# town_cmd.cpp

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    00001 /* $Id: town_cmd.cpp 24900 2013-01-08 22:46:42Z planetmaker $ */
    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 "error.h"
    00024 #include "object.h"
    00025 #include "genworld.h"
    00026 #include "newgrf_debug.h"
    00027 #include "newgrf_house.h"
    00028 #include "newgrf_text.h"
    00029 #include "autoslope.h"
    00030 #include "tunnelbridge_map.h"
    00031 #include "strings_func.h"
    00032 #include "window_func.h"
    00033 #include "string_func.h"
    00034 #include "newgrf_cargo.h"
    00035 #include "cheat_type.h"
    00036 #include "animated_tile_func.h"
    00037 #include "date_func.h"
    00038 #include "subsidy_func.h"
    00039 #include "core/pool_func.hpp"
    00040 #include "town.h"
    00041 #include "townname_func.h"
    00042 #include "core/random_func.hpp"
    00043 #include "core/backup_type.hpp"
    00044 #include "depot_base.h"
    00045 #include "object_map.h"
    00046 #include "object_base.h"
    00047 #include "ai/ai.hpp"
    00048 #include "game/game.hpp"
    00049
    00050 #include "table/strings.h"
    00051 #include "table/town_land.h"
    00052
    00053 TownID _new_town_id;
    00054 uint32 _town_cargoes_accepted;
    00055
    00056 /* Initialize the town-pool */
    00057 TownPool _town_pool("Town");
    00058 INSTANTIATE_POOL_METHODS(Town)
    00059
    00060 Town::~Town()
    00061 {
    00062   free(this->name);
    00063   free(this->text);
    00064
    00065   if (CleaningPool()) return;
    00066
    00067   /* Delete town authority window
    00068    * and remove from list of sorted towns */
    00069   DeleteWindowById(WC_TOWN_VIEW, this->index);
    00070
    00071   /* Check no industry is related to us. */
    00072   const Industry *i;
    00073   FOR_ALL_INDUSTRIES(i) assert(i->town != this);
    00074
    00075   /* ... and no object is related to us. */
    00076   const Object *o;
    00077   FOR_ALL_OBJECTS(o) assert(o->town != this);
    00078
    00079   /* Check no tile is related to us. */
    00080   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
    00081     switch (GetTileType(tile)) {
    00082       case MP_HOUSE:
    00083         assert(GetTownIndex(tile) != this->index);
    00084         break;
    00085
    00086       case MP_ROAD:
    00087         assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
    00088         break;
    00089
    00090       case MP_TUNNELBRIDGE:
    00091         assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
    00092         break;
    00093
    00094       default:
    00095         break;
    00096     }
    00097   }
    00098
    00099   /* Clear the persistent storage list. */
    00100   this->psa_list.clear();
    00101
    00102   DeleteSubsidyWith(ST_TOWN, this->index);
    00103   DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
    00104   CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
    00105   MarkWholeScreenDirty();
    00106 }
    00107
    00108
    00114 void Town::PostDestructor(size_t index)
    00115 {
    00116   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    00117   UpdateNearestTownForRoadTiles(false);
    00118
    00119   /* Give objects a new home! */
    00120   Object *o;
    00121   FOR_ALL_OBJECTS(o) {
    00122     if (o->town == NULL) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
    00123   }
    00124 }
    00125
    00129 void Town::InitializeLayout(TownLayout layout)
    00130 {
    00131   if (layout != TL_RANDOM) {
    00132     this->layout = layout;
    00133     return;
    00134   }
    00135
    00136   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
    00137 }
    00138
    00143 /* static */ Town *Town::GetRandom()
    00144 {
    00145   if (Town::GetNumItems() == 0) return NULL;
    00146   int num = RandomRange((uint16)Town::GetNumItems());
    00147   size_t index = MAX_UVALUE(size_t);
    00148
    00149   while (num >= 0) {
    00150     num--;
    00151     index++;
    00152
    00153     /* Make sure we have a valid town */
    00154     while (!Town::IsValidID(index)) {
    00155       index++;
    00156       assert(index < Town::GetPoolSize());
    00157     }
    00158   }
    00159
    00160   return Town::Get(index);
    00161 }
    00162
    00167 Money HouseSpec::GetRemovalCost() const
    00168 {
    00169   return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
    00170 }
    00171
    00172 // Local
    00173 static int _grow_town_result;
    00174
    00175 /* Describe the possible states */
    00176 enum TownGrowthResult {
    00177   GROWTH_SUCCEED         = -1,
    00178   GROWTH_SEARCH_STOPPED  =  0
    00179 //  GROWTH_SEARCH_RUNNING >=  1
    00180 };
    00181
    00182 static bool BuildTownHouse(Town *t, TileIndex tile);
    00183 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
    00184
    00185 static void TownDrawHouseLift(const TileInfo *ti)
    00186 {
    00187   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
    00188 }
    00189
    00190 typedef void TownDrawTileProc(const TileInfo *ti);
    00191 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
    00192   TownDrawHouseLift
    00193 };
    00194
    00200 static inline DiagDirection RandomDiagDir()
    00201 {
    00202   return (DiagDirection)(3 & Random());
    00203 }
    00204
    00210 static void DrawTile_Town(TileInfo *ti)
    00211 {
    00212   HouseID house_id = GetHouseType(ti->tile);
    00213
    00214   if (house_id >= NEW_HOUSE_OFFSET) {
    00215     /* Houses don't necessarily need new graphics. If they don't have a
    00216      * spritegroup associated with them, then the sprite for the substitute
    00217      * house id is drawn instead. */
    00218     if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != NULL) {
    00219       DrawNewHouseTile(ti, house_id);
    00220       return;
    00221     } else {
    00222       house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
    00223     }
    00224   }
    00225
    00226   /* Retrieve pointer to the draw town tile struct */
    00227   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
    00228
    00229   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00230
    00231   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
    00232
    00233   /* If houses are invisible, do not draw the upper part */
    00234   if (IsInvisibilitySet(TO_HOUSES)) return;
    00235
    00236   /* Add a house on top of the ground? */
    00237   SpriteID image = dcts->building.sprite;
    00238   if (image != 0) {
    00239     AddSortableSpriteToDraw(image, dcts->building.pal,
    00240       ti->x + dcts->subtile_x,
    00241       ti->y + dcts->subtile_y,
    00242       dcts->width,
    00243       dcts->height,
    00244       dcts->dz,
    00245       ti->z,
    00246       IsTransparencySet(TO_HOUSES)
    00247     );
    00248
    00249     if (IsTransparencySet(TO_HOUSES)) return;
    00250   }
    00251
    00252   {
    00253     int proc = dcts->draw_proc - 1;
    00254
    00255     if (proc >= 0) _town_draw_tile_procs[proc](ti);
    00256   }
    00257 }
    00258
    00259 static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
    00260 {
    00261   return GetTileMaxPixelZ(tile);
    00262 }
    00263
    00265 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
    00266 {
    00267   HouseID hid = GetHouseType(tile);
    00268
    00269   /* For NewGRF house tiles we might not be drawing a foundation. We need to
    00270    * account for this, as other structures should
    00271    * draw the wall of the foundation in this case.
    00272    */
    00273   if (hid >= NEW_HOUSE_OFFSET) {
    00274     const HouseSpec *hs = HouseSpec::Get(hid);
    00275     if (hs->grf_prop.spritegroup[0] != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
    00276       uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
    00277       if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
    00278     }
    00279   }
    00280   return FlatteningFoundation(tileh);
    00281 }
    00282
    00289 static void AnimateTile_Town(TileIndex tile)
    00290 {
    00291   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
    00292     AnimateNewHouseTile(tile);
    00293     return;
    00294   }
    00295
    00296   if (_tick_counter & 3) return;
    00297
    00298   /* If the house is not one with a lift anymore, then stop this animating.
    00299    * Not exactly sure when this happens, but probably when a house changes.
    00300    * Before this was just a return...so it'd leak animated tiles..
    00301    * That bug seems to have been here since day 1?? */
    00302   if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
    00303     DeleteAnimatedTile(tile);
    00304     return;
    00305   }
    00306
    00307   if (!LiftHasDestination(tile)) {
    00308     uint i;
    00309
    00310     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
    00311      * This is due to the fact that the first floor is, in the graphics,
    00312      *  the height of 2 'normal' floors.
    00313      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
    00314     do {
    00315       i = RandomRange(7);
    00316     } while (i == 1 || i * 6 == GetLiftPosition(tile));
    00317
    00318     SetLiftDestination(tile, i);
    00319   }
    00320
    00321   int pos = GetLiftPosition(tile);
    00322   int dest = GetLiftDestination(tile) * 6;
    00323   pos += (pos < dest) ? 1 : -1;
    00324   SetLiftPosition(tile, pos);
    00325
    00326   if (pos == dest) {
    00327     HaltLift(tile);
    00328     DeleteAnimatedTile(tile);
    00329   }
    00330
    00331   MarkTileDirtyByTile(tile);
    00332 }
    00333
    00340 static bool IsCloseToTown(TileIndex tile, uint dist)
    00341 {
    00342   const Town *t;
    00343
    00344   FOR_ALL_TOWNS(t) {
    00345     if (DistanceManhattan(tile, t->xy) < dist) return true;
    00346   }
    00347   return false;
    00348 }
    00349
    00354 void Town::UpdateVirtCoord()
    00355 {
    00356   Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
    00357   SetDParam(0, this->index);
    00358   SetDParam(1, this->cache.population);
    00359   this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
    00360     _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
    00361
    00362   SetWindowDirty(WC_TOWN_VIEW, this->index);
    00363 }
    00364
    00366 void UpdateAllTownVirtCoords()
    00367 {
    00368   Town *t;
    00369
    00370   FOR_ALL_TOWNS(t) {
    00371     t->UpdateVirtCoord();
    00372   }
    00373 }
    00374
    00380 static void ChangePopulation(Town *t, int mod)
    00381 {
    00382   t->cache.population += mod;
    00383   InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
    00384   t->UpdateVirtCoord();
    00385
    00386   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    00387 }
    00388
    00394 uint32 GetWorldPopulation()
    00395 {
    00396   uint32 pop = 0;
    00397   const Town *t;
    00398
    00399   FOR_ALL_TOWNS(t) pop += t->cache.population;
    00400   return pop;
    00401 }
    00402
    00407 static void MakeSingleHouseBigger(TileIndex tile)
    00408 {
    00409   assert(IsTileType(tile, MP_HOUSE));
    00410
    00411   /* progress in construction stages */
    00412   IncHouseConstructionTick(tile);
    00413   if (GetHouseConstructionTick(tile) != 0) return;
    00414
    00415   AnimateNewHouseConstruction(tile);
    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), HouseSpec::Get(GetHouseType(tile))->population);
    00421     ResetHouseAge(tile);
    00422   }
    00423   MarkTileDirtyByTile(tile);
    00424 }
    00425
    00430 static void MakeTownHouseBigger(TileIndex tile)
    00431 {
    00432   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
    00433   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
    00434   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
    00435   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
    00436   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
    00437 }
    00438
    00445 static void TileLoop_Town(TileIndex tile)
    00446 {
    00447   HouseID house_id = GetHouseType(tile);
    00448
    00449   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
    00450    * doesn't exist any more, so don't continue here. */
    00451   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
    00452
    00453   if (!IsHouseCompleted(tile)) {
    00454     /* Construction is not completed. See if we can go further in construction*/
    00455     MakeTownHouseBigger(tile);
    00456     return;
    00457   }
    00458
    00459   const HouseSpec *hs = HouseSpec::Get(house_id);
    00460
    00461   /* If the lift has a destination, it is already an animated tile. */
    00462   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
    00463       house_id < NEW_HOUSE_OFFSET &&
    00464       !LiftHasDestination(tile) &&
    00465       Chance16(1, 2)) {
    00466     AddAnimatedTile(tile);
    00467   }
    00468
    00469   Town *t = Town::GetByTile(tile);
    00470   uint32 r = Random();
    00471
    00472   StationFinder stations(TileArea(tile, 1, 1));
    00473
    00474   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00475     for (uint i = 0; i < 256; i++) {
    00476       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
    00477
    00478       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00479
    00480       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
    00481       if (cargo == CT_INVALID) continue;
    00482
    00483       uint amt = GB(callback, 0, 8);
    00484       if (amt == 0) continue;
    00485
    00486       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
    00487
    00488       const CargoSpec *cs = CargoSpec::Get(cargo);
    00489       t->supplied[cs->Index()].new_max += amt;
    00490       t->supplied[cs->Index()].new_act += moved;
    00491     }
    00492   } else {
    00493     if (GB(r, 0, 8) < hs->population) {
    00494       uint amt = GB(r, 0, 8) / 8 + 1;
    00495
    00496       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
    00497       t->supplied[CT_PASSENGERS].new_max += amt;
    00498       t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
    00499     }
    00500
    00501     if (GB(r, 8, 8) < hs->mail_generation) {
    00502       uint amt = GB(r, 8, 8) / 8 + 1;
    00503
    00504       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
    00505       t->supplied[CT_MAIL].new_max += amt;
    00506       t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
    00507     }
    00508   }
    00509
    00510   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    00511
    00512   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
    00513       HasBit(t->flags, TOWN_IS_FUNDED) &&
    00514       CanDeleteHouse(tile) &&
    00515       GetHouseAge(tile) >= hs->minimum_life &&
    00516       --t->time_until_rebuild == 0) {
    00517     t->time_until_rebuild = GB(r, 16, 8) + 192;
    00518
    00519     ClearTownHouse(t, tile);
    00520
    00521     /* Rebuild with another house? */
    00522     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
    00523   }
    00524
    00525   cur_company.Restore();
    00526 }
    00527
    00528 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
    00529 {
    00530   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
    00531   if (!CanDeleteHouse(tile)) return CMD_ERROR;
    00532
    00533   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00534
    00535   CommandCost cost(EXPENSES_CONSTRUCTION);
    00536   cost.AddCost(hs->GetRemovalCost());
    00537
    00538   int rating = hs->remove_rating_decrease;
    00539   Town *t = Town::GetByTile(tile);
    00540
    00541   if (Company::IsValidID(_current_company)) {
    00542     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
    00543       SetDParam(0, t->index);
    00544       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    00545     }
    00546   }
    00547
    00548   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
    00549   if (flags & DC_EXEC) {
    00550     ClearTownHouse(t, tile);
    00551   }
    00552
    00553   return cost;
    00554 }
    00555
    00556 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
    00557 {
    00558   HouseID house_id = GetHouseType(tile);
    00559   const HouseSpec *hs = HouseSpec::Get(house_id);
    00560   Town *t = Town::GetByTile(tile);
    00561
    00562   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00563     for (uint i = 0; i < 256; i++) {
    00564       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
    00565
    00566       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00567
    00568       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
    00569
    00570       if (cargo == CT_INVALID) continue;
    00571       produced[cargo]++;
    00572     }
    00573   } else {
    00574     if (hs->population > 0) {
    00575       produced[CT_PASSENGERS]++;
    00576     }
    00577     if (hs->mail_generation > 0) {
    00578       produced[CT_MAIL]++;
    00579     }
    00580   }
    00581 }
    00582
    00583 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
    00584 {
    00585   if (cargo == CT_INVALID || amount == 0) return;
    00586   acceptance[cargo] += amount;
    00587   SetBit(*always_accepted, cargo);
    00588 }
    00589
    00590 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00591 {
    00592   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00593   CargoID accepts[3];
    00594
    00595   /* Set the initial accepted cargo types */
    00596   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00597     accepts[i] = hs->accepts_cargo[i];
    00598   }
    00599
    00600   /* Check for custom accepted cargo types */
    00601   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
    00602     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00603     if (callback != CALLBACK_FAILED) {
    00604       /* Replace accepted cargo types with translated values from callback */
    00605       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grf_prop.grffile);
    00606       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grf_prop.grffile);
    00607       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
    00608     }
    00609   }
    00610
    00611   /* Check for custom cargo acceptance */
    00612   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
    00613     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00614     if (callback != CALLBACK_FAILED) {
    00615       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
    00616       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
    00617       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
    00618         /* The 'S' bit indicates food instead of goods */
    00619         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
    00620       } else {
    00621         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
    00622       }
    00623       return;
    00624     }
    00625   }
    00626
    00627   /* No custom acceptance, so fill in with the default values */
    00628   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00629     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
    00630   }
    00631 }
    00632
    00633 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
    00634 {
    00635   const HouseID house = GetHouseType(tile);
    00636   const HouseSpec *hs = HouseSpec::Get(house);
    00637   bool house_completed = IsHouseCompleted(tile);
    00638
    00639   td->str = hs->building_name;
    00640
    00641   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
    00642   if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
    00643     if (callback_res > 0x400) {
    00644       ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
    00645     } else {
    00646       StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
    00647       if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
    00648         td->str = new_name;
    00649       }
    00650     }
    00651   }
    00652
    00653   if (!house_completed) {
    00654     SetDParamX(td->dparam, 0, td->str);
    00655     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00656   }
    00657
    00658   if (hs->grf_prop.grffile != NULL) {
    00659     const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
    00660     td->grf = gc->GetName();
    00661   }
    00662
    00663   td->owner[0] = OWNER_TOWN;
    00664 }
    00665
    00666 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00667 {
    00668   /* not used */
    00669   return 0;
    00670 }
    00671
    00672 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
    00673 {
    00674   /* not used */
    00675 }
    00676
    00680 void UpdateTownCargoTotal(Town *t)
    00681 {
    00682   t->cargo_accepted_total = 0;
    00683
    00684   const TileArea &area = t->cargo_accepted.GetArea();
    00685   TILE_AREA_LOOP(tile, area) {
    00686     if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
    00687       t->cargo_accepted_total |= t->cargo_accepted[tile];
    00688     }
    00689   }
    00690 }
    00691
    00698 static void UpdateTownCargoes(Town *t, TileIndex start, bool update_total = true)
    00699 {
    00700   CargoArray accepted, produced;
    00701   uint32 dummy;
    00702
    00703   /* Gather acceptance for all houses in an area around the start tile.
    00704    * The area is composed of the square the tile is in, extended one square in all
    00705    * directions as the coverage area of a single station is bigger than just one square. */
    00706   TileArea area = AcceptanceMatrix::GetAreaForTile(start, 1);
    00707   TILE_AREA_LOOP(tile, area) {
    00708     if (!IsTileType(tile, MP_HOUSE) || GetTownIndex(tile) != t->index) continue;
    00709
    00710     AddAcceptedCargo_Town(tile, accepted, &dummy);
    00711     AddProducedCargo_Town(tile, produced);
    00712   }
    00713
    00714   /* Create bitmap of produced and accepted cargoes. */
    00715   uint32 acc = 0;
    00716   for (uint cid = 0; cid < NUM_CARGO; cid++) {
    00717     if (accepted[cid] >= 8) SetBit(acc, cid);
    00718     if (produced[cid] > 0) SetBit(t->cargo_produced, cid);
    00719   }
    00720   t->cargo_accepted[start] = acc;
    00721
    00722   if (update_total) UpdateTownCargoTotal(t);
    00723 }
    00724
    00728 void UpdateTownCargoes(Town *t)
    00729 {
    00730   t->cargo_produced = 0;
    00731
    00732   const TileArea &area = t->cargo_accepted.GetArea();
    00733   if (area.tile == INVALID_TILE) return;
    00734
    00735   /* Update acceptance for each grid square. */
    00736   TILE_AREA_LOOP(tile, area) {
    00737     if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
    00738       UpdateTownCargoes(t, tile, false);
    00739     }
    00740   }
    00741
    00742   /* Update the total acceptance. */
    00743   UpdateTownCargoTotal(t);
    00744 }
    00745
    00747 void UpdateTownCargoBitmap()
    00748 {
    00749   Town *town;
    00750   _town_cargoes_accepted = 0;
    00751
    00752   FOR_ALL_TOWNS(town) {
    00753     _town_cargoes_accepted |= town->cargo_accepted_total;
    00754   }
    00755 }
    00756
    00757 static bool GrowTown(Town *t);
    00758
    00759 static void TownTickHandler(Town *t)
    00760 {
    00761   if (HasBit(t->flags, TOWN_IS_FUNDED)) {
    00762     int i = t->grow_counter - 1;
    00763     if (i < 0) {
    00764       if (GrowTown(t)) {
    00765         i = t->growth_rate & (~TOWN_GROW_RATE_CUSTOM);
    00766       } else {
    00767         i = 0;
    00768       }
    00769     }
    00770     t->grow_counter = i;
    00771   }
    00772 }
    00773
    00774 void OnTick_Town()
    00775 {
    00776   if (_game_mode == GM_EDITOR) return;
    00777
    00778   Town *t;
    00779   FOR_ALL_TOWNS(t) {
    00780     /* Run town tick at regular intervals, but not all at once. */
    00781     if ((_tick_counter + t->index) % TOWN_GROWTH_TICKS == 0) {
    00782       TownTickHandler(t);
    00783     }
    00784   }
    00785 }
    00786
    00795 static RoadBits GetTownRoadBits(TileIndex tile)
    00796 {
    00797   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
    00798
    00799   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
    00800 }
    00801
    00812 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
    00813 {
    00814   if (!IsValidTile(tile)) return false;
    00815
    00816   /* Lookup table for the used diff values */
    00817   const TileIndexDiff tid_lt[3] = {
    00818     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
    00819     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
    00820     TileOffsByDiagDir(ReverseDiagDir(dir)),
    00821   };
    00822
    00823   dist_multi = (dist_multi + 1) * 4;
    00824   for (uint pos = 4; pos < dist_multi; pos++) {
    00825     /* Go (pos / 4) tiles to the left or the right */
    00826     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
    00827
    00828     /* Use the current tile as origin, or go one tile backwards */
    00829     if (pos & 2) cur += tid_lt[2];
    00830
    00831     /* Test for roadbit parallel to dir and facing towards the middle axis */
    00832     if (IsValidTile(tile + cur) &&
    00833         GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
    00834   }
    00835   return false;
    00836 }
    00837
    00846 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
    00847 {
    00848   if (DistanceFromEdge(tile) == 0) return false;
    00849
    00850   /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
    00851   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
    00852
    00853   /* Check if there already is a road at this point? */
    00854   if (GetTownRoadBits(tile) == ROAD_NONE) {
    00855     /* No, try if we are able to build a road piece there.
    00856      * If that fails clear the land, and if that fails exit.
    00857      * This is to make sure that we can build a road here later. */
    00858     if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
    00859         DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
    00860       return false;
    00861     }
    00862   }
    00863
    00864   Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile) : GetTileSlope(tile);
    00865   bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
    00866   if (cur_slope == SLOPE_FLAT) return ret;
    00867
    00868   /* If the tile is not a slope in the right direction, then
    00869    * maybe terraform some. */
    00870   Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
    00871   if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
    00872     if (Chance16(1, 8)) {
    00873       CommandCost res = CMD_ERROR;
    00874       if (!_generating_world && Chance16(1, 10)) {
    00875         /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
    00876         res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
    00877             DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00878       }
    00879       if (res.Failed() && Chance16(1, 3)) {
    00880         /* We can consider building on the slope, though. */
    00881         return ret;
    00882       }
    00883     }
    00884     return false;
    00885   }
    00886   return ret;
    00887 }
    00888
    00889 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
    00890 {
    00891   assert(tile < MapSize());
    00892
    00893   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00894   if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
    00895   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
    00896   return true;
    00897 }
    00898
    00899 static void LevelTownLand(TileIndex tile)
    00900 {
    00901   assert(tile < MapSize());
    00902
    00903   /* Don't terraform if land is plain or if there's a house there. */
    00904   if (IsTileType(tile, MP_HOUSE)) return;
    00905   Slope tileh = GetTileSlope(tile);
    00906   if (tileh == SLOPE_FLAT) return;
    00907
    00908   /* First try up, then down */
    00909   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
    00910     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
    00911   }
    00912 }
    00913
    00923 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
    00924 {
    00925   /* align the grid to the downtown */
    00926   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
    00927   RoadBits rcmd = ROAD_NONE;
    00928
    00929   switch (t->layout) {
    00930     default: NOT_REACHED();
    00931
    00932     case TL_2X2_GRID:
    00933       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
    00934       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
    00935       break;
    00936
    00937     case TL_3X3_GRID:
    00938       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
    00939       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
    00940       break;
    00941   }
    00942
    00943   /* Optimise only X-junctions */
    00944   if (rcmd != ROAD_ALL) return rcmd;
    00945
    00946   RoadBits rb_template;
    00947
    00948   switch (GetTileSlope(tile)) {
    00949     default:       rb_template = ROAD_ALL; break;
    00950     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
    00951     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
    00952     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
    00953     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
    00954     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
    00955     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
    00956     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
    00957     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
    00958     case SLOPE_STEEP_W:
    00959     case SLOPE_STEEP_S:
    00960     case SLOPE_STEEP_E:
    00961     case SLOPE_STEEP_N:
    00962       rb_template = ROAD_NONE;
    00963       break;
    00964   }
    00965
    00966   /* Stop if the template is compatible to the growth dir */
    00967   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
    00968   /* If not generate a straight road in the direction of the growth */
    00969   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
    00970 }
    00971
    00982 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
    00983 {
    00984   /* We can't look further than that. */
    00985   if (DistanceFromEdge(tile) == 0) return false;
    00986
    00987   uint counter = 0; // counts the house neighbor tiles
    00988
    00989   /* Check the tiles E,N,W and S of the current tile for houses */
    00990   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
    00991     /* Count both void and house tiles for checking whether there
    00992      * are enough houses in the area. This to make it likely that
    00993      * houses get build up to the edge of the map. */
    00994     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
    00995       case MP_HOUSE:
    00996       case MP_VOID:
    00997         counter++;
    00998         break;
    00999
    01000       default:
    01001         break;
    01002     }
    01003
    01004     /* If there are enough neighbors stop here */
    01005     if (counter >= 3) {
    01006       if (BuildTownHouse(t, tile)) {
    01007         _grow_town_result = GROWTH_SUCCEED;
    01008         return true;
    01009       }
    01010       return false;
    01011     }
    01012   }
    01013   return false;
    01014 }
    01015
    01024 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
    01025 {
    01026   if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
    01027     _grow_town_result = GROWTH_SUCCEED;
    01028     return true;
    01029   }
    01030   return false;
    01031 }
    01032
    01043 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
    01044 {
    01045   assert(bridge_dir < DIAGDIR_END);
    01046
    01047   const Slope slope = GetTileSlope(tile);
    01048
    01049   /* Make sure the direction is compatible with the slope.
    01050    * Well we check if the slope has an up bit set in the
    01051    * reverse direction. */
    01052   if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
    01053
    01054   /* Assure that the bridge is connectable to the start side */
    01055   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
    01056
    01057   /* We are in the right direction */
    01058   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
    01059   TileIndex bridge_tile = tile; // Used to store the other waterside
    01060
    01061   const int delta = TileOffsByDiagDir(bridge_dir);
    01062
    01063   if (slope == SLOPE_FLAT) {
    01064     /* Bridges starting on flat tiles are only allowed when crossing rivers. */
    01065     do {
    01066       if (bridge_length++ >= 4) {
    01067         /* Allow to cross rivers, not big lakes. */
    01068         return false;
    01069       }
    01070       bridge_tile += delta;
    01071     } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile) && !IsSea(bridge_tile));
    01072   } else {
    01073     do {
    01074       if (bridge_length++ >= 11) {
    01075         /* Max 11 tile long bridges */
    01076         return false;
    01077       }
    01078       bridge_tile += delta;
    01079     } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile));
    01080   }
    01081
    01082   /* no water tiles in between? */
    01083   if (bridge_length == 1) return false;
    01084
    01085   for (uint8 times = 0; times <= 22; times++) {
    01086     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
    01087
    01088     /* Can we actually build the bridge? */
    01089     if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
    01090       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
    01091       _grow_town_result = GROWTH_SUCCEED;
    01092       return true;
    01093     }
    01094   }
    01095   /* Quit if it selecting an appropriate bridge type fails a large number of times. */
    01096   return false;
    01097 }
    01098
    01116 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
    01117 {
    01118   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
    01119   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
    01120
    01121   assert(tile < MapSize());
    01122
    01123   if (cur_rb == ROAD_NONE) {
    01124     /* Tile has no road. First reset the status counter
    01125      * to say that this is the last iteration. */
    01126     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01127
    01128     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01129     if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
    01130
    01131     /* Remove hills etc */
    01132     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
    01133
    01134     /* Is a road allowed here? */
    01135     switch (t1->layout) {
    01136       default: NOT_REACHED();
    01137
    01138       case TL_3X3_GRID:
    01139       case TL_2X2_GRID:
    01140         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01141         if (rcmd == ROAD_NONE) return;
    01142         break;
    01143
    01144       case TL_BETTER_ROADS:
    01145       case TL_ORIGINAL:
    01146         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
    01147
    01148         DiagDirection source_dir = ReverseDiagDir(target_dir);
    01149
    01150         if (Chance16(1, 4)) {
    01151           /* Randomize a new target dir */
    01152           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
    01153         }
    01154
    01155         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
    01156           /* A road is not allowed to continue the randomized road,
    01157            *  return if the road we're trying to build is curved. */
    01158           if (target_dir != ReverseDiagDir(source_dir)) return;
    01159
    01160           /* Return if neither side of the new road is a house */
    01161           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
    01162               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
    01163             return;
    01164           }
    01165
    01166           /* That means that the road is only allowed if there is a house
    01167            *  at any side of the new road. */
    01168         }
    01169
    01170         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
    01171         break;
    01172     }
    01173
    01174   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
    01175     /* Continue building on a partial road.
    01176      * Should be always OK, so we only generate
    01177      * the fitting RoadBits */
    01178     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01179
    01180     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01181
    01182     switch (t1->layout) {
    01183       default: NOT_REACHED();
    01184
    01185       case TL_3X3_GRID:
    01186       case TL_2X2_GRID:
    01187         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01188         break;
    01189
    01190       case TL_BETTER_ROADS:
    01191       case TL_ORIGINAL:
    01192         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01193         break;
    01194     }
    01195   } else {
    01196     bool allow_house = true; // Value which decides if we want to construct a house
    01197
    01198     /* Reached a tunnel/bridge? Then continue at the other side of it, unless
    01199      * it is the starting tile. Half the time, we stay on this side then.*/
    01200     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01201       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
    01202         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
    01203       }
    01204       return;
    01205     }
    01206
    01207     /* Possibly extend the road in a direction.
    01208      * Randomize a direction and if it has a road, bail out. */
    01209     target_dir = RandomDiagDir();
    01210     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
    01211
    01212     /* This is the tile we will reach if we extend to this direction. */
    01213     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
    01214
    01215     /* Don't walk into water. */
    01216     if (HasTileWaterGround(house_tile)) return;
    01217
    01218     if (!IsValidTile(house_tile)) return;
    01219
    01220     if (_settings_game.economy.allow_town_roads || _generating_world) {
    01221       switch (t1->layout) {
    01222         default: NOT_REACHED();
    01223
    01224         case TL_3X3_GRID: // Use 2x2 grid afterwards!
    01225           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01226           /* FALL THROUGH */
    01227
    01228         case TL_2X2_GRID:
    01229           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
    01230           allow_house = (rcmd == ROAD_NONE);
    01231           break;
    01232
    01233         case TL_BETTER_ROADS: // Use original afterwards!
    01234           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01235           /* FALL THROUGH */
    01236
    01237         case TL_ORIGINAL:
    01238           /* Allow a house at the edge. 60% chance or
    01239            * always ok if no road allowed. */
    01240           rcmd = DiagDirToRoadBits(target_dir);
    01241           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
    01242           break;
    01243       }
    01244     }
    01245
    01246     if (allow_house) {
    01247       /* Build a house, but not if there already is a house there. */
    01248       if (!IsTileType(house_tile, MP_HOUSE)) {
    01249         /* Level the land if possible */
    01250         if (Chance16(1, 6)) LevelTownLand(house_tile);
    01251
    01252         /* And build a house.
    01253          * Set result to -1 if we managed to build it. */
    01254         if (BuildTownHouse(t1, house_tile)) {
    01255           _grow_town_result = GROWTH_SUCCEED;
    01256         }
    01257       }
    01258       return;
    01259     }
    01260
    01261     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01262   }
    01263
    01264   /* Return if a water tile */
    01265   if (HasTileWaterGround(tile)) return;
    01266
    01267   /* Make the roads look nicer */
    01268   rcmd = CleanUpRoadBits(tile, rcmd);
    01269   if (rcmd == ROAD_NONE) return;
    01270
    01271   /* Only use the target direction for bridges to ensure they're connected.
    01272    * The target_dir is as computed previously according to town layout, so
    01273    * it will match it perfectly. */
    01274   if (GrowTownWithBridge(t1, tile, target_dir)) return;
    01275
    01276   GrowTownWithRoad(t1, tile, rcmd);
    01277 }
    01278
    01285 static int GrowTownAtRoad(Town *t, TileIndex tile)
    01286 {
    01287   /* Special case.
    01288    * @see GrowTownInTile Check the else if
    01289    */
    01290   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
    01291
    01292   assert(tile < MapSize());
    01293
    01294   /* Number of times to search.
    01295    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
    01296    * them a little handicap. */
    01297   switch (t->layout) {
    01298     case TL_BETTER_ROADS:
    01299       _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
    01300       break;
    01301
    01302     case TL_3X3_GRID:
    01303     case TL_2X2_GRID:
    01304       _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
    01305       break;
    01306
    01307     default:
    01308       _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
    01309       break;
    01310   }
    01311
    01312   do {
    01313     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
    01314
    01315     /* Try to grow the town from this point */
    01316     GrowTownInTile(&tile, cur_rb, target_dir, t);
    01317
    01318     /* Exclude the source position from the bitmask
    01319      * and return if no more road blocks available */
    01320     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01321     if (cur_rb == ROAD_NONE) {
    01322       return _grow_town_result;
    01323     }
    01324
    01325     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01326       /* Only build in the direction away from the tunnel or bridge. */
    01327       target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
    01328     } else {
    01329       /* Select a random bit from the blockmask, walk a step
    01330        * and continue the search from there. */
    01331       do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
    01332     }
    01333     tile = TileAddByDiagDir(tile, target_dir);
    01334
    01335     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
    01336       /* Don't allow building over roads of other cities */
    01337       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
    01338         _grow_town_result = GROWTH_SUCCEED;
    01339       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
    01340         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
    01341          * owner :) (happy happy happy road now) */
    01342         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
    01343         SetTownIndex(tile, t->index);
    01344       }
    01345     }
    01346
    01347     /* Max number of times is checked. */
    01348   } while (--_grow_town_result >= 0);
    01349
    01350   return (_grow_town_result == -2);
    01351 }
    01352
    01360 static RoadBits GenRandomRoadBits()
    01361 {
    01362   uint32 r = Random();
    01363   uint a = GB(r, 0, 2);
    01364   uint b = GB(r, 8, 2);
    01365   if (a == b) b ^= 2;
    01366   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
    01367 }
    01368
    01374 static bool GrowTown(Town *t)
    01375 {
    01376   static const TileIndexDiffC _town_coord_mod[] = {
    01377     {-1,  0},
    01378     { 1,  1},
    01379     { 1, -1},
    01380     {-1, -1},
    01381     {-1,  0},
    01382     { 0,  2},
    01383     { 2,  0},
    01384     { 0, -2},
    01385     {-1, -1},
    01386     {-2,  2},
    01387     { 2,  2},
    01388     { 2, -2},
    01389     { 0,  0}
    01390   };
    01391
    01392   /* Current "company" is a town */
    01393   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01394
    01395   TileIndex tile = t->xy; // The tile we are working with ATM
    01396
    01397   /* Find a road that we can base the construction on. */
    01398   const TileIndexDiffC *ptr;
    01399   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01400     if (GetTownRoadBits(tile) != ROAD_NONE) {
    01401       int r = GrowTownAtRoad(t, tile);
    01402       cur_company.Restore();
    01403       return r != 0;
    01404     }
    01405     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01406   }
    01407
    01408   /* No road available, try to build a random road block by
    01409    * clearing some land and then building a road there. */
    01410   if (_settings_game.economy.allow_town_roads || _generating_world) {
    01411     tile = t->xy;
    01412     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01413       /* Only work with plain land that not already has a house */
    01414       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile) == SLOPE_FLAT) {
    01415         if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
    01416           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
    01417           cur_company.Restore();
    01418           return true;
    01419         }
    01420       }
    01421       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01422     }
    01423   }
    01424
    01425   cur_company.Restore();
    01426   return false;
    01427 }
    01428
    01429 void UpdateTownRadius(Town *t)
    01430 {
    01431   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
    01432     {  4,  0,  0,  0,  0}, // 0
    01433     { 16,  0,  0,  0,  0},
    01434     { 25,  0,  0,  0,  0},
    01435     { 36,  0,  0,  0,  0},
    01436     { 49,  0,  4,  0,  0},
    01437     { 64,  0,  4,  0,  0}, // 20
    01438     { 64,  0,  9,  0,  1},
    01439     { 64,  0,  9,  0,  4},
    01440     { 64,  0, 16,  0,  4},
    01441     { 81,  0, 16,  0,  4},
    01442     { 81,  0, 16,  0,  4}, // 40
    01443     { 81,  0, 25,  0,  9},
    01444     { 81, 36, 25,  0,  9},
    01445     { 81, 36, 25, 16,  9},
    01446     { 81, 49,  0, 25,  9},
    01447     { 81, 64,  0, 25,  9}, // 60
    01448     { 81, 64,  0, 36,  9},
    01449     { 81, 64,  0, 36, 16},
    01450     {100, 81,  0, 49, 16},
    01451     {100, 81,  0, 49, 25},
    01452     {121, 81,  0, 49, 25}, // 80
    01453     {121, 81,  0, 49, 25},
    01454     {121, 81,  0, 49, 36}, // 88
    01455   };
    01456
    01457   if (t->cache.num_houses < 92) {
    01458     memcpy(t->cache.squared_town_zone_radius, _town_squared_town_zone_radius_data[t->cache.num_houses / 4], sizeof(t->cache.squared_town_zone_radius));
    01459   } else {
    01460     int mass = t->cache.num_houses / 8;
    01461     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
    01462      * The offsets are to make sure the radii do not decrease in size when going from the table
    01463      * to the calculated value.*/
    01464     t->cache.squared_town_zone_radius[0] = mass * 15 - 40;
    01465     t->cache.squared_town_zone_radius[1] = mass * 9 - 15;
    01466     t->cache.squared_town_zone_radius[2] = 0;
    01467     t->cache.squared_town_zone_radius[3] = mass * 5 - 5;
    01468     t->cache.squared_town_zone_radius[4] = mass * 3 + 5;
    01469   }
    01470 }
    01471
    01472 void UpdateTownMaxPass(Town *t)
    01473 {
    01474   t->supplied[CT_PASSENGERS].old_max = t->cache.population >> 3;
    01475   t->supplied[CT_MAIL].old_max = t->cache.population >> 4;
    01476 }
    01477
    01489 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
    01490 {
    01491   t->xy = tile;
    01492   t->cache.num_houses = 0;
    01493   t->time_until_rebuild = 10;
    01494   UpdateTownRadius(t);
    01495   t->flags = 0;
    01496   t->cache.population = 0;
    01497   t->grow_counter = 0;
    01498   t->growth_rate = 250;
    01499
    01500   /* Set the default cargo requirement for town growth */
    01501   switch (_settings_game.game_creation.landscape) {
    01502     case LT_ARCTIC:
    01503       if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER;
    01504       break;
    01505
    01506     case LT_TROPIC:
    01507       if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT;
    01508       if (FindFirstCargoWithTownEffect(TE_WATER) != NULL) t->goal[TE_WATER] = TOWN_GROWTH_DESERT;
    01509       break;
    01510   }
    01511
    01512   t->fund_buildings_months = 0;
    01513
    01514   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
    01515
    01516   t->have_ratings = 0;
    01517   t->exclusivity = INVALID_COMPANY;
    01518   t->exclusive_counter = 0;
    01519   t->statues = 0;
    01520
    01521   extern int _nb_orig_names;
    01522   if (_settings_game.game_creation.town_name < _nb_orig_names) {
    01523     /* Original town name */
    01524     t->townnamegrfid = 0;
    01525     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
    01526   } else {
    01527     /* Newgrf town name */
    01528     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
    01529     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
    01530   }
    01531   t->townnameparts = townnameparts;
    01532
    01533   t->UpdateVirtCoord();
    01534   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    01535
    01536   t->InitializeLayout(layout);
    01537
    01538   t->larger_town = city;
    01539
    01540   int x = (int)size * 16 + 3;
    01541   if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
    01542   /* Don't create huge cities when founding town in-game */
    01543   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
    01544
    01545   t->cache.num_houses += x;
    01546   UpdateTownRadius(t);
    01547
    01548   int i = x * 4;
    01549   do {
    01550     GrowTown(t);
    01551   } while (--i);
    01552
    01553   t->cache.num_houses -= x;
    01554   UpdateTownRadius(t);
    01555   UpdateTownMaxPass(t);
    01556   UpdateAirportsNoise();
    01557 }
    01558
    01564 static CommandCost TownCanBePlacedHere(TileIndex tile)
    01565 {
    01566   /* Check if too close to the edge of map */
    01567   if (DistanceFromEdge(tile) < 12) {
    01568     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
    01569   }
    01570
    01571   /* Check distance to all other towns. */
    01572   if (IsCloseToTown(tile, 20)) {
    01573     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
    01574   }
    01575
    01576   /* Can only build on clear flat areas, possibly with trees. */
    01577   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile) != SLOPE_FLAT) {
    01578     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01579   }
    01580
    01581   return CommandCost(EXPENSES_OTHER);
    01582 }
    01583
    01589 static bool IsUniqueTownName(const char *name)
    01590 {
    01591   const Town *t;
    01592
    01593   FOR_ALL_TOWNS(t) {
    01594     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
    01595   }
    01596
    01597   return true;
    01598 }
    01599
    01612 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01613 {
    01614   TownSize size = Extract<TownSize, 0, 2>(p1);
    01615   bool city = HasBit(p1, 2);
    01616   TownLayout layout = Extract<TownLayout, 3, 3>(p1);
    01617   TownNameParams par(_settings_game.game_creation.town_name);
    01618   bool random = HasBit(p1, 6);
    01619   uint32 townnameparts = p2;
    01620
    01621   if (size >= TSZ_END) return CMD_ERROR;
    01622   if (layout >= NUM_TLS) return CMD_ERROR;
    01623
    01624   /* Some things are allowed only in the scenario editor */
    01625   if (_game_mode != GM_EDITOR) {
    01626     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
    01627     if (size == TSZ_LARGE) return CMD_ERROR;
    01628     if (random) return CMD_ERROR;
    01629     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
    01630       return CMD_ERROR;
    01631     }
    01632   }
    01633
    01634   if (StrEmpty(text)) {
    01635     /* If supplied name is empty, townnameparts has to generate unique automatic name */
    01636     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    01637   } else {
    01638     /* If name is not empty, it has to be unique custom name */
    01639     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
    01640     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    01641   }
    01642
    01643   /* Allocate town struct */
    01644   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
    01645
    01646   if (!random) {
    01647     CommandCost ret = TownCanBePlacedHere(tile);
    01648     if (ret.Failed()) return ret;
    01649   }
    01650
    01651   static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
    01652   /* multidimensional arrays have to have defined length of non-first dimension */
    01653   assert_compile(lengthof(price_mult[0]) == 4);
    01654
    01655   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
    01656   byte mult = price_mult[city][size];
    01657
    01658   cost.MultiplyCost(mult);
    01659
    01660   /* Create the town */
    01661   if (flags & DC_EXEC) {
    01662     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
    01663       _additional_cash_required = cost.GetCost();
    01664       return CommandCost(EXPENSES_OTHER);
    01665     }
    01666
    01667     _generating_world = true;
    01668     UpdateNearestTownForRoadTiles(true);
    01669     Town *t;
    01670     if (random) {
    01671       t = CreateRandomTown(20, townnameparts, size, city, layout);
    01672       if (t == NULL) {
    01673         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
    01674       } else {
    01675         _new_town_id = t->index;
    01676       }
    01677     } else {
    01678       t = new Town(tile);
    01679       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
    01680     }
    01681     UpdateNearestTownForRoadTiles(false);
    01682     _generating_world = false;
    01683
    01684     if (t != NULL && !StrEmpty(text)) {
    01685       t->name = strdup(text);
    01686       t->UpdateVirtCoord();
    01687     }
    01688
    01689     if (_game_mode != GM_EDITOR) {
    01690       /* 't' can't be NULL since 'random' is false outside scenedit */
    01691       assert(!random);
    01692       char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
    01693       SetDParam(0, _current_company);
    01694       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    01695
    01696       char *cn = strdup(company_name);
    01697       SetDParamStr(0, cn);
    01698       SetDParam(1, t->index);
    01699
    01700       AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, cn);
    01701       AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
    01702       Game::NewEvent(new ScriptEventTownFounded(t->index));
    01703     }
    01704   }
    01705   return cost;
    01706 }
    01707
    01717 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
    01718 {
    01719   switch (layout) {
    01720     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
    01721     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
    01722     default:          return tile;
    01723   }
    01724 }
    01725
    01735 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
    01736 {
    01737   switch (layout) {
    01738     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
    01739     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
    01740     default:          return true;
    01741   }
    01742 }
    01743
    01747 struct SpotData {
    01748   TileIndex tile;
    01749   uint max_dist;
    01750   TownLayout layout;
    01751 };
    01752
    01769 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
    01770 {
    01771   SpotData *sp = (SpotData*)user_data;
    01772   uint dist = GetClosestWaterDistance(tile, true);
    01773
    01774   if (IsTileType(tile, MP_CLEAR) &&
    01775       GetTileSlope(tile) == SLOPE_FLAT &&
    01776       IsTileAlignedToGrid(tile, sp->layout) &&
    01777       dist > sp->max_dist) {
    01778     sp->tile = tile;
    01779     sp->max_dist = dist;
    01780   }
    01781
    01782   return false;
    01783 }
    01784
    01791 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
    01792 {
    01793   return IsTileType(tile, MP_CLEAR);
    01794 }
    01795
    01808 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
    01809 {
    01810   SpotData sp = { INVALID_TILE, 0, layout };
    01811
    01812   TileIndex coast = tile;
    01813   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
    01814     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
    01815     return sp.tile;
    01816   }
    01817
    01818   /* if we get here just give up */
    01819   return INVALID_TILE;
    01820 }
    01821
    01822 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
    01823 {
    01824   assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
    01825
    01826   if (!Town::CanAllocateItem()) return NULL;
    01827
    01828   do {
    01829     /* Generate a tile index not too close from the edge */
    01830     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
    01831
    01832     /* if we tried to place the town on water, slide it over onto
    01833      * the nearest likely-looking spot */
    01834     if (IsTileType(tile, MP_WATER)) {
    01835       tile = FindNearestGoodCoastalTownSpot(tile, layout);
    01836       if (tile == INVALID_TILE) continue;
    01837     }
    01838
    01839     /* Make sure town can be placed here */
    01840     if (TownCanBePlacedHere(tile).Failed()) continue;
    01841
    01842     /* Allocate a town struct */
    01843     Town *t = new Town(tile);
    01844
    01845     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
    01846
    01847     /* if the population is still 0 at the point, then the
    01848      * placement is so bad it couldn't grow at all */
    01849     if (t->cache.population > 0) return t;
    01850     CommandCost rc = DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
    01851     assert(rc.Succeeded());
    01852
    01853     /* We already know that we can allocate a single town when
    01854      * entering this function. However, we create and delete
    01855      * a town which "resets" the allocation checks. As such we
    01856      * need to check again when assertions are enabled. */
    01857     assert(Town::CanAllocateItem());
    01858   } while (--attempts != 0);
    01859
    01860   return NULL;
    01861 }
    01862
    01863 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
    01864
    01872 bool GenerateTowns(TownLayout layout)
    01873 {
    01874   uint current_number = 0;
    01875   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
    01876   uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
    01877   uint32 townnameparts;
    01878
    01879   SetGeneratingWorldProgress(GWP_TOWN, total);
    01880
    01881   /* First attempt will be made at creating the suggested number of towns.
    01882    * Note that this is really a suggested value, not a required one.
    01883    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
    01884   do {
    01885     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
    01886     IncreaseGeneratingWorldProgress(GWP_TOWN);
    01887     /* Get a unique name for the town. */
    01888     if (!GenerateTownName(&townnameparts)) continue;
    01889     /* try 20 times to create a random-sized town for the first loop. */
    01890     if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
    01891   } while (--total);
    01892
    01893   if (current_number != 0) return true;
    01894
    01895   /* If current_number is still zero at this point, it means that not a single town has been created.
    01896    * So give it a last try, but now more aggressive */
    01897   if (GenerateTownName(&townnameparts) &&
    01898       CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
    01899     return true;
    01900   }
    01901
    01902   /* If there are no towns at all and we are generating new game, bail out */
    01903   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
    01904     ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
    01905   }
    01906
    01907   return false;  // we are still without a town? we failed, simply
    01908 }
    01909
    01910
    01917 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
    01918 {
    01919   uint dist = DistanceSquare(tile, t->xy);
    01920
    01921   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
    01922
    01923   HouseZonesBits smallest = HZB_TOWN_EDGE;
    01924   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
    01925     if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
    01926   }
    01927
    01928   return smallest;
    01929 }
    01930
    01941 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
    01942 {
    01943   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
    01944
    01945   assert(cc.Succeeded());
    01946
    01947   IncreaseBuildingCount(t, type);
    01948   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
    01949   if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
    01950
    01951   MarkTileDirtyByTile(tile);
    01952 }
    01953
    01954
    01965 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
    01966 {
    01967   BuildingFlags size = HouseSpec::Get(type)->building_flags;
    01968
    01969   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
    01970   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
    01971   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
    01972   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
    01973 }
    01974
    01975
    01984 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
    01985 {
    01986   /* cannot build on these slopes... */
    01987   Slope slope = GetTileSlope(tile);
    01988   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
    01989
    01990   /* building under a bridge? */
    01991   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    01992
    01993   /* do not try to build over house owned by another town */
    01994   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
    01995
    01996   /* can we clear the land? */
    01997   return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
    01998 }
    01999
    02000
    02010 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, int z, bool noslope)
    02011 {
    02012   if (!CanBuildHouseHere(tile, town, noslope)) return false;
    02013
    02014   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
    02015   if (GetTileMaxZ(tile) != z) return false;
    02016
    02017   return true;
    02018 }
    02019
    02020
    02030 static bool CheckFree2x2Area(TileIndex tile, TownID town, int z, bool noslope)
    02031 {
    02032   /* we need to check this tile too because we can be at different tile now */
    02033   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    02034
    02035   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
    02036     tile += TileOffsByDiagDir(d);
    02037     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    02038   }
    02039
    02040   return true;
    02041 }
    02042
    02043
    02051 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
    02052 {
    02053   /* Allow towns everywhere when we don't build roads */
    02054   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    02055
    02056   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    02057
    02058   switch (t->layout) {
    02059     case TL_2X2_GRID:
    02060       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
    02061       break;
    02062
    02063     case TL_3X3_GRID:
    02064       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
    02065       break;
    02066
    02067     default:
    02068       break;
    02069   }
    02070
    02071   return true;
    02072 }
    02073
    02074
    02082 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
    02083 {
    02084   /* Allow towns everywhere when we don't build roads */
    02085   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    02086
    02087   /* Compute relative position of tile. (Positive offsets are towards north) */
    02088   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    02089
    02090   switch (t->layout) {
    02091     case TL_2X2_GRID:
    02092       grid_pos.x %= 3;
    02093       grid_pos.y %= 3;
    02094       if ((grid_pos.x != 2 && grid_pos.x != -1) ||
    02095         (grid_pos.y != 2 && grid_pos.y != -1)) return false;
    02096       break;
    02097
    02098     case TL_3X3_GRID:
    02099       if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
    02100       break;
    02101
    02102     default:
    02103       break;
    02104   }
    02105
    02106   return true;
    02107 }
    02108
    02109
    02119 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
    02120 {
    02121   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
    02122
    02123   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
    02124   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
    02125
    02126   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
    02127   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
    02128     *tile = tile2;
    02129     return true;
    02130   }
    02131
    02132   return false;
    02133 }
    02134
    02135
    02144 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
    02145 {
    02146   TileIndex tile2 = *tile;
    02147
    02148   for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
    02149     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
    02150       *tile = tile2;
    02151       return true;
    02152     }
    02153     if (d == DIAGDIR_END) break;
    02154     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
    02155   }
    02156
    02157   return false;
    02158 }
    02159
    02160
    02167 static bool BuildTownHouse(Town *t, TileIndex tile)
    02168 {
    02169   /* forbidden building here by town layout */
    02170   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
    02171
    02172   /* no house allowed at all, bail out */
    02173   if (!CanBuildHouseHere(tile, t->index, false)) return false;
    02174
    02175   Slope slope = GetTileSlope(tile);
    02176   int maxz = GetTileMaxZ(tile);
    02177
    02178   /* Get the town zone type of the current tile, as well as the climate.
    02179    * This will allow to easily compare with the specs of the new house to build */
    02180   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
    02181
    02182   /* Above snow? */
    02183   int land = _settings_game.game_creation.landscape;
    02184   if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
    02185
    02186   uint bitmask = (1 << rad) + (1 << (land + 12));
    02187
    02188   /* bits 0-4 are used
    02189    * bits 11-15 are used
    02190    * bits 5-10 are not used. */
    02191   HouseID houses[HOUSE_MAX];
    02192   uint num = 0;
    02193   uint probs[HOUSE_MAX];
    02194   uint probability_max = 0;
    02195
    02196   /* Generate a list of all possible houses that can be built. */
    02197   for (uint i = 0; i < HOUSE_MAX; i++) {
    02198     const HouseSpec *hs = HouseSpec::Get(i);
    02199
    02200     /* Verify that the candidate house spec matches the current tile status */
    02201     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
    02202
    02203     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
    02204     if (hs->class_id != HOUSE_NO_CLASS) {
    02205       /* id_count is always <= class_count, so it doesn't need to be checked */
    02206       if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
    02207     } else {
    02208       /* If the house has no class, check id_count instead */
    02209       if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
    02210     }
    02211
    02212     /* Without NewHouses, all houses have probability '1' */
    02213     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
    02214     probability_max += cur_prob;
    02215     probs[num] = cur_prob;
    02216     houses[num++] = (HouseID)i;
    02217   }
    02218
    02219   TileIndex baseTile = tile;
    02220
    02221   while (probability_max > 0) {
    02222     /* Building a multitile building can change the location of tile.
    02223      * The building would still be built partially on that tile, but
    02224      * its northern tile would be elsewhere. However, if the callback
    02225      * fails we would be basing further work from the changed tile.
    02226      * So a next 1x1 tile building could be built on the wrong tile. */
    02227     tile = baseTile;
    02228
    02229     uint r = RandomRange(probability_max);
    02230     uint i;
    02231     for (i = 0; i < num; i++) {
    02232       if (probs[i] > r) break;
    02233       r -= probs[i];
    02234     }
    02235
    02236     HouseID house = houses[i];
    02237     probability_max -= probs[i];
    02238
    02239     /* remove tested house from the set */
    02240     num--;
    02241     houses[i] = houses[num];
    02242     probs[i] = probs[num];
    02243
    02244     const HouseSpec *hs = HouseSpec::Get(house);
    02245
    02246     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
    02247         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
    02248       continue;
    02249     }
    02250
    02251     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
    02252
    02253     /* Special houses that there can be only one of. */
    02254     uint oneof = 0;
    02255
    02256     if (hs->building_flags & BUILDING_IS_CHURCH) {
    02257       SetBit(oneof, TOWN_HAS_CHURCH);
    02258     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02259       SetBit(oneof, TOWN_HAS_STADIUM);
    02260     }
    02261
    02262     if (t->flags & oneof) continue;
    02263
    02264     /* Make sure there is no slope? */
    02265     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
    02266     if (noslope && slope != SLOPE_FLAT) continue;
    02267
    02268     if (hs->building_flags & TILE_SIZE_2x2) {
    02269       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
    02270     } else if (hs->building_flags & TILE_SIZE_2x1) {
    02271       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
    02272     } else if (hs->building_flags & TILE_SIZE_1x2) {
    02273       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
    02274     } else {
    02275       /* 1x1 house checks are already done */
    02276     }
    02277
    02278     byte random_bits = Random();
    02279
    02280     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
    02281       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
    02282       if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
    02283     }
    02284
    02285     /* build the house */
    02286     t->cache.num_houses++;
    02287
    02288     /* Special houses that there can be only one of. */
    02289     t->flags |= oneof;
    02290
    02291     byte construction_counter = 0;
    02292     byte construction_stage = 0;
    02293
    02294     if (_generating_world || _game_mode == GM_EDITOR) {
    02295       uint32 r = Random();
    02296
    02297       construction_stage = TOWN_HOUSE_COMPLETED;
    02298       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
    02299
    02300       if (construction_stage == TOWN_HOUSE_COMPLETED) {
    02301         ChangePopulation(t, hs->population);
    02302       } else {
    02303         construction_counter = GB(r, 2, 2);
    02304       }
    02305     }
    02306
    02307     MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
    02308     UpdateTownRadius(t);
    02309     UpdateTownCargoes(t, tile);
    02310
    02311     return true;
    02312   }
    02313
    02314   return false;
    02315 }
    02316
    02323 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
    02324 {
    02325   assert(IsTileType(tile, MP_HOUSE));
    02326   DecreaseBuildingCount(t, house);
    02327   DoClearSquare(tile);
    02328   DeleteAnimatedTile(tile);
    02329
    02330   DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
    02331 }
    02332
    02340 TileIndexDiff GetHouseNorthPart(HouseID &house)
    02341 {
    02342   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
    02343     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
    02344       house--;
    02345       return TileDiffXY(-1, 0);
    02346     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
    02347       house--;
    02348       return TileDiffXY(0, -1);
    02349     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
    02350       house -= 2;
    02351       return TileDiffXY(-1, 0);
    02352     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
    02353       house -= 3;
    02354       return TileDiffXY(-1, -1);
    02355     }
    02356   }
    02357   return 0;
    02358 }
    02359
    02360 void ClearTownHouse(Town *t, TileIndex tile)
    02361 {
    02362   assert(IsTileType(tile, MP_HOUSE));
    02363
    02364   HouseID house = GetHouseType(tile);
    02365
    02366   /* need to align the tile to point to the upper left corner of the house */
    02367   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02368
    02369   const HouseSpec *hs = HouseSpec::Get(house);
    02370
    02371   /* Remove population from the town if the house is finished. */
    02372   if (IsHouseCompleted(tile)) {
    02373     ChangePopulation(t, -hs->population);
    02374   }
    02375
    02376   t->cache.num_houses--;
    02377
    02378   /* Clear flags for houses that only may exist once/town. */
    02379   if (hs->building_flags & BUILDING_IS_CHURCH) {
    02380     ClrBit(t->flags, TOWN_HAS_CHURCH);
    02381   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02382     ClrBit(t->flags, TOWN_HAS_STADIUM);
    02383   }
    02384
    02385   /* Do the actual clearing of tiles */
    02386   uint eflags = hs->building_flags;
    02387   DoClearTownHouseHelper(tile, t, house);
    02388   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
    02389   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
    02390   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
    02391
    02392   UpdateTownRadius(t);
    02393
    02394   /* Update cargo acceptance. */
    02395   UpdateTownCargoes(t, tile);
    02396 }
    02397
    02407 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02408 {
    02409   Town *t = Town::GetIfValid(p1);
    02410   if (t == NULL) return CMD_ERROR;
    02411
    02412   bool reset = StrEmpty(text);
    02413
    02414   if (!reset) {
    02415     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
    02416     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    02417   }
    02418
    02419   if (flags & DC_EXEC) {
    02420     free(t->name);
    02421     t->name = reset ? NULL : strdup(text);
    02422
    02423     t->UpdateVirtCoord();
    02424     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    02425     UpdateAllStationVirtCoords();
    02426   }
    02427   return CommandCost();
    02428 }
    02429
    02435 const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect)
    02436 {
    02437   const CargoSpec *cs;
    02438   FOR_ALL_CARGOSPECS(cs) {
    02439     if (cs->town_effect == effect) return cs;
    02440   }
    02441   return NULL;
    02442 }
    02443
    02444 static void UpdateTownGrowRate(Town *t);
    02445
    02457 CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02458 {
    02459   if (_current_company != OWNER_DEITY) return CMD_ERROR;
    02460
    02461   TownEffect te = (TownEffect)GB(p1, 16, 8);
    02462   if (te < TE_BEGIN || te > TE_END) return CMD_ERROR;
    02463
    02464   uint16 index = GB(p1, 0, 16);
    02465   Town *t = Town::GetIfValid(index);
    02466   if (t == NULL) return CMD_ERROR;
    02467
    02468   /* Validate if there is a cargo which is the requested TownEffect */
    02469   const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
    02470   if (cargo == NULL) return CMD_ERROR;
    02471
    02472   if (flags & DC_EXEC) {
    02473     t->goal[te] = p2;
    02474     UpdateTownGrowRate(t);
    02475     InvalidateWindowData(WC_TOWN_VIEW, index);
    02476   }
    02477
    02478   return CommandCost();
    02479 }
    02480
    02490 CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02491 {
    02492   if (_current_company != OWNER_DEITY) return CMD_ERROR;
    02493   Town *t = Town::GetIfValid(p1);
    02494   if (t == NULL) return CMD_ERROR;
    02495
    02496   if (flags & DC_EXEC) {
    02497     free(t->text);
    02498     t->text = StrEmpty(text) ? NULL : strdup(text);
    02499     InvalidateWindowData(WC_TOWN_VIEW, p1);
    02500   }
    02501
    02502   return CommandCost();
    02503 }
    02504
    02514 CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02515 {
    02516   if (_current_company != OWNER_DEITY) return CMD_ERROR;
    02517   if ((p2 & TOWN_GROW_RATE_CUSTOM) != 0) return CMD_ERROR;
    02518   if (GB(p2, 16, 16) != 0) return CMD_ERROR;
    02519
    02520   Town *t = Town::GetIfValid(p1);
    02521   if (t == NULL) return CMD_ERROR;
    02522
    02523   if (flags & DC_EXEC) {
    02524     t->growth_rate = (p2 == 0) ? 0 : p2 | TOWN_GROW_RATE_CUSTOM;
    02525     UpdateTownGrowRate(t);
    02526     InvalidateWindowData(WC_TOWN_VIEW, p1);
    02527   }
    02528
    02529   return CommandCost();
    02530 }
    02531
    02541 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02542 {
    02543   if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
    02544   Town *t = Town::GetIfValid(p1);
    02545   if (t == NULL) return CMD_ERROR;
    02546
    02547   if (flags & DC_EXEC) {
    02548     /* The more houses, the faster we grow */
    02549     if (p2 == 0) {
    02550       uint amount = RandomRange(ClampToU16(t->cache.num_houses / 10)) + 3;
    02551       t->cache.num_houses += amount;
    02552       UpdateTownRadius(t);
    02553
    02554       uint n = amount * 10;
    02555       do GrowTown(t); while (--n);
    02556
    02557       t->cache.num_houses -= amount;
    02558     } else {
    02559       for (; p2 > 0; p2--) {
    02560         /* Try several times to grow, as we are really suppose to grow */
    02561         for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
    02562       }
    02563     }
    02564     UpdateTownRadius(t);
    02565
    02566     UpdateTownMaxPass(t);
    02567   }
    02568
    02569   return CommandCost();
    02570 }
    02571
    02581 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02582 {
    02583   if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
    02584   Town *t = Town::GetIfValid(p1);
    02585   if (t == NULL) return CMD_ERROR;
    02586
    02587   /* Stations refer to towns. */
    02588   const Station *st;
    02589   FOR_ALL_STATIONS(st) {
    02590     if (st->town == t) {
    02591       /* Non-oil rig stations are always a problem. */
    02592       if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
    02593       /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
    02594       CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02595       if (ret.Failed()) return ret;
    02596     }
    02597   }
    02598
    02599   /* Depots refer to towns. */
    02600   const Depot *d;
    02601   FOR_ALL_DEPOTS(d) {
    02602     if (d->town == t) return CMD_ERROR;
    02603   }
    02604
    02605   /* Check all tiles for town ownership. */
    02606   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
    02607     bool try_clear = false;
    02608     switch (GetTileType(tile)) {
    02609       case MP_ROAD:
    02610         try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
    02611         break;
    02612
    02613       case MP_TUNNELBRIDGE:
    02614         try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
    02615         break;
    02616
    02617       case MP_HOUSE:
    02618         try_clear = GetTownIndex(tile) == t->index;
    02619         break;
    02620
    02621       case MP_INDUSTRY:
    02622         try_clear = Industry::GetByTile(tile)->town == t;
    02623         break;
    02624
    02625       case MP_OBJECT:
    02626         if (Town::GetNumItems() == 1) {
    02627           /* No towns will be left, remove it! */
    02628           try_clear = true;
    02629         } else {
    02630           Object *o = Object::GetByTile(tile);
    02631           if (o->town == t) {
    02632             if (GetObjectType(tile) == OBJECT_STATUE) {
    02633               /* Statue... always remove. */
    02634               try_clear = true;
    02635             } else {
    02636               /* Tell to find a new town. */
    02637               if (flags & DC_EXEC) o->town = NULL;
    02638             }
    02639           }
    02640         }
    02641         break;
    02642
    02643       default:
    02644         break;
    02645     }
    02646     if (try_clear) {
    02647       CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02648       if (ret.Failed()) return ret;
    02649     }
    02650   }
    02651
    02652   /* The town destructor will delete the other things related to the town. */
    02653   if (flags & DC_EXEC) delete t;
    02654
    02655   return CommandCost();
    02656 }
    02657
    02662 const byte _town_action_costs[TACT_COUNT] = {
    02663   2, 4, 9, 35, 48, 53, 117, 175
    02664 };
    02665
    02666 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
    02667 {
    02668   if (flags & DC_EXEC) {
    02669     ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
    02670   }
    02671   return CommandCost();
    02672 }
    02673
    02674 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
    02675 {
    02676   if (flags & DC_EXEC) {
    02677     ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
    02678   }
    02679   return CommandCost();
    02680 }
    02681
    02682 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
    02683 {
    02684   if (flags & DC_EXEC) {
    02685     ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
    02686   }
    02687   return CommandCost();
    02688 }
    02689
    02690 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
    02691 {
    02692   /* Check if the company is allowed to fund new roads. */
    02693   if (!_settings_game.economy.fund_roads) return CMD_ERROR;
    02694
    02695   if (flags & DC_EXEC) {
    02696     t->road_build_months = 6;
    02697
    02698     char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
    02699     SetDParam(0, _current_company);
    02700     GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    02701
    02702     char *cn = strdup(company_name);
    02703     SetDParam(0, t->index);
    02704     SetDParamStr(1, cn);
    02705
    02706     AddNewsItem(STR_NEWS_ROAD_REBUILDING, NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
    02707     AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
    02708     Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
    02709   }
    02710   return CommandCost();
    02711 }
    02712
    02718 static bool TryClearTile(TileIndex tile)
    02719 {
    02720   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02721   CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
    02722   cur_company.Restore();
    02723   return r.Succeeded();
    02724 }
    02725
    02727 struct StatueBuildSearchData {
    02728   TileIndex best_position;
    02729   int tile_count;
    02730
    02731   StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
    02732 };
    02733
    02740 static bool SearchTileForStatue(TileIndex tile, void *user_data)
    02741 {
    02742   static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
    02743
    02744   StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
    02745   statue_data->tile_count++;
    02746
    02747   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
    02748   if (IsSteepSlope(GetTileSlope(tile))) return false;
    02749   /* Don't build statues under bridges. */
    02750   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    02751
    02752   /* A clear-able open space is always preferred. */
    02753   if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) {
    02754     statue_data->best_position = tile;
    02755     return true;
    02756   }
    02757
    02758   bool house = IsTileType(tile, MP_HOUSE);
    02759
    02760   /* Searching inside the inner circle. */
    02761   if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
    02762     /* Save first house in inner circle. */
    02763     if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) {
    02764       statue_data->best_position = tile;
    02765     }
    02766
    02767     /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
    02768     return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
    02769   }
    02770
    02771   /* Searching outside the circle, just pick the first possible spot. */
    02772   statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
    02773   return house && TryClearTile(tile);
    02774 }
    02775
    02783 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
    02784 {
    02785   if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
    02786
    02787   TileIndex tile = t->xy;
    02788   StatueBuildSearchData statue_data(INVALID_TILE, 0);
    02789   if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
    02790
    02791   if (flags & DC_EXEC) {
    02792     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02793     DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    02794     cur_company.Restore();
    02795     BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
    02796     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
    02797     MarkTileDirtyByTile(statue_data.best_position);
    02798   }
    02799   return CommandCost();
    02800 }
    02801
    02802 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
    02803 {
    02804   /* Check if it's allowed to buy the rights */
    02805   if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
    02806
    02807   if (flags & DC_EXEC) {
    02808     /* Build next tick */
    02809     t->grow_counter = 1;
    02810     /* If we were not already growing */
    02811     SetBit(t->flags, TOWN_IS_FUNDED);
    02812     /* And grow for 3 months */
    02813     t->fund_buildings_months = 3;
    02814
    02815     SetWindowDirty(WC_TOWN_VIEW, t->index);
    02816   }
    02817   return CommandCost();
    02818 }
    02819
    02820 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
    02821 {
    02822   /* Check if it's allowed to buy the rights */
    02823   if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
    02824
    02825   if (flags & DC_EXEC) {
    02826     t->exclusive_counter = 12;
    02827     t->exclusivity = _current_company;
    02828
    02829     ModifyStationRatingAround(t->xy, _current_company, 130, 17);
    02830
    02831     SetWindowClassesDirty(WC_STATION_VIEW);
    02832
    02833     /* Spawn news message */
    02834     CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    02835     cni->FillData(Company::Get(_current_company));
    02836     SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
    02837     SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION);
    02838     SetDParam(2, t->index);
    02839     SetDParamStr(3, cni->company_name);
    02840     AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
    02841     AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
    02842     Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
    02843   }
    02844   return CommandCost();
    02845 }
    02846
    02847 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
    02848 {
    02849   if (flags & DC_EXEC) {
    02850     if (Chance16(1, 14)) {
    02851       /* set as unwanted for 6 months */
    02852       t->unwanted[_current_company] = 6;
    02853
    02854       /* set all close by station ratings to 0 */
    02855       Station *st;
    02856       FOR_ALL_STATIONS(st) {
    02857         if (st->town == t && st->owner == _current_company) {
    02858           for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
    02859         }
    02860       }
    02861
    02862       /* only show error message to the executing player. All errors are handled command.c
    02863        * but this is special, because it can only 'fail' on a DC_EXEC */
    02864       if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
    02865
    02866       /* decrease by a lot!
    02867        * ChangeTownRating is only for stuff in demolishing. Bribe failure should
    02868        * be independent of any cheat settings
    02869        */
    02870       if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
    02871         t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
    02872         SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02873       }
    02874     } else {
    02875       ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
    02876     }
    02877   }
    02878   return CommandCost();
    02879 }
    02880
    02881 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
    02882 static TownActionProc * const _town_action_proc[] = {
    02883   TownActionAdvertiseSmall,
    02884   TownActionAdvertiseMedium,
    02885   TownActionAdvertiseLarge,
    02886   TownActionRoadRebuild,
    02887   TownActionBuildStatue,
    02888   TownActionFundBuildings,
    02889   TownActionBuyRights,
    02890   TownActionBribe
    02891 };
    02892
    02900 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
    02901 {
    02902   int num = 0;
    02903   TownActions buttons = TACT_NONE;
    02904
    02905   /* Spectators and unwanted have no options */
    02906   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
    02907
    02908     /* Things worth more than this are not shown */
    02909     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
    02910
    02911     /* Check the action bits for validity and
    02912      * if they are valid add them */
    02913     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
    02914       const TownActions cur = (TownActions)(1 << i);
    02915
    02916       /* Is the company not able to bribe ? */
    02917       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
    02918
    02919       /* Is the company not able to buy exclusive rights ? */
    02920       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
    02921
    02922       /* Is the company not able to fund buildings ? */
    02923       if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
    02924
    02925       /* Is the company not able to fund local road reconstruction? */
    02926       if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
    02927
    02928       /* Is the company not able to build a statue ? */
    02929       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
    02930
    02931       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
    02932         buttons |= cur;
    02933         num++;
    02934       }
    02935     }
    02936   }
    02937
    02938   if (nump != NULL) *nump = num;
    02939   return buttons;
    02940 }
    02941
    02953 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02954 {
    02955   Town *t = Town::GetIfValid(p1);
    02956   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
    02957
    02958   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
    02959
    02960   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
    02961
    02962   CommandCost ret = _town_action_proc[p2](t, flags);
    02963   if (ret.Failed()) return ret;
    02964
    02965   if (flags & DC_EXEC) {
    02966     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
    02967   }
    02968
    02969   return cost;
    02970 }
    02971
    02972 static void UpdateTownRating(Town *t)
    02973 {
    02974   /* Increase company ratings if they're low */
    02975   const Company *c;
    02976   FOR_ALL_COMPANIES(c) {
    02977     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
    02978       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
    02979     }
    02980   }
    02981
    02982   const Station *st;
    02983   FOR_ALL_STATIONS(st) {
    02984     if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
    02985       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    02986         if (Company::IsValidID(st->owner)) {
    02987           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
    02988           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
    02989         }
    02990       } else {
    02991         if (Company::IsValidID(st->owner)) {
    02992           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
    02993           t->ratings[st->owner] = max(new_rating, INT16_MIN);
    02994         }
    02995       }
    02996     }
    02997   }
    02998
    02999   /* clamp all ratings to valid values */
    03000   for (uint i = 0; i < MAX_COMPANIES; i++) {
    03001     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
    03002   }
    03003
    03004   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    03005 }
    03006
    03007 static void UpdateTownGrowRate(Town *t)
    03008 {
    03009   ClrBit(t->flags, TOWN_IS_FUNDED);
    03010   SetWindowDirty(WC_TOWN_VIEW, t->index);
    03011
    03012   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
    03013
    03014   if (t->fund_buildings_months == 0) {
    03015     /* Check if all goals are reached for this town to grow (given we are not funding it) */
    03016     for (int i = TE_BEGIN; i < TE_END; i++) {
    03017       switch (t->goal[i]) {
    03018         case TOWN_GROWTH_WINTER:
    03019           if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
    03020           break;
    03021         case TOWN_GROWTH_DESERT:
    03022           if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
    03023           break;
    03024         default:
    03025           if (t->goal[i] > t->received[i].old_act) return;
    03026           break;
    03027       }
    03028     }
    03029   }
    03030
    03031   if ((t->growth_rate & TOWN_GROW_RATE_CUSTOM) != 0) {
    03032     SetBit(t->flags, TOWN_IS_FUNDED);
    03033     SetWindowDirty(WC_TOWN_VIEW, t->index);
    03034     return;
    03035   }
    03036
    03041   static const uint16 _grow_count_values[2][6] = {
    03042     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
    03043     { 320, 420, 300, 220, 160, 100 }  // Normal values
    03044   };
    03045
    03046   int n = 0;
    03047
    03048   const Station *st;
    03049   FOR_ALL_STATIONS(st) {
    03050     if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
    03051       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    03052         n++;
    03053       }
    03054     }
    03055   }
    03056
    03057   uint16 m;
    03058
    03059   if (t->fund_buildings_months != 0) {
    03060     m = _grow_count_values[0][min(n, 5)];
    03061   } else {
    03062     m = _grow_count_values[1][min(n, 5)];
    03063     if (n == 0 && !Chance16(1, 12)) return;
    03064   }
    03065
    03066   /* Use the normal growth rate values if new buildings have been funded in
    03067    * this town and the growth rate is set to none. */
    03068   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
    03069
    03070   m >>= growth_multiplier;
    03071   if (t->larger_town) m /= 2;
    03072
    03073   t->growth_rate = m / (t->cache.num_houses / 50 + 1);
    03074   if (m <= t->grow_counter) {
    03075     t->grow_counter = m;
    03076   }
    03077
    03078   SetBit(t->flags, TOWN_IS_FUNDED);
    03079   SetWindowDirty(WC_TOWN_VIEW, t->index);
    03080 }
    03081
    03082 static void UpdateTownAmounts(Town *t)
    03083 {
    03084   for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
    03085   for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
    03086   if (t->fund_buildings_months != 0) t->fund_buildings_months--;
    03087
    03088   SetWindowDirty(WC_TOWN_VIEW, t->index);
    03089 }
    03090
    03091 static void UpdateTownUnwanted(Town *t)
    03092 {
    03093   const Company *c;
    03094
    03095   FOR_ALL_COMPANIES(c) {
    03096     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
    03097   }
    03098 }
    03099
    03106 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
    03107 {
    03108   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
    03109
    03110   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    03111   if (t == NULL) return CommandCost();
    03112
    03113   if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
    03114
    03115   SetDParam(0, t->index);
    03116   return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    03117 }
    03118
    03127 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
    03128 {
    03129   Town *t;
    03130   uint best = threshold;
    03131   Town *best_town = NULL;
    03132
    03133   FOR_ALL_TOWNS(t) {
    03134     uint dist = DistanceManhattan(tile, t->xy);
    03135     if (dist < best) {
    03136       best = dist;
    03137       best_town = t;
    03138     }
    03139   }
    03140
    03141   return best_town;
    03142 }
    03143
    03152 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
    03153 {
    03154   switch (GetTileType(tile)) {
    03155     case MP_ROAD:
    03156       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
    03157
    03158       if (!HasTownOwnedRoad(tile)) {
    03159         TownID tid = GetTownIndex(tile);
    03160
    03161         if (tid == (TownID)INVALID_TOWN) {
    03162           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
    03163           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
    03164           assert(Town::GetNumItems() == 0);
    03165           return NULL;
    03166         }
    03167
    03168         assert(Town::IsValidID(tid));
    03169         Town *town = Town::Get(tid);
    03170
    03171         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
    03172
    03173         return town;
    03174       }
    03175       /* FALL THROUGH */
    03176
    03177     case MP_HOUSE:
    03178       return Town::GetByTile(tile);
    03179
    03180     default:
    03181       return CalcClosestTownFromTile(tile, threshold);
    03182   }
    03183 }
    03184
    03185 static bool _town_rating_test = false;
    03186 static SmallMap<const Town *, int, 4> _town_test_ratings;
    03187
    03193 void SetTownRatingTestMode(bool mode)
    03194 {
    03195   static int ref_count = 0; // Number of times test-mode is switched on.
    03196   if (mode) {
    03197     if (ref_count == 0) {
    03198       _town_test_ratings.Clear();
    03199     }
    03200     ref_count++;
    03201   } else {
    03202     assert(ref_count > 0);
    03203     ref_count--;
    03204   }
    03205   _town_rating_test = !(ref_count == 0);
    03206 }
    03207
    03213 static int GetRating(const Town *t)
    03214 {
    03215   if (_town_rating_test) {
    03216     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
    03217     if (it != _town_test_ratings.End()) {
    03218       return it->second;
    03219     }
    03220   }
    03221   return t->ratings[_current_company];
    03222 }
    03223
    03231 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
    03232 {
    03233   /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
    03234   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
    03235       !Company::IsValidID(_current_company) ||
    03236       (_cheats.magic_bulldozer.value && add < 0)) {
    03237     return;
    03238   }
    03239
    03240   int rating = GetRating(t);
    03241   if (add < 0) {
    03242     if (rating > max) {
    03243       rating += add;
    03244       if (rating < max) rating = max;
    03245     }
    03246   } else {
    03247     if (rating < max) {
    03248       rating += add;
    03249       if (rating > max) rating = max;
    03250     }
    03251   }
    03252   if (_town_rating_test) {
    03253     _town_test_ratings[t] = rating;
    03254   } else {
    03255     SetBit(t->have_ratings, _current_company);
    03256     t->ratings[_current_company] = rating;
    03257     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    03258   }
    03259 }
    03260
    03268 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
    03269 {
    03270   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
    03271   if (t == NULL || !Company::IsValidID(_current_company) ||
    03272       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
    03273     return CommandCost();
    03274   }
    03275
    03276   /* minimum rating needed to be allowed to remove stuff */
    03277   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
    03278     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
    03279     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
    03280     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
    03281     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
    03282   };
    03283
    03284   /* check if you're allowed to remove the road/bridge/tunnel
    03285    * owned by a town no removal if rating is lower than ... depends now on
    03286    * difficulty setting. Minimum town rating selected by difficulty level
    03287    */
    03288   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
    03289
    03290   if (GetRating(t) < needed) {
    03291     SetDParam(0, t->index);
    03292     return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    03293   }
    03294
    03295   return CommandCost();
    03296 }
    03297
    03298 void TownsMonthlyLoop()
    03299 {
    03300   Town *t;
    03301
    03302   FOR_ALL_TOWNS(t) {
    03303     if (t->road_build_months != 0) t->road_build_months--;
    03304
    03305     if (t->exclusive_counter != 0) {
    03306       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
    03307     }
    03308
    03309     UpdateTownAmounts(t);
    03310     UpdateTownRating(t);
    03311     UpdateTownGrowRate(t);
    03312     UpdateTownUnwanted(t);
    03313     UpdateTownCargoes(t);
    03314   }
    03315
    03316   UpdateTownCargoBitmap();
    03317 }
    03318
    03319 void TownsYearlyLoop()
    03320 {
    03321   /* Increment house ages */
    03322   for (TileIndex t = 0; t < MapSize(); t++) {
    03323     if (!IsTileType(t, MP_HOUSE)) continue;
    03324     IncrementHouseAge(t);
    03325   }
    03326 }
    03327
    03328 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
    03329 {
    03330   if (AutoslopeEnabled()) {
    03331     HouseID house = GetHouseType(tile);
    03332     GetHouseNorthPart(house); // modifies house to the ID of the north tile
    03333     const HouseSpec *hs = HouseSpec::Get(house);
    03334
    03335     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
    03336     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
    03337         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    03338       bool allow_terraform = true;
    03339
    03340       /* Call the autosloping callback per tile, not for the whole building at once. */
    03341       house = GetHouseType(tile);
    03342       hs = HouseSpec::Get(house);
    03343       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
    03344         /* If the callback fails, allow autoslope. */
    03345         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
    03346         if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
    03347       }
    03348
    03349       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    03350     }
    03351   }
    03352
    03353   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    03354 }
    03355
    03357 extern const TileTypeProcs _tile_type_town_procs = {
    03358   DrawTile_Town,           // draw_tile_proc
    03359   GetSlopePixelZ_Town,     // get_slope_z_proc
    03360   ClearTile_Town,          // clear_tile_proc
    03361   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
    03362   GetTileDesc_Town,        // get_tile_desc_proc
    03363   GetTileTrackStatus_Town, // get_tile_track_status_proc
    03364   NULL,                    // click_tile_proc
    03365   AnimateTile_Town,        // animate_tile_proc
    03366   TileLoop_Town,           // tile_loop_proc
    03367   ChangeTileOwner_Town,    // change_tile_owner_proc
    03368   AddProducedCargo_Town,   // add_produced_cargo_proc
    03369   NULL,                    // vehicle_enter_tile_proc
    03370   GetFoundation_Town,      // get_foundation_proc
    03371   TerraformTile_Town,      // terraform_tile_proc
    03372 };
    03373
    03374
    03375 HouseSpec _house_specs[HOUSE_MAX];
    03376
    03377 void ResetHouses()
    03378 {
    03379   memset(&_house_specs, 0, sizeof(_house_specs));
    03380   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
    03381
    03382   /* Reset any overrides that have been set. */
    03383   _house_mngr.ResetOverride();
    03384 }