# town_cmd.cpp

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    00001 /* $Id: town_cmd.cpp 20870 2010-10-02 14:34:00Z 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   /* progress in construction stages */
    00406   IncHouseConstructionTick(tile);
    00407   if (GetHouseConstructionTick(tile) != 0) return;
    00408
    00409   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00410
    00411   /* Check and/or  */
    00412   if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
    00413     uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00414     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
    00415   }
    00416
    00417   if (IsHouseCompleted(tile)) {
    00418     /* Now that construction is complete, we can add the population of the
    00419      * building to the town. */
    00420     ChangePopulation(Town::GetByTile(tile), hs->population);
    00421     ResetHouseAge(tile);
    00422   }
    00423   MarkTileDirtyByTile(tile);
    00424 }
    00425
    00429 static void MakeTownHouseBigger(TileIndex tile)
    00430 {
    00431   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
    00432   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
    00433   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
    00434   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
    00435   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
    00436 }
    00437
    00444 static void TileLoop_Town(TileIndex tile)
    00445 {
    00446   HouseID house_id = GetHouseType(tile);
    00447
    00448   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
    00449    * doesn't exist any more, so don't continue here. */
    00450   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
    00451
    00452   if (!IsHouseCompleted(tile)) {
    00453     /* Construction is not completed. See if we can go further in construction*/
    00454     MakeTownHouseBigger(tile);
    00455     return;
    00456   }
    00457
    00458   const HouseSpec *hs = HouseSpec::Get(house_id);
    00459
    00460   /* If the lift has a destination, it is already an animated tile. */
    00461   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
    00462       house_id < NEW_HOUSE_OFFSET &&
    00463       !LiftHasDestination(tile) &&
    00464       Chance16(1, 2)) {
    00465     AddAnimatedTile(tile);
    00466   }
    00467
    00468   Town *t = Town::GetByTile(tile);
    00469   uint32 r = Random();
    00470
    00471   StationFinder stations(TileArea(tile, 1, 1));
    00472
    00473   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00474     for (uint i = 0; i < 256; i++) {
    00475       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
    00476
    00477       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00478
    00479       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
    00480       if (cargo == CT_INVALID) continue;
    00481
    00482       uint amt = GB(callback, 0, 8);
    00483       if (amt == 0) continue;
    00484
    00485       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
    00486
    00487       const CargoSpec *cs = CargoSpec::Get(cargo);
    00488       switch (cs->town_effect) {
    00489         case TE_PASSENGERS:
    00490           t->new_max_pass += amt;
    00491           t->new_act_pass += moved;
    00492           break;
    00493
    00494         case TE_MAIL:
    00495           t->new_max_mail += amt;
    00496           t->new_act_mail += moved;
    00497           break;
    00498
    00499         default:
    00500           break;
    00501       }
    00502     }
    00503   } else {
    00504     if (GB(r, 0, 8) < hs->population) {
    00505       uint amt = GB(r, 0, 8) / 8 + 1;
    00506
    00507       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
    00508       t->new_max_pass += amt;
    00509       t->new_act_pass += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
    00510     }
    00511
    00512     if (GB(r, 8, 8) < hs->mail_generation) {
    00513       uint amt = GB(r, 8, 8) / 8 + 1;
    00514
    00515       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
    00516       t->new_max_mail += amt;
    00517       t->new_act_mail += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
    00518     }
    00519   }
    00520
    00521   _current_company = OWNER_TOWN;
    00522
    00523   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
    00524       HasBit(t->flags, TOWN_IS_FUNDED) &&
    00525       CanDeleteHouse(tile) &&
    00526       GetHouseAge(tile) >= hs->minimum_life &&
    00527       --t->time_until_rebuild == 0) {
    00528     t->time_until_rebuild = GB(r, 16, 8) + 192;
    00529
    00530     ClearTownHouse(t, tile);
    00531
    00532     /* Rebuild with another house? */
    00533     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
    00534   }
    00535
    00536   _current_company = OWNER_NONE;
    00537 }
    00538
    00539 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
    00540 {
    00541   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
    00542   if (!CanDeleteHouse(tile)) return CMD_ERROR;
    00543
    00544   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00545
    00546   CommandCost cost(EXPENSES_CONSTRUCTION);
    00547   cost.AddCost(hs->GetRemovalCost());
    00548
    00549   int rating = hs->remove_rating_decrease;
    00550   _cleared_town_rating += rating;
    00551   Town *t = _cleared_town = Town::GetByTile(tile);
    00552
    00553   if (Company::IsValidID(_current_company)) {
    00554     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
    00555       SetDParam(0, t->index);
    00556       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    00557     }
    00558   }
    00559
    00560   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
    00561   if (flags & DC_EXEC) {
    00562     ClearTownHouse(t, tile);
    00563   }
    00564
    00565   return cost;
    00566 }
    00567
    00568 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
    00569 {
    00570   HouseID house_id = GetHouseType(tile);
    00571   const HouseSpec *hs = HouseSpec::Get(house_id);
    00572   Town *t = Town::GetByTile(tile);
    00573
    00574   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00575     for (uint i = 0; i < 256; i++) {
    00576       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
    00577
    00578       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00579
    00580       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
    00581
    00582       if (cargo == CT_INVALID) continue;
    00583       produced[cargo]++;
    00584     }
    00585   } else {
    00586     if (hs->population > 0) {
    00587       produced[CT_PASSENGERS]++;
    00588     }
    00589     if (hs->mail_generation > 0) {
    00590       produced[CT_MAIL]++;
    00591     }
    00592   }
    00593 }
    00594
    00595 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
    00596 {
    00597   if (cargo == CT_INVALID || amount == 0) return;
    00598   acceptance[cargo] += amount;
    00599   SetBit(*always_accepted, cargo);
    00600 }
    00601
    00602 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00603 {
    00604   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00605   CargoID accepts[3];
    00606
    00607   /* Set the initial accepted cargo types */
    00608   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00609     accepts[i] = hs->accepts_cargo[i];
    00610   }
    00611
    00612   /* Check for custom accepted cargo types */
    00613   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
    00614     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00615     if (callback != CALLBACK_FAILED) {
    00616       /* Replace accepted cargo types with translated values from callback */
    00617       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grffile);
    00618       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grffile);
    00619       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
    00620     }
    00621   }
    00622
    00623   /* Check for custom cargo acceptance */
    00624   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
    00625     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00626     if (callback != CALLBACK_FAILED) {
    00627       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
    00628       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
    00629       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
    00630         /* The 'S' bit indicates food instead of goods */
    00631         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
    00632       } else {
    00633         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
    00634       }
    00635       return;
    00636     }
    00637   }
    00638
    00639   /* No custom acceptance, so fill in with the default values */
    00640   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00641     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
    00642   }
    00643 }
    00644
    00645 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
    00646 {
    00647   const HouseID house = GetHouseType(tile);
    00648   const HouseSpec *hs = HouseSpec::Get(house);
    00649   bool house_completed = IsHouseCompleted(tile);
    00650
    00651   td->str = hs->building_name;
    00652
    00653   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
    00654   if (callback_res != CALLBACK_FAILED) {
    00655     StringID new_name = GetGRFStringID(hs->grffile->grfid, 0xD000 + callback_res);
    00656     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
    00657       td->str = new_name;
    00658     }
    00659   }
    00660
    00661   if (!house_completed) {
    00662     SetDParamX(td->dparam, 0, td->str);
    00663     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00664   }
    00665
    00666   if (hs->grffile != NULL) {
    00667     const GRFConfig *gc = GetGRFConfig(hs->grffile->grfid);
    00668     td->grf = gc->name;
    00669   }
    00670
    00671   td->owner[0] = OWNER_TOWN;
    00672 }
    00673
    00674 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00675 {
    00676   /* not used */
    00677   return 0;
    00678 }
    00679
    00680 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
    00681 {
    00682   /* not used */
    00683 }
    00684
    00685 static bool GrowTown(Town *t);
    00686
    00687 static void TownTickHandler(Town *t)
    00688 {
    00689   if (HasBit(t->flags, TOWN_IS_FUNDED)) {
    00690     int i = t->grow_counter - 1;
    00691     if (i < 0) {
    00692       if (GrowTown(t)) {
    00693         i = t->growth_rate;
    00694       } else {
    00695         i = 0;
    00696       }
    00697     }
    00698     t->grow_counter = i;
    00699   }
    00700
    00701   UpdateTownRadius(t);
    00702 }
    00703
    00704 void OnTick_Town()
    00705 {
    00706   if (_game_mode == GM_EDITOR) return;
    00707
    00708   Town *t;
    00709   FOR_ALL_TOWNS(t) {
    00710     /* Run town tick at regular intervals, but not all at once. */
    00711     if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
    00712       TownTickHandler(t);
    00713     }
    00714   }
    00715 }
    00716
    00725 static RoadBits GetTownRoadBits(TileIndex tile)
    00726 {
    00727   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
    00728
    00729   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
    00730 }
    00731
    00742 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
    00743 {
    00744   if (!IsValidTile(tile)) return false;
    00745
    00746   /* Lookup table for the used diff values */
    00747   const TileIndexDiff tid_lt[3] = {
    00748     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
    00749     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
    00750     TileOffsByDiagDir(ReverseDiagDir(dir)),
    00751   };
    00752
    00753   dist_multi = (dist_multi + 1) * 4;
    00754   for (uint pos = 4; pos < dist_multi; pos++) {
    00755     /* Go (pos / 4) tiles to the left or the right */
    00756     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
    00757
    00758     /* Use the current tile as origin, or go one tile backwards */
    00759     if (pos & 2) cur += tid_lt[2];
    00760
    00761     /* Test for roadbit parallel to dir and facing towards the middle axis */
    00762     if (IsValidTile(tile + cur) &&
    00763       GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
    00764   }
    00765   return false;
    00766 }
    00767
    00776 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
    00777 {
    00778   if (DistanceFromEdge(tile) == 0) return false;
    00779
    00780   Slope cur_slope, desired_slope;
    00781
    00782   for (;;) {
    00783     /* Check if there already is a road at this point? */
    00784     if (GetTownRoadBits(tile) == ROAD_NONE) {
    00785       /* No, try if we are able to build a road piece there.
    00786        * If that fails clear the land, and if that fails exit.
    00787        * This is to make sure that we can build a road here later. */
    00788       if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
    00789           DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed())
    00790         return false;
    00791     }
    00792
    00793     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
    00794     bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
    00795     if (cur_slope == SLOPE_FLAT) return ret;
    00796
    00797     /* If the tile is not a slope in the right direction, then
    00798      * maybe terraform some. */
    00799     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
    00800     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
    00801       if (Chance16(1, 8)) {
    00802         CommandCost res = CMD_ERROR;
    00803         if (!_generating_world && Chance16(1, 10)) {
    00804           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
    00805           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
    00806               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00807         }
    00808         if (res.Failed() && Chance16(1, 3)) {
    00809           /* We can consider building on the slope, though. */
    00810           return ret;
    00811         }
    00812       }
    00813       return false;
    00814     }
    00815     return ret;
    00816   }
    00817 }
    00818
    00819 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
    00820 {
    00821   assert(tile < MapSize());
    00822
    00823   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00824   if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
    00825   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
    00826   return true;
    00827 }
    00828
    00829 static void LevelTownLand(TileIndex tile)
    00830 {
    00831   assert(tile < MapSize());
    00832
    00833   /* Don't terraform if land is plain or if there's a house there. */
    00834   if (IsTileType(tile, MP_HOUSE)) return;
    00835   Slope tileh = GetTileSlope(tile, NULL);
    00836   if (tileh == SLOPE_FLAT) return;
    00837
    00838   /* First try up, then down */
    00839   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
    00840     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
    00841   }
    00842 }
    00843
    00853 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
    00854 {
    00855   /* align the grid to the downtown */
    00856   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
    00857   RoadBits rcmd = ROAD_NONE;
    00858
    00859   switch (t->layout) {
    00860     default: NOT_REACHED();
    00861
    00862     case TL_2X2_GRID:
    00863       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
    00864       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
    00865       break;
    00866
    00867     case TL_3X3_GRID:
    00868       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
    00869       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
    00870       break;
    00871   }
    00872
    00873   /* Optimise only X-junctions */
    00874   if (rcmd != ROAD_ALL) return rcmd;
    00875
    00876   RoadBits rb_template;
    00877
    00878   switch (GetTileSlope(tile, NULL)) {
    00879     default:       rb_template = ROAD_ALL; break;
    00880     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
    00881     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
    00882     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
    00883     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
    00884     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
    00885     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
    00886     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
    00887     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
    00888     case SLOPE_STEEP_W:
    00889     case SLOPE_STEEP_S:
    00890     case SLOPE_STEEP_E:
    00891     case SLOPE_STEEP_N:
    00892       rb_template = ROAD_NONE;
    00893       break;
    00894   }
    00895
    00896   /* Stop if the template is compatible to the growth dir */
    00897   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
    00898   /* If not generate a straight road in the direction of the growth */
    00899   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
    00900 }
    00901
    00912 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
    00913 {
    00914   /* We can't look further than that. */
    00915   if (DistanceFromEdge(tile) == 0) return false;
    00916
    00917   uint counter = 0; // counts the house neighbor tiles
    00918
    00919   /* Check the tiles E,N,W and S of the current tile for houses */
    00920   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
    00921     /* Count both void and house tiles for checking whether there
    00922      * are enough houses in the area. This to make it likely that
    00923      * houses get build up to the edge of the map. */
    00924     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
    00925       case MP_HOUSE:
    00926       case MP_VOID:
    00927         counter++;
    00928         break;
    00929
    00930       default:
    00931         break;
    00932     }
    00933
    00934     /* If there are enough neighbors stop here */
    00935     if (counter >= 3) {
    00936       if (BuildTownHouse(t, tile)) {
    00937         _grow_town_result = GROWTH_SUCCEED;
    00938         return true;
    00939       }
    00940       return false;
    00941     }
    00942   }
    00943   return false;
    00944 }
    00945
    00954 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
    00955 {
    00956   if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
    00957     _grow_town_result = GROWTH_SUCCEED;
    00958     return true;
    00959   }
    00960   return false;
    00961 }
    00962
    00973 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
    00974 {
    00975   assert(bridge_dir < DIAGDIR_END);
    00976
    00977   const Slope slope = GetTileSlope(tile, NULL);
    00978   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
    00979
    00980   /* Make sure the direction is compatible with the slope.
    00981    * Well we check if the slope has an up bit set in the
    00982    * reverse direction. */
    00983   if (slope & InclinedSlope(bridge_dir)) return false;
    00984
    00985   /* Assure that the bridge is connectable to the start side */
    00986   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
    00987
    00988   /* We are in the right direction */
    00989   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
    00990   TileIndex bridge_tile = tile; // Used to store the other waterside
    00991
    00992   const int delta = TileOffsByDiagDir(bridge_dir);
    00993   do {
    00994     if (bridge_length++ >= 11) {
    00995       /* Max 11 tile long bridges */
    00996       return false;
    00997     }
    00998     bridge_tile += delta;
    00999   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
    01000
    01001   /* no water tiles in between? */
    01002   if (bridge_length == 1) return false;
    01003
    01004   for (uint8 times = 0; times <= 22; times++) {
    01005     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
    01006
    01007     /* Can we actually build the bridge? */
    01008     if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE).Succeeded()) {
    01009       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
    01010       _grow_town_result = GROWTH_SUCCEED;
    01011       return true;
    01012     }
    01013   }
    01014   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
    01015   return false;
    01016 }
    01017
    01035 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
    01036 {
    01037   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
    01038   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
    01039
    01040   assert(tile < MapSize());
    01041
    01042   if (cur_rb == ROAD_NONE) {
    01043     /* Tile has no road. First reset the status counter
    01044      * to say that this is the last iteration. */
    01045     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01046
    01047     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01048
    01049     /* Remove hills etc */
    01050     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
    01051
    01052     /* Is a road allowed here? */
    01053     switch (t1->layout) {
    01054       default: NOT_REACHED();
    01055
    01056       case TL_3X3_GRID:
    01057       case TL_2X2_GRID:
    01058         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01059         if (rcmd == ROAD_NONE) return;
    01060         break;
    01061
    01062       case TL_BETTER_ROADS:
    01063       case TL_ORIGINAL:
    01064         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
    01065
    01066         DiagDirection source_dir = ReverseDiagDir(target_dir);
    01067
    01068         if (Chance16(1, 4)) {
    01069           /* Randomize a new target dir */
    01070           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
    01071         }
    01072
    01073         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
    01074           /* A road is not allowed to continue the randomized road,
    01075            *  return if the road we're trying to build is curved. */
    01076           if (target_dir != ReverseDiagDir(source_dir)) return;
    01077
    01078           /* Return if neither side of the new road is a house */
    01079           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
    01080               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
    01081             return;
    01082           }
    01083
    01084           /* That means that the road is only allowed if there is a house
    01085            *  at any side of the new road. */
    01086         }
    01087
    01088         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
    01089         break;
    01090     }
    01091
    01092   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
    01093     /* Continue building on a partial road.
    01094      * Should be allways OK, so we only generate
    01095      * the fitting RoadBits */
    01096     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01097
    01098     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01099
    01100     switch (t1->layout) {
    01101       default: NOT_REACHED();
    01102
    01103       case TL_3X3_GRID:
    01104       case TL_2X2_GRID:
    01105         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01106         break;
    01107
    01108       case TL_BETTER_ROADS:
    01109       case TL_ORIGINAL:
    01110         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01111         break;
    01112     }
    01113   } else {
    01114     bool allow_house = true; // Value which decides if we want to construct a house
    01115
    01116     /* Reached a tunnel/bridge? Then continue at the other side of it. */
    01117     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01118       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
    01119         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
    01120       }
    01121       return;
    01122     }
    01123
    01124     /* Possibly extend the road in a direction.
    01125      * Randomize a direction and if it has a road, bail out. */
    01126     target_dir = RandomDiagDir();
    01127     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
    01128
    01129     /* This is the tile we will reach if we extend to this direction. */
    01130     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
    01131
    01132     /* Don't walk into water. */
    01133     if (IsWaterTile(house_tile)) return;
    01134
    01135     if (!IsValidTile(house_tile)) return;
    01136
    01137     if (_settings_game.economy.allow_town_roads || _generating_world) {
    01138       switch (t1->layout) {
    01139         default: NOT_REACHED();
    01140
    01141         case TL_3X3_GRID: // Use 2x2 grid afterwards!
    01142           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01143           /* FALL THROUGH */
    01144
    01145         case TL_2X2_GRID:
    01146           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
    01147           allow_house = (rcmd == ROAD_NONE);
    01148           break;
    01149
    01150         case TL_BETTER_ROADS: // Use original afterwards!
    01151           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01152           /* FALL THROUGH */
    01153
    01154         case TL_ORIGINAL:
    01155           /* Allow a house at the edge. 60% chance or
    01156            * always ok if no road allowed. */
    01157           rcmd = DiagDirToRoadBits(target_dir);
    01158           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
    01159           break;
    01160       }
    01161     }
    01162
    01163     if (allow_house) {
    01164       /* Build a house, but not if there already is a house there. */
    01165       if (!IsTileType(house_tile, MP_HOUSE)) {
    01166         /* Level the land if possible */
    01167         if (Chance16(1, 6)) LevelTownLand(house_tile);
    01168
    01169         /* And build a house.
    01170          * Set result to -1 if we managed to build it. */
    01171         if (BuildTownHouse(t1, house_tile)) {
    01172           _grow_town_result = GROWTH_SUCCEED;
    01173         }
    01174       }
    01175       return;
    01176     }
    01177
    01178     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01179   }
    01180
    01181   /* Return if a water tile */
    01182   if (IsWaterTile(tile)) return;
    01183
    01184   /* Make the roads look nicer */
    01185   rcmd = CleanUpRoadBits(tile, rcmd);
    01186   if (rcmd == ROAD_NONE) return;
    01187
    01188   /* Only use the target direction for bridges to ensure they're connected.
    01189    * The target_dir is as computed previously according to town layout, so
    01190    * it will match it perfectly. */
    01191   if (GrowTownWithBridge(t1, tile, target_dir)) return;
    01192
    01193   GrowTownWithRoad(t1, tile, rcmd);
    01194 }
    01195
    01201 static int GrowTownAtRoad(Town *t, TileIndex tile)
    01202 {
    01203   /* Special case.
    01204    * @see GrowTownInTile Check the else if
    01205    */
    01206   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
    01207
    01208   assert(tile < MapSize());
    01209
    01210   /* Number of times to search.
    01211    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
    01212    * them a little handicap. */
    01213   switch (t->layout) {
    01214     case TL_BETTER_ROADS:
    01215       _grow_town_result = 10 + t->num_houses * 2 / 9;
    01216       break;
    01217
    01218     case TL_3X3_GRID:
    01219     case TL_2X2_GRID:
    01220       _grow_town_result = 10 + t->num_houses * 1 / 9;
    01221       break;
    01222
    01223     default:
    01224       _grow_town_result = 10 + t->num_houses * 4 / 9;
    01225       break;
    01226   }
    01227
    01228   do {
    01229     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
    01230
    01231     /* Try to grow the town from this point */
    01232     GrowTownInTile(&tile, cur_rb, target_dir, t);
    01233
    01234     /* Exclude the source position from the bitmask
    01235      * and return if no more road blocks available */
    01236     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01237     if (cur_rb == ROAD_NONE)
    01238       return _grow_town_result;
    01239
    01240     /* Select a random bit from the blockmask, walk a step
    01241      * and continue the search from there. */
    01242     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
    01243     tile = TileAddByDiagDir(tile, target_dir);
    01244
    01245     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
    01246       /* Don't allow building over roads of other cities */
    01247       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
    01248         _grow_town_result = GROWTH_SUCCEED;
    01249       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
    01250         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
    01251          * owner :) (happy happy happy road now) */
    01252         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
    01253         SetTownIndex(tile, t->index);
    01254       }
    01255     }
    01256
    01257     /* Max number of times is checked. */
    01258   } while (--_grow_town_result >= 0);
    01259
    01260   return (_grow_town_result == -2);
    01261 }
    01262
    01270 static RoadBits GenRandomRoadBits()
    01271 {
    01272   uint32 r = Random();
    01273   uint a = GB(r, 0, 2);
    01274   uint b = GB(r, 8, 2);
    01275   if (a == b) b ^= 2;
    01276   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
    01277 }
    01278
    01283 static bool GrowTown(Town *t)
    01284 {
    01285   static const TileIndexDiffC _town_coord_mod[] = {
    01286     {-1,  0},
    01287     { 1,  1},
    01288     { 1, -1},
    01289     {-1, -1},
    01290     {-1,  0},
    01291     { 0,  2},
    01292     { 2,  0},
    01293     { 0, -2},
    01294     {-1, -1},
    01295     {-2,  2},
    01296     { 2,  2},
    01297     { 2, -2},
    01298     { 0,  0}
    01299   };
    01300
    01301   /* Current "company" is a town */
    01302   CompanyID old_company = _current_company;
    01303   _current_company = OWNER_TOWN;
    01304
    01305   TileIndex tile = t->xy; // The tile we are working with ATM
    01306
    01307   /* Find a road that we can base the construction on. */
    01308   const TileIndexDiffC *ptr;
    01309   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01310     if (GetTownRoadBits(tile) != ROAD_NONE) {
    01311       int r = GrowTownAtRoad(t, tile);
    01312       _current_company = old_company;
    01313       return r != 0;
    01314     }
    01315     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01316   }
    01317
    01318   /* No road available, try to build a random road block by
    01319    * clearing some land and then building a road there. */
    01320   if (_settings_game.economy.allow_town_roads || _generating_world) {
    01321     tile = t->xy;
    01322     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01323       /* Only work with plain land that not already has a house */
    01324       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
    01325         if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
    01326           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
    01327           _current_company = old_company;
    01328           return true;
    01329         }
    01330       }
    01331       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01332     }
    01333   }
    01334
    01335   _current_company = old_company;
    01336   return false;
    01337 }
    01338
    01339 void UpdateTownRadius(Town *t)
    01340 {
    01341   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
    01342     {  4,  0,  0,  0,  0}, // 0
    01343     { 16,  0,  0,  0,  0},
    01344     { 25,  0,  0,  0,  0},
    01345     { 36,  0,  0,  0,  0},
    01346     { 49,  0,  4,  0,  0},
    01347     { 64,  0,  4,  0,  0}, // 20
    01348     { 64,  0,  9,  0,  1},
    01349     { 64,  0,  9,  0,  4},
    01350     { 64,  0, 16,  0,  4},
    01351     { 81,  0, 16,  0,  4},
    01352     { 81,  0, 16,  0,  4}, // 40
    01353     { 81,  0, 25,  0,  9},
    01354     { 81, 36, 25,  0,  9},
    01355     { 81, 36, 25, 16,  9},
    01356     { 81, 49,  0, 25,  9},
    01357     { 81, 64,  0, 25,  9}, // 60
    01358     { 81, 64,  0, 36,  9},
    01359     { 81, 64,  0, 36, 16},
    01360     {100, 81,  0, 49, 16},
    01361     {100, 81,  0, 49, 25},
    01362     {121, 81,  0, 49, 25}, // 80
    01363     {121, 81,  0, 49, 25},
    01364     {121, 81,  0, 49, 36}, // 88
    01365   };
    01366
    01367   if (t->num_houses < 92) {
    01368     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
    01369   } else {
    01370     int mass = t->num_houses / 8;
    01371     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
    01372      * The offsets are to make sure the radii do not decrease in size when going from the table
    01373      * to the calculated value.*/
    01374     t->squared_town_zone_radius[0] = mass * 15 - 40;
    01375     t->squared_town_zone_radius[1] = mass * 9 - 15;
    01376     t->squared_town_zone_radius[2] = 0;
    01377     t->squared_town_zone_radius[3] = mass * 5 - 5;
    01378     t->squared_town_zone_radius[4] = mass * 3 + 5;
    01379   }
    01380 }
    01381
    01382 void UpdateTownMaxPass(Town *t)
    01383 {
    01384   t->max_pass = t->population >> 3;
    01385   t->max_mail = t->population >> 4;
    01386 }
    01387
    01399 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
    01400 {
    01401   t->xy = tile;
    01402   t->num_houses = 0;
    01403   t->time_until_rebuild = 10;
    01404   UpdateTownRadius(t);
    01405   t->flags = 0;
    01406   t->population = 0;
    01407   t->grow_counter = 0;
    01408   t->growth_rate = 250;
    01409   t->new_max_pass = 0;
    01410   t->new_max_mail = 0;
    01411   t->new_act_pass = 0;
    01412   t->new_act_mail = 0;
    01413   t->max_pass = 0;
    01414   t->max_mail = 0;
    01415   t->act_pass = 0;
    01416   t->act_mail = 0;
    01417
    01418   t->pct_pass_transported = 0;
    01419   t->pct_mail_transported = 0;
    01420   t->fund_buildings_months = 0;
    01421   t->new_act_food = 0;
    01422   t->new_act_water = 0;
    01423   t->act_food = 0;
    01424   t->act_water = 0;
    01425
    01426   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
    01427
    01428   t->have_ratings = 0;
    01429   t->exclusivity = INVALID_COMPANY;
    01430   t->exclusive_counter = 0;
    01431   t->statues = 0;
    01432
    01433   extern int _nb_orig_names;
    01434   if (_settings_game.game_creation.town_name < _nb_orig_names) {
    01435     /* Original town name */
    01436     t->townnamegrfid = 0;
    01437     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
    01438   } else {
    01439     /* Newgrf town name */
    01440     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
    01441     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
    01442   }
    01443   t->townnameparts = townnameparts;
    01444
    01445   t->UpdateVirtCoord();
    01446   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    01447
    01448   t->InitializeLayout(layout);
    01449
    01450   t->larger_town = city;
    01451
    01452   int x = (int)size * 16 + 3;
    01453   if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
    01454   /* Don't create huge cities when founding town in-game */
    01455   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
    01456
    01457   t->num_houses += x;
    01458   UpdateTownRadius(t);
    01459
    01460   int i = x * 4;
    01461   do {
    01462     GrowTown(t);
    01463   } while (--i);
    01464
    01465   t->num_houses -= x;
    01466   UpdateTownRadius(t);
    01467   UpdateTownMaxPass(t);
    01468   UpdateAirportsNoise();
    01469 }
    01470
    01476 static CommandCost TownCanBePlacedHere(TileIndex tile)
    01477 {
    01478   /* Check if too close to the edge of map */
    01479   if (DistanceFromEdge(tile) < 12) {
    01480     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
    01481   }
    01482
    01483   /* Check distance to all other towns. */
    01484   if (IsCloseToTown(tile, 20)) {
    01485     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
    01486   }
    01487
    01488   /* Can only build on clear flat areas, possibly with trees. */
    01489   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
    01490     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01491   }
    01492
    01493   return CommandCost(EXPENSES_OTHER);
    01494 }
    01495
    01501 static bool IsUniqueTownName(const char *name)
    01502 {
    01503   const Town *t;
    01504
    01505   FOR_ALL_TOWNS(t) {
    01506     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
    01507   }
    01508
    01509   return true;
    01510 }
    01511
    01524 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01525 {
    01526   TownSize size = Extract<TownSize, 0, 2>(p1);
    01527   bool city = HasBit(p1, 2);
    01528   TownLayout layout = Extract<TownLayout, 3, 3>(p1);
    01529   TownNameParams par(_settings_game.game_creation.town_name);
    01530   bool random = HasBit(p1, 6);
    01531   uint32 townnameparts = p2;
    01532
    01533   if (size > TSZ_RANDOM) return CMD_ERROR;
    01534   if (layout > TL_RANDOM) return CMD_ERROR;
    01535
    01536   /* Some things are allowed only in the scenario editor */
    01537   if (_game_mode != GM_EDITOR) {
    01538     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
    01539     if (size == TSZ_LARGE) return CMD_ERROR;
    01540     if (random) return CMD_ERROR;
    01541     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
    01542       return CMD_ERROR;
    01543     }
    01544   }
    01545
    01546   if (StrEmpty(text)) {
    01547     /* If supplied name is empty, townnameparts has to generate unique automatic name */
    01548     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    01549   } else {
    01550     /* If name is not empty, it has to be unique custom name */
    01551     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
    01552     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    01553   }
    01554
    01555   /* Allocate town struct */
    01556   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
    01557
    01558   if (!random) {
    01559     CommandCost ret = TownCanBePlacedHere(tile);
    01560     if (ret.Failed()) return ret;
    01561   }
    01562
    01563   static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
    01564   /* multidimensional arrays have to have defined length of non-first dimension */
    01565   assert_compile(lengthof(price_mult[0]) == 4);
    01566
    01567   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
    01568   byte mult = price_mult[city][size];
    01569
    01570   cost.MultiplyCost(mult);
    01571
    01572   /* Create the town */
    01573   if (flags & DC_EXEC) {
    01574     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
    01575       _additional_cash_required = cost.GetCost();
    01576       return CommandCost(EXPENSES_OTHER);
    01577     }
    01578
    01579     _generating_world = true;
    01580     UpdateNearestTownForRoadTiles(true);
    01581     Town *t;
    01582     if (random) {
    01583       t = CreateRandomTown(20, townnameparts, size, city, layout);
    01584       if (t == NULL) {
    01585         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
    01586       } else {
    01587         _new_town_id = t->index;
    01588       }
    01589     } else {
    01590       t = new Town(tile);
    01591       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
    01592     }
    01593     UpdateNearestTownForRoadTiles(false);
    01594     _generating_world = false;
    01595
    01596     if (t != NULL && !StrEmpty(text)) {
    01597       t->name = strdup(text);
    01598       t->UpdateVirtCoord();
    01599     }
    01600
    01601     if (_game_mode != GM_EDITOR) {
    01602       /* 't' can't be NULL since 'random' is false outside scenedit */
    01603       assert(!random);
    01604       char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
    01605       SetDParam(0, _current_company);
    01606       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    01607
    01608       char *cn = strdup(company_name);
    01609       SetDParamStr(0, cn);
    01610       SetDParam(1, t->index);
    01611
    01612       AddNewsItem(STR_NEWS_NEW_TOWN, NS_INDUSTRY_OPEN, NR_TILE, tile, NR_NONE, UINT32_MAX, cn);
    01613     }
    01614   }
    01615   return cost;
    01616 }
    01617
    01627 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
    01628 {
    01629   switch (layout) {
    01630     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
    01631     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
    01632     default:          return tile;
    01633   }
    01634 }
    01635
    01645 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
    01646 {
    01647   switch (layout) {
    01648     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
    01649     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
    01650     default:          return true;
    01651   }
    01652 }
    01653
    01657 struct SpotData {
    01658   TileIndex tile;
    01659   uint max_dist;
    01660   TownLayout layout;
    01661 };
    01662
    01679 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
    01680 {
    01681   SpotData *sp = (SpotData*)user_data;
    01682   uint dist = GetClosestWaterDistance(tile, true);
    01683
    01684   if (IsTileType(tile, MP_CLEAR) &&
    01685       GetTileSlope(tile, NULL) == SLOPE_FLAT &&
    01686       IsTileAlignedToGrid(tile, sp->layout) &&
    01687       dist > sp->max_dist) {
    01688     sp->tile = tile;
    01689     sp->max_dist = dist;
    01690   }
    01691
    01692   return false;
    01693 }
    01694
    01701 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
    01702 {
    01703   return IsTileType(tile, MP_CLEAR);
    01704 }
    01705
    01718 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
    01719 {
    01720   SpotData sp = { INVALID_TILE, 0, layout };
    01721
    01722   TileIndex coast = tile;
    01723   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
    01724     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
    01725     return sp.tile;
    01726   }
    01727
    01728   /* if we get here just give up */
    01729   return INVALID_TILE;
    01730 }
    01731
    01732 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
    01733 {
    01734   if (!Town::CanAllocateItem()) return NULL;
    01735
    01736   do {
    01737     /* Generate a tile index not too close from the edge */
    01738     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
    01739
    01740     /* if we tried to place the town on water, slide it over onto
    01741      * the nearest likely-looking spot */
    01742     if (IsTileType(tile, MP_WATER)) {
    01743       tile = FindNearestGoodCoastalTownSpot(tile, layout);
    01744       if (tile == INVALID_TILE) continue;
    01745     }
    01746
    01747     /* Make sure town can be placed here */
    01748     if (TownCanBePlacedHere(tile).Failed()) continue;
    01749
    01750     /* Allocate a town struct */
    01751     Town *t = new Town(tile);
    01752
    01753     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
    01754
    01755     /* if the population is still 0 at the point, then the
    01756      * placement is so bad it couldn't grow at all */
    01757     if (t->population > 0) return t;
    01758     delete t;
    01759   } while (--attempts != 0);
    01760
    01761   return NULL;
    01762 }
    01763
    01764 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
    01765
    01772 bool GenerateTowns(TownLayout layout)
    01773 {
    01774   uint num = 0;
    01775   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
    01776   uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
    01777   uint32 townnameparts;
    01778
    01779   SetGeneratingWorldProgress(GWP_TOWN, n);
    01780
    01781   /* First attempt will be made at creating the suggested number of towns.
    01782    * Note that this is really a suggested value, not a required one.
    01783    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
    01784   do {
    01785     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
    01786     IncreaseGeneratingWorldProgress(GWP_TOWN);
    01787     /* Get a unique name for the town. */
    01788     if (!GenerateTownName(&townnameparts)) continue;
    01789     /* try 20 times to create a random-sized town for the first loop. */
    01790     if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) num++; // If creation was successful, raise a flag.
    01791   } while (--n);
    01792
    01793   if (num != 0) return true;
    01794
    01795   /* If num is still zero at this point, it means that not a single town has been created.
    01796    * So give it a last try, but now more aggressive */
    01797   if (GenerateTownName(&townnameparts) &&
    01798       CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
    01799     return true;
    01800   }
    01801
    01802   /* If there are no towns at all and we are generating new game, bail out */
    01803   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
    01804     extern StringID _switch_mode_errorstr;
    01805     _switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
    01806   }
    01807
    01808   return false;  // we are still without a town? we failed, simply
    01809 }
    01810
    01811
    01817 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
    01818 {
    01819   uint dist = DistanceSquare(tile, t->xy);
    01820
    01821   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
    01822
    01823   HouseZonesBits smallest = HZB_TOWN_EDGE;
    01824   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
    01825     if (dist < t->squared_town_zone_radius[i]) smallest = i;
    01826   }
    01827
    01828   return smallest;
    01829 }
    01830
    01841 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
    01842 {
    01843   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
    01844
    01845   assert(cc.Succeeded());
    01846
    01847   IncreaseBuildingCount(t, type);
    01848   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
    01849   if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
    01850
    01851   MarkTileDirtyByTile(tile);
    01852 }
    01853
    01854
    01865 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
    01866 {
    01867   BuildingFlags size = HouseSpec::Get(type)->building_flags;
    01868
    01869   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
    01870   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
    01871   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
    01872   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
    01873 }
    01874
    01875
    01884 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
    01885 {
    01886   /* cannot build on these slopes... */
    01887   Slope slope = GetTileSlope(tile, NULL);
    01888   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
    01889
    01890   /* building under a bridge? */
    01891   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    01892
    01893   /* do not try to build over house owned by another town */
    01894   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
    01895
    01896   /* can we clear the land? */
    01897   return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
    01898 }
    01899
    01900
    01910 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
    01911 {
    01912   if (!CanBuildHouseHere(tile, town, noslope)) return false;
    01913
    01914   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
    01915   if (GetTileMaxZ(tile) != z) return false;
    01916
    01917   return true;
    01918 }
    01919
    01920
    01930 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
    01931 {
    01932   /* we need to check this tile too because we can be at different tile now */
    01933   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01934
    01935   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
    01936     tile += TileOffsByDiagDir(d);
    01937     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01938   }
    01939
    01940   return true;
    01941 }
    01942
    01943
    01951 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
    01952 {
    01953   /* Allow towns everywhere when we don't build roads */
    01954   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    01955
    01956   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    01957
    01958   switch (t->layout) {
    01959     case TL_2X2_GRID:
    01960       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
    01961       break;
    01962
    01963     case TL_3X3_GRID:
    01964       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
    01965       break;
    01966
    01967     default:
    01968       break;
    01969   }
    01970
    01971   return true;
    01972 }
    01973
    01974
    01982 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
    01983 {
    01984   /* Allow towns everywhere when we don't build roads */
    01985   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    01986
    01987   /* Compute relative position of tile. (Positive offsets are towards north) */
    01988   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    01989
    01990   switch (t->layout) {
    01991     case TL_2X2_GRID:
    01992       grid_pos.x %= 3;
    01993       grid_pos.y %= 3;
    01994       if ((grid_pos.x != 2 && grid_pos.x != -1) ||
    01995         (grid_pos.y != 2 && grid_pos.y != -1)) return false;
    01996       break;
    01997
    01998     case TL_3X3_GRID:
    01999       if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
    02000       break;
    02001
    02002     default:
    02003       break;
    02004   }
    02005
    02006   return true;
    02007 }
    02008
    02009
    02019 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
    02020 {
    02021   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
    02022
    02023   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
    02024   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
    02025
    02026   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
    02027   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
    02028     *tile = tile2;
    02029     return true;
    02030   }
    02031
    02032   return false;
    02033 }
    02034
    02035
    02044 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
    02045 {
    02046   TileIndex tile2 = *tile;
    02047
    02048   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
    02049     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
    02050       *tile = tile2;
    02051       return true;
    02052     }
    02053     if (d == DIAGDIR_END) break;
    02054     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
    02055   }
    02056
    02057   return false;
    02058 }
    02059
    02060
    02067 static bool BuildTownHouse(Town *t, TileIndex tile)
    02068 {
    02069   /* forbidden building here by town layout */
    02070   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
    02071
    02072   /* no house allowed at all, bail out */
    02073   if (!CanBuildHouseHere(tile, t->index, false)) return false;
    02074
    02075   uint z;
    02076   Slope slope = GetTileSlope(tile, &z);
    02077
    02078   /* Get the town zone type of the current tile, as well as the climate.
    02079    * This will allow to easily compare with the specs of the new house to build */
    02080   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
    02081
    02082   /* Above snow? */
    02083   int land = _settings_game.game_creation.landscape;
    02084   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
    02085
    02086   uint bitmask = (1 << rad) + (1 << (land + 12));
    02087
    02088   /* bits 0-4 are used
    02089    * bits 11-15 are used
    02090    * bits 5-10 are not used. */
    02091   HouseID houses[HOUSE_MAX];
    02092   uint num = 0;
    02093   uint probs[HOUSE_MAX];
    02094   uint probability_max = 0;
    02095
    02096   /* Generate a list of all possible houses that can be built. */
    02097   for (uint i = 0; i < HOUSE_MAX; i++) {
    02098     const HouseSpec *hs = HouseSpec::Get(i);
    02099
    02100     /* Verify that the candidate house spec matches the current tile status */
    02101     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->override != INVALID_HOUSE_ID) continue;
    02102
    02103     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
    02104     if (hs->class_id != HOUSE_NO_CLASS) {
    02105       /* id_count is always <= class_count, so it doesn't need to be checked */
    02106       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
    02107     } else {
    02108       /* If the house has no class, check id_count instead */
    02109       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
    02110     }
    02111
    02112     /* Without NewHouses, all houses have probability '1' */
    02113     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
    02114     probability_max += cur_prob;
    02115     probs[num] = cur_prob;
    02116     houses[num++] = (HouseID)i;
    02117   }
    02118
    02119   uint maxz = GetTileMaxZ(tile);
    02120
    02121   while (probability_max > 0) {
    02122     uint r = RandomRange(probability_max);
    02123     uint i;
    02124     for (i = 0; i < num; i++) {
    02125       if (probs[i] > r) break;
    02126       r -= probs[i];
    02127     }
    02128
    02129     HouseID house = houses[i];
    02130     probability_max -= probs[i];
    02131
    02132     /* remove tested house from the set */
    02133     num--;
    02134     houses[i] = houses[num];
    02135     probs[i] = probs[num];
    02136
    02137     const HouseSpec *hs = HouseSpec::Get(house);
    02138
    02139     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
    02140         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
    02141       continue;
    02142     }
    02143
    02144     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
    02145
    02146     /* Special houses that there can be only one of. */
    02147     uint oneof = 0;
    02148
    02149     if (hs->building_flags & BUILDING_IS_CHURCH) {
    02150       SetBit(oneof, TOWN_HAS_CHURCH);
    02151     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02152       SetBit(oneof, TOWN_HAS_STADIUM);
    02153     }
    02154
    02155     if (t->flags & oneof) continue;
    02156
    02157     /* Make sure there is no slope? */
    02158     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
    02159     if (noslope && slope != SLOPE_FLAT) continue;
    02160
    02161     if (hs->building_flags & TILE_SIZE_2x2) {
    02162       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
    02163     } else if (hs->building_flags & TILE_SIZE_2x1) {
    02164       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
    02165     } else if (hs->building_flags & TILE_SIZE_1x2) {
    02166       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
    02167     } else {
    02168       /* 1x1 house checks are already done */
    02169     }
    02170
    02171     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
    02172       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true);
    02173       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
    02174     }
    02175
    02176     /* build the house */
    02177     t->num_houses++;
    02178
    02179     /* Special houses that there can be only one of. */
    02180     t->flags |= oneof;
    02181
    02182     byte construction_counter = 0;
    02183     byte construction_stage = 0;
    02184
    02185     if (_generating_world || _game_mode == GM_EDITOR) {
    02186       uint32 r = Random();
    02187
    02188       construction_stage = TOWN_HOUSE_COMPLETED;
    02189       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
    02190
    02191       if (construction_stage == TOWN_HOUSE_COMPLETED) {
    02192         ChangePopulation(t, hs->population);
    02193       } else {
    02194         construction_counter = GB(r, 2, 2);
    02195       }
    02196     }
    02197
    02198     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
    02199
    02200     return true;
    02201   }
    02202
    02203   return false;
    02204 }
    02205
    02212 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
    02213 {
    02214   assert(IsTileType(tile, MP_HOUSE));
    02215   DecreaseBuildingCount(t, house);
    02216   DoClearSquare(tile);
    02217   DeleteAnimatedTile(tile);
    02218 }
    02219
    02227 TileIndexDiff GetHouseNorthPart(HouseID &house)
    02228 {
    02229   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
    02230     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
    02231       house--;
    02232       return TileDiffXY(-1, 0);
    02233     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
    02234       house--;
    02235       return TileDiffXY(0, -1);
    02236     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
    02237       house -= 2;
    02238       return TileDiffXY(-1, 0);
    02239     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
    02240       house -= 3;
    02241       return TileDiffXY(-1, -1);
    02242     }
    02243   }
    02244   return 0;
    02245 }
    02246
    02247 void ClearTownHouse(Town *t, TileIndex tile)
    02248 {
    02249   assert(IsTileType(tile, MP_HOUSE));
    02250
    02251   HouseID house = GetHouseType(tile);
    02252
    02253   /* need to align the tile to point to the upper left corner of the house */
    02254   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02255
    02256   const HouseSpec *hs = HouseSpec::Get(house);
    02257
    02258   /* Remove population from the town if the house is finished. */
    02259   if (IsHouseCompleted(tile)) {
    02260     ChangePopulation(t, -hs->population);
    02261   }
    02262
    02263   t->num_houses--;
    02264
    02265   /* Clear flags for houses that only may exist once/town. */
    02266   if (hs->building_flags & BUILDING_IS_CHURCH) {
    02267     ClrBit(t->flags, TOWN_HAS_CHURCH);
    02268   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02269     ClrBit(t->flags, TOWN_HAS_STADIUM);
    02270   }
    02271
    02272   /* Do the actual clearing of tiles */
    02273   uint eflags = hs->building_flags;
    02274   DoClearTownHouseHelper(tile, t, house);
    02275   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
    02276   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
    02277   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
    02278 }
    02279
    02288 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02289 {
    02290   Town *t = Town::GetIfValid(p1);
    02291   if (t == NULL) return CMD_ERROR;
    02292
    02293   bool reset = StrEmpty(text);
    02294
    02295   if (!reset) {
    02296     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
    02297     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    02298   }
    02299
    02300   if (flags & DC_EXEC) {
    02301     free(t->name);
    02302     t->name = reset ? NULL : strdup(text);
    02303
    02304     t->UpdateVirtCoord();
    02305     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    02306     UpdateAllStationVirtCoords();
    02307   }
    02308   return CommandCost();
    02309 }
    02310
    02312 void ExpandTown(Town *t)
    02313 {
    02314   /* Warn the users if towns are not allowed to build roads,
    02315    * but do this only onces per openttd run. */
    02316   static bool warned_no_roads = false;
    02317   if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
    02318     ShowErrorMessage(STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS, INVALID_STRING_ID, 0, 0);
    02319     warned_no_roads = true;
    02320   }
    02321
    02322   /* The more houses, the faster we grow */
    02323   uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
    02324   t->num_houses += amount;
    02325   UpdateTownRadius(t);
    02326
    02327   uint n = amount * 10;
    02328   do GrowTown(t); while (--n);
    02329
    02330   t->num_houses -= amount;
    02331   UpdateTownRadius(t);
    02332
    02333   UpdateTownMaxPass(t);
    02334 }
    02335
    02339 const byte _town_action_costs[TACT_COUNT] = {
    02340   2, 4, 9, 35, 48, 53, 117, 175
    02341 };
    02342
    02343 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
    02344 {
    02345   if (flags & DC_EXEC) {
    02346     ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
    02347   }
    02348   return CommandCost();
    02349 }
    02350
    02351 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
    02352 {
    02353   if (flags & DC_EXEC) {
    02354     ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
    02355   }
    02356   return CommandCost();
    02357 }
    02358
    02359 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
    02360 {
    02361   if (flags & DC_EXEC) {
    02362     ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
    02363   }
    02364   return CommandCost();
    02365 }
    02366
    02367 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
    02368 {
    02369   if (flags & DC_EXEC) {
    02370     t->road_build_months = 6;
    02371
    02372     char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
    02373     SetDParam(0, _current_company);
    02374     GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    02375
    02376     char *cn = strdup(company_name);
    02377     SetDParam(0, t->index);
    02378     SetDParamStr(1, cn);
    02379
    02380     AddNewsItem(STR_NEWS_ROAD_REBUILDING, NS_GENERAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
    02381   }
    02382   return CommandCost();
    02383 }
    02384
    02391 static bool SearchTileForStatue(TileIndex tile, void *user_data)
    02392 {
    02393   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
    02394   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
    02395   /* Don't build statues under bridges. */
    02396   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    02397
    02398   if (!IsTileType(tile, MP_HOUSE) &&
    02399       !IsTileType(tile, MP_CLEAR) &&
    02400       !IsTileType(tile, MP_TREES)) {
    02401     return false;
    02402   }
    02403
    02404   CompanyID old = _current_company;
    02405   _current_company = OWNER_NONE;
    02406   CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
    02407   _current_company = old;
    02408
    02409   if (r.Failed()) return false;
    02410
    02411   return true;
    02412 }
    02413
    02421 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
    02422 {
    02423   TileIndex tile = t->xy;
    02424   if (CircularTileSearch(&tile, 9, SearchTileForStatue, NULL)) {
    02425     if (flags & DC_EXEC) {
    02426       CompanyID old = _current_company;
    02427       _current_company = OWNER_NONE;
    02428       DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    02429       _current_company = old;
    02430       MakeStatue(tile, _current_company, t->index);
    02431       SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
    02432       MarkTileDirtyByTile(tile);
    02433     }
    02434     return CommandCost();
    02435   }
    02436   return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
    02437 }
    02438
    02439 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
    02440 {
    02441   if (flags & DC_EXEC) {
    02442     /* Build next tick */
    02443     t->grow_counter = 1;
    02444     /* If we were not already growing */
    02445     SetBit(t->flags, TOWN_IS_FUNDED);
    02446     /* And grow for 3 months */
    02447     t->fund_buildings_months = 3;
    02448   }
    02449   return CommandCost();
    02450 }
    02451
    02452 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
    02453 {
    02454   /* Check if it's allowed to by the rights */
    02455   if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
    02456
    02457   if (flags & DC_EXEC) {
    02458     t->exclusive_counter = 12;
    02459     t->exclusivity = _current_company;
    02460
    02461     ModifyStationRatingAround(t->xy, _current_company, 130, 17);
    02462   }
    02463   return CommandCost();
    02464 }
    02465
    02466 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
    02467 {
    02468   if (flags & DC_EXEC) {
    02469     if (Chance16(1, 14)) {
    02470       /* set as unwanted for 6 months */
    02471       t->unwanted[_current_company] = 6;
    02472
    02473       /* set all close by station ratings to 0 */
    02474       Station *st;
    02475       FOR_ALL_STATIONS(st) {
    02476         if (st->town == t && st->owner == _current_company) {
    02477           for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
    02478         }
    02479       }
    02480
    02481       /* only show errormessage to the executing player. All errors are handled command.c
    02482        * but this is special, because it can only 'fail' on a DC_EXEC */
    02483       if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, STR_ERROR_BRIBE_FAILED_2, 0, 0);
    02484
    02485       /* decrease by a lot!
    02486        * ChangeTownRating is only for stuff in demolishing. Bribe failure should
    02487        * be independent of any cheat settings
    02488        */
    02489       if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
    02490         t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
    02491         SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02492       }
    02493     } else {
    02494       ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
    02495     }
    02496   }
    02497   return CommandCost();
    02498 }
    02499
    02500 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
    02501 static TownActionProc * const _town_action_proc[] = {
    02502   TownActionAdvertiseSmall,
    02503   TownActionAdvertiseMedium,
    02504   TownActionAdvertiseLarge,
    02505   TownActionRoadRebuild,
    02506   TownActionBuildStatue,
    02507   TownActionFundBuildings,
    02508   TownActionBuyRights,
    02509   TownActionBribe
    02510 };
    02511
    02518 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
    02519 {
    02520   int num = 0;
    02521   TownActions buttons = TACT_NONE;
    02522
    02523   /* Spectators and unwanted have no options */
    02524   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
    02525
    02526     /* Things worth more than this are not shown */
    02527     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
    02528
    02529     /* Check the action bits for validity and
    02530      * if they are valid add them */
    02531     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
    02532       const TownActions cur = (TownActions)(1 << i);
    02533
    02534       /* Is the company not able to bribe ? */
    02535       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
    02536         continue;
    02537
    02538       /* Is the company not able to buy exclusive rights ? */
    02539       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
    02540         continue;
    02541
    02542       /* Is the company not able to build a statue ? */
    02543       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
    02544         continue;
    02545
    02546       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
    02547         buttons |= cur;
    02548         num++;
    02549       }
    02550     }
    02551   }
    02552
    02553   if (nump != NULL) *nump = num;
    02554   return buttons;
    02555 }
    02556
    02567 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02568 {
    02569   Town *t = Town::GetIfValid(p1);
    02570   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
    02571
    02572   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
    02573
    02574   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
    02575
    02576   CommandCost ret = _town_action_proc[p2](t, flags);
    02577   if (ret.Failed()) return ret;
    02578
    02579   if (flags & DC_EXEC) {
    02580     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
    02581   }
    02582
    02583   return cost;
    02584 }
    02585
    02586 static void UpdateTownGrowRate(Town *t)
    02587 {
    02588   /* Increase company ratings if they're low */
    02589   const Company *c;
    02590   FOR_ALL_COMPANIES(c) {
    02591     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
    02592       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
    02593     }
    02594   }
    02595
    02596   int n = 0;
    02597
    02598   const Station *st;
    02599   FOR_ALL_STATIONS(st) {
    02600     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
    02601       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    02602         n++;
    02603         if (Company::IsValidID(st->owner)) {
    02604           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
    02605           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
    02606         }
    02607       } else {
    02608         if (Company::IsValidID(st->owner)) {
    02609           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
    02610           t->ratings[st->owner] = max(new_rating, INT16_MIN);
    02611         }
    02612       }
    02613     }
    02614   }
    02615
    02616   /* clamp all ratings to valid values */
    02617   for (uint i = 0; i < MAX_COMPANIES; i++) {
    02618     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
    02619   }
    02620
    02621   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02622
    02623   ClrBit(t->flags, TOWN_IS_FUNDED);
    02624   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
    02625
    02628   static const uint16 _grow_count_values[2][6] = {
    02629     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
    02630     { 320, 420, 300, 220, 160, 100 }  // Normal values
    02631   };
    02632
    02633   uint16 m;
    02634
    02635   if (t->fund_buildings_months != 0) {
    02636     m = _grow_count_values[0][min(n, 5)];
    02637     t->fund_buildings_months--;
    02638   } else {
    02639     m = _grow_count_values[1][min(n, 5)];
    02640     if (n == 0 && !Chance16(1, 12)) return;
    02641   }
    02642
    02643   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    02644     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
    02645       return;
    02646   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
    02647     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
    02648       return;
    02649   }
    02650
    02651   /* Use the normal growth rate values if new buildings have been funded in
    02652    * this town and the growth rate is set to none. */
    02653   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
    02654
    02655   m >>= growth_multiplier;
    02656   if (t->larger_town) m /= 2;
    02657
    02658   t->growth_rate = m / (t->num_houses / 50 + 1);
    02659   if (m <= t->grow_counter)
    02660     t->grow_counter = m;
    02661
    02662   SetBit(t->flags, TOWN_IS_FUNDED);
    02663 }
    02664
    02665 static void UpdateTownAmounts(Town *t)
    02666 {
    02667   /* Using +1 here to prevent overflow and division by zero */
    02668   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
    02669
    02670   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
    02671   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
    02672   t->act_food = t->new_act_food; t->new_act_food = 0;
    02673   t->act_water = t->new_act_water; t->new_act_water = 0;
    02674
    02675   /* Using +1 here to prevent overflow and division by zero */
    02676   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
    02677   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
    02678   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
    02679
    02680   SetWindowDirty(WC_TOWN_VIEW, t->index);
    02681 }
    02682
    02683 static void UpdateTownUnwanted(Town *t)
    02684 {
    02685   const Company *c;
    02686
    02687   FOR_ALL_COMPANIES(c) {
    02688     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
    02689   }
    02690 }
    02691
    02697 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
    02698 {
    02699   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
    02700
    02701   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    02702   if (t == NULL) return true;
    02703
    02704   if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
    02705
    02706   _error_message = STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
    02707   SetDParam(0, t->index);
    02708
    02709   return false;
    02710 }
    02711
    02712
    02713 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
    02714 {
    02715   Town *t;
    02716   uint best = threshold;
    02717   Town *best_town = NULL;
    02718
    02719   FOR_ALL_TOWNS(t) {
    02720     uint dist = DistanceManhattan(tile, t->xy);
    02721     if (dist < best) {
    02722       best = dist;
    02723       best_town = t;
    02724     }
    02725   }
    02726
    02727   return best_town;
    02728 }
    02729
    02730
    02731 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
    02732 {
    02733   switch (GetTileType(tile)) {
    02734     case MP_ROAD:
    02735       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
    02736
    02737       if (!HasTownOwnedRoad(tile)) {
    02738         TownID tid = GetTownIndex(tile);
    02739
    02740         if (tid == (TownID)INVALID_TOWN) {
    02741           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
    02742           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
    02743           assert(Town::GetNumItems() == 0);
    02744           return NULL;
    02745         }
    02746
    02747         assert(Town::IsValidID(tid));
    02748         Town *town = Town::Get(tid);
    02749
    02750         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
    02751
    02752         return town;
    02753       }
    02754       /* FALL THROUGH */
    02755
    02756     case MP_HOUSE:
    02757       return Town::GetByTile(tile);
    02758
    02759     default:
    02760       return CalcClosestTownFromTile(tile, threshold);
    02761   }
    02762 }
    02763
    02764 static bool _town_rating_test = false;
    02765 static SmallMap<const Town *, int, 4> _town_test_ratings;
    02766
    02767 void SetTownRatingTestMode(bool mode)
    02768 {
    02769   static int ref_count = 0;
    02770   if (mode) {
    02771     if (ref_count == 0) {
    02772       _town_test_ratings.Clear();
    02773     }
    02774     ref_count++;
    02775   } else {
    02776     assert(ref_count > 0);
    02777     ref_count--;
    02778   }
    02779   _town_rating_test = !(ref_count == 0);
    02780 }
    02781
    02782 static int GetRating(const Town *t)
    02783 {
    02784   if (_town_rating_test) {
    02785     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
    02786     if (it != _town_test_ratings.End()) {
    02787       return it->second;
    02788     }
    02789   }
    02790   return t->ratings[_current_company];
    02791 }
    02792
    02800 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
    02801 {
    02802   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
    02803   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
    02804       !Company::IsValidID(_current_company) ||
    02805       (_cheats.magic_bulldozer.value && add < 0)) {
    02806     return;
    02807   }
    02808
    02809   int rating = GetRating(t);
    02810   if (add < 0) {
    02811     if (rating > max) {
    02812       rating += add;
    02813       if (rating < max) rating = max;
    02814     }
    02815   } else {
    02816     if (rating < max) {
    02817       rating += add;
    02818       if (rating > max) rating = max;
    02819     }
    02820   }
    02821   if (_town_rating_test) {
    02822     _town_test_ratings[t] = rating;
    02823   } else {
    02824     SetBit(t->have_ratings, _current_company);
    02825     t->ratings[_current_company] = rating;
    02826     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02827   }
    02828 }
    02829
    02830 bool CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
    02831 {
    02832   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
    02833   if (t == NULL || !Company::IsValidID(_current_company) ||
    02834       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
    02835     return true;
    02836   }
    02837
    02838   /* minimum rating needed to be allowed to remove stuff */
    02839   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
    02840     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
    02841     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
    02842     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
    02843     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
    02844   };
    02845
    02846   /* check if you're allowed to remove the road/bridge/tunnel
    02847    * owned by a town no removal if rating is lower than ... depends now on
    02848    * difficulty setting. Minimum town rating selected by difficulty level
    02849    */
    02850   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
    02851
    02852   if (GetRating(t) < needed) {
    02853     SetDParam(0, t->index);
    02854     _error_message = STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
    02855     return false;
    02856   }
    02857
    02858   return true;
    02859 }
    02860
    02861 void TownsMonthlyLoop()
    02862 {
    02863   Town *t;
    02864
    02865   FOR_ALL_TOWNS(t) {
    02866     if (t->road_build_months != 0) t->road_build_months--;
    02867
    02868     if (t->exclusive_counter != 0)
    02869       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
    02870
    02871     UpdateTownGrowRate(t);
    02872     UpdateTownAmounts(t);
    02873     UpdateTownUnwanted(t);
    02874   }
    02875 }
    02876
    02877 void TownsYearlyLoop()
    02878 {
    02879   /* Increment house ages */
    02880   for (TileIndex t = 0; t < MapSize(); t++) {
    02881     if (!IsTileType(t, MP_HOUSE)) continue;
    02882     IncrementHouseAge(t);
    02883   }
    02884 }
    02885
    02886 void InitializeTowns()
    02887 {
    02888   _town_pool.CleanPool();
    02889 }
    02890
    02891 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    02892 {
    02893   if (AutoslopeEnabled()) {
    02894     HouseID house = GetHouseType(tile);
    02895     GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02896     const HouseSpec *hs = HouseSpec::Get(house);
    02897
    02898     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
    02899     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
    02900         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    02901       bool allow_terraform = true;
    02902
    02903       /* Call the autosloping callback per tile, not for the whole building at once. */
    02904       house = GetHouseType(tile);
    02905       hs = HouseSpec::Get(house);
    02906       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
    02907         /* If the callback fails, allow autoslope. */
    02908         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
    02909         if ((res != 0) && (res != CALLBACK_FAILED)) allow_terraform = false;
    02910       }
    02911
    02912       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    02913     }
    02914   }
    02915
    02916   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02917 }
    02918
    02920 extern const TileTypeProcs _tile_type_town_procs = {
    02921   DrawTile_Town,           // draw_tile_proc
    02922   GetSlopeZ_Town,          // get_slope_z_proc
    02923   ClearTile_Town,          // clear_tile_proc
    02924   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
    02925   GetTileDesc_Town,        // get_tile_desc_proc
    02926   GetTileTrackStatus_Town, // get_tile_track_status_proc
    02927   NULL,                    // click_tile_proc
    02928   AnimateTile_Town,        // animate_tile_proc
    02929   TileLoop_Town,           // tile_loop_clear
    02930   ChangeTileOwner_Town,    // change_tile_owner_clear
    02931   AddProducedCargo_Town,   // add_produced_cargo_proc
    02932   NULL,                    // vehicle_enter_tile_proc
    02933   GetFoundation_Town,      // get_foundation_proc
    02934   TerraformTile_Town,      // terraform_tile_proc
    02935 };
    02936
    02937
    02938 HouseSpec _house_specs[HOUSE_MAX];
    02939
    02940 void ResetHouses()
    02941 {
    02942   memset(&_house_specs, 0, sizeof(_house_specs));
    02943   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
    02944
    02945   /* Reset any overrides that have been set. */
    02946   _house_mngr.ResetOverride();
    02947 }