# town_cmd.cpp

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    00001 /* $Id: town_cmd.cpp 19665 2010-04-17 22:27:49Z rubidium $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "road_internal.h" /* Cleaning up road bits */
    00014 #include "road_cmd.h"
    00015 #include "landscape.h"
    00016 #include "viewport_func.h"
    00017 #include "cmd_helper.h"
    00018 #include "command_func.h"
    00019 #include "industry.h"
    00020 #include "station_base.h"
    00021 #include "company_base.h"
    00022 #include "news_func.h"
    00023 #include "gui.h"
    00024 #include "unmovable_map.h"
    00025 #include "variables.h"
    00026 #include "genworld.h"
    00027 #include "newgrf.h"
    00028 #include "newgrf_house.h"
    00029 #include "newgrf_commons.h"
    00030 #include "newgrf_text.h"
    00031 #include "autoslope.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 "cheat_type.h"
    00038 #include "functions.h"
    00039 #include "animated_tile_func.h"
    00040 #include "date_func.h"
    00041 #include "subsidy_func.h"
    00042 #include "core/smallmap_type.hpp"
    00043 #include "core/pool_func.hpp"
    00044 #include "town.h"
    00045 #include "townname_func.h"
    00046 #include "townname_type.h"
    00047 #include "core/random_func.hpp"
    00048
    00049 #include "table/strings.h"
    00050 #include "table/town_land.h"
    00051
    00052 static Town *_cleared_town;
    00053 static int _cleared_town_rating;
    00054 TownID _new_town_id;
    00055
    00056 /* Initialize the town-pool */
    00057 TownPool _town_pool("Town");
    00058 INSTANTIATE_POOL_METHODS(Town)
    00059
    00060 Town::~Town()
    00061 {
    00062   free(this->name);
    00063
    00064   if (CleaningPool()) return;
    00065
    00066   Industry *i;
    00067
    00068   /* Delete town authority window
    00069    * and remove from list of sorted towns */
    00070   DeleteWindowById(WC_TOWN_VIEW, this->index);
    00071
    00072   /* Delete all industries belonging to the town */
    00073   FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
    00074
    00075   /* Go through all tiles and delete those belonging to the town */
    00076   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
    00077     switch (GetTileType(tile)) {
    00078       case MP_HOUSE:
    00079         if (Town::GetByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00080         break;
    00081
    00082       case MP_ROAD:
    00083         /* Cached nearest town is updated later (after this town has been deleted) */
    00084         if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->index) {
    00085           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00086         }
    00087         break;
    00088
    00089       case MP_TUNNELBRIDGE:
    00090         if (IsTileOwner(tile, OWNER_TOWN) &&
    00091             ClosestTownFromTile(tile, UINT_MAX) == this)
    00092           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00093         break;
    00094
    00095       default:
    00096         break;
    00097     }
    00098   }
    00099
    00100   DeleteSubsidyWith(ST_TOWN, this->index);
    00101   CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
    00102   MarkWholeScreenDirty();
    00103 }
    00104
    00105
    00111 void Town::PostDestructor(size_t index)
    00112 {
    00113   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    00114   UpdateNearestTownForRoadTiles(false);
    00115 }
    00116
    00120 void Town::InitializeLayout(TownLayout layout)
    00121 {
    00122   if (layout != TL_RANDOM) {
    00123     this->layout = layout;
    00124     return;
    00125   }
    00126
    00127   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
    00128 }
    00129
    00134 /* static */ Town *Town::GetRandom()
    00135 {
    00136   if (Town::GetNumItems() == 0) return NULL;
    00137   int num = RandomRange((uint16)Town::GetNumItems());
    00138   size_t index = MAX_UVALUE(size_t);
    00139
    00140   while (num >= 0) {
    00141     num--;
    00142     index++;
    00143
    00144     /* Make sure we have a valid town */
    00145     while (!Town::IsValidID(index)) {
    00146       index++;
    00147       assert(index < Town::GetPoolSize());
    00148     }
    00149   }
    00150
    00151   return Town::Get(index);
    00152 }
    00153
    00154 Money HouseSpec::GetRemovalCost() const
    00155 {
    00156   return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
    00157 }
    00158
    00159 // Local
    00160 static int _grow_town_result;
    00161
    00162 /* Describe the possible states */
    00163 enum TownGrowthResult {
    00164   GROWTH_SUCCEED         = -1,
    00165   GROWTH_SEARCH_STOPPED  =  0
    00166 //  GROWTH_SEARCH_RUNNING >=  1
    00167 };
    00168
    00169 static bool BuildTownHouse(Town *t, TileIndex tile);
    00170 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
    00171
    00172 static void TownDrawHouseLift(const TileInfo *ti)
    00173 {
    00174   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
    00175 }
    00176
    00177 typedef void TownDrawTileProc(const TileInfo *ti);
    00178 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
    00179   TownDrawHouseLift
    00180 };
    00181
    00187 static inline DiagDirection RandomDiagDir()
    00188 {
    00189   return (DiagDirection)(3 & Random());
    00190 }
    00191
    00197 static void DrawTile_Town(TileInfo *ti)
    00198 {
    00199   HouseID house_id = GetHouseType(ti->tile);
    00200
    00201   if (house_id >= NEW_HOUSE_OFFSET) {
    00202     /* Houses don't necessarily need new graphics. If they don't have a
    00203      * spritegroup associated with them, then the sprite for the substitute
    00204      * house id is drawn instead. */
    00205     if (HouseSpec::Get(house_id)->spritegroup != NULL) {
    00206       DrawNewHouseTile(ti, house_id);
    00207       return;
    00208     } else {
    00209       house_id = HouseSpec::Get(house_id)->substitute_id;
    00210     }
    00211   }
    00212
    00213   /* Retrieve pointer to the draw town tile struct */
    00214   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
    00215
    00216   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00217
    00218   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
    00219
    00220   /* If houses are invisible, do not draw the upper part */
    00221   if (IsInvisibilitySet(TO_HOUSES)) return;
    00222
    00223   /* Add a house on top of the ground? */
    00224   SpriteID image = dcts->building.sprite;
    00225   if (image != 0) {
    00226     AddSortableSpriteToDraw(image, dcts->building.pal,
    00227       ti->x + dcts->subtile_x,
    00228       ti->y + dcts->subtile_y,
    00229       dcts->width,
    00230       dcts->height,
    00231       dcts->dz,
    00232       ti->z,
    00233       IsTransparencySet(TO_HOUSES)
    00234     );
    00235
    00236     if (IsTransparencySet(TO_HOUSES)) return;
    00237   }
    00238
    00239   {
    00240     int proc = dcts->draw_proc - 1;
    00241
    00242     if (proc >= 0) _town_draw_tile_procs[proc](ti);
    00243   }
    00244 }
    00245
    00246 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
    00247 {
    00248   return GetTileMaxZ(tile);
    00249 }
    00250
    00252 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
    00253 {
    00254   HouseID hid = GetHouseType(tile);
    00255
    00256   /* For NewGRF house tiles we might not be drawing a foundation. We need to
    00257    * account for this, as other structures should
    00258    * draw the wall of the foundation in this case.
    00259    */
    00260   if (hid >= NEW_HOUSE_OFFSET) {
    00261     const HouseSpec *hs = HouseSpec::Get(hid);
    00262     if (hs->spritegroup != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
    00263       uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
    00264       if (callback_res == 0) return FOUNDATION_NONE;
    00265     }
    00266   }
    00267   return FlatteningFoundation(tileh);
    00268 }
    00269
    00276 static void AnimateTile_Town(TileIndex tile)
    00277 {
    00278   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
    00279     AnimateNewHouseTile(tile);
    00280     return;
    00281   }
    00282
    00283   if (_tick_counter & 3) return;
    00284
    00285   /* If the house is not one with a lift anymore, then stop this animating.
    00286    * Not exactly sure when this happens, but probably when a house changes.
    00287    * Before this was just a return...so it'd leak animated tiles..
    00288    * That bug seems to have been here since day 1?? */
    00289   if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
    00290     DeleteAnimatedTile(tile);
    00291     return;
    00292   }
    00293
    00294   if (!LiftHasDestination(tile)) {
    00295     uint i;
    00296
    00297     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
    00298      * This is due to the fact that the first floor is, in the graphics,
    00299      *  the height of 2 'normal' floors.
    00300      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
    00301     do {
    00302       i = RandomRange(7);
    00303     } while (i == 1 || i * 6 == GetLiftPosition(tile));
    00304
    00305     SetLiftDestination(tile, i);
    00306   }
    00307
    00308   int pos = GetLiftPosition(tile);
    00309   int dest = GetLiftDestination(tile) * 6;
    00310   pos += (pos < dest) ? 1 : -1;
    00311   SetLiftPosition(tile, pos);
    00312
    00313   if (pos == dest) {
    00314     HaltLift(tile);
    00315     DeleteAnimatedTile(tile);
    00316   }
    00317
    00318   MarkTileDirtyByTile(tile);
    00319 }
    00320
    00327 static bool IsCloseToTown(TileIndex tile, uint dist)
    00328 {
    00329   const Town *t;
    00330
    00331   FOR_ALL_TOWNS(t) {
    00332     if (DistanceManhattan(tile, t->xy) < dist) return true;
    00333   }
    00334   return false;
    00335 }
    00336
    00341 void Town::UpdateVirtCoord()
    00342 {
    00343   Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
    00344   SetDParam(0, this->index);
    00345   SetDParam(1, this->population);
    00346   this->sign.UpdatePosition(pt.x, pt.y - 24,
    00347     _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
    00348
    00349   SetWindowDirty(WC_TOWN_VIEW, this->index);
    00350 }
    00351
    00353 void UpdateAllTownVirtCoords()
    00354 {
    00355   Town *t;
    00356
    00357   FOR_ALL_TOWNS(t) {
    00358     t->UpdateVirtCoord();
    00359   }
    00360 }
    00361
    00367 static void ChangePopulation(Town *t, int mod)
    00368 {
    00369   t->population += mod;
    00370   SetWindowDirty(WC_TOWN_VIEW, t->index);
    00371   t->UpdateVirtCoord();
    00372
    00373   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    00374 }
    00375
    00381 uint32 GetWorldPopulation()
    00382 {
    00383   uint32 pop = 0;
    00384   const Town *t;
    00385
    00386   FOR_ALL_TOWNS(t) pop += t->population;
    00387   return pop;
    00388 }
    00389
    00394 static void MakeSingleHouseBigger(TileIndex tile)
    00395 {
    00396   assert(IsTileType(tile, MP_HOUSE));
    00397
    00398   /* means it is completed, get out. */
    00399   if (LiftHasDestination(tile)) return;
    00400
    00401   /* progress in construction stages */
    00402   IncHouseConstructionTick(tile);
    00403   if (GetHouseConstructionTick(tile) != 0) return;
    00404
    00405   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00406
    00407   /* Check and/or  */
    00408   if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
    00409     uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00410     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
    00411   }
    00412
    00413   if (IsHouseCompleted(tile)) {
    00414     /* Now that construction is complete, we can add the population of the
    00415      * building to the town. */
    00416     ChangePopulation(Town::GetByTile(tile), hs->population);
    00417     ResetHouseAge(tile);
    00418   }
    00419   MarkTileDirtyByTile(tile);
    00420 }
    00421
    00425 static void MakeTownHouseBigger(TileIndex tile)
    00426 {
    00427   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
    00428   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
    00429   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
    00430   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
    00431   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
    00432 }
    00433
    00440 static void TileLoop_Town(TileIndex tile)
    00441 {
    00442   HouseID house_id = GetHouseType(tile);
    00443
    00444   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
    00445    * doesn't exist any more, so don't continue here. */
    00446   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
    00447
    00448   if (!IsHouseCompleted(tile)) {
    00449     /* Construction is not completed. See if we can go further in construction*/
    00450     MakeTownHouseBigger(tile);
    00451     return;
    00452   }
    00453
    00454   const HouseSpec *hs = HouseSpec::Get(house_id);
    00455
    00456   /* If the lift has a destination, it is already an animated tile. */
    00457   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
    00458       house_id < NEW_HOUSE_OFFSET &&
    00459       !LiftHasDestination(tile) &&
    00460       Chance16(1, 2)) {
    00461     AddAnimatedTile(tile);
    00462   }
    00463
    00464   Town *t = Town::GetByTile(tile);
    00465   uint32 r = Random();
    00466
    00467   StationFinder stations(TileArea(tile, 1, 1));
    00468
    00469   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00470     for (uint i = 0; i < 256; i++) {
    00471       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
    00472
    00473       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00474
    00475       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
    00476       if (cargo == CT_INVALID) continue;
    00477
    00478       uint amt = GB(callback, 0, 8);
    00479       if (amt == 0) continue;
    00480
    00481       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
    00482
    00483       const CargoSpec *cs = CargoSpec::Get(cargo);
    00484       switch (cs->town_effect) {
    00485         case TE_PASSENGERS:
    00486           t->new_max_pass += amt;
    00487           t->new_act_pass += moved;
    00488           break;
    00489
    00490         case TE_MAIL:
    00491           t->new_max_mail += amt;
    00492           t->new_act_mail += moved;
    00493           break;
    00494
    00495         default:
    00496           break;
    00497       }
    00498     }
    00499   } else {
    00500     if (GB(r, 0, 8) < hs->population) {
    00501       uint amt = GB(r, 0, 8) / 8 + 1;
    00502
    00503       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
    00504       t->new_max_pass += amt;
    00505       t->new_act_pass += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
    00506     }
    00507
    00508     if (GB(r, 8, 8) < hs->mail_generation) {
    00509       uint amt = GB(r, 8, 8) / 8 + 1;
    00510
    00511       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
    00512       t->new_max_mail += amt;
    00513       t->new_act_mail += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
    00514     }
    00515   }
    00516
    00517   _current_company = OWNER_TOWN;
    00518
    00519   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
    00520       HasBit(t->flags, TOWN_IS_FUNDED) &&
    00521       CanDeleteHouse(tile) &&
    00522       GetHouseAge(tile) >= hs->minimum_life &&
    00523       --t->time_until_rebuild == 0) {
    00524     t->time_until_rebuild = GB(r, 16, 8) + 192;
    00525
    00526     ClearTownHouse(t, tile);
    00527
    00528     /* Rebuild with another house? */
    00529     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
    00530   }
    00531
    00532   _current_company = OWNER_NONE;
    00533 }
    00534
    00535 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
    00536 {
    00537   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
    00538   if (!CanDeleteHouse(tile)) return CMD_ERROR;
    00539
    00540   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00541
    00542   CommandCost cost(EXPENSES_CONSTRUCTION);
    00543   cost.AddCost(hs->GetRemovalCost());
    00544
    00545   int rating = hs->remove_rating_decrease;
    00546   _cleared_town_rating += rating;
    00547   Town *t = _cleared_town = Town::GetByTile(tile);
    00548
    00549   if (Company::IsValidID(_current_company)) {
    00550     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
    00551       SetDParam(0, t->index);
    00552       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    00553     }
    00554   }
    00555
    00556   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
    00557   if (flags & DC_EXEC) {
    00558     ClearTownHouse(t, tile);
    00559   }
    00560
    00561   return cost;
    00562 }
    00563
    00564 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
    00565 {
    00566   HouseID house_id = GetHouseType(tile);
    00567   const HouseSpec *hs = HouseSpec::Get(house_id);
    00568   Town *t = Town::GetByTile(tile);
    00569
    00570   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00571     for (uint i = 0; i < 256; i++) {
    00572       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
    00573
    00574       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00575
    00576       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
    00577
    00578       if (cargo == CT_INVALID) continue;
    00579       produced[cargo]++;
    00580     }
    00581   } else {
    00582     if (hs->population > 0) {
    00583       produced[CT_PASSENGERS]++;
    00584     }
    00585     if (hs->mail_generation > 0) {
    00586       produced[CT_MAIL]++;
    00587     }
    00588   }
    00589 }
    00590
    00591 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
    00592 {
    00593   if (cargo == CT_INVALID || amount == 0) return;
    00594   acceptance[cargo] += amount;
    00595   SetBit(*always_accepted, cargo);
    00596 }
    00597
    00598 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00599 {
    00600   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00601   CargoID accepts[3];
    00602
    00603   /* Set the initial accepted cargo types */
    00604   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00605     accepts[i] = hs->accepts_cargo[i];
    00606   }
    00607
    00608   /* Check for custom accepted cargo types */
    00609   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
    00610     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00611     if (callback != CALLBACK_FAILED) {
    00612       /* Replace accepted cargo types with translated values from callback */
    00613       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grffile);
    00614       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grffile);
    00615       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
    00616     }
    00617   }
    00618
    00619   /* Check for custom cargo acceptance */
    00620   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
    00621     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00622     if (callback != CALLBACK_FAILED) {
    00623       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
    00624       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
    00625       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
    00626         /* The 'S' bit indicates food instead of goods */
    00627         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
    00628       } else {
    00629         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
    00630       }
    00631       return;
    00632     }
    00633   }
    00634
    00635   /* No custom acceptance, so fill in with the default values */
    00636   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00637     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
    00638   }
    00639 }
    00640
    00641 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
    00642 {
    00643   const HouseID house = GetHouseType(tile);
    00644   const HouseSpec *hs = HouseSpec::Get(house);
    00645   bool house_completed = IsHouseCompleted(tile);
    00646
    00647   td->str = hs->building_name;
    00648
    00649   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
    00650   if (callback_res != CALLBACK_FAILED) {
    00651     StringID new_name = GetGRFStringID(hs->grffile->grfid, 0xD000 + callback_res);
    00652     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
    00653       td->str = new_name;
    00654     }
    00655   }
    00656
    00657   if (!house_completed) {
    00658     SetDParamX(td->dparam, 0, td->str);
    00659     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00660   }
    00661
    00662   if (hs->grffile != NULL) {
    00663     const GRFConfig *gc = GetGRFConfig(hs->grffile->grfid);
    00664     td->grf = gc->name;
    00665   }
    00666
    00667   td->owner[0] = OWNER_TOWN;
    00668 }
    00669
    00670 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00671 {
    00672   /* not used */
    00673   return 0;
    00674 }
    00675
    00676 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
    00677 {
    00678   /* not used */
    00679 }
    00680
    00681 static bool GrowTown(Town *t);
    00682
    00683 static void TownTickHandler(Town *t)
    00684 {
    00685   if (HasBit(t->flags, TOWN_IS_FUNDED)) {
    00686     int i = t->grow_counter - 1;
    00687     if (i < 0) {
    00688       if (GrowTown(t)) {
    00689         i = t->growth_rate;
    00690       } else {
    00691         i = 0;
    00692       }
    00693     }
    00694     t->grow_counter = i;
    00695   }
    00696
    00697   UpdateTownRadius(t);
    00698 }
    00699
    00700 void OnTick_Town()
    00701 {
    00702   if (_game_mode == GM_EDITOR) return;
    00703
    00704   Town *t;
    00705   FOR_ALL_TOWNS(t) {
    00706     /* Run town tick at regular intervals, but not all at once. */
    00707     if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
    00708       TownTickHandler(t);
    00709     }
    00710   }
    00711 }
    00712
    00721 static RoadBits GetTownRoadBits(TileIndex tile)
    00722 {
    00723   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
    00724
    00725   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
    00726 }
    00727
    00738 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
    00739 {
    00740   if (!IsValidTile(tile)) return false;
    00741
    00742   /* Lookup table for the used diff values */
    00743   const TileIndexDiff tid_lt[3] = {
    00744     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
    00745     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
    00746     TileOffsByDiagDir(ReverseDiagDir(dir)),
    00747   };
    00748
    00749   dist_multi = (dist_multi + 1) * 4;
    00750   for (uint pos = 4; pos < dist_multi; pos++) {
    00751     /* Go (pos / 4) tiles to the left or the right */
    00752     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
    00753
    00754     /* Use the current tile as origin, or go one tile backwards */
    00755     if (pos & 2) cur += tid_lt[2];
    00756
    00757     /* Test for roadbit parallel to dir and facing towards the middle axis */
    00758     if (IsValidTile(tile + cur) &&
    00759       GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
    00760   }
    00761   return false;
    00762 }
    00763
    00772 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
    00773 {
    00774   if (DistanceFromEdge(tile) == 0) return false;
    00775
    00776   Slope cur_slope, desired_slope;
    00777
    00778   for (;;) {
    00779     /* Check if there already is a road at this point? */
    00780     if (GetTownRoadBits(tile) == ROAD_NONE) {
    00781       /* No, try if we are able to build a road piece there.
    00782        * If that fails clear the land, and if that fails exit.
    00783        * This is to make sure that we can build a road here later. */
    00784       if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
    00785           DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed())
    00786         return false;
    00787     }
    00788
    00789     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
    00790     bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
    00791     if (cur_slope == SLOPE_FLAT) return ret;
    00792
    00793     /* If the tile is not a slope in the right direction, then
    00794      * maybe terraform some. */
    00795     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
    00796     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
    00797       if (Chance16(1, 8)) {
    00798         CommandCost res = CMD_ERROR;
    00799         if (!_generating_world && Chance16(1, 10)) {
    00800           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
    00801           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
    00802               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00803         }
    00804         if (res.Failed() && Chance16(1, 3)) {
    00805           /* We can consider building on the slope, though. */
    00806           return ret;
    00807         }
    00808       }
    00809       return false;
    00810     }
    00811     return ret;
    00812   }
    00813 }
    00814
    00815 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
    00816 {
    00817   assert(tile < MapSize());
    00818
    00819   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00820   if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
    00821   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
    00822   return true;
    00823 }
    00824
    00825 static void LevelTownLand(TileIndex tile)
    00826 {
    00827   assert(tile < MapSize());
    00828
    00829   /* Don't terraform if land is plain or if there's a house there. */
    00830   if (IsTileType(tile, MP_HOUSE)) return;
    00831   Slope tileh = GetTileSlope(tile, NULL);
    00832   if (tileh == SLOPE_FLAT) return;
    00833
    00834   /* First try up, then down */
    00835   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
    00836     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
    00837   }
    00838 }
    00839
    00849 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
    00850 {
    00851   /* align the grid to the downtown */
    00852   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
    00853   RoadBits rcmd = ROAD_NONE;
    00854
    00855   switch (t->layout) {
    00856     default: NOT_REACHED();
    00857
    00858     case TL_2X2_GRID:
    00859       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
    00860       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
    00861       break;
    00862
    00863     case TL_3X3_GRID:
    00864       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
    00865       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
    00866       break;
    00867   }
    00868
    00869   /* Optimise only X-junctions */
    00870   if (rcmd != ROAD_ALL) return rcmd;
    00871
    00872   RoadBits rb_template;
    00873
    00874   switch (GetTileSlope(tile, NULL)) {
    00875     default:       rb_template = ROAD_ALL; break;
    00876     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
    00877     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
    00878     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
    00879     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
    00880     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
    00881     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
    00882     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
    00883     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
    00884     case SLOPE_STEEP_W:
    00885     case SLOPE_STEEP_S:
    00886     case SLOPE_STEEP_E:
    00887     case SLOPE_STEEP_N:
    00888       rb_template = ROAD_NONE;
    00889       break;
    00890   }
    00891
    00892   /* Stop if the template is compatible to the growth dir */
    00893   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
    00894   /* If not generate a straight road in the direction of the growth */
    00895   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
    00896 }
    00897
    00908 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
    00909 {
    00910   /* We can't look further than that. */
    00911   if (DistanceFromEdge(tile) == 0) return false;
    00912
    00913   uint counter = 0; // counts the house neighbor tiles
    00914
    00915   /* Check the tiles E,N,W and S of the current tile for houses */
    00916   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
    00917     /* Count both void and house tiles for checking whether there
    00918      * are enough houses in the area. This to make it likely that
    00919      * houses get build up to the edge of the map. */
    00920     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
    00921       case MP_HOUSE:
    00922       case MP_VOID:
    00923         counter++;
    00924         break;
    00925
    00926       default:
    00927         break;
    00928     }
    00929
    00930     /* If there are enough neighbors stop here */
    00931     if (counter >= 3) {
    00932       if (BuildTownHouse(t, tile)) {
    00933         _grow_town_result = GROWTH_SUCCEED;
    00934         return true;
    00935       }
    00936       return false;
    00937     }
    00938   }
    00939   return false;
    00940 }
    00941
    00950 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
    00951 {
    00952   if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
    00953     _grow_town_result = GROWTH_SUCCEED;
    00954     return true;
    00955   }
    00956   return false;
    00957 }
    00958
    00969 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
    00970 {
    00971   assert(bridge_dir < DIAGDIR_END);
    00972
    00973   const Slope slope = GetTileSlope(tile, NULL);
    00974   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
    00975
    00976   /* Make sure the direction is compatible with the slope.
    00977    * Well we check if the slope has an up bit set in the
    00978    * reverse direction. */
    00979   if (slope & InclinedSlope(bridge_dir)) return false;
    00980
    00981   /* Assure that the bridge is connectable to the start side */
    00982   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
    00983
    00984   /* We are in the right direction */
    00985   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
    00986   TileIndex bridge_tile = tile; // Used to store the other waterside
    00987
    00988   const int delta = TileOffsByDiagDir(bridge_dir);
    00989   do {
    00990     if (bridge_length++ >= 11) {
    00991       /* Max 11 tile long bridges */
    00992       return false;
    00993     }
    00994     bridge_tile += delta;
    00995   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
    00996
    00997   /* no water tiles in between? */
    00998   if (bridge_length == 1) return false;
    00999
    01000   for (uint8 times = 0; times <= 22; times++) {
    01001     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
    01002
    01003     /* Can we actually build the bridge? */
    01004     if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE).Succeeded()) {
    01005       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
    01006       _grow_town_result = GROWTH_SUCCEED;
    01007       return true;
    01008     }
    01009   }
    01010   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
    01011   return false;
    01012 }
    01013
    01031 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
    01032 {
    01033   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
    01034   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
    01035
    01036   assert(tile < MapSize());
    01037
    01038   if (cur_rb == ROAD_NONE) {
    01039     /* Tile has no road. First reset the status counter
    01040      * to say that this is the last iteration. */
    01041     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01042
    01043     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01044
    01045     /* Remove hills etc */
    01046     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
    01047
    01048     /* Is a road allowed here? */
    01049     switch (t1->layout) {
    01050       default: NOT_REACHED();
    01051
    01052       case TL_3X3_GRID:
    01053       case TL_2X2_GRID:
    01054         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01055         if (rcmd == ROAD_NONE) return;
    01056         break;
    01057
    01058       case TL_BETTER_ROADS:
    01059       case TL_ORIGINAL:
    01060         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
    01061
    01062         DiagDirection source_dir = ReverseDiagDir(target_dir);
    01063
    01064         if (Chance16(1, 4)) {
    01065           /* Randomize a new target dir */
    01066           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
    01067         }
    01068
    01069         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
    01070           /* A road is not allowed to continue the randomized road,
    01071            *  return if the road we're trying to build is curved. */
    01072           if (target_dir != ReverseDiagDir(source_dir)) return;
    01073
    01074           /* Return if neither side of the new road is a house */
    01075           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
    01076               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
    01077             return;
    01078           }
    01079
    01080           /* That means that the road is only allowed if there is a house
    01081            *  at any side of the new road. */
    01082         }
    01083
    01084         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
    01085         break;
    01086     }
    01087
    01088   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
    01089     /* Continue building on a partial road.
    01090      * Should be allways OK, so we only generate
    01091      * the fitting RoadBits */
    01092     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01093
    01094     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01095
    01096     switch (t1->layout) {
    01097       default: NOT_REACHED();
    01098
    01099       case TL_3X3_GRID:
    01100       case TL_2X2_GRID:
    01101         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01102         break;
    01103
    01104       case TL_BETTER_ROADS:
    01105       case TL_ORIGINAL:
    01106         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01107         break;
    01108     }
    01109   } else {
    01110     bool allow_house = true; // Value which decides if we want to construct a house
    01111
    01112     /* Reached a tunnel/bridge? Then continue at the other side of it. */
    01113     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01114       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
    01115         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
    01116       }
    01117       return;
    01118     }
    01119
    01120     /* Possibly extend the road in a direction.
    01121      * Randomize a direction and if it has a road, bail out. */
    01122     target_dir = RandomDiagDir();
    01123     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
    01124
    01125     /* This is the tile we will reach if we extend to this direction. */
    01126     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
    01127
    01128     /* Don't walk into water. */
    01129     if (IsWaterTile(house_tile)) return;
    01130
    01131     if (!IsValidTile(house_tile)) return;
    01132
    01133     if (_settings_game.economy.allow_town_roads || _generating_world) {
    01134       switch (t1->layout) {
    01135         default: NOT_REACHED();
    01136
    01137         case TL_3X3_GRID: // Use 2x2 grid afterwards!
    01138           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01139           /* FALL THROUGH */
    01140
    01141         case TL_2X2_GRID:
    01142           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
    01143           allow_house = (rcmd == ROAD_NONE);
    01144           break;
    01145
    01146         case TL_BETTER_ROADS: // Use original afterwards!
    01147           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01148           /* FALL THROUGH */
    01149
    01150         case TL_ORIGINAL:
    01151           /* Allow a house at the edge. 60% chance or
    01152            * always ok if no road allowed. */
    01153           rcmd = DiagDirToRoadBits(target_dir);
    01154           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
    01155           break;
    01156       }
    01157     }
    01158
    01159     if (allow_house) {
    01160       /* Build a house, but not if there already is a house there. */
    01161       if (!IsTileType(house_tile, MP_HOUSE)) {
    01162         /* Level the land if possible */
    01163         if (Chance16(1, 6)) LevelTownLand(house_tile);
    01164
    01165         /* And build a house.
    01166          * Set result to -1 if we managed to build it. */
    01167         if (BuildTownHouse(t1, house_tile)) {
    01168           _grow_town_result = GROWTH_SUCCEED;
    01169         }
    01170       }
    01171       return;
    01172     }
    01173
    01174     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01175   }
    01176
    01177   /* Return if a water tile */
    01178   if (IsWaterTile(tile)) return;
    01179
    01180   /* Make the roads look nicer */
    01181   rcmd = CleanUpRoadBits(tile, rcmd);
    01182   if (rcmd == ROAD_NONE) return;
    01183
    01184   /* Only use the target direction for bridges to ensure they're connected.
    01185    * The target_dir is as computed previously according to town layout, so
    01186    * it will match it perfectly. */
    01187   if (GrowTownWithBridge(t1, tile, target_dir)) return;
    01188
    01189   GrowTownWithRoad(t1, tile, rcmd);
    01190 }
    01191
    01197 static int GrowTownAtRoad(Town *t, TileIndex tile)
    01198 {
    01199   /* Special case.
    01200    * @see GrowTownInTile Check the else if
    01201    */
    01202   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
    01203
    01204   assert(tile < MapSize());
    01205
    01206   /* Number of times to search.
    01207    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
    01208    * them a little handicap. */
    01209   switch (t->layout) {
    01210     case TL_BETTER_ROADS:
    01211       _grow_town_result = 10 + t->num_houses * 2 / 9;
    01212       break;
    01213
    01214     case TL_3X3_GRID:
    01215     case TL_2X2_GRID:
    01216       _grow_town_result = 10 + t->num_houses * 1 / 9;
    01217       break;
    01218
    01219     default:
    01220       _grow_town_result = 10 + t->num_houses * 4 / 9;
    01221       break;
    01222   }
    01223
    01224   do {
    01225     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
    01226
    01227     /* Try to grow the town from this point */
    01228     GrowTownInTile(&tile, cur_rb, target_dir, t);
    01229
    01230     /* Exclude the source position from the bitmask
    01231      * and return if no more road blocks available */
    01232     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01233     if (cur_rb == ROAD_NONE)
    01234       return _grow_town_result;
    01235
    01236     /* Select a random bit from the blockmask, walk a step
    01237      * and continue the search from there. */
    01238     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
    01239     tile = TileAddByDiagDir(tile, target_dir);
    01240
    01241     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
    01242       /* Don't allow building over roads of other cities */
    01243       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
    01244         _grow_town_result = GROWTH_SUCCEED;
    01245       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
    01246         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
    01247          * owner :) (happy happy happy road now) */
    01248         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
    01249         SetTownIndex(tile, t->index);
    01250       }
    01251     }
    01252
    01253     /* Max number of times is checked. */
    01254   } while (--_grow_town_result >= 0);
    01255
    01256   return (_grow_town_result == -2);
    01257 }
    01258
    01266 static RoadBits GenRandomRoadBits()
    01267 {
    01268   uint32 r = Random();
    01269   uint a = GB(r, 0, 2);
    01270   uint b = GB(r, 8, 2);
    01271   if (a == b) b ^= 2;
    01272   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
    01273 }
    01274
    01279 static bool GrowTown(Town *t)
    01280 {
    01281   static const TileIndexDiffC _town_coord_mod[] = {
    01282     {-1,  0},
    01283     { 1,  1},
    01284     { 1, -1},
    01285     {-1, -1},
    01286     {-1,  0},
    01287     { 0,  2},
    01288     { 2,  0},
    01289     { 0, -2},
    01290     {-1, -1},
    01291     {-2,  2},
    01292     { 2,  2},
    01293     { 2, -2},
    01294     { 0,  0}
    01295   };
    01296
    01297   /* Current "company" is a town */
    01298   CompanyID old_company = _current_company;
    01299   _current_company = OWNER_TOWN;
    01300
    01301   TileIndex tile = t->xy; // The tile we are working with ATM
    01302
    01303   /* Find a road that we can base the construction on. */
    01304   const TileIndexDiffC *ptr;
    01305   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01306     if (GetTownRoadBits(tile) != ROAD_NONE) {
    01307       int r = GrowTownAtRoad(t, tile);
    01308       _current_company = old_company;
    01309       return r != 0;
    01310     }
    01311     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01312   }
    01313
    01314   /* No road available, try to build a random road block by
    01315    * clearing some land and then building a road there. */
    01316   if (_settings_game.economy.allow_town_roads || _generating_world) {
    01317     tile = t->xy;
    01318     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01319       /* Only work with plain land that not already has a house */
    01320       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
    01321         if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
    01322           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
    01323           _current_company = old_company;
    01324           return true;
    01325         }
    01326       }
    01327       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01328     }
    01329   }
    01330
    01331   _current_company = old_company;
    01332   return false;
    01333 }
    01334
    01335 void UpdateTownRadius(Town *t)
    01336 {
    01337   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
    01338     {  4,  0,  0,  0,  0}, // 0
    01339     { 16,  0,  0,  0,  0},
    01340     { 25,  0,  0,  0,  0},
    01341     { 36,  0,  0,  0,  0},
    01342     { 49,  0,  4,  0,  0},
    01343     { 64,  0,  4,  0,  0}, // 20
    01344     { 64,  0,  9,  0,  1},
    01345     { 64,  0,  9,  0,  4},
    01346     { 64,  0, 16,  0,  4},
    01347     { 81,  0, 16,  0,  4},
    01348     { 81,  0, 16,  0,  4}, // 40
    01349     { 81,  0, 25,  0,  9},
    01350     { 81, 36, 25,  0,  9},
    01351     { 81, 36, 25, 16,  9},
    01352     { 81, 49,  0, 25,  9},
    01353     { 81, 64,  0, 25,  9}, // 60
    01354     { 81, 64,  0, 36,  9},
    01355     { 81, 64,  0, 36, 16},
    01356     {100, 81,  0, 49, 16},
    01357     {100, 81,  0, 49, 25},
    01358     {121, 81,  0, 49, 25}, // 80
    01359     {121, 81,  0, 49, 25},
    01360     {121, 81,  0, 49, 36}, // 88
    01361   };
    01362
    01363   if (t->num_houses < 92) {
    01364     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
    01365   } else {
    01366     int mass = t->num_houses / 8;
    01367     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
    01368      * The offsets are to make sure the radii do not decrease in size when going from the table
    01369      * to the calculated value.*/
    01370     t->squared_town_zone_radius[0] = mass * 15 - 40;
    01371     t->squared_town_zone_radius[1] = mass * 9 - 15;
    01372     t->squared_town_zone_radius[2] = 0;
    01373     t->squared_town_zone_radius[3] = mass * 5 - 5;
    01374     t->squared_town_zone_radius[4] = mass * 3 + 5;
    01375   }
    01376 }
    01377
    01378 void UpdateTownMaxPass(Town *t)
    01379 {
    01380   t->max_pass = t->population >> 3;
    01381   t->max_mail = t->population >> 4;
    01382 }
    01383
    01395 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
    01396 {
    01397   t->xy = tile;
    01398   t->num_houses = 0;
    01399   t->time_until_rebuild = 10;
    01400   UpdateTownRadius(t);
    01401   t->flags = 0;
    01402   t->population = 0;
    01403   t->grow_counter = 0;
    01404   t->growth_rate = 250;
    01405   t->new_max_pass = 0;
    01406   t->new_max_mail = 0;
    01407   t->new_act_pass = 0;
    01408   t->new_act_mail = 0;
    01409   t->max_pass = 0;
    01410   t->max_mail = 0;
    01411   t->act_pass = 0;
    01412   t->act_mail = 0;
    01413
    01414   t->pct_pass_transported = 0;
    01415   t->pct_mail_transported = 0;
    01416   t->fund_buildings_months = 0;
    01417   t->new_act_food = 0;
    01418   t->new_act_water = 0;
    01419   t->act_food = 0;
    01420   t->act_water = 0;
    01421
    01422   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
    01423
    01424   t->have_ratings = 0;
    01425   t->exclusivity = INVALID_COMPANY;
    01426   t->exclusive_counter = 0;
    01427   t->statues = 0;
    01428
    01429   extern int _nb_orig_names;
    01430   if (_settings_game.game_creation.town_name < _nb_orig_names) {
    01431     /* Original town name */
    01432     t->townnamegrfid = 0;
    01433     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
    01434   } else {
    01435     /* Newgrf town name */
    01436     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
    01437     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
    01438   }
    01439   t->townnameparts = townnameparts;
    01440
    01441   t->UpdateVirtCoord();
    01442   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    01443
    01444   t->InitializeLayout(layout);
    01445
    01446   t->larger_town = city;
    01447
    01448   int x = (int)size * 16 + 3;
    01449   if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
    01450   /* Don't create huge cities when founding town in-game */
    01451   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
    01452
    01453   t->num_houses += x;
    01454   UpdateTownRadius(t);
    01455
    01456   int i = x * 4;
    01457   do {
    01458     GrowTown(t);
    01459   } while (--i);
    01460
    01461   t->num_houses -= x;
    01462   UpdateTownRadius(t);
    01463   UpdateTownMaxPass(t);
    01464   UpdateAirportsNoise();
    01465 }
    01466
    01472 static CommandCost TownCanBePlacedHere(TileIndex tile)
    01473 {
    01474   /* Check if too close to the edge of map */
    01475   if (DistanceFromEdge(tile) < 12) {
    01476     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
    01477   }
    01478
    01479   /* Check distance to all other towns. */
    01480   if (IsCloseToTown(tile, 20)) {
    01481     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
    01482   }
    01483
    01484   /* Can only build on clear flat areas, possibly with trees. */
    01485   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
    01486     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01487   }
    01488
    01489   return CommandCost(EXPENSES_OTHER);
    01490 }
    01491
    01497 static bool IsUniqueTownName(const char *name)
    01498 {
    01499   const Town *t;
    01500
    01501   FOR_ALL_TOWNS(t) {
    01502     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
    01503   }
    01504
    01505   return true;
    01506 }
    01507
    01520 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01521 {
    01522   TownSize size = Extract<TownSize, 0, 2>(p1);
    01523   bool city = HasBit(p1, 2);
    01524   TownLayout layout = Extract<TownLayout, 3, 3>(p1);
    01525   TownNameParams par(_settings_game.game_creation.town_name);
    01526   bool random = HasBit(p1, 6);
    01527   uint32 townnameparts = p2;
    01528
    01529   if (size > TSZ_RANDOM) return CMD_ERROR;
    01530   if (layout > TL_RANDOM) return CMD_ERROR;
    01531
    01532   /* Some things are allowed only in the scenario editor */
    01533   if (_game_mode != GM_EDITOR) {
    01534     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
    01535     if (size == TSZ_LARGE) return CMD_ERROR;
    01536     if (random) return CMD_ERROR;
    01537     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
    01538       return CMD_ERROR;
    01539     }
    01540   }
    01541
    01542   if (StrEmpty(text)) {
    01543     /* If supplied name is empty, townnameparts has to generate unique automatic name */
    01544     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    01545   } else {
    01546     /* If name is not empty, it has to be unique custom name */
    01547     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
    01548     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    01549   }
    01550
    01551   /* Allocate town struct */
    01552   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
    01553
    01554   if (!random) {
    01555     CommandCost ret = TownCanBePlacedHere(tile);
    01556     if (ret.Failed()) return ret;
    01557   }
    01558
    01559   static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
    01560   /* multidimensional arrays have to have defined length of non-first dimension */
    01561   assert_compile(lengthof(price_mult[0]) == 4);
    01562
    01563   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
    01564   byte mult = price_mult[city][size];
    01565
    01566   cost.MultiplyCost(mult);
    01567
    01568   /* Create the town */
    01569   if (flags & DC_EXEC) {
    01570     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
    01571       _additional_cash_required = cost.GetCost();
    01572       return CommandCost(EXPENSES_OTHER);
    01573     }
    01574
    01575     _generating_world = true;
    01576     UpdateNearestTownForRoadTiles(true);
    01577     Town *t;
    01578     if (random) {
    01579       t = CreateRandomTown(20, townnameparts, size, city, layout);
    01580       if (t == NULL) {
    01581         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
    01582       } else {
    01583         _new_town_id = t->index;
    01584       }
    01585     } else {
    01586       t = new Town(tile);
    01587       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
    01588     }
    01589     UpdateNearestTownForRoadTiles(false);
    01590     _generating_world = false;
    01591
    01592     if (t != NULL && !StrEmpty(text)) {
    01593       t->name = strdup(text);
    01594       t->UpdateVirtCoord();
    01595     }
    01596
    01597     if (_game_mode != GM_EDITOR) {
    01598       /* 't' can't be NULL since 'random' is false outside scenedit */
    01599       assert(!random);
    01600       char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
    01601       SetDParam(0, _current_company);
    01602       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    01603
    01604       char *cn = strdup(company_name);
    01605       SetDParamStr(0, cn);
    01606       SetDParam(1, t->index);
    01607
    01608       AddNewsItem(STR_NEWS_NEW_TOWN, NS_INDUSTRY_OPEN, NR_TILE, tile, NR_NONE, UINT32_MAX, cn);
    01609     }
    01610   }
    01611   return cost;
    01612 }
    01613
    01623 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
    01624 {
    01625   switch (layout) {
    01626     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
    01627     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
    01628     default:          return tile;
    01629   }
    01630 }
    01631
    01641 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
    01642 {
    01643   switch (layout) {
    01644     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
    01645     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
    01646     default:          return true;
    01647   }
    01648 }
    01649
    01653 struct SpotData {
    01654   TileIndex tile;
    01655   uint max_dist;
    01656   TownLayout layout;
    01657 };
    01658
    01675 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
    01676 {
    01677   SpotData *sp = (SpotData*)user_data;
    01678   uint dist = GetClosestWaterDistance(tile, true);
    01679
    01680   if (IsTileType(tile, MP_CLEAR) &&
    01681       GetTileSlope(tile, NULL) == SLOPE_FLAT &&
    01682       IsTileAlignedToGrid(tile, sp->layout) &&
    01683       dist > sp->max_dist) {
    01684     sp->tile = tile;
    01685     sp->max_dist = dist;
    01686   }
    01687
    01688   return false;
    01689 }
    01690
    01697 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
    01698 {
    01699   return IsTileType(tile, MP_CLEAR);
    01700 }
    01701
    01714 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
    01715 {
    01716   SpotData sp = { INVALID_TILE, 0, layout };
    01717
    01718   TileIndex coast = tile;
    01719   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
    01720     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
    01721     return sp.tile;
    01722   }
    01723
    01724   /* if we get here just give up */
    01725   return INVALID_TILE;
    01726 }
    01727
    01728 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
    01729 {
    01730   if (!Town::CanAllocateItem()) return NULL;
    01731
    01732   do {
    01733     /* Generate a tile index not too close from the edge */
    01734     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
    01735
    01736     /* if we tried to place the town on water, slide it over onto
    01737      * the nearest likely-looking spot */
    01738     if (IsTileType(tile, MP_WATER)) {
    01739       tile = FindNearestGoodCoastalTownSpot(tile, layout);
    01740       if (tile == INVALID_TILE) continue;
    01741     }
    01742
    01743     /* Make sure town can be placed here */
    01744     if (TownCanBePlacedHere(tile).Failed()) continue;
    01745
    01746     /* Allocate a town struct */
    01747     Town *t = new Town(tile);
    01748
    01749     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
    01750
    01751     /* if the population is still 0 at the point, then the
    01752      * placement is so bad it couldn't grow at all */
    01753     if (t->population > 0) return t;
    01754     delete t;
    01755   } while (--attempts != 0);
    01756
    01757   return NULL;
    01758 }
    01759
    01760 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
    01761
    01768 bool GenerateTowns(TownLayout layout)
    01769 {
    01770   uint num = 0;
    01771   uint difficulty = _settings_game.difficulty.number_towns;
    01772   uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
    01773   uint32 townnameparts;
    01774
    01775   SetGeneratingWorldProgress(GWP_TOWN, n);
    01776
    01777   /* First attempt will be made at creating the suggested number of towns.
    01778    * Note that this is really a suggested value, not a required one.
    01779    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
    01780   do {
    01781     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
    01782     IncreaseGeneratingWorldProgress(GWP_TOWN);
    01783     /* Get a unique name for the town. */
    01784     if (!GenerateTownName(&townnameparts)) continue;
    01785     /* try 20 times to create a random-sized town for the first loop. */
    01786     if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) num++; // If creation was successful, raise a flag.
    01787   } while (--n);
    01788
    01789   if (num != 0) return true;
    01790
    01791   /* If num is still zero at this point, it means that not a single town has been created.
    01792    * So give it a last try, but now more aggressive */
    01793   if (GenerateTownName(&townnameparts) &&
    01794       CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
    01795     return true;
    01796   }
    01797
    01798   /* If there are no towns at all and we are generating new game, bail out */
    01799   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
    01800     extern StringID _switch_mode_errorstr;
    01801     _switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
    01802   }
    01803
    01804   return false;  // we are still without a town? we failed, simply
    01805 }
    01806
    01807
    01813 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
    01814 {
    01815   uint dist = DistanceSquare(tile, t->xy);
    01816
    01817   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
    01818
    01819   HouseZonesBits smallest = HZB_TOWN_EDGE;
    01820   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
    01821     if (dist < t->squared_town_zone_radius[i]) smallest = i;
    01822   }
    01823
    01824   return smallest;
    01825 }
    01826
    01837 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
    01838 {
    01839   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
    01840
    01841   assert(cc.Succeeded());
    01842
    01843   IncreaseBuildingCount(t, type);
    01844   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
    01845   if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
    01846
    01847   MarkTileDirtyByTile(tile);
    01848 }
    01849
    01850
    01861 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
    01862 {
    01863   BuildingFlags size = HouseSpec::Get(type)->building_flags;
    01864
    01865   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
    01866   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
    01867   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
    01868   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
    01869 }
    01870
    01871
    01880 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
    01881 {
    01882   /* cannot build on these slopes... */
    01883   Slope slope = GetTileSlope(tile, NULL);
    01884   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
    01885
    01886   /* building under a bridge? */
    01887   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    01888
    01889   /* do not try to build over house owned by another town */
    01890   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
    01891
    01892   /* can we clear the land? */
    01893   return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
    01894 }
    01895
    01896
    01906 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
    01907 {
    01908   if (!CanBuildHouseHere(tile, town, noslope)) return false;
    01909
    01910   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
    01911   if (GetTileMaxZ(tile) != z) return false;
    01912
    01913   return true;
    01914 }
    01915
    01916
    01926 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
    01927 {
    01928   /* we need to check this tile too because we can be at different tile now */
    01929   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01930
    01931   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
    01932     tile += TileOffsByDiagDir(d);
    01933     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01934   }
    01935
    01936   return true;
    01937 }
    01938
    01939
    01947 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
    01948 {
    01949   /* Allow towns everywhere when we don't build roads */
    01950   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    01951
    01952   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    01953
    01954   switch (t->layout) {
    01955     case TL_2X2_GRID:
    01956       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
    01957       break;
    01958
    01959     case TL_3X3_GRID:
    01960       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
    01961       break;
    01962
    01963     default:
    01964       break;
    01965   }
    01966
    01967   return true;
    01968 }
    01969
    01970
    01978 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
    01979 {
    01980   /* Allow towns everywhere when we don't build roads */
    01981   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    01982
    01983   /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
    01984    * so to do only one memory access, use MapSize() */
    01985   uint dx = MapSize() + TileX(t->xy) - TileX(tile);
    01986   uint dy = MapSize() + TileY(t->xy) - TileY(tile);
    01987
    01988   switch (t->layout) {
    01989     case TL_2X2_GRID:
    01990       if ((dx % 3) != 0 || (dy % 3) != 0) return false;
    01991       break;
    01992
    01993     case TL_3X3_GRID:
    01994       if ((dx % 4) < 2 || (dy % 4) < 2) return false;
    01995       break;
    01996
    01997     default:
    01998       break;
    01999   }
    02000
    02001   return true;
    02002 }
    02003
    02004
    02014 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
    02015 {
    02016   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
    02017
    02018   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
    02019   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
    02020
    02021   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
    02022   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
    02023     *tile = tile2;
    02024     return true;
    02025   }
    02026
    02027   return false;
    02028 }
    02029
    02030
    02039 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
    02040 {
    02041   TileIndex tile2 = *tile;
    02042
    02043   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
    02044     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
    02045       *tile = tile2;
    02046       return true;
    02047     }
    02048     if (d == DIAGDIR_END) break;
    02049     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
    02050   }
    02051
    02052   return false;
    02053 }
    02054
    02055
    02062 static bool BuildTownHouse(Town *t, TileIndex tile)
    02063 {
    02064   /* forbidden building here by town layout */
    02065   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
    02066
    02067   /* no house allowed at all, bail out */
    02068   if (!CanBuildHouseHere(tile, t->index, false)) return false;
    02069
    02070   uint z;
    02071   Slope slope = GetTileSlope(tile, &z);
    02072
    02073   /* Get the town zone type of the current tile, as well as the climate.
    02074    * This will allow to easily compare with the specs of the new house to build */
    02075   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
    02076
    02077   /* Above snow? */
    02078   int land = _settings_game.game_creation.landscape;
    02079   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
    02080
    02081   uint bitmask = (1 << rad) + (1 << (land + 12));
    02082
    02083   /* bits 0-4 are used
    02084    * bits 11-15 are used
    02085    * bits 5-10 are not used. */
    02086   HouseID houses[HOUSE_MAX];
    02087   uint num = 0;
    02088   uint probs[HOUSE_MAX];
    02089   uint probability_max = 0;
    02090
    02091   /* Generate a list of all possible houses that can be built. */
    02092   for (uint i = 0; i < HOUSE_MAX; i++) {
    02093     const HouseSpec *hs = HouseSpec::Get(i);
    02094
    02095     /* Verify that the candidate house spec matches the current tile status */
    02096     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->override != INVALID_HOUSE_ID) continue;
    02097
    02098     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
    02099     if (hs->class_id != HOUSE_NO_CLASS) {
    02100       /* id_count is always <= class_count, so it doesn't need to be checked */
    02101       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
    02102     } else {
    02103       /* If the house has no class, check id_count instead */
    02104       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
    02105     }
    02106
    02107     /* Without NewHouses, all houses have probability '1' */
    02108     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
    02109     probability_max += cur_prob;
    02110     probs[num] = cur_prob;
    02111     houses[num++] = (HouseID)i;
    02112   }
    02113
    02114   uint maxz = GetTileMaxZ(tile);
    02115
    02116   while (probability_max > 0) {
    02117     uint r = RandomRange(probability_max);
    02118     uint i;
    02119     for (i = 0; i < num; i++) {
    02120       if (probs[i] > r) break;
    02121       r -= probs[i];
    02122     }
    02123
    02124     HouseID house = houses[i];
    02125     probability_max -= probs[i];
    02126
    02127     /* remove tested house from the set */
    02128     num--;
    02129     houses[i] = houses[num];
    02130     probs[i] = probs[num];
    02131
    02132     const HouseSpec *hs = HouseSpec::Get(house);
    02133
    02134     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
    02135         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
    02136       continue;
    02137     }
    02138
    02139     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
    02140
    02141     /* Special houses that there can be only one of. */
    02142     uint oneof = 0;
    02143
    02144     if (hs->building_flags & BUILDING_IS_CHURCH) {
    02145       SetBit(oneof, TOWN_HAS_CHURCH);
    02146     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02147       SetBit(oneof, TOWN_HAS_STADIUM);
    02148     }
    02149
    02150     if (t->flags & oneof) continue;
    02151
    02152     /* Make sure there is no slope? */
    02153     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
    02154     if (noslope && slope != SLOPE_FLAT) continue;
    02155
    02156     if (hs->building_flags & TILE_SIZE_2x2) {
    02157       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
    02158     } else if (hs->building_flags & TILE_SIZE_2x1) {
    02159       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
    02160     } else if (hs->building_flags & TILE_SIZE_1x2) {
    02161       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
    02162     } else {
    02163       /* 1x1 house checks are already done */
    02164     }
    02165
    02166     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
    02167       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
    02168       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
    02169     }
    02170
    02171     /* build the house */
    02172     t->num_houses++;
    02173
    02174     /* Special houses that there can be only one of. */
    02175     t->flags |= oneof;
    02176
    02177     byte construction_counter = 0;
    02178     byte construction_stage = 0;
    02179
    02180     if (_generating_world || _game_mode == GM_EDITOR) {
    02181       uint32 r = Random();
    02182
    02183       construction_stage = TOWN_HOUSE_COMPLETED;
    02184       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
    02185
    02186       if (construction_stage == TOWN_HOUSE_COMPLETED) {
    02187         ChangePopulation(t, hs->population);
    02188       } else {
    02189         construction_counter = GB(r, 2, 2);
    02190       }
    02191     }
    02192
    02193     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
    02194
    02195     return true;
    02196   }
    02197
    02198   return false;
    02199 }
    02200
    02207 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
    02208 {
    02209   assert(IsTileType(tile, MP_HOUSE));
    02210   DecreaseBuildingCount(t, house);
    02211   DoClearSquare(tile);
    02212   DeleteAnimatedTile(tile);
    02213 }
    02214
    02222 TileIndexDiff GetHouseNorthPart(HouseID &house)
    02223 {
    02224   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
    02225     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
    02226       house--;
    02227       return TileDiffXY(-1, 0);
    02228     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
    02229       house--;
    02230       return TileDiffXY(0, -1);
    02231     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
    02232       house -= 2;
    02233       return TileDiffXY(-1, 0);
    02234     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
    02235       house -= 3;
    02236       return TileDiffXY(-1, -1);
    02237     }
    02238   }
    02239   return 0;
    02240 }
    02241
    02242 void ClearTownHouse(Town *t, TileIndex tile)
    02243 {
    02244   assert(IsTileType(tile, MP_HOUSE));
    02245
    02246   HouseID house = GetHouseType(tile);
    02247
    02248   /* need to align the tile to point to the upper left corner of the house */
    02249   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02250
    02251   const HouseSpec *hs = HouseSpec::Get(house);
    02252
    02253   /* Remove population from the town if the house is finished. */
    02254   if (IsHouseCompleted(tile)) {
    02255     ChangePopulation(t, -hs->population);
    02256   }
    02257
    02258   t->num_houses--;
    02259
    02260   /* Clear flags for houses that only may exist once/town. */
    02261   if (hs->building_flags & BUILDING_IS_CHURCH) {
    02262     ClrBit(t->flags, TOWN_HAS_CHURCH);
    02263   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02264     ClrBit(t->flags, TOWN_HAS_STADIUM);
    02265   }
    02266
    02267   /* Do the actual clearing of tiles */
    02268   uint eflags = hs->building_flags;
    02269   DoClearTownHouseHelper(tile, t, house);
    02270   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
    02271   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
    02272   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
    02273 }
    02274
    02283 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02284 {
    02285   Town *t = Town::GetIfValid(p1);
    02286   if (t == NULL) return CMD_ERROR;
    02287
    02288   bool reset = StrEmpty(text);
    02289
    02290   if (!reset) {
    02291     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
    02292     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    02293   }
    02294
    02295   if (flags & DC_EXEC) {
    02296     free(t->name);
    02297     t->name = reset ? NULL : strdup(text);
    02298
    02299     t->UpdateVirtCoord();
    02300     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    02301     UpdateAllStationVirtCoords();
    02302   }
    02303   return CommandCost();
    02304 }
    02305
    02307 void ExpandTown(Town *t)
    02308 {
    02309   /* Warn the users if towns are not allowed to build roads,
    02310    * but do this only onces per openttd run. */
    02311   static bool warned_no_roads = false;
    02312   if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
    02313     ShowErrorMessage(STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS, INVALID_STRING_ID, 0, 0);
    02314     warned_no_roads = true;
    02315   }
    02316
    02317   /* The more houses, the faster we grow */
    02318   uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
    02319   t->num_houses += amount;
    02320   UpdateTownRadius(t);
    02321
    02322   uint n = amount * 10;
    02323   do GrowTown(t); while (--n);
    02324
    02325   t->num_houses -= amount;
    02326   UpdateTownRadius(t);
    02327
    02328   UpdateTownMaxPass(t);
    02329 }
    02330
    02334 const byte _town_action_costs[TACT_COUNT] = {
    02335   2, 4, 9, 35, 48, 53, 117, 175
    02336 };
    02337
    02338 static void TownActionAdvertiseSmall(Town *t)
    02339 {
    02340   ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
    02341 }
    02342
    02343 static void TownActionAdvertiseMedium(Town *t)
    02344 {
    02345   ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
    02346 }
    02347
    02348 static void TownActionAdvertiseLarge(Town *t)
    02349 {
    02350   ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
    02351 }
    02352
    02353 static void TownActionRoadRebuild(Town *t)
    02354 {
    02355   t->road_build_months = 6;
    02356
    02357   char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
    02358   SetDParam(0, _current_company);
    02359   GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    02360
    02361   char *cn = strdup(company_name);
    02362   SetDParam(0, t->index);
    02363   SetDParamStr(1, cn);
    02364
    02365   AddNewsItem(STR_NEWS_ROAD_REBUILDING, NS_GENERAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
    02366 }
    02367
    02368 static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
    02369 {
    02370   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
    02371   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
    02372   /* Don't build statues under bridges. */
    02373   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    02374
    02375   if (!IsTileType(tile, MP_HOUSE) &&
    02376       !IsTileType(tile, MP_CLEAR) &&
    02377       !IsTileType(tile, MP_TREES)) {
    02378     return false;
    02379   }
    02380
    02381   CompanyID old = _current_company;
    02382   _current_company = OWNER_NONE;
    02383   CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    02384   _current_company = old;
    02385
    02386   if (r.Failed()) return false;
    02387
    02388   MakeStatue(tile, _current_company, town_id);
    02389   MarkTileDirtyByTile(tile);
    02390
    02391   return true;
    02392 }
    02393
    02400 static bool SearchTileForStatue(TileIndex tile, void *user_data)
    02401 {
    02402   TownID *town_id = (TownID *)user_data;
    02403   return DoBuildStatueOfCompany(tile, *town_id);
    02404 }
    02405
    02411 static void TownActionBuildStatue(Town *t)
    02412 {
    02413   TileIndex tile = t->xy;
    02414
    02415   if (CircularTileSearch(&tile, 9, SearchTileForStatue, &t->index)) {
    02416     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town
    02417   }
    02418 }
    02419
    02420 static void TownActionFundBuildings(Town *t)
    02421 {
    02422   /* Build next tick */
    02423   t->grow_counter = 1;
    02424   /* If we were not already growing */
    02425   SetBit(t->flags, TOWN_IS_FUNDED);
    02426   /* And grow for 3 months */
    02427   t->fund_buildings_months = 3;
    02428 }
    02429
    02430 static void TownActionBuyRights(Town *t)
    02431 {
    02432   /* Check if it's allowed to by the rights */
    02433   if (!_settings_game.economy.exclusive_rights) return;
    02434
    02435   t->exclusive_counter = 12;
    02436   t->exclusivity = _current_company;
    02437
    02438   ModifyStationRatingAround(t->xy, _current_company, 130, 17);
    02439 }
    02440
    02441 static void TownActionBribe(Town *t)
    02442 {
    02443   if (Chance16(1, 14)) {
    02444     /* set as unwanted for 6 months */
    02445     t->unwanted[_current_company] = 6;
    02446
    02447     /* set all close by station ratings to 0 */
    02448     Station *st;
    02449     FOR_ALL_STATIONS(st) {
    02450       if (st->town == t && st->owner == _current_company) {
    02451         for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
    02452       }
    02453     }
    02454
    02455     /* only show errormessage to the executing player. All errors are handled command.c
    02456      * but this is special, because it can only 'fail' on a DC_EXEC */
    02457     if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, STR_ERROR_BRIBE_FAILED_2, 0, 0);
    02458
    02459     /* decrease by a lot!
    02460      * ChangeTownRating is only for stuff in demolishing. Bribe failure should
    02461      * be independent of any cheat settings
    02462      */
    02463     if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
    02464       t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
    02465       SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02466     }
    02467   } else {
    02468     ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
    02469   }
    02470 }
    02471
    02472 typedef void TownActionProc(Town *t);
    02473 static TownActionProc * const _town_action_proc[] = {
    02474   TownActionAdvertiseSmall,
    02475   TownActionAdvertiseMedium,
    02476   TownActionAdvertiseLarge,
    02477   TownActionRoadRebuild,
    02478   TownActionBuildStatue,
    02479   TownActionFundBuildings,
    02480   TownActionBuyRights,
    02481   TownActionBribe
    02482 };
    02483
    02490 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
    02491 {
    02492   int num = 0;
    02493   TownActions buttons = TACT_NONE;
    02494
    02495   /* Spectators and unwanted have no options */
    02496   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
    02497
    02498     /* Things worth more than this are not shown */
    02499     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
    02500
    02501     /* Check the action bits for validity and
    02502      * if they are valid add them */
    02503     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
    02504       const TownActions cur = (TownActions)(1 << i);
    02505
    02506       /* Is the company not able to bribe ? */
    02507       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
    02508         continue;
    02509
    02510       /* Is the company not able to buy exclusive rights ? */
    02511       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
    02512         continue;
    02513
    02514       /* Is the company not able to build a statue ? */
    02515       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
    02516         continue;
    02517
    02518       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
    02519         buttons |= cur;
    02520         num++;
    02521       }
    02522     }
    02523   }
    02524
    02525   if (nump != NULL) *nump = num;
    02526   return buttons;
    02527 }
    02528
    02539 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02540 {
    02541   Town *t = Town::GetIfValid(p1);
    02542   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
    02543
    02544   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
    02545
    02546   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
    02547
    02548   if (flags & DC_EXEC) {
    02549     _town_action_proc[p2](t);
    02550     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
    02551   }
    02552
    02553   return cost;
    02554 }
    02555
    02556 static void UpdateTownGrowRate(Town *t)
    02557 {
    02558   /* Increase company ratings if they're low */
    02559   const Company *c;
    02560   FOR_ALL_COMPANIES(c) {
    02561     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
    02562       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
    02563     }
    02564   }
    02565
    02566   int n = 0;
    02567
    02568   const Station *st;
    02569   FOR_ALL_STATIONS(st) {
    02570     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
    02571       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    02572         n++;
    02573         if (Company::IsValidID(st->owner)) {
    02574           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
    02575           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
    02576         }
    02577       } else {
    02578         if (Company::IsValidID(st->owner)) {
    02579           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
    02580           t->ratings[st->owner] = max(new_rating, INT16_MIN);
    02581         }
    02582       }
    02583     }
    02584   }
    02585
    02586   /* clamp all ratings to valid values */
    02587   for (uint i = 0; i < MAX_COMPANIES; i++) {
    02588     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
    02589   }
    02590
    02591   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02592
    02593   ClrBit(t->flags, TOWN_IS_FUNDED);
    02594   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
    02595
    02598   static const uint16 _grow_count_values[2][6] = {
    02599     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
    02600     { 320, 420, 300, 220, 160, 100 }  // Normal values
    02601   };
    02602
    02603   uint16 m;
    02604
    02605   if (t->fund_buildings_months != 0) {
    02606     m = _grow_count_values[0][min(n, 5)];
    02607     t->fund_buildings_months--;
    02608   } else {
    02609     m = _grow_count_values[1][min(n, 5)];
    02610     if (n == 0 && !Chance16(1, 12)) return;
    02611   }
    02612
    02613   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    02614     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
    02615       return;
    02616   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
    02617     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
    02618       return;
    02619   }
    02620
    02621   /* Use the normal growth rate values if new buildings have been funded in
    02622    * this town and the growth rate is set to none. */
    02623   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
    02624
    02625   m >>= growth_multiplier;
    02626   if (t->larger_town) m /= 2;
    02627
    02628   t->growth_rate = m / (t->num_houses / 50 + 1);
    02629   if (m <= t->grow_counter)
    02630     t->grow_counter = m;
    02631
    02632   SetBit(t->flags, TOWN_IS_FUNDED);
    02633 }
    02634
    02635 static void UpdateTownAmounts(Town *t)
    02636 {
    02637   /* Using +1 here to prevent overflow and division by zero */
    02638   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
    02639
    02640   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
    02641   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
    02642   t->act_food = t->new_act_food; t->new_act_food = 0;
    02643   t->act_water = t->new_act_water; t->new_act_water = 0;
    02644
    02645   /* Using +1 here to prevent overflow and division by zero */
    02646   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
    02647   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
    02648   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
    02649
    02650   SetWindowDirty(WC_TOWN_VIEW, t->index);
    02651 }
    02652
    02653 static void UpdateTownUnwanted(Town *t)
    02654 {
    02655   const Company *c;
    02656
    02657   FOR_ALL_COMPANIES(c) {
    02658     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
    02659   }
    02660 }
    02661
    02667 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
    02668 {
    02669   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
    02670
    02671   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    02672   if (t == NULL) return true;
    02673
    02674   if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
    02675
    02676   _error_message = STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
    02677   SetDParam(0, t->index);
    02678
    02679   return false;
    02680 }
    02681
    02682
    02683 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
    02684 {
    02685   Town *t;
    02686   uint best = threshold;
    02687   Town *best_town = NULL;
    02688
    02689   FOR_ALL_TOWNS(t) {
    02690     uint dist = DistanceManhattan(tile, t->xy);
    02691     if (dist < best) {
    02692       best = dist;
    02693       best_town = t;
    02694     }
    02695   }
    02696
    02697   return best_town;
    02698 }
    02699
    02700
    02701 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
    02702 {
    02703   switch (GetTileType(tile)) {
    02704     case MP_ROAD:
    02705       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
    02706
    02707       if (!HasTownOwnedRoad(tile)) {
    02708         TownID tid = GetTownIndex(tile);
    02709
    02710         if (tid == (TownID)INVALID_TOWN) {
    02711           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
    02712           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
    02713           assert(Town::GetNumItems() == 0);
    02714           return NULL;
    02715         }
    02716
    02717         assert(Town::IsValidID(tid));
    02718         Town *town = Town::Get(tid);
    02719
    02720         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
    02721
    02722         return town;
    02723       }
    02724       /* FALL THROUGH */
    02725
    02726     case MP_HOUSE:
    02727       return Town::GetByTile(tile);
    02728
    02729     default:
    02730       return CalcClosestTownFromTile(tile, threshold);
    02731   }
    02732 }
    02733
    02734 static bool _town_rating_test = false;
    02735 static SmallMap<const Town *, int, 4> _town_test_ratings;
    02736
    02737 void SetTownRatingTestMode(bool mode)
    02738 {
    02739   static int ref_count = 0;
    02740   if (mode) {
    02741     if (ref_count == 0) {
    02742       _town_test_ratings.Clear();
    02743     }
    02744     ref_count++;
    02745   } else {
    02746     assert(ref_count > 0);
    02747     ref_count--;
    02748   }
    02749   _town_rating_test = !(ref_count == 0);
    02750 }
    02751
    02752 static int GetRating(const Town *t)
    02753 {
    02754   if (_town_rating_test) {
    02755     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
    02756     if (it != _town_test_ratings.End()) {
    02757       return it->second;
    02758     }
    02759   }
    02760   return t->ratings[_current_company];
    02761 }
    02762
    02770 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
    02771 {
    02772   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
    02773   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
    02774       !Company::IsValidID(_current_company) ||
    02775       (_cheats.magic_bulldozer.value && add < 0)) {
    02776     return;
    02777   }
    02778
    02779   int rating = GetRating(t);
    02780   if (add < 0) {
    02781     if (rating > max) {
    02782       rating += add;
    02783       if (rating < max) rating = max;
    02784     }
    02785   } else {
    02786     if (rating < max) {
    02787       rating += add;
    02788       if (rating > max) rating = max;
    02789     }
    02790   }
    02791   if (_town_rating_test) {
    02792     _town_test_ratings[t] = rating;
    02793   } else {
    02794     SetBit(t->have_ratings, _current_company);
    02795     t->ratings[_current_company] = rating;
    02796     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02797   }
    02798 }
    02799
    02800 bool CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
    02801 {
    02802   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
    02803   if (t == NULL || !Company::IsValidID(_current_company) ||
    02804       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
    02805     return true;
    02806   }
    02807
    02808   /* minimum rating needed to be allowed to remove stuff */
    02809   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
    02810     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
    02811     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
    02812     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
    02813     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
    02814   };
    02815
    02816   /* check if you're allowed to remove the road/bridge/tunnel
    02817    * owned by a town no removal if rating is lower than ... depends now on
    02818    * difficulty setting. Minimum town rating selected by difficulty level
    02819    */
    02820   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
    02821
    02822   if (GetRating(t) < needed) {
    02823     SetDParam(0, t->index);
    02824     _error_message = STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
    02825     return false;
    02826   }
    02827
    02828   return true;
    02829 }
    02830
    02831 void TownsMonthlyLoop()
    02832 {
    02833   Town *t;
    02834
    02835   FOR_ALL_TOWNS(t) {
    02836     if (t->road_build_months != 0) t->road_build_months--;
    02837
    02838     if (t->exclusive_counter != 0)
    02839       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
    02840
    02841     UpdateTownGrowRate(t);
    02842     UpdateTownAmounts(t);
    02843     UpdateTownUnwanted(t);
    02844   }
    02845 }
    02846
    02847 void TownsYearlyLoop()
    02848 {
    02849   /* Increment house ages */
    02850   for (TileIndex t = 0; t < MapSize(); t++) {
    02851     if (!IsTileType(t, MP_HOUSE)) continue;
    02852     IncrementHouseAge(t);
    02853   }
    02854 }
    02855
    02856 void InitializeTowns()
    02857 {
    02858   _town_pool.CleanPool();
    02859 }
    02860
    02861 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02862 {
    02863   if (AutoslopeEnabled()) {
    02864     HouseID house = GetHouseType(tile);
    02865     GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02866     const HouseSpec *hs = HouseSpec::Get(house);
    02867
    02868     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
    02869     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
    02870         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    02871       bool allow_terraform = true;
    02872
    02873       /* Call the autosloping callback per tile, not for the whole building at once. */
    02874       house = GetHouseType(tile);
    02875       hs = HouseSpec::Get(house);
    02876       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
    02877         /* If the callback fails, allow autoslope. */
    02878         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
    02879         if ((res != 0) && (res != CALLBACK_FAILED)) allow_terraform = false;
    02880       }
    02881
    02882       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02883     }
    02884   }
    02885
    02886   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02887 }
    02888
    02890 extern const TileTypeProcs _tile_type_town_procs = {
    02891   DrawTile_Town,           // draw_tile_proc
    02892   GetSlopeZ_Town,          // get_slope_z_proc
    02893   ClearTile_Town,          // clear_tile_proc
    02894   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
    02895   GetTileDesc_Town,        // get_tile_desc_proc
    02896   GetTileTrackStatus_Town, // get_tile_track_status_proc
    02897   NULL,                    // click_tile_proc
    02898   AnimateTile_Town,        // animate_tile_proc
    02899   TileLoop_Town,           // tile_loop_clear
    02900   ChangeTileOwner_Town,    // change_tile_owner_clear
    02901   AddProducedCargo_Town,   // add_produced_cargo_proc
    02902   NULL,                    // vehicle_enter_tile_proc
    02903   GetFoundation_Town,      // get_foundation_proc
    02904   TerraformTile_Town,      // terraform_tile_proc
    02905 };
    02906
    02907
    02908 HouseSpec _house_specs[HOUSE_MAX];
    02909
    02910 void ResetHouses()
    02911 {
    02912   memset(&_house_specs, 0, sizeof(_house_specs));
    02913   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
    02914
    02915   /* Reset any overrides that have been set. */
    02916   _house_mngr.ResetOverride();
    02917 }