Import Picking and placing single houses in scenario editor patch

Minor whitespace fixes

http://www.tt-forums.net/viewtopic.php?f=33&t=68894&view=unread#p1099696
pull/3/head
patch-import 9 years ago committed by Jonathan G Rennison
parent e6782df9ba
commit 19dcbb1cb9

@ -367,6 +367,7 @@ tilematrix_type.hpp
timetable.h
toolbar_gui.h
town.h
town_gui.h
town_type.h
townname_func.h
townname_type.h

@ -50,6 +50,7 @@ CommandProc CmdRemoveSingleSignal;
CommandProc CmdTerraformLand;
CommandProc CmdBuildObject;
CommandProc CmdBuildHouse;
CommandProc CmdSellLandArea;
CommandProc CmdBuildTunnel;
@ -220,6 +221,7 @@ static const Command _command_proc_table[] = {
DEF_CMD(CmdRemoveSingleSignal, CMD_AUTO, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_REMOVE_SIGNALS
DEF_CMD(CmdTerraformLand, CMD_ALL_TILES | CMD_AUTO, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_TERRAFORM_LAND
DEF_CMD(CmdBuildObject, CMD_NO_WATER | CMD_AUTO, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_BUILD_OBJECT
DEF_CMD(CmdBuildHouse, CMD_DEITY | CMD_NO_WATER | CMD_AUTO, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_BUILD_HOUSE
DEF_CMD(CmdBuildTunnel, CMD_DEITY | CMD_AUTO, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_BUILD_TUNNEL
DEF_CMD(CmdRemoveFromRailStation, 0, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_REMOVE_FROM_RAIL_STATION
DEF_CMD(CmdConvertRail, 0, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_CONVERT_RAILD

@ -187,6 +187,7 @@ enum Commands {
CMD_REMOVE_SIGNALS, ///< remove a signal
CMD_TERRAFORM_LAND, ///< terraform a tile
CMD_BUILD_OBJECT, ///< build an object
CMD_BUILD_HOUSE, ///< build a house
CMD_BUILD_TUNNEL, ///< build a tunnel
CMD_REMOVE_FROM_RAIL_STATION, ///< remove a (rectangle of) tiles from a rail station

@ -143,4 +143,9 @@ 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);
#endif /* HOUSE_H */

@ -359,6 +359,7 @@ 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
@ -2486,6 +2487,36 @@ 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}
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_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_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_SUPPLIED_CARGO :{BLACK}Supplies: {GOLD}{CARGO_LIST}
STR_HOUSE_BUILD_ACCEPTED_CARGO :{BLACK}Accepts: {GOLD}{RAW_STRING}
STR_HOUSE_BUILD_CARGO_FIRST :{STRING2}
STR_HOUSE_BUILD_CARGO_SEPARATED :, {STRING2}
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
@ -4166,6 +4197,7 @@ STR_ERROR_CAN_T_GENERATE_TOWN :{WHITE}Can't bu
STR_ERROR_CAN_T_RENAME_TOWN :{WHITE}Can't rename town...
STR_ERROR_CAN_T_FOUND_TOWN_HERE :{WHITE}Can't found town here...
STR_ERROR_CAN_T_EXPAND_TOWN :{WHITE}Can't expand town...
STR_ERROR_CAN_T_BUILD_HOUSE_HERE :{WHITE}Can't build house here...
STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB :{WHITE}... too close to edge of map
STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN :{WHITE}... too close to another town
STR_ERROR_TOO_MANY_TOWNS :{WHITE}... too many towns
@ -4174,6 +4206,15 @@ STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS :{WHITE}The town
STR_ERROR_ROAD_WORKS_IN_PROGRESS :{WHITE}Road works in progress
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.
# Industry related errors
STR_ERROR_TOO_MANY_INDUSTRIES :{WHITE}... too many industries

@ -14,6 +14,7 @@
#include "landscape.h"
#include "newgrf_house.h"
#include "newgrf_spritegroup.h"
#include "newgrf_text.h"
#include "newgrf_town.h"
#include "newgrf_sound.h"
#include "company_func.h"
@ -26,6 +27,8 @@
#include "safeguards.h"
#include "table/strings.h"
static BuildingCounts<uint32> _building_counts;
static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
@ -67,7 +70,7 @@ static const GRFFile *GetHouseSpecGrf(HouseID house_id)
/**
* Construct a resolver for a house.
* @param house_id House to query.
* @param tile %Tile containing the house.
* @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 callback Callback ID.
* @param param1 First parameter (var 10) of the callback.
@ -79,13 +82,28 @@ static const GRFFile *GetHouseSpecGrf(HouseID house_id)
HouseResolverObject::HouseResolverObject(HouseID house_id, TileIndex tile, Town *town,
CallbackID callback, uint32 param1, uint32 param2,
bool not_yet_constructed, uint8 initial_random_bits, uint32 watched_cargo_triggers)
: ResolverObject(GetHouseSpecGrf(house_id), callback, param1, param2),
house_scope(*this, house_id, tile, town, not_yet_constructed, initial_random_bits, watched_cargo_triggers),
town_scope(*this, town, not_yet_constructed) // Don't access StorePSA if house is not yet constructed.
: 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));
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->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);
this->root_spritegroup = HouseSpec::Get(house_id)->grf_prop.spritegroup[0];
}
/* virtual */ HouseResolverObject::~HouseResolverObject()
{
delete this->house_scope;
delete this->town_scope;
}
HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid)
{
/* Start from 1 because 0 means that no class has been assigned. */
@ -435,29 +453,120 @@ static uint32 GetDistanceFromNearbyHouse(uint8 parameter, TileIndex tile, HouseI
return UINT_MAX;
}
/**
* @note Used by the resolver to get values for feature 07 deterministic spritegroups.
*/
/* virtual */ uint32 FakeHouseScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
{
switch (variable) {
/* Construction stage. */
case 0x40: return TOWN_HOUSE_COMPLETED;
/* Building age. */
case 0x41: return 0;
/* Town zone */
case 0x42: return FIND_FIRST_BIT(HouseSpec::Get(this->house_id)->building_availability & HZ_ZONALL); // first 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;
/* Whether the town is being created or just expanded. */
case 0x45: return 0;
/* Current animation frame. */
case 0x46: return 0;
/* Position of the house */
case 0x47: return 0xFFFFFFFF;
/* Building counts for old houses with id = parameter. */
case 0x60: return 0;
/* Building counts for new houses with id = parameter. */
case 0x61: return 0;
/* Land info for nearby tiles. */
case 0x62: return 0;
/* Current animation frame of nearby house tiles */
case 0x63: return 0;
/* Cargo acceptance history of nearby stations */
case 0x64: return 0;
/* Distance test for some house types */
case 0x65: return 0;
/* Class and ID of nearby house tile */
case 0x66: return 0xFFFFFFFF;
/* GRFID of nearby house tile */
case 0x67: return 0xFFFFFFFF;
}
DEBUG(grf, 1, "Unhandled house variable 0x%X", variable);
*available = false;
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)
{
assert(IsValidTile(tile) && (not_yet_constructed || IsTileType(tile, MP_HOUSE)));
HouseResolverObject object(house_id, tile, town, callback, param1, param2,
not_yet_constructed, initial_random_bits, watched_cargo_triggers);
return object.ResolveCallback();
}
static void DrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *group, byte stage, HouseID house_id)
/**
* 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.
* @return Name of the house.
*/
StringID GetHouseName(HouseID house_id, TileIndex tile)
{
const DrawTileSprites *dts = group->ProcessRegisters(&stage);
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);
if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
if (callback_res > 0x400) {
ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
} else {
StringID ret = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
if (ret != STR_NULL && ret != STR_UNDEFINED) return ret;
}
}
return hs->building_name;
}
static inline PaletteID GetHouseColour(HouseID house_id, TileIndex tile = INVALID_TILE)
{
const HouseSpec *hs = HouseSpec::Get(house_id);
PaletteID palette = hs->random_colour[TileHash2Bit(ti->x, ti->y)] + PALETTE_RECOLOUR_START;
if (HasBit(hs->callback_mask, CBM_HOUSE_COLOUR)) {
uint16 callback = GetHouseCallback(CBID_HOUSE_COLOUR, 0, 0, house_id, Town::GetByTile(ti->tile), ti->tile);
Town *t = (tile != INVALID_TILE) ? Town::GetByTile(tile) : NULL;
uint16 callback = GetHouseCallback(CBID_HOUSE_COLOUR, 0, 0, house_id, t, tile);
if (callback != CALLBACK_FAILED) {
/* If bit 14 is set, we should use a 2cc colour map, else use the callback value. */
palette = HasBit(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
return HasBit(callback, 14) ? GB(callback, 0, 8) + SPR_2CCMAP_BASE : callback;
}
}
return hs->random_colour[TileHash2Bit(TileX(tile), TileY(tile))] + PALETTE_RECOLOUR_START;
}
static void DrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *group, byte stage, HouseID house_id)
{
const DrawTileSprites *dts = group->ProcessRegisters(&stage);
PaletteID palette = GetHouseColour(house_id, ti->tile);
SpriteID image = dts->ground.sprite;
PaletteID pal = dts->ground.pal;
@ -472,6 +581,26 @@ 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)
{
byte stage = TOWN_HOUSE_COMPLETED;
const DrawTileSprites *dts = group->ProcessRegisters(&stage);
PaletteID palette = GetHouseColour(house_id);
if (ground) {
PalSpriteID image = dts->ground;
if (HasBit(image.sprite, SPRITE_MODIFIER_CUSTOM_SPRITE)) image.sprite += stage;
if (HasBit(image.pal, SPRITE_MODIFIER_CUSTOM_SPRITE)) image.pal += stage;
if (GB(image.sprite, 0, SPRITE_WIDTH) != 0) {
DrawSprite(image.sprite, GroundSpritePaletteTransform(image.sprite, image.pal, palette), x, y);
}
} else {
DrawNewGRFTileSeqInGUI(x, y, dts, stage, palette);
}
}
void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
{
const HouseSpec *hs = HouseSpec::Get(house_id);
@ -498,6 +627,15 @@ void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
}
}
void DrawNewHouseTileInGUI(int x, int y, HouseID house_id, bool ground)
{
HouseResolverObject object(house_id);
const SpriteGroup *group = object.Resolve();
if (group != NULL && group->type == SGT_TILELAYOUT) {
DrawTileLayoutInGUI(x, y, (const TileLayoutSpriteGroup*)group, house_id, 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)
{
@ -530,6 +668,26 @@ void AnimateNewHouseConstruction(TileIndex tile)
}
}
/**
* Check if GRF allows a given house to be constructed (callback 17)
* @param house_id house type
* @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)
{
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;
}
}
return true;
}
bool CanDeleteHouse(TileIndex tile)
{
const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));

@ -36,20 +36,43 @@ struct HouseScopeResolver : public ScopeResolver {
/* virtual */ void SetTriggers(int triggers) const;
};
/**
* Fake scope resolver for nonexistent houses.
*
* The purpose of this class is to provide a house resolver for a given house type
* but not an actual house instatntion. We need this when e.g. drawing houses in
* GUI to keep backward compatibility with GRFs that were created before this
* functionality. When querying house sprites, certain GRF may read various house
* variables e.g. the town zone where the building is located or the XY coordinates.
* Since the building doesn't exists we have no real values that we can return.
* Instead of failing, this resolver will return fake values.
*/
struct FakeHouseScopeResolver : public ScopeResolver {
HouseID house_id; ///< Type of house being queried.
FakeHouseScopeResolver(ResolverObject &ro, HouseID house_id)
: ScopeResolver(ro), house_id(house_id)
{ }
/* virtual */ uint32 GetVariable(byte variable, uint32 parameter, bool *available) const;
};
/** Resolver object to be used for houses (feature 07 spritegroups). */
struct HouseResolverObject : public ResolverObject {
HouseScopeResolver house_scope;
TownScopeResolver town_scope;
ScopeResolver *house_scope;
ScopeResolver *town_scope;
HouseResolverObject(HouseID house_id, TileIndex tile, Town *town,
HouseResolverObject(HouseID house_id, TileIndex tile = INVALID_TILE, Town *town = NULL,
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);
/* virtual */ ~HouseResolverObject();
/* virtual */ ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0)
{
switch (scope) {
case VSG_SCOPE_SELF: return &this->house_scope;
case VSG_SCOPE_PARENT: return &this->town_scope;
case VSG_SCOPE_SELF: return this->house_scope;
case VSG_SCOPE_PARENT: return this->town_scope;
default: return ResolverObject::GetScope(scope, relative);
}
}
@ -80,13 +103,15 @@ 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 AnimateNewHouseTile(TileIndex tile);
void AnimateNewHouseConstruction(TileIndex tile);
uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile,
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);
void WatchedCargoCallback(TileIndex tile, uint32 trigger_cargoes);
bool HouseAllowsConstruction(HouseID house_id, TileIndex tile, Town *t, byte random_bits);
bool CanDeleteHouse(TileIndex tile);
bool NewHouseTileLoop(TileIndex tile);

@ -162,6 +162,30 @@ TownScopeResolver::TownScopeResolver(ResolverObject &ro, Town *t, bool readonly)
t->psa_list.push_back(psa);
}
/* virtual */ uint32 FakeTownScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
{
switch (variable) {
/* Town index */
case 0x41: return 0xFFFF;
case 0x40: case 0x7C: case 0x80: case 0x81: case 0x82: case 0x83: case 0x8A: case 0x92:
case 0x93: case 0x94: case 0x95: case 0x96: case 0x97: case 0x98: case 0x99: case 0x9A:
case 0x9B: case 0x9C: case 0x9D: case 0x9E: case 0x9F: case 0xA0: case 0xA1: case 0xA2:
case 0xA3: case 0xA4: case 0xA5: case 0xA6: case 0xA7: case 0xA8: case 0xA9: case 0xAA:
case 0xAB: case 0xAC: case 0xAD: case 0xAE: case 0xB2: case 0xB6: case 0xB9: case 0xBA:
case 0xBB: case 0xBC: case 0xBD: case 0xBE: case 0xBF: case 0xC0: case 0xC1: case 0xC2:
case 0xC3: case 0xC4: case 0xC5: case 0xC6: case 0xC7: case 0xC8: case 0xC9: case 0xCA:
case 0xCB: case 0xCC: case 0xCD: case 0xCE: case 0xCF: case 0xD0: case 0xD1: case 0xD2:
case 0xD3: case 0xD4: case 0xD5:
return 0;
}
DEBUG(grf, 1, "Unhandled town variable 0x%X", variable);
*available = false;
return UINT_MAX;
}
/**
* Resolver for a town.
* @param grffile NewGRF file associated with the town.

@ -31,6 +31,24 @@ struct TownScopeResolver : public ScopeResolver {
virtual void StorePSA(uint reg, int32 value);
};
/**
* Fake scope resolver for nonexistent towns.
*
* The purpose of this class is to provide a house resolver for a given house type
* but not an actual house instatntion. We need this when e.g. drawing houses in
* GUI to keep backward compatibility with GRFs that were created before this
* functionality. When querying house sprites, certain GRF may read various town
* variables e.g. the population. Since the building doesn't exists and is not
* bounded to any town we have no real values that we can return. Instead of
* failing, this resolver will return fake values.
*/
struct FakeTownScopeResolver : public ScopeResolver {
FakeTownScopeResolver(ResolverObject &ro) : ScopeResolver(ro)
{ }
virtual uint32 GetVariable(byte variable, uint32 parameter, bool *available) const;
};
/** Resolver of town properties. */
struct TownResolverObject : public ResolverObject {
TownScopeResolver town_scope; ///< Scope resolver specific for towns.

@ -68,6 +68,7 @@ void SQGSWindow_Register(Squirrel *engine)
SQGSWindow.DefSQConst(engine, ScriptWindow::WC_COMPANY_COLOUR, "WC_COMPANY_COLOUR");
SQGSWindow.DefSQConst(engine, ScriptWindow::WC_COMPANY_MANAGER_FACE, "WC_COMPANY_MANAGER_FACE");
SQGSWindow.DefSQConst(engine, ScriptWindow::WC_SELECT_STATION, "WC_SELECT_STATION");
SQGSWindow.DefSQConst(engine, ScriptWindow::WC_SELECT_TOWN, "WC_SELECT_TOWN");
SQGSWindow.DefSQConst(engine, ScriptWindow::WC_NEWS_WINDOW, "WC_NEWS_WINDOW");
SQGSWindow.DefSQConst(engine, ScriptWindow::WC_TOWN_DIRECTORY, "WC_TOWN_DIRECTORY");
SQGSWindow.DefSQConst(engine, ScriptWindow::WC_SUBSIDIES_LIST, "WC_SUBSIDIES_LIST");
@ -90,6 +91,7 @@ void SQGSWindow_Register(Squirrel *engine)
SQGSWindow.DefSQConst(engine, ScriptWindow::WC_INDUSTRY_VIEW, "WC_INDUSTRY_VIEW");
SQGSWindow.DefSQConst(engine, ScriptWindow::WC_COMPANY, "WC_COMPANY");
SQGSWindow.DefSQConst(engine, ScriptWindow::WC_BUILD_OBJECT, "WC_BUILD_OBJECT");
SQGSWindow.DefSQConst(engine, ScriptWindow::WC_BUILD_HOUSE, "WC_BUILD_HOUSE");
SQGSWindow.DefSQConst(engine, ScriptWindow::WC_BUILD_VEHICLE, "WC_BUILD_VEHICLE");
SQGSWindow.DefSQConst(engine, ScriptWindow::WC_BUILD_BRIDGE, "WC_BUILD_BRIDGE");
SQGSWindow.DefSQConst(engine, ScriptWindow::WC_BUILD_STATION, "WC_BUILD_STATION");
@ -1139,6 +1141,7 @@ 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");
@ -1249,6 +1252,26 @@ 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_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");
SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HOUSE_SETS, "WID_HP_HOUSE_SETS");
SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HOUSE_SELECT_MATRIX, "WID_HP_HOUSE_SELECT_MATRIX");
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_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");
SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HOUSE_ZONES, "WID_HP_HOUSE_ZONES");
SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HOUSE_LANDSCAPE, "WID_HP_HOUSE_LANDSCAPE");
SQGSWindow.DefSQConst(engine, ScriptWindow::WID_HP_HOUSE_LANDSCAPE_SEL, "WID_HP_HOUSE_LANDSCAPE_SEL");
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");

@ -319,6 +319,12 @@ public:
*/
WC_SELECT_STATION = ::WC_SELECT_STATION,
/**
* Select town (when placing a house); %Window numbers:
* - 0 = #SelectTownWidgets
*/
WC_SELECT_TOWN = ::WC_SELECT_TOWN,
/**
* News window; %Window numbers:
* - 0 = #NewsWidgets
@ -453,6 +459,12 @@ public:
*/
WC_BUILD_OBJECT = ::WC_BUILD_OBJECT,
/**
* Build house; %Window numbers:
* - 0 = #BuildHouseWidgets
*/
WC_BUILD_HOUSE = ::WC_BUILD_HOUSE,
/**
* Build vehicle; %Window numbers:
* - #VehicleType = #BuildVehicleWidgets
@ -2330,6 +2342,7 @@ 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.
@ -2474,6 +2487,34 @@ public:
WID_TF_LAYOUT_RANDOM = ::WID_TF_LAYOUT_RANDOM, ///< Selection for a randomly chosen town layout.
};
/** Widgets of the #HousePickerWindow class. */
enum HousePickerWidgets {
WID_HP_CAPTION = ::WID_HP_CAPTION,
WID_HP_MAIN_PANEL_SEL = ::WID_HP_MAIN_PANEL_SEL, ///< Selection widget to show/hide the main panel.
WID_HP_HOUSE_SETS_SEL = ::WID_HP_HOUSE_SETS_SEL, ///< Selection widget to show/hide the list of house sets.
WID_HP_HOUSE_SETS = ::WID_HP_HOUSE_SETS, ///< List of available house sets.
WID_HP_HOUSE_SELECT_MATRIX = ::WID_HP_HOUSE_SELECT_MATRIX, ///< Matrix with houses to select.
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_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.
WID_HP_HOUSE_ZONES = ::WID_HP_HOUSE_ZONES, ///< House zones display.
WID_HP_HOUSE_LANDSCAPE = ::WID_HP_HOUSE_LANDSCAPE, ///< Information about house availability against the landscape.
WID_HP_HOUSE_LANDSCAPE_SEL = ::WID_HP_HOUSE_LANDSCAPE_SEL, ///< Selection widget to show/hide the landscape info.
WID_HP_HOUSE_YEARS = ::WID_HP_HOUSE_YEARS, ///< Years display.
WID_HP_HOUSE_ACCEPTANCE = ::WID_HP_HOUSE_ACCEPTANCE, ///< Cargo accepted.
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 {

@ -233,6 +233,10 @@ namespace SQConvert {
template <> inline int Return<ScriptWindow::TownViewWidgets>(HSQUIRRELVM vm, ScriptWindow::TownViewWidgets res) { sq_pushinteger(vm, (int32)res); return 1; }
template <> inline ScriptWindow::TownFoundingWidgets GetParam(ForceType<ScriptWindow::TownFoundingWidgets>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::TownFoundingWidgets)tmp; }
template <> inline int Return<ScriptWindow::TownFoundingWidgets>(HSQUIRRELVM vm, ScriptWindow::TownFoundingWidgets res) { sq_pushinteger(vm, (int32)res); return 1; }
template <> inline ScriptWindow::HousePickerWidgets GetParam(ForceType<ScriptWindow::HousePickerWidgets>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::HousePickerWidgets)tmp; }
template <> inline int Return<ScriptWindow::HousePickerWidgets>(HSQUIRRELVM vm, ScriptWindow::HousePickerWidgets res) { sq_pushinteger(vm, (int32)res); return 1; }
template <> inline ScriptWindow::SelectTownWidgets GetParam(ForceType<ScriptWindow::SelectTownWidgets>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::SelectTownWidgets)tmp; }
template <> inline int Return<ScriptWindow::SelectTownWidgets>(HSQUIRRELVM vm, ScriptWindow::SelectTownWidgets res) { sq_pushinteger(vm, (int32)res); return 1; }
template <> inline ScriptWindow::TransparencyToolbarWidgets GetParam(ForceType<ScriptWindow::TransparencyToolbarWidgets>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::TransparencyToolbarWidgets)tmp; }
template <> inline int Return<ScriptWindow::TransparencyToolbarWidgets>(HSQUIRRELVM vm, ScriptWindow::TransparencyToolbarWidgets res) { sq_pushinteger(vm, (int32)res); return 1; }
template <> inline ScriptWindow::BuildTreesWidgets GetParam(ForceType<ScriptWindow::BuildTreesWidgets>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::BuildTreesWidgets)tmp; }

@ -32,6 +32,7 @@
#include "hotkeys.h"
#include "engine_base.h"
#include "terraform_gui.h"
#include "town_gui.h"
#include "zoom_func.h"
#include "widgets/terraform_widget.h"
@ -465,6 +466,9 @@ static const NWidgetPart _nested_scen_edit_land_gen_widgets[] = {
NWidget(WWT_IMGBTN, 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),
@ -609,6 +613,13 @@ struct ScenarioEditorLandscapeGenerationWindow : Window {
ShowBuildObjectPicker();
break;
case WID_ETT_PLACE_HOUSE: // Place house button
if (HandlePlacePushButton(this, WID_ETT_PLACE_HOUSE, SPR_CURSOR_TOWN, HT_RECT)) {
ShowBuildHousePicker(this);
this->last_user_action = widget;
}
break;
case WID_ETT_INCREASE_SIZE:
case WID_ETT_DECREASE_SIZE: { // Increase/Decrease terraform size
int size = (widget == WID_ETT_INCREASE_SIZE) ? 1 : -1;
@ -674,6 +685,10 @@ struct ScenarioEditorLandscapeGenerationWindow : Window {
VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_CREATE_DESERT);
break;
case WID_ETT_PLACE_HOUSE: // Place house button
PlaceProc_House(tile);
break;
default: NOT_REACHED();
}
}
@ -705,6 +720,8 @@ struct ScenarioEditorLandscapeGenerationWindow : Window {
this->RaiseButtons();
this->SetDirty();
DeleteWindowById(WC_BUILD_OBJECT, 0);
DeleteWindowById(WC_BUILD_HOUSE, 0);
DeleteWindowById(WC_SELECT_STATION, 0);
}
static HotkeyList hotkeys;
@ -731,6 +748,7 @@ 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
};

@ -188,6 +188,7 @@ 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 GetTownRadiusGroup(const Town *t, TileIndex tile);
void SetTownRatingTestMode(bool mode);
uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t);

@ -25,7 +25,6 @@
#include "genworld.h"
#include "newgrf_debug.h"
#include "newgrf_house.h"
#include "newgrf_text.h"
#include "autoslope.h"
#include "tunnelbridge_map.h"
#include "strings_func.h"
@ -46,6 +45,7 @@
#include "object_base.h"
#include "ai/ai.hpp"
#include "game/game.hpp"
#include "zoom_func.h"
#include "table/strings.h"
#include "table/town_land.h"
@ -189,6 +189,11 @@ static void TownDrawHouseLift(const TileInfo *ti)
AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
}
static void DrawHouseLiftInGUI(int x, int y)
{
DrawSprite(SPR_LIFT, PAL_NONE, x - 18, y + 7);
}
typedef void TownDrawTileProc(const TileInfo *ti);
static TownDrawTileProc * const _town_draw_tile_procs[1] = {
TownDrawHouseLift
@ -258,6 +263,85 @@ static void DrawTile_Town(TileInfo *ti)
}
}
static void DrawOldHouseTileInGUI(int x, int y, HouseID house_id, bool ground)
{
/* Retrieve pointer to the draw town tile struct */
const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TOWN_HOUSE_COMPLETED];
if (ground) {
/* Draw the ground sprite */
DrawSprite(dcts->ground.sprite, dcts->ground.pal, x, y);
} 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);
}
/* Draw the lift */
if (dcts->draw_proc == 1) DrawHouseLiftInGUI(x, y);
}
}
/**
* Draw image of a house. Image will be centered between the \c left and the \c right and verticaly 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
*/
void DrawHouseImage(HouseID house_id, int left, int top, int right, int bottom)
{
DrawPixelInfo tmp_dpi;
if (!FillDrawPixelInfo(&tmp_dpi, left, top, right - left + 1, bottom - top + 1)) return;
DrawPixelInfo *old_dpi = _cur_dpi;
_cur_dpi = &tmp_dpi;
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;
bool new_house = false;
if (house_id >= NEW_HOUSE_OFFSET) {
/* Houses don't necessarily need new graphics. If they don't have a
* spritegroup associated with them, then the sprite for the substitute
* house id is drawn instead. */
if (hs->grf_prop.spritegroup[0] != NULL) {
new_house = true;
} else {
house_id = hs->grf_prop.subst_id;
}
}
uint num_row = (hs->building_flags & BUILDING_2_TILES_X) ? 2 : 1;
uint num_col = (hs->building_flags & BUILDING_2_TILES_Y) ? 2 : 1;
for (bool ground = true; ; ground = !ground) {
HouseID hid = house_id;
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);
if (new_house) {
DrawNewHouseTileInGUI(x + offset.x, y + offset.y, hid, ground);
} else {
DrawOldHouseTileInGUI(x + offset.x, y + offset.y, hid, ground);
}
hid++;
}
}
if (!ground) break;
}
_cur_dpi = old_dpi;
}
static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
{
return GetTileMaxPixelZ(tile);
@ -574,13 +658,12 @@ static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
return cost;
}
static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
void AddProducedHouseCargo(HouseID house_id, TileIndex tile, CargoArray &produced)
{
HouseID house_id = GetHouseType(tile);
const HouseSpec *hs = HouseSpec::Get(house_id);
Town *t = Town::GetByTile(tile);
if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
Town *t = (tile == INVALID_TILE) ? NULL : Town::GetByTile(tile);
for (uint i = 0; i < 256; i++) {
uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
@ -601,6 +684,11 @@ static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
}
}
static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
{
AddProducedHouseCargo(GetHouseType(tile), tile, produced);
}
static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
{
if (cargo == CT_INVALID || amount == 0) return;
@ -608,9 +696,10 @@ static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArra
SetBit(*always_accepted, cargo);
}
static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
void AddAcceptedHouseCargo(HouseID house_id, TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
{
const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
const HouseSpec *hs = HouseSpec::Get(house_id);
Town *t = (tile == INVALID_TILE) ? NULL : Town::GetByTile(tile);
CargoID accepts[3];
/* Set the initial accepted cargo types */
@ -620,7 +709,7 @@ static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32
/* Check for custom accepted cargo types */
if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, house_id, t, tile);
if (callback != CALLBACK_FAILED) {
/* Replace accepted cargo types with translated values from callback */
accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
@ -631,7 +720,7 @@ static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32
/* Check for custom cargo acceptance */
if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, house_id, t, tile);
if (callback != CALLBACK_FAILED) {
AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
@ -651,31 +740,23 @@ static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32
}
}
static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
{
AddAcceptedHouseCargo(GetHouseType(tile), tile, acceptance, always_accepted);
}
static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
{
const HouseID house = GetHouseType(tile);
const HouseSpec *hs = HouseSpec::Get(house);
bool house_completed = IsHouseCompleted(tile);
td->str = hs->building_name;
td->str = GetHouseName(house, tile);
uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
if (callback_res > 0x400) {
ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
} else {
StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
td->str = new_name;
}
}
}
if (!house_completed) {
if (!IsHouseCompleted(tile)) {
SetDParamX(td->dparam, 0, td->str);
td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
}
const HouseSpec *hs = HouseSpec::Get(house);
if (hs->grf_prop.grffile != NULL) {
const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
td->grf = gc->GetName();
@ -1992,17 +2073,21 @@ 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.
*
* @param t Town on which town zone is to be found
* @param tile TileIndex where town zone needs to be found
* @return the bit position of the given zone, as defined in HouseZones
*
* @see GetTownRadiusGroup
*/
HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
HouseZonesBits TryGetTownRadiusGroup(const Town *t, TileIndex tile)
{
uint dist = DistanceSquare(tile, t->xy);
if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
HouseZonesBits smallest = HZB_TOWN_EDGE;
HouseZonesBits smallest = HZB_END;
for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
}
@ -2010,6 +2095,22 @@ HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
return smallest;
}
/**
* 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.
*
* @param t Town on which town zone is to be found
* @param tile TileIndex where town zone needs to be found
* @return the bit position of the given zone, as defined in HouseZones
*
* @see TryGetTownRadiusGroup
*/
HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
{
HouseZonesBits ret = TryGetTownRadiusGroup(t, tile);
return ret != HZB_END ? ret : HZB_TOWN_EDGE;
}
/**
* Clears tile and builds a house or house part.
* @param tile tile index
@ -2061,184 +2162,307 @@ 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 true iff house can be built here
* @return success if house can be built here, error message otherwise
*/
static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
static inline CommandCost CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
{
/* cannot build on these slopes... */
Slope slope = GetTileSlope(tile);
if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
if (noslope) {
if (!IsTileFlat(tile)) return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
} else {
if (IsSteepSlope(GetTileSlope(tile))) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
}
/* building under a bridge? */
if (IsBridgeAbove(tile)) return false;
if (IsBridgeAbove(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
/* can we clear the land? */
CommandCost ret = DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
/* do not try to build over house owned by another town */
if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return CMD_ERROR;
/* can we clear the land? */
return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
return CommandCost();
}
/**
* Checks if a house can be built at this tile, must have the same max z as parameter.
* @param tile tile to check
* 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
* @param town town that is checking
* @param z max z of this tile so more parts of a house are at the same height (with foundation)
* @param maxz z level of the house, check if all tiles have this max z level
* @param noslope are slopes (foundations) allowed?
* @return true iff house can be built here
* @see CanBuildHouseHere()
* @return success if house can be built here, error message otherwise
*
* @see TownLayoutAllowsHouseHere
*/
static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, int z, bool noslope)
static inline CommandCost CanBuildHouseHere(const TileArea &ta, TownID town, int maxz, bool noslope)
{
if (!CanBuildHouseHere(tile, town, noslope)) return false;
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;
}
/* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
if (GetTileMaxZ(tile) != z) 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.
*
* @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
*/
static inline CommandCost IsHouseTypeAllowed(HouseID house, bool above_snowline, HouseZonesBits zone)
{
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);
}
/* Check if the house zone is allowed for this type of houses. */
if (!HasBit(hs->building_availability & HZ_ZONALL, zone)) {
return_cmd_error(STR_ERROR_BUILDING_NOT_ALLOWED_IN_THIS_TOWN_ZONE);
}
return CommandCost();
}
/**
* 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()
* 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
*/
static bool CheckFree2x2Area(TileIndex tile, TownID town, int z, bool noslope)
static inline CommandCost IsAnotherHouseTypeAllowedInTown(Town *t, HouseID house)
{
/* we need to check this tile too because we can be at different tile now */
if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
const HouseSpec *hs = HouseSpec::Get(house);
for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
tile += TileOffsByDiagDir(d);
if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
/* 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);
} 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);
}
return true;
return CommandCost();
}
/**
* Checks if current town layout allows building here
* @param t town
* @param tile tile to check
* @param ta tile area to check
* @return true iff town layout allows building here
* @note see layouts
*/
static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
static inline bool TownLayoutAllowsHouseHere(Town *t, const TileArea &ta)
{
/* 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, tile);
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, ta.tile);
const uint overflow = 3 * 4 * UINT16_MAX; // perform "floor division"
switch (t->layout) {
case TL_2X2_GRID:
if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
break;
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_3X3_GRID:
if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
break;
default:
break;
/**
* 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
*/
static TileIndex FindPlaceForTownHouseAroundTile(TileIndex tile, Town *t, HouseID house)
{
const HouseSpec *hs = HouseSpec::Get(house);
bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
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;
}
return true;
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 INVALID_TILE;
}
/**
* 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
* 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
*/
static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
static CommandCost CheckCanBuildHouse(HouseID house, const Town *t)
{
/* Allow towns everywhere when we don't build roads */
if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
const HouseSpec *hs = HouseSpec::Get(house);
/* Compute relative position of tile. (Positive offsets are towards north) */
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
_game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
return CMD_ERROR;
}
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;
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);
case TL_3X3_GRID:
if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
break;
default:
break;
/* 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);
}
return true;
return CommandCost();
}
/**
* 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
* Really build a house.
* @param t town to build house in
* @param tile house location
* @param house house type
* @param random_bits random bits for the house
*/
static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
static void DoBuildHouse(Town *t, TileIndex tile, HouseID house, byte random_bits)
{
/* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
t->cache.num_houses++;
TileIndex tile2 = *tile + TileOffsByDiagDir(second);
if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
const HouseSpec *hs = HouseSpec::Get(house);
tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
*tile = tile2;
return true;
/* Special houses that there can be only one of. */
if (hs->building_flags & BUILDING_IS_CHURCH) {
SetBit(t->flags, TOWN_HAS_CHURCH);
} else if (hs->building_flags & BUILDING_IS_STADIUM) {
SetBit(t->flags, TOWN_HAS_STADIUM);
}
return false;
}
byte construction_counter = 0;
byte construction_stage = 0;
if (_generating_world || _game_mode == GM_EDITOR) {
uint32 r = Random();
construction_stage = TOWN_HOUSE_COMPLETED;
if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
if (construction_stage == TOWN_HOUSE_COMPLETED) {
ChangePopulation(t, hs->population);
} else {
construction_counter = GB(r, 2, 2);
}
}
MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
UpdateTownRadius(t);
UpdateTownCargoes(t, tile);
}
/**
* 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?
* 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 text unused
* @return the cost of this operation or an error
*/
static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
CommandCost CmdBuildHouse(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
TileIndex tile2 = *tile;
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;
}
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
HouseID house = GB(p1, 0, 16);
Town *t = Town::Get(GB(p1, 16, 16));
if (t == NULL) return CMD_ERROR;
byte random_bits = GB(p2, 0, 8);
int max_z = GetTileMaxZ(tile);
bool above_snowline = (_settings_game.game_creation.landscape == LT_ARCTIC) && (max_z > HighestSnowLine());
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);
}
if (ret.Failed()) return ret;
return false;
}
/* Check if GRF allows this house */
if (!HouseAllowsConstruction(house, tile, t, random_bits)) return_cmd_error(STR_ERROR_BUILDING_NOT_ALLOWED);
if (flags & DC_EXEC) DoBuildHouse(t, tile, house, random_bits);
return CommandCost();
}
/**
* Tries to build a house at this tile
@ -2249,23 +2473,13 @@ static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool nosl
static bool BuildTownHouse(Town *t, TileIndex tile)
{
/* forbidden building here by town layout */
if (!TownLayoutAllowsHouseHere(t, tile)) return false;
if (!TownLayoutAllowsHouseHere(t, TileArea(tile, 1, 1))) return false;
/* no house allowed at all, bail out */
if (!CanBuildHouseHere(tile, t->index, false)) return false;
Slope slope = GetTileSlope(tile);
int maxz = GetTileMaxZ(tile);
if (CanBuildHouseHere(tile, t->index, false).Failed()) return false;
/* 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 */
HouseZonesBits rad = GetTownRadiusGroup(t, tile);
/* Above snow? */
int land = _settings_game.game_creation.landscape;
if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
uint bitmask = (1 << rad) + (1 << (land + 12));
bool above_snowline = _settings_game.game_creation.landscape == LT_ARCTIC && GetTileMaxZ(tile) > HighestSnowLine();
HouseZonesBits zone = GetTownRadiusGroup(t, tile);
/* bits 0-4 are used
* bits 11-15 are used
@ -2277,22 +2491,11 @@ 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++) {
const HouseSpec *hs = HouseSpec::Get(i);
/* Verify that the candidate house spec matches the current tile status */
if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
/* 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) continue;
} else {
/* If the house has no class, check id_count instead */
if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
}
if (IsHouseTypeAllowed((HouseID)i, above_snowline, zone).Failed()) continue;
if (IsAnotherHouseTypeAllowedInTown(t, (HouseID)i).Failed()) continue;
/* Without NewHouses, all houses have probability '1' */
uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
uint cur_prob = (_loaded_newgrf_features.has_newhouses ? HouseSpec::Get(i)->probability : 1);
probability_max += cur_prob;
probs[num] = cur_prob;
houses[num++] = (HouseID)i;
@ -2323,73 +2526,18 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
houses[i] = houses[num];
probs[i] = probs[num];
const HouseSpec *hs = HouseSpec::Get(house);
if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
_game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
continue;
}
if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
CommandCost ret = CheckCanBuildHouse(house, t);
if (ret.Failed()) continue;
/* Special houses that there can be only one of. */
uint oneof = 0;
if (hs->building_flags & BUILDING_IS_CHURCH) {
SetBit(oneof, TOWN_HAS_CHURCH);
} else if (hs->building_flags & BUILDING_IS_STADIUM) {
SetBit(oneof, TOWN_HAS_STADIUM);
}
if (t->flags & oneof) 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 */
}
tile = FindPlaceForTownHouseAroundTile(tile, t, house);
if (tile == INVALID_TILE) continue;
byte random_bits = Random();
if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
}
/* build the house */
t->cache.num_houses++;
/* Special houses that there can be only one of. */
t->flags |= oneof;
byte construction_counter = 0;
byte construction_stage = 0;
if (_generating_world || _game_mode == GM_EDITOR) {
uint32 r = Random();
construction_stage = TOWN_HOUSE_COMPLETED;
if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
if (construction_stage == TOWN_HOUSE_COMPLETED) {
ChangePopulation(t, hs->population);
} else {
construction_counter = GB(r, 2, 2);
}
}
MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
UpdateTownRadius(t);
UpdateTownCargoes(t, tile);
/* Check if GRF allows this house */
if (!HouseAllowsConstruction(house, tile, t, random_bits)) continue;
DoBuildHouse(t, tile, house, random_bits);
return true;
}

@ -32,6 +32,10 @@
#include "core/geometry_func.hpp"
#include "genworld.h"
#include "widgets/dropdown_func.h"
#include "newgrf_config.h"
#include "newgrf_house.h"
#include "date_func.h"
#include "core/random_func.hpp"
#include "widgets/town_widget.h"
@ -1197,3 +1201,676 @@ void ShowFoundTownWindow()
if (_game_mode != GM_EDITOR && !Company::IsValidID(_local_company)) return;
AllocateWindowDescFront<FoundTownWindow>(&_found_town_desc, 0);
}
class GUIHouseList : public SmallVector<HouseID, 32> {
protected:
SmallVector<uint16, 4> house_sets; ///< list of house sets, each item points the first house of the set in the houses array
static int CDECL HouseSorter(const HouseID *a, const HouseID *b)
{
const HouseSpec *a_hs = HouseSpec::Get(*a);
const GRFFile *a_set = a_hs->grf_prop.grffile;
const HouseSpec *b_hs = HouseSpec::Get(*b);
const GRFFile *b_set = b_hs->grf_prop.grffile;
int ret = (a_set != NULL) - (b_set != NULL);
if (ret == 0) {
if (a_set != NULL) {
assert_compile(sizeof(a_set->grfid) <= sizeof(int));
ret = a_set->grfid - b_set->grfid;
if (ret == 0) ret = a_hs->grf_prop.local_id - b_hs->grf_prop.local_id;
} else {
ret = *a - *b;
}
}
return ret;
}
public:
GUIHouseList()
{
*this->house_sets.Append() = 0; // terminator
}
inline HouseID GetHouseAtOffset(uint house_set, uint house_offset) const
{
return *this->Get(this->house_sets[house_set] + house_offset);
}
uint NumHouseSets() const
{
return this->house_sets.Length() - 1; // last item is a terminator
}
uint NumHousesInHouseSet(uint house_set) const
{
assert(house_set < 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];
}
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;
}
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;
}
return -1;
}
const char *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;
}
/**
* Notify the sortlist that the rebuild is done
*
* @note This forces a resort
*/
void Build()
{
/* collect items */
this->Clear();
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;
}
/* arrange items */
QSortT(this->Begin(), this->Length(), HouseSorter);
/* list house sets */
this->house_sets.Clear();
const GRFFile *last_set;
for (uint i = 0; i < this->Length(); i++) {
const HouseSpec *hs = HouseSpec::Get((*this)[i]);
/* add house set */
if (this->house_sets.Length() == 0 || last_set != hs->grf_prop.grffile) {
last_set = hs->grf_prop.grffile;
*this->house_sets.Append() = i;
}
}
/* put a terminator on the list to make counting easier */
*this->house_sets.Append() = this->Length();
}
};
static HouseID _cur_house = INVALID_HOUSE_ID; ///< house selected in the house picker window
/** The window used for building houses. */
class HousePickerWindow : public PickerWindowBase {
protected:
GUIHouseList house_list; ///< list of houses and house sets
uint 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
void RestoreSelectedHouseIndex()
{
this->house_set = 0;
this->house_offset = 0;
if (this->house_list.Length() == 0) { // no houses at all?
_cur_house = INVALID_HOUSE_ID;
return;
}
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);
}
/**
* Select another house.
* @param new_house_set index of the house set
* @param new_house_offset offset of the house
*/
void SelectOtherHouse(uint new_house_set, uint new_house_offset)
{
assert(new_house_set < this->house_list.NumHouseSets());
assert(new_house_offset < this->house_list.NumHousesInHouseSet(new_house_set));
_cur_house = this->house_list.GetHouseAtOffset(new_house_set, new_house_offset);
this->house_set = new_house_set;
this->house_offset = new_house_offset;
NWidgetMatrix *matrix = this->GetWidget<NWidgetMatrix>(WID_HP_HOUSE_SELECT_MATRIX);
matrix->SetCount(this->house_list.NumHousesInHouseSet(this->house_set));
matrix->SetClicked(this->house_offset);
this->UpdateSelectSize();
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++;
}
SetTileSelectSize(w, h);
}
public:
HousePickerWindow(WindowDesc *desc, Window *w) : PickerWindowBase(desc, w)
{
this->CreateNestedTree();
/* there is no shade box but we will shade the window if there is no house to show */
this->shade_select = this->GetWidget<NWidgetStacked>(WID_HP_MAIN_PANEL_SEL);
NWidgetMatrix *matrix = this->GetWidget<NWidgetMatrix>(WID_HP_HOUSE_SELECT_MATRIX);
matrix->SetScrollbar(this->GetScrollbar(WID_HP_HOUSE_SELECT_SCROLL));
this->FinishInitNested(0);
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()
{
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<NWidgetCore>(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;
/* hide widgets if we have no houses to show */
this->SetShaded(this->house_list.Length() == 0);
if (this->house_list.Length() != 0) {
/* show the list of house sets if we have at least 2 items to show */
this->GetWidget<NWidgetStacked>(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<NWidgetCore>(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<NWidgetStacked>(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<NWidgetMatrix>(WID_HP_HOUSE_SELECT_MATRIX);
matrix->SetCount(this->house_list.NumHousesInHouseSet(this->house_set));
matrix->SetClicked(this->house_offset);
}
}
virtual void SetStringParameters(int widget) const
{
switch (widget) {
case WID_HP_CAPTION:
if (this->house_list.NumHouseSets() == 1) SetDParamStr(0, this->house_list.GetNameOfHouseSet(0));
break;
case WID_HP_HOUSE_NAME:
SetDParam(0, GetHouseName(_cur_house));
break;
case WID_HP_HISTORICAL_BUILDING:
SetDParam(0, HouseSpec::Get(_cur_house)->extra_flags & BUILDING_IS_HISTORICAL ? STR_HOUSE_BUILD_HISTORICAL_BUILDING : STR_EMPTY);
break;
case WID_HP_HOUSE_POPULATION:
SetDParam(0, HouseSpec::Get(_cur_house)->population);
break;
case WID_HP_HOUSE_ZONES: {
HouseZones zones = (HouseZones)(HouseSpec::Get(_cur_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_LANDSCAPE: {
StringID info = STR_HOUSE_BUILD_LANDSCAPE_ABOVE_OR_BELOW_SNOWLINE;
switch (HouseSpec::Get(_cur_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_YEARS: {
const HouseSpec *hs = HouseSpec::Get(_cur_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_ACCEPTANCE: {
static char buff[DRAW_STRING_BUFFER] = "";
char *str = buff;
CargoArray cargo;
uint32 dummy = 0;
AddAcceptedHouseCargo(_cur_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_SUPPLY: {
CargoArray cargo;
AddProducedHouseCargo(_cur_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;
}
default: break;
}
}
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
{
switch (widget) {
case WID_HP_HOUSE_SETS: {
uint max_w = 0;
for (uint i = 0; i < this->house_list.NumHouseSets(); i++) {
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;
break;
}
case WID_HP_HOUSE_NAME:
size->width = 120; // we do not want this window to get too wide, better clip
break;
case WID_HP_HISTORICAL_BUILDING:
size->width = max(size->width, GetStringBoundingBox(STR_HOUSE_BUILD_HISTORICAL_BUILDING).width + padding.width);
break;
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);
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);
dim = maxdim(dim, GetStringBoundingBox(STR_HOUSE_BUILD_LANDSCAPE));
SetDParam(0, STR_HOUSE_BUILD_LANDSCAPE_ONLY_BELOW_SNOWLINE);
dim = maxdim(dim, GetStringBoundingBox(STR_HOUSE_BUILD_LANDSCAPE));
dim.width += padding.width;
dim.height += padding.height;
*size = maxdim(*size, dim);
break;
}
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
dim.height += padding.height;
*size = maxdim(*size, dim);
break;
}
case WID_HP_HOUSE_SELECT_MATRIX:
resize->height = 1; // don't snap to rows of this matrix
break;
/* these texts can be long, better clip */
case WID_HP_HOUSE_ACCEPTANCE:
case WID_HP_HOUSE_SUPPLY:
size->width = 0;
break;
default: break;
}
}
virtual void DrawWidget(const Rect &r, int widget) const
{
switch (GB(widget, 0, 16)) {
case WID_HP_HOUSE_SETS: {
int y = r.top + WD_MATRIX_TOP;
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;
}
break;
}
case WID_HP_HOUSE_PREVIEW:
DrawHouseImage(_cur_house, r.left, r.top, r.right, r.bottom);
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;
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);
}
break;
}
}
}
virtual void OnClick(Point pt, int widget, int click_count)
{
switch (GB(widget, 0, 16)) {
case WID_HP_HOUSE_SETS: {
uint index = (uint)(pt.y - this->GetWidget<NWidgetBase>(widget)->pos_y) / this->line_height;
if (index < this->house_list.NumHouseSets() && index != this->house_set) this->SelectOtherHouse(index, 0);
break;
}
case WID_HP_HOUSE_SELECT:
this->SelectOtherHouse(this->house_set, GB(widget, 16, 16));
break;
}
}
};
static const NWidgetPart _nested_house_picker_widgets[] = {
/* TOP */
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN),
NWidget(WWT_CAPTION, COLOUR_DARK_GREEN, WID_HP_CAPTION), SetDataTip(STR_HOUSE_BUILD_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_DEFSIZEBOX, COLOUR_DARK_GREEN),
EndContainer(),
NWidget(NWID_SELECTION, COLOUR_DARK_GREEN, WID_HP_MAIN_PANEL_SEL),
NWidget(WWT_PANEL, COLOUR_DARK_GREEN), SetScrollbar(WID_HP_HOUSE_SELECT_SCROLL),
/* MIDDLE */
NWidget(NWID_HORIZONTAL), SetPIP(5, 0, 0),
/* LEFT */
NWidget(NWID_VERTICAL), SetPIP(5, 2, 2),
/* LIST OF HOUSE SETS */
NWidget(NWID_SELECTION, COLOUR_DARK_GREEN, WID_HP_HOUSE_SETS_SEL),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_MATRIX, COLOUR_GREY, WID_HP_HOUSE_SETS), SetMinimalSize(0, 60), SetFill(1, 0), SetResize(0, 0),
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),
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),
NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_ZONES), SetDataTip(STR_HOUSE_BUILD_HOUSE_ZONES, STR_NULL),
NWidget(NWID_SELECTION, COLOUR_DARK_GREEN, WID_HP_HOUSE_LANDSCAPE_SEL),
NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_LANDSCAPE), SetDataTip(STR_HOUSE_BUILD_LANDSCAPE, STR_NULL),
EndContainer(),
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),
SetDataTip(0x0, STR_HOUSE_BUILD_SELECT_HOUSE_TOOLTIP), SetScrollbar(WID_HP_HOUSE_SELECT_SCROLL),
EndContainer(),
EndContainer(),
NWidget(NWID_VSCROLLBAR, COLOUR_DARK_GREEN, WID_HP_HOUSE_SELECT_SCROLL),
EndContainer(),
/* BOTTOM */
NWidget(NWID_HORIZONTAL), SetPIP(5, 2, 0),
/* HOUSE INFOS (LONG TEXTS) */
NWidget(NWID_VERTICAL), SetPIP(0, 2, 5),
NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_ACCEPTANCE), SetDataTip(STR_HOUSE_BUILD_ACCEPTED_CARGO, STR_NULL), SetFill(1, 0), SetResize(1, 0),
NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_HP_HOUSE_SUPPLY), SetDataTip(STR_HOUSE_BUILD_SUPPLIED_CARGO, STR_NULL), SetFill(1, 0), SetResize(1, 0),
EndContainer(),
/* RESIZE BOX */
NWidget(NWID_VERTICAL),
NWidget(NWID_SPACER), SetFill(0, 1),
NWidget(WWT_RESIZEBOX, COLOUR_DARK_GREEN),
EndContainer(),
EndContainer(),
EndContainer(),
EndContainer(),
};
static WindowDesc _house_picker_desc(
WDP_AUTO, "build_house", 0, 0,
WC_BUILD_HOUSE, WC_BUILD_TOOLBAR,
WDF_CONSTRUCTION,
_nested_house_picker_widgets, lengthof(_nested_house_picker_widgets)
);
/**
* Show our house picker.
* @param parent The toolbar window we're associated with.
*/
void ShowBuildHousePicker(Window *parent)
{
new HousePickerWindow(&_house_picker_desc, parent);
}
/**
* Window for selecting towns to build a house in.
*/
struct SelectTownWindow : Window {
TownList towns; ///< list of towns
CommandContainer cmd; ///< command to build the house (CMD_BUILD_HOUSE)
Scrollbar *vscroll; ///< scrollbar for the town list
SelectTownWindow(WindowDesc *desc, const TownList &towns, const CommandContainer &cmd) : Window(desc), towns(towns), cmd(cmd)
{
this->CreateNestedTree();
this->vscroll = this->GetScrollbar(WID_ST_SCROLLBAR);
this->vscroll->SetCount(this->towns.Length());
this->FinishInitNested();
}
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
{
if (widget != WID_ST_PANEL) return;
/* 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));
}
resize->height = d.height;
d.height *= 5;
d.width += WD_FRAMERECT_RIGHT + WD_FRAMERECT_LEFT;
d.height += WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM;
*size = d;
}
virtual void DrawWidget(const Rect &r, int widget) const
{
if (widget != WID_ST_PANEL) return;
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);
y += this->resize.step_height;
}
}
virtual void OnClick(Point pt, int widget, int click_count)
{
if (widget != WID_ST_PANEL) return;
uint pos = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_ST_PANEL, WD_FRAMERECT_TOP);
if (pos >= this->towns.Length()) return;
/* Place a house */
SB(this->cmd.p1, 16, 16, this->towns[pos]);
DoCommandP(&this->cmd);
/* Close the window */
delete this;
}
virtual void OnResize()
{
this->vscroll->SetCapacityFromWidget(this, WID_ST_PANEL, WD_FRAMERECT_TOP + WD_FRAMERECT_BOTTOM);
}
};
static const NWidgetPart _nested_select_town_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN),
NWidget(WWT_CAPTION, COLOUR_DARK_GREEN, WID_ST_CAPTION), SetDataTip(STR_SELECT_TOWN_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_DEFSIZEBOX, COLOUR_DARK_GREEN),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_PANEL, COLOUR_DARK_GREEN, WID_ST_PANEL), SetResize(1, 0), SetScrollbar(WID_ST_SCROLLBAR), EndContainer(),
NWidget(NWID_VERTICAL),
NWidget(NWID_VSCROLLBAR, COLOUR_DARK_GREEN, WID_ST_SCROLLBAR),
NWidget(WWT_RESIZEBOX, COLOUR_DARK_GREEN),
EndContainer(),
EndContainer(),
};
static WindowDesc _select_town_desc(
WDP_AUTO, "select_town", 100, 0,
WC_SELECT_TOWN, WC_NONE,
WDF_CONSTRUCTION,
_nested_select_town_widgets, lengthof(_nested_select_town_widgets)
);
static void ShowSelectTownWindow(const TownList &towns, const CommandContainer &cmd)
{
DeleteWindowByClass(WC_SELECT_TOWN);
new SelectTownWindow(&_select_town_desc, towns, cmd);
}
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;
}
DeleteWindowById(WC_SELECT_TOWN, 0);
if (_cur_house == INVALID_HOUSE_ID) return;
/* 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;
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;
}
}
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,
""
};
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);
}
}

@ -13,10 +13,13 @@
#define TOWN_TYPE_H
#include "core/enum_type.hpp"
#include "core/smallvec_type.hpp"
typedef uint16 TownID;
struct Town;
typedef SmallVector<TownID, 8> TownList;
/** Supported initial town sizes */
enum TownSize {
TSZ_SMALL, ///< Small town.

@ -39,6 +39,7 @@ 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.

@ -62,4 +62,32 @@ enum TownFoundingWidgets {
WID_TF_LAYOUT_RANDOM, ///< Selection for a randomly chosen town layout.
};
/** Widgets of the #HousePickerWindow class. */
enum HousePickerWidgets {
WID_HP_CAPTION,
WID_HP_MAIN_PANEL_SEL, ///< Selection widget to show/hide the main panel.
WID_HP_HOUSE_SETS_SEL, ///< Selection widget to show/hide the list of house sets.
WID_HP_HOUSE_SETS, ///< List of available house sets.
WID_HP_HOUSE_SELECT_MATRIX, ///< Matrix with houses to select.
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_HOUSE_NAME, ///< House name display.
WID_HP_HISTORICAL_BUILDING, ///< "Historical building" label.
WID_HP_HOUSE_POPULATION, ///< House population display.
WID_HP_HOUSE_ZONES, ///< House zones display.
WID_HP_HOUSE_LANDSCAPE, ///< Information about house availability against the landscape.
WID_HP_HOUSE_LANDSCAPE_SEL, ///< Selection widget to show/hide the landscape info.
WID_HP_HOUSE_YEARS, ///< Years display.
WID_HP_HOUSE_ACCEPTANCE, ///< Cargo accepted.
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 */

@ -236,6 +236,12 @@ enum WindowClass {
*/
WC_SELECT_STATION,
/**
* Select town (when placing a house); %Window numbers:
* - 0 = #SelectTownWidgets
*/
WC_SELECT_TOWN,
/**
* News window; %Window numbers:
* - 0 = #NewsWidgets
@ -370,6 +376,12 @@ enum WindowClass {
*/
WC_BUILD_OBJECT,
/**
* Build house; %Window numbers:
* - 0 = #BuildHouseWidgets
*/
WC_BUILD_HOUSE,
/**
* Build vehicle; %Window numbers:
* - #VehicleType = #BuildVehicleWidgets

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