# town_cmd.cpp

Go to the documentation of this file.

    00001 /* $Id: town_cmd.cpp 16273 2009-05-10 21:33:55Z 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 uint32 _cur_town_ctr;
    00056 uint32 _cur_town_iter;
    00057
    00058 /* Initialize the town-pool */
    00059 DEFINE_OLD_POOL_GENERIC(Town, Town)
    00060
    00061 Town::Town(TileIndex tile)
    00062 {
    00063   if (tile != INVALID_TILE) _total_towns++;
    00064   this->xy = tile;
    00065 }
    00066
    00067 Town::~Town()
    00068 {
    00069   free(this->name);
    00070
    00071   if (CleaningPool()) return;
    00072
    00073   Industry *i;
    00074
    00075   /* Delete town authority window
    00076    * and remove from list of sorted towns */
    00077   DeleteWindowById(WC_TOWN_VIEW, this->index);
    00078   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    00079   _total_towns--;
    00080
    00081   /* Delete all industries belonging to the town */
    00082   FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
    00083
    00084   /* Go through all tiles and delete those belonging to the town */
    00085   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
    00086     switch (GetTileType(tile)) {
    00087       case MP_HOUSE:
    00088         if (GetTownByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00089         break;
    00090
    00091       case MP_ROAD:
    00092         /* Cached nearest town is updated later (after this town has been deleted) */
    00093         if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->index) {
    00094           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00095         }
    00096         break;
    00097
    00098       case MP_TUNNELBRIDGE:
    00099         if (IsTileOwner(tile, OWNER_TOWN) &&
    00100             ClosestTownFromTile(tile, UINT_MAX) == this)
    00101           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00102         break;
    00103
    00104       default:
    00105         break;
    00106     }
    00107   }
    00108
    00109   DeleteSubsidyWithTown(this->index);
    00110
    00111   MarkWholeScreenDirty();
    00112
    00113   this->xy = INVALID_TILE;
    00114
    00115   UpdateNearestTownForRoadTiles(false);
    00116 }
    00117
    00121 void Town::InitializeLayout(TownLayout layout)
    00122 {
    00123   if (layout != TL_RANDOM) {
    00124     this->layout = layout;
    00125     return;
    00126   }
    00127
    00128   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
    00129 }
    00130
    00131 Money HouseSpec::GetRemovalCost() const
    00132 {
    00133   return (_price.remove_house * this->removal_cost) >> 8;
    00134 }
    00135
    00136 // Local
    00137 static int _grow_town_result;
    00138
    00139 /* Describe the possible states */
    00140 enum TownGrowthResult {
    00141   GROWTH_SUCCEED         = -1,
    00142   GROWTH_SEARCH_STOPPED  =  0
    00143 //  GROWTH_SEARCH_RUNNING >=  1
    00144 };
    00145
    00146 static bool BuildTownHouse(Town *t, TileIndex tile);
    00147
    00148 static void TownDrawHouseLift(const TileInfo *ti)
    00149 {
    00150   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
    00151 }
    00152
    00153 typedef void TownDrawTileProc(const TileInfo *ti);
    00154 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
    00155   TownDrawHouseLift
    00156 };
    00157
    00163 static inline DiagDirection RandomDiagDir()
    00164 {
    00165   return (DiagDirection)(3 & Random());
    00166 }
    00167
    00173 static void DrawTile_Town(TileInfo *ti)
    00174 {
    00175   HouseID house_id = GetHouseType(ti->tile);
    00176
    00177   if (house_id >= NEW_HOUSE_OFFSET) {
    00178     /* Houses don't necessarily need new graphics. If they don't have a
    00179      * spritegroup associated with them, then the sprite for the substitute
    00180      * house id is drawn instead. */
    00181     if (GetHouseSpecs(house_id)->spritegroup != NULL) {
    00182       DrawNewHouseTile(ti, house_id);
    00183       return;
    00184     } else {
    00185       house_id = GetHouseSpecs(house_id)->substitute_id;
    00186     }
    00187   }
    00188
    00189   /* Retrieve pointer to the draw town tile struct */
    00190   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
    00191
    00192   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00193
    00194   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
    00195
    00196   /* If houses are invisible, do not draw the upper part */
    00197   if (IsInvisibilitySet(TO_HOUSES)) return;
    00198
    00199   /* Add a house on top of the ground? */
    00200   SpriteID image = dcts->building.sprite;
    00201   if (image != 0) {
    00202     AddSortableSpriteToDraw(image, dcts->building.pal,
    00203       ti->x + dcts->subtile_x,
    00204       ti->y + dcts->subtile_y,
    00205       dcts->width,
    00206       dcts->height,
    00207       dcts->dz,
    00208       ti->z,
    00209       IsTransparencySet(TO_HOUSES)
    00210     );
    00211
    00212     if (IsTransparencySet(TO_HOUSES)) return;
    00213   }
    00214
    00215   {
    00216     int proc = dcts->draw_proc - 1;
    00217
    00218     if (proc >= 0) _town_draw_tile_procs[proc](ti);
    00219   }
    00220 }
    00221
    00222 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
    00223 {
    00224   return GetTileMaxZ(tile);
    00225 }
    00226
    00228 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
    00229 {
    00230   return FlatteningFoundation(tileh);
    00231 }
    00232
    00239 static void AnimateTile_Town(TileIndex tile)
    00240 {
    00241   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
    00242     AnimateNewHouseTile(tile);
    00243     return;
    00244   }
    00245
    00246   if (_tick_counter & 3) return;
    00247
    00248   /* If the house is not one with a lift anymore, then stop this animating.
    00249    * Not exactly sure when this happens, but probably when a house changes.
    00250    * Before this was just a return...so it'd leak animated tiles..
    00251    * That bug seems to have been here since day 1?? */
    00252   if (!(GetHouseSpecs(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
    00253     DeleteAnimatedTile(tile);
    00254     return;
    00255   }
    00256
    00257   if (!LiftHasDestination(tile)) {
    00258     uint i;
    00259
    00260     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
    00261      * This is due to the fact that the first floor is, in the graphics,
    00262      *  the height of 2 'normal' floors.
    00263      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
    00264     do {
    00265       i = RandomRange(7);
    00266     } while (i == 1 || i * 6 == GetLiftPosition(tile));
    00267
    00268     SetLiftDestination(tile, i);
    00269   }
    00270
    00271   int pos = GetLiftPosition(tile);
    00272   int dest = GetLiftDestination(tile) * 6;
    00273   pos += (pos < dest) ? 1 : -1;
    00274   SetLiftPosition(tile, pos);
    00275
    00276   if (pos == dest) {
    00277     HaltLift(tile);
    00278     DeleteAnimatedTile(tile);
    00279   }
    00280
    00281   MarkTileDirtyByTile(tile);
    00282 }
    00283
    00290 static bool IsCloseToTown(TileIndex tile, uint dist)
    00291 {
    00292   const Town *t;
    00293
    00294   FOR_ALL_TOWNS(t) {
    00295     if (DistanceManhattan(tile, t->xy) < dist) return true;
    00296   }
    00297   return false;
    00298 }
    00299
    00308 static void MarkTownSignDirty(Town *t)
    00309 {
    00310   MarkAllViewportsDirty(
    00311     t->sign.left - 6,
    00312     t->sign.top - 3,
    00313     t->sign.left + t->sign.width_1 * 4 + 12,
    00314     t->sign.top + 45
    00315   );
    00316 }
    00317
    00323 void UpdateTownVirtCoord(Town *t)
    00324 {
    00325   MarkTownSignDirty(t);
    00326   Point pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
    00327   SetDParam(0, t->index);
    00328   SetDParam(1, t->population);
    00329   UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
    00330     _settings_client.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
    00331   MarkTownSignDirty(t);
    00332 }
    00333
    00335 void UpdateAllTownVirtCoords()
    00336 {
    00337   Town *t;
    00338   FOR_ALL_TOWNS(t) {
    00339     UpdateTownVirtCoord(t);
    00340   }
    00341 }
    00342
    00348 static void ChangePopulation(Town *t, int mod)
    00349 {
    00350   t->population += mod;
    00351   InvalidateWindow(WC_TOWN_VIEW, t->index);
    00352   UpdateTownVirtCoord(t);
    00353
    00354   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    00355 }
    00356
    00362 uint32 GetWorldPopulation()
    00363 {
    00364   uint32 pop = 0;
    00365   const Town *t;
    00366
    00367   FOR_ALL_TOWNS(t) pop += t->population;
    00368   return pop;
    00369 }
    00370
    00375 static void MakeSingleHouseBigger(TileIndex tile)
    00376 {
    00377   assert(IsTileType(tile, MP_HOUSE));
    00378
    00379   /* means it is completed, get out. */
    00380   if (LiftHasDestination(tile)) return;
    00381
    00382   /* progress in construction stages */
    00383   IncHouseConstructionTick(tile);
    00384   if (GetHouseConstructionTick(tile) != 0) return;
    00385
    00386   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00387
    00388   /* Check and/or  */
    00389   if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
    00390     uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00391     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
    00392   }
    00393
    00394   if (IsHouseCompleted(tile)) {
    00395     /* Now that construction is complete, we can add the population of the
    00396      * building to the town. */
    00397     ChangePopulation(GetTownByTile(tile), hs->population);
    00398     ResetHouseAge(tile);
    00399   }
    00400   MarkTileDirtyByTile(tile);
    00401 }
    00402
    00406 static void MakeTownHouseBigger(TileIndex tile)
    00407 {
    00408   uint flags = GetHouseSpecs(GetHouseType(tile))->building_flags;
    00409   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
    00410   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
    00411   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
    00412   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
    00413 }
    00414
    00421 static void TileLoop_Town(TileIndex tile)
    00422 {
    00423   HouseID house_id = GetHouseType(tile);
    00424
    00425   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
    00426    * doesn't exist any more, so don't continue here. */
    00427   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
    00428
    00429   if (!IsHouseCompleted(tile)) {
    00430     /* Construction is not completed. See if we can go further in construction*/
    00431     MakeTownHouseBigger(tile);
    00432     return;
    00433   }
    00434
    00435   const HouseSpec *hs = GetHouseSpecs(house_id);
    00436
    00437   /* If the lift has a destination, it is already an animated tile. */
    00438   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
    00439       house_id < NEW_HOUSE_OFFSET &&
    00440       !LiftHasDestination(tile) &&
    00441       Chance16(1, 2)) {
    00442     AddAnimatedTile(tile);
    00443   }
    00444
    00445   Town *t = GetTownByTile(tile);
    00446   uint32 r = Random();
    00447
    00448   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00449     for (uint i = 0; i < 256; i++) {
    00450       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
    00451
    00452       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00453
    00454       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
    00455       if (cargo == CT_INVALID) continue;
    00456
    00457       uint amt = GB(callback, 0, 8);
    00458       if (amt == 0) continue;
    00459
    00460       uint moved = MoveGoodsToStation(tile, 1, 1, cargo, amt);
    00461
    00462       const CargoSpec *cs = GetCargo(cargo);
    00463       switch (cs->town_effect) {
    00464         case TE_PASSENGERS:
    00465           t->new_max_pass += amt;
    00466           t->new_act_pass += moved;
    00467           break;
    00468
    00469         case TE_MAIL:
    00470           t->new_max_mail += amt;
    00471           t->new_act_mail += moved;
    00472           break;
    00473
    00474         default:
    00475           break;
    00476       }
    00477     }
    00478   } else {
    00479     if (GB(r, 0, 8) < hs->population) {
    00480       uint amt = GB(r, 0, 8) / 8 + 1;
    00481
    00482       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
    00483       t->new_max_pass += amt;
    00484       t->new_act_pass += MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
    00485     }
    00486
    00487     if (GB(r, 8, 8) < hs->mail_generation) {
    00488       uint amt = GB(r, 8, 8) / 8 + 1;
    00489
    00490       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
    00491       t->new_max_mail += amt;
    00492       t->new_act_mail += MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
    00493     }
    00494   }
    00495
    00496   _current_company = OWNER_TOWN;
    00497
    00498   if (hs->building_flags & BUILDING_HAS_1_TILE &&
    00499       HasBit(t->flags12, TOWN_IS_FUNDED) &&
    00500       CanDeleteHouse(tile) &&
    00501       GetHouseAge(tile) >= hs->minimum_life &&
    00502       --t->time_until_rebuild == 0) {
    00503     t->time_until_rebuild = GB(r, 16, 8) + 192;
    00504
    00505     ClearTownHouse(t, tile);
    00506
    00507     /* Rebuild with another house? */
    00508     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
    00509   }
    00510
    00511   _current_company = OWNER_NONE;
    00512 }
    00513
    00518 static bool ClickTile_Town(TileIndex tile)
    00519 {
    00520   /* not used */
    00521   return false;
    00522 }
    00523
    00524 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
    00525 {
    00526   if (flags & DC_AUTO) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
    00527   if (!CanDeleteHouse(tile)) return CMD_ERROR;
    00528
    00529   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00530
    00531   CommandCost cost(EXPENSES_CONSTRUCTION);
    00532   cost.AddCost(hs->GetRemovalCost());
    00533
    00534   int rating = hs->remove_rating_decrease;
    00535   _cleared_town_rating += rating;
    00536   Town *t = _cleared_town = GetTownByTile(tile);
    00537
    00538   if (IsValidCompanyID(_current_company)) {
    00539     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
    00540       SetDParam(0, t->index);
    00541       return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
    00542     }
    00543   }
    00544
    00545   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
    00546   if (flags & DC_EXEC) {
    00547     ClearTownHouse(t, tile);
    00548   }
    00549
    00550   return cost;
    00551 }
    00552
    00553 static void GetProducedCargo_Town(TileIndex tile, CargoID *b)
    00554 {
    00555   HouseID house_id = GetHouseType(tile);
    00556   const HouseSpec *hs = GetHouseSpecs(house_id);
    00557   Town *t = GetTownByTile(tile);
    00558
    00559   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00560     for (uint i = 0; i < 256; i++) {
    00561       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
    00562
    00563       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00564
    00565       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
    00566
    00567       if (cargo == CT_INVALID) continue;
    00568       *(b++) = cargo;
    00569     }
    00570   } else {
    00571     if (hs->population > 0) {
    00572       *(b++) = CT_PASSENGERS;
    00573     }
    00574     if (hs->mail_generation > 0) {
    00575       *(b++) = CT_MAIL;
    00576     }
    00577   }
    00578 }
    00579
    00580 static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
    00581 {
    00582   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00583   CargoID accepts[3];
    00584
    00585   /* Set the initial accepted cargo types */
    00586   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00587     accepts[i] = hs->accepts_cargo[i];
    00588   }
    00589
    00590   /* Check for custom accepted cargo types */
    00591   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
    00592     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00593     if (callback != CALLBACK_FAILED) {
    00594       /* Replace accepted cargo types with translated values from callback */
    00595       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grffile);
    00596       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grffile);
    00597       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
    00598     }
    00599   }
    00600
    00601   /* Check for custom cargo acceptance */
    00602   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
    00603     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00604     if (callback != CALLBACK_FAILED) {
    00605       if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4);
    00606       if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4);
    00607       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
    00608         /* The 'S' bit indicates food instead of goods */
    00609         ac[CT_FOOD] = GB(callback, 8, 4);
    00610       } else {
    00611         if (accepts[2] != CT_INVALID) ac[accepts[2]] = GB(callback, 8, 4);
    00612       }
    00613       return;
    00614     }
    00615   }
    00616
    00617   /* No custom acceptance, so fill in with the default values */
    00618   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00619     if (accepts[i] != CT_INVALID) ac[accepts[i]] = hs->cargo_acceptance[i];
    00620   }
    00621 }
    00622
    00623 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
    00624 {
    00625   const HouseID house = GetHouseType(tile);
    00626   const HouseSpec *hs = GetHouseSpecs(house);
    00627   bool house_completed = IsHouseCompleted(tile);
    00628
    00629   td->str = hs->building_name;
    00630
    00631   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, GetTownByTile(tile), tile);
    00632   if (callback_res != CALLBACK_FAILED) {
    00633     StringID new_name = GetGRFStringID(hs->grffile->grfid, 0xD000 + callback_res);
    00634     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
    00635       td->str = new_name;
    00636     }
    00637   }
    00638
    00639   if (!house_completed) {
    00640     SetDParamX(td->dparam, 0, td->str);
    00641     td->str = STR_2058_UNDER_CONSTRUCTION;
    00642   }
    00643
    00644   if (hs->grffile != NULL) {
    00645     const GRFConfig *gc = GetGRFConfig(hs->grffile->grfid);
    00646     td->grf = gc->name;
    00647   }
    00648
    00649   td->owner[0] = OWNER_TOWN;
    00650 }
    00651
    00652 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00653 {
    00654   /* not used */
    00655   return 0;
    00656 }
    00657
    00658 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
    00659 {
    00660   /* not used */
    00661 }
    00662
    00663 static bool GrowTown(Town *t);
    00664
    00665 static void TownTickHandler(Town *t)
    00666 {
    00667   if (HasBit(t->flags12, TOWN_IS_FUNDED)) {
    00668     int i = t->grow_counter - 1;
    00669     if (i < 0) {
    00670       if (GrowTown(t)) {
    00671         i = t->growth_rate;
    00672       } else {
    00673         i = 0;
    00674       }
    00675     }
    00676     t->grow_counter = i;
    00677   }
    00678
    00679   UpdateTownRadius(t);
    00680 }
    00681
    00682 void OnTick_Town()
    00683 {
    00684   if (_game_mode == GM_EDITOR) return;
    00685
    00686   /* Make sure each town's tickhandler invocation frequency is about the
    00687    * same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */
    00688   for (_cur_town_iter += GetMaxTownIndex() + 1;
    00689        _cur_town_iter >= TOWN_GROWTH_FREQUENCY;
    00690        _cur_town_iter -= TOWN_GROWTH_FREQUENCY) {
    00691     uint32 i = _cur_town_ctr;
    00692
    00693     if (++_cur_town_ctr > GetMaxTownIndex())
    00694       _cur_town_ctr = 0;
    00695
    00696     if (IsValidTownID(i)) TownTickHandler(GetTown(i));
    00697   }
    00698 }
    00699
    00708 static RoadBits GetTownRoadBits(TileIndex tile)
    00709 {
    00710   TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD);
    00711   RoadBits r = ROAD_NONE;
    00712
    00713   if (b == TRACK_BIT_NONE) return r;
    00714   if (b & TRACK_BIT_X)     r |= ROAD_X;
    00715   if (b & TRACK_BIT_Y)     r |= ROAD_Y;
    00716   if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
    00717   if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
    00718   if (b & TRACK_BIT_LEFT)  r |= ROAD_NW | ROAD_SW;
    00719   if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
    00720   return r;
    00721 }
    00722
    00733 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
    00734 {
    00735   if (!IsValidTile(tile)) return false;
    00736
    00737   /* Lookup table for the used diff values */
    00738   const TileIndexDiff tid_lt[3] = {
    00739     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
    00740     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
    00741     TileOffsByDiagDir(ReverseDiagDir(dir)),
    00742   };
    00743
    00744   dist_multi = (dist_multi + 1) * 4;
    00745   for (uint pos = 4; pos < dist_multi; pos++) {
    00746     /* Go (pos / 4) tiles to the left or the right */
    00747     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
    00748
    00749     /* Use the current tile as origin, or go one tile backwards */
    00750     if (pos & 2) cur += tid_lt[2];
    00751
    00752     /* Test for roadbit parallel to dir and facing towards the middle axis */
    00753     if (IsValidTile(tile + cur) &&
    00754       GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
    00755   }
    00756   return false;
    00757 }
    00758
    00767 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
    00768 {
    00769   if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false;
    00770
    00771   Slope cur_slope, desired_slope;
    00772
    00773   for (;;) {
    00774     /* Check if there already is a road at this point? */
    00775     if (GetTownRoadBits(tile) == ROAD_NONE) {
    00776       /* No, try if we are able to build a road piece there.
    00777        * If that fails clear the land, and if that fails exit.
    00778        * This is to make sure that we can build a road here later. */
    00779       if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
    00780           CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
    00781         return false;
    00782     }
    00783
    00784     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
    00785     if (cur_slope == SLOPE_FLAT) {
    00786 no_slope:
    00787       /* Tile has no slope */
    00788       switch (t->layout) {
    00789         default: NOT_REACHED();
    00790
    00791         case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1)
    00792           return !IsNeighborRoadTile(tile, dir, 1);
    00793
    00794         case TL_BETTER_ROADS: // Disallow the road if any neighboring tile has a road (distance: 1 and 2).
    00795           return !IsNeighborRoadTile(tile, dir, 2);
    00796       }
    00797     }
    00798
    00799     /* If the tile is not a slope in the right direction, then
    00800      * maybe terraform some. */
    00801     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
    00802     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
    00803       if (Chance16(1, 8)) {
    00804         CommandCost res = CMD_ERROR;
    00805         if (!_generating_world && Chance16(1, 10)) {
    00806           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
    00807           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
    00808               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00809         }
    00810         if (CmdFailed(res) && Chance16(1, 3)) {
    00811           /* We can consider building on the slope, though. */
    00812           goto no_slope;
    00813         }
    00814       }
    00815       return false;
    00816     }
    00817     return true;
    00818   }
    00819 }
    00820
    00821 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
    00822 {
    00823   assert(tile < MapSize());
    00824
    00825   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00826   if (CmdFailed(r) || r.GetCost() >= (_price.terraform + 2) * 8) return false;
    00827   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
    00828   return true;
    00829 }
    00830
    00831 static void LevelTownLand(TileIndex tile)
    00832 {
    00833   assert(tile < MapSize());
    00834
    00835   /* Don't terraform if land is plain or if there's a house there. */
    00836   if (IsTileType(tile, MP_HOUSE)) return;
    00837   Slope tileh = GetTileSlope(tile, NULL);
    00838   if (tileh == SLOPE_FLAT) return;
    00839
    00840   /* First try up, then down */
    00841   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
    00842     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
    00843   }
    00844 }
    00845
    00855 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
    00856 {
    00857   /* align the grid to the downtown */
    00858   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
    00859   RoadBits rcmd = ROAD_NONE;
    00860
    00861   switch (t->layout) {
    00862     default: NOT_REACHED();
    00863
    00864     case TL_2X2_GRID:
    00865       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
    00866       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
    00867       break;
    00868
    00869     case TL_3X3_GRID:
    00870       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
    00871       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
    00872       break;
    00873   }
    00874
    00875   /* Optimise only X-junctions */
    00876   if (rcmd != ROAD_ALL) return rcmd;
    00877
    00878   RoadBits rb_template;
    00879
    00880   switch (GetTileSlope(tile, NULL)) {
    00881     default:       rb_template = ROAD_ALL; break;
    00882     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
    00883     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
    00884     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
    00885     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
    00886     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
    00887     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
    00888     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
    00889     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
    00890     case SLOPE_STEEP_W:
    00891     case SLOPE_STEEP_S:
    00892     case SLOPE_STEEP_E:
    00893     case SLOPE_STEEP_N:
    00894       rb_template = ROAD_NONE;
    00895       break;
    00896   }
    00897
    00898   /* Stop if the template is compatible to the growth dir */
    00899   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
    00900   /* If not generate a straight road in the direction of the growth */
    00901   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
    00902 }
    00903
    00914 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
    00915 {
    00916   /* We can't look further than that. */
    00917   if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
    00918
    00919   uint counter = 0; // counts the house neighbor tiles
    00920
    00921   /* Check the tiles E,N,W and S of the current tile for houses */
    00922   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
    00923
    00924     if (IsTileType(TileAddByDiagDir(tile, dir), MP_HOUSE)) counter++;
    00925
    00926     /* If there are enough neighbors stop here */
    00927     if (counter >= 3) {
    00928       if (BuildTownHouse(t, tile)) {
    00929         _grow_town_result = GROWTH_SUCCEED;
    00930         return true;
    00931       }
    00932       return false;
    00933     }
    00934   }
    00935   return false;
    00936 }
    00937
    00946 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
    00947 {
    00948   if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
    00949     _grow_town_result = GROWTH_SUCCEED;
    00950     return true;
    00951   }
    00952   return false;
    00953 }
    00954
    00965 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
    00966 {
    00967   assert(bridge_dir < DIAGDIR_END);
    00968
    00969   const Slope slope = GetTileSlope(tile, NULL);
    00970   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
    00971
    00972   /* Make sure the direction is compatible with the slope.
    00973    * Well we check if the slope has an up bit set in the
    00974    * reverse direction. */
    00975   if (HASBITS(slope, InclinedSlope(bridge_dir))) return false;
    00976
    00977   /* Assure that the bridge is connectable to the start side */
    00978   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
    00979
    00980   /* We are in the right direction */
    00981   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
    00982   TileIndex bridge_tile = tile; // Used to store the other waterside
    00983
    00984   const int delta = TileOffsByDiagDir(bridge_dir);
    00985   do {
    00986     if (bridge_length++ >= 11) {
    00987       /* Max 11 tile long bridges */
    00988       return false;
    00989     }
    00990     bridge_tile += delta;
    00991   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
    00992
    00993   /* no water tiles in between? */
    00994   if (bridge_length == 1) return false;
    00995
    00996   for (uint8 times = 0; times <= 22; times++) {
    00997     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
    00998
    00999     /* Can we actually build the bridge? */
    01000     if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE))) {
    01001       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
    01002       _grow_town_result = GROWTH_SUCCEED;
    01003       return true;
    01004     }
    01005   }
    01006   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
    01007   return false;
    01008 }
    01009
    01027 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
    01028 {
    01029   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
    01030   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
    01031
    01032   assert(tile < MapSize());
    01033
    01034   if (cur_rb == ROAD_NONE) {
    01035     /* Tile has no road. First reset the status counter
    01036      * to say that this is the last iteration. */
    01037     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01038
    01039     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01040
    01041     /* Remove hills etc */
    01042     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
    01043
    01044     /* Is a road allowed here? */
    01045     switch (t1->layout) {
    01046       default: NOT_REACHED();
    01047
    01048       case TL_3X3_GRID:
    01049       case TL_2X2_GRID:
    01050         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01051         if (rcmd == ROAD_NONE) return;
    01052         break;
    01053
    01054       case TL_BETTER_ROADS:
    01055       case TL_ORIGINAL:
    01056         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
    01057
    01058         DiagDirection source_dir = ReverseDiagDir(target_dir);
    01059
    01060         if (Chance16(1, 4)) {
    01061           /* Randomize a new target dir */
    01062           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
    01063         }
    01064
    01065         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
    01066           /* A road is not allowed to continue the randomized road,
    01067            *  return if the road we're trying to build is curved. */
    01068           if (target_dir != ReverseDiagDir(source_dir)) return;
    01069
    01070           /* Return if neither side of the new road is a house */
    01071           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
    01072               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
    01073             return;
    01074           }
    01075
    01076           /* That means that the road is only allowed if there is a house
    01077            *  at any side of the new road. */
    01078         }
    01079
    01080         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
    01081         break;
    01082     }
    01083
    01084   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
    01085     /* Continue building on a partial road.
    01086      * Should be allways OK, so we only generate
    01087      * the fitting RoadBits */
    01088     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01089
    01090     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01091
    01092     switch (t1->layout) {
    01093       default: NOT_REACHED();
    01094
    01095       case TL_3X3_GRID:
    01096       case TL_2X2_GRID:
    01097         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01098         break;
    01099
    01100       case TL_BETTER_ROADS:
    01101       case TL_ORIGINAL:
    01102         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01103         break;
    01104     }
    01105   } else {
    01106     bool allow_house = true; // Value which decides if we want to construct a house
    01107
    01108     /* Reached a tunnel/bridge? Then continue at the other side of it. */
    01109     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01110       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
    01111         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
    01112       }
    01113       return;
    01114     }
    01115
    01116     /* Possibly extend the road in a direction.
    01117      * Randomize a direction and if it has a road, bail out. */
    01118     target_dir = RandomDiagDir();
    01119     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
    01120
    01121     /* This is the tile we will reach if we extend to this direction. */
    01122     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
    01123
    01124     /* Don't walk into water. */
    01125     if (IsWaterTile(house_tile)) return;
    01126
    01127     if (!IsValidTile(house_tile) || !IsValidTile(house_tile + TileOffsByDiagDir(target_dir))) return;
    01128
    01129     if (_settings_game.economy.allow_town_roads || _generating_world) {
    01130       switch (t1->layout) {
    01131         default: NOT_REACHED();
    01132
    01133         case TL_3X3_GRID: // Use 2x2 grid afterwards!
    01134           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01135           /* FALL THROUGH */
    01136
    01137         case TL_2X2_GRID:
    01138           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
    01139           allow_house = (rcmd == ROAD_NONE);
    01140           break;
    01141
    01142         case TL_BETTER_ROADS: // Use original afterwards!
    01143           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01144           /* FALL THROUGH */
    01145
    01146         case TL_ORIGINAL:
    01147           /* Allow a house at the edge. 60% chance or
    01148            * always ok if no road allowed. */
    01149           rcmd = DiagDirToRoadBits(target_dir);
    01150           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
    01151           break;
    01152       }
    01153     }
    01154
    01155     if (allow_house) {
    01156       /* Build a house, but not if there already is a house there. */
    01157       if (!IsTileType(house_tile, MP_HOUSE)) {
    01158         /* Level the land if possible */
    01159         if (Chance16(1, 6)) LevelTownLand(house_tile);
    01160
    01161         /* And build a house.
    01162          * Set result to -1 if we managed to build it. */
    01163         if (BuildTownHouse(t1, house_tile)) {
    01164           _grow_town_result = GROWTH_SUCCEED;
    01165         }
    01166       }
    01167       return;
    01168     }
    01169
    01170     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01171   }
    01172
    01173   /* Return if a water tile */
    01174   if (IsWaterTile(tile)) return;
    01175
    01176   /* Make the roads look nicer */
    01177   rcmd = CleanUpRoadBits(tile, rcmd);
    01178   if (rcmd == ROAD_NONE) return;
    01179
    01180   /* Only use the target direction for bridges to ensure they're connected.
    01181    * The target_dir is as computed previously according to town layout, so
    01182    * it will match it perfectly. */
    01183   if (GrowTownWithBridge(t1, tile, target_dir)) return;
    01184
    01185   GrowTownWithRoad(t1, tile, rcmd);
    01186 }
    01187
    01193 static int GrowTownAtRoad(Town *t, TileIndex tile)
    01194 {
    01195   /* Special case.
    01196    * @see GrowTownInTile Check the else if
    01197    */
    01198   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
    01199
    01200   assert(tile < MapSize());
    01201
    01202   /* Number of times to search.
    01203    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
    01204    * them a little handicap. */
    01205   switch (t->layout) {
    01206     case TL_BETTER_ROADS:
    01207       _grow_town_result = 10 + t->num_houses * 2 / 9;
    01208       break;
    01209
    01210     case TL_3X3_GRID:
    01211     case TL_2X2_GRID:
    01212       _grow_town_result = 10 + t->num_houses * 1 / 9;
    01213       break;
    01214
    01215     default:
    01216       _grow_town_result = 10 + t->num_houses * 4 / 9;
    01217       break;
    01218   }
    01219
    01220   do {
    01221     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
    01222
    01223     /* Try to grow the town from this point */
    01224     GrowTownInTile(&tile, cur_rb, target_dir, t);
    01225
    01226     /* Exclude the source position from the bitmask
    01227      * and return if no more road blocks available */
    01228     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01229     if (cur_rb == ROAD_NONE)
    01230       return _grow_town_result;
    01231
    01232     /* Select a random bit from the blockmask, walk a step
    01233      * and continue the search from there. */
    01234     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
    01235     tile = TileAddByDiagDir(tile, target_dir);
    01236
    01237     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
    01238       /* Don't allow building over roads of other cities */
    01239       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && GetTownByTile(tile) != t) {
    01240         _grow_town_result = GROWTH_SUCCEED;
    01241       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
    01242         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
    01243          * owner :) (happy happy happy road now) */
    01244         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
    01245         SetTownIndex(tile, t->index);
    01246       }
    01247     }
    01248
    01249     /* Max number of times is checked. */
    01250   } while (--_grow_town_result >= 0);
    01251
    01252   return (_grow_town_result == -2);
    01253 }
    01254
    01262 static RoadBits GenRandomRoadBits()
    01263 {
    01264   uint32 r = Random();
    01265   uint a = GB(r, 0, 2);
    01266   uint b = GB(r, 8, 2);
    01267   if (a == b) b ^= 2;
    01268   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
    01269 }
    01270
    01275 static bool GrowTown(Town *t)
    01276 {
    01277   static const TileIndexDiffC _town_coord_mod[] = {
    01278     {-1,  0},
    01279     { 1,  1},
    01280     { 1, -1},
    01281     {-1, -1},
    01282     {-1,  0},
    01283     { 0,  2},
    01284     { 2,  0},
    01285     { 0, -2},
    01286     {-1, -1},
    01287     {-2,  2},
    01288     { 2,  2},
    01289     { 2, -2},
    01290     { 0,  0}
    01291   };
    01292
    01293   /* Current "company" is a town */
    01294   CompanyID old_company = _current_company;
    01295   _current_company = OWNER_TOWN;
    01296
    01297   TileIndex tile = t->xy; // The tile we are working with ATM
    01298
    01299   /* Find a road that we can base the construction on. */
    01300   const TileIndexDiffC *ptr;
    01301   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01302     if (GetTownRoadBits(tile) != ROAD_NONE) {
    01303       int r = GrowTownAtRoad(t, tile);
    01304       _current_company = old_company;
    01305       return r != 0;
    01306     }
    01307     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01308   }
    01309
    01310   /* No road available, try to build a random road block by
    01311    * clearing some land and then building a road there. */
    01312   tile = t->xy;
    01313   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01314     /* Only work with plain land that not already has a house */
    01315     if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
    01316       if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) {
    01317         DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
    01318         _current_company = old_company;
    01319         return true;
    01320       }
    01321     }
    01322     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01323   }
    01324
    01325   _current_company = old_company;
    01326   return false;
    01327 }
    01328
    01329 void UpdateTownRadius(Town *t)
    01330 {
    01331   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
    01332     {  4,  0,  0,  0,  0}, // 0
    01333     { 16,  0,  0,  0,  0},
    01334     { 25,  0,  0,  0,  0},
    01335     { 36,  0,  0,  0,  0},
    01336     { 49,  0,  4,  0,  0},
    01337     { 64,  0,  4,  0,  0}, // 20
    01338     { 64,  0,  9,  0,  1},
    01339     { 64,  0,  9,  0,  4},
    01340     { 64,  0, 16,  0,  4},
    01341     { 81,  0, 16,  0,  4},
    01342     { 81,  0, 16,  0,  4}, // 40
    01343     { 81,  0, 25,  0,  9},
    01344     { 81, 36, 25,  0,  9},
    01345     { 81, 36, 25, 16,  9},
    01346     { 81, 49,  0, 25,  9},
    01347     { 81, 64,  0, 25,  9}, // 60
    01348     { 81, 64,  0, 36,  9},
    01349     { 81, 64,  0, 36, 16},
    01350     {100, 81,  0, 49, 16},
    01351     {100, 81,  0, 49, 25},
    01352     {121, 81,  0, 49, 25}, // 80
    01353     {121, 81,  0, 49, 25},
    01354     {121, 81,  0, 49, 36}, // 88
    01355   };
    01356
    01357   if (t->num_houses < 92) {
    01358     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
    01359   } else {
    01360     int mass = t->num_houses / 8;
    01361     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
    01362      * The offsets are to make sure the radii do not decrease in size when going from the table
    01363      * to the calculated value.*/
    01364     t->squared_town_zone_radius[0] = mass * 15 - 40;
    01365     t->squared_town_zone_radius[1] = mass * 9 - 15;
    01366     t->squared_town_zone_radius[2] = 0;
    01367     t->squared_town_zone_radius[3] = mass * 5 - 5;
    01368     t->squared_town_zone_radius[4] = mass * 3 + 5;
    01369   }
    01370 }
    01371
    01372 extern int _nb_orig_names;
    01373
    01378 struct TownNameParams {
    01379   uint32 grfid;
    01380   uint16 townnametype;
    01381   bool grf;
    01382
    01383   TownNameParams(byte town_name)
    01384   {
    01385     this->grf = town_name >= _nb_orig_names;
    01386     this->grfid = this->grf ? GetGRFTownNameId(town_name - _nb_orig_names) : 0;
    01387     this->townnametype = this->grf ? GetGRFTownNameType(town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + town_name;
    01388   }
    01389 };
    01390
    01397 static bool VerifyTownName(uint32 r, const TownNameParams *par)
    01398 {
    01399   /* reserve space for extra unicode character and terminating '\0' */
    01400   char buf1[MAX_LENGTH_TOWN_NAME_BYTES + 4 + 1];
    01401   char buf2[MAX_LENGTH_TOWN_NAME_BYTES + 4 + 1];
    01402
    01403   SetDParam(0, r);
    01404   if (par->grf && par->grfid != 0) {
    01405     GRFTownNameGenerate(buf1, par->grfid, par->townnametype, r, lastof(buf1));
    01406   } else {
    01407     GetString(buf1, par->townnametype, lastof(buf1));
    01408   }
    01409
    01410   /* Check size and width */
    01411   if (strlen(buf1) >= MAX_LENGTH_TOWN_NAME_BYTES) return false;
    01412
    01413   const Town *t;
    01414   FOR_ALL_TOWNS(t) {
    01415     /* We can't just compare the numbers since
    01416      * several numbers may map to a single name. */
    01417     SetDParam(0, t->index);
    01418     GetString(buf2, STR_TOWN, lastof(buf2));
    01419     if (strcmp(buf1, buf2) == 0) return false;
    01420   }
    01421
    01422   return true;
    01423 }
    01424
    01430 bool GenerateTownName(uint32 *townnameparts)
    01431 {
    01432   /* Do not set too low tries, since when we run out of names, we loop
    01433    * for #tries only one time anyway - then we stop generating more
    01434    * towns. Do not show it too high neither, since looping through all
    01435    * the other towns may take considerable amount of time (10000 is
    01436    * too much). */
    01437   int tries = 1000;
    01438   TownNameParams par(_settings_game.game_creation.town_name);
    01439
    01440   assert(townnameparts != NULL);
    01441
    01442   for (;;) {
    01443     uint32 r = InteractiveRandom();
    01444
    01445     if (!VerifyTownName(r, &par)) {
    01446       if (tries-- < 0) return false;
    01447       continue;
    01448     }
    01449
    01450     *townnameparts = r;
    01451     return true;
    01452   }
    01453 }
    01454
    01455 void UpdateTownMaxPass(Town *t)
    01456 {
    01457   t->max_pass = t->population >> 3;
    01458   t->max_mail = t->population >> 4;
    01459 }
    01460
    01470 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
    01471 {
    01472   t->xy = tile;
    01473   t->num_houses = 0;
    01474   t->time_until_rebuild = 10;
    01475   UpdateTownRadius(t);
    01476   t->flags12 = 0;
    01477   t->population = 0;
    01478   t->grow_counter = 0;
    01479   t->growth_rate = 250;
    01480   t->new_max_pass = 0;
    01481   t->new_max_mail = 0;
    01482   t->new_act_pass = 0;
    01483   t->new_act_mail = 0;
    01484   t->max_pass = 0;
    01485   t->max_mail = 0;
    01486   t->act_pass = 0;
    01487   t->act_mail = 0;
    01488
    01489   t->pct_pass_transported = 0;
    01490   t->pct_mail_transported = 0;
    01491   t->fund_buildings_months = 0;
    01492   t->new_act_food = 0;
    01493   t->new_act_water = 0;
    01494   t->act_food = 0;
    01495   t->act_water = 0;
    01496
    01497   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
    01498
    01499   t->have_ratings = 0;
    01500   t->exclusivity = INVALID_COMPANY;
    01501   t->exclusive_counter = 0;
    01502   t->statues = 0;
    01503
    01504   if (_settings_game.game_creation.town_name < _nb_orig_names) {
    01505     /* Original town name */
    01506     t->townnamegrfid = 0;
    01507     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
    01508   } else {
    01509     /* Newgrf town name */
    01510     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
    01511     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
    01512   }
    01513   t->townnameparts = townnameparts;
    01514
    01515   UpdateTownVirtCoord(t);
    01516   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    01517
    01518   t->InitializeLayout(layout);
    01519
    01520   t->larger_town = city;
    01521
    01522   int x = (int)size * 16 + 3;
    01523   if (size == TS_RANDOM) x = (Random() & 0xF) + 8;
    01524   if (city) x *= _settings_game.economy.initial_city_size;
    01525
    01526   t->num_houses += x;
    01527   UpdateTownRadius(t);
    01528
    01529   int i = x * 4;
    01530   do {
    01531     GrowTown(t);
    01532   } while (--i);
    01533
    01534   t->num_houses -= x;
    01535   UpdateTownRadius(t);
    01536   UpdateTownMaxPass(t);
    01537   UpdateAirportsNoise();
    01538 }
    01539
    01550 CommandCost CmdBuildTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01551 {
    01552   /* Only in the scenario editor */
    01553   if (_game_mode != GM_EDITOR) return CMD_ERROR;
    01554
    01555   TownSize size = (TownSize)GB(p1, 0, 2);
    01556   bool city = HasBit(p1, 2);
    01557   TownLayout layout = (TownLayout)GB(p1, 3, 3);
    01558   TownNameParams par(_settings_game.game_creation.town_name);
    01559   uint32 townnameparts = p2;
    01560
    01561   if (size > TS_RANDOM) return CMD_ERROR;
    01562   if (layout > TL_RANDOM) return CMD_ERROR;
    01563   if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
    01564
    01565   /* Check if too close to the edge of map */
    01566   if (DistanceFromEdge(tile) < 12) {
    01567     return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
    01568   }
    01569
    01570   /* Check distance to all other towns. */
    01571   if (IsCloseToTown(tile, 20)) {
    01572     return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
    01573   }
    01574
    01575   /* Can only build on clear flat areas, possibly with trees. */
    01576   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
    01577     return_cmd_error(STR_0239_SITE_UNSUITABLE);
    01578   }
    01579
    01580   /* Allocate town struct */
    01581   if (!Town::CanAllocateItem()) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
    01582
    01583   /* Create the town */
    01584   if (flags & DC_EXEC) {
    01585     Town *t = new Town(tile);
    01586     _generating_world = true;
    01587     UpdateNearestTownForRoadTiles(true);
    01588     DoCreateTown(t, tile, townnameparts, size, city, layout);
    01589     UpdateNearestTownForRoadTiles(false);
    01590     _generating_world = false;
    01591   }
    01592   return CommandCost();
    01593 }
    01594
    01595 Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout)
    01596 {
    01597   if (!Town::CanAllocateItem()) return NULL;
    01598
    01599   do {
    01600     /* Generate a tile index not too close from the edge */
    01601     TileIndex tile = RandomTile();
    01602     switch (layout) {
    01603       case TL_2X2_GRID:
    01604         tile = TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
    01605         break;
    01606       case TL_3X3_GRID:
    01607         tile = TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
    01608         break;
    01609       default: break;
    01610     }
    01611     if (DistanceFromEdge(tile) < 20) continue;
    01612
    01613     /* Make sure the tile is plain */
    01614     if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
    01615
    01616     /* Check not too close to a town */
    01617     if (IsCloseToTown(tile, 20)) continue;
    01618
    01619     uint32 townnameparts;
    01620
    01621     /* Get a unique name for the town. */
    01622     if (!GenerateTownName(&townnameparts)) break;
    01623
    01624     /* Allocate a town struct */
    01625     Town *t = new Town(tile);
    01626
    01627     DoCreateTown(t, tile, townnameparts, size, city, layout);
    01628     return t;
    01629   } while (--attempts != 0);
    01630
    01631   return NULL;
    01632 }
    01633
    01634 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
    01635
    01636 bool GenerateTowns(TownLayout layout)
    01637 {
    01638   uint num = 0;
    01639   uint difficulty = _settings_game.difficulty.number_towns;
    01640   uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
    01641
    01642   SetGeneratingWorldProgress(GWP_TOWN, n);
    01643
    01644   do {
    01645     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
    01646     IncreaseGeneratingWorldProgress(GWP_TOWN);
    01647     /* try 20 times to create a random-sized town for the first loop. */
    01648     if (CreateRandomTown(20, TS_RANDOM, city, layout) != NULL) num++;
    01649   } while (--n);
    01650
    01651   /* give it a last try, but now more aggressive */
    01652   if (num == 0 && CreateRandomTown(10000, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) == NULL) {
    01653     if (GetNumTowns() == 0) {
    01654       if (_game_mode != GM_EDITOR) {
    01655         extern StringID _switch_mode_errorstr;
    01656         _switch_mode_errorstr = STR_COULD_NOT_CREATE_TOWN;
    01657       }
    01658
    01659       return false;
    01660     }
    01661   }
    01662
    01663   return true;
    01664 }
    01665
    01666
    01672 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
    01673 {
    01674   uint dist = DistanceSquare(tile, t->xy);
    01675
    01676   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
    01677
    01678   HouseZonesBits smallest = HZB_TOWN_EDGE;
    01679   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
    01680     if (dist < t->squared_town_zone_radius[i]) smallest = i;
    01681   }
    01682
    01683   return smallest;
    01684 }
    01685
    01696 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
    01697 {
    01698   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
    01699
    01700   assert(CmdSucceeded(cc));
    01701
    01702   IncreaseBuildingCount(t, type);
    01703   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
    01704   if (GetHouseSpecs(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
    01705
    01706   MarkTileDirtyByTile(tile);
    01707 }
    01708
    01709
    01720 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
    01721 {
    01722   BuildingFlags size = GetHouseSpecs(type)->building_flags;
    01723
    01724   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
    01725   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
    01726   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
    01727   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
    01728 }
    01729
    01730
    01739 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
    01740 {
    01741   /* cannot build on these slopes... */
    01742   Slope slope = GetTileSlope(tile, NULL);
    01743   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
    01744
    01745   /* building under a bridge? */
    01746   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    01747
    01748   /* do not try to build over house owned by another town */
    01749   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
    01750
    01751   /* can we clear the land? */
    01752   return CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
    01753 }
    01754
    01755
    01765 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
    01766 {
    01767   if (!CanBuildHouseHere(tile, town, noslope)) return false;
    01768
    01769   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
    01770   if (GetTileMaxZ(tile) != z) return false;
    01771
    01772   return true;
    01773 }
    01774
    01775
    01785 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
    01786 {
    01787   /* we need to check this tile too because we can be at different tile now */
    01788   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01789
    01790   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
    01791     tile += TileOffsByDiagDir(d);
    01792     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01793   }
    01794
    01795   return true;
    01796 }
    01797
    01798
    01806 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
    01807 {
    01808   /* Allow towns everywhere when we don't build roads */
    01809   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    01810
    01811   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    01812
    01813   switch (t->layout) {
    01814     case TL_2X2_GRID:
    01815       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
    01816       break;
    01817
    01818     case TL_3X3_GRID:
    01819       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
    01820       break;
    01821
    01822     default:
    01823       break;
    01824   }
    01825
    01826   return true;
    01827 }
    01828
    01829
    01837 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
    01838 {
    01839   /* Allow towns everywhere when we don't build roads */
    01840   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    01841
    01842   /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
    01843    * so to do only one memory access, use MapSize() */
    01844   uint dx = MapSize() + TileX(t->xy) - TileX(tile);
    01845   uint dy = MapSize() + TileY(t->xy) - TileY(tile);
    01846
    01847   switch (t->layout) {
    01848     case TL_2X2_GRID:
    01849       if ((dx % 3) != 0 || (dy % 3) != 0) return false;
    01850       break;
    01851
    01852     case TL_3X3_GRID:
    01853       if ((dx % 4) < 2 || (dy % 4) < 2) return false;
    01854       break;
    01855
    01856     default:
    01857       break;
    01858   }
    01859
    01860   return true;
    01861 }
    01862
    01863
    01873 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
    01874 {
    01875   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
    01876
    01877   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
    01878   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
    01879
    01880   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
    01881   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
    01882     *tile = tile2;
    01883     return true;
    01884   }
    01885
    01886   return false;
    01887 }
    01888
    01889
    01898 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
    01899 {
    01900   TileIndex tile2 = *tile;
    01901
    01902   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
    01903     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
    01904       *tile = tile2;
    01905       return true;
    01906     }
    01907     if (d == DIAGDIR_END) break;
    01908     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
    01909   }
    01910
    01911   return false;
    01912 }
    01913
    01914
    01921 static bool BuildTownHouse(Town *t, TileIndex tile)
    01922 {
    01923   /* forbidden building here by town layout */
    01924   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
    01925
    01926   /* no house allowed at all, bail out */
    01927   if (!CanBuildHouseHere(tile, t->index, false)) return false;
    01928
    01929   uint z;
    01930   Slope slope = GetTileSlope(tile, &z);
    01931
    01932   /* Get the town zone type of the current tile, as well as the climate.
    01933    * This will allow to easily compare with the specs of the new house to build */
    01934   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
    01935
    01936   /* Above snow? */
    01937   int land = _settings_game.game_creation.landscape;
    01938   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
    01939
    01940   uint bitmask = (1 << rad) + (1 << (land + 12));
    01941
    01942   /* bits 0-4 are used
    01943    * bits 11-15 are used
    01944    * bits 5-10 are not used. */
    01945   HouseID houses[HOUSE_MAX];
    01946   uint num = 0;
    01947   uint probs[HOUSE_MAX];
    01948   uint probability_max = 0;
    01949
    01950   /* Generate a list of all possible houses that can be built. */
    01951   for (uint i = 0; i < HOUSE_MAX; i++) {
    01952     const HouseSpec *hs = GetHouseSpecs(i);
    01953
    01954     /* Verify that the candidate house spec matches the current tile status */
    01955     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled) continue;
    01956
    01957     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
    01958     if (hs->class_id != HOUSE_NO_CLASS) {
    01959       /* id_count is always <= class_count, so it doesn't need to be checked */
    01960       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
    01961     } else {
    01962       /* If the house has no class, check id_count instead */
    01963       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
    01964     }
    01965
    01966     /* Without NewHouses, all houses have probability '1' */
    01967     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
    01968     probability_max += cur_prob;
    01969     probs[num] = cur_prob;
    01970     houses[num++] = (HouseID)i;
    01971   }
    01972
    01973   uint maxz = GetTileMaxZ(tile);
    01974
    01975   while (probability_max > 0) {
    01976     uint r = RandomRange(probability_max);
    01977     uint i;
    01978     for (i = 0; i < num; i++) {
    01979       if (probs[i] > r) break;
    01980       r -= probs[i];
    01981     }
    01982
    01983     HouseID house = houses[i];
    01984     probability_max -= probs[i];
    01985
    01986     /* remove tested house from the set */
    01987     num--;
    01988     houses[i] = houses[num];
    01989     probs[i] = probs[num];
    01990
    01991     const HouseSpec *hs = GetHouseSpecs(house);
    01992
    01993     if (_loaded_newgrf_features.has_newhouses) {
    01994       if (hs->override != 0) {
    01995         house = hs->override;
    01996         hs = GetHouseSpecs(house);
    01997       }
    01998
    01999       if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world && _game_mode != GM_EDITOR) continue;
    02000     }
    02001
    02002     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
    02003
    02004     /* Special houses that there can be only one of. */
    02005     uint oneof = 0;
    02006
    02007     if (hs->building_flags & BUILDING_IS_CHURCH) {
    02008       SetBit(oneof, TOWN_HAS_CHURCH);
    02009     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02010       SetBit(oneof, TOWN_HAS_STADIUM);
    02011     }
    02012
    02013     if (HASBITS(t->flags12, oneof)) continue;
    02014
    02015     /* Make sure there is no slope? */
    02016     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
    02017     if (noslope && slope != SLOPE_FLAT) continue;
    02018
    02019     if (hs->building_flags & TILE_SIZE_2x2) {
    02020       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
    02021     } else if (hs->building_flags & TILE_SIZE_2x1) {
    02022       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
    02023     } else if (hs->building_flags & TILE_SIZE_1x2) {
    02024       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
    02025     } else {
    02026       /* 1x1 house checks are already done */
    02027     }
    02028
    02029     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
    02030       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
    02031       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
    02032     }
    02033
    02034     /* build the house */
    02035     t->num_houses++;
    02036
    02037     /* Special houses that there can be only one of. */
    02038     t->flags12 |= oneof;
    02039
    02040     byte construction_counter = 0;
    02041     byte construction_stage = 0;
    02042
    02043     if (_generating_world || _game_mode == GM_EDITOR) {
    02044       uint32 r = Random();
    02045
    02046       construction_stage = TOWN_HOUSE_COMPLETED;
    02047       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
    02048
    02049       if (construction_stage == TOWN_HOUSE_COMPLETED) {
    02050         ChangePopulation(t, hs->population);
    02051       } else {
    02052         construction_counter = GB(r, 2, 2);
    02053       }
    02054     }
    02055
    02056     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
    02057
    02058     return true;
    02059   }
    02060
    02061   return false;
    02062 }
    02063
    02070 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
    02071 {
    02072   assert(IsTileType(tile, MP_HOUSE));
    02073   DecreaseBuildingCount(t, house);
    02074   DoClearSquare(tile);
    02075   DeleteAnimatedTile(tile);
    02076 }
    02077
    02085 TileIndexDiff GetHouseNorthPart(HouseID &house)
    02086 {
    02087   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
    02088     if (GetHouseSpecs(house - 1)->building_flags & TILE_SIZE_2x1) {
    02089       house--;
    02090       return TileDiffXY(-1, 0);
    02091     } else if (GetHouseSpecs(house - 1)->building_flags & BUILDING_2_TILES_Y) {
    02092       house--;
    02093       return TileDiffXY(0, -1);
    02094     } else if (GetHouseSpecs(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
    02095       house -= 2;
    02096       return TileDiffXY(-1, 0);
    02097     } else if (GetHouseSpecs(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
    02098       house -= 3;
    02099       return TileDiffXY(-1, -1);
    02100     }
    02101   }
    02102   return 0;
    02103 }
    02104
    02105 void ClearTownHouse(Town *t, TileIndex tile)
    02106 {
    02107   assert(IsTileType(tile, MP_HOUSE));
    02108
    02109   HouseID house = GetHouseType(tile);
    02110
    02111   /* need to align the tile to point to the upper left corner of the house */
    02112   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02113
    02114   const HouseSpec *hs = GetHouseSpecs(house);
    02115
    02116   /* Remove population from the town if the house is finished. */
    02117   if (IsHouseCompleted(tile)) {
    02118     ChangePopulation(t, -hs->population);
    02119   }
    02120
    02121   t->num_houses--;
    02122
    02123   /* Clear flags for houses that only may exist once/town. */
    02124   if (hs->building_flags & BUILDING_IS_CHURCH) {
    02125     ClrBit(t->flags12, TOWN_HAS_CHURCH);
    02126   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02127     ClrBit(t->flags12, TOWN_HAS_STADIUM);
    02128   }
    02129
    02130   /* Do the actual clearing of tiles */
    02131   uint eflags = hs->building_flags;
    02132   DoClearTownHouseHelper(tile, t, house);
    02133   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
    02134   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
    02135   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
    02136 }
    02137
    02138 static bool IsUniqueTownName(const char *name)
    02139 {
    02140   const Town *t;
    02141
    02142   FOR_ALL_TOWNS(t) {
    02143     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
    02144   }
    02145
    02146   return true;
    02147 }
    02148
    02155 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02156 {
    02157   if (!IsValidTownID(p1)) return CMD_ERROR;
    02158
    02159   bool reset = StrEmpty(text);
    02160
    02161   if (!reset) {
    02162     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
    02163     if (!IsUniqueTownName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
    02164   }
    02165
    02166   if (flags & DC_EXEC) {
    02167     Town *t = GetTown(p1);
    02168
    02169     free(t->name);
    02170     t->name = reset ? NULL : strdup(text);
    02171
    02172     UpdateTownVirtCoord(t);
    02173     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    02174     UpdateAllStationVirtCoord();
    02175     UpdateAllWaypointSigns();
    02176     MarkWholeScreenDirty();
    02177   }
    02178   return CommandCost();
    02179 }
    02180
    02182 void ExpandTown(Town *t)
    02183 {
    02184   /* Warn the users if towns are not allowed to build roads,
    02185    * but do this only onces per openttd run. */
    02186   static bool warned_no_roads = false;
    02187   if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
    02188     ShowErrorMessage(INVALID_STRING_ID, STR_TOWN_EXPAND_WARN_NO_ROADS, 0, 0);
    02189     warned_no_roads = true;
    02190   }
    02191
    02192   /* The more houses, the faster we grow */
    02193   uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
    02194   t->num_houses += amount;
    02195   UpdateTownRadius(t);
    02196
    02197   uint n = amount * 10;
    02198   do GrowTown(t); while (--n);
    02199
    02200   t->num_houses -= amount;
    02201   UpdateTownRadius(t);
    02202
    02203   UpdateTownMaxPass(t);
    02204 }
    02205
    02206 extern const byte _town_action_costs[8] = {
    02207   2, 4, 9, 35, 48, 53, 117, 175
    02208 };
    02209
    02210 static void TownActionAdvertiseSmall(Town *t)
    02211 {
    02212   ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
    02213 }
    02214
    02215 static void TownActionAdvertiseMedium(Town *t)
    02216 {
    02217   ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
    02218 }
    02219
    02220 static void TownActionAdvertiseLarge(Town *t)
    02221 {
    02222   ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
    02223 }
    02224
    02225 static void TownActionRoadRebuild(Town *t)
    02226 {
    02227   t->road_build_months = 6;
    02228
    02229   char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
    02230   SetDParam(0, _current_company);
    02231   GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    02232
    02233   char *cn = strdup(company_name);
    02234   SetDParam(0, t->index);
    02235   SetDParamStr(1, cn);
    02236
    02237   AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING, NS_GENERAL, t->xy, 0, cn);
    02238 }
    02239
    02240 static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
    02241 {
    02242   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
    02243   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
    02244   /* Don't build statues under bridges. */
    02245   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    02246
    02247   if (!IsTileType(tile, MP_HOUSE) &&
    02248       !IsTileType(tile, MP_CLEAR) &&
    02249       !IsTileType(tile, MP_TREES)) {
    02250     return false;
    02251   }
    02252
    02253   CompanyID old = _current_company;
    02254   _current_company = OWNER_NONE;
    02255   CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    02256   _current_company = old;
    02257
    02258   if (CmdFailed(r)) return false;
    02259
    02260   MakeStatue(tile, _current_company, town_id);
    02261   MarkTileDirtyByTile(tile);
    02262
    02263   return true;
    02264 }
    02265
    02272 static bool SearchTileForStatue(TileIndex tile, void *user_data)
    02273 {
    02274   TownID *town_id = (TownID *)user_data;
    02275   return DoBuildStatueOfCompany(tile, *town_id);
    02276 }
    02277
    02283 static void TownActionBuildStatue(Town *t)
    02284 {
    02285   TileIndex tile = t->xy;
    02286
    02287   if (CircularTileSearch(&tile, 9, SearchTileForStatue, &t->index)) {
    02288     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town
    02289   }
    02290 }
    02291
    02292 static void TownActionFundBuildings(Town *t)
    02293 {
    02294   /* Build next tick */
    02295   t->grow_counter = 1;
    02296   /* If we were not already growing */
    02297   SetBit(t->flags12, TOWN_IS_FUNDED);
    02298   /* And grow for 3 months */
    02299   t->fund_buildings_months = 3;
    02300 }
    02301
    02302 static void TownActionBuyRights(Town *t)
    02303 {
    02304   /* Check if it's allowed to by the rights */
    02305   if (!_settings_game.economy.exclusive_rights) return;
    02306
    02307   t->exclusive_counter = 12;
    02308   t->exclusivity = _current_company;
    02309
    02310   ModifyStationRatingAround(t->xy, _current_company, 130, 17);
    02311 }
    02312
    02313 static void TownActionBribe(Town *t)
    02314 {
    02315   if (Chance16(1, 14)) {
    02316     /* set as unwanted for 6 months */
    02317     t->unwanted[_current_company] = 6;
    02318
    02319     /* set all close by station ratings to 0 */
    02320     Station *st;
    02321     FOR_ALL_STATIONS(st) {
    02322       if (st->town == t && st->owner == _current_company) {
    02323         for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
    02324       }
    02325     }
    02326
    02327     /* only show errormessage to the executing player. All errors are handled command.c
    02328      * but this is special, because it can only 'fail' on a DC_EXEC */
    02329     if (IsLocalCompany()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
    02330
    02331     /* decrease by a lot!
    02332      * ChangeTownRating is only for stuff in demolishing. Bribe failure should
    02333      * be independent of any cheat settings
    02334      */
    02335     if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
    02336       t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
    02337       InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
    02338     }
    02339   } else {
    02340     ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
    02341   }
    02342 }
    02343
    02344 typedef void TownActionProc(Town *t);
    02345 static TownActionProc * const _town_action_proc[] = {
    02346   TownActionAdvertiseSmall,
    02347   TownActionAdvertiseMedium,
    02348   TownActionAdvertiseLarge,
    02349   TownActionRoadRebuild,
    02350   TownActionBuildStatue,
    02351   TownActionFundBuildings,
    02352   TownActionBuyRights,
    02353   TownActionBribe
    02354 };
    02355
    02356 enum TownActions {
    02357   TACT_NONE             = 0x00,
    02358
    02359   TACT_ADVERTISE_SMALL  = 0x01,
    02360   TACT_ADVERTISE_MEDIUM = 0x02,
    02361   TACT_ADVERTISE_LARGE  = 0x04,
    02362   TACT_ROAD_REBUILD     = 0x08,
    02363   TACT_BUILD_STATUE     = 0x10,
    02364   TACT_FOUND_BUILDINGS  = 0x20,
    02365   TACT_BUY_RIGHTS       = 0x40,
    02366   TACT_BRIBE            = 0x80,
    02367
    02368   TACT_ADVERTISE        = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE,
    02369   TACT_CONSTRUCTION     = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS,
    02370   TACT_FUNDS            = TACT_BUY_RIGHTS | TACT_BRIBE,
    02371   TACT_ALL              = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS,
    02372 };
    02373
    02374 DECLARE_ENUM_AS_BIT_SET(TownActions);
    02375
    02382 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
    02383 {
    02384   int num = 0;
    02385   TownActions buttons = TACT_NONE;
    02386
    02387   /* Spectators and unwanted have no options */
    02388   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
    02389
    02390     /* Things worth more than this are not shown */
    02391     Money avail = GetCompany(cid)->money + _price.station_value * 200;
    02392     Money ref = _price.build_industry >> 8;
    02393
    02394     /* Check the action bits for validity and
    02395      * if they are valid add them */
    02396     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
    02397       const TownActions cur = (TownActions)(1 << i);
    02398
    02399       /* Is the company not able to bribe ? */
    02400       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
    02401         continue;
    02402
    02403       /* Is the company not able to buy exclusive rights ? */
    02404       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
    02405         continue;
    02406
    02407       /* Is the company not able to build a statue ? */
    02408       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
    02409         continue;
    02410
    02411       if (avail >= _town_action_costs[i] * ref) {
    02412         buttons |= cur;
    02413         num++;
    02414       }
    02415     }
    02416   }
    02417
    02418   if (nump != NULL) *nump = num;
    02419   return buttons;
    02420 }
    02421
    02430 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02431 {
    02432   if (!IsValidTownID(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR;
    02433
    02434   Town *t = GetTown(p1);
    02435
    02436   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
    02437
    02438   CommandCost cost(EXPENSES_OTHER, (_price.build_industry >> 8) * _town_action_costs[p2]);
    02439
    02440   if (flags & DC_EXEC) {
    02441     _town_action_proc[p2](t);
    02442     InvalidateWindow(WC_TOWN_AUTHORITY, p1);
    02443   }
    02444
    02445   return cost;
    02446 }
    02447
    02448 static void UpdateTownGrowRate(Town *t)
    02449 {
    02450   /* Increase company ratings if they're low */
    02451   const Company *c;
    02452   FOR_ALL_COMPANIES(c) {
    02453     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
    02454       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
    02455     }
    02456   }
    02457
    02458   int n = 0;
    02459
    02460   const Station *st;
    02461   FOR_ALL_STATIONS(st) {
    02462     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
    02463       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    02464         n++;
    02465         if (IsValidCompanyID(st->owner)) {
    02466           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
    02467           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
    02468         }
    02469       } else {
    02470         if (IsValidCompanyID(st->owner)) {
    02471           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
    02472           t->ratings[st->owner] = max(new_rating, INT16_MIN);
    02473         }
    02474       }
    02475     }
    02476   }
    02477
    02478   /* clamp all ratings to valid values */
    02479   for (uint i = 0; i < MAX_COMPANIES; i++) {
    02480     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
    02481   }
    02482
    02483   InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
    02484
    02485   ClrBit(t->flags12, TOWN_IS_FUNDED);
    02486   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
    02487
    02490   static const uint16 _grow_count_values[2][6] = {
    02491     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
    02492     { 320, 420, 300, 220, 160, 100 }  // Normal values
    02493   };
    02494
    02495   uint16 m;
    02496
    02497   if (t->fund_buildings_months != 0) {
    02498     m = _grow_count_values[0][min(n, 5)];
    02499     t->fund_buildings_months--;
    02500   } else {
    02501     m = _grow_count_values[1][min(n, 5)];
    02502     if (n == 0 && !Chance16(1, 12)) return;
    02503   }
    02504
    02505   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    02506     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
    02507       return;
    02508   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
    02509     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
    02510       return;
    02511   }
    02512
    02513   /* Use the normal growth rate values if new buildings have been funded in
    02514    * this town and the growth rate is set to none. */
    02515   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
    02516
    02517   m >>= growth_multiplier;
    02518   if (t->larger_town) m /= 2;
    02519
    02520   t->growth_rate = m / (t->num_houses / 50 + 1);
    02521   if (m <= t->grow_counter)
    02522     t->grow_counter = m;
    02523
    02524   SetBit(t->flags12, TOWN_IS_FUNDED);
    02525 }
    02526
    02527 static void UpdateTownAmounts(Town *t)
    02528 {
    02529   /* Using +1 here to prevent overflow and division by zero */
    02530   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
    02531
    02532   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
    02533   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
    02534   t->act_food = t->new_act_food; t->new_act_food = 0;
    02535   t->act_water = t->new_act_water; t->new_act_water = 0;
    02536
    02537   /* Using +1 here to prevent overflow and division by zero */
    02538   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
    02539   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
    02540   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
    02541
    02542   InvalidateWindow(WC_TOWN_VIEW, t->index);
    02543 }
    02544
    02545 static void UpdateTownUnwanted(Town *t)
    02546 {
    02547   const Company *c;
    02548
    02549   FOR_ALL_COMPANIES(c) {
    02550     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
    02551   }
    02552 }
    02553
    02559 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
    02560 {
    02561   if (!IsValidCompanyID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
    02562
    02563   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    02564   if (t == NULL) return true;
    02565
    02566   if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
    02567
    02568   _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
    02569   SetDParam(0, t->index);
    02570
    02571   return false;
    02572 }
    02573
    02574
    02575 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
    02576 {
    02577   Town *t;
    02578   uint best = threshold;
    02579   Town *best_town = NULL;
    02580
    02581   FOR_ALL_TOWNS(t) {
    02582     uint dist = DistanceManhattan(tile, t->xy);
    02583     if (dist < best) {
    02584       best = dist;
    02585       best_town = t;
    02586     }
    02587   }
    02588
    02589   return best_town;
    02590 }
    02591
    02592
    02593 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
    02594 {
    02595   switch (GetTileType(tile)) {
    02596     case MP_ROAD:
    02597       if (!HasTownOwnedRoad(tile)) {
    02598         TownID tid = GetTownIndex(tile);
    02599         if (tid == (TownID)INVALID_TOWN) {
    02600           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
    02601           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
    02602           assert(GetNumTowns() == 0);
    02603           return NULL;
    02604         }
    02605
    02606         Town *town = GetTown(tid);
    02607         assert(town->IsValid());
    02608
    02609         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
    02610
    02611         return town;
    02612       }
    02613       /* FALL THROUGH */
    02614
    02615     case MP_HOUSE:
    02616       return GetTownByTile(tile);
    02617
    02618     default:
    02619       return CalcClosestTownFromTile(tile, threshold);
    02620   }
    02621 }
    02622
    02623 static bool _town_rating_test = false;
    02624 SmallMap<const Town *, int, 4> _town_test_ratings;
    02625
    02626 void SetTownRatingTestMode(bool mode)
    02627 {
    02628   static int ref_count = 0;
    02629   if (mode) {
    02630     if (ref_count == 0) {
    02631       _town_test_ratings.Clear();
    02632     }
    02633     ref_count++;
    02634   } else {
    02635     assert(ref_count > 0);
    02636     ref_count--;
    02637   }
    02638   _town_rating_test = !(ref_count == 0);
    02639 }
    02640
    02641 static int GetRating(const Town *t)
    02642 {
    02643   if (_town_rating_test) {
    02644     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
    02645     if (it != _town_test_ratings.End()) {
    02646       return it->second;
    02647     }
    02648   }
    02649   return t->ratings[_current_company];
    02650 }
    02651
    02659 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
    02660 {
    02661   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
    02662   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
    02663       !IsValidCompanyID(_current_company) ||
    02664       (_cheats.magic_bulldozer.value && add < 0)) {
    02665     return;
    02666   }
    02667
    02668   int rating = GetRating(t);
    02669   if (add < 0) {
    02670     if (rating > max) {
    02671       rating += add;
    02672       if (rating < max) rating = max;
    02673     }
    02674   } else {
    02675     if (rating < max) {
    02676       rating += add;
    02677       if (rating > max) rating = max;
    02678     }
    02679   }
    02680   if (_town_rating_test) {
    02681     _town_test_ratings[t] = rating;
    02682   } else {
    02683     SetBit(t->have_ratings, _current_company);
    02684     t->ratings[_current_company] = rating;
    02685     InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
    02686   }
    02687 }
    02688
    02689 /* penalty for removing town-owned stuff */
    02690 static const int _default_rating_settings [3][3] = {
    02691   /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE */
    02692   {  0, 128, 384}, // Permissive
    02693   { 48, 192, 480}, // Neutral
    02694   { 96, 384, 768}, // Hostile
    02695 };
    02696
    02697 bool CheckforTownRating(DoCommandFlag flags, Town *t, byte type)
    02698 {
    02699   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
    02700   if (t == NULL || !IsValidCompanyID(_current_company) || _cheats.magic_bulldozer.value)
    02701     return true;
    02702
    02703   /* check if you're allowed to remove the street/bridge/tunnel/industry
    02704    * owned by a town no removal if rating is lower than ... depends now on
    02705    * difficulty setting. Minimum town rating selected by difficulty level
    02706    */
    02707   int modemod = _default_rating_settings[_settings_game.difficulty.town_council_tolerance][type];
    02708
    02709   if (GetRating(t) < 16 + modemod && !(flags & DC_NO_TEST_TOWN_RATING)) {
    02710     SetDParam(0, t->index);
    02711     _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
    02712     return false;
    02713   }
    02714
    02715   return true;
    02716 }
    02717
    02718 void TownsMonthlyLoop()
    02719 {
    02720   Town *t;
    02721
    02722   FOR_ALL_TOWNS(t) {
    02723     if (t->road_build_months != 0) t->road_build_months--;
    02724
    02725     if (t->exclusive_counter != 0)
    02726       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
    02727
    02728     UpdateTownGrowRate(t);
    02729     UpdateTownAmounts(t);
    02730     UpdateTownUnwanted(t);
    02731   }
    02732 }
    02733
    02734 void TownsYearlyLoop()
    02735 {
    02736   /* Increment house ages */
    02737   for (TileIndex t = 0; t < MapSize(); t++) {
    02738     if (!IsTileType(t, MP_HOUSE)) continue;
    02739     IncrementHouseAge(t);
    02740   }
    02741 }
    02742
    02743 void InitializeTowns()
    02744 {
    02745   /* Clean the town pool and create 1 block in it */
    02746   _Town_pool.CleanPool();
    02747   _Town_pool.AddBlockToPool();
    02748
    02749   memset(_subsidies, 0, sizeof(_subsidies));
    02750   for (Subsidy *s = _subsidies; s != endof(_subsidies); s++) {
    02751     s->cargo_type = CT_INVALID;
    02752   }
    02753
    02754   _cur_town_ctr = 0;
    02755   _cur_town_iter = 0;
    02756   _total_towns = 0;
    02757 }
    02758
    02759 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02760 {
    02761   if (AutoslopeEnabled()) {
    02762     HouseID house = GetHouseType(tile);
    02763     GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02764     const HouseSpec *hs = GetHouseSpecs(house);
    02765
    02766     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
    02767     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
    02768       (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
    02769   }
    02770
    02771   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02772 }
    02773
    02775 extern const TileTypeProcs _tile_type_town_procs = {
    02776   DrawTile_Town,           // draw_tile_proc
    02777   GetSlopeZ_Town,          // get_slope_z_proc
    02778   ClearTile_Town,          // clear_tile_proc
    02779   GetAcceptedCargo_Town,   // get_accepted_cargo_proc
    02780   GetTileDesc_Town,        // get_tile_desc_proc
    02781   GetTileTrackStatus_Town, // get_tile_track_status_proc
    02782   ClickTile_Town,          // click_tile_proc
    02783   AnimateTile_Town,        // animate_tile_proc
    02784   TileLoop_Town,           // tile_loop_clear
    02785   ChangeTileOwner_Town,    // change_tile_owner_clear
    02786   GetProducedCargo_Town,   // get_produced_cargo_proc
    02787   NULL,                    // vehicle_enter_tile_proc
    02788   GetFoundation_Town,      // get_foundation_proc
    02789   TerraformTile_Town,      // terraform_tile_proc
    02790 };
    02791
    02792 void ResetHouses()
    02793 {
    02794   memset(&_house_specs, 0, sizeof(_house_specs));
    02795   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
    02796
    02797   /* Reset any overrides that have been set. */
    02798   _house_mngr.ResetOverride();
    02799 }