# town_cmd.cpp

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    00001 /* $Id: town_cmd.cpp 26346 2014-02-16 17:45:24Z frosch $ */
    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   /* On a large map with many towns, it may be faster to check the surroundings of the tile.
    00343    * An iteration in TILE_AREA_LOOP() is generally 2 times faster than one in FOR_ALL_TOWNS(). */
    00344   if (Town::GetNumItems() > (size_t) (dist * dist * 2)) {
    00345     const int tx = TileX(tile);
    00346     const int ty = TileY(tile);
    00347     TileArea tile_area = TileArea(
    00348       TileXY(max(0,         tx - (int) dist), max(0,         ty - (int) dist)),
    00349       TileXY(min(MapMaxX(), tx + (int) dist), min(MapMaxY(), ty + (int) dist))
    00350     );
    00351     TILE_AREA_LOOP(atile, tile_area) {
    00352       if (GetTileType(atile) == MP_HOUSE) {
    00353         Town *t = Town::GetByTile(atile);
    00354         if (DistanceManhattan(tile, t->xy) < dist) return true;
    00355       }
    00356     }
    00357     return false;
    00358   }
    00359
    00360   const Town *t;
    00361
    00362   FOR_ALL_TOWNS(t) {
    00363     if (DistanceManhattan(tile, t->xy) < dist) return true;
    00364   }
    00365   return false;
    00366 }
    00367
    00372 void Town::UpdateVirtCoord()
    00373 {
    00374   Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
    00375   SetDParam(0, this->index);
    00376   SetDParam(1, this->cache.population);
    00377   this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
    00378     _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
    00379
    00380   SetWindowDirty(WC_TOWN_VIEW, this->index);
    00381 }
    00382
    00384 void UpdateAllTownVirtCoords()
    00385 {
    00386   Town *t;
    00387
    00388   FOR_ALL_TOWNS(t) {
    00389     t->UpdateVirtCoord();
    00390   }
    00391 }
    00392
    00398 static void ChangePopulation(Town *t, int mod)
    00399 {
    00400   t->cache.population += mod;
    00401   InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
    00402   t->UpdateVirtCoord();
    00403
    00404   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    00405 }
    00406
    00412 uint32 GetWorldPopulation()
    00413 {
    00414   uint32 pop = 0;
    00415   const Town *t;
    00416
    00417   FOR_ALL_TOWNS(t) pop += t->cache.population;
    00418   return pop;
    00419 }
    00420
    00425 static void MakeSingleHouseBigger(TileIndex tile)
    00426 {
    00427   assert(IsTileType(tile, MP_HOUSE));
    00428
    00429   /* progress in construction stages */
    00430   IncHouseConstructionTick(tile);
    00431   if (GetHouseConstructionTick(tile) != 0) return;
    00432
    00433   AnimateNewHouseConstruction(tile);
    00434
    00435   if (IsHouseCompleted(tile)) {
    00436     /* Now that construction is complete, we can add the population of the
    00437      * building to the town. */
    00438     ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
    00439     ResetHouseAge(tile);
    00440   }
    00441   MarkTileDirtyByTile(tile);
    00442 }
    00443
    00448 static void MakeTownHouseBigger(TileIndex tile)
    00449 {
    00450   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
    00451   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
    00452   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
    00453   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
    00454   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
    00455 }
    00456
    00463 static void TileLoop_Town(TileIndex tile)
    00464 {
    00465   HouseID house_id = GetHouseType(tile);
    00466
    00467   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
    00468    * doesn't exist any more, so don't continue here. */
    00469   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
    00470
    00471   if (!IsHouseCompleted(tile)) {
    00472     /* Construction is not completed. See if we can go further in construction*/
    00473     MakeTownHouseBigger(tile);
    00474     return;
    00475   }
    00476
    00477   const HouseSpec *hs = HouseSpec::Get(house_id);
    00478
    00479   /* If the lift has a destination, it is already an animated tile. */
    00480   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
    00481       house_id < NEW_HOUSE_OFFSET &&
    00482       !LiftHasDestination(tile) &&
    00483       Chance16(1, 2)) {
    00484     AddAnimatedTile(tile);
    00485   }
    00486
    00487   Town *t = Town::GetByTile(tile);
    00488   uint32 r = Random();
    00489
    00490   StationFinder stations(TileArea(tile, 1, 1));
    00491
    00492   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00493     for (uint i = 0; i < 256; i++) {
    00494       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
    00495
    00496       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00497
    00498       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
    00499       if (cargo == CT_INVALID) continue;
    00500
    00501       uint amt = GB(callback, 0, 8);
    00502       if (amt == 0) continue;
    00503
    00504       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
    00505
    00506       const CargoSpec *cs = CargoSpec::Get(cargo);
    00507       t->supplied[cs->Index()].new_max += amt;
    00508       t->supplied[cs->Index()].new_act += moved;
    00509     }
    00510   } else {
    00511     if (GB(r, 0, 8) < hs->population) {
    00512       uint amt = GB(r, 0, 8) / 8 + 1;
    00513
    00514       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
    00515       t->supplied[CT_PASSENGERS].new_max += amt;
    00516       t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
    00517     }
    00518
    00519     if (GB(r, 8, 8) < hs->mail_generation) {
    00520       uint amt = GB(r, 8, 8) / 8 + 1;
    00521
    00522       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
    00523       t->supplied[CT_MAIL].new_max += amt;
    00524       t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
    00525     }
    00526   }
    00527
    00528   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    00529
    00530   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
    00531       HasBit(t->flags, TOWN_IS_GROWING) &&
    00532       CanDeleteHouse(tile) &&
    00533       GetHouseAge(tile) >= hs->minimum_life &&
    00534       --t->time_until_rebuild == 0) {
    00535     t->time_until_rebuild = GB(r, 16, 8) + 192;
    00536
    00537     ClearTownHouse(t, tile);
    00538
    00539     /* Rebuild with another house? */
    00540     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
    00541   }
    00542
    00543   cur_company.Restore();
    00544 }
    00545
    00546 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
    00547 {
    00548   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
    00549   if (!CanDeleteHouse(tile)) return CMD_ERROR;
    00550
    00551   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00552
    00553   CommandCost cost(EXPENSES_CONSTRUCTION);
    00554   cost.AddCost(hs->GetRemovalCost());
    00555
    00556   int rating = hs->remove_rating_decrease;
    00557   Town *t = Town::GetByTile(tile);
    00558
    00559   if (Company::IsValidID(_current_company)) {
    00560     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
    00561       SetDParam(0, t->index);
    00562       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    00563     }
    00564   }
    00565
    00566   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
    00567   if (flags & DC_EXEC) {
    00568     ClearTownHouse(t, tile);
    00569   }
    00570
    00571   return cost;
    00572 }
    00573
    00574 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
    00575 {
    00576   HouseID house_id = GetHouseType(tile);
    00577   const HouseSpec *hs = HouseSpec::Get(house_id);
    00578   Town *t = Town::GetByTile(tile);
    00579
    00580   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00581     for (uint i = 0; i < 256; i++) {
    00582       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
    00583
    00584       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00585
    00586       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
    00587
    00588       if (cargo == CT_INVALID) continue;
    00589       produced[cargo]++;
    00590     }
    00591   } else {
    00592     if (hs->population > 0) {
    00593       produced[CT_PASSENGERS]++;
    00594     }
    00595     if (hs->mail_generation > 0) {
    00596       produced[CT_MAIL]++;
    00597     }
    00598   }
    00599 }
    00600
    00601 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
    00602 {
    00603   if (cargo == CT_INVALID || amount == 0) return;
    00604   acceptance[cargo] += amount;
    00605   SetBit(*always_accepted, cargo);
    00606 }
    00607
    00608 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00609 {
    00610   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00611   CargoID accepts[3];
    00612
    00613   /* Set the initial accepted cargo types */
    00614   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00615     accepts[i] = hs->accepts_cargo[i];
    00616   }
    00617
    00618   /* Check for custom accepted cargo types */
    00619   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
    00620     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00621     if (callback != CALLBACK_FAILED) {
    00622       /* Replace accepted cargo types with translated values from callback */
    00623       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grf_prop.grffile);
    00624       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grf_prop.grffile);
    00625       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
    00626     }
    00627   }
    00628
    00629   /* Check for custom cargo acceptance */
    00630   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
    00631     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00632     if (callback != CALLBACK_FAILED) {
    00633       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
    00634       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
    00635       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
    00636         /* The 'S' bit indicates food instead of goods */
    00637         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
    00638       } else {
    00639         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
    00640       }
    00641       return;
    00642     }
    00643   }
    00644
    00645   /* No custom acceptance, so fill in with the default values */
    00646   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00647     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
    00648   }
    00649 }
    00650
    00651 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
    00652 {
    00653   const HouseID house = GetHouseType(tile);
    00654   const HouseSpec *hs = HouseSpec::Get(house);
    00655   bool house_completed = IsHouseCompleted(tile);
    00656
    00657   td->str = hs->building_name;
    00658
    00659   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
    00660   if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
    00661     if (callback_res > 0x400) {
    00662       ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
    00663     } else {
    00664       StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
    00665       if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
    00666         td->str = new_name;
    00667       }
    00668     }
    00669   }
    00670
    00671   if (!house_completed) {
    00672     SetDParamX(td->dparam, 0, td->str);
    00673     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00674   }
    00675
    00676   if (hs->grf_prop.grffile != NULL) {
    00677     const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
    00678     td->grf = gc->GetName();
    00679   }
    00680
    00681   td->owner[0] = OWNER_TOWN;
    00682 }
    00683
    00684 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00685 {
    00686   /* not used */
    00687   return 0;
    00688 }
    00689
    00690 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
    00691 {
    00692   /* not used */
    00693 }
    00694
    00698 void UpdateTownCargoTotal(Town *t)
    00699 {
    00700   t->cargo_accepted_total = 0;
    00701
    00702   const TileArea &area = t->cargo_accepted.GetArea();
    00703   TILE_AREA_LOOP(tile, area) {
    00704     if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
    00705       t->cargo_accepted_total |= t->cargo_accepted[tile];
    00706     }
    00707   }
    00708 }
    00709
    00716 static void UpdateTownCargoes(Town *t, TileIndex start, bool update_total = true)
    00717 {
    00718   CargoArray accepted, produced;
    00719   uint32 dummy;
    00720
    00721   /* Gather acceptance for all houses in an area around the start tile.
    00722    * The area is composed of the square the tile is in, extended one square in all
    00723    * directions as the coverage area of a single station is bigger than just one square. */
    00724   TileArea area = AcceptanceMatrix::GetAreaForTile(start, 1);
    00725   TILE_AREA_LOOP(tile, area) {
    00726     if (!IsTileType(tile, MP_HOUSE) || GetTownIndex(tile) != t->index) continue;
    00727
    00728     AddAcceptedCargo_Town(tile, accepted, &dummy);
    00729     AddProducedCargo_Town(tile, produced);
    00730   }
    00731
    00732   /* Create bitmap of produced and accepted cargoes. */
    00733   uint32 acc = 0;
    00734   for (uint cid = 0; cid < NUM_CARGO; cid++) {
    00735     if (accepted[cid] >= 8) SetBit(acc, cid);
    00736     if (produced[cid] > 0) SetBit(t->cargo_produced, cid);
    00737   }
    00738   t->cargo_accepted[start] = acc;
    00739
    00740   if (update_total) UpdateTownCargoTotal(t);
    00741 }
    00742
    00746 void UpdateTownCargoes(Town *t)
    00747 {
    00748   t->cargo_produced = 0;
    00749
    00750   const TileArea &area = t->cargo_accepted.GetArea();
    00751   if (area.tile == INVALID_TILE) return;
    00752
    00753   /* Update acceptance for each grid square. */
    00754   TILE_AREA_LOOP(tile, area) {
    00755     if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
    00756       UpdateTownCargoes(t, tile, false);
    00757     }
    00758   }
    00759
    00760   /* Update the total acceptance. */
    00761   UpdateTownCargoTotal(t);
    00762 }
    00763
    00765 void UpdateTownCargoBitmap()
    00766 {
    00767   Town *town;
    00768   _town_cargoes_accepted = 0;
    00769
    00770   FOR_ALL_TOWNS(town) {
    00771     _town_cargoes_accepted |= town->cargo_accepted_total;
    00772   }
    00773 }
    00774
    00775 static bool GrowTown(Town *t);
    00776
    00777 static void TownTickHandler(Town *t)
    00778 {
    00779   if (HasBit(t->flags, TOWN_IS_GROWING)) {
    00780     int i = t->grow_counter - 1;
    00781     if (i < 0) {
    00782       if (GrowTown(t)) {
    00783         i = t->growth_rate & (~TOWN_GROW_RATE_CUSTOM);
    00784       } else {
    00785         i = 0;
    00786       }
    00787     }
    00788     t->grow_counter = i;
    00789   }
    00790 }
    00791
    00792 void OnTick_Town()
    00793 {
    00794   if (_game_mode == GM_EDITOR) return;
    00795
    00796   Town *t;
    00797   FOR_ALL_TOWNS(t) {
    00798     /* Run town tick at regular intervals, but not all at once. */
    00799     if ((_tick_counter + t->index) % TOWN_GROWTH_TICKS == 0) {
    00800       TownTickHandler(t);
    00801     }
    00802   }
    00803 }
    00804
    00813 static RoadBits GetTownRoadBits(TileIndex tile)
    00814 {
    00815   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
    00816
    00817   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
    00818 }
    00819
    00830 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
    00831 {
    00832   if (!IsValidTile(tile)) return false;
    00833
    00834   /* Lookup table for the used diff values */
    00835   const TileIndexDiff tid_lt[3] = {
    00836     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
    00837     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
    00838     TileOffsByDiagDir(ReverseDiagDir(dir)),
    00839   };
    00840
    00841   dist_multi = (dist_multi + 1) * 4;
    00842   for (uint pos = 4; pos < dist_multi; pos++) {
    00843     /* Go (pos / 4) tiles to the left or the right */
    00844     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
    00845
    00846     /* Use the current tile as origin, or go one tile backwards */
    00847     if (pos & 2) cur += tid_lt[2];
    00848
    00849     /* Test for roadbit parallel to dir and facing towards the middle axis */
    00850     if (IsValidTile(tile + cur) &&
    00851         GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
    00852   }
    00853   return false;
    00854 }
    00855
    00864 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
    00865 {
    00866   if (DistanceFromEdge(tile) == 0) return false;
    00867
    00868   /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
    00869   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
    00870
    00871   /* Check if there already is a road at this point? */
    00872   if (GetTownRoadBits(tile) == ROAD_NONE) {
    00873     /* No, try if we are able to build a road piece there.
    00874      * If that fails clear the land, and if that fails exit.
    00875      * This is to make sure that we can build a road here later. */
    00876     if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
    00877         DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
    00878       return false;
    00879     }
    00880   }
    00881
    00882   Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile) : GetTileSlope(tile);
    00883   bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
    00884   if (cur_slope == SLOPE_FLAT) return ret;
    00885
    00886   /* If the tile is not a slope in the right direction, then
    00887    * maybe terraform some. */
    00888   Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
    00889   if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
    00890     if (Chance16(1, 8)) {
    00891       CommandCost res = CMD_ERROR;
    00892       if (!_generating_world && Chance16(1, 10)) {
    00893         /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
    00894         res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
    00895             DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00896       }
    00897       if (res.Failed() && Chance16(1, 3)) {
    00898         /* We can consider building on the slope, though. */
    00899         return ret;
    00900       }
    00901     }
    00902     return false;
    00903   }
    00904   return ret;
    00905 }
    00906
    00907 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
    00908 {
    00909   assert(tile < MapSize());
    00910
    00911   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00912   if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
    00913   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
    00914   return true;
    00915 }
    00916
    00917 static void LevelTownLand(TileIndex tile)
    00918 {
    00919   assert(tile < MapSize());
    00920
    00921   /* Don't terraform if land is plain or if there's a house there. */
    00922   if (IsTileType(tile, MP_HOUSE)) return;
    00923   Slope tileh = GetTileSlope(tile);
    00924   if (tileh == SLOPE_FLAT) return;
    00925
    00926   /* First try up, then down */
    00927   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
    00928     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
    00929   }
    00930 }
    00931
    00941 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
    00942 {
    00943   /* align the grid to the downtown */
    00944   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
    00945   RoadBits rcmd = ROAD_NONE;
    00946
    00947   switch (t->layout) {
    00948     default: NOT_REACHED();
    00949
    00950     case TL_2X2_GRID:
    00951       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
    00952       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
    00953       break;
    00954
    00955     case TL_3X3_GRID:
    00956       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
    00957       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
    00958       break;
    00959   }
    00960
    00961   /* Optimise only X-junctions */
    00962   if (rcmd != ROAD_ALL) return rcmd;
    00963
    00964   RoadBits rb_template;
    00965
    00966   switch (GetTileSlope(tile)) {
    00967     default:       rb_template = ROAD_ALL; break;
    00968     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
    00969     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
    00970     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
    00971     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
    00972     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
    00973     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
    00974     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
    00975     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
    00976     case SLOPE_STEEP_W:
    00977     case SLOPE_STEEP_S:
    00978     case SLOPE_STEEP_E:
    00979     case SLOPE_STEEP_N:
    00980       rb_template = ROAD_NONE;
    00981       break;
    00982   }
    00983
    00984   /* Stop if the template is compatible to the growth dir */
    00985   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
    00986   /* If not generate a straight road in the direction of the growth */
    00987   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
    00988 }
    00989
    01000 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
    01001 {
    01002   /* We can't look further than that. */
    01003   if (DistanceFromEdge(tile) == 0) return false;
    01004
    01005   uint counter = 0; // counts the house neighbor tiles
    01006
    01007   /* Check the tiles E,N,W and S of the current tile for houses */
    01008   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
    01009     /* Count both void and house tiles for checking whether there
    01010      * are enough houses in the area. This to make it likely that
    01011      * houses get build up to the edge of the map. */
    01012     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
    01013       case MP_HOUSE:
    01014       case MP_VOID:
    01015         counter++;
    01016         break;
    01017
    01018       default:
    01019         break;
    01020     }
    01021
    01022     /* If there are enough neighbors stop here */
    01023     if (counter >= 3) {
    01024       if (BuildTownHouse(t, tile)) {
    01025         _grow_town_result = GROWTH_SUCCEED;
    01026         return true;
    01027       }
    01028       return false;
    01029     }
    01030   }
    01031   return false;
    01032 }
    01033
    01042 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
    01043 {
    01044   if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
    01045     _grow_town_result = GROWTH_SUCCEED;
    01046     return true;
    01047   }
    01048   return false;
    01049 }
    01050
    01061 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
    01062 {
    01063   assert(bridge_dir < DIAGDIR_END);
    01064
    01065   const Slope slope = GetTileSlope(tile);
    01066
    01067   /* Make sure the direction is compatible with the slope.
    01068    * Well we check if the slope has an up bit set in the
    01069    * reverse direction. */
    01070   if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
    01071
    01072   /* Assure that the bridge is connectable to the start side */
    01073   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
    01074
    01075   /* We are in the right direction */
    01076   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
    01077   TileIndex bridge_tile = tile; // Used to store the other waterside
    01078
    01079   const int delta = TileOffsByDiagDir(bridge_dir);
    01080
    01081   if (slope == SLOPE_FLAT) {
    01082     /* Bridges starting on flat tiles are only allowed when crossing rivers. */
    01083     do {
    01084       if (bridge_length++ >= 4) {
    01085         /* Allow to cross rivers, not big lakes. */
    01086         return false;
    01087       }
    01088       bridge_tile += delta;
    01089     } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile) && !IsSea(bridge_tile));
    01090   } else {
    01091     do {
    01092       if (bridge_length++ >= 11) {
    01093         /* Max 11 tile long bridges */
    01094         return false;
    01095       }
    01096       bridge_tile += delta;
    01097     } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile));
    01098   }
    01099
    01100   /* no water tiles in between? */
    01101   if (bridge_length == 1) return false;
    01102
    01103   for (uint8 times = 0; times <= 22; times++) {
    01104     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
    01105
    01106     /* Can we actually build the bridge? */
    01107     if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
    01108       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
    01109       _grow_town_result = GROWTH_SUCCEED;
    01110       return true;
    01111     }
    01112   }
    01113   /* Quit if it selecting an appropriate bridge type fails a large number of times. */
    01114   return false;
    01115 }
    01116
    01134 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
    01135 {
    01136   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
    01137   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
    01138
    01139   assert(tile < MapSize());
    01140
    01141   if (cur_rb == ROAD_NONE) {
    01142     /* Tile has no road. First reset the status counter
    01143      * to say that this is the last iteration. */
    01144     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01145
    01146     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01147     if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
    01148
    01149     /* Remove hills etc */
    01150     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
    01151
    01152     /* Is a road allowed here? */
    01153     switch (t1->layout) {
    01154       default: NOT_REACHED();
    01155
    01156       case TL_3X3_GRID:
    01157       case TL_2X2_GRID:
    01158         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01159         if (rcmd == ROAD_NONE) return;
    01160         break;
    01161
    01162       case TL_BETTER_ROADS:
    01163       case TL_ORIGINAL:
    01164         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
    01165
    01166         DiagDirection source_dir = ReverseDiagDir(target_dir);
    01167
    01168         if (Chance16(1, 4)) {
    01169           /* Randomize a new target dir */
    01170           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
    01171         }
    01172
    01173         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
    01174           /* A road is not allowed to continue the randomized road,
    01175            *  return if the road we're trying to build is curved. */
    01176           if (target_dir != ReverseDiagDir(source_dir)) return;
    01177
    01178           /* Return if neither side of the new road is a house */
    01179           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
    01180               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
    01181             return;
    01182           }
    01183
    01184           /* That means that the road is only allowed if there is a house
    01185            *  at any side of the new road. */
    01186         }
    01187
    01188         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
    01189         break;
    01190     }
    01191
    01192   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
    01193     /* Continue building on a partial road.
    01194      * Should be always OK, so we only generate
    01195      * the fitting RoadBits */
    01196     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01197
    01198     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01199
    01200     switch (t1->layout) {
    01201       default: NOT_REACHED();
    01202
    01203       case TL_3X3_GRID:
    01204       case TL_2X2_GRID:
    01205         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01206         break;
    01207
    01208       case TL_BETTER_ROADS:
    01209       case TL_ORIGINAL:
    01210         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01211         break;
    01212     }
    01213   } else {
    01214     bool allow_house = true; // Value which decides if we want to construct a house
    01215
    01216     /* Reached a tunnel/bridge? Then continue at the other side of it, unless
    01217      * it is the starting tile. Half the time, we stay on this side then.*/
    01218     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01219       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
    01220         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
    01221       }
    01222       return;
    01223     }
    01224
    01225     /* Possibly extend the road in a direction.
    01226      * Randomize a direction and if it has a road, bail out. */
    01227     target_dir = RandomDiagDir();
    01228     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
    01229
    01230     /* This is the tile we will reach if we extend to this direction. */
    01231     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
    01232
    01233     /* Don't walk into water. */
    01234     if (HasTileWaterGround(house_tile)) return;
    01235
    01236     if (!IsValidTile(house_tile)) return;
    01237
    01238     if (_settings_game.economy.allow_town_roads || _generating_world) {
    01239       switch (t1->layout) {
    01240         default: NOT_REACHED();
    01241
    01242         case TL_3X3_GRID: // Use 2x2 grid afterwards!
    01243           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01244           /* FALL THROUGH */
    01245
    01246         case TL_2X2_GRID:
    01247           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
    01248           allow_house = (rcmd == ROAD_NONE);
    01249           break;
    01250
    01251         case TL_BETTER_ROADS: // Use original afterwards!
    01252           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01253           /* FALL THROUGH */
    01254
    01255         case TL_ORIGINAL:
    01256           /* Allow a house at the edge. 60% chance or
    01257            * always ok if no road allowed. */
    01258           rcmd = DiagDirToRoadBits(target_dir);
    01259           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
    01260           break;
    01261       }
    01262     }
    01263
    01264     if (allow_house) {
    01265       /* Build a house, but not if there already is a house there. */
    01266       if (!IsTileType(house_tile, MP_HOUSE)) {
    01267         /* Level the land if possible */
    01268         if (Chance16(1, 6)) LevelTownLand(house_tile);
    01269
    01270         /* And build a house.
    01271          * Set result to -1 if we managed to build it. */
    01272         if (BuildTownHouse(t1, house_tile)) {
    01273           _grow_town_result = GROWTH_SUCCEED;
    01274         }
    01275       }
    01276       return;
    01277     }
    01278
    01279     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01280   }
    01281
    01282   /* Return if a water tile */
    01283   if (HasTileWaterGround(tile)) return;
    01284
    01285   /* Make the roads look nicer */
    01286   rcmd = CleanUpRoadBits(tile, rcmd);
    01287   if (rcmd == ROAD_NONE) return;
    01288
    01289   /* Only use the target direction for bridges to ensure they're connected.
    01290    * The target_dir is as computed previously according to town layout, so
    01291    * it will match it perfectly. */
    01292   if (GrowTownWithBridge(t1, tile, target_dir)) return;
    01293
    01294   GrowTownWithRoad(t1, tile, rcmd);
    01295 }
    01296
    01303 static int GrowTownAtRoad(Town *t, TileIndex tile)
    01304 {
    01305   /* Special case.
    01306    * @see GrowTownInTile Check the else if
    01307    */
    01308   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
    01309
    01310   assert(tile < MapSize());
    01311
    01312   /* Number of times to search.
    01313    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
    01314    * them a little handicap. */
    01315   switch (t->layout) {
    01316     case TL_BETTER_ROADS:
    01317       _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
    01318       break;
    01319
    01320     case TL_3X3_GRID:
    01321     case TL_2X2_GRID:
    01322       _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
    01323       break;
    01324
    01325     default:
    01326       _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
    01327       break;
    01328   }
    01329
    01330   do {
    01331     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
    01332
    01333     /* Try to grow the town from this point */
    01334     GrowTownInTile(&tile, cur_rb, target_dir, t);
    01335
    01336     /* Exclude the source position from the bitmask
    01337      * and return if no more road blocks available */
    01338     if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01339     if (cur_rb == ROAD_NONE) {
    01340       return _grow_town_result;
    01341     }
    01342
    01343     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01344       /* Only build in the direction away from the tunnel or bridge. */
    01345       target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
    01346     } else {
    01347       /* Select a random bit from the blockmask, walk a step
    01348        * and continue the search from there. */
    01349       do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
    01350     }
    01351     tile = TileAddByDiagDir(tile, target_dir);
    01352
    01353     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
    01354       /* Don't allow building over roads of other cities */
    01355       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
    01356         _grow_town_result = GROWTH_SUCCEED;
    01357       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
    01358         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
    01359          * owner :) (happy happy happy road now) */
    01360         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
    01361         SetTownIndex(tile, t->index);
    01362       }
    01363     }
    01364
    01365     /* Max number of times is checked. */
    01366   } while (--_grow_town_result >= 0);
    01367
    01368   return (_grow_town_result == -2);
    01369 }
    01370
    01378 static RoadBits GenRandomRoadBits()
    01379 {
    01380   uint32 r = Random();
    01381   uint a = GB(r, 0, 2);
    01382   uint b = GB(r, 8, 2);
    01383   if (a == b) b ^= 2;
    01384   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
    01385 }
    01386
    01392 static bool GrowTown(Town *t)
    01393 {
    01394   static const TileIndexDiffC _town_coord_mod[] = {
    01395     {-1,  0},
    01396     { 1,  1},
    01397     { 1, -1},
    01398     {-1, -1},
    01399     {-1,  0},
    01400     { 0,  2},
    01401     { 2,  0},
    01402     { 0, -2},
    01403     {-1, -1},
    01404     {-2,  2},
    01405     { 2,  2},
    01406     { 2, -2},
    01407     { 0,  0}
    01408   };
    01409
    01410   /* Current "company" is a town */
    01411   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01412
    01413   TileIndex tile = t->xy; // The tile we are working with ATM
    01414
    01415   /* Find a road that we can base the construction on. */
    01416   const TileIndexDiffC *ptr;
    01417   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01418     if (GetTownRoadBits(tile) != ROAD_NONE) {
    01419       int r = GrowTownAtRoad(t, tile);
    01420       cur_company.Restore();
    01421       return r != 0;
    01422     }
    01423     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01424   }
    01425
    01426   /* No road available, try to build a random road block by
    01427    * clearing some land and then building a road there. */
    01428   if (_settings_game.economy.allow_town_roads || _generating_world) {
    01429     tile = t->xy;
    01430     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01431       /* Only work with plain land that not already has a house */
    01432       if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
    01433         if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
    01434           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
    01435           cur_company.Restore();
    01436           return true;
    01437         }
    01438       }
    01439       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01440     }
    01441   }
    01442
    01443   cur_company.Restore();
    01444   return false;
    01445 }
    01446
    01447 void UpdateTownRadius(Town *t)
    01448 {
    01449   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
    01450     {  4,  0,  0,  0,  0}, // 0
    01451     { 16,  0,  0,  0,  0},
    01452     { 25,  0,  0,  0,  0},
    01453     { 36,  0,  0,  0,  0},
    01454     { 49,  0,  4,  0,  0},
    01455     { 64,  0,  4,  0,  0}, // 20
    01456     { 64,  0,  9,  0,  1},
    01457     { 64,  0,  9,  0,  4},
    01458     { 64,  0, 16,  0,  4},
    01459     { 81,  0, 16,  0,  4},
    01460     { 81,  0, 16,  0,  4}, // 40
    01461     { 81,  0, 25,  0,  9},
    01462     { 81, 36, 25,  0,  9},
    01463     { 81, 36, 25, 16,  9},
    01464     { 81, 49,  0, 25,  9},
    01465     { 81, 64,  0, 25,  9}, // 60
    01466     { 81, 64,  0, 36,  9},
    01467     { 81, 64,  0, 36, 16},
    01468     {100, 81,  0, 49, 16},
    01469     {100, 81,  0, 49, 25},
    01470     {121, 81,  0, 49, 25}, // 80
    01471     {121, 81,  0, 49, 25},
    01472     {121, 81,  0, 49, 36}, // 88
    01473   };
    01474
    01475   if (t->cache.num_houses < 92) {
    01476     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));
    01477   } else {
    01478     int mass = t->cache.num_houses / 8;
    01479     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
    01480      * The offsets are to make sure the radii do not decrease in size when going from the table
    01481      * to the calculated value.*/
    01482     t->cache.squared_town_zone_radius[0] = mass * 15 - 40;
    01483     t->cache.squared_town_zone_radius[1] = mass * 9 - 15;
    01484     t->cache.squared_town_zone_radius[2] = 0;
    01485     t->cache.squared_town_zone_radius[3] = mass * 5 - 5;
    01486     t->cache.squared_town_zone_radius[4] = mass * 3 + 5;
    01487   }
    01488 }
    01489
    01490 void UpdateTownMaxPass(Town *t)
    01491 {
    01492   t->supplied[CT_PASSENGERS].old_max = t->cache.population >> 3;
    01493   t->supplied[CT_MAIL].old_max = t->cache.population >> 4;
    01494 }
    01495
    01507 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
    01508 {
    01509   t->xy = tile;
    01510   t->cache.num_houses = 0;
    01511   t->time_until_rebuild = 10;
    01512   UpdateTownRadius(t);
    01513   t->flags = 0;
    01514   t->cache.population = 0;
    01515   t->grow_counter = 0;
    01516   t->growth_rate = 250;
    01517
    01518   /* Set the default cargo requirement for town growth */
    01519   switch (_settings_game.game_creation.landscape) {
    01520     case LT_ARCTIC:
    01521       if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER;
    01522       break;
    01523
    01524     case LT_TROPIC:
    01525       if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT;
    01526       if (FindFirstCargoWithTownEffect(TE_WATER) != NULL) t->goal[TE_WATER] = TOWN_GROWTH_DESERT;
    01527       break;
    01528   }
    01529
    01530   t->fund_buildings_months = 0;
    01531
    01532   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
    01533
    01534   t->have_ratings = 0;
    01535   t->exclusivity = INVALID_COMPANY;
    01536   t->exclusive_counter = 0;
    01537   t->statues = 0;
    01538
    01539   extern int _nb_orig_names;
    01540   if (_settings_game.game_creation.town_name < _nb_orig_names) {
    01541     /* Original town name */
    01542     t->townnamegrfid = 0;
    01543     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
    01544   } else {
    01545     /* Newgrf town name */
    01546     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
    01547     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
    01548   }
    01549   t->townnameparts = townnameparts;
    01550
    01551   t->UpdateVirtCoord();
    01552   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    01553
    01554   t->InitializeLayout(layout);
    01555
    01556   t->larger_town = city;
    01557
    01558   int x = (int)size * 16 + 3;
    01559   if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
    01560   /* Don't create huge cities when founding town in-game */
    01561   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
    01562
    01563   t->cache.num_houses += x;
    01564   UpdateTownRadius(t);
    01565
    01566   int i = x * 4;
    01567   do {
    01568     GrowTown(t);
    01569   } while (--i);
    01570
    01571   t->cache.num_houses -= x;
    01572   UpdateTownRadius(t);
    01573   UpdateTownMaxPass(t);
    01574   UpdateAirportsNoise();
    01575 }
    01576
    01582 static CommandCost TownCanBePlacedHere(TileIndex tile)
    01583 {
    01584   /* Check if too close to the edge of map */
    01585   if (DistanceFromEdge(tile) < 12) {
    01586     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
    01587   }
    01588
    01589   /* Check distance to all other towns. */
    01590   if (IsCloseToTown(tile, 20)) {
    01591     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
    01592   }
    01593
    01594   /* Can only build on clear flat areas, possibly with trees. */
    01595   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
    01596     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01597   }
    01598
    01599   return CommandCost(EXPENSES_OTHER);
    01600 }
    01601
    01607 static bool IsUniqueTownName(const char *name)
    01608 {
    01609   const Town *t;
    01610
    01611   FOR_ALL_TOWNS(t) {
    01612     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
    01613   }
    01614
    01615   return true;
    01616 }
    01617
    01630 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01631 {
    01632   TownSize size = Extract<TownSize, 0, 2>(p1);
    01633   bool city = HasBit(p1, 2);
    01634   TownLayout layout = Extract<TownLayout, 3, 3>(p1);
    01635   TownNameParams par(_settings_game.game_creation.town_name);
    01636   bool random = HasBit(p1, 6);
    01637   uint32 townnameparts = p2;
    01638
    01639   if (size >= TSZ_END) return CMD_ERROR;
    01640   if (layout >= NUM_TLS) return CMD_ERROR;
    01641
    01642   /* Some things are allowed only in the scenario editor and for game scripts. */
    01643   if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
    01644     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
    01645     if (size == TSZ_LARGE) return CMD_ERROR;
    01646     if (random) return CMD_ERROR;
    01647     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
    01648       return CMD_ERROR;
    01649     }
    01650   } else if (_current_company == OWNER_DEITY && random) {
    01651     /* Random parameter is not allowed for Game Scripts. */
    01652     return CMD_ERROR;
    01653   }
    01654
    01655   if (StrEmpty(text)) {
    01656     /* If supplied name is empty, townnameparts has to generate unique automatic name */
    01657     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    01658   } else {
    01659     /* If name is not empty, it has to be unique custom name */
    01660     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
    01661     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    01662   }
    01663
    01664   /* Allocate town struct */
    01665   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
    01666
    01667   if (!random) {
    01668     CommandCost ret = TownCanBePlacedHere(tile);
    01669     if (ret.Failed()) return ret;
    01670   }
    01671
    01672   static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
    01673   /* multidimensional arrays have to have defined length of non-first dimension */
    01674   assert_compile(lengthof(price_mult[0]) == 4);
    01675
    01676   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
    01677   byte mult = price_mult[city][size];
    01678
    01679   cost.MultiplyCost(mult);
    01680
    01681   /* Create the town */
    01682   if (flags & DC_EXEC) {
    01683     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
    01684       _additional_cash_required = cost.GetCost();
    01685       return CommandCost(EXPENSES_OTHER);
    01686     }
    01687
    01688     Backup<bool> old_generating_world(_generating_world, true, FILE_LINE);
    01689     UpdateNearestTownForRoadTiles(true);
    01690     Town *t;
    01691     if (random) {
    01692       t = CreateRandomTown(20, townnameparts, size, city, layout);
    01693       if (t == NULL) {
    01694         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
    01695       } else {
    01696         _new_town_id = t->index;
    01697       }
    01698     } else {
    01699       t = new Town(tile);
    01700       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
    01701     }
    01702     UpdateNearestTownForRoadTiles(false);
    01703     old_generating_world.Restore();
    01704
    01705     if (t != NULL && !StrEmpty(text)) {
    01706       t->name = strdup(text);
    01707       t->UpdateVirtCoord();
    01708     }
    01709
    01710     if (_game_mode != GM_EDITOR) {
    01711       /* 't' can't be NULL since 'random' is false outside scenedit */
    01712       assert(!random);
    01713       char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
    01714       SetDParam(0, _current_company);
    01715       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    01716
    01717       char *cn = strdup(company_name);
    01718       SetDParamStr(0, cn);
    01719       SetDParam(1, t->index);
    01720
    01721       AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, cn);
    01722       AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
    01723       Game::NewEvent(new ScriptEventTownFounded(t->index));
    01724     }
    01725   }
    01726   return cost;
    01727 }
    01728
    01738 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
    01739 {
    01740   switch (layout) {
    01741     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
    01742     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
    01743     default:          return tile;
    01744   }
    01745 }
    01746
    01756 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
    01757 {
    01758   switch (layout) {
    01759     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
    01760     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
    01761     default:          return true;
    01762   }
    01763 }
    01764
    01768 struct SpotData {
    01769   TileIndex tile;
    01770   uint max_dist;
    01771   TownLayout layout;
    01772 };
    01773
    01790 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
    01791 {
    01792   SpotData *sp = (SpotData*)user_data;
    01793   uint dist = GetClosestWaterDistance(tile, true);
    01794
    01795   if (IsTileType(tile, MP_CLEAR) &&
    01796       IsTileFlat(tile) &&
    01797       IsTileAlignedToGrid(tile, sp->layout) &&
    01798       dist > sp->max_dist) {
    01799     sp->tile = tile;
    01800     sp->max_dist = dist;
    01801   }
    01802
    01803   return false;
    01804 }
    01805
    01812 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
    01813 {
    01814   return IsTileType(tile, MP_CLEAR);
    01815 }
    01816
    01829 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
    01830 {
    01831   SpotData sp = { INVALID_TILE, 0, layout };
    01832
    01833   TileIndex coast = tile;
    01834   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
    01835     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
    01836     return sp.tile;
    01837   }
    01838
    01839   /* if we get here just give up */
    01840   return INVALID_TILE;
    01841 }
    01842
    01843 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
    01844 {
    01845   assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
    01846
    01847   if (!Town::CanAllocateItem()) return NULL;
    01848
    01849   do {
    01850     /* Generate a tile index not too close from the edge */
    01851     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
    01852
    01853     /* if we tried to place the town on water, slide it over onto
    01854      * the nearest likely-looking spot */
    01855     if (IsTileType(tile, MP_WATER)) {
    01856       tile = FindNearestGoodCoastalTownSpot(tile, layout);
    01857       if (tile == INVALID_TILE) continue;
    01858     }
    01859
    01860     /* Make sure town can be placed here */
    01861     if (TownCanBePlacedHere(tile).Failed()) continue;
    01862
    01863     /* Allocate a town struct */
    01864     Town *t = new Town(tile);
    01865
    01866     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
    01867
    01868     /* if the population is still 0 at the point, then the
    01869      * placement is so bad it couldn't grow at all */
    01870     if (t->cache.population > 0) return t;
    01871
    01872     Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01873     CommandCost rc = DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
    01874     cur_company.Restore();
    01875     assert(rc.Succeeded());
    01876
    01877     /* We already know that we can allocate a single town when
    01878      * entering this function. However, we create and delete
    01879      * a town which "resets" the allocation checks. As such we
    01880      * need to check again when assertions are enabled. */
    01881     assert(Town::CanAllocateItem());
    01882   } while (--attempts != 0);
    01883
    01884   return NULL;
    01885 }
    01886
    01887 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
    01888
    01896 bool GenerateTowns(TownLayout layout)
    01897 {
    01898   uint current_number = 0;
    01899   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
    01900   uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
    01901   total = min(TownPool::MAX_SIZE, total);
    01902   uint32 townnameparts;
    01903   TownNames town_names;
    01904
    01905   SetGeneratingWorldProgress(GWP_TOWN, total);
    01906
    01907   /* First attempt will be made at creating the suggested number of towns.
    01908    * Note that this is really a suggested value, not a required one.
    01909    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
    01910   do {
    01911     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
    01912     IncreaseGeneratingWorldProgress(GWP_TOWN);
    01913     /* Get a unique name for the town. */
    01914     if (!GenerateTownName(&townnameparts, &town_names)) continue;
    01915     /* try 20 times to create a random-sized town for the first loop. */
    01916     if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
    01917   } while (--total);
    01918
    01919   town_names.clear();
    01920
    01921   if (current_number != 0) return true;
    01922
    01923   /* If current_number is still zero at this point, it means that not a single town has been created.
    01924    * So give it a last try, but now more aggressive */
    01925   if (GenerateTownName(&townnameparts) &&
    01926       CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
    01927     return true;
    01928   }
    01929
    01930   /* If there are no towns at all and we are generating new game, bail out */
    01931   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
    01932     ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
    01933   }
    01934
    01935   return false;  // we are still without a town? we failed, simply
    01936 }
    01937
    01938
    01945 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
    01946 {
    01947   uint dist = DistanceSquare(tile, t->xy);
    01948
    01949   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
    01950
    01951   HouseZonesBits smallest = HZB_TOWN_EDGE;
    01952   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
    01953     if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
    01954   }
    01955
    01956   return smallest;
    01957 }
    01958
    01969 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
    01970 {
    01971   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
    01972
    01973   assert(cc.Succeeded());
    01974
    01975   IncreaseBuildingCount(t, type);
    01976   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
    01977   if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
    01978
    01979   MarkTileDirtyByTile(tile);
    01980 }
    01981
    01982
    01993 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
    01994 {
    01995   BuildingFlags size = HouseSpec::Get(type)->building_flags;
    01996
    01997   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
    01998   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
    01999   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
    02000   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
    02001 }
    02002
    02003
    02012 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
    02013 {
    02014   /* cannot build on these slopes... */
    02015   Slope slope = GetTileSlope(tile);
    02016   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
    02017
    02018   /* building under a bridge? */
    02019   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    02020
    02021   /* do not try to build over house owned by another town */
    02022   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
    02023
    02024   /* can we clear the land? */
    02025   return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
    02026 }
    02027
    02028
    02038 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, int z, bool noslope)
    02039 {
    02040   if (!CanBuildHouseHere(tile, town, noslope)) return false;
    02041
    02042   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
    02043   if (GetTileMaxZ(tile) != z) return false;
    02044
    02045   return true;
    02046 }
    02047
    02048
    02058 static bool CheckFree2x2Area(TileIndex tile, TownID town, int z, bool noslope)
    02059 {
    02060   /* we need to check this tile too because we can be at different tile now */
    02061   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    02062
    02063   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
    02064     tile += TileOffsByDiagDir(d);
    02065     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    02066   }
    02067
    02068   return true;
    02069 }
    02070
    02071
    02079 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
    02080 {
    02081   /* Allow towns everywhere when we don't build roads */
    02082   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    02083
    02084   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    02085
    02086   switch (t->layout) {
    02087     case TL_2X2_GRID:
    02088       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
    02089       break;
    02090
    02091     case TL_3X3_GRID:
    02092       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
    02093       break;
    02094
    02095     default:
    02096       break;
    02097   }
    02098
    02099   return true;
    02100 }
    02101
    02102
    02110 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
    02111 {
    02112   /* Allow towns everywhere when we don't build roads */
    02113   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    02114
    02115   /* Compute relative position of tile. (Positive offsets are towards north) */
    02116   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    02117
    02118   switch (t->layout) {
    02119     case TL_2X2_GRID:
    02120       grid_pos.x %= 3;
    02121       grid_pos.y %= 3;
    02122       if ((grid_pos.x != 2 && grid_pos.x != -1) ||
    02123         (grid_pos.y != 2 && grid_pos.y != -1)) return false;
    02124       break;
    02125
    02126     case TL_3X3_GRID:
    02127       if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
    02128       break;
    02129
    02130     default:
    02131       break;
    02132   }
    02133
    02134   return true;
    02135 }
    02136
    02137
    02147 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
    02148 {
    02149   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
    02150
    02151   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
    02152   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
    02153
    02154   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
    02155   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
    02156     *tile = tile2;
    02157     return true;
    02158   }
    02159
    02160   return false;
    02161 }
    02162
    02163
    02172 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
    02173 {
    02174   TileIndex tile2 = *tile;
    02175
    02176   for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
    02177     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
    02178       *tile = tile2;
    02179       return true;
    02180     }
    02181     if (d == DIAGDIR_END) break;
    02182     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
    02183   }
    02184
    02185   return false;
    02186 }
    02187
    02188
    02195 static bool BuildTownHouse(Town *t, TileIndex tile)
    02196 {
    02197   /* forbidden building here by town layout */
    02198   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
    02199
    02200   /* no house allowed at all, bail out */
    02201   if (!CanBuildHouseHere(tile, t->index, false)) return false;
    02202
    02203   Slope slope = GetTileSlope(tile);
    02204   int maxz = GetTileMaxZ(tile);
    02205
    02206   /* Get the town zone type of the current tile, as well as the climate.
    02207    * This will allow to easily compare with the specs of the new house to build */
    02208   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
    02209
    02210   /* Above snow? */
    02211   int land = _settings_game.game_creation.landscape;
    02212   if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
    02213
    02214   uint bitmask = (1 << rad) + (1 << (land + 12));
    02215
    02216   /* bits 0-4 are used
    02217    * bits 11-15 are used
    02218    * bits 5-10 are not used. */
    02219   HouseID houses[NUM_HOUSES];
    02220   uint num = 0;
    02221   uint probs[NUM_HOUSES];
    02222   uint probability_max = 0;
    02223
    02224   /* Generate a list of all possible houses that can be built. */
    02225   for (uint i = 0; i < NUM_HOUSES; i++) {
    02226     const HouseSpec *hs = HouseSpec::Get(i);
    02227
    02228     /* Verify that the candidate house spec matches the current tile status */
    02229     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
    02230
    02231     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
    02232     if (hs->class_id != HOUSE_NO_CLASS) {
    02233       /* id_count is always <= class_count, so it doesn't need to be checked */
    02234       if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
    02235     } else {
    02236       /* If the house has no class, check id_count instead */
    02237       if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
    02238     }
    02239
    02240     /* Without NewHouses, all houses have probability '1' */
    02241     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
    02242     probability_max += cur_prob;
    02243     probs[num] = cur_prob;
    02244     houses[num++] = (HouseID)i;
    02245   }
    02246
    02247   TileIndex baseTile = tile;
    02248
    02249   while (probability_max > 0) {
    02250     /* Building a multitile building can change the location of tile.
    02251      * The building would still be built partially on that tile, but
    02252      * its northern tile would be elsewhere. However, if the callback
    02253      * fails we would be basing further work from the changed tile.
    02254      * So a next 1x1 tile building could be built on the wrong tile. */
    02255     tile = baseTile;
    02256
    02257     uint r = RandomRange(probability_max);
    02258     uint i;
    02259     for (i = 0; i < num; i++) {
    02260       if (probs[i] > r) break;
    02261       r -= probs[i];
    02262     }
    02263
    02264     HouseID house = houses[i];
    02265     probability_max -= probs[i];
    02266
    02267     /* remove tested house from the set */
    02268     num--;
    02269     houses[i] = houses[num];
    02270     probs[i] = probs[num];
    02271
    02272     const HouseSpec *hs = HouseSpec::Get(house);
    02273
    02274     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
    02275         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
    02276       continue;
    02277     }
    02278
    02279     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
    02280
    02281     /* Special houses that there can be only one of. */
    02282     uint oneof = 0;
    02283
    02284     if (hs->building_flags & BUILDING_IS_CHURCH) {
    02285       SetBit(oneof, TOWN_HAS_CHURCH);
    02286     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02287       SetBit(oneof, TOWN_HAS_STADIUM);
    02288     }
    02289
    02290     if (t->flags & oneof) continue;
    02291
    02292     /* Make sure there is no slope? */
    02293     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
    02294     if (noslope && slope != SLOPE_FLAT) continue;
    02295
    02296     if (hs->building_flags & TILE_SIZE_2x2) {
    02297       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
    02298     } else if (hs->building_flags & TILE_SIZE_2x1) {
    02299       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
    02300     } else if (hs->building_flags & TILE_SIZE_1x2) {
    02301       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
    02302     } else {
    02303       /* 1x1 house checks are already done */
    02304     }
    02305
    02306     byte random_bits = Random();
    02307
    02308     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
    02309       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
    02310       if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
    02311     }
    02312
    02313     /* build the house */
    02314     t->cache.num_houses++;
    02315
    02316     /* Special houses that there can be only one of. */
    02317     t->flags |= oneof;
    02318
    02319     byte construction_counter = 0;
    02320     byte construction_stage = 0;
    02321
    02322     if (_generating_world || _game_mode == GM_EDITOR) {
    02323       uint32 r = Random();
    02324
    02325       construction_stage = TOWN_HOUSE_COMPLETED;
    02326       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
    02327
    02328       if (construction_stage == TOWN_HOUSE_COMPLETED) {
    02329         ChangePopulation(t, hs->population);
    02330       } else {
    02331         construction_counter = GB(r, 2, 2);
    02332       }
    02333     }
    02334
    02335     MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
    02336     UpdateTownRadius(t);
    02337     UpdateTownCargoes(t, tile);
    02338
    02339     return true;
    02340   }
    02341
    02342   return false;
    02343 }
    02344
    02351 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
    02352 {
    02353   assert(IsTileType(tile, MP_HOUSE));
    02354   DecreaseBuildingCount(t, house);
    02355   DoClearSquare(tile);
    02356   DeleteAnimatedTile(tile);
    02357
    02358   DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
    02359 }
    02360
    02368 TileIndexDiff GetHouseNorthPart(HouseID &house)
    02369 {
    02370   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
    02371     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
    02372       house--;
    02373       return TileDiffXY(-1, 0);
    02374     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
    02375       house--;
    02376       return TileDiffXY(0, -1);
    02377     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
    02378       house -= 2;
    02379       return TileDiffXY(-1, 0);
    02380     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
    02381       house -= 3;
    02382       return TileDiffXY(-1, -1);
    02383     }
    02384   }
    02385   return 0;
    02386 }
    02387
    02388 void ClearTownHouse(Town *t, TileIndex tile)
    02389 {
    02390   assert(IsTileType(tile, MP_HOUSE));
    02391
    02392   HouseID house = GetHouseType(tile);
    02393
    02394   /* need to align the tile to point to the upper left corner of the house */
    02395   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02396
    02397   const HouseSpec *hs = HouseSpec::Get(house);
    02398
    02399   /* Remove population from the town if the house is finished. */
    02400   if (IsHouseCompleted(tile)) {
    02401     ChangePopulation(t, -hs->population);
    02402   }
    02403
    02404   t->cache.num_houses--;
    02405
    02406   /* Clear flags for houses that only may exist once/town. */
    02407   if (hs->building_flags & BUILDING_IS_CHURCH) {
    02408     ClrBit(t->flags, TOWN_HAS_CHURCH);
    02409   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02410     ClrBit(t->flags, TOWN_HAS_STADIUM);
    02411   }
    02412
    02413   /* Do the actual clearing of tiles */
    02414   uint eflags = hs->building_flags;
    02415   DoClearTownHouseHelper(tile, t, house);
    02416   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
    02417   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
    02418   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
    02419
    02420   UpdateTownRadius(t);
    02421
    02422   /* Update cargo acceptance. */
    02423   UpdateTownCargoes(t, tile);
    02424 }
    02425
    02435 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02436 {
    02437   Town *t = Town::GetIfValid(p1);
    02438   if (t == NULL) return CMD_ERROR;
    02439
    02440   bool reset = StrEmpty(text);
    02441
    02442   if (!reset) {
    02443     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
    02444     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    02445   }
    02446
    02447   if (flags & DC_EXEC) {
    02448     free(t->name);
    02449     t->name = reset ? NULL : strdup(text);
    02450
    02451     t->UpdateVirtCoord();
    02452     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    02453     UpdateAllStationVirtCoords();
    02454   }
    02455   return CommandCost();
    02456 }
    02457
    02463 const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect)
    02464 {
    02465   const CargoSpec *cs;
    02466   FOR_ALL_CARGOSPECS(cs) {
    02467     if (cs->town_effect == effect) return cs;
    02468   }
    02469   return NULL;
    02470 }
    02471
    02472 static void UpdateTownGrowRate(Town *t);
    02473
    02485 CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02486 {
    02487   if (_current_company != OWNER_DEITY) return CMD_ERROR;
    02488
    02489   TownEffect te = (TownEffect)GB(p1, 16, 8);
    02490   if (te < TE_BEGIN || te >= TE_END) return CMD_ERROR;
    02491
    02492   uint16 index = GB(p1, 0, 16);
    02493   Town *t = Town::GetIfValid(index);
    02494   if (t == NULL) return CMD_ERROR;
    02495
    02496   /* Validate if there is a cargo which is the requested TownEffect */
    02497   const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
    02498   if (cargo == NULL) return CMD_ERROR;
    02499
    02500   if (flags & DC_EXEC) {
    02501     t->goal[te] = p2;
    02502     UpdateTownGrowRate(t);
    02503     InvalidateWindowData(WC_TOWN_VIEW, index);
    02504   }
    02505
    02506   return CommandCost();
    02507 }
    02508
    02518 CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02519 {
    02520   if (_current_company != OWNER_DEITY) return CMD_ERROR;
    02521   Town *t = Town::GetIfValid(p1);
    02522   if (t == NULL) return CMD_ERROR;
    02523
    02524   if (flags & DC_EXEC) {
    02525     free(t->text);
    02526     t->text = StrEmpty(text) ? NULL : strdup(text);
    02527     InvalidateWindowData(WC_TOWN_VIEW, p1);
    02528   }
    02529
    02530   return CommandCost();
    02531 }
    02532
    02542 CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02543 {
    02544   if (_current_company != OWNER_DEITY) return CMD_ERROR;
    02545   if ((p2 & TOWN_GROW_RATE_CUSTOM) != 0 && p2 != TOWN_GROW_RATE_CUSTOM_NONE) return CMD_ERROR;
    02546   if (GB(p2, 16, 16) != 0) return CMD_ERROR;
    02547
    02548   Town *t = Town::GetIfValid(p1);
    02549   if (t == NULL) return CMD_ERROR;
    02550
    02551   if (flags & DC_EXEC) {
    02552     if (p2 == 0) {
    02553       /* Clear TOWN_GROW_RATE_CUSTOM, UpdateTownGrowRate will determine a proper value */
    02554       t->growth_rate = 0;
    02555     } else {
    02556       uint old_rate = t->growth_rate & ~TOWN_GROW_RATE_CUSTOM;
    02557       if (t->grow_counter >= old_rate) {
    02558         /* This also catches old_rate == 0 */
    02559         t->grow_counter = p2;
    02560       } else {
    02561         /* Scale grow_counter, so half finished houses stay half finished */
    02562         t->grow_counter = t->grow_counter * p2 / old_rate;
    02563       }
    02564       t->growth_rate = p2 | TOWN_GROW_RATE_CUSTOM;
    02565     }
    02566     UpdateTownGrowRate(t);
    02567     InvalidateWindowData(WC_TOWN_VIEW, p1);
    02568   }
    02569
    02570   return CommandCost();
    02571 }
    02572
    02582 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02583 {
    02584   if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
    02585   Town *t = Town::GetIfValid(p1);
    02586   if (t == NULL) return CMD_ERROR;
    02587
    02588   if (flags & DC_EXEC) {
    02589     /* The more houses, the faster we grow */
    02590     if (p2 == 0) {
    02591       uint amount = RandomRange(ClampToU16(t->cache.num_houses / 10)) + 3;
    02592       t->cache.num_houses += amount;
    02593       UpdateTownRadius(t);
    02594
    02595       uint n = amount * 10;
    02596       do GrowTown(t); while (--n);
    02597
    02598       t->cache.num_houses -= amount;
    02599     } else {
    02600       for (; p2 > 0; p2--) {
    02601         /* Try several times to grow, as we are really suppose to grow */
    02602         for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
    02603       }
    02604     }
    02605     UpdateTownRadius(t);
    02606
    02607     UpdateTownMaxPass(t);
    02608   }
    02609
    02610   return CommandCost();
    02611 }
    02612
    02622 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02623 {
    02624   if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
    02625   Town *t = Town::GetIfValid(p1);
    02626   if (t == NULL) return CMD_ERROR;
    02627
    02628   /* Stations refer to towns. */
    02629   const Station *st;
    02630   FOR_ALL_STATIONS(st) {
    02631     if (st->town == t) {
    02632       /* Non-oil rig stations are always a problem. */
    02633       if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
    02634       /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
    02635       CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02636       if (ret.Failed()) return ret;
    02637     }
    02638   }
    02639
    02640   /* Depots refer to towns. */
    02641   const Depot *d;
    02642   FOR_ALL_DEPOTS(d) {
    02643     if (d->town == t) return CMD_ERROR;
    02644   }
    02645
    02646   /* Check all tiles for town ownership. */
    02647   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
    02648     bool try_clear = false;
    02649     switch (GetTileType(tile)) {
    02650       case MP_ROAD:
    02651         try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
    02652         break;
    02653
    02654       case MP_TUNNELBRIDGE:
    02655         try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
    02656         break;
    02657
    02658       case MP_HOUSE:
    02659         try_clear = GetTownIndex(tile) == t->index;
    02660         break;
    02661
    02662       case MP_INDUSTRY:
    02663         try_clear = Industry::GetByTile(tile)->town == t;
    02664         break;
    02665
    02666       case MP_OBJECT:
    02667         if (Town::GetNumItems() == 1) {
    02668           /* No towns will be left, remove it! */
    02669           try_clear = true;
    02670         } else {
    02671           Object *o = Object::GetByTile(tile);
    02672           if (o->town == t) {
    02673             if (o->type == OBJECT_STATUE) {
    02674               /* Statue... always remove. */
    02675               try_clear = true;
    02676             } else {
    02677               /* Tell to find a new town. */
    02678               if (flags & DC_EXEC) o->town = NULL;
    02679             }
    02680           }
    02681         }
    02682         break;
    02683
    02684       default:
    02685         break;
    02686     }
    02687     if (try_clear) {
    02688       CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02689       if (ret.Failed()) return ret;
    02690     }
    02691   }
    02692
    02693   /* The town destructor will delete the other things related to the town. */
    02694   if (flags & DC_EXEC) delete t;
    02695
    02696   return CommandCost();
    02697 }
    02698
    02703 const byte _town_action_costs[TACT_COUNT] = {
    02704   2, 4, 9, 35, 48, 53, 117, 175
    02705 };
    02706
    02707 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
    02708 {
    02709   if (flags & DC_EXEC) {
    02710     ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
    02711   }
    02712   return CommandCost();
    02713 }
    02714
    02715 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
    02716 {
    02717   if (flags & DC_EXEC) {
    02718     ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
    02719   }
    02720   return CommandCost();
    02721 }
    02722
    02723 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
    02724 {
    02725   if (flags & DC_EXEC) {
    02726     ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
    02727   }
    02728   return CommandCost();
    02729 }
    02730
    02731 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
    02732 {
    02733   /* Check if the company is allowed to fund new roads. */
    02734   if (!_settings_game.economy.fund_roads) return CMD_ERROR;
    02735
    02736   if (flags & DC_EXEC) {
    02737     t->road_build_months = 6;
    02738
    02739     char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
    02740     SetDParam(0, _current_company);
    02741     GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    02742
    02743     char *cn = strdup(company_name);
    02744     SetDParam(0, t->index);
    02745     SetDParamStr(1, cn);
    02746
    02747     AddNewsItem(STR_NEWS_ROAD_REBUILDING, NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
    02748     AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
    02749     Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
    02750   }
    02751   return CommandCost();
    02752 }
    02753
    02759 static bool TryClearTile(TileIndex tile)
    02760 {
    02761   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02762   CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
    02763   cur_company.Restore();
    02764   return r.Succeeded();
    02765 }
    02766
    02768 struct StatueBuildSearchData {
    02769   TileIndex best_position;
    02770   int tile_count;
    02771
    02772   StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
    02773 };
    02774
    02781 static bool SearchTileForStatue(TileIndex tile, void *user_data)
    02782 {
    02783   static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
    02784
    02785   StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
    02786   statue_data->tile_count++;
    02787
    02788   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
    02789   if (IsSteepSlope(GetTileSlope(tile))) return false;
    02790   /* Don't build statues under bridges. */
    02791   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    02792
    02793   /* A clear-able open space is always preferred. */
    02794   if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) {
    02795     statue_data->best_position = tile;
    02796     return true;
    02797   }
    02798
    02799   bool house = IsTileType(tile, MP_HOUSE);
    02800
    02801   /* Searching inside the inner circle. */
    02802   if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
    02803     /* Save first house in inner circle. */
    02804     if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) {
    02805       statue_data->best_position = tile;
    02806     }
    02807
    02808     /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
    02809     return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
    02810   }
    02811
    02812   /* Searching outside the circle, just pick the first possible spot. */
    02813   statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
    02814   return house && TryClearTile(tile);
    02815 }
    02816
    02824 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
    02825 {
    02826   if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
    02827
    02828   TileIndex tile = t->xy;
    02829   StatueBuildSearchData statue_data(INVALID_TILE, 0);
    02830   if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
    02831
    02832   if (flags & DC_EXEC) {
    02833     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02834     DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    02835     cur_company.Restore();
    02836     BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
    02837     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
    02838     MarkTileDirtyByTile(statue_data.best_position);
    02839   }
    02840   return CommandCost();
    02841 }
    02842
    02843 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
    02844 {
    02845   /* Check if it's allowed to buy the rights */
    02846   if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
    02847
    02848   if (flags & DC_EXEC) {
    02849     /* Build next tick */
    02850     t->grow_counter = 1;
    02851     /* And grow for 3 months */
    02852     t->fund_buildings_months = 3;
    02853
    02854     /* Enable growth (also checking GameScript's opinion) */
    02855     UpdateTownGrowRate(t);
    02856
    02857     SetWindowDirty(WC_TOWN_VIEW, t->index);
    02858   }
    02859   return CommandCost();
    02860 }
    02861
    02862 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
    02863 {
    02864   /* Check if it's allowed to buy the rights */
    02865   if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
    02866
    02867   if (flags & DC_EXEC) {
    02868     t->exclusive_counter = 12;
    02869     t->exclusivity = _current_company;
    02870
    02871     ModifyStationRatingAround(t->xy, _current_company, 130, 17);
    02872
    02873     SetWindowClassesDirty(WC_STATION_VIEW);
    02874
    02875     /* Spawn news message */
    02876     CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    02877     cni->FillData(Company::Get(_current_company));
    02878     SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
    02879     SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION);
    02880     SetDParam(2, t->index);
    02881     SetDParamStr(3, cni->company_name);
    02882     AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
    02883     AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
    02884     Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
    02885   }
    02886   return CommandCost();
    02887 }
    02888
    02889 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
    02890 {
    02891   if (flags & DC_EXEC) {
    02892     if (Chance16(1, 14)) {
    02893       /* set as unwanted for 6 months */
    02894       t->unwanted[_current_company] = 6;
    02895
    02896       /* set all close by station ratings to 0 */
    02897       Station *st;
    02898       FOR_ALL_STATIONS(st) {
    02899         if (st->town == t && st->owner == _current_company) {
    02900           for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
    02901         }
    02902       }
    02903
    02904       /* only show error message to the executing player. All errors are handled command.c
    02905        * but this is special, because it can only 'fail' on a DC_EXEC */
    02906       if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
    02907
    02908       /* decrease by a lot!
    02909        * ChangeTownRating is only for stuff in demolishing. Bribe failure should
    02910        * be independent of any cheat settings
    02911        */
    02912       if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
    02913         t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
    02914         SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02915       }
    02916     } else {
    02917       ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
    02918     }
    02919   }
    02920   return CommandCost();
    02921 }
    02922
    02923 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
    02924 static TownActionProc * const _town_action_proc[] = {
    02925   TownActionAdvertiseSmall,
    02926   TownActionAdvertiseMedium,
    02927   TownActionAdvertiseLarge,
    02928   TownActionRoadRebuild,
    02929   TownActionBuildStatue,
    02930   TownActionFundBuildings,
    02931   TownActionBuyRights,
    02932   TownActionBribe
    02933 };
    02934
    02942 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
    02943 {
    02944   int num = 0;
    02945   TownActions buttons = TACT_NONE;
    02946
    02947   /* Spectators and unwanted have no options */
    02948   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
    02949
    02950     /* Things worth more than this are not shown */
    02951     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
    02952
    02953     /* Check the action bits for validity and
    02954      * if they are valid add them */
    02955     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
    02956       const TownActions cur = (TownActions)(1 << i);
    02957
    02958       /* Is the company not able to bribe ? */
    02959       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
    02960
    02961       /* Is the company not able to buy exclusive rights ? */
    02962       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
    02963
    02964       /* Is the company not able to fund buildings ? */
    02965       if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
    02966
    02967       /* Is the company not able to fund local road reconstruction? */
    02968       if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
    02969
    02970       /* Is the company not able to build a statue ? */
    02971       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
    02972
    02973       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
    02974         buttons |= cur;
    02975         num++;
    02976       }
    02977     }
    02978   }
    02979
    02980   if (nump != NULL) *nump = num;
    02981   return buttons;
    02982 }
    02983
    02995 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02996 {
    02997   Town *t = Town::GetIfValid(p1);
    02998   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
    02999
    03000   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
    03001
    03002   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
    03003
    03004   CommandCost ret = _town_action_proc[p2](t, flags);
    03005   if (ret.Failed()) return ret;
    03006
    03007   if (flags & DC_EXEC) {
    03008     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
    03009   }
    03010
    03011   return cost;
    03012 }
    03013
    03014 static void UpdateTownRating(Town *t)
    03015 {
    03016   /* Increase company ratings if they're low */
    03017   const Company *c;
    03018   FOR_ALL_COMPANIES(c) {
    03019     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
    03020       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
    03021     }
    03022   }
    03023
    03024   const Station *st;
    03025   FOR_ALL_STATIONS(st) {
    03026     if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
    03027       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    03028         if (Company::IsValidID(st->owner)) {
    03029           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
    03030           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
    03031         }
    03032       } else {
    03033         if (Company::IsValidID(st->owner)) {
    03034           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
    03035           t->ratings[st->owner] = max(new_rating, INT16_MIN);
    03036         }
    03037       }
    03038     }
    03039   }
    03040
    03041   /* clamp all ratings to valid values */
    03042   for (uint i = 0; i < MAX_COMPANIES; i++) {
    03043     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
    03044   }
    03045
    03046   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    03047 }
    03048
    03049 static void UpdateTownGrowRate(Town *t)
    03050 {
    03051   ClrBit(t->flags, TOWN_IS_GROWING);
    03052   SetWindowDirty(WC_TOWN_VIEW, t->index);
    03053
    03054   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
    03055
    03056   if (t->fund_buildings_months == 0) {
    03057     /* Check if all goals are reached for this town to grow (given we are not funding it) */
    03058     for (int i = TE_BEGIN; i < TE_END; i++) {
    03059       switch (t->goal[i]) {
    03060         case TOWN_GROWTH_WINTER:
    03061           if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
    03062           break;
    03063         case TOWN_GROWTH_DESERT:
    03064           if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
    03065           break;
    03066         default:
    03067           if (t->goal[i] > t->received[i].old_act) return;
    03068           break;
    03069       }
    03070     }
    03071   }
    03072
    03073   if ((t->growth_rate & TOWN_GROW_RATE_CUSTOM) != 0) {
    03074     if (t->growth_rate != TOWN_GROW_RATE_CUSTOM_NONE) SetBit(t->flags, TOWN_IS_GROWING);
    03075     SetWindowDirty(WC_TOWN_VIEW, t->index);
    03076     return;
    03077   }
    03078
    03083   static const uint16 _grow_count_values[2][6] = {
    03084     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
    03085     { 320, 420, 300, 220, 160, 100 }  // Normal values
    03086   };
    03087
    03088   int n = 0;
    03089
    03090   const Station *st;
    03091   FOR_ALL_STATIONS(st) {
    03092     if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
    03093       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    03094         n++;
    03095       }
    03096     }
    03097   }
    03098
    03099   uint16 m;
    03100
    03101   if (t->fund_buildings_months != 0) {
    03102     m = _grow_count_values[0][min(n, 5)];
    03103   } else {
    03104     m = _grow_count_values[1][min(n, 5)];
    03105     if (n == 0 && !Chance16(1, 12)) return;
    03106   }
    03107
    03108   /* Use the normal growth rate values if new buildings have been funded in
    03109    * this town and the growth rate is set to none. */
    03110   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
    03111
    03112   m >>= growth_multiplier;
    03113   if (t->larger_town) m /= 2;
    03114
    03115   t->growth_rate = m / (t->cache.num_houses / 50 + 1);
    03116   if (m <= t->grow_counter) {
    03117     t->grow_counter = m;
    03118   }
    03119
    03120   SetBit(t->flags, TOWN_IS_GROWING);
    03121   SetWindowDirty(WC_TOWN_VIEW, t->index);
    03122 }
    03123
    03124 static void UpdateTownAmounts(Town *t)
    03125 {
    03126   for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
    03127   for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
    03128   if (t->fund_buildings_months != 0) t->fund_buildings_months--;
    03129
    03130   SetWindowDirty(WC_TOWN_VIEW, t->index);
    03131 }
    03132
    03133 static void UpdateTownUnwanted(Town *t)
    03134 {
    03135   const Company *c;
    03136
    03137   FOR_ALL_COMPANIES(c) {
    03138     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
    03139   }
    03140 }
    03141
    03148 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
    03149 {
    03150   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
    03151
    03152   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    03153   if (t == NULL) return CommandCost();
    03154
    03155   if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
    03156
    03157   SetDParam(0, t->index);
    03158   return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    03159 }
    03160
    03169 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
    03170 {
    03171   Town *t;
    03172   uint best = threshold;
    03173   Town *best_town = NULL;
    03174
    03175   FOR_ALL_TOWNS(t) {
    03176     uint dist = DistanceManhattan(tile, t->xy);
    03177     if (dist < best) {
    03178       best = dist;
    03179       best_town = t;
    03180     }
    03181   }
    03182
    03183   return best_town;
    03184 }
    03185
    03194 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
    03195 {
    03196   switch (GetTileType(tile)) {
    03197     case MP_ROAD:
    03198       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
    03199
    03200       if (!HasTownOwnedRoad(tile)) {
    03201         TownID tid = GetTownIndex(tile);
    03202
    03203         if (tid == (TownID)INVALID_TOWN) {
    03204           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
    03205           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
    03206           assert(Town::GetNumItems() == 0);
    03207           return NULL;
    03208         }
    03209
    03210         assert(Town::IsValidID(tid));
    03211         Town *town = Town::Get(tid);
    03212
    03213         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
    03214
    03215         return town;
    03216       }
    03217       /* FALL THROUGH */
    03218
    03219     case MP_HOUSE:
    03220       return Town::GetByTile(tile);
    03221
    03222     default:
    03223       return CalcClosestTownFromTile(tile, threshold);
    03224   }
    03225 }
    03226
    03227 static bool _town_rating_test = false;
    03228 static SmallMap<const Town *, int, 4> _town_test_ratings;
    03229
    03235 void SetTownRatingTestMode(bool mode)
    03236 {
    03237   static int ref_count = 0; // Number of times test-mode is switched on.
    03238   if (mode) {
    03239     if (ref_count == 0) {
    03240       _town_test_ratings.Clear();
    03241     }
    03242     ref_count++;
    03243   } else {
    03244     assert(ref_count > 0);
    03245     ref_count--;
    03246   }
    03247   _town_rating_test = !(ref_count == 0);
    03248 }
    03249
    03255 static int GetRating(const Town *t)
    03256 {
    03257   if (_town_rating_test) {
    03258     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
    03259     if (it != _town_test_ratings.End()) {
    03260       return it->second;
    03261     }
    03262   }
    03263   return t->ratings[_current_company];
    03264 }
    03265
    03273 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
    03274 {
    03275   /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
    03276   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
    03277       !Company::IsValidID(_current_company) ||
    03278       (_cheats.magic_bulldozer.value && add < 0)) {
    03279     return;
    03280   }
    03281
    03282   int rating = GetRating(t);
    03283   if (add < 0) {
    03284     if (rating > max) {
    03285       rating += add;
    03286       if (rating < max) rating = max;
    03287     }
    03288   } else {
    03289     if (rating < max) {
    03290       rating += add;
    03291       if (rating > max) rating = max;
    03292     }
    03293   }
    03294   if (_town_rating_test) {
    03295     _town_test_ratings[t] = rating;
    03296   } else {
    03297     SetBit(t->have_ratings, _current_company);
    03298     t->ratings[_current_company] = rating;
    03299     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    03300   }
    03301 }
    03302
    03310 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
    03311 {
    03312   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
    03313   if (t == NULL || !Company::IsValidID(_current_company) ||
    03314       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
    03315     return CommandCost();
    03316   }
    03317
    03318   /* minimum rating needed to be allowed to remove stuff */
    03319   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
    03320     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
    03321     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
    03322     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
    03323     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
    03324   };
    03325
    03326   /* check if you're allowed to remove the road/bridge/tunnel
    03327    * owned by a town no removal if rating is lower than ... depends now on
    03328    * difficulty setting. Minimum town rating selected by difficulty level
    03329    */
    03330   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
    03331
    03332   if (GetRating(t) < needed) {
    03333     SetDParam(0, t->index);
    03334     return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    03335   }
    03336
    03337   return CommandCost();
    03338 }
    03339
    03340 void TownsMonthlyLoop()
    03341 {
    03342   Town *t;
    03343
    03344   FOR_ALL_TOWNS(t) {
    03345     if (t->road_build_months != 0) t->road_build_months--;
    03346
    03347     if (t->exclusive_counter != 0) {
    03348       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
    03349     }
    03350
    03351     UpdateTownAmounts(t);
    03352     UpdateTownRating(t);
    03353     UpdateTownGrowRate(t);
    03354     UpdateTownUnwanted(t);
    03355     UpdateTownCargoes(t);
    03356   }
    03357
    03358   UpdateTownCargoBitmap();
    03359 }
    03360
    03361 void TownsYearlyLoop()
    03362 {
    03363   /* Increment house ages */
    03364   for (TileIndex t = 0; t < MapSize(); t++) {
    03365     if (!IsTileType(t, MP_HOUSE)) continue;
    03366     IncrementHouseAge(t);
    03367   }
    03368 }
    03369
    03370 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
    03371 {
    03372   if (AutoslopeEnabled()) {
    03373     HouseID house = GetHouseType(tile);
    03374     GetHouseNorthPart(house); // modifies house to the ID of the north tile
    03375     const HouseSpec *hs = HouseSpec::Get(house);
    03376
    03377     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
    03378     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
    03379         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    03380       bool allow_terraform = true;
    03381
    03382       /* Call the autosloping callback per tile, not for the whole building at once. */
    03383       house = GetHouseType(tile);
    03384       hs = HouseSpec::Get(house);
    03385       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
    03386         /* If the callback fails, allow autoslope. */
    03387         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
    03388         if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
    03389       }
    03390
    03391       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    03392     }
    03393   }
    03394
    03395   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    03396 }
    03397
    03399 extern const TileTypeProcs _tile_type_town_procs = {
    03400   DrawTile_Town,           // draw_tile_proc
    03401   GetSlopePixelZ_Town,     // get_slope_z_proc
    03402   ClearTile_Town,          // clear_tile_proc
    03403   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
    03404   GetTileDesc_Town,        // get_tile_desc_proc
    03405   GetTileTrackStatus_Town, // get_tile_track_status_proc
    03406   NULL,                    // click_tile_proc
    03407   AnimateTile_Town,        // animate_tile_proc
    03408   TileLoop_Town,           // tile_loop_proc
    03409   ChangeTileOwner_Town,    // change_tile_owner_proc
    03410   AddProducedCargo_Town,   // add_produced_cargo_proc
    03411   NULL,                    // vehicle_enter_tile_proc
    03412   GetFoundation_Town,      // get_foundation_proc
    03413   TerraformTile_Town,      // terraform_tile_proc
    03414 };
    03415
    03416
    03417 HouseSpec _house_specs[NUM_HOUSES];
    03418
    03419 void ResetHouses()
    03420 {
    03421   memset(&_house_specs, 0, sizeof(_house_specs));
    03422   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
    03423
    03424   /* Reset any overrides that have been set. */
    03425   _house_mngr.ResetOverride();
    03426 }