */
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	GetTileTrackStatus_Unmovable,   /* get_tile_track_status_proc */
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	ClickTile_Unmovable,            /* click_tile_proc */
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	AnimateTile_Unmovable,          /* animate_tile_proc */
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	TileLoop_Unmovable,             /* tile_loop_clear */
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	ChangeTileOwner_Unmovable,      /* change_tile_owner_clear */
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	NULL,                           /* get_produced_cargo_proc */
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	NULL,                           /* vehicle_enter_tile_proc */
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	GetSlopeTileh_Unmovable,        /* get_slope_tileh_proc */
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};
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