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@@ -151,14 +151,17 @@ Industry::~Industry()
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} else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
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DeleteOilRig(tile_cur);
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}
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}
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if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
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TileArea ta(this->location.tile - TileDiffXY(min(TileX(this->location.tile), 21), min(TileY(this->location.tile), 21)), 42, 42);
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ta.ClampToMap();
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/* Remove the farmland and convert it to regular tiles over time. */
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TILE_LOOP(tile_cur, 42, 42, this->location.tile - TileDiffXY(21, 21)) {
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TILE_AREA_LOOP(tile_cur, ta) {
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tile_cur = TILE_MASK(tile_cur);
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if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
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GetIndustryIndexOfField(tile_cur) == this->index) {
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SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
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}
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}
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@@ -958,32 +961,32 @@ static void PlantFarmField(TileIndex til
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/* determine field size */
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uint32 r = (Random() & 0x303) + 0x404;
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if (_settings_game.game_creation.landscape == LT_ARCTIC) r += 0x404;
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uint size_x = GB(r, 0, 8);
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uint size_y = GB(r, 8, 8);
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/* offset tile to match size */
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tile -= TileDiffXY(size_x / 2, size_y / 2);
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if (TileX(tile) + size_x >= MapSizeX() || TileY(tile) + size_y >= MapSizeY()) return;
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TileArea ta(tile - TileDiffXY(min(TileX(tile), size_x / 2), min(TileY(tile), size_y / 2)), size_x, size_y);
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ta.ClampToMap();
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if (ta.w == 0 || ta.h == 0) return;
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/* check the amount of bad tiles */
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uint count = 0;
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TILE_LOOP(cur_tile, size_x, size_y, tile) {
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int count = 0;
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TILE_AREA_LOOP(cur_tile, ta) {
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assert(cur_tile < MapSize());
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count += IsBadFarmFieldTile(cur_tile);
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}
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if (count * 2 >= size_x * size_y) return;
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if (count * 2 >= ta.w * ta.h) return;
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/* determine type of field */
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r = Random();
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uint counter = GB(r, 5, 3);
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uint field_type = GB(r, 8, 8) * 9 >> 8;
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/* make field */
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TILE_LOOP(cur_tile, size_x, size_y, tile) {
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TILE_AREA_LOOP(cur_tile, ta) {
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assert(cur_tile < MapSize());
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if (!IsBadFarmFieldTile2(cur_tile)) {
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MakeField(cur_tile, field_type, industry);
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SetClearCounter(cur_tile, counter);
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MarkTileDirtyByTile(cur_tile);
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}
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@@ -991,16 +994,16 @@ static void PlantFarmField(TileIndex til
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int type = 3;
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if (_settings_game.game_creation.landscape != LT_ARCTIC && _settings_game.game_creation.landscape != LT_TROPIC) {
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type = _plantfarmfield_type[Random() & 0xF];
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}
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SetupFarmFieldFence(tile - TileDiffXY(1, 0), size_y, type, AXIS_Y);
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SetupFarmFieldFence(tile - TileDiffXY(0, 1), size_x, type, AXIS_X);
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SetupFarmFieldFence(tile + TileDiffXY(size_x - 1, 0), size_y, type, AXIS_Y);
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SetupFarmFieldFence(tile + TileDiffXY(0, size_y - 1), size_x, type, AXIS_X);
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SetupFarmFieldFence(ta.tile - TileDiffXY(1, 0), ta.h, type, AXIS_Y);
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SetupFarmFieldFence(ta.tile - TileDiffXY(0, 1), ta.w, type, AXIS_X);
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SetupFarmFieldFence(ta.tile + TileDiffXY(ta.w - 1, 0), ta.h, type, AXIS_Y);
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SetupFarmFieldFence(ta.tile + TileDiffXY(0, ta.h - 1), ta.w, type, AXIS_X);
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}
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void PlantRandomFarmField(const Industry *i)
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{
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int x = i->location.w / 2 + Random() % 31 - 16;
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int y = i->location.h / 2 + Random() % 31 - 16;
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@@ -1407,20 +1410,17 @@ static CommandCost CheckIfIndustryIsAllo
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return CommandCost();
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}
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static bool CheckCanTerraformSurroundingTiles(TileIndex tile, uint height, int internal)
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{
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int size_x = 2;
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int size_y = 2;
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/* Check if we don't leave the map */
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if (TileX(tile) == 0 || TileY(tile) == 0 || GetTileType(tile) == MP_VOID) return false;
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tile += TileDiffXY(-1, -1);
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TILE_LOOP(tile_walk, size_x, size_y, tile) {
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TileArea ta(tile - TileDiffXY(1, 1), 2, 2);
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TILE_AREA_LOOP(tile_walk, ta) {
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uint curh = TileHeight(tile_walk);
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/* Is the tile clear? */
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if ((GetTileType(tile_walk) != MP_CLEAR) && (GetTileType(tile_walk) != MP_TREES)) return false;
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/* Don't allow too big of a change if this is the sub-tile check */
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if (internal != 0 && Delta(curh, height) > 1) return false;
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@@ -1455,28 +1455,26 @@ static bool CheckIfCanLevelIndustryPlatf
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if (it->ti.y > max_y) max_y = it->ti.y;
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} while ((++it)->ti.x != MKEND);
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/* Remember level height */
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uint h = TileHeight(tile);
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if (TileX(tile) <= 1 || TileY(tile) <= 1) return false;
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if (TileX(tile) <= _settings_game.construction.industry_platform + 1U || TileY(tile) <= _settings_game.construction.industry_platform + 1U) return false;
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/* Check that all tiles in area and surrounding are clear
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* this determines that there are no obstructing items */
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TileIndex cur_tile = tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform);
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uint size_x = max_x + 2 + 2 * _settings_game.construction.industry_platform;
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uint size_y = max_y + 2 + 2 * _settings_game.construction.industry_platform;
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/* Check if we don't leave the map */
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if (TileX(cur_tile) + size_x >= MapMaxX() || TileY(cur_tile) + size_y >= MapMaxY()) return false;
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TileArea ta(tile + TileDiffXY(-_settings_game.construction.industry_platform, -_settings_game.construction.industry_platform),
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max_x + 2 + 2 * _settings_game.construction.industry_platform, max_y + 2 + 2 * _settings_game.construction.industry_platform);
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if (TileX(ta.tile) + ta.w >= MapMaxX() || TileY(ta.tile) + ta.h >= MapMaxY()) return false;
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/* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
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* Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
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Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
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TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
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TILE_AREA_LOOP(tile_walk, ta) {
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uint curh = TileHeight(tile_walk);
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if (curh != h) {
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/* This tile needs terraforming. Check if we can do that without
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* damaging the surroundings too much. */
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if (!CheckCanTerraformSurroundingTiles(tile_walk, h, 0)) {
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cur_company.Restore();
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@@ -1490,13 +1488,13 @@ static bool CheckIfCanLevelIndustryPlatf
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}
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}
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}
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if (flags & DC_EXEC) {
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/* Terraform the land under the industry */
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TILE_LOOP(tile_walk, size_x, size_y, cur_tile) {
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TILE_AREA_LOOP(tile_walk, ta) {
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uint curh = TileHeight(tile_walk);
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while (curh != h) {
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/* We give the terraforming for free here, because we can't calculate
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* exact cost in the test-round, and as we all know, that will cause
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* a nice assert if they don't match ;) */
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DoCommand(tile_walk, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
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