# town_cmd.cpp

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    00001 /* $Id: town_cmd.cpp 16355 2009-05-18 20:17:28Z 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   Town *t;
    00687   FOR_ALL_TOWNS(t) {
    00688     /* Run town tick at regular intervals, but not all at once. */
    00689     if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
    00690       TownTickHandler(t);
    00691     }
    00692   }
    00693 }
    00694
    00703 static RoadBits GetTownRoadBits(TileIndex tile)
    00704 {
    00705   TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD);
    00706   RoadBits r = ROAD_NONE;
    00707
    00708   if (b == TRACK_BIT_NONE) return r;
    00709   if (b & TRACK_BIT_X)     r |= ROAD_X;
    00710   if (b & TRACK_BIT_Y)     r |= ROAD_Y;
    00711   if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
    00712   if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
    00713   if (b & TRACK_BIT_LEFT)  r |= ROAD_NW | ROAD_SW;
    00714   if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
    00715   return r;
    00716 }
    00717
    00728 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
    00729 {
    00730   if (!IsValidTile(tile)) return false;
    00731
    00732   /* Lookup table for the used diff values */
    00733   const TileIndexDiff tid_lt[3] = {
    00734     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
    00735     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
    00736     TileOffsByDiagDir(ReverseDiagDir(dir)),
    00737   };
    00738
    00739   dist_multi = (dist_multi + 1) * 4;
    00740   for (uint pos = 4; pos < dist_multi; pos++) {
    00741     /* Go (pos / 4) tiles to the left or the right */
    00742     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
    00743
    00744     /* Use the current tile as origin, or go one tile backwards */
    00745     if (pos & 2) cur += tid_lt[2];
    00746
    00747     /* Test for roadbit parallel to dir and facing towards the middle axis */
    00748     if (IsValidTile(tile + cur) &&
    00749       GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
    00750   }
    00751   return false;
    00752 }
    00753
    00762 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
    00763 {
    00764   if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false;
    00765
    00766   Slope cur_slope, desired_slope;
    00767
    00768   for (;;) {
    00769     /* Check if there already is a road at this point? */
    00770     if (GetTownRoadBits(tile) == ROAD_NONE) {
    00771       /* No, try if we are able to build a road piece there.
    00772        * If that fails clear the land, and if that fails exit.
    00773        * This is to make sure that we can build a road here later. */
    00774       if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
    00775           CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
    00776         return false;
    00777     }
    00778
    00779     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
    00780     if (cur_slope == SLOPE_FLAT) {
    00781 no_slope:
    00782       /* Tile has no slope */
    00783       switch (t->layout) {
    00784         default: NOT_REACHED();
    00785
    00786         case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1)
    00787           return !IsNeighborRoadTile(tile, dir, 1);
    00788
    00789         case TL_BETTER_ROADS: // Disallow the road if any neighboring tile has a road (distance: 1 and 2).
    00790           return !IsNeighborRoadTile(tile, dir, 2);
    00791       }
    00792     }
    00793
    00794     /* If the tile is not a slope in the right direction, then
    00795      * maybe terraform some. */
    00796     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
    00797     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
    00798       if (Chance16(1, 8)) {
    00799         CommandCost res = CMD_ERROR;
    00800         if (!_generating_world && Chance16(1, 10)) {
    00801           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
    00802           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
    00803               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00804         }
    00805         if (CmdFailed(res) && Chance16(1, 3)) {
    00806           /* We can consider building on the slope, though. */
    00807           goto no_slope;
    00808         }
    00809       }
    00810       return false;
    00811     }
    00812     return true;
    00813   }
    00814 }
    00815
    00816 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
    00817 {
    00818   assert(tile < MapSize());
    00819
    00820   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00821   if (CmdFailed(r) || r.GetCost() >= (_price.terraform + 2) * 8) return false;
    00822   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
    00823   return true;
    00824 }
    00825
    00826 static void LevelTownLand(TileIndex tile)
    00827 {
    00828   assert(tile < MapSize());
    00829
    00830   /* Don't terraform if land is plain or if there's a house there. */
    00831   if (IsTileType(tile, MP_HOUSE)) return;
    00832   Slope tileh = GetTileSlope(tile, NULL);
    00833   if (tileh == SLOPE_FLAT) return;
    00834
    00835   /* First try up, then down */
    00836   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
    00837     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
    00838   }
    00839 }
    00840
    00850 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
    00851 {
    00852   /* align the grid to the downtown */
    00853   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
    00854   RoadBits rcmd = ROAD_NONE;
    00855
    00856   switch (t->layout) {
    00857     default: NOT_REACHED();
    00858
    00859     case TL_2X2_GRID:
    00860       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
    00861       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
    00862       break;
    00863
    00864     case TL_3X3_GRID:
    00865       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
    00866       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
    00867       break;
    00868   }
    00869
    00870   /* Optimise only X-junctions */
    00871   if (rcmd != ROAD_ALL) return rcmd;
    00872
    00873   RoadBits rb_template;
    00874
    00875   switch (GetTileSlope(tile, NULL)) {
    00876     default:       rb_template = ROAD_ALL; break;
    00877     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
    00878     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
    00879     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
    00880     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
    00881     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
    00882     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
    00883     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
    00884     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
    00885     case SLOPE_STEEP_W:
    00886     case SLOPE_STEEP_S:
    00887     case SLOPE_STEEP_E:
    00888     case SLOPE_STEEP_N:
    00889       rb_template = ROAD_NONE;
    00890       break;
    00891   }
    00892
    00893   /* Stop if the template is compatible to the growth dir */
    00894   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
    00895   /* If not generate a straight road in the direction of the growth */
    00896   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
    00897 }
    00898
    00909 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
    00910 {
    00911   /* We can't look further than that. */
    00912   if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
    00913
    00914   uint counter = 0; // counts the house neighbor tiles
    00915
    00916   /* Check the tiles E,N,W and S of the current tile for houses */
    00917   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
    00918
    00919     if (IsTileType(TileAddByDiagDir(tile, dir), MP_HOUSE)) counter++;
    00920
    00921     /* If there are enough neighbors stop here */
    00922     if (counter >= 3) {
    00923       if (BuildTownHouse(t, tile)) {
    00924         _grow_town_result = GROWTH_SUCCEED;
    00925         return true;
    00926       }
    00927       return false;
    00928     }
    00929   }
    00930   return false;
    00931 }
    00932
    00941 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
    00942 {
    00943   if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
    00944     _grow_town_result = GROWTH_SUCCEED;
    00945     return true;
    00946   }
    00947   return false;
    00948 }
    00949
    00960 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
    00961 {
    00962   assert(bridge_dir < DIAGDIR_END);
    00963
    00964   const Slope slope = GetTileSlope(tile, NULL);
    00965   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
    00966
    00967   /* Make sure the direction is compatible with the slope.
    00968    * Well we check if the slope has an up bit set in the
    00969    * reverse direction. */
    00970   if (HASBITS(slope, InclinedSlope(bridge_dir))) return false;
    00971
    00972   /* Assure that the bridge is connectable to the start side */
    00973   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
    00974
    00975   /* We are in the right direction */
    00976   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
    00977   TileIndex bridge_tile = tile; // Used to store the other waterside
    00978
    00979   const int delta = TileOffsByDiagDir(bridge_dir);
    00980   do {
    00981     if (bridge_length++ >= 11) {
    00982       /* Max 11 tile long bridges */
    00983       return false;
    00984     }
    00985     bridge_tile += delta;
    00986   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
    00987
    00988   /* no water tiles in between? */
    00989   if (bridge_length == 1) return false;
    00990
    00991   for (uint8 times = 0; times <= 22; times++) {
    00992     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
    00993
    00994     /* Can we actually build the bridge? */
    00995     if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE))) {
    00996       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
    00997       _grow_town_result = GROWTH_SUCCEED;
    00998       return true;
    00999     }
    01000   }
    01001   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
    01002   return false;
    01003 }
    01004
    01022 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
    01023 {
    01024   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
    01025   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
    01026
    01027   assert(tile < MapSize());
    01028
    01029   if (cur_rb == ROAD_NONE) {
    01030     /* Tile has no road. First reset the status counter
    01031      * to say that this is the last iteration. */
    01032     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01033
    01034     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01035
    01036     /* Remove hills etc */
    01037     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
    01038
    01039     /* Is a road allowed here? */
    01040     switch (t1->layout) {
    01041       default: NOT_REACHED();
    01042
    01043       case TL_3X3_GRID:
    01044       case TL_2X2_GRID:
    01045         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01046         if (rcmd == ROAD_NONE) return;
    01047         break;
    01048
    01049       case TL_BETTER_ROADS:
    01050       case TL_ORIGINAL:
    01051         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
    01052
    01053         DiagDirection source_dir = ReverseDiagDir(target_dir);
    01054
    01055         if (Chance16(1, 4)) {
    01056           /* Randomize a new target dir */
    01057           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
    01058         }
    01059
    01060         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
    01061           /* A road is not allowed to continue the randomized road,
    01062            *  return if the road we're trying to build is curved. */
    01063           if (target_dir != ReverseDiagDir(source_dir)) return;
    01064
    01065           /* Return if neither side of the new road is a house */
    01066           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
    01067               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
    01068             return;
    01069           }
    01070
    01071           /* That means that the road is only allowed if there is a house
    01072            *  at any side of the new road. */
    01073         }
    01074
    01075         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
    01076         break;
    01077     }
    01078
    01079   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
    01080     /* Continue building on a partial road.
    01081      * Should be allways OK, so we only generate
    01082      * the fitting RoadBits */
    01083     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01084
    01085     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01086
    01087     switch (t1->layout) {
    01088       default: NOT_REACHED();
    01089
    01090       case TL_3X3_GRID:
    01091       case TL_2X2_GRID:
    01092         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01093         break;
    01094
    01095       case TL_BETTER_ROADS:
    01096       case TL_ORIGINAL:
    01097         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01098         break;
    01099     }
    01100   } else {
    01101     bool allow_house = true; // Value which decides if we want to construct a house
    01102
    01103     /* Reached a tunnel/bridge? Then continue at the other side of it. */
    01104     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01105       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
    01106         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
    01107       }
    01108       return;
    01109     }
    01110
    01111     /* Possibly extend the road in a direction.
    01112      * Randomize a direction and if it has a road, bail out. */
    01113     target_dir = RandomDiagDir();
    01114     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
    01115
    01116     /* This is the tile we will reach if we extend to this direction. */
    01117     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
    01118
    01119     /* Don't walk into water. */
    01120     if (IsWaterTile(house_tile)) return;
    01121
    01122     if (!IsValidTile(house_tile) || !IsValidTile(house_tile + TileOffsByDiagDir(target_dir))) return;
    01123
    01124     if (_settings_game.economy.allow_town_roads || _generating_world) {
    01125       switch (t1->layout) {
    01126         default: NOT_REACHED();
    01127
    01128         case TL_3X3_GRID: // Use 2x2 grid afterwards!
    01129           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01130           /* FALL THROUGH */
    01131
    01132         case TL_2X2_GRID:
    01133           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
    01134           allow_house = (rcmd == ROAD_NONE);
    01135           break;
    01136
    01137         case TL_BETTER_ROADS: // Use original afterwards!
    01138           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01139           /* FALL THROUGH */
    01140
    01141         case TL_ORIGINAL:
    01142           /* Allow a house at the edge. 60% chance or
    01143            * always ok if no road allowed. */
    01144           rcmd = DiagDirToRoadBits(target_dir);
    01145           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
    01146           break;
    01147       }
    01148     }
    01149
    01150     if (allow_house) {
    01151       /* Build a house, but not if there already is a house there. */
    01152       if (!IsTileType(house_tile, MP_HOUSE)) {
    01153         /* Level the land if possible */
    01154         if (Chance16(1, 6)) LevelTownLand(house_tile);
    01155
    01156         /* And build a house.
    01157          * Set result to -1 if we managed to build it. */
    01158         if (BuildTownHouse(t1, house_tile)) {
    01159           _grow_town_result = GROWTH_SUCCEED;
    01160         }
    01161       }
    01162       return;
    01163     }
    01164
    01165     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01166   }
    01167
    01168   /* Return if a water tile */
    01169   if (IsWaterTile(tile)) return;
    01170
    01171   /* Make the roads look nicer */
    01172   rcmd = CleanUpRoadBits(tile, rcmd);
    01173   if (rcmd == ROAD_NONE) return;
    01174
    01175   /* Only use the target direction for bridges to ensure they're connected.
    01176    * The target_dir is as computed previously according to town layout, so
    01177    * it will match it perfectly. */
    01178   if (GrowTownWithBridge(t1, tile, target_dir)) return;
    01179
    01180   GrowTownWithRoad(t1, tile, rcmd);
    01181 }
    01182
    01188 static int GrowTownAtRoad(Town *t, TileIndex tile)
    01189 {
    01190   /* Special case.
    01191    * @see GrowTownInTile Check the else if
    01192    */
    01193   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
    01194
    01195   assert(tile < MapSize());
    01196
    01197   /* Number of times to search.
    01198    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
    01199    * them a little handicap. */
    01200   switch (t->layout) {
    01201     case TL_BETTER_ROADS:
    01202       _grow_town_result = 10 + t->num_houses * 2 / 9;
    01203       break;
    01204
    01205     case TL_3X3_GRID:
    01206     case TL_2X2_GRID:
    01207       _grow_town_result = 10 + t->num_houses * 1 / 9;
    01208       break;
    01209
    01210     default:
    01211       _grow_town_result = 10 + t->num_houses * 4 / 9;
    01212       break;
    01213   }
    01214
    01215   do {
    01216     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
    01217
    01218     /* Try to grow the town from this point */
    01219     GrowTownInTile(&tile, cur_rb, target_dir, t);
    01220
    01221     /* Exclude the source position from the bitmask
    01222      * and return if no more road blocks available */
    01223     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01224     if (cur_rb == ROAD_NONE)
    01225       return _grow_town_result;
    01226
    01227     /* Select a random bit from the blockmask, walk a step
    01228      * and continue the search from there. */
    01229     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
    01230     tile = TileAddByDiagDir(tile, target_dir);
    01231
    01232     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
    01233       /* Don't allow building over roads of other cities */
    01234       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && GetTownByTile(tile) != t) {
    01235         _grow_town_result = GROWTH_SUCCEED;
    01236       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
    01237         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
    01238          * owner :) (happy happy happy road now) */
    01239         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
    01240         SetTownIndex(tile, t->index);
    01241       }
    01242     }
    01243
    01244     /* Max number of times is checked. */
    01245   } while (--_grow_town_result >= 0);
    01246
    01247   return (_grow_town_result == -2);
    01248 }
    01249
    01257 static RoadBits GenRandomRoadBits()
    01258 {
    01259   uint32 r = Random();
    01260   uint a = GB(r, 0, 2);
    01261   uint b = GB(r, 8, 2);
    01262   if (a == b) b ^= 2;
    01263   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
    01264 }
    01265
    01270 static bool GrowTown(Town *t)
    01271 {
    01272   static const TileIndexDiffC _town_coord_mod[] = {
    01273     {-1,  0},
    01274     { 1,  1},
    01275     { 1, -1},
    01276     {-1, -1},
    01277     {-1,  0},
    01278     { 0,  2},
    01279     { 2,  0},
    01280     { 0, -2},
    01281     {-1, -1},
    01282     {-2,  2},
    01283     { 2,  2},
    01284     { 2, -2},
    01285     { 0,  0}
    01286   };
    01287
    01288   /* Current "company" is a town */
    01289   CompanyID old_company = _current_company;
    01290   _current_company = OWNER_TOWN;
    01291
    01292   TileIndex tile = t->xy; // The tile we are working with ATM
    01293
    01294   /* Find a road that we can base the construction on. */
    01295   const TileIndexDiffC *ptr;
    01296   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01297     if (GetTownRoadBits(tile) != ROAD_NONE) {
    01298       int r = GrowTownAtRoad(t, tile);
    01299       _current_company = old_company;
    01300       return r != 0;
    01301     }
    01302     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01303   }
    01304
    01305   /* No road available, try to build a random road block by
    01306    * clearing some land and then building a road there. */
    01307   tile = t->xy;
    01308   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01309     /* Only work with plain land that not already has a house */
    01310     if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
    01311       if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) {
    01312         DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
    01313         _current_company = old_company;
    01314         return true;
    01315       }
    01316     }
    01317     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01318   }
    01319
    01320   _current_company = old_company;
    01321   return false;
    01322 }
    01323
    01324 void UpdateTownRadius(Town *t)
    01325 {
    01326   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
    01327     {  4,  0,  0,  0,  0}, // 0
    01328     { 16,  0,  0,  0,  0},
    01329     { 25,  0,  0,  0,  0},
    01330     { 36,  0,  0,  0,  0},
    01331     { 49,  0,  4,  0,  0},
    01332     { 64,  0,  4,  0,  0}, // 20
    01333     { 64,  0,  9,  0,  1},
    01334     { 64,  0,  9,  0,  4},
    01335     { 64,  0, 16,  0,  4},
    01336     { 81,  0, 16,  0,  4},
    01337     { 81,  0, 16,  0,  4}, // 40
    01338     { 81,  0, 25,  0,  9},
    01339     { 81, 36, 25,  0,  9},
    01340     { 81, 36, 25, 16,  9},
    01341     { 81, 49,  0, 25,  9},
    01342     { 81, 64,  0, 25,  9}, // 60
    01343     { 81, 64,  0, 36,  9},
    01344     { 81, 64,  0, 36, 16},
    01345     {100, 81,  0, 49, 16},
    01346     {100, 81,  0, 49, 25},
    01347     {121, 81,  0, 49, 25}, // 80
    01348     {121, 81,  0, 49, 25},
    01349     {121, 81,  0, 49, 36}, // 88
    01350   };
    01351
    01352   if (t->num_houses < 92) {
    01353     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
    01354   } else {
    01355     int mass = t->num_houses / 8;
    01356     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
    01357      * The offsets are to make sure the radii do not decrease in size when going from the table
    01358      * to the calculated value.*/
    01359     t->squared_town_zone_radius[0] = mass * 15 - 40;
    01360     t->squared_town_zone_radius[1] = mass * 9 - 15;
    01361     t->squared_town_zone_radius[2] = 0;
    01362     t->squared_town_zone_radius[3] = mass * 5 - 5;
    01363     t->squared_town_zone_radius[4] = mass * 3 + 5;
    01364   }
    01365 }
    01366
    01367 extern int _nb_orig_names;
    01368
    01373 struct TownNameParams {
    01374   uint32 grfid;
    01375   uint16 townnametype;
    01376   bool grf;
    01377
    01378   TownNameParams(byte town_name)
    01379   {
    01380     this->grf = town_name >= _nb_orig_names;
    01381     this->grfid = this->grf ? GetGRFTownNameId(town_name - _nb_orig_names) : 0;
    01382     this->townnametype = this->grf ? GetGRFTownNameType(town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + town_name;
    01383   }
    01384 };
    01385
    01392 static bool VerifyTownName(uint32 r, const TownNameParams *par)
    01393 {
    01394   /* reserve space for extra unicode character and terminating '\0' */
    01395   char buf1[MAX_LENGTH_TOWN_NAME_BYTES + 4 + 1];
    01396   char buf2[MAX_LENGTH_TOWN_NAME_BYTES + 4 + 1];
    01397
    01398   SetDParam(0, r);
    01399   if (par->grf && par->grfid != 0) {
    01400     GRFTownNameGenerate(buf1, par->grfid, par->townnametype, r, lastof(buf1));
    01401   } else {
    01402     GetString(buf1, par->townnametype, lastof(buf1));
    01403   }
    01404
    01405   /* Check size and width */
    01406   if (strlen(buf1) >= MAX_LENGTH_TOWN_NAME_BYTES) return false;
    01407
    01408   const Town *t;
    01409   FOR_ALL_TOWNS(t) {
    01410     /* We can't just compare the numbers since
    01411      * several numbers may map to a single name. */
    01412     SetDParam(0, t->index);
    01413     GetString(buf2, STR_TOWN, lastof(buf2));
    01414     if (strcmp(buf1, buf2) == 0) return false;
    01415   }
    01416
    01417   return true;
    01418 }
    01419
    01425 bool GenerateTownName(uint32 *townnameparts)
    01426 {
    01427   /* Do not set too low tries, since when we run out of names, we loop
    01428    * for #tries only one time anyway - then we stop generating more
    01429    * towns. Do not show it too high neither, since looping through all
    01430    * the other towns may take considerable amount of time (10000 is
    01431    * too much). */
    01432   int tries = 1000;
    01433   TownNameParams par(_settings_game.game_creation.town_name);
    01434
    01435   assert(townnameparts != NULL);
    01436
    01437   for (;;) {
    01438     uint32 r = InteractiveRandom();
    01439
    01440     if (!VerifyTownName(r, &par)) {
    01441       if (tries-- < 0) return false;
    01442       continue;
    01443     }
    01444
    01445     *townnameparts = r;
    01446     return true;
    01447   }
    01448 }
    01449
    01450 void UpdateTownMaxPass(Town *t)
    01451 {
    01452   t->max_pass = t->population >> 3;
    01453   t->max_mail = t->population >> 4;
    01454 }
    01455
    01465 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
    01466 {
    01467   t->xy = tile;
    01468   t->num_houses = 0;
    01469   t->time_until_rebuild = 10;
    01470   UpdateTownRadius(t);
    01471   t->flags12 = 0;
    01472   t->population = 0;
    01473   t->grow_counter = 0;
    01474   t->growth_rate = 250;
    01475   t->new_max_pass = 0;
    01476   t->new_max_mail = 0;
    01477   t->new_act_pass = 0;
    01478   t->new_act_mail = 0;
    01479   t->max_pass = 0;
    01480   t->max_mail = 0;
    01481   t->act_pass = 0;
    01482   t->act_mail = 0;
    01483
    01484   t->pct_pass_transported = 0;
    01485   t->pct_mail_transported = 0;
    01486   t->fund_buildings_months = 0;
    01487   t->new_act_food = 0;
    01488   t->new_act_water = 0;
    01489   t->act_food = 0;
    01490   t->act_water = 0;
    01491
    01492   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
    01493
    01494   t->have_ratings = 0;
    01495   t->exclusivity = INVALID_COMPANY;
    01496   t->exclusive_counter = 0;
    01497   t->statues = 0;
    01498
    01499   if (_settings_game.game_creation.town_name < _nb_orig_names) {
    01500     /* Original town name */
    01501     t->townnamegrfid = 0;
    01502     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
    01503   } else {
    01504     /* Newgrf town name */
    01505     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
    01506     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
    01507   }
    01508   t->townnameparts = townnameparts;
    01509
    01510   UpdateTownVirtCoord(t);
    01511   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    01512
    01513   t->InitializeLayout(layout);
    01514
    01515   t->larger_town = city;
    01516
    01517   int x = (int)size * 16 + 3;
    01518   if (size == TS_RANDOM) x = (Random() & 0xF) + 8;
    01519   if (city) x *= _settings_game.economy.initial_city_size;
    01520
    01521   t->num_houses += x;
    01522   UpdateTownRadius(t);
    01523
    01524   int i = x * 4;
    01525   do {
    01526     GrowTown(t);
    01527   } while (--i);
    01528
    01529   t->num_houses -= x;
    01530   UpdateTownRadius(t);
    01531   UpdateTownMaxPass(t);
    01532   UpdateAirportsNoise();
    01533 }
    01534
    01545 CommandCost CmdBuildTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01546 {
    01547   /* Only in the scenario editor */
    01548   if (_game_mode != GM_EDITOR) return CMD_ERROR;
    01549
    01550   TownSize size = (TownSize)GB(p1, 0, 2);
    01551   bool city = HasBit(p1, 2);
    01552   TownLayout layout = (TownLayout)GB(p1, 3, 3);
    01553   TownNameParams par(_settings_game.game_creation.town_name);
    01554   uint32 townnameparts = p2;
    01555
    01556   if (size > TS_RANDOM) return CMD_ERROR;
    01557   if (layout > TL_RANDOM) return CMD_ERROR;
    01558   if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
    01559
    01560   /* Check if too close to the edge of map */
    01561   if (DistanceFromEdge(tile) < 12) {
    01562     return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
    01563   }
    01564
    01565   /* Check distance to all other towns. */
    01566   if (IsCloseToTown(tile, 20)) {
    01567     return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
    01568   }
    01569
    01570   /* Can only build on clear flat areas, possibly with trees. */
    01571   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
    01572     return_cmd_error(STR_0239_SITE_UNSUITABLE);
    01573   }
    01574
    01575   /* Allocate town struct */
    01576   if (!Town::CanAllocateItem()) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
    01577
    01578   /* Create the town */
    01579   if (flags & DC_EXEC) {
    01580     Town *t = new Town(tile);
    01581     _generating_world = true;
    01582     UpdateNearestTownForRoadTiles(true);
    01583     DoCreateTown(t, tile, townnameparts, size, city, layout);
    01584     UpdateNearestTownForRoadTiles(false);
    01585     _generating_world = false;
    01586   }
    01587   return CommandCost();
    01588 }
    01589
    01590 Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout)
    01591 {
    01592   if (!Town::CanAllocateItem()) return NULL;
    01593
    01594   do {
    01595     /* Generate a tile index not too close from the edge */
    01596     TileIndex tile = RandomTile();
    01597     switch (layout) {
    01598       case TL_2X2_GRID:
    01599         tile = TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
    01600         break;
    01601       case TL_3X3_GRID:
    01602         tile = TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
    01603         break;
    01604       default: break;
    01605     }
    01606     if (DistanceFromEdge(tile) < 20) continue;
    01607
    01608     /* Make sure the tile is plain */
    01609     if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
    01610
    01611     /* Check not too close to a town */
    01612     if (IsCloseToTown(tile, 20)) continue;
    01613
    01614     uint32 townnameparts;
    01615
    01616     /* Get a unique name for the town. */
    01617     if (!GenerateTownName(&townnameparts)) break;
    01618
    01619     /* Allocate a town struct */
    01620     Town *t = new Town(tile);
    01621
    01622     DoCreateTown(t, tile, townnameparts, size, city, layout);
    01623     return t;
    01624   } while (--attempts != 0);
    01625
    01626   return NULL;
    01627 }
    01628
    01629 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
    01630
    01631 bool GenerateTowns(TownLayout layout)
    01632 {
    01633   uint num = 0;
    01634   uint difficulty = _settings_game.difficulty.number_towns;
    01635   uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
    01636
    01637   SetGeneratingWorldProgress(GWP_TOWN, n);
    01638
    01639   do {
    01640     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
    01641     IncreaseGeneratingWorldProgress(GWP_TOWN);
    01642     /* try 20 times to create a random-sized town for the first loop. */
    01643     if (CreateRandomTown(20, TS_RANDOM, city, layout) != NULL) num++;
    01644   } while (--n);
    01645
    01646   /* give it a last try, but now more aggressive */
    01647   if (num == 0 && CreateRandomTown(10000, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) == NULL) {
    01648     if (GetNumTowns() == 0) {
    01649       if (_game_mode != GM_EDITOR) {
    01650         extern StringID _switch_mode_errorstr;
    01651         _switch_mode_errorstr = STR_COULD_NOT_CREATE_TOWN;
    01652       }
    01653
    01654       return false;
    01655     }
    01656   }
    01657
    01658   return true;
    01659 }
    01660
    01661
    01667 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
    01668 {
    01669   uint dist = DistanceSquare(tile, t->xy);
    01670
    01671   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
    01672
    01673   HouseZonesBits smallest = HZB_TOWN_EDGE;
    01674   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
    01675     if (dist < t->squared_town_zone_radius[i]) smallest = i;
    01676   }
    01677
    01678   return smallest;
    01679 }
    01680
    01691 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
    01692 {
    01693   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
    01694
    01695   assert(CmdSucceeded(cc));
    01696
    01697   IncreaseBuildingCount(t, type);
    01698   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
    01699   if (GetHouseSpecs(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
    01700
    01701   MarkTileDirtyByTile(tile);
    01702 }
    01703
    01704
    01715 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
    01716 {
    01717   BuildingFlags size = GetHouseSpecs(type)->building_flags;
    01718
    01719   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
    01720   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
    01721   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
    01722   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
    01723 }
    01724
    01725
    01734 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
    01735 {
    01736   /* cannot build on these slopes... */
    01737   Slope slope = GetTileSlope(tile, NULL);
    01738   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
    01739
    01740   /* building under a bridge? */
    01741   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    01742
    01743   /* do not try to build over house owned by another town */
    01744   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
    01745
    01746   /* can we clear the land? */
    01747   return CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
    01748 }
    01749
    01750
    01760 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
    01761 {
    01762   if (!CanBuildHouseHere(tile, town, noslope)) return false;
    01763
    01764   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
    01765   if (GetTileMaxZ(tile) != z) return false;
    01766
    01767   return true;
    01768 }
    01769
    01770
    01780 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
    01781 {
    01782   /* we need to check this tile too because we can be at different tile now */
    01783   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01784
    01785   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
    01786     tile += TileOffsByDiagDir(d);
    01787     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01788   }
    01789
    01790   return true;
    01791 }
    01792
    01793
    01801 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
    01802 {
    01803   /* Allow towns everywhere when we don't build roads */
    01804   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    01805
    01806   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    01807
    01808   switch (t->layout) {
    01809     case TL_2X2_GRID:
    01810       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
    01811       break;
    01812
    01813     case TL_3X3_GRID:
    01814       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
    01815       break;
    01816
    01817     default:
    01818       break;
    01819   }
    01820
    01821   return true;
    01822 }
    01823
    01824
    01832 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
    01833 {
    01834   /* Allow towns everywhere when we don't build roads */
    01835   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    01836
    01837   /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
    01838    * so to do only one memory access, use MapSize() */
    01839   uint dx = MapSize() + TileX(t->xy) - TileX(tile);
    01840   uint dy = MapSize() + TileY(t->xy) - TileY(tile);
    01841
    01842   switch (t->layout) {
    01843     case TL_2X2_GRID:
    01844       if ((dx % 3) != 0 || (dy % 3) != 0) return false;
    01845       break;
    01846
    01847     case TL_3X3_GRID:
    01848       if ((dx % 4) < 2 || (dy % 4) < 2) return false;
    01849       break;
    01850
    01851     default:
    01852       break;
    01853   }
    01854
    01855   return true;
    01856 }
    01857
    01858
    01868 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
    01869 {
    01870   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
    01871
    01872   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
    01873   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
    01874
    01875   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
    01876   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
    01877     *tile = tile2;
    01878     return true;
    01879   }
    01880
    01881   return false;
    01882 }
    01883
    01884
    01893 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
    01894 {
    01895   TileIndex tile2 = *tile;
    01896
    01897   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
    01898     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
    01899       *tile = tile2;
    01900       return true;
    01901     }
    01902     if (d == DIAGDIR_END) break;
    01903     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
    01904   }
    01905
    01906   return false;
    01907 }
    01908
    01909
    01916 static bool BuildTownHouse(Town *t, TileIndex tile)
    01917 {
    01918   /* forbidden building here by town layout */
    01919   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
    01920
    01921   /* no house allowed at all, bail out */
    01922   if (!CanBuildHouseHere(tile, t->index, false)) return false;
    01923
    01924   uint z;
    01925   Slope slope = GetTileSlope(tile, &z);
    01926
    01927   /* Get the town zone type of the current tile, as well as the climate.
    01928    * This will allow to easily compare with the specs of the new house to build */
    01929   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
    01930
    01931   /* Above snow? */
    01932   int land = _settings_game.game_creation.landscape;
    01933   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
    01934
    01935   uint bitmask = (1 << rad) + (1 << (land + 12));
    01936
    01937   /* bits 0-4 are used
    01938    * bits 11-15 are used
    01939    * bits 5-10 are not used. */
    01940   HouseID houses[HOUSE_MAX];
    01941   uint num = 0;
    01942   uint probs[HOUSE_MAX];
    01943   uint probability_max = 0;
    01944
    01945   /* Generate a list of all possible houses that can be built. */
    01946   for (uint i = 0; i < HOUSE_MAX; i++) {
    01947     const HouseSpec *hs = GetHouseSpecs(i);
    01948
    01949     /* Verify that the candidate house spec matches the current tile status */
    01950     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled) continue;
    01951
    01952     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
    01953     if (hs->class_id != HOUSE_NO_CLASS) {
    01954       /* id_count is always <= class_count, so it doesn't need to be checked */
    01955       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
    01956     } else {
    01957       /* If the house has no class, check id_count instead */
    01958       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
    01959     }
    01960
    01961     /* Without NewHouses, all houses have probability '1' */
    01962     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
    01963     probability_max += cur_prob;
    01964     probs[num] = cur_prob;
    01965     houses[num++] = (HouseID)i;
    01966   }
    01967
    01968   uint maxz = GetTileMaxZ(tile);
    01969
    01970   while (probability_max > 0) {
    01971     uint r = RandomRange(probability_max);
    01972     uint i;
    01973     for (i = 0; i < num; i++) {
    01974       if (probs[i] > r) break;
    01975       r -= probs[i];
    01976     }
    01977
    01978     HouseID house = houses[i];
    01979     probability_max -= probs[i];
    01980
    01981     /* remove tested house from the set */
    01982     num--;
    01983     houses[i] = houses[num];
    01984     probs[i] = probs[num];
    01985
    01986     const HouseSpec *hs = GetHouseSpecs(house);
    01987
    01988     if (_loaded_newgrf_features.has_newhouses) {
    01989       if (hs->override != 0) {
    01990         house = hs->override;
    01991         hs = GetHouseSpecs(house);
    01992       }
    01993
    01994       if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world && _game_mode != GM_EDITOR) continue;
    01995     }
    01996
    01997     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
    01998
    01999     /* Special houses that there can be only one of. */
    02000     uint oneof = 0;
    02001
    02002     if (hs->building_flags & BUILDING_IS_CHURCH) {
    02003       SetBit(oneof, TOWN_HAS_CHURCH);
    02004     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02005       SetBit(oneof, TOWN_HAS_STADIUM);
    02006     }
    02007
    02008     if (HASBITS(t->flags12, oneof)) continue;
    02009
    02010     /* Make sure there is no slope? */
    02011     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
    02012     if (noslope && slope != SLOPE_FLAT) continue;
    02013
    02014     if (hs->building_flags & TILE_SIZE_2x2) {
    02015       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
    02016     } else if (hs->building_flags & TILE_SIZE_2x1) {
    02017       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
    02018     } else if (hs->building_flags & TILE_SIZE_1x2) {
    02019       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
    02020     } else {
    02021       /* 1x1 house checks are already done */
    02022     }
    02023
    02024     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
    02025       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
    02026       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
    02027     }
    02028
    02029     /* build the house */
    02030     t->num_houses++;
    02031
    02032     /* Special houses that there can be only one of. */
    02033     t->flags12 |= oneof;
    02034
    02035     byte construction_counter = 0;
    02036     byte construction_stage = 0;
    02037
    02038     if (_generating_world || _game_mode == GM_EDITOR) {
    02039       uint32 r = Random();
    02040
    02041       construction_stage = TOWN_HOUSE_COMPLETED;
    02042       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
    02043
    02044       if (construction_stage == TOWN_HOUSE_COMPLETED) {
    02045         ChangePopulation(t, hs->population);
    02046       } else {
    02047         construction_counter = GB(r, 2, 2);
    02048       }
    02049     }
    02050
    02051     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
    02052
    02053     return true;
    02054   }
    02055
    02056   return false;
    02057 }
    02058
    02065 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
    02066 {
    02067   assert(IsTileType(tile, MP_HOUSE));
    02068   DecreaseBuildingCount(t, house);
    02069   DoClearSquare(tile);
    02070   DeleteAnimatedTile(tile);
    02071 }
    02072
    02080 TileIndexDiff GetHouseNorthPart(HouseID &house)
    02081 {
    02082   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
    02083     if (GetHouseSpecs(house - 1)->building_flags & TILE_SIZE_2x1) {
    02084       house--;
    02085       return TileDiffXY(-1, 0);
    02086     } else if (GetHouseSpecs(house - 1)->building_flags & BUILDING_2_TILES_Y) {
    02087       house--;
    02088       return TileDiffXY(0, -1);
    02089     } else if (GetHouseSpecs(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
    02090       house -= 2;
    02091       return TileDiffXY(-1, 0);
    02092     } else if (GetHouseSpecs(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
    02093       house -= 3;
    02094       return TileDiffXY(-1, -1);
    02095     }
    02096   }
    02097   return 0;
    02098 }
    02099
    02100 void ClearTownHouse(Town *t, TileIndex tile)
    02101 {
    02102   assert(IsTileType(tile, MP_HOUSE));
    02103
    02104   HouseID house = GetHouseType(tile);
    02105
    02106   /* need to align the tile to point to the upper left corner of the house */
    02107   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02108
    02109   const HouseSpec *hs = GetHouseSpecs(house);
    02110
    02111   /* Remove population from the town if the house is finished. */
    02112   if (IsHouseCompleted(tile)) {
    02113     ChangePopulation(t, -hs->population);
    02114   }
    02115
    02116   t->num_houses--;
    02117
    02118   /* Clear flags for houses that only may exist once/town. */
    02119   if (hs->building_flags & BUILDING_IS_CHURCH) {
    02120     ClrBit(t->flags12, TOWN_HAS_CHURCH);
    02121   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02122     ClrBit(t->flags12, TOWN_HAS_STADIUM);
    02123   }
    02124
    02125   /* Do the actual clearing of tiles */
    02126   uint eflags = hs->building_flags;
    02127   DoClearTownHouseHelper(tile, t, house);
    02128   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
    02129   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
    02130   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
    02131 }
    02132
    02133 static bool IsUniqueTownName(const char *name)
    02134 {
    02135   const Town *t;
    02136
    02137   FOR_ALL_TOWNS(t) {
    02138     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
    02139   }
    02140
    02141   return true;
    02142 }
    02143
    02150 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02151 {
    02152   if (!IsValidTownID(p1)) return CMD_ERROR;
    02153
    02154   bool reset = StrEmpty(text);
    02155
    02156   if (!reset) {
    02157     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
    02158     if (!IsUniqueTownName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
    02159   }
    02160
    02161   if (flags & DC_EXEC) {
    02162     Town *t = GetTown(p1);
    02163
    02164     free(t->name);
    02165     t->name = reset ? NULL : strdup(text);
    02166
    02167     UpdateTownVirtCoord(t);
    02168     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    02169     UpdateAllStationVirtCoord();
    02170     UpdateAllWaypointSigns();
    02171     MarkWholeScreenDirty();
    02172   }
    02173   return CommandCost();
    02174 }
    02175
    02177 void ExpandTown(Town *t)
    02178 {
    02179   /* Warn the users if towns are not allowed to build roads,
    02180    * but do this only onces per openttd run. */
    02181   static bool warned_no_roads = false;
    02182   if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
    02183     ShowErrorMessage(INVALID_STRING_ID, STR_TOWN_EXPAND_WARN_NO_ROADS, 0, 0);
    02184     warned_no_roads = true;
    02185   }
    02186
    02187   /* The more houses, the faster we grow */
    02188   uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
    02189   t->num_houses += amount;
    02190   UpdateTownRadius(t);
    02191
    02192   uint n = amount * 10;
    02193   do GrowTown(t); while (--n);
    02194
    02195   t->num_houses -= amount;
    02196   UpdateTownRadius(t);
    02197
    02198   UpdateTownMaxPass(t);
    02199 }
    02200
    02201 extern const byte _town_action_costs[8] = {
    02202   2, 4, 9, 35, 48, 53, 117, 175
    02203 };
    02204
    02205 static void TownActionAdvertiseSmall(Town *t)
    02206 {
    02207   ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
    02208 }
    02209
    02210 static void TownActionAdvertiseMedium(Town *t)
    02211 {
    02212   ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
    02213 }
    02214
    02215 static void TownActionAdvertiseLarge(Town *t)
    02216 {
    02217   ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
    02218 }
    02219
    02220 static void TownActionRoadRebuild(Town *t)
    02221 {
    02222   t->road_build_months = 6;
    02223
    02224   char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
    02225   SetDParam(0, _current_company);
    02226   GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    02227
    02228   char *cn = strdup(company_name);
    02229   SetDParam(0, t->index);
    02230   SetDParamStr(1, cn);
    02231
    02232   AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING, NS_GENERAL, t->xy, 0, cn);
    02233 }
    02234
    02235 static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
    02236 {
    02237   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
    02238   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
    02239   /* Don't build statues under bridges. */
    02240   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    02241
    02242   if (!IsTileType(tile, MP_HOUSE) &&
    02243       !IsTileType(tile, MP_CLEAR) &&
    02244       !IsTileType(tile, MP_TREES)) {
    02245     return false;
    02246   }
    02247
    02248   CompanyID old = _current_company;
    02249   _current_company = OWNER_NONE;
    02250   CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    02251   _current_company = old;
    02252
    02253   if (CmdFailed(r)) return false;
    02254
    02255   MakeStatue(tile, _current_company, town_id);
    02256   MarkTileDirtyByTile(tile);
    02257
    02258   return true;
    02259 }
    02260
    02267 static bool SearchTileForStatue(TileIndex tile, void *user_data)
    02268 {
    02269   TownID *town_id = (TownID *)user_data;
    02270   return DoBuildStatueOfCompany(tile, *town_id);
    02271 }
    02272
    02278 static void TownActionBuildStatue(Town *t)
    02279 {
    02280   TileIndex tile = t->xy;
    02281
    02282   if (CircularTileSearch(&tile, 9, SearchTileForStatue, &t->index)) {
    02283     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town
    02284   }
    02285 }
    02286
    02287 static void TownActionFundBuildings(Town *t)
    02288 {
    02289   /* Build next tick */
    02290   t->grow_counter = 1;
    02291   /* If we were not already growing */
    02292   SetBit(t->flags12, TOWN_IS_FUNDED);
    02293   /* And grow for 3 months */
    02294   t->fund_buildings_months = 3;
    02295 }
    02296
    02297 static void TownActionBuyRights(Town *t)
    02298 {
    02299   /* Check if it's allowed to by the rights */
    02300   if (!_settings_game.economy.exclusive_rights) return;
    02301
    02302   t->exclusive_counter = 12;
    02303   t->exclusivity = _current_company;
    02304
    02305   ModifyStationRatingAround(t->xy, _current_company, 130, 17);
    02306 }
    02307
    02308 static void TownActionBribe(Town *t)
    02309 {
    02310   if (Chance16(1, 14)) {
    02311     /* set as unwanted for 6 months */
    02312     t->unwanted[_current_company] = 6;
    02313
    02314     /* set all close by station ratings to 0 */
    02315     Station *st;
    02316     FOR_ALL_STATIONS(st) {
    02317       if (st->town == t && st->owner == _current_company) {
    02318         for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
    02319       }
    02320     }
    02321
    02322     /* only show errormessage to the executing player. All errors are handled command.c
    02323      * but this is special, because it can only 'fail' on a DC_EXEC */
    02324     if (IsLocalCompany()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
    02325
    02326     /* decrease by a lot!
    02327      * ChangeTownRating is only for stuff in demolishing. Bribe failure should
    02328      * be independent of any cheat settings
    02329      */
    02330     if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
    02331       t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
    02332       InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
    02333     }
    02334   } else {
    02335     ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
    02336   }
    02337 }
    02338
    02339 typedef void TownActionProc(Town *t);
    02340 static TownActionProc * const _town_action_proc[] = {
    02341   TownActionAdvertiseSmall,
    02342   TownActionAdvertiseMedium,
    02343   TownActionAdvertiseLarge,
    02344   TownActionRoadRebuild,
    02345   TownActionBuildStatue,
    02346   TownActionFundBuildings,
    02347   TownActionBuyRights,
    02348   TownActionBribe
    02349 };
    02350
    02351 enum TownActions {
    02352   TACT_NONE             = 0x00,
    02353
    02354   TACT_ADVERTISE_SMALL  = 0x01,
    02355   TACT_ADVERTISE_MEDIUM = 0x02,
    02356   TACT_ADVERTISE_LARGE  = 0x04,
    02357   TACT_ROAD_REBUILD     = 0x08,
    02358   TACT_BUILD_STATUE     = 0x10,
    02359   TACT_FOUND_BUILDINGS  = 0x20,
    02360   TACT_BUY_RIGHTS       = 0x40,
    02361   TACT_BRIBE            = 0x80,
    02362
    02363   TACT_ADVERTISE        = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE,
    02364   TACT_CONSTRUCTION     = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS,
    02365   TACT_FUNDS            = TACT_BUY_RIGHTS | TACT_BRIBE,
    02366   TACT_ALL              = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS,
    02367 };
    02368
    02369 DECLARE_ENUM_AS_BIT_SET(TownActions);
    02370
    02377 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
    02378 {
    02379   int num = 0;
    02380   TownActions buttons = TACT_NONE;
    02381
    02382   /* Spectators and unwanted have no options */
    02383   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
    02384
    02385     /* Things worth more than this are not shown */
    02386     Money avail = GetCompany(cid)->money + _price.station_value * 200;
    02387     Money ref = _price.build_industry >> 8;
    02388
    02389     /* Check the action bits for validity and
    02390      * if they are valid add them */
    02391     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
    02392       const TownActions cur = (TownActions)(1 << i);
    02393
    02394       /* Is the company not able to bribe ? */
    02395       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
    02396         continue;
    02397
    02398       /* Is the company not able to buy exclusive rights ? */
    02399       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
    02400         continue;
    02401
    02402       /* Is the company not able to build a statue ? */
    02403       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
    02404         continue;
    02405
    02406       if (avail >= _town_action_costs[i] * ref) {
    02407         buttons |= cur;
    02408         num++;
    02409       }
    02410     }
    02411   }
    02412
    02413   if (nump != NULL) *nump = num;
    02414   return buttons;
    02415 }
    02416
    02425 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02426 {
    02427   if (!IsValidTownID(p1) || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
    02428
    02429   Town *t = GetTown(p1);
    02430
    02431   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
    02432
    02433   CommandCost cost(EXPENSES_OTHER, (_price.build_industry >> 8) * _town_action_costs[p2]);
    02434
    02435   if (flags & DC_EXEC) {
    02436     _town_action_proc[p2](t);
    02437     InvalidateWindow(WC_TOWN_AUTHORITY, p1);
    02438   }
    02439
    02440   return cost;
    02441 }
    02442
    02443 static void UpdateTownGrowRate(Town *t)
    02444 {
    02445   /* Increase company ratings if they're low */
    02446   const Company *c;
    02447   FOR_ALL_COMPANIES(c) {
    02448     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
    02449       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
    02450     }
    02451   }
    02452
    02453   int n = 0;
    02454
    02455   const Station *st;
    02456   FOR_ALL_STATIONS(st) {
    02457     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
    02458       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    02459         n++;
    02460         if (IsValidCompanyID(st->owner)) {
    02461           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
    02462           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
    02463         }
    02464       } else {
    02465         if (IsValidCompanyID(st->owner)) {
    02466           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
    02467           t->ratings[st->owner] = max(new_rating, INT16_MIN);
    02468         }
    02469       }
    02470     }
    02471   }
    02472
    02473   /* clamp all ratings to valid values */
    02474   for (uint i = 0; i < MAX_COMPANIES; i++) {
    02475     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
    02476   }
    02477
    02478   InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
    02479
    02480   ClrBit(t->flags12, TOWN_IS_FUNDED);
    02481   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
    02482
    02485   static const uint16 _grow_count_values[2][6] = {
    02486     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
    02487     { 320, 420, 300, 220, 160, 100 }  // Normal values
    02488   };
    02489
    02490   uint16 m;
    02491
    02492   if (t->fund_buildings_months != 0) {
    02493     m = _grow_count_values[0][min(n, 5)];
    02494     t->fund_buildings_months--;
    02495   } else {
    02496     m = _grow_count_values[1][min(n, 5)];
    02497     if (n == 0 && !Chance16(1, 12)) return;
    02498   }
    02499
    02500   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    02501     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
    02502       return;
    02503   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
    02504     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
    02505       return;
    02506   }
    02507
    02508   /* Use the normal growth rate values if new buildings have been funded in
    02509    * this town and the growth rate is set to none. */
    02510   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
    02511
    02512   m >>= growth_multiplier;
    02513   if (t->larger_town) m /= 2;
    02514
    02515   t->growth_rate = m / (t->num_houses / 50 + 1);
    02516   if (m <= t->grow_counter)
    02517     t->grow_counter = m;
    02518
    02519   SetBit(t->flags12, TOWN_IS_FUNDED);
    02520 }
    02521
    02522 static void UpdateTownAmounts(Town *t)
    02523 {
    02524   /* Using +1 here to prevent overflow and division by zero */
    02525   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
    02526
    02527   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
    02528   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
    02529   t->act_food = t->new_act_food; t->new_act_food = 0;
    02530   t->act_water = t->new_act_water; t->new_act_water = 0;
    02531
    02532   /* Using +1 here to prevent overflow and division by zero */
    02533   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
    02534   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
    02535   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
    02536
    02537   InvalidateWindow(WC_TOWN_VIEW, t->index);
    02538 }
    02539
    02540 static void UpdateTownUnwanted(Town *t)
    02541 {
    02542   const Company *c;
    02543
    02544   FOR_ALL_COMPANIES(c) {
    02545     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
    02546   }
    02547 }
    02548
    02554 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
    02555 {
    02556   if (!IsValidCompanyID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
    02557
    02558   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    02559   if (t == NULL) return true;
    02560
    02561   if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
    02562
    02563   _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
    02564   SetDParam(0, t->index);
    02565
    02566   return false;
    02567 }
    02568
    02569
    02570 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
    02571 {
    02572   Town *t;
    02573   uint best = threshold;
    02574   Town *best_town = NULL;
    02575
    02576   FOR_ALL_TOWNS(t) {
    02577     uint dist = DistanceManhattan(tile, t->xy);
    02578     if (dist < best) {
    02579       best = dist;
    02580       best_town = t;
    02581     }
    02582   }
    02583
    02584   return best_town;
    02585 }
    02586
    02587
    02588 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
    02589 {
    02590   switch (GetTileType(tile)) {
    02591     case MP_ROAD:
    02592       if (!HasTownOwnedRoad(tile)) {
    02593         TownID tid = GetTownIndex(tile);
    02594         if (tid == (TownID)INVALID_TOWN) {
    02595           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
    02596           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
    02597           assert(GetNumTowns() == 0);
    02598           return NULL;
    02599         }
    02600
    02601         Town *town = GetTown(tid);
    02602         assert(town->IsValid());
    02603
    02604         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
    02605
    02606         return town;
    02607       }
    02608       /* FALL THROUGH */
    02609
    02610     case MP_HOUSE:
    02611       return GetTownByTile(tile);
    02612
    02613     default:
    02614       return CalcClosestTownFromTile(tile, threshold);
    02615   }
    02616 }
    02617
    02618 static bool _town_rating_test = false;
    02619 SmallMap<const Town *, int, 4> _town_test_ratings;
    02620
    02621 void SetTownRatingTestMode(bool mode)
    02622 {
    02623   static int ref_count = 0;
    02624   if (mode) {
    02625     if (ref_count == 0) {
    02626       _town_test_ratings.Clear();
    02627     }
    02628     ref_count++;
    02629   } else {
    02630     assert(ref_count > 0);
    02631     ref_count--;
    02632   }
    02633   _town_rating_test = !(ref_count == 0);
    02634 }
    02635
    02636 static int GetRating(const Town *t)
    02637 {
    02638   if (_town_rating_test) {
    02639     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
    02640     if (it != _town_test_ratings.End()) {
    02641       return it->second;
    02642     }
    02643   }
    02644   return t->ratings[_current_company];
    02645 }
    02646
    02654 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
    02655 {
    02656   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
    02657   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
    02658       !IsValidCompanyID(_current_company) ||
    02659       (_cheats.magic_bulldozer.value && add < 0)) {
    02660     return;
    02661   }
    02662
    02663   int rating = GetRating(t);
    02664   if (add < 0) {
    02665     if (rating > max) {
    02666       rating += add;
    02667       if (rating < max) rating = max;
    02668     }
    02669   } else {
    02670     if (rating < max) {
    02671       rating += add;
    02672       if (rating > max) rating = max;
    02673     }
    02674   }
    02675   if (_town_rating_test) {
    02676     _town_test_ratings[t] = rating;
    02677   } else {
    02678     SetBit(t->have_ratings, _current_company);
    02679     t->ratings[_current_company] = rating;
    02680     InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
    02681   }
    02682 }
    02683
    02684 /* penalty for removing town-owned stuff */
    02685 static const int _default_rating_settings [3][3] = {
    02686   /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE */
    02687   {  0, 128, 384}, // Permissive
    02688   { 48, 192, 480}, // Neutral
    02689   { 96, 384, 768}, // Hostile
    02690 };
    02691
    02692 bool CheckforTownRating(DoCommandFlag flags, Town *t, byte type)
    02693 {
    02694   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
    02695   if (t == NULL || !IsValidCompanyID(_current_company) || _cheats.magic_bulldozer.value)
    02696     return true;
    02697
    02698   /* check if you're allowed to remove the street/bridge/tunnel/industry
    02699    * owned by a town no removal if rating is lower than ... depends now on
    02700    * difficulty setting. Minimum town rating selected by difficulty level
    02701    */
    02702   int modemod = _default_rating_settings[_settings_game.difficulty.town_council_tolerance][type];
    02703
    02704   if (GetRating(t) < 16 + modemod && !(flags & DC_NO_TEST_TOWN_RATING)) {
    02705     SetDParam(0, t->index);
    02706     _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
    02707     return false;
    02708   }
    02709
    02710   return true;
    02711 }
    02712
    02713 void TownsMonthlyLoop()
    02714 {
    02715   Town *t;
    02716
    02717   FOR_ALL_TOWNS(t) {
    02718     if (t->road_build_months != 0) t->road_build_months--;
    02719
    02720     if (t->exclusive_counter != 0)
    02721       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
    02722
    02723     UpdateTownGrowRate(t);
    02724     UpdateTownAmounts(t);
    02725     UpdateTownUnwanted(t);
    02726   }
    02727 }
    02728
    02729 void TownsYearlyLoop()
    02730 {
    02731   /* Increment house ages */
    02732   for (TileIndex t = 0; t < MapSize(); t++) {
    02733     if (!IsTileType(t, MP_HOUSE)) continue;
    02734     IncrementHouseAge(t);
    02735   }
    02736 }
    02737
    02738 void InitializeTowns()
    02739 {
    02740   /* Clean the town pool and create 1 block in it */
    02741   _Town_pool.CleanPool();
    02742   _Town_pool.AddBlockToPool();
    02743
    02744   memset(_subsidies, 0, sizeof(_subsidies));
    02745   for (Subsidy *s = _subsidies; s != endof(_subsidies); s++) {
    02746     s->cargo_type = CT_INVALID;
    02747   }
    02748
    02749   _total_towns = 0;
    02750 }
    02751
    02752 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02753 {
    02754   if (AutoslopeEnabled()) {
    02755     HouseID house = GetHouseType(tile);
    02756     GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02757     const HouseSpec *hs = GetHouseSpecs(house);
    02758
    02759     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
    02760     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
    02761       (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
    02762   }
    02763
    02764   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02765 }
    02766
    02768 extern const TileTypeProcs _tile_type_town_procs = {
    02769   DrawTile_Town,           // draw_tile_proc
    02770   GetSlopeZ_Town,          // get_slope_z_proc
    02771   ClearTile_Town,          // clear_tile_proc
    02772   GetAcceptedCargo_Town,   // get_accepted_cargo_proc
    02773   GetTileDesc_Town,        // get_tile_desc_proc
    02774   GetTileTrackStatus_Town, // get_tile_track_status_proc
    02775   ClickTile_Town,          // click_tile_proc
    02776   AnimateTile_Town,        // animate_tile_proc
    02777   TileLoop_Town,           // tile_loop_clear
    02778   ChangeTileOwner_Town,    // change_tile_owner_clear
    02779   GetProducedCargo_Town,   // get_produced_cargo_proc
    02780   NULL,                    // vehicle_enter_tile_proc
    02781   GetFoundation_Town,      // get_foundation_proc
    02782   TerraformTile_Town,      // terraform_tile_proc
    02783 };
    02784
    02785 void ResetHouses()
    02786 {
    02787   memset(&_house_specs, 0, sizeof(_house_specs));
    02788   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
    02789
    02790   /* Reset any overrides that have been set. */
    02791   _house_mngr.ResetOverride();
    02792 }