# town_cmd.cpp

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    00001 /* $Id: town_cmd.cpp 18477 2009-12-13 00:24:53Z 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 "station_map.h"
    00041 #include "cheat_type.h"
    00042 #include "functions.h"
    00043 #include "animated_tile_func.h"
    00044 #include "date_func.h"
    00045 #include "core/smallmap_type.hpp"
    00046
    00047 #include "table/strings.h"
    00048 #include "table/town_land.h"
    00049
    00050 uint _total_towns;
    00051 HouseSpec _house_specs[HOUSE_MAX];
    00052
    00053 Town *_cleared_town;
    00054 int _cleared_town_rating;
    00055
    00056 uint32 _cur_town_ctr;
    00057 uint32 _cur_town_iter;
    00058
    00059 /* Initialize the town-pool */
    00060 DEFINE_OLD_POOL_GENERIC(Town, Town)
    00061
    00062 Town::Town(TileIndex tile)
    00063 {
    00064   if (tile != INVALID_TILE) _total_towns++;
    00065   this->xy = tile;
    00066 }
    00067
    00068 Town::~Town()
    00069 {
    00070   free(this->name);
    00071
    00072   if (CleaningPool()) return;
    00073
    00074   Industry *i;
    00075
    00076   /* Delete town authority window
    00077    * and remove from list of sorted towns */
    00078   DeleteWindowById(WC_TOWN_VIEW, this->index);
    00079   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    00080   _total_towns--;
    00081
    00082   /* Delete all industries belonging to the town */
    00083   FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
    00084
    00085   /* Go through all tiles and delete those belonging to the town */
    00086   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
    00087     switch (GetTileType(tile)) {
    00088       case MP_HOUSE:
    00089         if (GetTownByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00090         break;
    00091
    00092       case MP_ROAD:
    00093         /* Cached nearest town is updated later (after this town has been deleted) */
    00094         if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->index) {
    00095           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00096         }
    00097         break;
    00098
    00099       case MP_TUNNELBRIDGE:
    00100         if (IsTileOwner(tile, OWNER_TOWN) &&
    00101             ClosestTownFromTile(tile, UINT_MAX) == this)
    00102           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00103         break;
    00104
    00105       default:
    00106         break;
    00107     }
    00108   }
    00109
    00110   DeleteSubsidyWithTown(this->index);
    00111
    00112   MarkWholeScreenDirty();
    00113
    00114   this->xy = INVALID_TILE;
    00115
    00116   UpdateNearestTownForRoadTiles(false);
    00117 }
    00118
    00122 void Town::InitializeLayout(TownLayout layout)
    00123 {
    00124   if (layout != TL_RANDOM) {
    00125     this->layout = layout;
    00126     return;
    00127   }
    00128
    00129   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
    00130 }
    00131
    00132 Money HouseSpec::GetRemovalCost() const
    00133 {
    00134   return (_price.remove_house * this->removal_cost) >> 8;
    00135 }
    00136
    00137 // Local
    00138 static int _grow_town_result;
    00139
    00140 /* Describe the possible states */
    00141 enum TownGrowthResult {
    00142   GROWTH_SUCCEED         = -1,
    00143   GROWTH_SEARCH_STOPPED  =  0
    00144 //  GROWTH_SEARCH_RUNNING >=  1
    00145 };
    00146
    00147 static bool BuildTownHouse(Town *t, TileIndex tile);
    00148
    00149 static void TownDrawHouseLift(const TileInfo *ti)
    00150 {
    00151   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
    00152 }
    00153
    00154 typedef void TownDrawTileProc(const TileInfo *ti);
    00155 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
    00156   TownDrawHouseLift
    00157 };
    00158
    00164 static inline DiagDirection RandomDiagDir()
    00165 {
    00166   return (DiagDirection)(3 & Random());
    00167 }
    00168
    00174 static void DrawTile_Town(TileInfo *ti)
    00175 {
    00176   HouseID house_id = GetHouseType(ti->tile);
    00177
    00178   if (house_id >= NEW_HOUSE_OFFSET) {
    00179     /* Houses don't necessarily need new graphics. If they don't have a
    00180      * spritegroup associated with them, then the sprite for the substitute
    00181      * house id is drawn instead. */
    00182     if (GetHouseSpecs(house_id)->spritegroup != NULL) {
    00183       DrawNewHouseTile(ti, house_id);
    00184       return;
    00185     } else {
    00186       house_id = GetHouseSpecs(house_id)->substitute_id;
    00187     }
    00188   }
    00189
    00190   /* Retrieve pointer to the draw town tile struct */
    00191   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
    00192
    00193   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00194
    00195   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
    00196
    00197   /* If houses are invisible, do not draw the upper part */
    00198   if (IsInvisibilitySet(TO_HOUSES)) return;
    00199
    00200   /* Add a house on top of the ground? */
    00201   SpriteID image = dcts->building.sprite;
    00202   if (image != 0) {
    00203     AddSortableSpriteToDraw(image, dcts->building.pal,
    00204       ti->x + dcts->subtile_x,
    00205       ti->y + dcts->subtile_y,
    00206       dcts->width,
    00207       dcts->height,
    00208       dcts->dz,
    00209       ti->z,
    00210       IsTransparencySet(TO_HOUSES)
    00211     );
    00212
    00213     if (IsTransparencySet(TO_HOUSES)) return;
    00214   }
    00215
    00216   {
    00217     int proc = dcts->draw_proc - 1;
    00218
    00219     if (proc >= 0) _town_draw_tile_procs[proc](ti);
    00220   }
    00221 }
    00222
    00223 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
    00224 {
    00225   return GetTileMaxZ(tile);
    00226 }
    00227
    00229 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
    00230 {
    00231   return FlatteningFoundation(tileh);
    00232 }
    00233
    00240 static void AnimateTile_Town(TileIndex tile)
    00241 {
    00242   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
    00243     AnimateNewHouseTile(tile);
    00244     return;
    00245   }
    00246
    00247   if (_tick_counter & 3) return;
    00248
    00249   /* If the house is not one with a lift anymore, then stop this animating.
    00250    * Not exactly sure when this happens, but probably when a house changes.
    00251    * Before this was just a return...so it'd leak animated tiles..
    00252    * That bug seems to have been here since day 1?? */
    00253   if (!(GetHouseSpecs(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
    00254     DeleteAnimatedTile(tile);
    00255     return;
    00256   }
    00257
    00258   if (!LiftHasDestination(tile)) {
    00259     uint i;
    00260
    00261     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
    00262      * This is due to the fact that the first floor is, in the graphics,
    00263      *  the height of 2 'normal' floors.
    00264      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
    00265     do {
    00266       i = RandomRange(7);
    00267     } while (i == 1 || i * 6 == GetLiftPosition(tile));
    00268
    00269     SetLiftDestination(tile, i);
    00270   }
    00271
    00272   int pos = GetLiftPosition(tile);
    00273   int dest = GetLiftDestination(tile) * 6;
    00274   pos += (pos < dest) ? 1 : -1;
    00275   SetLiftPosition(tile, pos);
    00276
    00277   if (pos == dest) {
    00278     HaltLift(tile);
    00279     DeleteAnimatedTile(tile);
    00280   }
    00281
    00282   MarkTileDirtyByTile(tile);
    00283 }
    00284
    00291 static bool IsCloseToTown(TileIndex tile, uint dist)
    00292 {
    00293   const Town *t;
    00294
    00295   FOR_ALL_TOWNS(t) {
    00296     if (DistanceManhattan(tile, t->xy) < dist) return true;
    00297   }
    00298   return false;
    00299 }
    00300
    00309 static void MarkTownSignDirty(Town *t)
    00310 {
    00311   MarkAllViewportsDirty(
    00312     t->sign.left - 6,
    00313     t->sign.top - 3,
    00314     t->sign.left + t->sign.width_1 * 4 + 12,
    00315     t->sign.top + 45
    00316   );
    00317 }
    00318
    00324 void UpdateTownVirtCoord(Town *t)
    00325 {
    00326   MarkTownSignDirty(t);
    00327   Point pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
    00328   SetDParam(0, t->index);
    00329   SetDParam(1, t->population);
    00330   UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
    00331     _settings_client.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
    00332   MarkTownSignDirty(t);
    00333 }
    00334
    00336 void UpdateAllTownVirtCoords()
    00337 {
    00338   Town *t;
    00339   FOR_ALL_TOWNS(t) {
    00340     UpdateTownVirtCoord(t);
    00341   }
    00342 }
    00343
    00349 static void ChangePopulation(Town *t, int mod)
    00350 {
    00351   t->population += mod;
    00352   InvalidateWindow(WC_TOWN_VIEW, t->index);
    00353   UpdateTownVirtCoord(t);
    00354
    00355   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    00356 }
    00357
    00363 uint32 GetWorldPopulation()
    00364 {
    00365   uint32 pop = 0;
    00366   const Town *t;
    00367
    00368   FOR_ALL_TOWNS(t) pop += t->population;
    00369   return pop;
    00370 }
    00371
    00376 static void MakeSingleHouseBigger(TileIndex tile)
    00377 {
    00378   assert(IsTileType(tile, MP_HOUSE));
    00379
    00380   /* means it is completed, get out. */
    00381   if (LiftHasDestination(tile)) return;
    00382
    00383   /* progress in construction stages */
    00384   IncHouseConstructionTick(tile);
    00385   if (GetHouseConstructionTick(tile) != 0) return;
    00386
    00387   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00388
    00389   /* Check and/or  */
    00390   if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
    00391     uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00392     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
    00393   }
    00394
    00395   if (IsHouseCompleted(tile)) {
    00396     /* Now that construction is complete, we can add the population of the
    00397      * building to the town. */
    00398     ChangePopulation(GetTownByTile(tile), hs->population);
    00399     ResetHouseAge(tile);
    00400   }
    00401   MarkTileDirtyByTile(tile);
    00402 }
    00403
    00407 static void MakeTownHouseBigger(TileIndex tile)
    00408 {
    00409   uint flags = GetHouseSpecs(GetHouseType(tile))->building_flags;
    00410   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
    00411   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
    00412   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
    00413   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
    00414 }
    00415
    00422 static void TileLoop_Town(TileIndex tile)
    00423 {
    00424   HouseID house_id = GetHouseType(tile);
    00425
    00426   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
    00427    * doesn't exist any more, so don't continue here. */
    00428   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
    00429
    00430   if (!IsHouseCompleted(tile)) {
    00431     /* Construction is not completed. See if we can go further in construction*/
    00432     MakeTownHouseBigger(tile);
    00433     return;
    00434   }
    00435
    00436   const HouseSpec *hs = GetHouseSpecs(house_id);
    00437
    00438   /* If the lift has a destination, it is already an animated tile. */
    00439   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
    00440       house_id < NEW_HOUSE_OFFSET &&
    00441       !LiftHasDestination(tile) &&
    00442       Chance16(1, 2)) {
    00443     AddAnimatedTile(tile);
    00444   }
    00445
    00446   Town *t = GetTownByTile(tile);
    00447   uint32 r = Random();
    00448
    00449   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00450     for (uint i = 0; i < 256; i++) {
    00451       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
    00452
    00453       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00454
    00455       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
    00456       if (cargo == CT_INVALID) continue;
    00457
    00458       uint amt = GB(callback, 0, 8);
    00459       if (amt == 0) continue;
    00460
    00461       uint moved = MoveGoodsToStation(tile, 1, 1, cargo, amt);
    00462
    00463       const CargoSpec *cs = GetCargo(cargo);
    00464       switch (cs->town_effect) {
    00465         case TE_PASSENGERS:
    00466           t->new_max_pass += amt;
    00467           t->new_act_pass += moved;
    00468           break;
    00469
    00470         case TE_MAIL:
    00471           t->new_max_mail += amt;
    00472           t->new_act_mail += moved;
    00473           break;
    00474
    00475         default:
    00476           break;
    00477       }
    00478     }
    00479   } else {
    00480     if (GB(r, 0, 8) < hs->population) {
    00481       uint amt = GB(r, 0, 8) / 8 + 1;
    00482
    00483       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
    00484       t->new_max_pass += amt;
    00485       t->new_act_pass += MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
    00486     }
    00487
    00488     if (GB(r, 8, 8) < hs->mail_generation) {
    00489       uint amt = GB(r, 8, 8) / 8 + 1;
    00490
    00491       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
    00492       t->new_max_mail += amt;
    00493       t->new_act_mail += MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
    00494     }
    00495   }
    00496
    00497   _current_company = OWNER_TOWN;
    00498
    00499   if (hs->building_flags & BUILDING_HAS_1_TILE &&
    00500       HasBit(t->flags12, TOWN_IS_FUNDED) &&
    00501       CanDeleteHouse(tile) &&
    00502       GetHouseAge(tile) >= hs->minimum_life &&
    00503       --t->time_until_rebuild == 0) {
    00504     t->time_until_rebuild = GB(r, 16, 8) + 192;
    00505
    00506     ClearTownHouse(t, tile);
    00507
    00508     /* Rebuild with another house? */
    00509     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
    00510   }
    00511
    00512   _current_company = OWNER_NONE;
    00513 }
    00514
    00515 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
    00516 {
    00517   if (flags & DC_AUTO) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
    00518   if (!CanDeleteHouse(tile)) return CMD_ERROR;
    00519
    00520   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00521
    00522   CommandCost cost(EXPENSES_CONSTRUCTION);
    00523   cost.AddCost(hs->GetRemovalCost());
    00524
    00525   int rating = hs->remove_rating_decrease;
    00526   _cleared_town_rating += rating;
    00527   Town *t = _cleared_town = GetTownByTile(tile);
    00528
    00529   if (IsValidCompanyID(_current_company)) {
    00530     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
    00531       SetDParam(0, t->index);
    00532       return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
    00533     }
    00534   }
    00535
    00536   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
    00537   if (flags & DC_EXEC) {
    00538     ClearTownHouse(t, tile);
    00539   }
    00540
    00541   return cost;
    00542 }
    00543
    00544 static void GetProducedCargo_Town(TileIndex tile, CargoID *b)
    00545 {
    00546   HouseID house_id = GetHouseType(tile);
    00547   const HouseSpec *hs = GetHouseSpecs(house_id);
    00548   Town *t = GetTownByTile(tile);
    00549
    00550   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00551     for (uint i = 0; i < 256; i++) {
    00552       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
    00553
    00554       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00555
    00556       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
    00557
    00558       if (cargo == CT_INVALID) continue;
    00559       *(b++) = cargo;
    00560     }
    00561   } else {
    00562     if (hs->population > 0) {
    00563       *(b++) = CT_PASSENGERS;
    00564     }
    00565     if (hs->mail_generation > 0) {
    00566       *(b++) = CT_MAIL;
    00567     }
    00568   }
    00569 }
    00570
    00571 static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
    00572 {
    00573   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00574   CargoID accepts[3];
    00575
    00576   /* Set the initial accepted cargo types */
    00577   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00578     accepts[i] = hs->accepts_cargo[i];
    00579   }
    00580
    00581   /* Check for custom accepted cargo types */
    00582   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
    00583     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00584     if (callback != CALLBACK_FAILED) {
    00585       /* Replace accepted cargo types with translated values from callback */
    00586       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grffile);
    00587       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grffile);
    00588       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
    00589     }
    00590   }
    00591
    00592   /* Check for custom cargo acceptance */
    00593   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
    00594     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00595     if (callback != CALLBACK_FAILED) {
    00596       if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4);
    00597       if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4);
    00598       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
    00599         /* The 'S' bit indicates food instead of goods */
    00600         ac[CT_FOOD] = GB(callback, 8, 4);
    00601       } else {
    00602         if (accepts[2] != CT_INVALID) ac[accepts[2]] = GB(callback, 8, 4);
    00603       }
    00604       return;
    00605     }
    00606   }
    00607
    00608   /* No custom acceptance, so fill in with the default values */
    00609   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00610     if (accepts[i] != CT_INVALID) ac[accepts[i]] = hs->cargo_acceptance[i];
    00611   }
    00612 }
    00613
    00614 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
    00615 {
    00616   const HouseID house = GetHouseType(tile);
    00617   const HouseSpec *hs = GetHouseSpecs(house);
    00618   bool house_completed = IsHouseCompleted(tile);
    00619
    00620   td->str = hs->building_name;
    00621
    00622   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, GetTownByTile(tile), tile);
    00623   if (callback_res != CALLBACK_FAILED) {
    00624     StringID new_name = GetGRFStringID(hs->grffile->grfid, 0xD000 + callback_res);
    00625     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
    00626       td->str = new_name;
    00627     }
    00628   }
    00629
    00630   if (!house_completed) {
    00631     SetDParamX(td->dparam, 0, td->str);
    00632     td->str = STR_2058_UNDER_CONSTRUCTION;
    00633   }
    00634
    00635   if (hs->grffile != NULL) {
    00636     const GRFConfig *gc = GetGRFConfig(hs->grffile->grfid);
    00637     td->grf = gc->name;
    00638   }
    00639
    00640   td->owner[0] = OWNER_TOWN;
    00641 }
    00642
    00643 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00644 {
    00645   /* not used */
    00646   return 0;
    00647 }
    00648
    00649 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
    00650 {
    00651   /* not used */
    00652 }
    00653
    00654 static bool GrowTown(Town *t);
    00655
    00656 static void TownTickHandler(Town *t)
    00657 {
    00658   if (HasBit(t->flags12, TOWN_IS_FUNDED)) {
    00659     int i = t->grow_counter - 1;
    00660     if (i < 0) {
    00661       if (GrowTown(t)) {
    00662         i = t->growth_rate;
    00663       } else {
    00664         i = 0;
    00665       }
    00666     }
    00667     t->grow_counter = i;
    00668   }
    00669
    00670   UpdateTownRadius(t);
    00671 }
    00672
    00673 void OnTick_Town()
    00674 {
    00675   if (_game_mode == GM_EDITOR) return;
    00676
    00677   Town *t;
    00678   FOR_ALL_TOWNS(t) {
    00679     /* Run town tick at regular intervals, but not all at once. */
    00680     if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
    00681       TownTickHandler(t);
    00682     }
    00683   }
    00684 }
    00685
    00694 static RoadBits GetTownRoadBits(TileIndex tile)
    00695 {
    00696   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
    00697
    00698   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
    00699 }
    00700
    00711 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
    00712 {
    00713   if (!IsValidTile(tile)) return false;
    00714
    00715   /* Lookup table for the used diff values */
    00716   const TileIndexDiff tid_lt[3] = {
    00717     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
    00718     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
    00719     TileOffsByDiagDir(ReverseDiagDir(dir)),
    00720   };
    00721
    00722   dist_multi = (dist_multi + 1) * 4;
    00723   for (uint pos = 4; pos < dist_multi; pos++) {
    00724     /* Go (pos / 4) tiles to the left or the right */
    00725     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
    00726
    00727     /* Use the current tile as origin, or go one tile backwards */
    00728     if (pos & 2) cur += tid_lt[2];
    00729
    00730     /* Test for roadbit parallel to dir and facing towards the middle axis */
    00731     if (IsValidTile(tile + cur) &&
    00732       GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
    00733   }
    00734   return false;
    00735 }
    00736
    00745 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
    00746 {
    00747   if (DistanceFromEdge(tile) == 0) return false;
    00748
    00749   Slope cur_slope, desired_slope;
    00750
    00751   for (;;) {
    00752     /* Check if there already is a road at this point? */
    00753     if (GetTownRoadBits(tile) == ROAD_NONE) {
    00754       /* No, try if we are able to build a road piece there.
    00755        * If that fails clear the land, and if that fails exit.
    00756        * This is to make sure that we can build a road here later. */
    00757       if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
    00758           CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
    00759         return false;
    00760     }
    00761
    00762     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
    00763     bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
    00764     if (cur_slope == SLOPE_FLAT) return ret;
    00765
    00766     /* If the tile is not a slope in the right direction, then
    00767      * maybe terraform some. */
    00768     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
    00769     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
    00770       if (Chance16(1, 8)) {
    00771         CommandCost res = CMD_ERROR;
    00772         if (!_generating_world && Chance16(1, 10)) {
    00773           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
    00774           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
    00775               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00776         }
    00777         if (CmdFailed(res) && Chance16(1, 3)) {
    00778           /* We can consider building on the slope, though. */
    00779           return ret;
    00780         }
    00781       }
    00782       return false;
    00783     }
    00784     return ret;
    00785   }
    00786 }
    00787
    00788 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
    00789 {
    00790   assert(tile < MapSize());
    00791
    00792   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00793   if (CmdFailed(r) || r.GetCost() >= (_price.terraform + 2) * 8) return false;
    00794   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
    00795   return true;
    00796 }
    00797
    00798 static void LevelTownLand(TileIndex tile)
    00799 {
    00800   assert(tile < MapSize());
    00801
    00802   /* Don't terraform if land is plain or if there's a house there. */
    00803   if (IsTileType(tile, MP_HOUSE)) return;
    00804   Slope tileh = GetTileSlope(tile, NULL);
    00805   if (tileh == SLOPE_FLAT) return;
    00806
    00807   /* First try up, then down */
    00808   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
    00809     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
    00810   }
    00811 }
    00812
    00822 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
    00823 {
    00824   /* align the grid to the downtown */
    00825   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
    00826   RoadBits rcmd = ROAD_NONE;
    00827
    00828   switch (t->layout) {
    00829     default: NOT_REACHED();
    00830
    00831     case TL_2X2_GRID:
    00832       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
    00833       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
    00834       break;
    00835
    00836     case TL_3X3_GRID:
    00837       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
    00838       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
    00839       break;
    00840   }
    00841
    00842   /* Optimise only X-junctions */
    00843   if (rcmd != ROAD_ALL) return rcmd;
    00844
    00845   RoadBits rb_template;
    00846
    00847   switch (GetTileSlope(tile, NULL)) {
    00848     default:       rb_template = ROAD_ALL; break;
    00849     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
    00850     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
    00851     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
    00852     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
    00853     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
    00854     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
    00855     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
    00856     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
    00857     case SLOPE_STEEP_W:
    00858     case SLOPE_STEEP_S:
    00859     case SLOPE_STEEP_E:
    00860     case SLOPE_STEEP_N:
    00861       rb_template = ROAD_NONE;
    00862       break;
    00863   }
    00864
    00865   /* Stop if the template is compatible to the growth dir */
    00866   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
    00867   /* If not generate a straight road in the direction of the growth */
    00868   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
    00869 }
    00870
    00881 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
    00882 {
    00883   /* We can't look further than that. */
    00884   if (DistanceFromEdge(tile) == 0) return false;
    00885
    00886   uint counter = 0; // counts the house neighbor tiles
    00887
    00888   /* Check the tiles E,N,W and S of the current tile for houses */
    00889   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
    00890     /* Count both void and house tiles for checking whether there
    00891      * are enough houses in the area. This to make it likely that
    00892      * houses get build up to the edge of the map. */
    00893     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
    00894       case MP_HOUSE:
    00895       case MP_VOID:
    00896         counter++;
    00897         break;
    00898
    00899       default:
    00900         break;
    00901     }
    00902
    00903     /* If there are enough neighbors stop here */
    00904     if (counter >= 3) {
    00905       if (BuildTownHouse(t, tile)) {
    00906         _grow_town_result = GROWTH_SUCCEED;
    00907         return true;
    00908       }
    00909       return false;
    00910     }
    00911   }
    00912   return false;
    00913 }
    00914
    00923 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
    00924 {
    00925   if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
    00926     _grow_town_result = GROWTH_SUCCEED;
    00927     return true;
    00928   }
    00929   return false;
    00930 }
    00931
    00942 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
    00943 {
    00944   assert(bridge_dir < DIAGDIR_END);
    00945
    00946   const Slope slope = GetTileSlope(tile, NULL);
    00947   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
    00948
    00949   /* Make sure the direction is compatible with the slope.
    00950    * Well we check if the slope has an up bit set in the
    00951    * reverse direction. */
    00952   if (HASBITS(slope, InclinedSlope(bridge_dir))) return false;
    00953
    00954   /* Assure that the bridge is connectable to the start side */
    00955   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
    00956
    00957   /* We are in the right direction */
    00958   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
    00959   TileIndex bridge_tile = tile; // Used to store the other waterside
    00960
    00961   const int delta = TileOffsByDiagDir(bridge_dir);
    00962   do {
    00963     if (bridge_length++ >= 11) {
    00964       /* Max 11 tile long bridges */
    00965       return false;
    00966     }
    00967     bridge_tile += delta;
    00968   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
    00969
    00970   /* no water tiles in between? */
    00971   if (bridge_length == 1) return false;
    00972
    00973   for (uint8 times = 0; times <= 22; times++) {
    00974     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
    00975
    00976     /* Can we actually build the bridge? */
    00977     if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE))) {
    00978       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
    00979       _grow_town_result = GROWTH_SUCCEED;
    00980       return true;
    00981     }
    00982   }
    00983   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
    00984   return false;
    00985 }
    00986
    01004 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
    01005 {
    01006   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
    01007   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
    01008
    01009   assert(tile < MapSize());
    01010
    01011   if (cur_rb == ROAD_NONE) {
    01012     /* Tile has no road. First reset the status counter
    01013      * to say that this is the last iteration. */
    01014     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01015
    01016     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01017
    01018     /* Remove hills etc */
    01019     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
    01020
    01021     /* Is a road allowed here? */
    01022     switch (t1->layout) {
    01023       default: NOT_REACHED();
    01024
    01025       case TL_3X3_GRID:
    01026       case TL_2X2_GRID:
    01027         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01028         if (rcmd == ROAD_NONE) return;
    01029         break;
    01030
    01031       case TL_BETTER_ROADS:
    01032       case TL_ORIGINAL:
    01033         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
    01034
    01035         DiagDirection source_dir = ReverseDiagDir(target_dir);
    01036
    01037         if (Chance16(1, 4)) {
    01038           /* Randomize a new target dir */
    01039           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
    01040         }
    01041
    01042         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
    01043           /* A road is not allowed to continue the randomized road,
    01044            *  return if the road we're trying to build is curved. */
    01045           if (target_dir != ReverseDiagDir(source_dir)) return;
    01046
    01047           /* Return if neither side of the new road is a house */
    01048           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
    01049               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
    01050             return;
    01051           }
    01052
    01053           /* That means that the road is only allowed if there is a house
    01054            *  at any side of the new road. */
    01055         }
    01056
    01057         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
    01058         break;
    01059     }
    01060
    01061   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
    01062     /* Continue building on a partial road.
    01063      * Should be allways OK, so we only generate
    01064      * the fitting RoadBits */
    01065     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01066
    01067     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01068
    01069     switch (t1->layout) {
    01070       default: NOT_REACHED();
    01071
    01072       case TL_3X3_GRID:
    01073       case TL_2X2_GRID:
    01074         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01075         break;
    01076
    01077       case TL_BETTER_ROADS:
    01078       case TL_ORIGINAL:
    01079         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01080         break;
    01081     }
    01082   } else {
    01083     bool allow_house = true; // Value which decides if we want to construct a house
    01084
    01085     /* Reached a tunnel/bridge? Then continue at the other side of it. */
    01086     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01087       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
    01088         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
    01089       }
    01090       return;
    01091     }
    01092
    01093     /* Possibly extend the road in a direction.
    01094      * Randomize a direction and if it has a road, bail out. */
    01095     target_dir = RandomDiagDir();
    01096     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
    01097
    01098     /* This is the tile we will reach if we extend to this direction. */
    01099     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
    01100
    01101     /* Don't walk into water. */
    01102     if (IsWaterTile(house_tile)) return;
    01103
    01104     if (!IsValidTile(house_tile)) return;
    01105
    01106     if (_settings_game.economy.allow_town_roads || _generating_world) {
    01107       switch (t1->layout) {
    01108         default: NOT_REACHED();
    01109
    01110         case TL_3X3_GRID: // Use 2x2 grid afterwards!
    01111           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01112           /* FALL THROUGH */
    01113
    01114         case TL_2X2_GRID:
    01115           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
    01116           allow_house = (rcmd == ROAD_NONE);
    01117           break;
    01118
    01119         case TL_BETTER_ROADS: // Use original afterwards!
    01120           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01121           /* FALL THROUGH */
    01122
    01123         case TL_ORIGINAL:
    01124           /* Allow a house at the edge. 60% chance or
    01125            * always ok if no road allowed. */
    01126           rcmd = DiagDirToRoadBits(target_dir);
    01127           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
    01128           break;
    01129       }
    01130     }
    01131
    01132     if (allow_house) {
    01133       /* Build a house, but not if there already is a house there. */
    01134       if (!IsTileType(house_tile, MP_HOUSE)) {
    01135         /* Level the land if possible */
    01136         if (Chance16(1, 6)) LevelTownLand(house_tile);
    01137
    01138         /* And build a house.
    01139          * Set result to -1 if we managed to build it. */
    01140         if (BuildTownHouse(t1, house_tile)) {
    01141           _grow_town_result = GROWTH_SUCCEED;
    01142         }
    01143       }
    01144       return;
    01145     }
    01146
    01147     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01148   }
    01149
    01150   /* Return if a water tile */
    01151   if (IsWaterTile(tile)) return;
    01152
    01153   /* Make the roads look nicer */
    01154   rcmd = CleanUpRoadBits(tile, rcmd);
    01155   if (rcmd == ROAD_NONE) return;
    01156
    01157   /* Only use the target direction for bridges to ensure they're connected.
    01158    * The target_dir is as computed previously according to town layout, so
    01159    * it will match it perfectly. */
    01160   if (GrowTownWithBridge(t1, tile, target_dir)) return;
    01161
    01162   GrowTownWithRoad(t1, tile, rcmd);
    01163 }
    01164
    01170 static int GrowTownAtRoad(Town *t, TileIndex tile)
    01171 {
    01172   /* Special case.
    01173    * @see GrowTownInTile Check the else if
    01174    */
    01175   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
    01176
    01177   assert(tile < MapSize());
    01178
    01179   /* Number of times to search.
    01180    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
    01181    * them a little handicap. */
    01182   switch (t->layout) {
    01183     case TL_BETTER_ROADS:
    01184       _grow_town_result = 10 + t->num_houses * 2 / 9;
    01185       break;
    01186
    01187     case TL_3X3_GRID:
    01188     case TL_2X2_GRID:
    01189       _grow_town_result = 10 + t->num_houses * 1 / 9;
    01190       break;
    01191
    01192     default:
    01193       _grow_town_result = 10 + t->num_houses * 4 / 9;
    01194       break;
    01195   }
    01196
    01197   do {
    01198     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
    01199
    01200     /* Try to grow the town from this point */
    01201     GrowTownInTile(&tile, cur_rb, target_dir, t);
    01202
    01203     /* Exclude the source position from the bitmask
    01204      * and return if no more road blocks available */
    01205     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01206     if (cur_rb == ROAD_NONE)
    01207       return _grow_town_result;
    01208
    01209     /* Select a random bit from the blockmask, walk a step
    01210      * and continue the search from there. */
    01211     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
    01212     tile = TileAddByDiagDir(tile, target_dir);
    01213
    01214     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
    01215       /* Don't allow building over roads of other cities */
    01216       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && GetTownByTile(tile) != t) {
    01217         _grow_town_result = GROWTH_SUCCEED;
    01218       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
    01219         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
    01220          * owner :) (happy happy happy road now) */
    01221         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
    01222         SetTownIndex(tile, t->index);
    01223       }
    01224     }
    01225
    01226     /* Max number of times is checked. */
    01227   } while (--_grow_town_result >= 0);
    01228
    01229   return (_grow_town_result == -2);
    01230 }
    01231
    01239 static RoadBits GenRandomRoadBits()
    01240 {
    01241   uint32 r = Random();
    01242   uint a = GB(r, 0, 2);
    01243   uint b = GB(r, 8, 2);
    01244   if (a == b) b ^= 2;
    01245   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
    01246 }
    01247
    01252 static bool GrowTown(Town *t)
    01253 {
    01254   static const TileIndexDiffC _town_coord_mod[] = {
    01255     {-1,  0},
    01256     { 1,  1},
    01257     { 1, -1},
    01258     {-1, -1},
    01259     {-1,  0},
    01260     { 0,  2},
    01261     { 2,  0},
    01262     { 0, -2},
    01263     {-1, -1},
    01264     {-2,  2},
    01265     { 2,  2},
    01266     { 2, -2},
    01267     { 0,  0}
    01268   };
    01269
    01270   /* Current "company" is a town */
    01271   CompanyID old_company = _current_company;
    01272   _current_company = OWNER_TOWN;
    01273
    01274   TileIndex tile = t->xy; // The tile we are working with ATM
    01275
    01276   /* Find a road that we can base the construction on. */
    01277   const TileIndexDiffC *ptr;
    01278   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01279     if (GetTownRoadBits(tile) != ROAD_NONE) {
    01280       int r = GrowTownAtRoad(t, tile);
    01281       _current_company = old_company;
    01282       return r != 0;
    01283     }
    01284     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01285   }
    01286
    01287   /* No road available, try to build a random road block by
    01288    * clearing some land and then building a road there. */
    01289   if (_settings_game.economy.allow_town_roads || _generating_world) {
    01290     tile = t->xy;
    01291     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01292       /* Only work with plain land that not already has a house */
    01293       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
    01294         if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) {
    01295           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
    01296           _current_company = old_company;
    01297           return true;
    01298         }
    01299       }
    01300       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01301     }
    01302   }
    01303
    01304   _current_company = old_company;
    01305   return false;
    01306 }
    01307
    01308 void UpdateTownRadius(Town *t)
    01309 {
    01310   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
    01311     {  4,  0,  0,  0,  0}, // 0
    01312     { 16,  0,  0,  0,  0},
    01313     { 25,  0,  0,  0,  0},
    01314     { 36,  0,  0,  0,  0},
    01315     { 49,  0,  4,  0,  0},
    01316     { 64,  0,  4,  0,  0}, // 20
    01317     { 64,  0,  9,  0,  1},
    01318     { 64,  0,  9,  0,  4},
    01319     { 64,  0, 16,  0,  4},
    01320     { 81,  0, 16,  0,  4},
    01321     { 81,  0, 16,  0,  4}, // 40
    01322     { 81,  0, 25,  0,  9},
    01323     { 81, 36, 25,  0,  9},
    01324     { 81, 36, 25, 16,  9},
    01325     { 81, 49,  0, 25,  9},
    01326     { 81, 64,  0, 25,  9}, // 60
    01327     { 81, 64,  0, 36,  9},
    01328     { 81, 64,  0, 36, 16},
    01329     {100, 81,  0, 49, 16},
    01330     {100, 81,  0, 49, 25},
    01331     {121, 81,  0, 49, 25}, // 80
    01332     {121, 81,  0, 49, 25},
    01333     {121, 81,  0, 49, 36}, // 88
    01334   };
    01335
    01336   if (t->num_houses < 92) {
    01337     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
    01338   } else {
    01339     int mass = t->num_houses / 8;
    01340     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
    01341      * The offsets are to make sure the radii do not decrease in size when going from the table
    01342      * to the calculated value.*/
    01343     t->squared_town_zone_radius[0] = mass * 15 - 40;
    01344     t->squared_town_zone_radius[1] = mass * 9 - 15;
    01345     t->squared_town_zone_radius[2] = 0;
    01346     t->squared_town_zone_radius[3] = mass * 5 - 5;
    01347     t->squared_town_zone_radius[4] = mass * 3 + 5;
    01348   }
    01349 }
    01350
    01351 extern int _nb_orig_names;
    01352
    01357 struct TownNameParams {
    01358   uint32 grfid;
    01359   uint16 townnametype;
    01360   bool grf;
    01361
    01362   TownNameParams(byte town_name)
    01363   {
    01364     this->grf = town_name >= _nb_orig_names;
    01365     this->grfid = this->grf ? GetGRFTownNameId(town_name - _nb_orig_names) : 0;
    01366     this->townnametype = this->grf ? GetGRFTownNameType(town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + town_name;
    01367   }
    01368 };
    01369
    01376 static bool VerifyTownName(uint32 r, const TownNameParams *par)
    01377 {
    01378   /* Reserve space for extra unicode character. We need to do this to be able
    01379    * to detect too long town name. */
    01380   char buf1[MAX_LENGTH_TOWN_NAME_BYTES + MAX_CHAR_LENGTH];
    01381   char buf2[MAX_LENGTH_TOWN_NAME_BYTES + MAX_CHAR_LENGTH];
    01382
    01383   SetDParam(0, r);
    01384   if (par->grf && par->grfid != 0) {
    01385     GRFTownNameGenerate(buf1, par->grfid, par->townnametype, r, lastof(buf1));
    01386   } else {
    01387     GetString(buf1, par->townnametype, lastof(buf1));
    01388   }
    01389
    01390   /* Check size and width */
    01391   if (strlen(buf1) >= MAX_LENGTH_TOWN_NAME_BYTES) return false;
    01392
    01393   const Town *t;
    01394   FOR_ALL_TOWNS(t) {
    01395     /* We can't just compare the numbers since
    01396      * several numbers may map to a single name. */
    01397     SetDParam(0, t->index);
    01398     GetString(buf2, STR_TOWN, lastof(buf2));
    01399     if (strcmp(buf1, buf2) == 0) return false;
    01400   }
    01401
    01402   return true;
    01403 }
    01404
    01410 bool GenerateTownName(uint32 *townnameparts)
    01411 {
    01412   /* Do not set too low tries, since when we run out of names, we loop
    01413    * for #tries only one time anyway - then we stop generating more
    01414    * towns. Do not show it too high neither, since looping through all
    01415    * the other towns may take considerable amount of time (10000 is
    01416    * too much). */
    01417   int tries = 1000;
    01418   TownNameParams par(_settings_game.game_creation.town_name);
    01419
    01420   assert(townnameparts != NULL);
    01421
    01422   for (;;) {
    01423     uint32 r = InteractiveRandom();
    01424
    01425     if (!VerifyTownName(r, &par)) {
    01426       if (tries-- < 0) return false;
    01427       continue;
    01428     }
    01429
    01430     *townnameparts = r;
    01431     return true;
    01432   }
    01433 }
    01434
    01435 void UpdateTownMaxPass(Town *t)
    01436 {
    01437   t->max_pass = t->population >> 3;
    01438   t->max_mail = t->population >> 4;
    01439 }
    01440
    01450 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
    01451 {
    01452   t->xy = tile;
    01453   t->num_houses = 0;
    01454   t->time_until_rebuild = 10;
    01455   UpdateTownRadius(t);
    01456   t->flags12 = 0;
    01457   t->population = 0;
    01458   t->grow_counter = 0;
    01459   t->growth_rate = 250;
    01460   t->new_max_pass = 0;
    01461   t->new_max_mail = 0;
    01462   t->new_act_pass = 0;
    01463   t->new_act_mail = 0;
    01464   t->max_pass = 0;
    01465   t->max_mail = 0;
    01466   t->act_pass = 0;
    01467   t->act_mail = 0;
    01468
    01469   t->pct_pass_transported = 0;
    01470   t->pct_mail_transported = 0;
    01471   t->fund_buildings_months = 0;
    01472   t->new_act_food = 0;
    01473   t->new_act_water = 0;
    01474   t->act_food = 0;
    01475   t->act_water = 0;
    01476
    01477   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
    01478
    01479   t->have_ratings = 0;
    01480   t->exclusivity = INVALID_COMPANY;
    01481   t->exclusive_counter = 0;
    01482   t->statues = 0;
    01483
    01484   if (_settings_game.game_creation.town_name < _nb_orig_names) {
    01485     /* Original town name */
    01486     t->townnamegrfid = 0;
    01487     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
    01488   } else {
    01489     /* Newgrf town name */
    01490     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
    01491     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
    01492   }
    01493   t->townnameparts = townnameparts;
    01494
    01495   UpdateTownVirtCoord(t);
    01496   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    01497
    01498   t->InitializeLayout(layout);
    01499
    01500   t->larger_town = city;
    01501
    01502   int x = (int)size * 16 + 3;
    01503   if (size == TS_RANDOM) x = (Random() & 0xF) + 8;
    01504   if (city) x *= _settings_game.economy.initial_city_size;
    01505
    01506   t->num_houses += x;
    01507   UpdateTownRadius(t);
    01508
    01509   int i = x * 4;
    01510   do {
    01511     GrowTown(t);
    01512   } while (--i);
    01513
    01514   t->num_houses -= x;
    01515   UpdateTownRadius(t);
    01516   UpdateTownMaxPass(t);
    01517   UpdateAirportsNoise();
    01518 }
    01519
    01530 CommandCost CmdBuildTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01531 {
    01532   /* Only in the scenario editor */
    01533   if (_game_mode != GM_EDITOR) return CMD_ERROR;
    01534
    01535   TownSize size = (TownSize)GB(p1, 0, 2);
    01536   bool city = HasBit(p1, 2);
    01537   TownLayout layout = (TownLayout)GB(p1, 3, 3);
    01538   TownNameParams par(_settings_game.game_creation.town_name);
    01539   uint32 townnameparts = p2;
    01540
    01541   if (size > TS_RANDOM) return CMD_ERROR;
    01542   if (layout > TL_RANDOM) return CMD_ERROR;
    01543   if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
    01544
    01545   /* Check if too close to the edge of map */
    01546   if (DistanceFromEdge(tile) < 12) {
    01547     return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
    01548   }
    01549
    01550   /* Check distance to all other towns. */
    01551   if (IsCloseToTown(tile, 20)) {
    01552     return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
    01553   }
    01554
    01555   /* Can only build on clear flat areas, possibly with trees. */
    01556   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
    01557     return_cmd_error(STR_0239_SITE_UNSUITABLE);
    01558   }
    01559
    01560   /* Allocate town struct */
    01561   if (!Town::CanAllocateItem()) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
    01562
    01563   /* Create the town */
    01564   if (flags & DC_EXEC) {
    01565     Town *t = new Town(tile);
    01566     _generating_world = true;
    01567     UpdateNearestTownForRoadTiles(true);
    01568     DoCreateTown(t, tile, townnameparts, size, city, layout);
    01569     UpdateNearestTownForRoadTiles(false);
    01570     _generating_world = false;
    01571   }
    01572   return CommandCost();
    01573 }
    01574
    01575 Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout)
    01576 {
    01577   if (!Town::CanAllocateItem()) return NULL;
    01578
    01579   do {
    01580     /* Generate a tile index not too close from the edge */
    01581     TileIndex tile = RandomTile();
    01582     switch (layout) {
    01583       case TL_2X2_GRID:
    01584         tile = TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
    01585         break;
    01586       case TL_3X3_GRID:
    01587         tile = TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
    01588         break;
    01589       default: break;
    01590     }
    01591     if (DistanceFromEdge(tile) < 20) continue;
    01592
    01593     /* Make sure the tile is plain */
    01594     if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
    01595
    01596     /* Check not too close to a town */
    01597     if (IsCloseToTown(tile, 20)) continue;
    01598
    01599     uint32 townnameparts;
    01600
    01601     /* Get a unique name for the town. */
    01602     if (!GenerateTownName(&townnameparts)) break;
    01603
    01604     /* Allocate a town struct */
    01605     Town *t = new Town(tile);
    01606
    01607     DoCreateTown(t, tile, townnameparts, size, city, layout);
    01608     return t;
    01609   } while (--attempts != 0);
    01610
    01611   return NULL;
    01612 }
    01613
    01614 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
    01615
    01622 bool GenerateTowns(TownLayout layout)
    01623 {
    01624   uint num = 0;
    01625   uint difficulty = _settings_game.difficulty.number_towns;
    01626   uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
    01627
    01628   SetGeneratingWorldProgress(GWP_TOWN, n);
    01629
    01630   /* First attempt will be made at creating the suggested number of towns.
    01631    * Note that this is really a suggested value, not a required one.
    01632    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
    01633   do {
    01634     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
    01635     IncreaseGeneratingWorldProgress(GWP_TOWN);
    01636     /* try 20 times to create a random-sized town for the first loop. */
    01637     if (CreateRandomTown(20, TS_RANDOM, city, layout) != NULL) num++; // if creation successfull, raise a flag
    01638   } while (--n);
    01639
    01640   /* If num is still zero at this point, it means that not a single town has been created.
    01641    * So give it a last try, but now more aggressive */
    01642   if (num == 0 && CreateRandomTown(10000, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) == NULL) {
    01643     if (GetNumTowns() == 0) {
    01644       if (_game_mode != GM_EDITOR) {
    01645         extern StringID _switch_mode_errorstr;
    01646         _switch_mode_errorstr = STR_COULD_NOT_CREATE_TOWN;
    01647       }
    01648     }
    01649     return false;  // we are still without a town? we failed, simply
    01650   }
    01651   return true;
    01652 }
    01653
    01654
    01660 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
    01661 {
    01662   uint dist = DistanceSquare(tile, t->xy);
    01663
    01664   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
    01665
    01666   HouseZonesBits smallest = HZB_TOWN_EDGE;
    01667   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
    01668     if (dist < t->squared_town_zone_radius[i]) smallest = i;
    01669   }
    01670
    01671   return smallest;
    01672 }
    01673
    01684 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
    01685 {
    01686   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
    01687
    01688   assert(CmdSucceeded(cc));
    01689
    01690   IncreaseBuildingCount(t, type);
    01691   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
    01692   if (GetHouseSpecs(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
    01693
    01694   MarkTileDirtyByTile(tile);
    01695 }
    01696
    01697
    01708 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
    01709 {
    01710   BuildingFlags size = GetHouseSpecs(type)->building_flags;
    01711
    01712   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
    01713   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
    01714   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
    01715   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
    01716 }
    01717
    01718
    01727 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
    01728 {
    01729   /* cannot build on these slopes... */
    01730   Slope slope = GetTileSlope(tile, NULL);
    01731   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
    01732
    01733   /* building under a bridge? */
    01734   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    01735
    01736   /* do not try to build over house owned by another town */
    01737   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
    01738
    01739   /* can we clear the land? */
    01740   return CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
    01741 }
    01742
    01743
    01753 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
    01754 {
    01755   if (!CanBuildHouseHere(tile, town, noslope)) return false;
    01756
    01757   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
    01758   if (GetTileMaxZ(tile) != z) return false;
    01759
    01760   return true;
    01761 }
    01762
    01763
    01773 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
    01774 {
    01775   /* we need to check this tile too because we can be at different tile now */
    01776   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01777
    01778   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
    01779     tile += TileOffsByDiagDir(d);
    01780     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01781   }
    01782
    01783   return true;
    01784 }
    01785
    01786
    01794 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
    01795 {
    01796   /* Allow towns everywhere when we don't build roads */
    01797   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    01798
    01799   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    01800
    01801   switch (t->layout) {
    01802     case TL_2X2_GRID:
    01803       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
    01804       break;
    01805
    01806     case TL_3X3_GRID:
    01807       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
    01808       break;
    01809
    01810     default:
    01811       break;
    01812   }
    01813
    01814   return true;
    01815 }
    01816
    01817
    01825 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
    01826 {
    01827   /* Allow towns everywhere when we don't build roads */
    01828   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    01829
    01830   /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
    01831    * so to do only one memory access, use MapSize() */
    01832   uint dx = MapSize() + TileX(t->xy) - TileX(tile);
    01833   uint dy = MapSize() + TileY(t->xy) - TileY(tile);
    01834
    01835   switch (t->layout) {
    01836     case TL_2X2_GRID:
    01837       if ((dx % 3) != 0 || (dy % 3) != 0) return false;
    01838       break;
    01839
    01840     case TL_3X3_GRID:
    01841       if ((dx % 4) < 2 || (dy % 4) < 2) return false;
    01842       break;
    01843
    01844     default:
    01845       break;
    01846   }
    01847
    01848   return true;
    01849 }
    01850
    01851
    01861 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
    01862 {
    01863   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
    01864
    01865   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
    01866   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
    01867
    01868   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
    01869   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
    01870     *tile = tile2;
    01871     return true;
    01872   }
    01873
    01874   return false;
    01875 }
    01876
    01877
    01886 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
    01887 {
    01888   TileIndex tile2 = *tile;
    01889
    01890   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
    01891     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
    01892       *tile = tile2;
    01893       return true;
    01894     }
    01895     if (d == DIAGDIR_END) break;
    01896     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
    01897   }
    01898
    01899   return false;
    01900 }
    01901
    01902
    01909 static bool BuildTownHouse(Town *t, TileIndex tile)
    01910 {
    01911   /* forbidden building here by town layout */
    01912   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
    01913
    01914   /* no house allowed at all, bail out */
    01915   if (!CanBuildHouseHere(tile, t->index, false)) return false;
    01916
    01917   uint z;
    01918   Slope slope = GetTileSlope(tile, &z);
    01919
    01920   /* Get the town zone type of the current tile, as well as the climate.
    01921    * This will allow to easily compare with the specs of the new house to build */
    01922   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
    01923
    01924   /* Above snow? */
    01925   int land = _settings_game.game_creation.landscape;
    01926   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
    01927
    01928   uint bitmask = (1 << rad) + (1 << (land + 12));
    01929
    01930   /* bits 0-4 are used
    01931    * bits 11-15 are used
    01932    * bits 5-10 are not used. */
    01933   HouseID houses[HOUSE_MAX];
    01934   uint num = 0;
    01935   uint probs[HOUSE_MAX];
    01936   uint probability_max = 0;
    01937
    01938   /* Generate a list of all possible houses that can be built. */
    01939   for (uint i = 0; i < HOUSE_MAX; i++) {
    01940     const HouseSpec *hs = GetHouseSpecs(i);
    01941
    01942     /* Verify that the candidate house spec matches the current tile status */
    01943     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled) continue;
    01944
    01945     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
    01946     if (hs->class_id != HOUSE_NO_CLASS) {
    01947       /* id_count is always <= class_count, so it doesn't need to be checked */
    01948       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
    01949     } else {
    01950       /* If the house has no class, check id_count instead */
    01951       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
    01952     }
    01953
    01954     /* Without NewHouses, all houses have probability '1' */
    01955     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
    01956     probability_max += cur_prob;
    01957     probs[num] = cur_prob;
    01958     houses[num++] = (HouseID)i;
    01959   }
    01960
    01961   uint maxz = GetTileMaxZ(tile);
    01962
    01963   while (probability_max > 0) {
    01964     uint r = RandomRange(probability_max);
    01965     uint i;
    01966     for (i = 0; i < num; i++) {
    01967       if (probs[i] > r) break;
    01968       r -= probs[i];
    01969     }
    01970
    01971     HouseID house = houses[i];
    01972     probability_max -= probs[i];
    01973
    01974     /* remove tested house from the set */
    01975     num--;
    01976     houses[i] = houses[num];
    01977     probs[i] = probs[num];
    01978
    01979     const HouseSpec *hs = GetHouseSpecs(house);
    01980
    01981     if (_loaded_newgrf_features.has_newhouses) {
    01982       if (hs->override != 0) {
    01983         house = hs->override;
    01984         hs = GetHouseSpecs(house);
    01985       }
    01986
    01987       if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world && _game_mode != GM_EDITOR) continue;
    01988     }
    01989
    01990     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
    01991
    01992     /* Special houses that there can be only one of. */
    01993     uint oneof = 0;
    01994
    01995     if (hs->building_flags & BUILDING_IS_CHURCH) {
    01996       SetBit(oneof, TOWN_HAS_CHURCH);
    01997     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    01998       SetBit(oneof, TOWN_HAS_STADIUM);
    01999     }
    02000
    02001     if (HASBITS(t->flags12, oneof)) continue;
    02002
    02003     /* Make sure there is no slope? */
    02004     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
    02005     if (noslope && slope != SLOPE_FLAT) continue;
    02006
    02007     if (hs->building_flags & TILE_SIZE_2x2) {
    02008       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
    02009     } else if (hs->building_flags & TILE_SIZE_2x1) {
    02010       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
    02011     } else if (hs->building_flags & TILE_SIZE_1x2) {
    02012       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
    02013     } else {
    02014       /* 1x1 house checks are already done */
    02015     }
    02016
    02017     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
    02018       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
    02019       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
    02020     }
    02021
    02022     /* build the house */
    02023     t->num_houses++;
    02024
    02025     /* Special houses that there can be only one of. */
    02026     t->flags12 |= oneof;
    02027
    02028     byte construction_counter = 0;
    02029     byte construction_stage = 0;
    02030
    02031     if (_generating_world || _game_mode == GM_EDITOR) {
    02032       uint32 r = Random();
    02033
    02034       construction_stage = TOWN_HOUSE_COMPLETED;
    02035       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
    02036
    02037       if (construction_stage == TOWN_HOUSE_COMPLETED) {
    02038         ChangePopulation(t, hs->population);
    02039       } else {
    02040         construction_counter = GB(r, 2, 2);
    02041       }
    02042     }
    02043
    02044     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
    02045
    02046     return true;
    02047   }
    02048
    02049   return false;
    02050 }
    02051
    02058 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
    02059 {
    02060   assert(IsTileType(tile, MP_HOUSE));
    02061   DecreaseBuildingCount(t, house);
    02062   DoClearSquare(tile);
    02063   DeleteAnimatedTile(tile);
    02064 }
    02065
    02073 TileIndexDiff GetHouseNorthPart(HouseID &house)
    02074 {
    02075   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
    02076     if (GetHouseSpecs(house - 1)->building_flags & TILE_SIZE_2x1) {
    02077       house--;
    02078       return TileDiffXY(-1, 0);
    02079     } else if (GetHouseSpecs(house - 1)->building_flags & BUILDING_2_TILES_Y) {
    02080       house--;
    02081       return TileDiffXY(0, -1);
    02082     } else if (GetHouseSpecs(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
    02083       house -= 2;
    02084       return TileDiffXY(-1, 0);
    02085     } else if (GetHouseSpecs(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
    02086       house -= 3;
    02087       return TileDiffXY(-1, -1);
    02088     }
    02089   }
    02090   return 0;
    02091 }
    02092
    02093 void ClearTownHouse(Town *t, TileIndex tile)
    02094 {
    02095   assert(IsTileType(tile, MP_HOUSE));
    02096
    02097   HouseID house = GetHouseType(tile);
    02098
    02099   /* need to align the tile to point to the upper left corner of the house */
    02100   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02101
    02102   const HouseSpec *hs = GetHouseSpecs(house);
    02103
    02104   /* Remove population from the town if the house is finished. */
    02105   if (IsHouseCompleted(tile)) {
    02106     ChangePopulation(t, -hs->population);
    02107   }
    02108
    02109   t->num_houses--;
    02110
    02111   /* Clear flags for houses that only may exist once/town. */
    02112   if (hs->building_flags & BUILDING_IS_CHURCH) {
    02113     ClrBit(t->flags12, TOWN_HAS_CHURCH);
    02114   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02115     ClrBit(t->flags12, TOWN_HAS_STADIUM);
    02116   }
    02117
    02118   /* Do the actual clearing of tiles */
    02119   uint eflags = hs->building_flags;
    02120   DoClearTownHouseHelper(tile, t, house);
    02121   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
    02122   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
    02123   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
    02124 }
    02125
    02126 static bool IsUniqueTownName(const char *name)
    02127 {
    02128   const Town *t;
    02129
    02130   FOR_ALL_TOWNS(t) {
    02131     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
    02132   }
    02133
    02134   return true;
    02135 }
    02136
    02143 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02144 {
    02145   if (!IsValidTownID(p1)) return CMD_ERROR;
    02146
    02147   bool reset = StrEmpty(text);
    02148
    02149   if (!reset) {
    02150     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
    02151     if (!IsUniqueTownName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
    02152   }
    02153
    02154   if (flags & DC_EXEC) {
    02155     Town *t = GetTown(p1);
    02156
    02157     free(t->name);
    02158     t->name = reset ? NULL : strdup(text);
    02159
    02160     UpdateTownVirtCoord(t);
    02161     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    02162     UpdateAllStationVirtCoord();
    02163     UpdateAllWaypointSigns();
    02164     MarkWholeScreenDirty();
    02165   }
    02166   return CommandCost();
    02167 }
    02168
    02170 void ExpandTown(Town *t)
    02171 {
    02172   /* Warn the users if towns are not allowed to build roads,
    02173    * but do this only onces per openttd run. */
    02174   static bool warned_no_roads = false;
    02175   if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
    02176     ShowErrorMessage(INVALID_STRING_ID, STR_TOWN_EXPAND_WARN_NO_ROADS, 0, 0);
    02177     warned_no_roads = true;
    02178   }
    02179
    02180   /* The more houses, the faster we grow */
    02181   uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
    02182   t->num_houses += amount;
    02183   UpdateTownRadius(t);
    02184
    02185   uint n = amount * 10;
    02186   do GrowTown(t); while (--n);
    02187
    02188   t->num_houses -= amount;
    02189   UpdateTownRadius(t);
    02190
    02191   UpdateTownMaxPass(t);
    02192 }
    02193
    02194 extern const byte _town_action_costs[8] = {
    02195   2, 4, 9, 35, 48, 53, 117, 175
    02196 };
    02197
    02198 static void TownActionAdvertiseSmall(Town *t)
    02199 {
    02200   ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
    02201 }
    02202
    02203 static void TownActionAdvertiseMedium(Town *t)
    02204 {
    02205   ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
    02206 }
    02207
    02208 static void TownActionAdvertiseLarge(Town *t)
    02209 {
    02210   ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
    02211 }
    02212
    02213 static void TownActionRoadRebuild(Town *t)
    02214 {
    02215   t->road_build_months = 6;
    02216
    02217   char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
    02218   SetDParam(0, _current_company);
    02219   GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    02220
    02221   char *cn = strdup(company_name);
    02222   SetDParam(0, t->index);
    02223   SetDParamStr(1, cn);
    02224
    02225   AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING, NS_GENERAL, t->xy, 0, cn);
    02226 }
    02227
    02228 static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
    02229 {
    02230   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
    02231   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
    02232   /* Don't build statues under bridges. */
    02233   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    02234
    02235   if (!IsTileType(tile, MP_HOUSE) &&
    02236       !IsTileType(tile, MP_CLEAR) &&
    02237       !IsTileType(tile, MP_TREES)) {
    02238     return false;
    02239   }
    02240
    02241   CompanyID old = _current_company;
    02242   _current_company = OWNER_NONE;
    02243   CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    02244   _current_company = old;
    02245
    02246   if (CmdFailed(r)) return false;
    02247
    02248   MakeStatue(tile, _current_company, town_id);
    02249   MarkTileDirtyByTile(tile);
    02250
    02251   return true;
    02252 }
    02253
    02260 static bool SearchTileForStatue(TileIndex tile, void *user_data)
    02261 {
    02262   TownID *town_id = (TownID *)user_data;
    02263   return DoBuildStatueOfCompany(tile, *town_id);
    02264 }
    02265
    02271 static void TownActionBuildStatue(Town *t)
    02272 {
    02273   TileIndex tile = t->xy;
    02274
    02275   if (CircularTileSearch(&tile, 9, SearchTileForStatue, &t->index)) {
    02276     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town
    02277   }
    02278 }
    02279
    02280 static void TownActionFundBuildings(Town *t)
    02281 {
    02282   /* Build next tick */
    02283   t->grow_counter = 1;
    02284   /* If we were not already growing */
    02285   SetBit(t->flags12, TOWN_IS_FUNDED);
    02286   /* And grow for 3 months */
    02287   t->fund_buildings_months = 3;
    02288 }
    02289
    02290 static void TownActionBuyRights(Town *t)
    02291 {
    02292   /* Check if it's allowed to by the rights */
    02293   if (!_settings_game.economy.exclusive_rights) return;
    02294
    02295   t->exclusive_counter = 12;
    02296   t->exclusivity = _current_company;
    02297
    02298   ModifyStationRatingAround(t->xy, _current_company, 130, 17);
    02299 }
    02300
    02301 static void TownActionBribe(Town *t)
    02302 {
    02303   if (Chance16(1, 14)) {
    02304     /* set as unwanted for 6 months */
    02305     t->unwanted[_current_company] = 6;
    02306
    02307     /* set all close by station ratings to 0 */
    02308     Station *st;
    02309     FOR_ALL_STATIONS(st) {
    02310       if (st->town == t && st->owner == _current_company) {
    02311         for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
    02312       }
    02313     }
    02314
    02315     /* only show errormessage to the executing player. All errors are handled command.c
    02316      * but this is special, because it can only 'fail' on a DC_EXEC */
    02317     if (IsLocalCompany()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
    02318
    02319     /* decrease by a lot!
    02320      * ChangeTownRating is only for stuff in demolishing. Bribe failure should
    02321      * be independent of any cheat settings
    02322      */
    02323     if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
    02324       t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
    02325       InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
    02326     }
    02327   } else {
    02328     ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
    02329   }
    02330 }
    02331
    02332 typedef void TownActionProc(Town *t);
    02333 static TownActionProc * const _town_action_proc[] = {
    02334   TownActionAdvertiseSmall,
    02335   TownActionAdvertiseMedium,
    02336   TownActionAdvertiseLarge,
    02337   TownActionRoadRebuild,
    02338   TownActionBuildStatue,
    02339   TownActionFundBuildings,
    02340   TownActionBuyRights,
    02341   TownActionBribe
    02342 };
    02343
    02344 enum TownActions {
    02345   TACT_NONE             = 0x00,
    02346
    02347   TACT_ADVERTISE_SMALL  = 0x01,
    02348   TACT_ADVERTISE_MEDIUM = 0x02,
    02349   TACT_ADVERTISE_LARGE  = 0x04,
    02350   TACT_ROAD_REBUILD     = 0x08,
    02351   TACT_BUILD_STATUE     = 0x10,
    02352   TACT_FOUND_BUILDINGS  = 0x20,
    02353   TACT_BUY_RIGHTS       = 0x40,
    02354   TACT_BRIBE            = 0x80,
    02355
    02356   TACT_ADVERTISE        = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE,
    02357   TACT_CONSTRUCTION     = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS,
    02358   TACT_FUNDS            = TACT_BUY_RIGHTS | TACT_BRIBE,
    02359   TACT_ALL              = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS,
    02360 };
    02361
    02362 DECLARE_ENUM_AS_BIT_SET(TownActions);
    02363
    02370 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
    02371 {
    02372   int num = 0;
    02373   TownActions buttons = TACT_NONE;
    02374
    02375   /* Spectators and unwanted have no options */
    02376   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
    02377
    02378     /* Things worth more than this are not shown */
    02379     Money avail = GetCompany(cid)->money + _price.station_value * 200;
    02380     Money ref = _price.build_industry >> 8;
    02381
    02382     /* Check the action bits for validity and
    02383      * if they are valid add them */
    02384     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
    02385       const TownActions cur = (TownActions)(1 << i);
    02386
    02387       /* Is the company not able to bribe ? */
    02388       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
    02389         continue;
    02390
    02391       /* Is the company not able to buy exclusive rights ? */
    02392       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
    02393         continue;
    02394
    02395       /* Is the company not able to build a statue ? */
    02396       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
    02397         continue;
    02398
    02399       if (avail >= _town_action_costs[i] * ref) {
    02400         buttons |= cur;
    02401         num++;
    02402       }
    02403     }
    02404   }
    02405
    02406   if (nump != NULL) *nump = num;
    02407   return buttons;
    02408 }
    02409
    02418 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02419 {
    02420   if (!IsValidTownID(p1) || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
    02421
    02422   Town *t = GetTown(p1);
    02423
    02424   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
    02425
    02426   CommandCost cost(EXPENSES_OTHER, (_price.build_industry >> 8) * _town_action_costs[p2]);
    02427
    02428   if (flags & DC_EXEC) {
    02429     _town_action_proc[p2](t);
    02430     InvalidateWindow(WC_TOWN_AUTHORITY, p1);
    02431   }
    02432
    02433   return cost;
    02434 }
    02435
    02436 static void UpdateTownGrowRate(Town *t)
    02437 {
    02438   /* Increase company ratings if they're low */
    02439   const Company *c;
    02440   FOR_ALL_COMPANIES(c) {
    02441     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
    02442       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
    02443     }
    02444   }
    02445
    02446   int n = 0;
    02447
    02448   const Station *st;
    02449   FOR_ALL_STATIONS(st) {
    02450     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
    02451       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    02452         n++;
    02453         if (IsValidCompanyID(st->owner)) {
    02454           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
    02455           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
    02456         }
    02457       } else {
    02458         if (IsValidCompanyID(st->owner)) {
    02459           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
    02460           t->ratings[st->owner] = max(new_rating, INT16_MIN);
    02461         }
    02462       }
    02463     }
    02464   }
    02465
    02466   /* clamp all ratings to valid values */
    02467   for (uint i = 0; i < MAX_COMPANIES; i++) {
    02468     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
    02469   }
    02470
    02471   InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
    02472
    02473   ClrBit(t->flags12, TOWN_IS_FUNDED);
    02474   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
    02475
    02478   static const uint16 _grow_count_values[2][6] = {
    02479     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
    02480     { 320, 420, 300, 220, 160, 100 }  // Normal values
    02481   };
    02482
    02483   uint16 m;
    02484
    02485   if (t->fund_buildings_months != 0) {
    02486     m = _grow_count_values[0][min(n, 5)];
    02487     t->fund_buildings_months--;
    02488   } else {
    02489     m = _grow_count_values[1][min(n, 5)];
    02490     if (n == 0 && !Chance16(1, 12)) return;
    02491   }
    02492
    02493   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    02494     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
    02495       return;
    02496   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
    02497     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
    02498       return;
    02499   }
    02500
    02501   /* Use the normal growth rate values if new buildings have been funded in
    02502    * this town and the growth rate is set to none. */
    02503   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
    02504
    02505   m >>= growth_multiplier;
    02506   if (t->larger_town) m /= 2;
    02507
    02508   t->growth_rate = m / (t->num_houses / 50 + 1);
    02509   if (m <= t->grow_counter)
    02510     t->grow_counter = m;
    02511
    02512   SetBit(t->flags12, TOWN_IS_FUNDED);
    02513 }
    02514
    02515 static void UpdateTownAmounts(Town *t)
    02516 {
    02517   /* Using +1 here to prevent overflow and division by zero */
    02518   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
    02519
    02520   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
    02521   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
    02522   t->act_food = t->new_act_food; t->new_act_food = 0;
    02523   t->act_water = t->new_act_water; t->new_act_water = 0;
    02524
    02525   /* Using +1 here to prevent overflow and division by zero */
    02526   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
    02527   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
    02528   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
    02529
    02530   InvalidateWindow(WC_TOWN_VIEW, t->index);
    02531 }
    02532
    02533 static void UpdateTownUnwanted(Town *t)
    02534 {
    02535   const Company *c;
    02536
    02537   FOR_ALL_COMPANIES(c) {
    02538     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
    02539   }
    02540 }
    02541
    02547 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
    02548 {
    02549   if (!IsValidCompanyID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
    02550
    02551   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    02552   if (t == NULL) return true;
    02553
    02554   if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
    02555
    02556   _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
    02557   SetDParam(0, t->index);
    02558
    02559   return false;
    02560 }
    02561
    02562
    02563 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
    02564 {
    02565   Town *t;
    02566   uint best = threshold;
    02567   Town *best_town = NULL;
    02568
    02569   FOR_ALL_TOWNS(t) {
    02570     uint dist = DistanceManhattan(tile, t->xy);
    02571     if (dist < best) {
    02572       best = dist;
    02573       best_town = t;
    02574     }
    02575   }
    02576
    02577   return best_town;
    02578 }
    02579
    02580
    02581 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
    02582 {
    02583   switch (GetTileType(tile)) {
    02584     case MP_ROAD:
    02585       if (!HasTownOwnedRoad(tile)) {
    02586         TownID tid = GetTownIndex(tile);
    02587         if (tid == (TownID)INVALID_TOWN) {
    02588           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
    02589           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
    02590           assert(GetNumTowns() == 0);
    02591           return NULL;
    02592         }
    02593
    02594         Town *town = GetTown(tid);
    02595         assert(town->IsValid());
    02596
    02597         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
    02598
    02599         return town;
    02600       }
    02601       /* FALL THROUGH */
    02602
    02603     case MP_HOUSE:
    02604       return GetTownByTile(tile);
    02605
    02606     default:
    02607       return CalcClosestTownFromTile(tile, threshold);
    02608   }
    02609 }
    02610
    02611 static bool _town_rating_test = false;
    02612 SmallMap<const Town *, int, 4> _town_test_ratings;
    02613
    02614 void SetTownRatingTestMode(bool mode)
    02615 {
    02616   static int ref_count = 0;
    02617   if (mode) {
    02618     if (ref_count == 0) {
    02619       _town_test_ratings.Clear();
    02620     }
    02621     ref_count++;
    02622   } else {
    02623     assert(ref_count > 0);
    02624     ref_count--;
    02625   }
    02626   _town_rating_test = !(ref_count == 0);
    02627 }
    02628
    02629 static int GetRating(const Town *t)
    02630 {
    02631   if (_town_rating_test) {
    02632     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
    02633     if (it != _town_test_ratings.End()) {
    02634       return it->second;
    02635     }
    02636   }
    02637   return t->ratings[_current_company];
    02638 }
    02639
    02647 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
    02648 {
    02649   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
    02650   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
    02651       !IsValidCompanyID(_current_company) ||
    02652       (_cheats.magic_bulldozer.value && add < 0)) {
    02653     return;
    02654   }
    02655
    02656   int rating = GetRating(t);
    02657   if (add < 0) {
    02658     if (rating > max) {
    02659       rating += add;
    02660       if (rating < max) rating = max;
    02661     }
    02662   } else {
    02663     if (rating < max) {
    02664       rating += add;
    02665       if (rating > max) rating = max;
    02666     }
    02667   }
    02668   if (_town_rating_test) {
    02669     _town_test_ratings[t] = rating;
    02670   } else {
    02671     SetBit(t->have_ratings, _current_company);
    02672     t->ratings[_current_company] = rating;
    02673     InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
    02674   }
    02675 }
    02676
    02677 /* penalty for removing town-owned stuff */
    02678 static const int _default_rating_settings [3][3] = {
    02679   /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE */
    02680   {  0, 128, 384}, // Permissive
    02681   { 48, 192, 480}, // Neutral
    02682   { 96, 384, 768}, // Hostile
    02683 };
    02684
    02685 bool CheckforTownRating(DoCommandFlag flags, Town *t, byte type)
    02686 {
    02687   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
    02688   if (t == NULL || !IsValidCompanyID(_current_company) || _cheats.magic_bulldozer.value)
    02689     return true;
    02690
    02691   /* check if you're allowed to remove the street/bridge/tunnel/industry
    02692    * owned by a town no removal if rating is lower than ... depends now on
    02693    * difficulty setting. Minimum town rating selected by difficulty level
    02694    */
    02695   int modemod = _default_rating_settings[_settings_game.difficulty.town_council_tolerance][type];
    02696
    02697   if (GetRating(t) < 16 + modemod && !(flags & DC_NO_TEST_TOWN_RATING)) {
    02698     SetDParam(0, t->index);
    02699     _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
    02700     return false;
    02701   }
    02702
    02703   return true;
    02704 }
    02705
    02706 void TownsMonthlyLoop()
    02707 {
    02708   Town *t;
    02709
    02710   FOR_ALL_TOWNS(t) {
    02711     if (t->road_build_months != 0) t->road_build_months--;
    02712
    02713     if (t->exclusive_counter != 0)
    02714       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
    02715
    02716     UpdateTownGrowRate(t);
    02717     UpdateTownAmounts(t);
    02718     UpdateTownUnwanted(t);
    02719   }
    02720 }
    02721
    02722 void TownsYearlyLoop()
    02723 {
    02724   /* Increment house ages */
    02725   for (TileIndex t = 0; t < MapSize(); t++) {
    02726     if (!IsTileType(t, MP_HOUSE)) continue;
    02727     IncrementHouseAge(t);
    02728   }
    02729 }
    02730
    02731 void InitializeTowns()
    02732 {
    02733   /* Clean the town pool and create 1 block in it */
    02734   _Town_pool.CleanPool();
    02735   _Town_pool.AddBlockToPool();
    02736
    02737   memset(_subsidies, 0, sizeof(_subsidies));
    02738   for (Subsidy *s = _subsidies; s != endof(_subsidies); s++) {
    02739     s->cargo_type = CT_INVALID;
    02740   }
    02741
    02742   _total_towns = 0;
    02743 }
    02744
    02745 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02746 {
    02747   if (AutoslopeEnabled()) {
    02748     HouseID house = GetHouseType(tile);
    02749     GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02750     const HouseSpec *hs = GetHouseSpecs(house);
    02751
    02752     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
    02753     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
    02754       (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
    02755   }
    02756
    02757   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02758 }
    02759
    02761 extern const TileTypeProcs _tile_type_town_procs = {
    02762   DrawTile_Town,           // draw_tile_proc
    02763   GetSlopeZ_Town,          // get_slope_z_proc
    02764   ClearTile_Town,          // clear_tile_proc
    02765   GetAcceptedCargo_Town,   // get_accepted_cargo_proc
    02766   GetTileDesc_Town,        // get_tile_desc_proc
    02767   GetTileTrackStatus_Town, // get_tile_track_status_proc
    02768   NULL,                    // click_tile_proc
    02769   AnimateTile_Town,        // animate_tile_proc
    02770   TileLoop_Town,           // tile_loop_clear
    02771   ChangeTileOwner_Town,    // change_tile_owner_clear
    02772   GetProducedCargo_Town,   // get_produced_cargo_proc
    02773   NULL,                    // vehicle_enter_tile_proc
    02774   GetFoundation_Town,      // get_foundation_proc
    02775   TerraformTile_Town,      // terraform_tile_proc
    02776 };
    02777
    02778 void ResetHouses()
    02779 {
    02780   memset(&_house_specs, 0, sizeof(_house_specs));
    02781   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
    02782
    02783   /* Reset any overrides that have been set. */
    02784   _house_mngr.ResetOverride();
    02785 }