# town_cmd.cpp

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    00001 /* $Id: town_cmd.cpp 15454 2009-02-11 20:41:17Z rubidium $ */
    00002
    00005 #include "stdafx.h"
    00006 #include "openttd.h"
    00007 #include "road_type.h"
    00008 #include "road_internal.h" /* Cleaning up road bits */
    00009 #include "road_cmd.h"
    00010 #include "landscape.h"
    00011 #include "town_map.h"
    00012 #include "viewport_func.h"
    00013 #include "command_func.h"
    00014 #include "industry.h"
    00015 #include "station_base.h"
    00016 #include "company_base.h"
    00017 #include "news_func.h"
    00018 #include "gui.h"
    00019 #include "unmovable_map.h"
    00020 #include "water_map.h"
    00021 #include "variables.h"
    00022 #include "slope_func.h"
    00023 #include "genworld.h"
    00024 #include "newgrf.h"
    00025 #include "newgrf_house.h"
    00026 #include "newgrf_commons.h"
    00027 #include "newgrf_townname.h"
    00028 #include "newgrf_text.h"
    00029 #include "autoslope.h"
    00030 #include "waypoint.h"
    00031 #include "transparency.h"
    00032 #include "tunnelbridge_map.h"
    00033 #include "strings_func.h"
    00034 #include "window_func.h"
    00035 #include "string_func.h"
    00036 #include "newgrf_cargo.h"
    00037 #include "oldpool_func.h"
    00038 #include "economy_func.h"
    00039 #include "station_func.h"
    00040 #include "cheat_type.h"
    00041 #include "functions.h"
    00042 #include "animated_tile_func.h"
    00043 #include "date_func.h"
    00044 #include "core/smallmap_type.hpp"
    00045
    00046 #include "table/strings.h"
    00047 #include "table/town_land.h"
    00048
    00049 uint _total_towns;
    00050 HouseSpec _house_specs[HOUSE_MAX];
    00051
    00052 Town *_cleared_town;
    00053 int _cleared_town_rating;
    00054
    00055 /* Initialize the town-pool */
    00056 DEFINE_OLD_POOL_GENERIC(Town, Town)
    00057
    00058 Town::Town(TileIndex tile)
    00059 {
    00060   if (tile != INVALID_TILE) _total_towns++;
    00061   this->xy = tile;
    00062 }
    00063
    00064 Town::~Town()
    00065 {
    00066   free(this->name);
    00067
    00068   if (CleaningPool()) return;
    00069
    00070   Industry *i;
    00071
    00072   /* Delete town authority window
    00073    * and remove from list of sorted towns */
    00074   DeleteWindowById(WC_TOWN_VIEW, this->index);
    00075   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    00076   _total_towns--;
    00077
    00078   /* Delete all industries belonging to the town */
    00079   FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
    00080
    00081   /* Go through all tiles and delete those belonging to the town */
    00082   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
    00083     switch (GetTileType(tile)) {
    00084       case MP_HOUSE:
    00085         if (GetTownByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00086         break;
    00087
    00088       case MP_ROAD:
    00089         /* Cached nearest town is updated later (after this town has been deleted) */
    00090         if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->index) {
    00091           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00092         }
    00093         break;
    00094
    00095       case MP_TUNNELBRIDGE:
    00096         if (IsTileOwner(tile, OWNER_TOWN) &&
    00097             ClosestTownFromTile(tile, UINT_MAX) == this)
    00098           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00099         break;
    00100
    00101       default:
    00102         break;
    00103     }
    00104   }
    00105
    00106   DeleteSubsidyWithTown(this->index);
    00107
    00108   MarkWholeScreenDirty();
    00109
    00110   this->xy = INVALID_TILE;
    00111
    00112   UpdateNearestTownForRoadTiles(false);
    00113 }
    00114
    00118 void Town::InitializeLayout(TownLayout layout)
    00119 {
    00120   if (layout != TL_RANDOM) {
    00121     this->layout = layout;
    00122     return;
    00123   }
    00124
    00125   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
    00126 }
    00127
    00128 Money HouseSpec::GetRemovalCost() const
    00129 {
    00130   return (_price.remove_house * this->removal_cost) >> 8;
    00131 }
    00132
    00133 // Local
    00134 static int _grow_town_result;
    00135
    00136 /* Describe the possible states */
    00137 enum TownGrowthResult {
    00138   GROWTH_SUCCEED         = -1,
    00139   GROWTH_SEARCH_STOPPED  =  0
    00140 //  GROWTH_SEARCH_RUNNING >=  1
    00141 };
    00142
    00143 static bool BuildTownHouse(Town *t, TileIndex tile);
    00144
    00145 static void TownDrawHouseLift(const TileInfo *ti)
    00146 {
    00147   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
    00148 }
    00149
    00150 typedef void TownDrawTileProc(const TileInfo *ti);
    00151 static TownDrawTileProc *const _town_draw_tile_procs[1] = {
    00152   TownDrawHouseLift
    00153 };
    00154
    00160 static inline DiagDirection RandomDiagDir()
    00161 {
    00162   return (DiagDirection)(3 & Random());
    00163 }
    00164
    00170 static void DrawTile_Town(TileInfo *ti)
    00171 {
    00172   HouseID house_id = GetHouseType(ti->tile);
    00173
    00174   if (house_id >= NEW_HOUSE_OFFSET) {
    00175     /* Houses don't necessarily need new graphics. If they don't have a
    00176      * spritegroup associated with them, then the sprite for the substitute
    00177      * house id is drawn instead. */
    00178     if (GetHouseSpecs(house_id)->spritegroup != NULL) {
    00179       DrawNewHouseTile(ti, house_id);
    00180       return;
    00181     } else {
    00182       house_id = GetHouseSpecs(house_id)->substitute_id;
    00183     }
    00184   }
    00185
    00186   /* Retrieve pointer to the draw town tile struct */
    00187   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
    00188
    00189   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00190
    00191   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
    00192
    00193   /* If houses are invisible, do not draw the upper part */
    00194   if (IsInvisibilitySet(TO_HOUSES)) return;
    00195
    00196   /* Add a house on top of the ground? */
    00197   SpriteID image = dcts->building.sprite;
    00198   if (image != 0) {
    00199     AddSortableSpriteToDraw(image, dcts->building.pal,
    00200       ti->x + dcts->subtile_x,
    00201       ti->y + dcts->subtile_y,
    00202       dcts->width,
    00203       dcts->height,
    00204       dcts->dz,
    00205       ti->z,
    00206       IsTransparencySet(TO_HOUSES)
    00207     );
    00208
    00209     if (IsTransparencySet(TO_HOUSES)) return;
    00210   }
    00211
    00212   {
    00213     int proc = dcts->draw_proc - 1;
    00214
    00215     if (proc >= 0) _town_draw_tile_procs[proc](ti);
    00216   }
    00217 }
    00218
    00219 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
    00220 {
    00221   return GetTileMaxZ(tile);
    00222 }
    00223
    00225 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
    00226 {
    00227   return FlatteningFoundation(tileh);
    00228 }
    00229
    00236 static void AnimateTile_Town(TileIndex tile)
    00237 {
    00238   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
    00239     AnimateNewHouseTile(tile);
    00240     return;
    00241   }
    00242
    00243   if (_tick_counter & 3) return;
    00244
    00245   /* If the house is not one with a lift anymore, then stop this animating.
    00246    * Not exactly sure when this happens, but probably when a house changes.
    00247    * Before this was just a return...so it'd leak animated tiles..
    00248    * That bug seems to have been here since day 1?? */
    00249   if (!(GetHouseSpecs(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
    00250     DeleteAnimatedTile(tile);
    00251     return;
    00252   }
    00253
    00254   if (!LiftHasDestination(tile)) {
    00255     uint i;
    00256
    00257     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
    00258      * This is due to the fact that the first floor is, in the graphics,
    00259      *  the height of 2 'normal' floors.
    00260      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
    00261     do {
    00262       i = RandomRange(7);
    00263     } while (i == 1 || i * 6 == GetLiftPosition(tile));
    00264
    00265     SetLiftDestination(tile, i);
    00266   }
    00267
    00268   int pos = GetLiftPosition(tile);
    00269   int dest = GetLiftDestination(tile) * 6;
    00270   pos += (pos < dest) ? 1 : -1;
    00271   SetLiftPosition(tile, pos);
    00272
    00273   if (pos == dest) {
    00274     HaltLift(tile);
    00275     DeleteAnimatedTile(tile);
    00276   }
    00277
    00278   MarkTileDirtyByTile(tile);
    00279 }
    00280
    00287 static bool IsCloseToTown(TileIndex tile, uint dist)
    00288 {
    00289   const Town *t;
    00290
    00291   FOR_ALL_TOWNS(t) {
    00292     if (DistanceManhattan(tile, t->xy) < dist) return true;
    00293   }
    00294   return false;
    00295 }
    00296
    00305 static void MarkTownSignDirty(Town *t)
    00306 {
    00307   MarkAllViewportsDirty(
    00308     t->sign.left - 6,
    00309     t->sign.top - 3,
    00310     t->sign.left + t->sign.width_1 * 4 + 12,
    00311     t->sign.top + 45
    00312   );
    00313 }
    00314
    00320 void UpdateTownVirtCoord(Town *t)
    00321 {
    00322   MarkTownSignDirty(t);
    00323   Point pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
    00324   SetDParam(0, t->index);
    00325   SetDParam(1, t->population);
    00326   UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
    00327     _settings_client.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
    00328   MarkTownSignDirty(t);
    00329 }
    00330
    00332 void UpdateAllTownVirtCoords()
    00333 {
    00334   Town *t;
    00335   FOR_ALL_TOWNS(t) {
    00336     UpdateTownVirtCoord(t);
    00337   }
    00338 }
    00339
    00345 static void ChangePopulation(Town *t, int mod)
    00346 {
    00347   t->population += mod;
    00348   InvalidateWindow(WC_TOWN_VIEW, t->index);
    00349   UpdateTownVirtCoord(t);
    00350
    00351   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    00352 }
    00353
    00359 uint32 GetWorldPopulation()
    00360 {
    00361   uint32 pop = 0;
    00362   const Town *t;
    00363
    00364   FOR_ALL_TOWNS(t) pop += t->population;
    00365   return pop;
    00366 }
    00367
    00372 static void MakeSingleHouseBigger(TileIndex tile)
    00373 {
    00374   assert(IsTileType(tile, MP_HOUSE));
    00375
    00376   /* means it is completed, get out. */
    00377   if (LiftHasDestination(tile)) return;
    00378
    00379   /* progress in construction stages */
    00380   IncHouseConstructionTick(tile);
    00381   if (GetHouseConstructionTick(tile) != 0) return;
    00382
    00383   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00384
    00385   /* Check and/or  */
    00386   if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
    00387     uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00388     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
    00389   }
    00390
    00391   if (IsHouseCompleted(tile)) {
    00392     /* Now that construction is complete, we can add the population of the
    00393      * building to the town. */
    00394     ChangePopulation(GetTownByTile(tile), hs->population);
    00395     ResetHouseAge(tile);
    00396   }
    00397   MarkTileDirtyByTile(tile);
    00398 }
    00399
    00403 static void MakeTownHouseBigger(TileIndex tile)
    00404 {
    00405   uint flags = GetHouseSpecs(GetHouseType(tile))->building_flags;
    00406   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
    00407   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
    00408   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
    00409   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
    00410 }
    00411
    00418 static void TileLoop_Town(TileIndex tile)
    00419 {
    00420   HouseID house_id = GetHouseType(tile);
    00421
    00422   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
    00423    * doesn't exist any more, so don't continue here. */
    00424   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
    00425
    00426   if (!IsHouseCompleted(tile)) {
    00427     /* Construction is not completed. See if we can go further in construction*/
    00428     MakeTownHouseBigger(tile);
    00429     return;
    00430   }
    00431
    00432   const HouseSpec *hs = GetHouseSpecs(house_id);
    00433
    00434   /* If the lift has a destination, it is already an animated tile. */
    00435   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
    00436       house_id < NEW_HOUSE_OFFSET &&
    00437       !LiftHasDestination(tile) &&
    00438       Chance16(1, 2)) {
    00439     AddAnimatedTile(tile);
    00440   }
    00441
    00442   Town *t = GetTownByTile(tile);
    00443   uint32 r = Random();
    00444
    00445   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00446     for (uint i = 0; i < 256; i++) {
    00447       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
    00448
    00449       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00450
    00451       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
    00452       if (cargo == CT_INVALID) continue;
    00453
    00454       uint amt = GB(callback, 0, 8);
    00455       uint moved = MoveGoodsToStation(tile, 1, 1, cargo, amt);
    00456
    00457       const CargoSpec *cs = GetCargo(cargo);
    00458       switch (cs->town_effect) {
    00459         case TE_PASSENGERS:
    00460           t->new_max_pass += amt;
    00461           t->new_act_pass += moved;
    00462           break;
    00463
    00464         case TE_MAIL:
    00465           t->new_max_mail += amt;
    00466           t->new_act_mail += moved;
    00467           break;
    00468
    00469         default:
    00470           break;
    00471       }
    00472     }
    00473   } else {
    00474     if (GB(r, 0, 8) < hs->population) {
    00475       uint amt = GB(r, 0, 8) / 8 + 1;
    00476
    00477       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
    00478       t->new_max_pass += amt;
    00479       t->new_act_pass += MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
    00480     }
    00481
    00482     if (GB(r, 8, 8) < hs->mail_generation) {
    00483       uint amt = GB(r, 8, 8) / 8 + 1;
    00484
    00485       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
    00486       t->new_max_mail += amt;
    00487       t->new_act_mail += MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
    00488     }
    00489   }
    00490
    00491   _current_company = OWNER_TOWN;
    00492
    00493   if (hs->building_flags & BUILDING_HAS_1_TILE &&
    00494       HasBit(t->flags12, TOWN_IS_FUNDED) &&
    00495       CanDeleteHouse(tile) &&
    00496       GetHouseAge(tile) >= hs->minimum_life &&
    00497       --t->time_until_rebuild == 0) {
    00498     t->time_until_rebuild = GB(r, 16, 8) + 192;
    00499
    00500     ClearTownHouse(t, tile);
    00501
    00502     /* Rebuild with another house? */
    00503     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
    00504   }
    00505
    00506   _current_company = OWNER_NONE;
    00507 }
    00508
    00513 static bool ClickTile_Town(TileIndex tile)
    00514 {
    00515   /* not used */
    00516   return false;
    00517 }
    00518
    00519 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
    00520 {
    00521   if (flags & DC_AUTO) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
    00522   if (!CanDeleteHouse(tile)) return CMD_ERROR;
    00523
    00524   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00525
    00526   CommandCost cost(EXPENSES_CONSTRUCTION);
    00527   cost.AddCost(hs->GetRemovalCost());
    00528
    00529   int rating = hs->remove_rating_decrease;
    00530   _cleared_town_rating += rating;
    00531   Town *t = _cleared_town = GetTownByTile(tile);
    00532
    00533   if (IsValidCompanyID(_current_company)) {
    00534     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
    00535       SetDParam(0, t->index);
    00536       return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
    00537     }
    00538   }
    00539
    00540   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
    00541   if (flags & DC_EXEC) {
    00542     ClearTownHouse(t, tile);
    00543   }
    00544
    00545   return cost;
    00546 }
    00547
    00548 static void GetProducedCargo_Town(TileIndex tile, CargoID *b)
    00549 {
    00550   HouseID house_id = GetHouseType(tile);
    00551   const HouseSpec *hs = GetHouseSpecs(house_id);
    00552   Town *t = GetTownByTile(tile);
    00553
    00554   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00555     for (uint i = 0; i < 256; i++) {
    00556       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
    00557
    00558       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00559
    00560       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
    00561
    00562       if (cargo == CT_INVALID) continue;
    00563       *(b++) = cargo;
    00564     }
    00565   } else {
    00566     if (hs->population > 0) {
    00567       *(b++) = CT_PASSENGERS;
    00568     }
    00569     if (hs->mail_generation > 0) {
    00570       *(b++) = CT_MAIL;
    00571     }
    00572   }
    00573 }
    00574
    00575 static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
    00576 {
    00577   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00578   CargoID accepts[3];
    00579
    00580   /* Set the initial accepted cargo types */
    00581   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00582     accepts[i] = hs->accepts_cargo[i];
    00583   }
    00584
    00585   /* Check for custom accepted cargo types */
    00586   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
    00587     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00588     if (callback != CALLBACK_FAILED) {
    00589       /* Replace accepted cargo types with translated values from callback */
    00590       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grffile);
    00591       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grffile);
    00592       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
    00593     }
    00594   }
    00595
    00596   /* Check for custom cargo acceptance */
    00597   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
    00598     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00599     if (callback != CALLBACK_FAILED) {
    00600       if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4);
    00601       if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4);
    00602       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
    00603         /* The 'S' bit indicates food instead of goods */
    00604         ac[CT_FOOD] = GB(callback, 8, 4);
    00605       } else {
    00606         if (accepts[2] != CT_INVALID) ac[accepts[2]] = GB(callback, 8, 4);
    00607       }
    00608       return;
    00609     }
    00610   }
    00611
    00612   /* No custom acceptance, so fill in with the default values */
    00613   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00614     if (accepts[i] != CT_INVALID) ac[accepts[i]] = hs->cargo_acceptance[i];
    00615   }
    00616 }
    00617
    00618 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
    00619 {
    00620   const HouseID house = GetHouseType(tile);
    00621   const HouseSpec *hs = GetHouseSpecs(house);
    00622   bool house_completed = IsHouseCompleted(tile);
    00623
    00624   td->str = hs->building_name;
    00625
    00626   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, GetTownByTile(tile), tile);
    00627   if (callback_res != CALLBACK_FAILED) {
    00628     StringID new_name = GetGRFStringID(hs->grffile->grfid, 0xD000 + callback_res);
    00629     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
    00630       td->str = new_name;
    00631     }
    00632   }
    00633
    00634   if (!house_completed) {
    00635     SetDParamX(td->dparam, 0, td->str);
    00636     td->str = STR_2058_UNDER_CONSTRUCTION;
    00637   }
    00638
    00639   if (hs->grffile != NULL) {
    00640     const GRFConfig *gc = GetGRFConfig(hs->grffile->grfid);
    00641     td->grf = gc->name;
    00642   }
    00643
    00644   td->owner[0] = OWNER_TOWN;
    00645 }
    00646
    00647 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00648 {
    00649   /* not used */
    00650   return 0;
    00651 }
    00652
    00653 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
    00654 {
    00655   /* not used */
    00656 }
    00657
    00658 static bool GrowTown(Town *t);
    00659
    00660 static void TownTickHandler(Town *t)
    00661 {
    00662   if (HasBit(t->flags12, TOWN_IS_FUNDED)) {
    00663     int i = t->grow_counter - 1;
    00664     if (i < 0) {
    00665       if (GrowTown(t)) {
    00666         i = t->growth_rate;
    00667       } else {
    00668         i = 0;
    00669       }
    00670     }
    00671     t->grow_counter = i;
    00672   }
    00673
    00674   UpdateTownRadius(t);
    00675 }
    00676
    00677 void OnTick_Town()
    00678 {
    00679   if (_game_mode == GM_EDITOR) return;
    00680
    00681   /* Make sure each town's tickhandler invocation frequency is about the
    00682    * same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */
    00683   for (_cur_town_iter += GetMaxTownIndex() + 1;
    00684        _cur_town_iter >= TOWN_GROWTH_FREQUENCY;
    00685        _cur_town_iter -= TOWN_GROWTH_FREQUENCY) {
    00686     uint32 i = _cur_town_ctr;
    00687
    00688     if (++_cur_town_ctr > GetMaxTownIndex())
    00689       _cur_town_ctr = 0;
    00690
    00691     if (IsValidTownID(i)) TownTickHandler(GetTown(i));
    00692   }
    00693 }
    00694
    00703 static RoadBits GetTownRoadBits(TileIndex tile)
    00704 {
    00705   TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD);
    00706   RoadBits r = ROAD_NONE;
    00707
    00708   if (b == TRACK_BIT_NONE) return r;
    00709   if (b & TRACK_BIT_X)     r |= ROAD_X;
    00710   if (b & TRACK_BIT_Y)     r |= ROAD_Y;
    00711   if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
    00712   if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
    00713   if (b & TRACK_BIT_LEFT)  r |= ROAD_NW | ROAD_SW;
    00714   if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
    00715   return r;
    00716 }
    00717
    00728 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
    00729 {
    00730   if (!IsValidTile(tile)) return false;
    00731
    00732   /* Lookup table for the used diff values */
    00733   const TileIndexDiff tid_lt[3] = {
    00734     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
    00735     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
    00736     TileOffsByDiagDir(ReverseDiagDir(dir)),
    00737   };
    00738
    00739   dist_multi = (dist_multi + 1) * 4;
    00740   for (uint pos = 4; pos < dist_multi; pos++) {
    00741     /* Go (pos / 4) tiles to the left or the right */
    00742     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
    00743
    00744     /* Use the current tile as origin, or go one tile backwards */
    00745     if (pos & 2) cur += tid_lt[2];
    00746
    00747     /* Test for roadbit parallel to dir and facing towards the middle axis */
    00748     if (IsValidTile(tile + cur) &&
    00749       GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
    00750   }
    00751   return false;
    00752 }
    00753
    00762 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
    00763 {
    00764   if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false;
    00765
    00766   Slope cur_slope, desired_slope;
    00767
    00768   for (;;) {
    00769     /* Check if there already is a road at this point? */
    00770     if (GetTownRoadBits(tile) == ROAD_NONE) {
    00771       /* No, try if we are able to build a road piece there.
    00772        * If that fails clear the land, and if that fails exit.
    00773        * This is to make sure that we can build a road here later. */
    00774       if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
    00775           CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
    00776         return false;
    00777     }
    00778
    00779     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
    00780     if (cur_slope == SLOPE_FLAT) {
    00781 no_slope:
    00782       /* Tile has no slope */
    00783       switch (t->layout) {
    00784         default: NOT_REACHED();
    00785
    00786         case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1)
    00787           return !IsNeighborRoadTile(tile, dir, 1);
    00788
    00789         case TL_BETTER_ROADS: // Disallow the road if any neighboring tile has a road (distance: 1 and 2).
    00790           return !IsNeighborRoadTile(tile, dir, 2);
    00791       }
    00792     }
    00793
    00794     /* If the tile is not a slope in the right direction, then
    00795      * maybe terraform some. */
    00796     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
    00797     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
    00798       if (Chance16(1, 8)) {
    00799         CommandCost res = CMD_ERROR;
    00800         if (!_generating_world && Chance16(1, 10)) {
    00801           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
    00802           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
    00803               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00804         }
    00805         if (CmdFailed(res) && Chance16(1, 3)) {
    00806           /* We can consider building on the slope, though. */
    00807           goto no_slope;
    00808         }
    00809       }
    00810       return false;
    00811     }
    00812     return true;
    00813   }
    00814 }
    00815
    00816 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
    00817 {
    00818   TILE_ASSERT(tile);
    00819
    00820   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00821   if (CmdFailed(r) || r.GetCost() >= (_price.terraform + 2) * 8) return false;
    00822   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
    00823   return true;
    00824 }
    00825
    00826 static void LevelTownLand(TileIndex tile)
    00827 {
    00828   TILE_ASSERT(tile);
    00829
    00830   /* Don't terraform if land is plain or if there's a house there. */
    00831   if (IsTileType(tile, MP_HOUSE)) return;
    00832   Slope tileh = GetTileSlope(tile, NULL);
    00833   if (tileh == SLOPE_FLAT) return;
    00834
    00835   /* First try up, then down */
    00836   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
    00837     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
    00838   }
    00839 }
    00840
    00850 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
    00851 {
    00852   /* align the grid to the downtown */
    00853   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
    00854   RoadBits rcmd = ROAD_NONE;
    00855
    00856   switch (t->layout) {
    00857     default: NOT_REACHED();
    00858
    00859     case TL_2X2_GRID:
    00860       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
    00861       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
    00862       break;
    00863
    00864     case TL_3X3_GRID:
    00865       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
    00866       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
    00867       break;
    00868   }
    00869
    00870   /* Optimise only X-junctions */
    00871   if (rcmd != ROAD_ALL) return rcmd;
    00872
    00873   RoadBits rb_template;
    00874
    00875   switch (GetTileSlope(tile, NULL)) {
    00876     default:       rb_template = ROAD_ALL; break;
    00877     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
    00878     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
    00879     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
    00880     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
    00881     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
    00882     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
    00883     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
    00884     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
    00885     case SLOPE_STEEP_W:
    00886     case SLOPE_STEEP_S:
    00887     case SLOPE_STEEP_E:
    00888     case SLOPE_STEEP_N:
    00889       rb_template = ROAD_NONE;
    00890       break;
    00891   }
    00892
    00893   /* Stop if the template is compatible to the growth dir */
    00894   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
    00895   /* If not generate a straight road in the direction of the growth */
    00896   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
    00897 }
    00898
    00909 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
    00910 {
    00911   /* We can't look further than that. */
    00912   if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
    00913
    00914   uint counter = 0; // counts the house neighbor tiles
    00915
    00916   /* Check the tiles E,N,W and S of the current tile for houses */
    00917   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
    00918
    00919     if (IsTileType(TileAddByDiagDir(tile, dir), MP_HOUSE)) counter++;
    00920
    00921     /* If there are enough neighbors stop here */
    00922     if (counter >= 3) {
    00923       if (BuildTownHouse(t, tile)) {
    00924         _grow_town_result = GROWTH_SUCCEED;
    00925         return true;
    00926       }
    00927       return false;
    00928     }
    00929   }
    00930   return false;
    00931 }
    00932
    00941 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
    00942 {
    00943   if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
    00944     _grow_town_result = GROWTH_SUCCEED;
    00945     return true;
    00946   }
    00947   return false;
    00948 }
    00949
    00960 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
    00961 {
    00962   assert(bridge_dir < DIAGDIR_END);
    00963
    00964   const Slope slope = GetTileSlope(tile, NULL);
    00965   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
    00966
    00967   /* Make sure the direction is compatible with the slope.
    00968    * Well we check if the slope has an up bit set in the
    00969    * reverse direction. */
    00970   if (HASBITS(slope, InclinedSlope(bridge_dir))) return false;
    00971
    00972   /* Assure that the bridge is connectable to the start side */
    00973   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
    00974
    00975   /* We are in the right direction */
    00976   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
    00977   TileIndex bridge_tile = tile; // Used to store the other waterside
    00978
    00979   const int delta = TileOffsByDiagDir(bridge_dir);
    00980   do {
    00981     if (bridge_length++ >= 11) {
    00982       /* Max 11 tile long bridges */
    00983       return false;
    00984     }
    00985     bridge_tile += delta;
    00986   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
    00987
    00988   /* no water tiles in between? */
    00989   if (bridge_length == 1) return false;
    00990
    00991   for (uint8 times = 0; times <= 22; times++) {
    00992     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
    00993
    00994     /* Can we actually build the bridge? */
    00995     if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE))) {
    00996       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
    00997       _grow_town_result = GROWTH_SUCCEED;
    00998       return true;
    00999     }
    01000   }
    01001   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
    01002   return false;
    01003 }
    01004
    01022 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
    01023 {
    01024   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
    01025   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
    01026
    01027   TILE_ASSERT(tile);
    01028
    01029   if (cur_rb == ROAD_NONE) {
    01030     /* Tile has no road. First reset the status counter
    01031      * to say that this is the last iteration. */
    01032     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01033
    01034     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01035
    01036     /* Remove hills etc */
    01037     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
    01038
    01039     /* Is a road allowed here? */
    01040     switch (t1->layout) {
    01041       default: NOT_REACHED();
    01042
    01043       case TL_3X3_GRID:
    01044       case TL_2X2_GRID:
    01045         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01046         if (rcmd == ROAD_NONE) return;
    01047         break;
    01048
    01049       case TL_BETTER_ROADS:
    01050       case TL_ORIGINAL:
    01051         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
    01052
    01053         DiagDirection source_dir = ReverseDiagDir(target_dir);
    01054
    01055         if (Chance16(1, 4)) {
    01056           /* Randomize a new target dir */
    01057           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
    01058         }
    01059
    01060         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
    01061           /* A road is not allowed to continue the randomized road,
    01062            *  return if the road we're trying to build is curved. */
    01063           if (target_dir != ReverseDiagDir(source_dir)) return;
    01064
    01065           /* Return if neither side of the new road is a house */
    01066           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
    01067               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
    01068             return;
    01069           }
    01070
    01071           /* That means that the road is only allowed if there is a house
    01072            *  at any side of the new road. */
    01073         }
    01074
    01075         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
    01076         break;
    01077     }
    01078
    01079   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
    01080     /* Continue building on a partial road.
    01081      * Should be allways OK, so we only generate
    01082      * the fitting RoadBits */
    01083     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01084
    01085     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01086
    01087     switch (t1->layout) {
    01088       default: NOT_REACHED();
    01089
    01090       case TL_3X3_GRID:
    01091       case TL_2X2_GRID:
    01092         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01093         break;
    01094
    01095       case TL_BETTER_ROADS:
    01096       case TL_ORIGINAL:
    01097         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01098         break;
    01099     }
    01100   } else {
    01101     bool allow_house = true; // Value which decides if we want to construct a house
    01102
    01103     /* Reached a tunnel/bridge? Then continue at the other side of it. */
    01104     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01105       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
    01106         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
    01107       }
    01108       return;
    01109     }
    01110
    01111     /* Possibly extend the road in a direction.
    01112      * Randomize a direction and if it has a road, bail out. */
    01113     target_dir = RandomDiagDir();
    01114     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
    01115
    01116     /* This is the tile we will reach if we extend to this direction. */
    01117     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
    01118
    01119     /* Don't walk into water. */
    01120     if (IsWaterTile(house_tile)) return;
    01121
    01122     if (!IsValidTile(house_tile) || !IsValidTile(house_tile + TileOffsByDiagDir(target_dir))) return;
    01123
    01124     if (_settings_game.economy.allow_town_roads || _generating_world) {
    01125       switch (t1->layout) {
    01126         default: NOT_REACHED();
    01127
    01128         case TL_3X3_GRID: /* Use 2x2 grid afterwards! */
    01129           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01130           /* FALL THROUGH */
    01131
    01132         case TL_2X2_GRID:
    01133           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
    01134           allow_house = (rcmd == ROAD_NONE);
    01135           break;
    01136
    01137         case TL_BETTER_ROADS: /* Use original afterwards! */
    01138           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01139           /* FALL THROUGH */
    01140
    01141         case TL_ORIGINAL:
    01142           /* Allow a house at the edge. 60% chance or
    01143            * always ok if no road allowed. */
    01144           rcmd = DiagDirToRoadBits(target_dir);
    01145           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
    01146           break;
    01147       }
    01148     }
    01149
    01150     if (allow_house) {
    01151       /* Build a house, but not if there already is a house there. */
    01152       if (!IsTileType(house_tile, MP_HOUSE)) {
    01153         /* Level the land if possible */
    01154         if (Chance16(1, 6)) LevelTownLand(house_tile);
    01155
    01156         /* And build a house.
    01157          * Set result to -1 if we managed to build it. */
    01158         if (BuildTownHouse(t1, house_tile)) {
    01159           _grow_town_result = GROWTH_SUCCEED;
    01160         }
    01161       }
    01162       return;
    01163     }
    01164
    01165     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01166   }
    01167
    01168   /* Return if a water tile */
    01169   if (IsWaterTile(tile)) return;
    01170
    01171   /* Make the roads look nicer */
    01172   rcmd = CleanUpRoadBits(tile, rcmd);
    01173   if (rcmd == ROAD_NONE) return;
    01174
    01175   /* Only use the target direction for bridges to ensure they're connected.
    01176    * The target_dir is as computed previously according to town layout, so
    01177    * it will match it perfectly. */
    01178   if (GrowTownWithBridge(t1, tile, target_dir)) return;
    01179
    01180   GrowTownWithRoad(t1, tile, rcmd);
    01181 }
    01182
    01188 static int GrowTownAtRoad(Town *t, TileIndex tile)
    01189 {
    01190   /* Special case.
    01191    * @see GrowTownInTile Check the else if
    01192    */
    01193   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
    01194
    01195   TILE_ASSERT(tile);
    01196
    01197   /* Number of times to search.
    01198    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
    01199    * them a little handicap. */
    01200   switch (t->layout) {
    01201     case TL_BETTER_ROADS:
    01202       _grow_town_result = 10 + t->num_houses * 2 / 9;
    01203       break;
    01204
    01205     case TL_3X3_GRID:
    01206     case TL_2X2_GRID:
    01207       _grow_town_result = 10 + t->num_houses * 1 / 9;
    01208       break;
    01209
    01210     default:
    01211       _grow_town_result = 10 + t->num_houses * 4 / 9;
    01212       break;
    01213   }
    01214
    01215   do {
    01216     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
    01217
    01218     /* Try to grow the town from this point */
    01219     GrowTownInTile(&tile, cur_rb, target_dir, t);
    01220
    01221     /* Exclude the source position from the bitmask
    01222      * and return if no more road blocks available */
    01223     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01224     if (cur_rb == ROAD_NONE)
    01225       return _grow_town_result;
    01226
    01227     /* Select a random bit from the blockmask, walk a step
    01228      * and continue the search from there. */
    01229     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
    01230     tile = TileAddByDiagDir(tile, target_dir);
    01231
    01232     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
    01233       /* Don't allow building over roads of other cities */
    01234       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && GetTownByTile(tile) != t) {
    01235         _grow_town_result = GROWTH_SUCCEED;
    01236       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
    01237         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
    01238          * owner :) (happy happy happy road now) */
    01239         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
    01240         SetTownIndex(tile, t->index);
    01241       }
    01242     }
    01243
    01244     /* Max number of times is checked. */
    01245   } while (--_grow_town_result >= 0);
    01246
    01247   return (_grow_town_result == -2);
    01248 }
    01249
    01257 static RoadBits GenRandomRoadBits()
    01258 {
    01259   uint32 r = Random();
    01260   uint a = GB(r, 0, 2);
    01261   uint b = GB(r, 8, 2);
    01262   if (a == b) b ^= 2;
    01263   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
    01264 }
    01265
    01270 static bool GrowTown(Town *t)
    01271 {
    01272   static const TileIndexDiffC _town_coord_mod[] = {
    01273     {-1,  0},
    01274     { 1,  1},
    01275     { 1, -1},
    01276     {-1, -1},
    01277     {-1,  0},
    01278     { 0,  2},
    01279     { 2,  0},
    01280     { 0, -2},
    01281     {-1, -1},
    01282     {-2,  2},
    01283     { 2,  2},
    01284     { 2, -2},
    01285     { 0,  0}
    01286   };
    01287
    01288   /* Current "company" is a town */
    01289   CompanyID old_company = _current_company;
    01290   _current_company = OWNER_TOWN;
    01291
    01292   TileIndex tile = t->xy; // The tile we are working with ATM
    01293
    01294   /* Find a road that we can base the construction on. */
    01295   const TileIndexDiffC *ptr;
    01296   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01297     if (GetTownRoadBits(tile) != ROAD_NONE) {
    01298       int r = GrowTownAtRoad(t, tile);
    01299       _current_company = old_company;
    01300       return r != 0;
    01301     }
    01302     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01303   }
    01304
    01305   /* No road available, try to build a random road block by
    01306    * clearing some land and then building a road there. */
    01307   tile = t->xy;
    01308   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01309     /* Only work with plain land that not already has a house */
    01310     if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
    01311       if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) {
    01312         DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
    01313         _current_company = old_company;
    01314         return true;
    01315       }
    01316     }
    01317     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01318   }
    01319
    01320   _current_company = old_company;
    01321   return false;
    01322 }
    01323
    01324 void UpdateTownRadius(Town *t)
    01325 {
    01326   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
    01327     {  4,  0,  0,  0,  0}, // 0
    01328     { 16,  0,  0,  0,  0},
    01329     { 25,  0,  0,  0,  0},
    01330     { 36,  0,  0,  0,  0},
    01331     { 49,  0,  4,  0,  0},
    01332     { 64,  0,  4,  0,  0}, // 20
    01333     { 64,  0,  9,  0,  1},
    01334     { 64,  0,  9,  0,  4},
    01335     { 64,  0, 16,  0,  4},
    01336     { 81,  0, 16,  0,  4},
    01337     { 81,  0, 16,  0,  4}, // 40
    01338     { 81,  0, 25,  0,  9},
    01339     { 81, 36, 25,  0,  9},
    01340     { 81, 36, 25, 16,  9},
    01341     { 81, 49,  0, 25,  9},
    01342     { 81, 64,  0, 25,  9}, // 60
    01343     { 81, 64,  0, 36,  9},
    01344     { 81, 64,  0, 36, 16},
    01345     {100, 81,  0, 49, 16},
    01346     {100, 81,  0, 49, 25},
    01347     {121, 81,  0, 49, 25}, // 80
    01348     {121, 81,  0, 49, 25},
    01349     {121, 81,  0, 49, 36}, // 88
    01350   };
    01351
    01352   if (t->num_houses < 92) {
    01353     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
    01354   } else {
    01355     int mass = t->num_houses / 8;
    01356     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
    01357      * The offsets are to make sure the radii do not decrease in size when going from the table
    01358      * to the calculated value.*/
    01359     t->squared_town_zone_radius[0] = mass * 15 - 40;
    01360     t->squared_town_zone_radius[1] = mass * 9 - 15;
    01361     t->squared_town_zone_radius[2] = 0;
    01362     t->squared_town_zone_radius[3] = mass * 5 - 5;
    01363     t->squared_town_zone_radius[4] = mass * 3 + 5;
    01364   }
    01365 }
    01366
    01367 static bool CreateTownName(uint32 *townnameparts)
    01368 {
    01369   extern int _nb_orig_names;
    01370   Town *t2;
    01371   char buf1[64];
    01372   char buf2[64];
    01373   uint32 r;
    01374   /* Do not set too low tries, since when we run out of names, we loop
    01375    * for #tries only one time anyway - then we stop generating more
    01376    * towns. Do not show it too high neither, since looping through all
    01377    * the other towns may take considerable amount of time (10000 is
    01378    * too much). */
    01379   int tries = 1000;
    01380   bool grf = (_settings_game.game_creation.town_name >= _nb_orig_names);
    01381   uint32 grfid = grf ? GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names) : 0;
    01382   uint16 townnametype = grf ? GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
    01383
    01384   assert(townnameparts != NULL);
    01385
    01386   for (;;) {
    01387 restart:
    01388     r = Random();
    01389
    01390     SetDParam(0, r);
    01391     if (grf && grfid != 0) {
    01392       GRFTownNameGenerate(buf1, grfid, townnametype, r, lastof(buf1));
    01393     } else {
    01394       GetString(buf1, townnametype, lastof(buf1));
    01395     }
    01396
    01397     /* Check size and width */
    01398     if (strlen(buf1) >= MAX_LENGTH_TOWN_NAME_BYTES || GetStringBoundingBox(buf1).width > MAX_LENGTH_TOWN_NAME_PIXELS) continue;
    01399
    01400     FOR_ALL_TOWNS(t2) {
    01401       /* We can't just compare the numbers since
    01402        * several numbers may map to a single name. */
    01403       SetDParam(0, t2->index);
    01404       GetString(buf2, STR_TOWN, lastof(buf2));
    01405       if (strcmp(buf1, buf2) == 0) {
    01406         if (tries-- < 0) return false;
    01407         goto restart;
    01408       }
    01409     }
    01410     *townnameparts = r;
    01411     return true;
    01412   }
    01413 }
    01414
    01415 void UpdateTownMaxPass(Town *t)
    01416 {
    01417   t->max_pass = t->population >> 3;
    01418   t->max_mail = t->population >> 4;
    01419 }
    01420
    01430 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
    01431 {
    01432   extern int _nb_orig_names;
    01433
    01434   t->xy = tile;
    01435   t->num_houses = 0;
    01436   t->time_until_rebuild = 10;
    01437   UpdateTownRadius(t);
    01438   t->flags12 = 0;
    01439   t->population = 0;
    01440   t->grow_counter = 0;
    01441   t->growth_rate = 250;
    01442   t->new_max_pass = 0;
    01443   t->new_max_mail = 0;
    01444   t->new_act_pass = 0;
    01445   t->new_act_mail = 0;
    01446   t->max_pass = 0;
    01447   t->max_mail = 0;
    01448   t->act_pass = 0;
    01449   t->act_mail = 0;
    01450
    01451   t->pct_pass_transported = 0;
    01452   t->pct_mail_transported = 0;
    01453   t->fund_buildings_months = 0;
    01454   t->new_act_food = 0;
    01455   t->new_act_water = 0;
    01456   t->act_food = 0;
    01457   t->act_water = 0;
    01458
    01459   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
    01460
    01461   t->have_ratings = 0;
    01462   t->exclusivity = INVALID_COMPANY;
    01463   t->exclusive_counter = 0;
    01464   t->statues = 0;
    01465
    01466   if (_settings_game.game_creation.town_name < _nb_orig_names) {
    01467     /* Original town name */
    01468     t->townnamegrfid = 0;
    01469     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
    01470   } else {
    01471     /* Newgrf town name */
    01472     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
    01473     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
    01474   }
    01475   t->townnameparts = townnameparts;
    01476
    01477   UpdateTownVirtCoord(t);
    01478   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    01479
    01480   t->InitializeLayout(layout);
    01481
    01482   t->larger_town = city;
    01483
    01484   int x = (int)size * 16 + 3;
    01485   if (size == TS_RANDOM) x = (Random() & 0xF) + 8;
    01486   if (city) x *= _settings_game.economy.initial_city_size;
    01487
    01488   t->noise_reached = 0;
    01489
    01490   t->num_houses += x;
    01491   UpdateTownRadius(t);
    01492
    01493   int i = x * 4;
    01494   do {
    01495     GrowTown(t);
    01496   } while (--i);
    01497
    01498   t->num_houses -= x;
    01499   UpdateTownRadius(t);
    01500   UpdateTownMaxPass(t);
    01501 }
    01502
    01513 CommandCost CmdBuildTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01514 {
    01515   /* Only in the scenario editor */
    01516   if (_game_mode != GM_EDITOR) return CMD_ERROR;
    01517
    01518   TownSize size = (TownSize)GB(p1, 0, 2);
    01519   bool city = HasBit(p1, 2);
    01520   TownLayout layout = (TownLayout)GB(p1, 3, 3);
    01521
    01522   if (size > TS_RANDOM) return CMD_ERROR;
    01523   if (layout > TL_RANDOM) return CMD_ERROR;
    01524
    01525   /* Check if too close to the edge of map */
    01526   if (DistanceFromEdge(tile) < 12)
    01527     return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
    01528
    01529   /* Can only build on clear flat areas, possibly with trees. */
    01530   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
    01531     return_cmd_error(STR_0239_SITE_UNSUITABLE);
    01532   }
    01533
    01534   /* Check distance to all other towns. */
    01535   if (IsCloseToTown(tile, 20))
    01536     return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
    01537
    01538   uint32 townnameparts;
    01539
    01540   /* Get a unique name for the town. */
    01541   if (!CreateTownName(&townnameparts))
    01542     return_cmd_error(STR_023A_TOO_MANY_TOWNS);
    01543
    01544   /* Allocate town struct */
    01545   if (!Town::CanAllocateItem()) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
    01546
    01547   /* Create the town */
    01548   if (flags & DC_EXEC) {
    01549     Town *t = new Town(tile);
    01550     _generating_world = true;
    01551     UpdateNearestTownForRoadTiles(true);
    01552     DoCreateTown(t, tile, townnameparts, size, city, layout);
    01553     UpdateNearestTownForRoadTiles(false);
    01554     _generating_world = false;
    01555   }
    01556   return CommandCost();
    01557 }
    01558
    01559 Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout)
    01560 {
    01561   if (!Town::CanAllocateItem()) return NULL;
    01562
    01563   do {
    01564     /* Generate a tile index not too close from the edge */
    01565     TileIndex tile = RandomTile();
    01566     switch (layout) {
    01567       case TL_2X2_GRID:
    01568         tile = TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
    01569         break;
    01570       case TL_3X3_GRID:
    01571         tile = TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
    01572         break;
    01573       default: break;
    01574     }
    01575     if (DistanceFromEdge(tile) < 20) continue;
    01576
    01577     /* Make sure the tile is plain */
    01578     if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
    01579
    01580     /* Check not too close to a town */
    01581     if (IsCloseToTown(tile, 20)) continue;
    01582
    01583     uint32 townnameparts;
    01584
    01585     /* Get a unique name for the town. */
    01586     if (!CreateTownName(&townnameparts)) break;
    01587
    01588     /* Allocate a town struct */
    01589     Town *t = new Town(tile);
    01590
    01591     DoCreateTown(t, tile, townnameparts, size, city, layout);
    01592     return t;
    01593   } while (--attempts != 0);
    01594
    01595   return NULL;
    01596 }
    01597
    01598 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
    01599
    01600 bool GenerateTowns(TownLayout layout)
    01601 {
    01602   uint num = 0;
    01603   uint n = ScaleByMapSize(_num_initial_towns[_settings_game.difficulty.number_towns] + (Random() & 7));
    01604   uint num_cities = _settings_game.economy.larger_towns == 0 ? 0 : n / _settings_game.economy.larger_towns;
    01605
    01606   SetGeneratingWorldProgress(GWP_TOWN, n);
    01607
    01608   do {
    01609     IncreaseGeneratingWorldProgress(GWP_TOWN);
    01610     /* try 20 times to create a random-sized town for the first loop. */
    01611     if (CreateRandomTown(20, TS_RANDOM, num_cities > 0, layout) != NULL) num++;
    01612     if (num_cities > 0) num_cities--;
    01613   } while (--n);
    01614
    01615   /* give it a last try, but now more aggressive */
    01616   if (num == 0 && CreateRandomTown(10000, TS_RANDOM, false, layout) == NULL) {
    01617     if (GetNumTowns() == 0) {
    01618       /* XXX - can we handle that more gracefully? */
    01619       if (_game_mode != GM_EDITOR) usererror("Could not generate any town");
    01620
    01621       return false;
    01622     }
    01623   }
    01624
    01625   return true;
    01626 }
    01627
    01628
    01634 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
    01635 {
    01636   uint dist = DistanceSquare(tile, t->xy);
    01637
    01638   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
    01639
    01640   HouseZonesBits smallest = HZB_TOWN_EDGE;
    01641   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
    01642     if (dist < t->squared_town_zone_radius[i]) smallest = i;
    01643   }
    01644
    01645   return smallest;
    01646 }
    01647
    01658 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
    01659 {
    01660   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
    01661
    01662   assert(CmdSucceeded(cc));
    01663
    01664   IncreaseBuildingCount(t, type);
    01665   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
    01666   if (GetHouseSpecs(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
    01667
    01668   MarkTileDirtyByTile(tile);
    01669 }
    01670
    01671
    01682 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
    01683 {
    01684   BuildingFlags size = GetHouseSpecs(type)->building_flags;
    01685
    01686   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
    01687   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
    01688   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
    01689   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
    01690 }
    01691
    01692
    01701 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
    01702 {
    01703   /* cannot build on these slopes... */
    01704   Slope slope = GetTileSlope(tile, NULL);
    01705   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
    01706
    01707   /* building under a bridge? */
    01708   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    01709
    01710   /* do not try to build over house owned by another town */
    01711   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
    01712
    01713   /* can we clear the land? */
    01714   return CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
    01715 }
    01716
    01717
    01727 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
    01728 {
    01729   if (!CanBuildHouseHere(tile, town, noslope)) return false;
    01730
    01731   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
    01732   if (GetTileMaxZ(tile) != z) return false;
    01733
    01734   return true;
    01735 }
    01736
    01737
    01747 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
    01748 {
    01749   /* we need to check this tile too because we can be at different tile now */
    01750   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01751
    01752   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
    01753     tile += TileOffsByDiagDir(d);
    01754     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01755   }
    01756
    01757   return true;
    01758 }
    01759
    01760
    01768 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
    01769 {
    01770   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    01771
    01772   switch (t->layout) {
    01773     case TL_2X2_GRID:
    01774       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
    01775       break;
    01776
    01777     case TL_3X3_GRID:
    01778       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
    01779       break;
    01780
    01781     default:
    01782       break;
    01783   }
    01784
    01785   return true;
    01786 }
    01787
    01788
    01796 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
    01797 {
    01798   /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
    01799    * so to do only one memory access, use MapSize() */
    01800   uint dx = MapSize() + TileX(t->xy) - TileX(tile);
    01801   uint dy = MapSize() + TileY(t->xy) - TileY(tile);
    01802
    01803   switch (t->layout) {
    01804     case TL_2X2_GRID:
    01805       if ((dx % 3) != 0 || (dy % 3) != 0) return false;
    01806       break;
    01807
    01808     case TL_3X3_GRID:
    01809       if ((dx % 4) < 2 || (dy % 4) < 2) return false;
    01810       break;
    01811
    01812     default:
    01813       break;
    01814   }
    01815
    01816   return true;
    01817 }
    01818
    01819
    01829 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
    01830 {
    01831   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
    01832
    01833   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
    01834   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
    01835
    01836   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
    01837   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
    01838     *tile = tile2;
    01839     return true;
    01840   }
    01841
    01842   return false;
    01843 }
    01844
    01845
    01854 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
    01855 {
    01856   TileIndex tile2 = *tile;
    01857
    01858   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
    01859     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
    01860       *tile = tile2;
    01861       return true;
    01862     }
    01863     if (d == DIAGDIR_END) break;
    01864     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
    01865   }
    01866
    01867   return false;
    01868 }
    01869
    01870
    01877 static bool BuildTownHouse(Town *t, TileIndex tile)
    01878 {
    01879   /* forbidden building here by town layout */
    01880   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
    01881
    01882   /* no house allowed at all, bail out */
    01883   if (!CanBuildHouseHere(tile, t->index, false)) return false;
    01884
    01885   uint z;
    01886   Slope slope = GetTileSlope(tile, &z);
    01887
    01888   /* Get the town zone type of the current tile, as well as the climate.
    01889    * This will allow to easily compare with the specs of the new house to build */
    01890   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
    01891
    01892   /* Above snow? */
    01893   int land = _settings_game.game_creation.landscape;
    01894   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
    01895
    01896   uint bitmask = (1 << rad) + (1 << (land + 12));
    01897
    01898   /* bits 0-4 are used
    01899    * bits 11-15 are used
    01900    * bits 5-10 are not used. */
    01901   HouseID houses[HOUSE_MAX];
    01902   uint num = 0;
    01903   uint probs[HOUSE_MAX];
    01904   uint probability_max = 0;
    01905
    01906   /* Generate a list of all possible houses that can be built. */
    01907   for (uint i = 0; i < HOUSE_MAX; i++) {
    01908     const HouseSpec *hs = GetHouseSpecs(i);
    01909     /* Verify that the candidate house spec matches the current tile status */
    01910     if ((~hs->building_availability & bitmask) == 0 && hs->enabled) {
    01911       /* Without NewHouses, all houses have probability '1' */
    01912       uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
    01913       probability_max += cur_prob;
    01914       probs[num] = cur_prob;
    01915       houses[num++] = (HouseID)i;
    01916     }
    01917   }
    01918
    01919   uint maxz = GetTileMaxZ(tile);
    01920
    01921   while (probability_max > 0) {
    01922     uint r = RandomRange(probability_max);
    01923     uint i;
    01924     for (i = 0; i < num; i++) {
    01925       if (probs[i] > r) break;
    01926       r -= probs[i];
    01927     }
    01928
    01929     HouseID house = houses[i];
    01930     probability_max -= probs[i];
    01931
    01932     /* remove tested house from the set */
    01933     num--;
    01934     houses[i] = houses[num];
    01935     probs[i] = probs[num];
    01936
    01937     const HouseSpec *hs = GetHouseSpecs(house);
    01938
    01939     if (_loaded_newgrf_features.has_newhouses) {
    01940       if (hs->override != 0) {
    01941         house = hs->override;
    01942         hs = GetHouseSpecs(house);
    01943       }
    01944
    01945       if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world) continue;
    01946     }
    01947
    01948     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
    01949
    01950     /* Special houses that there can be only one of. */
    01951     uint oneof = 0;
    01952
    01953     if (hs->building_flags & BUILDING_IS_CHURCH) {
    01954       SetBit(oneof, TOWN_HAS_CHURCH);
    01955     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    01956       SetBit(oneof, TOWN_HAS_STADIUM);
    01957     }
    01958
    01959     if (HASBITS(t->flags12, oneof)) continue;
    01960
    01961     /* Make sure there is no slope? */
    01962     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
    01963     if (noslope && slope != SLOPE_FLAT) continue;
    01964
    01965     if (hs->building_flags & TILE_SIZE_2x2) {
    01966       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
    01967     } else if (hs->building_flags & TILE_SIZE_2x1) {
    01968       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
    01969     } else if (hs->building_flags & TILE_SIZE_1x2) {
    01970       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
    01971     } else {
    01972       /* 1x1 house checks are already done */
    01973     }
    01974
    01975     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
    01976       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
    01977       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
    01978     }
    01979
    01980     /* build the house */
    01981     t->num_houses++;
    01982
    01983     /* Special houses that there can be only one of. */
    01984     t->flags12 |= oneof;
    01985
    01986     byte construction_counter = 0;
    01987     byte construction_stage = 0;
    01988
    01989     if (_generating_world) {
    01990       uint32 r = Random();
    01991
    01992       construction_stage = TOWN_HOUSE_COMPLETED;
    01993       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
    01994
    01995       if (construction_stage == TOWN_HOUSE_COMPLETED) {
    01996         ChangePopulation(t, hs->population);
    01997       } else {
    01998         construction_counter = GB(r, 2, 2);
    01999       }
    02000     }
    02001
    02002     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
    02003
    02004     return true;
    02005   }
    02006
    02007   return false;
    02008 }
    02009
    02016 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
    02017 {
    02018   assert(IsTileType(tile, MP_HOUSE));
    02019   DecreaseBuildingCount(t, house);
    02020   DoClearSquare(tile);
    02021   DeleteAnimatedTile(tile);
    02022 }
    02023
    02031 TileIndexDiff GetHouseNorthPart(HouseID &house)
    02032 {
    02033   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
    02034     if (GetHouseSpecs(house - 1)->building_flags & TILE_SIZE_2x1) {
    02035       house--;
    02036       return TileDiffXY(-1, 0);
    02037     } else if (GetHouseSpecs(house - 1)->building_flags & BUILDING_2_TILES_Y) {
    02038       house--;
    02039       return TileDiffXY(0, -1);
    02040     } else if (GetHouseSpecs(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
    02041       house -= 2;
    02042       return TileDiffXY(-1, 0);
    02043     } else if (GetHouseSpecs(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
    02044       house -= 3;
    02045       return TileDiffXY(-1, -1);
    02046     }
    02047   }
    02048   return 0;
    02049 }
    02050
    02051 void ClearTownHouse(Town *t, TileIndex tile)
    02052 {
    02053   assert(IsTileType(tile, MP_HOUSE));
    02054
    02055   HouseID house = GetHouseType(tile);
    02056
    02057   /* need to align the tile to point to the upper left corner of the house */
    02058   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02059
    02060   const HouseSpec *hs = GetHouseSpecs(house);
    02061
    02062   /* Remove population from the town if the house is finished. */
    02063   if (IsHouseCompleted(tile)) {
    02064     ChangePopulation(t, -hs->population);
    02065   }
    02066
    02067   t->num_houses--;
    02068
    02069   /* Clear flags for houses that only may exist once/town. */
    02070   if (hs->building_flags & BUILDING_IS_CHURCH) {
    02071     ClrBit(t->flags12, TOWN_HAS_CHURCH);
    02072   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02073     ClrBit(t->flags12, TOWN_HAS_STADIUM);
    02074   }
    02075
    02076   /* Do the actual clearing of tiles */
    02077   uint eflags = hs->building_flags;
    02078   DoClearTownHouseHelper(tile, t, house);
    02079   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
    02080   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
    02081   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
    02082 }
    02083
    02084 static bool IsUniqueTownName(const char *name)
    02085 {
    02086   const Town *t;
    02087
    02088   FOR_ALL_TOWNS(t) {
    02089     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
    02090   }
    02091
    02092   return true;
    02093 }
    02094
    02101 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02102 {
    02103   if (!IsValidTownID(p1)) return CMD_ERROR;
    02104
    02105   bool reset = StrEmpty(text);
    02106
    02107   if (!reset) {
    02108     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
    02109     if (!IsUniqueTownName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
    02110   }
    02111
    02112   if (flags & DC_EXEC) {
    02113     Town *t = GetTown(p1);
    02114
    02115     free(t->name);
    02116     t->name = reset ? NULL : strdup(text);
    02117
    02118     UpdateTownVirtCoord(t);
    02119     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    02120     UpdateAllStationVirtCoord();
    02121     UpdateAllWaypointSigns();
    02122     MarkWholeScreenDirty();
    02123   }
    02124   return CommandCost();
    02125 }
    02126
    02128 void ExpandTown(Town *t)
    02129 {
    02130   _generating_world = true;
    02131
    02132   /* The more houses, the faster we grow */
    02133   uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
    02134   t->num_houses += amount;
    02135   UpdateTownRadius(t);
    02136
    02137   uint n = amount * 10;
    02138   do GrowTown(t); while (--n);
    02139
    02140   t->num_houses -= amount;
    02141   UpdateTownRadius(t);
    02142
    02143   UpdateTownMaxPass(t);
    02144   _generating_world = false;
    02145 }
    02146
    02147 extern const byte _town_action_costs[8] = {
    02148   2, 4, 9, 35, 48, 53, 117, 175
    02149 };
    02150
    02151 static void TownActionAdvertiseSmall(Town *t)
    02152 {
    02153   ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
    02154 }
    02155
    02156 static void TownActionAdvertiseMedium(Town *t)
    02157 {
    02158   ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
    02159 }
    02160
    02161 static void TownActionAdvertiseLarge(Town *t)
    02162 {
    02163   ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
    02164 }
    02165
    02166 static void TownActionRoadRebuild(Town *t)
    02167 {
    02168   t->road_build_months = 6;
    02169
    02170   char *company_name = MallocT<char>(64);
    02171   SetDParam(0, _current_company);
    02172   GetString(company_name, STR_COMPANY_NAME, company_name + 64);
    02173
    02174   SetDParam(0, t->index);
    02175   SetDParamStr(1, company_name);
    02176
    02177   AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING,
    02178     NS_GENERAL, t->xy, 0, company_name);
    02179 }
    02180
    02181 static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
    02182 {
    02183   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
    02184   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
    02185   /* Don't build statues under bridges. */
    02186   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    02187
    02188   if (!IsTileType(tile, MP_HOUSE) &&
    02189       !IsTileType(tile, MP_CLEAR) &&
    02190       !IsTileType(tile, MP_TREES)) {
    02191     return false;
    02192   }
    02193
    02194   CompanyID old = _current_company;
    02195   _current_company = OWNER_NONE;
    02196   CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    02197   _current_company = old;
    02198
    02199   if (CmdFailed(r)) return false;
    02200
    02201   MakeStatue(tile, _current_company, town_id);
    02202   MarkTileDirtyByTile(tile);
    02203
    02204   return true;
    02205 }
    02206
    02213 static bool SearchTileForStatue(TileIndex tile, void *user_data)
    02214 {
    02215   TownID *town_id = (TownID *)user_data;
    02216   return DoBuildStatueOfCompany(tile, *town_id);
    02217 }
    02218
    02224 static void TownActionBuildStatue(Town *t)
    02225 {
    02226   TileIndex tile = t->xy;
    02227
    02228   if (CircularTileSearch(&tile, 9, SearchTileForStatue, &t->index)) {
    02229     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town
    02230   }
    02231 }
    02232
    02233 static void TownActionFundBuildings(Town *t)
    02234 {
    02235   /* Build next tick */
    02236   t->grow_counter = 1;
    02237   /* If we were not already growing */
    02238   SetBit(t->flags12, TOWN_IS_FUNDED);
    02239   /* And grow for 3 months */
    02240   t->fund_buildings_months = 3;
    02241 }
    02242
    02243 static void TownActionBuyRights(Town *t)
    02244 {
    02245   /* Check if it's allowed to by the rights */
    02246   if (!_settings_game.economy.exclusive_rights) return;
    02247
    02248   t->exclusive_counter = 12;
    02249   t->exclusivity = _current_company;
    02250
    02251   ModifyStationRatingAround(t->xy, _current_company, 130, 17);
    02252 }
    02253
    02254 static void TownActionBribe(Town *t)
    02255 {
    02256   if (Chance16(1, 14)) {
    02257     /* set as unwanted for 6 months */
    02258     t->unwanted[_current_company] = 6;
    02259
    02260     /* set all close by station ratings to 0 */
    02261     Station *st;
    02262     FOR_ALL_STATIONS(st) {
    02263       if (st->town == t && st->owner == _current_company) {
    02264         for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
    02265       }
    02266     }
    02267
    02268     /* only show errormessage to the executing player. All errors are handled command.c
    02269      * but this is special, because it can only 'fail' on a DC_EXEC */
    02270     if (IsLocalCompany()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
    02271
    02272     /* decrease by a lot!
    02273      * ChangeTownRating is only for stuff in demolishing. Bribe failure should
    02274      * be independent of any cheat settings
    02275      */
    02276     if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
    02277       t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
    02278       InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
    02279     }
    02280   } else {
    02281     ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
    02282   }
    02283 }
    02284
    02285 typedef void TownActionProc(Town *t);
    02286 static TownActionProc *const _town_action_proc[] = {
    02287   TownActionAdvertiseSmall,
    02288   TownActionAdvertiseMedium,
    02289   TownActionAdvertiseLarge,
    02290   TownActionRoadRebuild,
    02291   TownActionBuildStatue,
    02292   TownActionFundBuildings,
    02293   TownActionBuyRights,
    02294   TownActionBribe
    02295 };
    02296
    02297 enum TownActions {
    02298   TACT_NONE             = 0x00,
    02299
    02300   TACT_ADVERTISE_SMALL  = 0x01,
    02301   TACT_ADVERTISE_MEDIUM = 0x02,
    02302   TACT_ADVERTISE_LARGE  = 0x04,
    02303   TACT_ROAD_REBUILD     = 0x08,
    02304   TACT_BUILD_STATUE     = 0x10,
    02305   TACT_FOUND_BUILDINGS  = 0x20,
    02306   TACT_BUY_RIGHTS       = 0x40,
    02307   TACT_BRIBE            = 0x80,
    02308
    02309   TACT_ADVERTISE        = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE,
    02310   TACT_CONSTRUCTION     = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS,
    02311   TACT_FUNDS            = TACT_BUY_RIGHTS | TACT_BRIBE,
    02312   TACT_ALL              = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS,
    02313 };
    02314
    02315 DECLARE_ENUM_AS_BIT_SET(TownActions);
    02316
    02323 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
    02324 {
    02325   int num = 0;
    02326   TownActions buttons = TACT_NONE;
    02327
    02328   /* Spectators and unwanted have no options */
    02329   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
    02330
    02331     /* Things worth more than this are not shown */
    02332     Money avail = GetCompany(cid)->money + _price.station_value * 200;
    02333     Money ref = _price.build_industry >> 8;
    02334
    02335     /* Check the action bits for validity and
    02336      * if they are valid add them */
    02337     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
    02338       const TownActions cur = (TownActions)(1 << i);
    02339
    02340       /* Is the company not able to bribe ? */
    02341       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
    02342         continue;
    02343
    02344       /* Is the company not able to buy exclusive rights ? */
    02345       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
    02346         continue;
    02347
    02348       /* Is the company not able to build a statue ? */
    02349       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
    02350         continue;
    02351
    02352       if (avail >= _town_action_costs[i] * ref) {
    02353         buttons |= cur;
    02354         num++;
    02355       }
    02356     }
    02357   }
    02358
    02359   if (nump != NULL) *nump = num;
    02360   return buttons;
    02361 }
    02362
    02371 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02372 {
    02373   if (!IsValidTownID(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR;
    02374
    02375   Town *t = GetTown(p1);
    02376
    02377   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
    02378
    02379   CommandCost cost(EXPENSES_OTHER, (_price.build_industry >> 8) * _town_action_costs[p2]);
    02380
    02381   if (flags & DC_EXEC) {
    02382     _town_action_proc[p2](t);
    02383     InvalidateWindow(WC_TOWN_AUTHORITY, p1);
    02384   }
    02385
    02386   return cost;
    02387 }
    02388
    02389 static void UpdateTownGrowRate(Town *t)
    02390 {
    02391   /* Increase company ratings if they're low */
    02392   const Company *c;
    02393   FOR_ALL_COMPANIES(c) {
    02394     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
    02395       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
    02396     }
    02397   }
    02398
    02399   int n = 0;
    02400
    02401   const Station *st;
    02402   FOR_ALL_STATIONS(st) {
    02403     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
    02404       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    02405         n++;
    02406         if (IsValidCompanyID(st->owner)) {
    02407           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
    02408           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
    02409         }
    02410       } else {
    02411         if (IsValidCompanyID(st->owner)) {
    02412           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
    02413           t->ratings[st->owner] = max(new_rating, INT16_MIN);
    02414         }
    02415       }
    02416     }
    02417   }
    02418
    02419   /* clamp all ratings to valid values */
    02420   for (uint i = 0; i < MAX_COMPANIES; i++) {
    02421     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
    02422   }
    02423
    02424   InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
    02425
    02426   ClrBit(t->flags12, TOWN_IS_FUNDED);
    02427   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
    02428
    02431   static const uint16 _grow_count_values[2][6] = {
    02432     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
    02433     { 320, 420, 300, 220, 160, 100 }  // Normal values
    02434   };
    02435
    02436   uint16 m;
    02437
    02438   if (t->fund_buildings_months != 0) {
    02439     m = _grow_count_values[0][min(n, 5)];
    02440     t->fund_buildings_months--;
    02441   } else {
    02442     m = _grow_count_values[1][min(n, 5)];
    02443     if (n == 0 && !Chance16(1, 12)) return;
    02444   }
    02445
    02446   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    02447     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
    02448       return;
    02449   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
    02450     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
    02451       return;
    02452   }
    02453
    02454   /* Use the normal growth rate values if new buildings have been funded in
    02455    * this town and the growth rate is set to none. */
    02456   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
    02457
    02458   m >>= growth_multiplier;
    02459   if (t->larger_town) m /= 2;
    02460
    02461   t->growth_rate = m / (t->num_houses / 50 + 1);
    02462   if (m <= t->grow_counter)
    02463     t->grow_counter = m;
    02464
    02465   SetBit(t->flags12, TOWN_IS_FUNDED);
    02466 }
    02467
    02468 static void UpdateTownAmounts(Town *t)
    02469 {
    02470   /* Using +1 here to prevent overflow and division by zero */
    02471   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
    02472
    02473   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
    02474   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
    02475   t->act_food = t->new_act_food; t->new_act_food = 0;
    02476   t->act_water = t->new_act_water; t->new_act_water = 0;
    02477
    02478   /* Using +1 here to prevent overflow and division by zero */
    02479   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
    02480   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
    02481   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
    02482
    02483   InvalidateWindow(WC_TOWN_VIEW, t->index);
    02484 }
    02485
    02486 static void UpdateTownUnwanted(Town *t)
    02487 {
    02488   const Company *c;
    02489
    02490   FOR_ALL_COMPANIES(c) {
    02491     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
    02492   }
    02493 }
    02494
    02500 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
    02501 {
    02502   if (!IsValidCompanyID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
    02503
    02504   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    02505   if (t == NULL) return true;
    02506
    02507   if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
    02508
    02509   _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
    02510   SetDParam(0, t->index);
    02511
    02512   return false;
    02513 }
    02514
    02515
    02516 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
    02517 {
    02518   Town *t;
    02519   uint best = threshold;
    02520   Town *best_town = NULL;
    02521
    02522   FOR_ALL_TOWNS(t) {
    02523     uint dist = DistanceManhattan(tile, t->xy);
    02524     if (dist < best) {
    02525       best = dist;
    02526       best_town = t;
    02527     }
    02528   }
    02529
    02530   return best_town;
    02531 }
    02532
    02533
    02534 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
    02535 {
    02536   switch (GetTileType(tile)) {
    02537     case MP_ROAD:
    02538       if (!HasTownOwnedRoad(tile)) {
    02539         TownID tid = GetTownIndex(tile);
    02540         if (tid == (TownID)INVALID_TOWN) {
    02541           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
    02542           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
    02543           assert(GetNumTowns() == 0);
    02544           return NULL;
    02545         }
    02546
    02547         Town *town = GetTown(tid);
    02548         assert(town->IsValid());
    02549         assert(town == CalcClosestTownFromTile(tile, UINT_MAX));
    02550
    02551         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
    02552
    02553         return town;
    02554       }
    02555       /* FALL THROUGH */
    02556
    02557     case MP_HOUSE:
    02558       return GetTownByTile(tile);
    02559
    02560     default:
    02561       return CalcClosestTownFromTile(tile, threshold);
    02562   }
    02563 }
    02564
    02565 static bool _town_rating_test = false;
    02566 SmallMap<const Town *, int, 4> _town_test_ratings;
    02567
    02568 void SetTownRatingTestMode(bool mode)
    02569 {
    02570   static int ref_count = 0;
    02571   if (mode) {
    02572     if (ref_count == 0) {
    02573       _town_test_ratings.Clear();
    02574     }
    02575     ref_count++;
    02576   } else {
    02577     assert(ref_count > 0);
    02578     ref_count--;
    02579   }
    02580   _town_rating_test = !(ref_count == 0);
    02581 }
    02582
    02583 static int GetRating(const Town *t)
    02584 {
    02585   if (_town_rating_test) {
    02586     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
    02587     if (it != _town_test_ratings.End()) {
    02588       return it->second;
    02589     }
    02590   }
    02591   return t->ratings[_current_company];
    02592 }
    02593
    02601 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
    02602 {
    02603   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
    02604   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
    02605       !IsValidCompanyID(_current_company) ||
    02606       (_cheats.magic_bulldozer.value && add < 0)) {
    02607     return;
    02608   }
    02609
    02610   SetBit(t->have_ratings, _current_company);
    02611
    02612   int rating = GetRating(t);
    02613   if (add < 0) {
    02614     if (rating > max) {
    02615       rating += add;
    02616       if (rating < max) rating = max;
    02617     }
    02618   } else {
    02619     if (rating < max) {
    02620       rating += add;
    02621       if (rating > max) rating = max;
    02622     }
    02623   }
    02624   if (_town_rating_test) {
    02625     _town_test_ratings[t] = rating;
    02626   } else {
    02627     t->ratings[_current_company] = rating;
    02628     InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
    02629   }
    02630 }
    02631
    02632 /* penalty for removing town-owned stuff */
    02633 static const int _default_rating_settings [3][3] = {
    02634   /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE */
    02635   {  0, 128, 384}, // Permissive
    02636   { 48, 192, 480}, // Neutral
    02637   { 96, 384, 768}, // Hostile
    02638 };
    02639
    02640 bool CheckforTownRating(DoCommandFlag flags, Town *t, byte type)
    02641 {
    02642   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
    02643   if (t == NULL || !IsValidCompanyID(_current_company) || _cheats.magic_bulldozer.value)
    02644     return true;
    02645
    02646   /* check if you're allowed to remove the street/bridge/tunnel/industry
    02647    * owned by a town no removal if rating is lower than ... depends now on
    02648    * difficulty setting. Minimum town rating selected by difficulty level
    02649    */
    02650   int modemod = _default_rating_settings[_settings_game.difficulty.town_council_tolerance][type];
    02651
    02652   if (GetRating(t) < 16 + modemod && !(flags & DC_NO_TEST_TOWN_RATING)) {
    02653     SetDParam(0, t->index);
    02654     _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
    02655     return false;
    02656   }
    02657
    02658   return true;
    02659 }
    02660
    02661 void TownsMonthlyLoop()
    02662 {
    02663   Town *t;
    02664
    02665   FOR_ALL_TOWNS(t) {
    02666     if (t->road_build_months != 0) t->road_build_months--;
    02667
    02668     if (t->exclusive_counter != 0)
    02669       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
    02670
    02671     UpdateTownGrowRate(t);
    02672     UpdateTownAmounts(t);
    02673     UpdateTownUnwanted(t);
    02674   }
    02675 }
    02676
    02677 void TownsYearlyLoop()
    02678 {
    02679   /* Increment house ages */
    02680   for (TileIndex t = 0; t < MapSize(); t++) {
    02681     if (!IsTileType(t, MP_HOUSE)) continue;
    02682     IncrementHouseAge(t);
    02683   }
    02684 }
    02685
    02686 void InitializeTowns()
    02687 {
    02688   /* Clean the town pool and create 1 block in it */
    02689   _Town_pool.CleanPool();
    02690   _Town_pool.AddBlockToPool();
    02691
    02692   memset(_subsidies, 0, sizeof(_subsidies));
    02693   for (Subsidy *s = _subsidies; s != endof(_subsidies); s++) {
    02694     s->cargo_type = CT_INVALID;
    02695   }
    02696
    02697   _cur_town_ctr = 0;
    02698   _cur_town_iter = 0;
    02699   _total_towns = 0;
    02700 }
    02701
    02702 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02703 {
    02704   if (AutoslopeEnabled()) {
    02705     HouseID house = GetHouseType(tile);
    02706     GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02707     const HouseSpec *hs = GetHouseSpecs(house);
    02708
    02709     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
    02710     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
    02711       (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
    02712   }
    02713
    02714   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02715 }
    02716
    02718 extern const TileTypeProcs _tile_type_town_procs = {
    02719   DrawTile_Town,           // draw_tile_proc
    02720   GetSlopeZ_Town,          // get_slope_z_proc
    02721   ClearTile_Town,          // clear_tile_proc
    02722   GetAcceptedCargo_Town,   // get_accepted_cargo_proc
    02723   GetTileDesc_Town,        // get_tile_desc_proc
    02724   GetTileTrackStatus_Town, // get_tile_track_status_proc
    02725   ClickTile_Town,          // click_tile_proc
    02726   AnimateTile_Town,        // animate_tile_proc
    02727   TileLoop_Town,           // tile_loop_clear
    02728   ChangeTileOwner_Town,    // change_tile_owner_clear
    02729   GetProducedCargo_Town,   // get_produced_cargo_proc
    02730   NULL,                    // vehicle_enter_tile_proc
    02731   GetFoundation_Town,      // get_foundation_proc
    02732   TerraformTile_Town,      // terraform_tile_proc
    02733 };
    02734
    02735 void ResetHouses()
    02736 {
    02737   memset(&_house_specs, 0, sizeof(_house_specs));
    02738   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
    02739
    02740   /* Reset any overrides that have been set. */
    02741   _house_mngr.ResetOverride();
    02742 }