# town_cmd.cpp

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    00001 /* $Id: town_cmd.cpp 20494 2010-08-14 18:01:55Z 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 "unmovable_map.h"
    00034 #include "strings_func.h"
    00035 #include "window_func.h"
    00036 #include "string_func.h"
    00037 #include "newgrf_cargo.h"
    00038 #include "cheat_type.h"
    00039 #include "functions.h"
    00040 #include "animated_tile_func.h"
    00041 #include "date_func.h"
    00042 #include "subsidy_func.h"
    00043 #include "core/smallmap_type.hpp"
    00044 #include "core/pool_func.hpp"
    00045 #include "town.h"
    00046 #include "townname_func.h"
    00047 #include "townname_type.h"
    00048 #include "core/random_func.hpp"
    00049
    00050 #include "table/strings.h"
    00051 #include "table/town_land.h"
    00052
    00053 static Town *_cleared_town;
    00054 static int _cleared_town_rating;
    00055 TownID _new_town_id;
    00056
    00057 /* Initialize the town-pool */
    00058 TownPool _town_pool("Town");
    00059 INSTANTIATE_POOL_METHODS(Town)
    00060
    00061 Town::~Town()
    00062 {
    00063   free(this->name);
    00064
    00065   if (CleaningPool()) return;
    00066
    00067   Industry *i;
    00068
    00069   /* Delete town authority window
    00070    * and remove from list of sorted towns */
    00071   DeleteWindowById(WC_TOWN_VIEW, this->index);
    00072
    00073   /* Delete all industries belonging to the town */
    00074   FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
    00075
    00076   /* Go through all tiles and delete those belonging to the town */
    00077   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
    00078     switch (GetTileType(tile)) {
    00079       case MP_HOUSE:
    00080         if (Town::GetByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00081         break;
    00082
    00083       case MP_ROAD:
    00084         /* Cached nearest town is updated later (after this town has been deleted) */
    00085         if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->index) {
    00086           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00087         }
    00088         break;
    00089
    00090       case MP_TUNNELBRIDGE:
    00091         if (IsTileOwner(tile, OWNER_TOWN) &&
    00092             ClosestTownFromTile(tile, UINT_MAX) == this)
    00093           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00094         break;
    00095
    00096       case MP_UNMOVABLE:
    00097         if (GetUnmovableType(tile) == UNMOVABLE_STATUE && GetStatueTownID(tile) == this->index) {
    00098           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00099         }
    00100         break;
    00101
    00102       default:
    00103         break;
    00104     }
    00105   }
    00106
    00107   DeleteSubsidyWith(ST_TOWN, this->index);
    00108   CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
    00109   MarkWholeScreenDirty();
    00110 }
    00111
    00112
    00118 void Town::PostDestructor(size_t index)
    00119 {
    00120   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    00121   UpdateNearestTownForRoadTiles(false);
    00122 }
    00123
    00127 void Town::InitializeLayout(TownLayout layout)
    00128 {
    00129   if (layout != TL_RANDOM) {
    00130     this->layout = layout;
    00131     return;
    00132   }
    00133
    00134   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
    00135 }
    00136
    00141 /* static */ Town *Town::GetRandom()
    00142 {
    00143   if (Town::GetNumItems() == 0) return NULL;
    00144   int num = RandomRange((uint16)Town::GetNumItems());
    00145   size_t index = MAX_UVALUE(size_t);
    00146
    00147   while (num >= 0) {
    00148     num--;
    00149     index++;
    00150
    00151     /* Make sure we have a valid town */
    00152     while (!Town::IsValidID(index)) {
    00153       index++;
    00154       assert(index < Town::GetPoolSize());
    00155     }
    00156   }
    00157
    00158   return Town::Get(index);
    00159 }
    00160
    00161 Money HouseSpec::GetRemovalCost() const
    00162 {
    00163   return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
    00164 }
    00165
    00166 // Local
    00167 static int _grow_town_result;
    00168
    00169 /* Describe the possible states */
    00170 enum TownGrowthResult {
    00171   GROWTH_SUCCEED         = -1,
    00172   GROWTH_SEARCH_STOPPED  =  0
    00173 //  GROWTH_SEARCH_RUNNING >=  1
    00174 };
    00175
    00176 static bool BuildTownHouse(Town *t, TileIndex tile);
    00177 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
    00178
    00179 static void TownDrawHouseLift(const TileInfo *ti)
    00180 {
    00181   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
    00182 }
    00183
    00184 typedef void TownDrawTileProc(const TileInfo *ti);
    00185 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
    00186   TownDrawHouseLift
    00187 };
    00188
    00194 static inline DiagDirection RandomDiagDir()
    00195 {
    00196   return (DiagDirection)(3 & Random());
    00197 }
    00198
    00204 static void DrawTile_Town(TileInfo *ti)
    00205 {
    00206   HouseID house_id = GetHouseType(ti->tile);
    00207
    00208   if (house_id >= NEW_HOUSE_OFFSET) {
    00209     /* Houses don't necessarily need new graphics. If they don't have a
    00210      * spritegroup associated with them, then the sprite for the substitute
    00211      * house id is drawn instead. */
    00212     if (HouseSpec::Get(house_id)->spritegroup != NULL) {
    00213       DrawNewHouseTile(ti, house_id);
    00214       return;
    00215     } else {
    00216       house_id = HouseSpec::Get(house_id)->substitute_id;
    00217     }
    00218   }
    00219
    00220   /* Retrieve pointer to the draw town tile struct */
    00221   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
    00222
    00223   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00224
    00225   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
    00226
    00227   /* If houses are invisible, do not draw the upper part */
    00228   if (IsInvisibilitySet(TO_HOUSES)) return;
    00229
    00230   /* Add a house on top of the ground? */
    00231   SpriteID image = dcts->building.sprite;
    00232   if (image != 0) {
    00233     AddSortableSpriteToDraw(image, dcts->building.pal,
    00234       ti->x + dcts->subtile_x,
    00235       ti->y + dcts->subtile_y,
    00236       dcts->width,
    00237       dcts->height,
    00238       dcts->dz,
    00239       ti->z,
    00240       IsTransparencySet(TO_HOUSES)
    00241     );
    00242
    00243     if (IsTransparencySet(TO_HOUSES)) return;
    00244   }
    00245
    00246   {
    00247     int proc = dcts->draw_proc - 1;
    00248
    00249     if (proc >= 0) _town_draw_tile_procs[proc](ti);
    00250   }
    00251 }
    00252
    00253 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
    00254 {
    00255   return GetTileMaxZ(tile);
    00256 }
    00257
    00259 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
    00260 {
    00261   HouseID hid = GetHouseType(tile);
    00262
    00263   /* For NewGRF house tiles we might not be drawing a foundation. We need to
    00264    * account for this, as other structures should
    00265    * draw the wall of the foundation in this case.
    00266    */
    00267   if (hid >= NEW_HOUSE_OFFSET) {
    00268     const HouseSpec *hs = HouseSpec::Get(hid);
    00269     if (hs->spritegroup != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
    00270       uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
    00271       if (callback_res == 0) return FOUNDATION_NONE;
    00272     }
    00273   }
    00274   return FlatteningFoundation(tileh);
    00275 }
    00276
    00283 static void AnimateTile_Town(TileIndex tile)
    00284 {
    00285   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
    00286     AnimateNewHouseTile(tile);
    00287     return;
    00288   }
    00289
    00290   if (_tick_counter & 3) return;
    00291
    00292   /* If the house is not one with a lift anymore, then stop this animating.
    00293    * Not exactly sure when this happens, but probably when a house changes.
    00294    * Before this was just a return...so it'd leak animated tiles..
    00295    * That bug seems to have been here since day 1?? */
    00296   if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
    00297     DeleteAnimatedTile(tile);
    00298     return;
    00299   }
    00300
    00301   if (!LiftHasDestination(tile)) {
    00302     uint i;
    00303
    00304     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
    00305      * This is due to the fact that the first floor is, in the graphics,
    00306      *  the height of 2 'normal' floors.
    00307      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
    00308     do {
    00309       i = RandomRange(7);
    00310     } while (i == 1 || i * 6 == GetLiftPosition(tile));
    00311
    00312     SetLiftDestination(tile, i);
    00313   }
    00314
    00315   int pos = GetLiftPosition(tile);
    00316   int dest = GetLiftDestination(tile) * 6;
    00317   pos += (pos < dest) ? 1 : -1;
    00318   SetLiftPosition(tile, pos);
    00319
    00320   if (pos == dest) {
    00321     HaltLift(tile);
    00322     DeleteAnimatedTile(tile);
    00323   }
    00324
    00325   MarkTileDirtyByTile(tile);
    00326 }
    00327
    00334 static bool IsCloseToTown(TileIndex tile, uint dist)
    00335 {
    00336   const Town *t;
    00337
    00338   FOR_ALL_TOWNS(t) {
    00339     if (DistanceManhattan(tile, t->xy) < dist) return true;
    00340   }
    00341   return false;
    00342 }
    00343
    00348 void Town::UpdateVirtCoord()
    00349 {
    00350   Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
    00351   SetDParam(0, this->index);
    00352   SetDParam(1, this->population);
    00353   this->sign.UpdatePosition(pt.x, pt.y - 24,
    00354     _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
    00355
    00356   SetWindowDirty(WC_TOWN_VIEW, this->index);
    00357 }
    00358
    00360 void UpdateAllTownVirtCoords()
    00361 {
    00362   Town *t;
    00363
    00364   FOR_ALL_TOWNS(t) {
    00365     t->UpdateVirtCoord();
    00366   }
    00367 }
    00368
    00374 static void ChangePopulation(Town *t, int mod)
    00375 {
    00376   t->population += mod;
    00377   SetWindowDirty(WC_TOWN_VIEW, t->index);
    00378   t->UpdateVirtCoord();
    00379
    00380   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    00381 }
    00382
    00388 uint32 GetWorldPopulation()
    00389 {
    00390   uint32 pop = 0;
    00391   const Town *t;
    00392
    00393   FOR_ALL_TOWNS(t) pop += t->population;
    00394   return pop;
    00395 }
    00396
    00401 static void MakeSingleHouseBigger(TileIndex tile)
    00402 {
    00403   assert(IsTileType(tile, MP_HOUSE));
    00404
    00405   /* means it is completed, get out. */
    00406   if (LiftHasDestination(tile)) return;
    00407
    00408   /* progress in construction stages */
    00409   IncHouseConstructionTick(tile);
    00410   if (GetHouseConstructionTick(tile) != 0) return;
    00411
    00412   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00413
    00414   /* Check and/or  */
    00415   if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
    00416     uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00417     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
    00418   }
    00419
    00420   if (IsHouseCompleted(tile)) {
    00421     /* Now that construction is complete, we can add the population of the
    00422      * building to the town. */
    00423     ChangePopulation(Town::GetByTile(tile), hs->population);
    00424     ResetHouseAge(tile);
    00425   }
    00426   MarkTileDirtyByTile(tile);
    00427 }
    00428
    00432 static void MakeTownHouseBigger(TileIndex tile)
    00433 {
    00434   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
    00435   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
    00436   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
    00437   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
    00438   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
    00439 }
    00440
    00447 static void TileLoop_Town(TileIndex tile)
    00448 {
    00449   HouseID house_id = GetHouseType(tile);
    00450
    00451   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
    00452    * doesn't exist any more, so don't continue here. */
    00453   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
    00454
    00455   if (!IsHouseCompleted(tile)) {
    00456     /* Construction is not completed. See if we can go further in construction*/
    00457     MakeTownHouseBigger(tile);
    00458     return;
    00459   }
    00460
    00461   const HouseSpec *hs = HouseSpec::Get(house_id);
    00462
    00463   /* If the lift has a destination, it is already an animated tile. */
    00464   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
    00465       house_id < NEW_HOUSE_OFFSET &&
    00466       !LiftHasDestination(tile) &&
    00467       Chance16(1, 2)) {
    00468     AddAnimatedTile(tile);
    00469   }
    00470
    00471   Town *t = Town::GetByTile(tile);
    00472   uint32 r = Random();
    00473
    00474   StationFinder stations(TileArea(tile, 1, 1));
    00475
    00476   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00477     for (uint i = 0; i < 256; i++) {
    00478       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
    00479
    00480       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00481
    00482       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
    00483       if (cargo == CT_INVALID) continue;
    00484
    00485       uint amt = GB(callback, 0, 8);
    00486       if (amt == 0) continue;
    00487
    00488       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
    00489
    00490       const CargoSpec *cs = CargoSpec::Get(cargo);
    00491       switch (cs->town_effect) {
    00492         case TE_PASSENGERS:
    00493           t->new_max_pass += amt;
    00494           t->new_act_pass += moved;
    00495           break;
    00496
    00497         case TE_MAIL:
    00498           t->new_max_mail += amt;
    00499           t->new_act_mail += moved;
    00500           break;
    00501
    00502         default:
    00503           break;
    00504       }
    00505     }
    00506   } else {
    00507     if (GB(r, 0, 8) < hs->population) {
    00508       uint amt = GB(r, 0, 8) / 8 + 1;
    00509
    00510       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
    00511       t->new_max_pass += amt;
    00512       t->new_act_pass += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
    00513     }
    00514
    00515     if (GB(r, 8, 8) < hs->mail_generation) {
    00516       uint amt = GB(r, 8, 8) / 8 + 1;
    00517
    00518       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
    00519       t->new_max_mail += amt;
    00520       t->new_act_mail += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
    00521     }
    00522   }
    00523
    00524   _current_company = OWNER_TOWN;
    00525
    00526   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
    00527       HasBit(t->flags, TOWN_IS_FUNDED) &&
    00528       CanDeleteHouse(tile) &&
    00529       GetHouseAge(tile) >= hs->minimum_life &&
    00530       --t->time_until_rebuild == 0) {
    00531     t->time_until_rebuild = GB(r, 16, 8) + 192;
    00532
    00533     ClearTownHouse(t, tile);
    00534
    00535     /* Rebuild with another house? */
    00536     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
    00537   }
    00538
    00539   _current_company = OWNER_NONE;
    00540 }
    00541
    00542 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
    00543 {
    00544   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
    00545   if (!CanDeleteHouse(tile)) return CMD_ERROR;
    00546
    00547   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00548
    00549   CommandCost cost(EXPENSES_CONSTRUCTION);
    00550   cost.AddCost(hs->GetRemovalCost());
    00551
    00552   int rating = hs->remove_rating_decrease;
    00553   _cleared_town_rating += rating;
    00554   Town *t = _cleared_town = Town::GetByTile(tile);
    00555
    00556   if (Company::IsValidID(_current_company)) {
    00557     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
    00558       SetDParam(0, t->index);
    00559       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    00560     }
    00561   }
    00562
    00563   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
    00564   if (flags & DC_EXEC) {
    00565     ClearTownHouse(t, tile);
    00566   }
    00567
    00568   return cost;
    00569 }
    00570
    00571 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
    00572 {
    00573   HouseID house_id = GetHouseType(tile);
    00574   const HouseSpec *hs = HouseSpec::Get(house_id);
    00575   Town *t = Town::GetByTile(tile);
    00576
    00577   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00578     for (uint i = 0; i < 256; i++) {
    00579       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
    00580
    00581       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00582
    00583       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
    00584
    00585       if (cargo == CT_INVALID) continue;
    00586       produced[cargo]++;
    00587     }
    00588   } else {
    00589     if (hs->population > 0) {
    00590       produced[CT_PASSENGERS]++;
    00591     }
    00592     if (hs->mail_generation > 0) {
    00593       produced[CT_MAIL]++;
    00594     }
    00595   }
    00596 }
    00597
    00598 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
    00599 {
    00600   if (cargo == CT_INVALID || amount == 0) return;
    00601   acceptance[cargo] += amount;
    00602   SetBit(*always_accepted, cargo);
    00603 }
    00604
    00605 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00606 {
    00607   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00608   CargoID accepts[3];
    00609
    00610   /* Set the initial accepted cargo types */
    00611   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00612     accepts[i] = hs->accepts_cargo[i];
    00613   }
    00614
    00615   /* Check for custom accepted cargo types */
    00616   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
    00617     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00618     if (callback != CALLBACK_FAILED) {
    00619       /* Replace accepted cargo types with translated values from callback */
    00620       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grffile);
    00621       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grffile);
    00622       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
    00623     }
    00624   }
    00625
    00626   /* Check for custom cargo acceptance */
    00627   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
    00628     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00629     if (callback != CALLBACK_FAILED) {
    00630       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
    00631       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
    00632       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
    00633         /* The 'S' bit indicates food instead of goods */
    00634         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
    00635       } else {
    00636         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
    00637       }
    00638       return;
    00639     }
    00640   }
    00641
    00642   /* No custom acceptance, so fill in with the default values */
    00643   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00644     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
    00645   }
    00646 }
    00647
    00648 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
    00649 {
    00650   const HouseID house = GetHouseType(tile);
    00651   const HouseSpec *hs = HouseSpec::Get(house);
    00652   bool house_completed = IsHouseCompleted(tile);
    00653
    00654   td->str = hs->building_name;
    00655
    00656   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
    00657   if (callback_res != CALLBACK_FAILED) {
    00658     StringID new_name = GetGRFStringID(hs->grffile->grfid, 0xD000 + callback_res);
    00659     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
    00660       td->str = new_name;
    00661     }
    00662   }
    00663
    00664   if (!house_completed) {
    00665     SetDParamX(td->dparam, 0, td->str);
    00666     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00667   }
    00668
    00669   if (hs->grffile != NULL) {
    00670     const GRFConfig *gc = GetGRFConfig(hs->grffile->grfid);
    00671     td->grf = gc->name;
    00672   }
    00673
    00674   td->owner[0] = OWNER_TOWN;
    00675 }
    00676
    00677 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00678 {
    00679   /* not used */
    00680   return 0;
    00681 }
    00682
    00683 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
    00684 {
    00685   /* not used */
    00686 }
    00687
    00688 static bool GrowTown(Town *t);
    00689
    00690 static void TownTickHandler(Town *t)
    00691 {
    00692   if (HasBit(t->flags, TOWN_IS_FUNDED)) {
    00693     int i = t->grow_counter - 1;
    00694     if (i < 0) {
    00695       if (GrowTown(t)) {
    00696         i = t->growth_rate;
    00697       } else {
    00698         i = 0;
    00699       }
    00700     }
    00701     t->grow_counter = i;
    00702   }
    00703
    00704   UpdateTownRadius(t);
    00705 }
    00706
    00707 void OnTick_Town()
    00708 {
    00709   if (_game_mode == GM_EDITOR) return;
    00710
    00711   Town *t;
    00712   FOR_ALL_TOWNS(t) {
    00713     /* Run town tick at regular intervals, but not all at once. */
    00714     if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
    00715       TownTickHandler(t);
    00716     }
    00717   }
    00718 }
    00719
    00728 static RoadBits GetTownRoadBits(TileIndex tile)
    00729 {
    00730   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
    00731
    00732   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
    00733 }
    00734
    00745 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
    00746 {
    00747   if (!IsValidTile(tile)) return false;
    00748
    00749   /* Lookup table for the used diff values */
    00750   const TileIndexDiff tid_lt[3] = {
    00751     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
    00752     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
    00753     TileOffsByDiagDir(ReverseDiagDir(dir)),
    00754   };
    00755
    00756   dist_multi = (dist_multi + 1) * 4;
    00757   for (uint pos = 4; pos < dist_multi; pos++) {
    00758     /* Go (pos / 4) tiles to the left or the right */
    00759     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
    00760
    00761     /* Use the current tile as origin, or go one tile backwards */
    00762     if (pos & 2) cur += tid_lt[2];
    00763
    00764     /* Test for roadbit parallel to dir and facing towards the middle axis */
    00765     if (IsValidTile(tile + cur) &&
    00766       GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
    00767   }
    00768   return false;
    00769 }
    00770
    00779 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
    00780 {
    00781   if (DistanceFromEdge(tile) == 0) return false;
    00782
    00783   Slope cur_slope, desired_slope;
    00784
    00785   for (;;) {
    00786     /* Check if there already is a road at this point? */
    00787     if (GetTownRoadBits(tile) == ROAD_NONE) {
    00788       /* No, try if we are able to build a road piece there.
    00789        * If that fails clear the land, and if that fails exit.
    00790        * This is to make sure that we can build a road here later. */
    00791       if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
    00792           DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed())
    00793         return false;
    00794     }
    00795
    00796     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
    00797     bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
    00798     if (cur_slope == SLOPE_FLAT) return ret;
    00799
    00800     /* If the tile is not a slope in the right direction, then
    00801      * maybe terraform some. */
    00802     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
    00803     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
    00804       if (Chance16(1, 8)) {
    00805         CommandCost res = CMD_ERROR;
    00806         if (!_generating_world && Chance16(1, 10)) {
    00807           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
    00808           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
    00809               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00810         }
    00811         if (res.Failed() && Chance16(1, 3)) {
    00812           /* We can consider building on the slope, though. */
    00813           return ret;
    00814         }
    00815       }
    00816       return false;
    00817     }
    00818     return ret;
    00819   }
    00820 }
    00821
    00822 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
    00823 {
    00824   assert(tile < MapSize());
    00825
    00826   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00827   if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
    00828   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
    00829   return true;
    00830 }
    00831
    00832 static void LevelTownLand(TileIndex tile)
    00833 {
    00834   assert(tile < MapSize());
    00835
    00836   /* Don't terraform if land is plain or if there's a house there. */
    00837   if (IsTileType(tile, MP_HOUSE)) return;
    00838   Slope tileh = GetTileSlope(tile, NULL);
    00839   if (tileh == SLOPE_FLAT) return;
    00840
    00841   /* First try up, then down */
    00842   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
    00843     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
    00844   }
    00845 }
    00846
    00856 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
    00857 {
    00858   /* align the grid to the downtown */
    00859   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
    00860   RoadBits rcmd = ROAD_NONE;
    00861
    00862   switch (t->layout) {
    00863     default: NOT_REACHED();
    00864
    00865     case TL_2X2_GRID:
    00866       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
    00867       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
    00868       break;
    00869
    00870     case TL_3X3_GRID:
    00871       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
    00872       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
    00873       break;
    00874   }
    00875
    00876   /* Optimise only X-junctions */
    00877   if (rcmd != ROAD_ALL) return rcmd;
    00878
    00879   RoadBits rb_template;
    00880
    00881   switch (GetTileSlope(tile, NULL)) {
    00882     default:       rb_template = ROAD_ALL; break;
    00883     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
    00884     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
    00885     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
    00886     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
    00887     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
    00888     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
    00889     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
    00890     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
    00891     case SLOPE_STEEP_W:
    00892     case SLOPE_STEEP_S:
    00893     case SLOPE_STEEP_E:
    00894     case SLOPE_STEEP_N:
    00895       rb_template = ROAD_NONE;
    00896       break;
    00897   }
    00898
    00899   /* Stop if the template is compatible to the growth dir */
    00900   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
    00901   /* If not generate a straight road in the direction of the growth */
    00902   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
    00903 }
    00904
    00915 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
    00916 {
    00917   /* We can't look further than that. */
    00918   if (DistanceFromEdge(tile) == 0) return false;
    00919
    00920   uint counter = 0; // counts the house neighbor tiles
    00921
    00922   /* Check the tiles E,N,W and S of the current tile for houses */
    00923   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
    00924     /* Count both void and house tiles for checking whether there
    00925      * are enough houses in the area. This to make it likely that
    00926      * houses get build up to the edge of the map. */
    00927     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
    00928       case MP_HOUSE:
    00929       case MP_VOID:
    00930         counter++;
    00931         break;
    00932
    00933       default:
    00934         break;
    00935     }
    00936
    00937     /* If there are enough neighbors stop here */
    00938     if (counter >= 3) {
    00939       if (BuildTownHouse(t, tile)) {
    00940         _grow_town_result = GROWTH_SUCCEED;
    00941         return true;
    00942       }
    00943       return false;
    00944     }
    00945   }
    00946   return false;
    00947 }
    00948
    00957 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
    00958 {
    00959   if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
    00960     _grow_town_result = GROWTH_SUCCEED;
    00961     return true;
    00962   }
    00963   return false;
    00964 }
    00965
    00976 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
    00977 {
    00978   assert(bridge_dir < DIAGDIR_END);
    00979
    00980   const Slope slope = GetTileSlope(tile, NULL);
    00981   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
    00982
    00983   /* Make sure the direction is compatible with the slope.
    00984    * Well we check if the slope has an up bit set in the
    00985    * reverse direction. */
    00986   if (slope & InclinedSlope(bridge_dir)) return false;
    00987
    00988   /* Assure that the bridge is connectable to the start side */
    00989   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
    00990
    00991   /* We are in the right direction */
    00992   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
    00993   TileIndex bridge_tile = tile; // Used to store the other waterside
    00994
    00995   const int delta = TileOffsByDiagDir(bridge_dir);
    00996   do {
    00997     if (bridge_length++ >= 11) {
    00998       /* Max 11 tile long bridges */
    00999       return false;
    01000     }
    01001     bridge_tile += delta;
    01002   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
    01003
    01004   /* no water tiles in between? */
    01005   if (bridge_length == 1) return false;
    01006
    01007   for (uint8 times = 0; times <= 22; times++) {
    01008     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
    01009
    01010     /* Can we actually build the bridge? */
    01011     if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE).Succeeded()) {
    01012       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
    01013       _grow_town_result = GROWTH_SUCCEED;
    01014       return true;
    01015     }
    01016   }
    01017   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
    01018   return false;
    01019 }
    01020
    01038 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
    01039 {
    01040   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
    01041   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
    01042
    01043   assert(tile < MapSize());
    01044
    01045   if (cur_rb == ROAD_NONE) {
    01046     /* Tile has no road. First reset the status counter
    01047      * to say that this is the last iteration. */
    01048     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01049
    01050     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01051
    01052     /* Remove hills etc */
    01053     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
    01054
    01055     /* Is a road allowed here? */
    01056     switch (t1->layout) {
    01057       default: NOT_REACHED();
    01058
    01059       case TL_3X3_GRID:
    01060       case TL_2X2_GRID:
    01061         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01062         if (rcmd == ROAD_NONE) return;
    01063         break;
    01064
    01065       case TL_BETTER_ROADS:
    01066       case TL_ORIGINAL:
    01067         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
    01068
    01069         DiagDirection source_dir = ReverseDiagDir(target_dir);
    01070
    01071         if (Chance16(1, 4)) {
    01072           /* Randomize a new target dir */
    01073           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
    01074         }
    01075
    01076         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
    01077           /* A road is not allowed to continue the randomized road,
    01078            *  return if the road we're trying to build is curved. */
    01079           if (target_dir != ReverseDiagDir(source_dir)) return;
    01080
    01081           /* Return if neither side of the new road is a house */
    01082           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
    01083               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
    01084             return;
    01085           }
    01086
    01087           /* That means that the road is only allowed if there is a house
    01088            *  at any side of the new road. */
    01089         }
    01090
    01091         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
    01092         break;
    01093     }
    01094
    01095   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
    01096     /* Continue building on a partial road.
    01097      * Should be allways OK, so we only generate
    01098      * the fitting RoadBits */
    01099     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01100
    01101     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01102
    01103     switch (t1->layout) {
    01104       default: NOT_REACHED();
    01105
    01106       case TL_3X3_GRID:
    01107       case TL_2X2_GRID:
    01108         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01109         break;
    01110
    01111       case TL_BETTER_ROADS:
    01112       case TL_ORIGINAL:
    01113         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01114         break;
    01115     }
    01116   } else {
    01117     bool allow_house = true; // Value which decides if we want to construct a house
    01118
    01119     /* Reached a tunnel/bridge? Then continue at the other side of it. */
    01120     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01121       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
    01122         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
    01123       }
    01124       return;
    01125     }
    01126
    01127     /* Possibly extend the road in a direction.
    01128      * Randomize a direction and if it has a road, bail out. */
    01129     target_dir = RandomDiagDir();
    01130     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
    01131
    01132     /* This is the tile we will reach if we extend to this direction. */
    01133     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
    01134
    01135     /* Don't walk into water. */
    01136     if (IsWaterTile(house_tile)) return;
    01137
    01138     if (!IsValidTile(house_tile)) return;
    01139
    01140     if (_settings_game.economy.allow_town_roads || _generating_world) {
    01141       switch (t1->layout) {
    01142         default: NOT_REACHED();
    01143
    01144         case TL_3X3_GRID: // Use 2x2 grid afterwards!
    01145           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01146           /* FALL THROUGH */
    01147
    01148         case TL_2X2_GRID:
    01149           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
    01150           allow_house = (rcmd == ROAD_NONE);
    01151           break;
    01152
    01153         case TL_BETTER_ROADS: // Use original afterwards!
    01154           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01155           /* FALL THROUGH */
    01156
    01157         case TL_ORIGINAL:
    01158           /* Allow a house at the edge. 60% chance or
    01159            * always ok if no road allowed. */
    01160           rcmd = DiagDirToRoadBits(target_dir);
    01161           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
    01162           break;
    01163       }
    01164     }
    01165
    01166     if (allow_house) {
    01167       /* Build a house, but not if there already is a house there. */
    01168       if (!IsTileType(house_tile, MP_HOUSE)) {
    01169         /* Level the land if possible */
    01170         if (Chance16(1, 6)) LevelTownLand(house_tile);
    01171
    01172         /* And build a house.
    01173          * Set result to -1 if we managed to build it. */
    01174         if (BuildTownHouse(t1, house_tile)) {
    01175           _grow_town_result = GROWTH_SUCCEED;
    01176         }
    01177       }
    01178       return;
    01179     }
    01180
    01181     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01182   }
    01183
    01184   /* Return if a water tile */
    01185   if (IsWaterTile(tile)) return;
    01186
    01187   /* Make the roads look nicer */
    01188   rcmd = CleanUpRoadBits(tile, rcmd);
    01189   if (rcmd == ROAD_NONE) return;
    01190
    01191   /* Only use the target direction for bridges to ensure they're connected.
    01192    * The target_dir is as computed previously according to town layout, so
    01193    * it will match it perfectly. */
    01194   if (GrowTownWithBridge(t1, tile, target_dir)) return;
    01195
    01196   GrowTownWithRoad(t1, tile, rcmd);
    01197 }
    01198
    01204 static int GrowTownAtRoad(Town *t, TileIndex tile)
    01205 {
    01206   /* Special case.
    01207    * @see GrowTownInTile Check the else if
    01208    */
    01209   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
    01210
    01211   assert(tile < MapSize());
    01212
    01213   /* Number of times to search.
    01214    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
    01215    * them a little handicap. */
    01216   switch (t->layout) {
    01217     case TL_BETTER_ROADS:
    01218       _grow_town_result = 10 + t->num_houses * 2 / 9;
    01219       break;
    01220
    01221     case TL_3X3_GRID:
    01222     case TL_2X2_GRID:
    01223       _grow_town_result = 10 + t->num_houses * 1 / 9;
    01224       break;
    01225
    01226     default:
    01227       _grow_town_result = 10 + t->num_houses * 4 / 9;
    01228       break;
    01229   }
    01230
    01231   do {
    01232     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
    01233
    01234     /* Try to grow the town from this point */
    01235     GrowTownInTile(&tile, cur_rb, target_dir, t);
    01236
    01237     /* Exclude the source position from the bitmask
    01238      * and return if no more road blocks available */
    01239     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01240     if (cur_rb == ROAD_NONE)
    01241       return _grow_town_result;
    01242
    01243     /* Select a random bit from the blockmask, walk a step
    01244      * and continue the search from there. */
    01245     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
    01246     tile = TileAddByDiagDir(tile, target_dir);
    01247
    01248     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
    01249       /* Don't allow building over roads of other cities */
    01250       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
    01251         _grow_town_result = GROWTH_SUCCEED;
    01252       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
    01253         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
    01254          * owner :) (happy happy happy road now) */
    01255         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
    01256         SetTownIndex(tile, t->index);
    01257       }
    01258     }
    01259
    01260     /* Max number of times is checked. */
    01261   } while (--_grow_town_result >= 0);
    01262
    01263   return (_grow_town_result == -2);
    01264 }
    01265
    01273 static RoadBits GenRandomRoadBits()
    01274 {
    01275   uint32 r = Random();
    01276   uint a = GB(r, 0, 2);
    01277   uint b = GB(r, 8, 2);
    01278   if (a == b) b ^= 2;
    01279   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
    01280 }
    01281
    01286 static bool GrowTown(Town *t)
    01287 {
    01288   static const TileIndexDiffC _town_coord_mod[] = {
    01289     {-1,  0},
    01290     { 1,  1},
    01291     { 1, -1},
    01292     {-1, -1},
    01293     {-1,  0},
    01294     { 0,  2},
    01295     { 2,  0},
    01296     { 0, -2},
    01297     {-1, -1},
    01298     {-2,  2},
    01299     { 2,  2},
    01300     { 2, -2},
    01301     { 0,  0}
    01302   };
    01303
    01304   /* Current "company" is a town */
    01305   CompanyID old_company = _current_company;
    01306   _current_company = OWNER_TOWN;
    01307
    01308   TileIndex tile = t->xy; // The tile we are working with ATM
    01309
    01310   /* Find a road that we can base the construction on. */
    01311   const TileIndexDiffC *ptr;
    01312   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01313     if (GetTownRoadBits(tile) != ROAD_NONE) {
    01314       int r = GrowTownAtRoad(t, tile);
    01315       _current_company = old_company;
    01316       return r != 0;
    01317     }
    01318     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01319   }
    01320
    01321   /* No road available, try to build a random road block by
    01322    * clearing some land and then building a road there. */
    01323   if (_settings_game.economy.allow_town_roads || _generating_world) {
    01324     tile = t->xy;
    01325     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01326       /* Only work with plain land that not already has a house */
    01327       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
    01328         if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
    01329           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
    01330           _current_company = old_company;
    01331           return true;
    01332         }
    01333       }
    01334       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01335     }
    01336   }
    01337
    01338   _current_company = old_company;
    01339   return false;
    01340 }
    01341
    01342 void UpdateTownRadius(Town *t)
    01343 {
    01344   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
    01345     {  4,  0,  0,  0,  0}, // 0
    01346     { 16,  0,  0,  0,  0},
    01347     { 25,  0,  0,  0,  0},
    01348     { 36,  0,  0,  0,  0},
    01349     { 49,  0,  4,  0,  0},
    01350     { 64,  0,  4,  0,  0}, // 20
    01351     { 64,  0,  9,  0,  1},
    01352     { 64,  0,  9,  0,  4},
    01353     { 64,  0, 16,  0,  4},
    01354     { 81,  0, 16,  0,  4},
    01355     { 81,  0, 16,  0,  4}, // 40
    01356     { 81,  0, 25,  0,  9},
    01357     { 81, 36, 25,  0,  9},
    01358     { 81, 36, 25, 16,  9},
    01359     { 81, 49,  0, 25,  9},
    01360     { 81, 64,  0, 25,  9}, // 60
    01361     { 81, 64,  0, 36,  9},
    01362     { 81, 64,  0, 36, 16},
    01363     {100, 81,  0, 49, 16},
    01364     {100, 81,  0, 49, 25},
    01365     {121, 81,  0, 49, 25}, // 80
    01366     {121, 81,  0, 49, 25},
    01367     {121, 81,  0, 49, 36}, // 88
    01368   };
    01369
    01370   if (t->num_houses < 92) {
    01371     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
    01372   } else {
    01373     int mass = t->num_houses / 8;
    01374     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
    01375      * The offsets are to make sure the radii do not decrease in size when going from the table
    01376      * to the calculated value.*/
    01377     t->squared_town_zone_radius[0] = mass * 15 - 40;
    01378     t->squared_town_zone_radius[1] = mass * 9 - 15;
    01379     t->squared_town_zone_radius[2] = 0;
    01380     t->squared_town_zone_radius[3] = mass * 5 - 5;
    01381     t->squared_town_zone_radius[4] = mass * 3 + 5;
    01382   }
    01383 }
    01384
    01385 void UpdateTownMaxPass(Town *t)
    01386 {
    01387   t->max_pass = t->population >> 3;
    01388   t->max_mail = t->population >> 4;
    01389 }
    01390
    01402 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
    01403 {
    01404   t->xy = tile;
    01405   t->num_houses = 0;
    01406   t->time_until_rebuild = 10;
    01407   UpdateTownRadius(t);
    01408   t->flags = 0;
    01409   t->population = 0;
    01410   t->grow_counter = 0;
    01411   t->growth_rate = 250;
    01412   t->new_max_pass = 0;
    01413   t->new_max_mail = 0;
    01414   t->new_act_pass = 0;
    01415   t->new_act_mail = 0;
    01416   t->max_pass = 0;
    01417   t->max_mail = 0;
    01418   t->act_pass = 0;
    01419   t->act_mail = 0;
    01420
    01421   t->pct_pass_transported = 0;
    01422   t->pct_mail_transported = 0;
    01423   t->fund_buildings_months = 0;
    01424   t->new_act_food = 0;
    01425   t->new_act_water = 0;
    01426   t->act_food = 0;
    01427   t->act_water = 0;
    01428
    01429   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
    01430
    01431   t->have_ratings = 0;
    01432   t->exclusivity = INVALID_COMPANY;
    01433   t->exclusive_counter = 0;
    01434   t->statues = 0;
    01435
    01436   extern int _nb_orig_names;
    01437   if (_settings_game.game_creation.town_name < _nb_orig_names) {
    01438     /* Original town name */
    01439     t->townnamegrfid = 0;
    01440     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
    01441   } else {
    01442     /* Newgrf town name */
    01443     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
    01444     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
    01445   }
    01446   t->townnameparts = townnameparts;
    01447
    01448   t->UpdateVirtCoord();
    01449   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    01450
    01451   t->InitializeLayout(layout);
    01452
    01453   t->larger_town = city;
    01454
    01455   int x = (int)size * 16 + 3;
    01456   if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
    01457   /* Don't create huge cities when founding town in-game */
    01458   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
    01459
    01460   t->num_houses += x;
    01461   UpdateTownRadius(t);
    01462
    01463   int i = x * 4;
    01464   do {
    01465     GrowTown(t);
    01466   } while (--i);
    01467
    01468   t->num_houses -= x;
    01469   UpdateTownRadius(t);
    01470   UpdateTownMaxPass(t);
    01471   UpdateAirportsNoise();
    01472 }
    01473
    01479 static CommandCost TownCanBePlacedHere(TileIndex tile)
    01480 {
    01481   /* Check if too close to the edge of map */
    01482   if (DistanceFromEdge(tile) < 12) {
    01483     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
    01484   }
    01485
    01486   /* Check distance to all other towns. */
    01487   if (IsCloseToTown(tile, 20)) {
    01488     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
    01489   }
    01490
    01491   /* Can only build on clear flat areas, possibly with trees. */
    01492   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
    01493     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01494   }
    01495
    01496   return CommandCost(EXPENSES_OTHER);
    01497 }
    01498
    01504 static bool IsUniqueTownName(const char *name)
    01505 {
    01506   const Town *t;
    01507
    01508   FOR_ALL_TOWNS(t) {
    01509     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
    01510   }
    01511
    01512   return true;
    01513 }
    01514
    01527 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01528 {
    01529   TownSize size = Extract<TownSize, 0, 2>(p1);
    01530   bool city = HasBit(p1, 2);
    01531   TownLayout layout = Extract<TownLayout, 3, 3>(p1);
    01532   TownNameParams par(_settings_game.game_creation.town_name);
    01533   bool random = HasBit(p1, 6);
    01534   uint32 townnameparts = p2;
    01535
    01536   if (size > TSZ_RANDOM) return CMD_ERROR;
    01537   if (layout > TL_RANDOM) return CMD_ERROR;
    01538
    01539   /* Some things are allowed only in the scenario editor */
    01540   if (_game_mode != GM_EDITOR) {
    01541     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
    01542     if (size == TSZ_LARGE) return CMD_ERROR;
    01543     if (random) return CMD_ERROR;
    01544     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
    01545       return CMD_ERROR;
    01546     }
    01547   }
    01548
    01549   if (StrEmpty(text)) {
    01550     /* If supplied name is empty, townnameparts has to generate unique automatic name */
    01551     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    01552   } else {
    01553     /* If name is not empty, it has to be unique custom name */
    01554     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
    01555     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    01556   }
    01557
    01558   /* Allocate town struct */
    01559   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
    01560
    01561   if (!random) {
    01562     CommandCost ret = TownCanBePlacedHere(tile);
    01563     if (ret.Failed()) return ret;
    01564   }
    01565
    01566   static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
    01567   /* multidimensional arrays have to have defined length of non-first dimension */
    01568   assert_compile(lengthof(price_mult[0]) == 4);
    01569
    01570   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
    01571   byte mult = price_mult[city][size];
    01572
    01573   cost.MultiplyCost(mult);
    01574
    01575   /* Create the town */
    01576   if (flags & DC_EXEC) {
    01577     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
    01578       _additional_cash_required = cost.GetCost();
    01579       return CommandCost(EXPENSES_OTHER);
    01580     }
    01581
    01582     _generating_world = true;
    01583     UpdateNearestTownForRoadTiles(true);
    01584     Town *t;
    01585     if (random) {
    01586       t = CreateRandomTown(20, townnameparts, size, city, layout);
    01587       if (t == NULL) {
    01588         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
    01589       } else {
    01590         _new_town_id = t->index;
    01591       }
    01592     } else {
    01593       t = new Town(tile);
    01594       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
    01595     }
    01596     UpdateNearestTownForRoadTiles(false);
    01597     _generating_world = false;
    01598
    01599     if (t != NULL && !StrEmpty(text)) {
    01600       t->name = strdup(text);
    01601       t->UpdateVirtCoord();
    01602     }
    01603
    01604     if (_game_mode != GM_EDITOR) {
    01605       /* 't' can't be NULL since 'random' is false outside scenedit */
    01606       assert(!random);
    01607       char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
    01608       SetDParam(0, _current_company);
    01609       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    01610
    01611       char *cn = strdup(company_name);
    01612       SetDParamStr(0, cn);
    01613       SetDParam(1, t->index);
    01614
    01615       AddNewsItem(STR_NEWS_NEW_TOWN, NS_INDUSTRY_OPEN, NR_TILE, tile, NR_NONE, UINT32_MAX, cn);
    01616     }
    01617   }
    01618   return cost;
    01619 }
    01620
    01630 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
    01631 {
    01632   switch (layout) {
    01633     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
    01634     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
    01635     default:          return tile;
    01636   }
    01637 }
    01638
    01648 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
    01649 {
    01650   switch (layout) {
    01651     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
    01652     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
    01653     default:          return true;
    01654   }
    01655 }
    01656
    01660 struct SpotData {
    01661   TileIndex tile;
    01662   uint max_dist;
    01663   TownLayout layout;
    01664 };
    01665
    01682 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
    01683 {
    01684   SpotData *sp = (SpotData*)user_data;
    01685   uint dist = GetClosestWaterDistance(tile, true);
    01686
    01687   if (IsTileType(tile, MP_CLEAR) &&
    01688       GetTileSlope(tile, NULL) == SLOPE_FLAT &&
    01689       IsTileAlignedToGrid(tile, sp->layout) &&
    01690       dist > sp->max_dist) {
    01691     sp->tile = tile;
    01692     sp->max_dist = dist;
    01693   }
    01694
    01695   return false;
    01696 }
    01697
    01704 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
    01705 {
    01706   return IsTileType(tile, MP_CLEAR);
    01707 }
    01708
    01721 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
    01722 {
    01723   SpotData sp = { INVALID_TILE, 0, layout };
    01724
    01725   TileIndex coast = tile;
    01726   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
    01727     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
    01728     return sp.tile;
    01729   }
    01730
    01731   /* if we get here just give up */
    01732   return INVALID_TILE;
    01733 }
    01734
    01735 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
    01736 {
    01737   if (!Town::CanAllocateItem()) return NULL;
    01738
    01739   do {
    01740     /* Generate a tile index not too close from the edge */
    01741     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
    01742
    01743     /* if we tried to place the town on water, slide it over onto
    01744      * the nearest likely-looking spot */
    01745     if (IsTileType(tile, MP_WATER)) {
    01746       tile = FindNearestGoodCoastalTownSpot(tile, layout);
    01747       if (tile == INVALID_TILE) continue;
    01748     }
    01749
    01750     /* Make sure town can be placed here */
    01751     if (TownCanBePlacedHere(tile).Failed()) continue;
    01752
    01753     /* Allocate a town struct */
    01754     Town *t = new Town(tile);
    01755
    01756     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
    01757
    01758     /* if the population is still 0 at the point, then the
    01759      * placement is so bad it couldn't grow at all */
    01760     if (t->population > 0) return t;
    01761     delete t;
    01762   } while (--attempts != 0);
    01763
    01764   return NULL;
    01765 }
    01766
    01767 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
    01768
    01775 bool GenerateTowns(TownLayout layout)
    01776 {
    01777   uint num = 0;
    01778   uint difficulty = _settings_game.difficulty.number_towns;
    01779   uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
    01780   uint32 townnameparts;
    01781
    01782   SetGeneratingWorldProgress(GWP_TOWN, n);
    01783
    01784   /* First attempt will be made at creating the suggested number of towns.
    01785    * Note that this is really a suggested value, not a required one.
    01786    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
    01787   do {
    01788     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
    01789     IncreaseGeneratingWorldProgress(GWP_TOWN);
    01790     /* Get a unique name for the town. */
    01791     if (!GenerateTownName(&townnameparts)) continue;
    01792     /* try 20 times to create a random-sized town for the first loop. */
    01793     if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) num++; // If creation was successful, raise a flag.
    01794   } while (--n);
    01795
    01796   if (num != 0) return true;
    01797
    01798   /* If num is still zero at this point, it means that not a single town has been created.
    01799    * So give it a last try, but now more aggressive */
    01800   if (GenerateTownName(&townnameparts) &&
    01801       CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
    01802     return true;
    01803   }
    01804
    01805   /* If there are no towns at all and we are generating new game, bail out */
    01806   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
    01807     extern StringID _switch_mode_errorstr;
    01808     _switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
    01809   }
    01810
    01811   return false;  // we are still without a town? we failed, simply
    01812 }
    01813
    01814
    01820 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
    01821 {
    01822   uint dist = DistanceSquare(tile, t->xy);
    01823
    01824   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
    01825
    01826   HouseZonesBits smallest = HZB_TOWN_EDGE;
    01827   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
    01828     if (dist < t->squared_town_zone_radius[i]) smallest = i;
    01829   }
    01830
    01831   return smallest;
    01832 }
    01833
    01844 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
    01845 {
    01846   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
    01847
    01848   assert(cc.Succeeded());
    01849
    01850   IncreaseBuildingCount(t, type);
    01851   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
    01852   if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
    01853
    01854   MarkTileDirtyByTile(tile);
    01855 }
    01856
    01857
    01868 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
    01869 {
    01870   BuildingFlags size = HouseSpec::Get(type)->building_flags;
    01871
    01872   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
    01873   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
    01874   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
    01875   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
    01876 }
    01877
    01878
    01887 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
    01888 {
    01889   /* cannot build on these slopes... */
    01890   Slope slope = GetTileSlope(tile, NULL);
    01891   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
    01892
    01893   /* building under a bridge? */
    01894   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    01895
    01896   /* do not try to build over house owned by another town */
    01897   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
    01898
    01899   /* can we clear the land? */
    01900   return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
    01901 }
    01902
    01903
    01913 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
    01914 {
    01915   if (!CanBuildHouseHere(tile, town, noslope)) return false;
    01916
    01917   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
    01918   if (GetTileMaxZ(tile) != z) return false;
    01919
    01920   return true;
    01921 }
    01922
    01923
    01933 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
    01934 {
    01935   /* we need to check this tile too because we can be at different tile now */
    01936   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01937
    01938   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
    01939     tile += TileOffsByDiagDir(d);
    01940     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01941   }
    01942
    01943   return true;
    01944 }
    01945
    01946
    01954 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
    01955 {
    01956   /* Allow towns everywhere when we don't build roads */
    01957   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    01958
    01959   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    01960
    01961   switch (t->layout) {
    01962     case TL_2X2_GRID:
    01963       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
    01964       break;
    01965
    01966     case TL_3X3_GRID:
    01967       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
    01968       break;
    01969
    01970     default:
    01971       break;
    01972   }
    01973
    01974   return true;
    01975 }
    01976
    01977
    01985 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
    01986 {
    01987   /* Allow towns everywhere when we don't build roads */
    01988   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    01989
    01990   /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
    01991    * so to do only one memory access, use MapSize() */
    01992   uint dx = MapSize() + TileX(t->xy) - TileX(tile);
    01993   uint dy = MapSize() + TileY(t->xy) - TileY(tile);
    01994
    01995   switch (t->layout) {
    01996     case TL_2X2_GRID:
    01997       if ((dx % 3) != 0 || (dy % 3) != 0) return false;
    01998       break;
    01999
    02000     case TL_3X3_GRID:
    02001       if ((dx % 4) < 2 || (dy % 4) < 2) return false;
    02002       break;
    02003
    02004     default:
    02005       break;
    02006   }
    02007
    02008   return true;
    02009 }
    02010
    02011
    02021 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
    02022 {
    02023   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
    02024
    02025   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
    02026   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
    02027
    02028   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
    02029   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
    02030     *tile = tile2;
    02031     return true;
    02032   }
    02033
    02034   return false;
    02035 }
    02036
    02037
    02046 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
    02047 {
    02048   TileIndex tile2 = *tile;
    02049
    02050   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
    02051     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
    02052       *tile = tile2;
    02053       return true;
    02054     }
    02055     if (d == DIAGDIR_END) break;
    02056     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
    02057   }
    02058
    02059   return false;
    02060 }
    02061
    02062
    02069 static bool BuildTownHouse(Town *t, TileIndex tile)
    02070 {
    02071   /* forbidden building here by town layout */
    02072   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
    02073
    02074   /* no house allowed at all, bail out */
    02075   if (!CanBuildHouseHere(tile, t->index, false)) return false;
    02076
    02077   uint z;
    02078   Slope slope = GetTileSlope(tile, &z);
    02079
    02080   /* Get the town zone type of the current tile, as well as the climate.
    02081    * This will allow to easily compare with the specs of the new house to build */
    02082   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
    02083
    02084   /* Above snow? */
    02085   int land = _settings_game.game_creation.landscape;
    02086   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
    02087
    02088   uint bitmask = (1 << rad) + (1 << (land + 12));
    02089
    02090   /* bits 0-4 are used
    02091    * bits 11-15 are used
    02092    * bits 5-10 are not used. */
    02093   HouseID houses[HOUSE_MAX];
    02094   uint num = 0;
    02095   uint probs[HOUSE_MAX];
    02096   uint probability_max = 0;
    02097
    02098   /* Generate a list of all possible houses that can be built. */
    02099   for (uint i = 0; i < HOUSE_MAX; i++) {
    02100     const HouseSpec *hs = HouseSpec::Get(i);
    02101
    02102     /* Verify that the candidate house spec matches the current tile status */
    02103     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->override != INVALID_HOUSE_ID) continue;
    02104
    02105     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
    02106     if (hs->class_id != HOUSE_NO_CLASS) {
    02107       /* id_count is always <= class_count, so it doesn't need to be checked */
    02108       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
    02109     } else {
    02110       /* If the house has no class, check id_count instead */
    02111       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
    02112     }
    02113
    02114     /* Without NewHouses, all houses have probability '1' */
    02115     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
    02116     probability_max += cur_prob;
    02117     probs[num] = cur_prob;
    02118     houses[num++] = (HouseID)i;
    02119   }
    02120
    02121   uint maxz = GetTileMaxZ(tile);
    02122
    02123   while (probability_max > 0) {
    02124     uint r = RandomRange(probability_max);
    02125     uint i;
    02126     for (i = 0; i < num; i++) {
    02127       if (probs[i] > r) break;
    02128       r -= probs[i];
    02129     }
    02130
    02131     HouseID house = houses[i];
    02132     probability_max -= probs[i];
    02133
    02134     /* remove tested house from the set */
    02135     num--;
    02136     houses[i] = houses[num];
    02137     probs[i] = probs[num];
    02138
    02139     const HouseSpec *hs = HouseSpec::Get(house);
    02140
    02141     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
    02142         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
    02143       continue;
    02144     }
    02145
    02146     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
    02147
    02148     /* Special houses that there can be only one of. */
    02149     uint oneof = 0;
    02150
    02151     if (hs->building_flags & BUILDING_IS_CHURCH) {
    02152       SetBit(oneof, TOWN_HAS_CHURCH);
    02153     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02154       SetBit(oneof, TOWN_HAS_STADIUM);
    02155     }
    02156
    02157     if (t->flags & oneof) continue;
    02158
    02159     /* Make sure there is no slope? */
    02160     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
    02161     if (noslope && slope != SLOPE_FLAT) continue;
    02162
    02163     if (hs->building_flags & TILE_SIZE_2x2) {
    02164       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
    02165     } else if (hs->building_flags & TILE_SIZE_2x1) {
    02166       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
    02167     } else if (hs->building_flags & TILE_SIZE_1x2) {
    02168       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
    02169     } else {
    02170       /* 1x1 house checks are already done */
    02171     }
    02172
    02173     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
    02174       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true);
    02175       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
    02176     }
    02177
    02178     /* build the house */
    02179     t->num_houses++;
    02180
    02181     /* Special houses that there can be only one of. */
    02182     t->flags |= oneof;
    02183
    02184     byte construction_counter = 0;
    02185     byte construction_stage = 0;
    02186
    02187     if (_generating_world || _game_mode == GM_EDITOR) {
    02188       uint32 r = Random();
    02189
    02190       construction_stage = TOWN_HOUSE_COMPLETED;
    02191       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
    02192
    02193       if (construction_stage == TOWN_HOUSE_COMPLETED) {
    02194         ChangePopulation(t, hs->population);
    02195       } else {
    02196         construction_counter = GB(r, 2, 2);
    02197       }
    02198     }
    02199
    02200     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
    02201
    02202     return true;
    02203   }
    02204
    02205   return false;
    02206 }
    02207
    02214 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
    02215 {
    02216   assert(IsTileType(tile, MP_HOUSE));
    02217   DecreaseBuildingCount(t, house);
    02218   DoClearSquare(tile);
    02219   DeleteAnimatedTile(tile);
    02220 }
    02221
    02229 TileIndexDiff GetHouseNorthPart(HouseID &house)
    02230 {
    02231   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
    02232     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
    02233       house--;
    02234       return TileDiffXY(-1, 0);
    02235     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
    02236       house--;
    02237       return TileDiffXY(0, -1);
    02238     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
    02239       house -= 2;
    02240       return TileDiffXY(-1, 0);
    02241     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
    02242       house -= 3;
    02243       return TileDiffXY(-1, -1);
    02244     }
    02245   }
    02246   return 0;
    02247 }
    02248
    02249 void ClearTownHouse(Town *t, TileIndex tile)
    02250 {
    02251   assert(IsTileType(tile, MP_HOUSE));
    02252
    02253   HouseID house = GetHouseType(tile);
    02254
    02255   /* need to align the tile to point to the upper left corner of the house */
    02256   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02257
    02258   const HouseSpec *hs = HouseSpec::Get(house);
    02259
    02260   /* Remove population from the town if the house is finished. */
    02261   if (IsHouseCompleted(tile)) {
    02262     ChangePopulation(t, -hs->population);
    02263   }
    02264
    02265   t->num_houses--;
    02266
    02267   /* Clear flags for houses that only may exist once/town. */
    02268   if (hs->building_flags & BUILDING_IS_CHURCH) {
    02269     ClrBit(t->flags, TOWN_HAS_CHURCH);
    02270   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02271     ClrBit(t->flags, TOWN_HAS_STADIUM);
    02272   }
    02273
    02274   /* Do the actual clearing of tiles */
    02275   uint eflags = hs->building_flags;
    02276   DoClearTownHouseHelper(tile, t, house);
    02277   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
    02278   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
    02279   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
    02280 }
    02281
    02290 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02291 {
    02292   Town *t = Town::GetIfValid(p1);
    02293   if (t == NULL) return CMD_ERROR;
    02294
    02295   bool reset = StrEmpty(text);
    02296
    02297   if (!reset) {
    02298     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
    02299     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    02300   }
    02301
    02302   if (flags & DC_EXEC) {
    02303     free(t->name);
    02304     t->name = reset ? NULL : strdup(text);
    02305
    02306     t->UpdateVirtCoord();
    02307     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    02308     UpdateAllStationVirtCoords();
    02309   }
    02310   return CommandCost();
    02311 }
    02312
    02314 void ExpandTown(Town *t)
    02315 {
    02316   /* Warn the users if towns are not allowed to build roads,
    02317    * but do this only onces per openttd run. */
    02318   static bool warned_no_roads = false;
    02319   if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
    02320     ShowErrorMessage(STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS, INVALID_STRING_ID, 0, 0);
    02321     warned_no_roads = true;
    02322   }
    02323
    02324   /* The more houses, the faster we grow */
    02325   uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
    02326   t->num_houses += amount;
    02327   UpdateTownRadius(t);
    02328
    02329   uint n = amount * 10;
    02330   do GrowTown(t); while (--n);
    02331
    02332   t->num_houses -= amount;
    02333   UpdateTownRadius(t);
    02334
    02335   UpdateTownMaxPass(t);
    02336 }
    02337
    02341 const byte _town_action_costs[TACT_COUNT] = {
    02342   2, 4, 9, 35, 48, 53, 117, 175
    02343 };
    02344
    02345 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
    02346 {
    02347   if (flags & DC_EXEC) {
    02348     ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
    02349   }
    02350   return CommandCost();
    02351 }
    02352
    02353 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
    02354 {
    02355   if (flags & DC_EXEC) {
    02356     ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
    02357   }
    02358   return CommandCost();
    02359 }
    02360
    02361 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
    02362 {
    02363   if (flags & DC_EXEC) {
    02364     ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
    02365   }
    02366   return CommandCost();
    02367 }
    02368
    02369 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
    02370 {
    02371   if (flags & DC_EXEC) {
    02372     t->road_build_months = 6;
    02373
    02374     char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
    02375     SetDParam(0, _current_company);
    02376     GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    02377
    02378     char *cn = strdup(company_name);
    02379     SetDParam(0, t->index);
    02380     SetDParamStr(1, cn);
    02381
    02382     AddNewsItem(STR_NEWS_ROAD_REBUILDING, NS_GENERAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
    02383   }
    02384   return CommandCost();
    02385 }
    02386
    02393 static bool SearchTileForStatue(TileIndex tile, void *user_data)
    02394 {
    02395   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
    02396   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
    02397   /* Don't build statues under bridges. */
    02398   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    02399
    02400   if (!IsTileType(tile, MP_HOUSE) &&
    02401       !IsTileType(tile, MP_CLEAR) &&
    02402       !IsTileType(tile, MP_TREES)) {
    02403     return false;
    02404   }
    02405
    02406   CompanyID old = _current_company;
    02407   _current_company = OWNER_NONE;
    02408   CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
    02409   _current_company = old;
    02410
    02411   if (r.Failed()) return false;
    02412
    02413   return true;
    02414 }
    02415
    02423 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
    02424 {
    02425   TileIndex tile = t->xy;
    02426   if (CircularTileSearch(&tile, 9, SearchTileForStatue, NULL)) {
    02427     if (flags & DC_EXEC) {
    02428       CompanyID old = _current_company;
    02429       _current_company = OWNER_NONE;
    02430       DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    02431       _current_company = old;
    02432       MakeStatue(tile, _current_company, t->index);
    02433       SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
    02434       MarkTileDirtyByTile(tile);
    02435     }
    02436     return CommandCost();
    02437   }
    02438   return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
    02439 }
    02440
    02441 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
    02442 {
    02443   if (flags & DC_EXEC) {
    02444     /* Build next tick */
    02445     t->grow_counter = 1;
    02446     /* If we were not already growing */
    02447     SetBit(t->flags, TOWN_IS_FUNDED);
    02448     /* And grow for 3 months */
    02449     t->fund_buildings_months = 3;
    02450   }
    02451   return CommandCost();
    02452 }
    02453
    02454 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
    02455 {
    02456   /* Check if it's allowed to by the rights */
    02457   if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
    02458
    02459   if (flags & DC_EXEC) {
    02460     t->exclusive_counter = 12;
    02461     t->exclusivity = _current_company;
    02462
    02463     ModifyStationRatingAround(t->xy, _current_company, 130, 17);
    02464   }
    02465   return CommandCost();
    02466 }
    02467
    02468 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
    02469 {
    02470   if (flags & DC_EXEC) {
    02471     if (Chance16(1, 14)) {
    02472       /* set as unwanted for 6 months */
    02473       t->unwanted[_current_company] = 6;
    02474
    02475       /* set all close by station ratings to 0 */
    02476       Station *st;
    02477       FOR_ALL_STATIONS(st) {
    02478         if (st->town == t && st->owner == _current_company) {
    02479           for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
    02480         }
    02481       }
    02482
    02483       /* only show errormessage to the executing player. All errors are handled command.c
    02484        * but this is special, because it can only 'fail' on a DC_EXEC */
    02485       if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, STR_ERROR_BRIBE_FAILED_2, 0, 0);
    02486
    02487       /* decrease by a lot!
    02488        * ChangeTownRating is only for stuff in demolishing. Bribe failure should
    02489        * be independent of any cheat settings
    02490        */
    02491       if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
    02492         t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
    02493         SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02494       }
    02495     } else {
    02496       ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
    02497     }
    02498   }
    02499   return CommandCost();
    02500 }
    02501
    02502 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
    02503 static TownActionProc * const _town_action_proc[] = {
    02504   TownActionAdvertiseSmall,
    02505   TownActionAdvertiseMedium,
    02506   TownActionAdvertiseLarge,
    02507   TownActionRoadRebuild,
    02508   TownActionBuildStatue,
    02509   TownActionFundBuildings,
    02510   TownActionBuyRights,
    02511   TownActionBribe
    02512 };
    02513
    02520 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
    02521 {
    02522   int num = 0;
    02523   TownActions buttons = TACT_NONE;
    02524
    02525   /* Spectators and unwanted have no options */
    02526   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
    02527
    02528     /* Things worth more than this are not shown */
    02529     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
    02530
    02531     /* Check the action bits for validity and
    02532      * if they are valid add them */
    02533     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
    02534       const TownActions cur = (TownActions)(1 << i);
    02535
    02536       /* Is the company not able to bribe ? */
    02537       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
    02538         continue;
    02539
    02540       /* Is the company not able to buy exclusive rights ? */
    02541       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
    02542         continue;
    02543
    02544       /* Is the company not able to build a statue ? */
    02545       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
    02546         continue;
    02547
    02548       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
    02549         buttons |= cur;
    02550         num++;
    02551       }
    02552     }
    02553   }
    02554
    02555   if (nump != NULL) *nump = num;
    02556   return buttons;
    02557 }
    02558
    02569 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02570 {
    02571   Town *t = Town::GetIfValid(p1);
    02572   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
    02573
    02574   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
    02575
    02576   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
    02577
    02578   CommandCost ret = _town_action_proc[p2](t, flags);
    02579   if (ret.Failed()) return ret;
    02580
    02581   if (flags & DC_EXEC) {
    02582     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
    02583   }
    02584
    02585   return cost;
    02586 }
    02587
    02588 static void UpdateTownGrowRate(Town *t)
    02589 {
    02590   /* Increase company ratings if they're low */
    02591   const Company *c;
    02592   FOR_ALL_COMPANIES(c) {
    02593     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
    02594       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
    02595     }
    02596   }
    02597
    02598   int n = 0;
    02599
    02600   const Station *st;
    02601   FOR_ALL_STATIONS(st) {
    02602     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
    02603       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    02604         n++;
    02605         if (Company::IsValidID(st->owner)) {
    02606           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
    02607           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
    02608         }
    02609       } else {
    02610         if (Company::IsValidID(st->owner)) {
    02611           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
    02612           t->ratings[st->owner] = max(new_rating, INT16_MIN);
    02613         }
    02614       }
    02615     }
    02616   }
    02617
    02618   /* clamp all ratings to valid values */
    02619   for (uint i = 0; i < MAX_COMPANIES; i++) {
    02620     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
    02621   }
    02622
    02623   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02624
    02625   ClrBit(t->flags, TOWN_IS_FUNDED);
    02626   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
    02627
    02630   static const uint16 _grow_count_values[2][6] = {
    02631     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
    02632     { 320, 420, 300, 220, 160, 100 }  // Normal values
    02633   };
    02634
    02635   uint16 m;
    02636
    02637   if (t->fund_buildings_months != 0) {
    02638     m = _grow_count_values[0][min(n, 5)];
    02639     t->fund_buildings_months--;
    02640   } else {
    02641     m = _grow_count_values[1][min(n, 5)];
    02642     if (n == 0 && !Chance16(1, 12)) return;
    02643   }
    02644
    02645   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    02646     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
    02647       return;
    02648   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
    02649     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
    02650       return;
    02651   }
    02652
    02653   /* Use the normal growth rate values if new buildings have been funded in
    02654    * this town and the growth rate is set to none. */
    02655   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
    02656
    02657   m >>= growth_multiplier;
    02658   if (t->larger_town) m /= 2;
    02659
    02660   t->growth_rate = m / (t->num_houses / 50 + 1);
    02661   if (m <= t->grow_counter)
    02662     t->grow_counter = m;
    02663
    02664   SetBit(t->flags, TOWN_IS_FUNDED);
    02665 }
    02666
    02667 static void UpdateTownAmounts(Town *t)
    02668 {
    02669   /* Using +1 here to prevent overflow and division by zero */
    02670   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
    02671
    02672   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
    02673   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
    02674   t->act_food = t->new_act_food; t->new_act_food = 0;
    02675   t->act_water = t->new_act_water; t->new_act_water = 0;
    02676
    02677   /* Using +1 here to prevent overflow and division by zero */
    02678   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
    02679   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
    02680   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
    02681
    02682   SetWindowDirty(WC_TOWN_VIEW, t->index);
    02683 }
    02684
    02685 static void UpdateTownUnwanted(Town *t)
    02686 {
    02687   const Company *c;
    02688
    02689   FOR_ALL_COMPANIES(c) {
    02690     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
    02691   }
    02692 }
    02693
    02699 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
    02700 {
    02701   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
    02702
    02703   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    02704   if (t == NULL) return true;
    02705
    02706   if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
    02707
    02708   _error_message = STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
    02709   SetDParam(0, t->index);
    02710
    02711   return false;
    02712 }
    02713
    02714
    02715 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
    02716 {
    02717   Town *t;
    02718   uint best = threshold;
    02719   Town *best_town = NULL;
    02720
    02721   FOR_ALL_TOWNS(t) {
    02722     uint dist = DistanceManhattan(tile, t->xy);
    02723     if (dist < best) {
    02724       best = dist;
    02725       best_town = t;
    02726     }
    02727   }
    02728
    02729   return best_town;
    02730 }
    02731
    02732
    02733 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
    02734 {
    02735   switch (GetTileType(tile)) {
    02736     case MP_ROAD:
    02737       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
    02738
    02739       if (!HasTownOwnedRoad(tile)) {
    02740         TownID tid = GetTownIndex(tile);
    02741
    02742         if (tid == (TownID)INVALID_TOWN) {
    02743           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
    02744           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
    02745           assert(Town::GetNumItems() == 0);
    02746           return NULL;
    02747         }
    02748
    02749         assert(Town::IsValidID(tid));
    02750         Town *town = Town::Get(tid);
    02751
    02752         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
    02753
    02754         return town;
    02755       }
    02756       /* FALL THROUGH */
    02757
    02758     case MP_HOUSE:
    02759       return Town::GetByTile(tile);
    02760
    02761     default:
    02762       return CalcClosestTownFromTile(tile, threshold);
    02763   }
    02764 }
    02765
    02766 static bool _town_rating_test = false;
    02767 static SmallMap<const Town *, int, 4> _town_test_ratings;
    02768
    02769 void SetTownRatingTestMode(bool mode)
    02770 {
    02771   static int ref_count = 0;
    02772   if (mode) {
    02773     if (ref_count == 0) {
    02774       _town_test_ratings.Clear();
    02775     }
    02776     ref_count++;
    02777   } else {
    02778     assert(ref_count > 0);
    02779     ref_count--;
    02780   }
    02781   _town_rating_test = !(ref_count == 0);
    02782 }
    02783
    02784 static int GetRating(const Town *t)
    02785 {
    02786   if (_town_rating_test) {
    02787     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
    02788     if (it != _town_test_ratings.End()) {
    02789       return it->second;
    02790     }
    02791   }
    02792   return t->ratings[_current_company];
    02793 }
    02794
    02802 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
    02803 {
    02804   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
    02805   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
    02806       !Company::IsValidID(_current_company) ||
    02807       (_cheats.magic_bulldozer.value && add < 0)) {
    02808     return;
    02809   }
    02810
    02811   int rating = GetRating(t);
    02812   if (add < 0) {
    02813     if (rating > max) {
    02814       rating += add;
    02815       if (rating < max) rating = max;
    02816     }
    02817   } else {
    02818     if (rating < max) {
    02819       rating += add;
    02820       if (rating > max) rating = max;
    02821     }
    02822   }
    02823   if (_town_rating_test) {
    02824     _town_test_ratings[t] = rating;
    02825   } else {
    02826     SetBit(t->have_ratings, _current_company);
    02827     t->ratings[_current_company] = rating;
    02828     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02829   }
    02830 }
    02831
    02832 bool CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
    02833 {
    02834   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
    02835   if (t == NULL || !Company::IsValidID(_current_company) ||
    02836       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
    02837     return true;
    02838   }
    02839
    02840   /* minimum rating needed to be allowed to remove stuff */
    02841   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
    02842     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
    02843     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
    02844     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
    02845     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
    02846   };
    02847
    02848   /* check if you're allowed to remove the road/bridge/tunnel
    02849    * owned by a town no removal if rating is lower than ... depends now on
    02850    * difficulty setting. Minimum town rating selected by difficulty level
    02851    */
    02852   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
    02853
    02854   if (GetRating(t) < needed) {
    02855     SetDParam(0, t->index);
    02856     _error_message = STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
    02857     return false;
    02858   }
    02859
    02860   return true;
    02861 }
    02862
    02863 void TownsMonthlyLoop()
    02864 {
    02865   Town *t;
    02866
    02867   FOR_ALL_TOWNS(t) {
    02868     if (t->road_build_months != 0) t->road_build_months--;
    02869
    02870     if (t->exclusive_counter != 0)
    02871       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
    02872
    02873     UpdateTownGrowRate(t);
    02874     UpdateTownAmounts(t);
    02875     UpdateTownUnwanted(t);
    02876   }
    02877 }
    02878
    02879 void TownsYearlyLoop()
    02880 {
    02881   /* Increment house ages */
    02882   for (TileIndex t = 0; t < MapSize(); t++) {
    02883     if (!IsTileType(t, MP_HOUSE)) continue;
    02884     IncrementHouseAge(t);
    02885   }
    02886 }
    02887
    02888 void InitializeTowns()
    02889 {
    02890   _town_pool.CleanPool();
    02891 }
    02892
    02893 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02894 {
    02895   if (AutoslopeEnabled()) {
    02896     HouseID house = GetHouseType(tile);
    02897     GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02898     const HouseSpec *hs = HouseSpec::Get(house);
    02899
    02900     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
    02901     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
    02902         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    02903       bool allow_terraform = true;
    02904
    02905       /* Call the autosloping callback per tile, not for the whole building at once. */
    02906       house = GetHouseType(tile);
    02907       hs = HouseSpec::Get(house);
    02908       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
    02909         /* If the callback fails, allow autoslope. */
    02910         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
    02911         if ((res != 0) && (res != CALLBACK_FAILED)) allow_terraform = false;
    02912       }
    02913
    02914       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02915     }
    02916   }
    02917
    02918   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02919 }
    02920
    02922 extern const TileTypeProcs _tile_type_town_procs = {
    02923   DrawTile_Town,           // draw_tile_proc
    02924   GetSlopeZ_Town,          // get_slope_z_proc
    02925   ClearTile_Town,          // clear_tile_proc
    02926   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
    02927   GetTileDesc_Town,        // get_tile_desc_proc
    02928   GetTileTrackStatus_Town, // get_tile_track_status_proc
    02929   NULL,                    // click_tile_proc
    02930   AnimateTile_Town,        // animate_tile_proc
    02931   TileLoop_Town,           // tile_loop_clear
    02932   ChangeTileOwner_Town,    // change_tile_owner_clear
    02933   AddProducedCargo_Town,   // add_produced_cargo_proc
    02934   NULL,                    // vehicle_enter_tile_proc
    02935   GetFoundation_Town,      // get_foundation_proc
    02936   TerraformTile_Town,      // terraform_tile_proc
    02937 };
    02938
    02939
    02940 HouseSpec _house_specs[HOUSE_MAX];
    02941
    02942 void ResetHouses()
    02943 {
    02944   memset(&_house_specs, 0, sizeof(_house_specs));
    02945   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
    02946
    02947   /* Reset any overrides that have been set. */
    02948   _house_mngr.ResetOverride();
    02949 }