town_cmd.cpp

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00001 /* $Id: town_cmd.cpp 16355 2009-05-18 20:17:28Z rubidium $ */
00002 
00005 #include "stdafx.h"
00006 #include "openttd.h"
00007 #include "road_type.h"
00008 #include "road_internal.h" /* Cleaning up road bits */
00009 #include "road_cmd.h"
00010 #include "landscape.h"
00011 #include "town_map.h"
00012 #include "viewport_func.h"
00013 #include "command_func.h"
00014 #include "industry.h"
00015 #include "station_base.h"
00016 #include "company_base.h"
00017 #include "news_func.h"
00018 #include "gui.h"
00019 #include "unmovable_map.h"
00020 #include "water_map.h"
00021 #include "variables.h"
00022 #include "slope_func.h"
00023 #include "genworld.h"
00024 #include "newgrf.h"
00025 #include "newgrf_house.h"
00026 #include "newgrf_commons.h"
00027 #include "newgrf_townname.h"
00028 #include "newgrf_text.h"
00029 #include "autoslope.h"
00030 #include "waypoint.h"
00031 #include "transparency.h"
00032 #include "tunnelbridge_map.h"
00033 #include "strings_func.h"
00034 #include "window_func.h"
00035 #include "string_func.h"
00036 #include "newgrf_cargo.h"
00037 #include "oldpool_func.h"
00038 #include "economy_func.h"
00039 #include "station_func.h"
00040 #include "cheat_type.h"
00041 #include "functions.h"
00042 #include "animated_tile_func.h"
00043 #include "date_func.h"
00044 #include "core/smallmap_type.hpp"
00045 
00046 #include "table/strings.h"
00047 #include "table/town_land.h"
00048 
00049 uint _total_towns;
00050 HouseSpec _house_specs[HOUSE_MAX];
00051 
00052 Town *_cleared_town;
00053 int _cleared_town_rating;
00054 
00055 uint32 _cur_town_ctr;     
00056 uint32 _cur_town_iter;    
00057 
00058 /* Initialize the town-pool */
00059 DEFINE_OLD_POOL_GENERIC(Town, Town)
00060 
00061 Town::Town(TileIndex tile)
00062 {
00063   if (tile != INVALID_TILE) _total_towns++;
00064   this->xy = tile;
00065 }
00066 
00067 Town::~Town()
00068 {
00069   free(this->name);
00070 
00071   if (CleaningPool()) return;
00072 
00073   Industry *i;
00074 
00075   /* Delete town authority window
00076    * and remove from list of sorted towns */
00077   DeleteWindowById(WC_TOWN_VIEW, this->index);
00078   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
00079   _total_towns--;
00080 
00081   /* Delete all industries belonging to the town */
00082   FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
00083 
00084   /* Go through all tiles and delete those belonging to the town */
00085   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
00086     switch (GetTileType(tile)) {
00087       case MP_HOUSE:
00088         if (GetTownByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00089         break;
00090 
00091       case MP_ROAD:
00092         /* Cached nearest town is updated later (after this town has been deleted) */
00093         if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->index) {
00094           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00095         }
00096         break;
00097 
00098       case MP_TUNNELBRIDGE:
00099         if (IsTileOwner(tile, OWNER_TOWN) &&
00100             ClosestTownFromTile(tile, UINT_MAX) == this)
00101           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00102         break;
00103 
00104       default:
00105         break;
00106     }
00107   }
00108 
00109   DeleteSubsidyWithTown(this->index);
00110 
00111   MarkWholeScreenDirty();
00112 
00113   this->xy = INVALID_TILE;
00114 
00115   UpdateNearestTownForRoadTiles(false);
00116 }
00117 
00121 void Town::InitializeLayout(TownLayout layout)
00122 {
00123   if (layout != TL_RANDOM) {
00124     this->layout = layout;
00125     return;
00126   }
00127 
00128   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
00129 }
00130 
00131 Money HouseSpec::GetRemovalCost() const
00132 {
00133   return (_price.remove_house * this->removal_cost) >> 8;
00134 }
00135 
00136 // Local
00137 static int _grow_town_result;
00138 
00139 /* Describe the possible states */
00140 enum TownGrowthResult {
00141   GROWTH_SUCCEED         = -1,
00142   GROWTH_SEARCH_STOPPED  =  0
00143 //  GROWTH_SEARCH_RUNNING >=  1
00144 };
00145 
00146 static bool BuildTownHouse(Town *t, TileIndex tile);
00147 
00148 static void TownDrawHouseLift(const TileInfo *ti)
00149 {
00150   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
00151 }
00152 
00153 typedef void TownDrawTileProc(const TileInfo *ti);
00154 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
00155   TownDrawHouseLift
00156 };
00157 
00163 static inline DiagDirection RandomDiagDir()
00164 {
00165   return (DiagDirection)(3 & Random());
00166 }
00167 
00173 static void DrawTile_Town(TileInfo *ti)
00174 {
00175   HouseID house_id = GetHouseType(ti->tile);
00176 
00177   if (house_id >= NEW_HOUSE_OFFSET) {
00178     /* Houses don't necessarily need new graphics. If they don't have a
00179      * spritegroup associated with them, then the sprite for the substitute
00180      * house id is drawn instead. */
00181     if (GetHouseSpecs(house_id)->spritegroup != NULL) {
00182       DrawNewHouseTile(ti, house_id);
00183       return;
00184     } else {
00185       house_id = GetHouseSpecs(house_id)->substitute_id;
00186     }
00187   }
00188 
00189   /* Retrieve pointer to the draw town tile struct */
00190   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
00191 
00192   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00193 
00194   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
00195 
00196   /* If houses are invisible, do not draw the upper part */
00197   if (IsInvisibilitySet(TO_HOUSES)) return;
00198 
00199   /* Add a house on top of the ground? */
00200   SpriteID image = dcts->building.sprite;
00201   if (image != 0) {
00202     AddSortableSpriteToDraw(image, dcts->building.pal,
00203       ti->x + dcts->subtile_x,
00204       ti->y + dcts->subtile_y,
00205       dcts->width,
00206       dcts->height,
00207       dcts->dz,
00208       ti->z,
00209       IsTransparencySet(TO_HOUSES)
00210     );
00211 
00212     if (IsTransparencySet(TO_HOUSES)) return;
00213   }
00214 
00215   {
00216     int proc = dcts->draw_proc - 1;
00217 
00218     if (proc >= 0) _town_draw_tile_procs[proc](ti);
00219   }
00220 }
00221 
00222 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
00223 {
00224   return GetTileMaxZ(tile);
00225 }
00226 
00228 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
00229 {
00230   return FlatteningFoundation(tileh);
00231 }
00232 
00239 static void AnimateTile_Town(TileIndex tile)
00240 {
00241   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
00242     AnimateNewHouseTile(tile);
00243     return;
00244   }
00245 
00246   if (_tick_counter & 3) return;
00247 
00248   /* If the house is not one with a lift anymore, then stop this animating.
00249    * Not exactly sure when this happens, but probably when a house changes.
00250    * Before this was just a return...so it'd leak animated tiles..
00251    * That bug seems to have been here since day 1?? */
00252   if (!(GetHouseSpecs(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
00253     DeleteAnimatedTile(tile);
00254     return;
00255   }
00256 
00257   if (!LiftHasDestination(tile)) {
00258     uint i;
00259 
00260     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
00261      * This is due to the fact that the first floor is, in the graphics,
00262      *  the height of 2 'normal' floors.
00263      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
00264     do {
00265       i = RandomRange(7);
00266     } while (i == 1 || i * 6 == GetLiftPosition(tile));
00267 
00268     SetLiftDestination(tile, i);
00269   }
00270 
00271   int pos = GetLiftPosition(tile);
00272   int dest = GetLiftDestination(tile) * 6;
00273   pos += (pos < dest) ? 1 : -1;
00274   SetLiftPosition(tile, pos);
00275 
00276   if (pos == dest) {
00277     HaltLift(tile);
00278     DeleteAnimatedTile(tile);
00279   }
00280 
00281   MarkTileDirtyByTile(tile);
00282 }
00283 
00290 static bool IsCloseToTown(TileIndex tile, uint dist)
00291 {
00292   const Town *t;
00293 
00294   FOR_ALL_TOWNS(t) {
00295     if (DistanceManhattan(tile, t->xy) < dist) return true;
00296   }
00297   return false;
00298 }
00299 
00308 static void MarkTownSignDirty(Town *t)
00309 {
00310   MarkAllViewportsDirty(
00311     t->sign.left - 6,
00312     t->sign.top - 3,
00313     t->sign.left + t->sign.width_1 * 4 + 12,
00314     t->sign.top + 45
00315   );
00316 }
00317 
00323 void UpdateTownVirtCoord(Town *t)
00324 {
00325   MarkTownSignDirty(t);
00326   Point pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
00327   SetDParam(0, t->index);
00328   SetDParam(1, t->population);
00329   UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
00330     _settings_client.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
00331   MarkTownSignDirty(t);
00332 }
00333 
00335 void UpdateAllTownVirtCoords()
00336 {
00337   Town *t;
00338   FOR_ALL_TOWNS(t) {
00339     UpdateTownVirtCoord(t);
00340   }
00341 }
00342 
00348 static void ChangePopulation(Town *t, int mod)
00349 {
00350   t->population += mod;
00351   InvalidateWindow(WC_TOWN_VIEW, t->index);
00352   UpdateTownVirtCoord(t);
00353 
00354   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
00355 }
00356 
00362 uint32 GetWorldPopulation()
00363 {
00364   uint32 pop = 0;
00365   const Town *t;
00366 
00367   FOR_ALL_TOWNS(t) pop += t->population;
00368   return pop;
00369 }
00370 
00375 static void MakeSingleHouseBigger(TileIndex tile)
00376 {
00377   assert(IsTileType(tile, MP_HOUSE));
00378 
00379   /* means it is completed, get out. */
00380   if (LiftHasDestination(tile)) return;
00381 
00382   /* progress in construction stages */
00383   IncHouseConstructionTick(tile);
00384   if (GetHouseConstructionTick(tile) != 0) return;
00385 
00386   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00387 
00388   /* Check and/or  */
00389   if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
00390     uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00391     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
00392   }
00393 
00394   if (IsHouseCompleted(tile)) {
00395     /* Now that construction is complete, we can add the population of the
00396      * building to the town. */
00397     ChangePopulation(GetTownByTile(tile), hs->population);
00398     ResetHouseAge(tile);
00399   }
00400   MarkTileDirtyByTile(tile);
00401 }
00402 
00406 static void MakeTownHouseBigger(TileIndex tile)
00407 {
00408   uint flags = GetHouseSpecs(GetHouseType(tile))->building_flags;
00409   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
00410   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
00411   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
00412   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
00413 }
00414 
00421 static void TileLoop_Town(TileIndex tile)
00422 {
00423   HouseID house_id = GetHouseType(tile);
00424 
00425   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
00426    * doesn't exist any more, so don't continue here. */
00427   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
00428 
00429   if (!IsHouseCompleted(tile)) {
00430     /* Construction is not completed. See if we can go further in construction*/
00431     MakeTownHouseBigger(tile);
00432     return;
00433   }
00434 
00435   const HouseSpec *hs = GetHouseSpecs(house_id);
00436 
00437   /* If the lift has a destination, it is already an animated tile. */
00438   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
00439       house_id < NEW_HOUSE_OFFSET &&
00440       !LiftHasDestination(tile) &&
00441       Chance16(1, 2)) {
00442     AddAnimatedTile(tile);
00443   }
00444 
00445   Town *t = GetTownByTile(tile);
00446   uint32 r = Random();
00447 
00448   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00449     for (uint i = 0; i < 256; i++) {
00450       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
00451 
00452       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00453 
00454       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
00455       if (cargo == CT_INVALID) continue;
00456 
00457       uint amt = GB(callback, 0, 8);
00458       if (amt == 0) continue;
00459 
00460       uint moved = MoveGoodsToStation(tile, 1, 1, cargo, amt);
00461 
00462       const CargoSpec *cs = GetCargo(cargo);
00463       switch (cs->town_effect) {
00464         case TE_PASSENGERS:
00465           t->new_max_pass += amt;
00466           t->new_act_pass += moved;
00467           break;
00468 
00469         case TE_MAIL:
00470           t->new_max_mail += amt;
00471           t->new_act_mail += moved;
00472           break;
00473 
00474         default:
00475           break;
00476       }
00477     }
00478   } else {
00479     if (GB(r, 0, 8) < hs->population) {
00480       uint amt = GB(r, 0, 8) / 8 + 1;
00481 
00482       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
00483       t->new_max_pass += amt;
00484       t->new_act_pass += MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
00485     }
00486 
00487     if (GB(r, 8, 8) < hs->mail_generation) {
00488       uint amt = GB(r, 8, 8) / 8 + 1;
00489 
00490       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
00491       t->new_max_mail += amt;
00492       t->new_act_mail += MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
00493     }
00494   }
00495 
00496   _current_company = OWNER_TOWN;
00497 
00498   if (hs->building_flags & BUILDING_HAS_1_TILE &&
00499       HasBit(t->flags12, TOWN_IS_FUNDED) &&
00500       CanDeleteHouse(tile) &&
00501       GetHouseAge(tile) >= hs->minimum_life &&
00502       --t->time_until_rebuild == 0) {
00503     t->time_until_rebuild = GB(r, 16, 8) + 192;
00504 
00505     ClearTownHouse(t, tile);
00506 
00507     /* Rebuild with another house? */
00508     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
00509   }
00510 
00511   _current_company = OWNER_NONE;
00512 }
00513 
00518 static bool ClickTile_Town(TileIndex tile)
00519 {
00520   /* not used */
00521   return false;
00522 }
00523 
00524 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
00525 {
00526   if (flags & DC_AUTO) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
00527   if (!CanDeleteHouse(tile)) return CMD_ERROR;
00528 
00529   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00530 
00531   CommandCost cost(EXPENSES_CONSTRUCTION);
00532   cost.AddCost(hs->GetRemovalCost());
00533 
00534   int rating = hs->remove_rating_decrease;
00535   _cleared_town_rating += rating;
00536   Town *t = _cleared_town = GetTownByTile(tile);
00537 
00538   if (IsValidCompanyID(_current_company)) {
00539     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
00540       SetDParam(0, t->index);
00541       return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
00542     }
00543   }
00544 
00545   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
00546   if (flags & DC_EXEC) {
00547     ClearTownHouse(t, tile);
00548   }
00549 
00550   return cost;
00551 }
00552 
00553 static void GetProducedCargo_Town(TileIndex tile, CargoID *b)
00554 {
00555   HouseID house_id = GetHouseType(tile);
00556   const HouseSpec *hs = GetHouseSpecs(house_id);
00557   Town *t = GetTownByTile(tile);
00558 
00559   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00560     for (uint i = 0; i < 256; i++) {
00561       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
00562 
00563       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00564 
00565       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
00566 
00567       if (cargo == CT_INVALID) continue;
00568       *(b++) = cargo;
00569     }
00570   } else {
00571     if (hs->population > 0) {
00572       *(b++) = CT_PASSENGERS;
00573     }
00574     if (hs->mail_generation > 0) {
00575       *(b++) = CT_MAIL;
00576     }
00577   }
00578 }
00579 
00580 static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
00581 {
00582   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00583   CargoID accepts[3];
00584 
00585   /* Set the initial accepted cargo types */
00586   for (uint8 i = 0; i < lengthof(accepts); i++) {
00587     accepts[i] = hs->accepts_cargo[i];
00588   }
00589 
00590   /* Check for custom accepted cargo types */
00591   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
00592     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00593     if (callback != CALLBACK_FAILED) {
00594       /* Replace accepted cargo types with translated values from callback */
00595       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grffile);
00596       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grffile);
00597       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
00598     }
00599   }
00600 
00601   /* Check for custom cargo acceptance */
00602   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
00603     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00604     if (callback != CALLBACK_FAILED) {
00605       if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4);
00606       if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4);
00607       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
00608         /* The 'S' bit indicates food instead of goods */
00609         ac[CT_FOOD] = GB(callback, 8, 4);
00610       } else {
00611         if (accepts[2] != CT_INVALID) ac[accepts[2]] = GB(callback, 8, 4);
00612       }
00613       return;
00614     }
00615   }
00616 
00617   /* No custom acceptance, so fill in with the default values */
00618   for (uint8 i = 0; i < lengthof(accepts); i++) {
00619     if (accepts[i] != CT_INVALID) ac[accepts[i]] = hs->cargo_acceptance[i];
00620   }
00621 }
00622 
00623 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
00624 {
00625   const HouseID house = GetHouseType(tile);
00626   const HouseSpec *hs = GetHouseSpecs(house);
00627   bool house_completed = IsHouseCompleted(tile);
00628 
00629   td->str = hs->building_name;
00630 
00631   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, GetTownByTile(tile), tile);
00632   if (callback_res != CALLBACK_FAILED) {
00633     StringID new_name = GetGRFStringID(hs->grffile->grfid, 0xD000 + callback_res);
00634     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
00635       td->str = new_name;
00636     }
00637   }
00638 
00639   if (!house_completed) {
00640     SetDParamX(td->dparam, 0, td->str);
00641     td->str = STR_2058_UNDER_CONSTRUCTION;
00642   }
00643 
00644   if (hs->grffile != NULL) {
00645     const GRFConfig *gc = GetGRFConfig(hs->grffile->grfid);
00646     td->grf = gc->name;
00647   }
00648 
00649   td->owner[0] = OWNER_TOWN;
00650 }
00651 
00652 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00653 {
00654   /* not used */
00655   return 0;
00656 }
00657 
00658 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
00659 {
00660   /* not used */
00661 }
00662 
00663 static bool GrowTown(Town *t);
00664 
00665 static void TownTickHandler(Town *t)
00666 {
00667   if (HasBit(t->flags12, TOWN_IS_FUNDED)) {
00668     int i = t->grow_counter - 1;
00669     if (i < 0) {
00670       if (GrowTown(t)) {
00671         i = t->growth_rate;
00672       } else {
00673         i = 0;
00674       }
00675     }
00676     t->grow_counter = i;
00677   }
00678 
00679   UpdateTownRadius(t);
00680 }
00681 
00682 void OnTick_Town()
00683 {
00684   if (_game_mode == GM_EDITOR) return;
00685 
00686   Town *t;
00687   FOR_ALL_TOWNS(t) {
00688     /* Run town tick at regular intervals, but not all at once. */
00689     if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
00690       TownTickHandler(t);
00691     }
00692   }
00693 }
00694 
00703 static RoadBits GetTownRoadBits(TileIndex tile)
00704 {
00705   TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD);
00706   RoadBits r = ROAD_NONE;
00707 
00708   if (b == TRACK_BIT_NONE) return r;
00709   if (b & TRACK_BIT_X)     r |= ROAD_X;
00710   if (b & TRACK_BIT_Y)     r |= ROAD_Y;
00711   if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
00712   if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
00713   if (b & TRACK_BIT_LEFT)  r |= ROAD_NW | ROAD_SW;
00714   if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
00715   return r;
00716 }
00717 
00728 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
00729 {
00730   if (!IsValidTile(tile)) return false;
00731 
00732   /* Lookup table for the used diff values */
00733   const TileIndexDiff tid_lt[3] = {
00734     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
00735     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
00736     TileOffsByDiagDir(ReverseDiagDir(dir)),
00737   };
00738 
00739   dist_multi = (dist_multi + 1) * 4;
00740   for (uint pos = 4; pos < dist_multi; pos++) {
00741     /* Go (pos / 4) tiles to the left or the right */
00742     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
00743 
00744     /* Use the current tile as origin, or go one tile backwards */
00745     if (pos & 2) cur += tid_lt[2];
00746 
00747     /* Test for roadbit parallel to dir and facing towards the middle axis */
00748     if (IsValidTile(tile + cur) &&
00749       GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
00750   }
00751   return false;
00752 }
00753 
00762 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
00763 {
00764   if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false;
00765 
00766   Slope cur_slope, desired_slope;
00767 
00768   for (;;) {
00769     /* Check if there already is a road at this point? */
00770     if (GetTownRoadBits(tile) == ROAD_NONE) {
00771       /* No, try if we are able to build a road piece there.
00772        * If that fails clear the land, and if that fails exit.
00773        * This is to make sure that we can build a road here later. */
00774       if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
00775           CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
00776         return false;
00777     }
00778 
00779     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
00780     if (cur_slope == SLOPE_FLAT) {
00781 no_slope:
00782       /* Tile has no slope */
00783       switch (t->layout) {
00784         default: NOT_REACHED();
00785 
00786         case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1)
00787           return !IsNeighborRoadTile(tile, dir, 1);
00788 
00789         case TL_BETTER_ROADS: // Disallow the road if any neighboring tile has a road (distance: 1 and 2).
00790           return !IsNeighborRoadTile(tile, dir, 2);
00791       }
00792     }
00793 
00794     /* If the tile is not a slope in the right direction, then
00795      * maybe terraform some. */
00796     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
00797     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
00798       if (Chance16(1, 8)) {
00799         CommandCost res = CMD_ERROR;
00800         if (!_generating_world && Chance16(1, 10)) {
00801           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
00802           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
00803               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00804         }
00805         if (CmdFailed(res) && Chance16(1, 3)) {
00806           /* We can consider building on the slope, though. */
00807           goto no_slope;
00808         }
00809       }
00810       return false;
00811     }
00812     return true;
00813   }
00814 }
00815 
00816 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
00817 {
00818   assert(tile < MapSize());
00819 
00820   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00821   if (CmdFailed(r) || r.GetCost() >= (_price.terraform + 2) * 8) return false;
00822   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
00823   return true;
00824 }
00825 
00826 static void LevelTownLand(TileIndex tile)
00827 {
00828   assert(tile < MapSize());
00829 
00830   /* Don't terraform if land is plain or if there's a house there. */
00831   if (IsTileType(tile, MP_HOUSE)) return;
00832   Slope tileh = GetTileSlope(tile, NULL);
00833   if (tileh == SLOPE_FLAT) return;
00834 
00835   /* First try up, then down */
00836   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
00837     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
00838   }
00839 }
00840 
00850 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
00851 {
00852   /* align the grid to the downtown */
00853   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
00854   RoadBits rcmd = ROAD_NONE;
00855 
00856   switch (t->layout) {
00857     default: NOT_REACHED();
00858 
00859     case TL_2X2_GRID:
00860       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
00861       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
00862       break;
00863 
00864     case TL_3X3_GRID:
00865       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
00866       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
00867       break;
00868   }
00869 
00870   /* Optimise only X-junctions */
00871   if (rcmd != ROAD_ALL) return rcmd;
00872 
00873   RoadBits rb_template;
00874 
00875   switch (GetTileSlope(tile, NULL)) {
00876     default:       rb_template = ROAD_ALL; break;
00877     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
00878     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
00879     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
00880     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
00881     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
00882     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
00883     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
00884     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
00885     case SLOPE_STEEP_W:
00886     case SLOPE_STEEP_S:
00887     case SLOPE_STEEP_E:
00888     case SLOPE_STEEP_N:
00889       rb_template = ROAD_NONE;
00890       break;
00891   }
00892 
00893   /* Stop if the template is compatible to the growth dir */
00894   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
00895   /* If not generate a straight road in the direction of the growth */
00896   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
00897 }
00898 
00909 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
00910 {
00911   /* We can't look further than that. */
00912   if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
00913 
00914   uint counter = 0; // counts the house neighbor tiles
00915 
00916   /* Check the tiles E,N,W and S of the current tile for houses */
00917   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
00918 
00919     if (IsTileType(TileAddByDiagDir(tile, dir), MP_HOUSE)) counter++;
00920 
00921     /* If there are enough neighbors stop here */
00922     if (counter >= 3) {
00923       if (BuildTownHouse(t, tile)) {
00924         _grow_town_result = GROWTH_SUCCEED;
00925         return true;
00926       }
00927       return false;
00928     }
00929   }
00930   return false;
00931 }
00932 
00941 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
00942 {
00943   if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
00944     _grow_town_result = GROWTH_SUCCEED;
00945     return true;
00946   }
00947   return false;
00948 }
00949 
00960 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
00961 {
00962   assert(bridge_dir < DIAGDIR_END);
00963 
00964   const Slope slope = GetTileSlope(tile, NULL);
00965   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
00966 
00967   /* Make sure the direction is compatible with the slope.
00968    * Well we check if the slope has an up bit set in the
00969    * reverse direction. */
00970   if (HASBITS(slope, InclinedSlope(bridge_dir))) return false;
00971 
00972   /* Assure that the bridge is connectable to the start side */
00973   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
00974 
00975   /* We are in the right direction */
00976   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
00977   TileIndex bridge_tile = tile; // Used to store the other waterside
00978 
00979   const int delta = TileOffsByDiagDir(bridge_dir);
00980   do {
00981     if (bridge_length++ >= 11) {
00982       /* Max 11 tile long bridges */
00983       return false;
00984     }
00985     bridge_tile += delta;
00986   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
00987 
00988   /* no water tiles in between? */
00989   if (bridge_length == 1) return false;
00990 
00991   for (uint8 times = 0; times <= 22; times++) {
00992     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
00993 
00994     /* Can we actually build the bridge? */
00995     if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE))) {
00996       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
00997       _grow_town_result = GROWTH_SUCCEED;
00998       return true;
00999     }
01000   }
01001   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
01002   return false;
01003 }
01004 
01022 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
01023 {
01024   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
01025   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
01026 
01027   assert(tile < MapSize());
01028 
01029   if (cur_rb == ROAD_NONE) {
01030     /* Tile has no road. First reset the status counter
01031      * to say that this is the last iteration. */
01032     _grow_town_result = GROWTH_SEARCH_STOPPED;
01033 
01034     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01035 
01036     /* Remove hills etc */
01037     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
01038 
01039     /* Is a road allowed here? */
01040     switch (t1->layout) {
01041       default: NOT_REACHED();
01042 
01043       case TL_3X3_GRID:
01044       case TL_2X2_GRID:
01045         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01046         if (rcmd == ROAD_NONE) return;
01047         break;
01048 
01049       case TL_BETTER_ROADS:
01050       case TL_ORIGINAL:
01051         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
01052 
01053         DiagDirection source_dir = ReverseDiagDir(target_dir);
01054 
01055         if (Chance16(1, 4)) {
01056           /* Randomize a new target dir */
01057           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
01058         }
01059 
01060         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
01061           /* A road is not allowed to continue the randomized road,
01062            *  return if the road we're trying to build is curved. */
01063           if (target_dir != ReverseDiagDir(source_dir)) return;
01064 
01065           /* Return if neither side of the new road is a house */
01066           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
01067               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
01068             return;
01069           }
01070 
01071           /* That means that the road is only allowed if there is a house
01072            *  at any side of the new road. */
01073         }
01074 
01075         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
01076         break;
01077     }
01078 
01079   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
01080     /* Continue building on a partial road.
01081      * Should be allways OK, so we only generate
01082      * the fitting RoadBits */
01083     _grow_town_result = GROWTH_SEARCH_STOPPED;
01084 
01085     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01086 
01087     switch (t1->layout) {
01088       default: NOT_REACHED();
01089 
01090       case TL_3X3_GRID:
01091       case TL_2X2_GRID:
01092         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01093         break;
01094 
01095       case TL_BETTER_ROADS:
01096       case TL_ORIGINAL:
01097         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
01098         break;
01099     }
01100   } else {
01101     bool allow_house = true; // Value which decides if we want to construct a house
01102 
01103     /* Reached a tunnel/bridge? Then continue at the other side of it. */
01104     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01105       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
01106         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
01107       }
01108       return;
01109     }
01110 
01111     /* Possibly extend the road in a direction.
01112      * Randomize a direction and if it has a road, bail out. */
01113     target_dir = RandomDiagDir();
01114     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
01115 
01116     /* This is the tile we will reach if we extend to this direction. */
01117     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
01118 
01119     /* Don't walk into water. */
01120     if (IsWaterTile(house_tile)) return;
01121 
01122     if (!IsValidTile(house_tile) || !IsValidTile(house_tile + TileOffsByDiagDir(target_dir))) return;
01123 
01124     if (_settings_game.economy.allow_town_roads || _generating_world) {
01125       switch (t1->layout) {
01126         default: NOT_REACHED();
01127 
01128         case TL_3X3_GRID: // Use 2x2 grid afterwards!
01129           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01130           /* FALL THROUGH */
01131 
01132         case TL_2X2_GRID:
01133           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
01134           allow_house = (rcmd == ROAD_NONE);
01135           break;
01136 
01137         case TL_BETTER_ROADS: // Use original afterwards!
01138           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01139           /* FALL THROUGH */
01140 
01141         case TL_ORIGINAL:
01142           /* Allow a house at the edge. 60% chance or
01143            * always ok if no road allowed. */
01144           rcmd = DiagDirToRoadBits(target_dir);
01145           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
01146           break;
01147       }
01148     }
01149 
01150     if (allow_house) {
01151       /* Build a house, but not if there already is a house there. */
01152       if (!IsTileType(house_tile, MP_HOUSE)) {
01153         /* Level the land if possible */
01154         if (Chance16(1, 6)) LevelTownLand(house_tile);
01155 
01156         /* And build a house.
01157          * Set result to -1 if we managed to build it. */
01158         if (BuildTownHouse(t1, house_tile)) {
01159           _grow_town_result = GROWTH_SUCCEED;
01160         }
01161       }
01162       return;
01163     }
01164 
01165     _grow_town_result = GROWTH_SEARCH_STOPPED;
01166   }
01167 
01168   /* Return if a water tile */
01169   if (IsWaterTile(tile)) return;
01170 
01171   /* Make the roads look nicer */
01172   rcmd = CleanUpRoadBits(tile, rcmd);
01173   if (rcmd == ROAD_NONE) return;
01174 
01175   /* Only use the target direction for bridges to ensure they're connected.
01176    * The target_dir is as computed previously according to town layout, so
01177    * it will match it perfectly. */
01178   if (GrowTownWithBridge(t1, tile, target_dir)) return;
01179 
01180   GrowTownWithRoad(t1, tile, rcmd);
01181 }
01182 
01188 static int GrowTownAtRoad(Town *t, TileIndex tile)
01189 {
01190   /* Special case.
01191    * @see GrowTownInTile Check the else if
01192    */
01193   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
01194 
01195   assert(tile < MapSize());
01196 
01197   /* Number of times to search.
01198    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
01199    * them a little handicap. */
01200   switch (t->layout) {
01201     case TL_BETTER_ROADS:
01202       _grow_town_result = 10 + t->num_houses * 2 / 9;
01203       break;
01204 
01205     case TL_3X3_GRID:
01206     case TL_2X2_GRID:
01207       _grow_town_result = 10 + t->num_houses * 1 / 9;
01208       break;
01209 
01210     default:
01211       _grow_town_result = 10 + t->num_houses * 4 / 9;
01212       break;
01213   }
01214 
01215   do {
01216     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
01217 
01218     /* Try to grow the town from this point */
01219     GrowTownInTile(&tile, cur_rb, target_dir, t);
01220 
01221     /* Exclude the source position from the bitmask
01222      * and return if no more road blocks available */
01223     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
01224     if (cur_rb == ROAD_NONE)
01225       return _grow_town_result;
01226 
01227     /* Select a random bit from the blockmask, walk a step
01228      * and continue the search from there. */
01229     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
01230     tile = TileAddByDiagDir(tile, target_dir);
01231 
01232     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
01233       /* Don't allow building over roads of other cities */
01234       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && GetTownByTile(tile) != t) {
01235         _grow_town_result = GROWTH_SUCCEED;
01236       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
01237         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
01238          * owner :) (happy happy happy road now) */
01239         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
01240         SetTownIndex(tile, t->index);
01241       }
01242     }
01243 
01244     /* Max number of times is checked. */
01245   } while (--_grow_town_result >= 0);
01246 
01247   return (_grow_town_result == -2);
01248 }
01249 
01257 static RoadBits GenRandomRoadBits()
01258 {
01259   uint32 r = Random();
01260   uint a = GB(r, 0, 2);
01261   uint b = GB(r, 8, 2);
01262   if (a == b) b ^= 2;
01263   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
01264 }
01265 
01270 static bool GrowTown(Town *t)
01271 {
01272   static const TileIndexDiffC _town_coord_mod[] = {
01273     {-1,  0},
01274     { 1,  1},
01275     { 1, -1},
01276     {-1, -1},
01277     {-1,  0},
01278     { 0,  2},
01279     { 2,  0},
01280     { 0, -2},
01281     {-1, -1},
01282     {-2,  2},
01283     { 2,  2},
01284     { 2, -2},
01285     { 0,  0}
01286   };
01287 
01288   /* Current "company" is a town */
01289   CompanyID old_company = _current_company;
01290   _current_company = OWNER_TOWN;
01291 
01292   TileIndex tile = t->xy; // The tile we are working with ATM
01293 
01294   /* Find a road that we can base the construction on. */
01295   const TileIndexDiffC *ptr;
01296   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01297     if (GetTownRoadBits(tile) != ROAD_NONE) {
01298       int r = GrowTownAtRoad(t, tile);
01299       _current_company = old_company;
01300       return r != 0;
01301     }
01302     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01303   }
01304 
01305   /* No road available, try to build a random road block by
01306    * clearing some land and then building a road there. */
01307   tile = t->xy;
01308   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01309     /* Only work with plain land that not already has a house */
01310     if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
01311       if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) {
01312         DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
01313         _current_company = old_company;
01314         return true;
01315       }
01316     }
01317     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01318   }
01319 
01320   _current_company = old_company;
01321   return false;
01322 }
01323 
01324 void UpdateTownRadius(Town *t)
01325 {
01326   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
01327     {  4,  0,  0,  0,  0}, // 0
01328     { 16,  0,  0,  0,  0},
01329     { 25,  0,  0,  0,  0},
01330     { 36,  0,  0,  0,  0},
01331     { 49,  0,  4,  0,  0},
01332     { 64,  0,  4,  0,  0}, // 20
01333     { 64,  0,  9,  0,  1},
01334     { 64,  0,  9,  0,  4},
01335     { 64,  0, 16,  0,  4},
01336     { 81,  0, 16,  0,  4},
01337     { 81,  0, 16,  0,  4}, // 40
01338     { 81,  0, 25,  0,  9},
01339     { 81, 36, 25,  0,  9},
01340     { 81, 36, 25, 16,  9},
01341     { 81, 49,  0, 25,  9},
01342     { 81, 64,  0, 25,  9}, // 60
01343     { 81, 64,  0, 36,  9},
01344     { 81, 64,  0, 36, 16},
01345     {100, 81,  0, 49, 16},
01346     {100, 81,  0, 49, 25},
01347     {121, 81,  0, 49, 25}, // 80
01348     {121, 81,  0, 49, 25},
01349     {121, 81,  0, 49, 36}, // 88
01350   };
01351 
01352   if (t->num_houses < 92) {
01353     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
01354   } else {
01355     int mass = t->num_houses / 8;
01356     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
01357      * The offsets are to make sure the radii do not decrease in size when going from the table
01358      * to the calculated value.*/
01359     t->squared_town_zone_radius[0] = mass * 15 - 40;
01360     t->squared_town_zone_radius[1] = mass * 9 - 15;
01361     t->squared_town_zone_radius[2] = 0;
01362     t->squared_town_zone_radius[3] = mass * 5 - 5;
01363     t->squared_town_zone_radius[4] = mass * 3 + 5;
01364   }
01365 }
01366 
01367 extern int _nb_orig_names;
01368 
01373 struct TownNameParams {
01374   uint32 grfid;        
01375   uint16 townnametype; 
01376   bool grf;            
01377 
01378   TownNameParams(byte town_name)
01379   {
01380     this->grf = town_name >= _nb_orig_names;
01381     this->grfid = this->grf ? GetGRFTownNameId(town_name - _nb_orig_names) : 0;
01382     this->townnametype = this->grf ? GetGRFTownNameType(town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + town_name;
01383   }
01384 };
01385 
01392 static bool VerifyTownName(uint32 r, const TownNameParams *par)
01393 {
01394   /* reserve space for extra unicode character and terminating '\0' */
01395   char buf1[MAX_LENGTH_TOWN_NAME_BYTES + 4 + 1];
01396   char buf2[MAX_LENGTH_TOWN_NAME_BYTES + 4 + 1];
01397 
01398   SetDParam(0, r);
01399   if (par->grf && par->grfid != 0) {
01400     GRFTownNameGenerate(buf1, par->grfid, par->townnametype, r, lastof(buf1));
01401   } else {
01402     GetString(buf1, par->townnametype, lastof(buf1));
01403   }
01404 
01405   /* Check size and width */
01406   if (strlen(buf1) >= MAX_LENGTH_TOWN_NAME_BYTES) return false;
01407 
01408   const Town *t;
01409   FOR_ALL_TOWNS(t) {
01410     /* We can't just compare the numbers since
01411      * several numbers may map to a single name. */
01412     SetDParam(0, t->index);
01413     GetString(buf2, STR_TOWN, lastof(buf2));
01414     if (strcmp(buf1, buf2) == 0) return false;
01415   }
01416 
01417   return true;
01418 }
01419 
01425 bool GenerateTownName(uint32 *townnameparts)
01426 {
01427   /* Do not set too low tries, since when we run out of names, we loop
01428    * for #tries only one time anyway - then we stop generating more
01429    * towns. Do not show it too high neither, since looping through all
01430    * the other towns may take considerable amount of time (10000 is
01431    * too much). */
01432   int tries = 1000;
01433   TownNameParams par(_settings_game.game_creation.town_name);
01434 
01435   assert(townnameparts != NULL);
01436 
01437   for (;;) {
01438     uint32 r = InteractiveRandom();
01439 
01440     if (!VerifyTownName(r, &par)) {
01441       if (tries-- < 0) return false;
01442       continue;
01443     }
01444 
01445     *townnameparts = r;
01446     return true;
01447   }
01448 }
01449 
01450 void UpdateTownMaxPass(Town *t)
01451 {
01452   t->max_pass = t->population >> 3;
01453   t->max_mail = t->population >> 4;
01454 }
01455 
01465 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
01466 {
01467   t->xy = tile;
01468   t->num_houses = 0;
01469   t->time_until_rebuild = 10;
01470   UpdateTownRadius(t);
01471   t->flags12 = 0;
01472   t->population = 0;
01473   t->grow_counter = 0;
01474   t->growth_rate = 250;
01475   t->new_max_pass = 0;
01476   t->new_max_mail = 0;
01477   t->new_act_pass = 0;
01478   t->new_act_mail = 0;
01479   t->max_pass = 0;
01480   t->max_mail = 0;
01481   t->act_pass = 0;
01482   t->act_mail = 0;
01483 
01484   t->pct_pass_transported = 0;
01485   t->pct_mail_transported = 0;
01486   t->fund_buildings_months = 0;
01487   t->new_act_food = 0;
01488   t->new_act_water = 0;
01489   t->act_food = 0;
01490   t->act_water = 0;
01491 
01492   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
01493 
01494   t->have_ratings = 0;
01495   t->exclusivity = INVALID_COMPANY;
01496   t->exclusive_counter = 0;
01497   t->statues = 0;
01498 
01499   if (_settings_game.game_creation.town_name < _nb_orig_names) {
01500     /* Original town name */
01501     t->townnamegrfid = 0;
01502     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
01503   } else {
01504     /* Newgrf town name */
01505     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
01506     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
01507   }
01508   t->townnameparts = townnameparts;
01509 
01510   UpdateTownVirtCoord(t);
01511   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
01512 
01513   t->InitializeLayout(layout);
01514 
01515   t->larger_town = city;
01516 
01517   int x = (int)size * 16 + 3;
01518   if (size == TS_RANDOM) x = (Random() & 0xF) + 8;
01519   if (city) x *= _settings_game.economy.initial_city_size;
01520 
01521   t->num_houses += x;
01522   UpdateTownRadius(t);
01523 
01524   int i = x * 4;
01525   do {
01526     GrowTown(t);
01527   } while (--i);
01528 
01529   t->num_houses -= x;
01530   UpdateTownRadius(t);
01531   UpdateTownMaxPass(t);
01532   UpdateAirportsNoise();
01533 }
01534 
01545 CommandCost CmdBuildTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01546 {
01547   /* Only in the scenario editor */
01548   if (_game_mode != GM_EDITOR) return CMD_ERROR;
01549 
01550   TownSize size = (TownSize)GB(p1, 0, 2);
01551   bool city = HasBit(p1, 2);
01552   TownLayout layout = (TownLayout)GB(p1, 3, 3);
01553   TownNameParams par(_settings_game.game_creation.town_name);
01554   uint32 townnameparts = p2;
01555 
01556   if (size > TS_RANDOM) return CMD_ERROR;
01557   if (layout > TL_RANDOM) return CMD_ERROR;
01558   if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
01559 
01560   /* Check if too close to the edge of map */
01561   if (DistanceFromEdge(tile) < 12) {
01562     return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
01563   }
01564 
01565   /* Check distance to all other towns. */
01566   if (IsCloseToTown(tile, 20)) {
01567     return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
01568   }
01569 
01570   /* Can only build on clear flat areas, possibly with trees. */
01571   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
01572     return_cmd_error(STR_0239_SITE_UNSUITABLE);
01573   }
01574 
01575   /* Allocate town struct */
01576   if (!Town::CanAllocateItem()) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
01577 
01578   /* Create the town */
01579   if (flags & DC_EXEC) {
01580     Town *t = new Town(tile);
01581     _generating_world = true;
01582     UpdateNearestTownForRoadTiles(true);
01583     DoCreateTown(t, tile, townnameparts, size, city, layout);
01584     UpdateNearestTownForRoadTiles(false);
01585     _generating_world = false;
01586   }
01587   return CommandCost();
01588 }
01589 
01590 Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout)
01591 {
01592   if (!Town::CanAllocateItem()) return NULL;
01593 
01594   do {
01595     /* Generate a tile index not too close from the edge */
01596     TileIndex tile = RandomTile();
01597     switch (layout) {
01598       case TL_2X2_GRID:
01599         tile = TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
01600         break;
01601       case TL_3X3_GRID:
01602         tile = TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
01603         break;
01604       default: break;
01605     }
01606     if (DistanceFromEdge(tile) < 20) continue;
01607 
01608     /* Make sure the tile is plain */
01609     if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
01610 
01611     /* Check not too close to a town */
01612     if (IsCloseToTown(tile, 20)) continue;
01613 
01614     uint32 townnameparts;
01615 
01616     /* Get a unique name for the town. */
01617     if (!GenerateTownName(&townnameparts)) break;
01618 
01619     /* Allocate a town struct */
01620     Town *t = new Town(tile);
01621 
01622     DoCreateTown(t, tile, townnameparts, size, city, layout);
01623     return t;
01624   } while (--attempts != 0);
01625 
01626   return NULL;
01627 }
01628 
01629 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
01630 
01631 bool GenerateTowns(TownLayout layout)
01632 {
01633   uint num = 0;
01634   uint difficulty = _settings_game.difficulty.number_towns;
01635   uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
01636 
01637   SetGeneratingWorldProgress(GWP_TOWN, n);
01638 
01639   do {
01640     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
01641     IncreaseGeneratingWorldProgress(GWP_TOWN);
01642     /* try 20 times to create a random-sized town for the first loop. */
01643     if (CreateRandomTown(20, TS_RANDOM, city, layout) != NULL) num++;
01644   } while (--n);
01645 
01646   /* give it a last try, but now more aggressive */
01647   if (num == 0 && CreateRandomTown(10000, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) == NULL) {
01648     if (GetNumTowns() == 0) {
01649       if (_game_mode != GM_EDITOR) {
01650         extern StringID _switch_mode_errorstr;
01651         _switch_mode_errorstr = STR_COULD_NOT_CREATE_TOWN;
01652       }
01653 
01654       return false;
01655     }
01656   }
01657 
01658   return true;
01659 }
01660 
01661 
01667 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
01668 {
01669   uint dist = DistanceSquare(tile, t->xy);
01670 
01671   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
01672 
01673   HouseZonesBits smallest = HZB_TOWN_EDGE;
01674   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
01675     if (dist < t->squared_town_zone_radius[i]) smallest = i;
01676   }
01677 
01678   return smallest;
01679 }
01680 
01691 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
01692 {
01693   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
01694 
01695   assert(CmdSucceeded(cc));
01696 
01697   IncreaseBuildingCount(t, type);
01698   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
01699   if (GetHouseSpecs(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
01700 
01701   MarkTileDirtyByTile(tile);
01702 }
01703 
01704 
01715 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
01716 {
01717   BuildingFlags size = GetHouseSpecs(type)->building_flags;
01718 
01719   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
01720   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
01721   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
01722   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
01723 }
01724 
01725 
01734 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
01735 {
01736   /* cannot build on these slopes... */
01737   Slope slope = GetTileSlope(tile, NULL);
01738   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
01739 
01740   /* building under a bridge? */
01741   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
01742 
01743   /* do not try to build over house owned by another town */
01744   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
01745 
01746   /* can we clear the land? */
01747   return CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
01748 }
01749 
01750 
01760 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
01761 {
01762   if (!CanBuildHouseHere(tile, town, noslope)) return false;
01763 
01764   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
01765   if (GetTileMaxZ(tile) != z) return false;
01766 
01767   return true;
01768 }
01769 
01770 
01780 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
01781 {
01782   /* we need to check this tile too because we can be at different tile now */
01783   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01784 
01785   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
01786     tile += TileOffsByDiagDir(d);
01787     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01788   }
01789 
01790   return true;
01791 }
01792 
01793 
01801 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
01802 {
01803   /* Allow towns everywhere when we don't build roads */
01804   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01805 
01806   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
01807 
01808   switch (t->layout) {
01809     case TL_2X2_GRID:
01810       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
01811       break;
01812 
01813     case TL_3X3_GRID:
01814       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
01815       break;
01816 
01817     default:
01818       break;
01819   }
01820 
01821   return true;
01822 }
01823 
01824 
01832 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
01833 {
01834   /* Allow towns everywhere when we don't build roads */
01835   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01836 
01837   /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
01838    * so to do only one memory access, use MapSize() */
01839   uint dx = MapSize() + TileX(t->xy) - TileX(tile);
01840   uint dy = MapSize() + TileY(t->xy) - TileY(tile);
01841 
01842   switch (t->layout) {
01843     case TL_2X2_GRID:
01844       if ((dx % 3) != 0 || (dy % 3) != 0) return false;
01845       break;
01846 
01847     case TL_3X3_GRID:
01848       if ((dx % 4) < 2 || (dy % 4) < 2) return false;
01849       break;
01850 
01851     default:
01852       break;
01853   }
01854 
01855   return true;
01856 }
01857 
01858 
01868 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
01869 {
01870   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
01871 
01872   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
01873   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
01874 
01875   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
01876   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
01877     *tile = tile2;
01878     return true;
01879   }
01880 
01881   return false;
01882 }
01883 
01884 
01893 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
01894 {
01895   TileIndex tile2 = *tile;
01896 
01897   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
01898     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
01899       *tile = tile2;
01900       return true;
01901     }
01902     if (d == DIAGDIR_END) break;
01903     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
01904   }
01905 
01906   return false;
01907 }
01908 
01909 
01916 static bool BuildTownHouse(Town *t, TileIndex tile)
01917 {
01918   /* forbidden building here by town layout */
01919   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
01920 
01921   /* no house allowed at all, bail out */
01922   if (!CanBuildHouseHere(tile, t->index, false)) return false;
01923 
01924   uint z;
01925   Slope slope = GetTileSlope(tile, &z);
01926 
01927   /* Get the town zone type of the current tile, as well as the climate.
01928    * This will allow to easily compare with the specs of the new house to build */
01929   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
01930 
01931   /* Above snow? */
01932   int land = _settings_game.game_creation.landscape;
01933   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
01934 
01935   uint bitmask = (1 << rad) + (1 << (land + 12));
01936 
01937   /* bits 0-4 are used
01938    * bits 11-15 are used
01939    * bits 5-10 are not used. */
01940   HouseID houses[HOUSE_MAX];
01941   uint num = 0;
01942   uint probs[HOUSE_MAX];
01943   uint probability_max = 0;
01944 
01945   /* Generate a list of all possible houses that can be built. */
01946   for (uint i = 0; i < HOUSE_MAX; i++) {
01947     const HouseSpec *hs = GetHouseSpecs(i);
01948 
01949     /* Verify that the candidate house spec matches the current tile status */
01950     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled) continue;
01951 
01952     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
01953     if (hs->class_id != HOUSE_NO_CLASS) {
01954       /* id_count is always <= class_count, so it doesn't need to be checked */
01955       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
01956     } else {
01957       /* If the house has no class, check id_count instead */
01958       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
01959     }
01960 
01961     /* Without NewHouses, all houses have probability '1' */
01962     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
01963     probability_max += cur_prob;
01964     probs[num] = cur_prob;
01965     houses[num++] = (HouseID)i;
01966   }
01967 
01968   uint maxz = GetTileMaxZ(tile);
01969 
01970   while (probability_max > 0) {
01971     uint r = RandomRange(probability_max);
01972     uint i;
01973     for (i = 0; i < num; i++) {
01974       if (probs[i] > r) break;
01975       r -= probs[i];
01976     }
01977 
01978     HouseID house = houses[i];
01979     probability_max -= probs[i];
01980 
01981     /* remove tested house from the set */
01982     num--;
01983     houses[i] = houses[num];
01984     probs[i] = probs[num];
01985 
01986     const HouseSpec *hs = GetHouseSpecs(house);
01987 
01988     if (_loaded_newgrf_features.has_newhouses) {
01989       if (hs->override != 0) {
01990         house = hs->override;
01991         hs = GetHouseSpecs(house);
01992       }
01993 
01994       if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world && _game_mode != GM_EDITOR) continue;
01995     }
01996 
01997     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
01998 
01999     /* Special houses that there can be only one of. */
02000     uint oneof = 0;
02001 
02002     if (hs->building_flags & BUILDING_IS_CHURCH) {
02003       SetBit(oneof, TOWN_HAS_CHURCH);
02004     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02005       SetBit(oneof, TOWN_HAS_STADIUM);
02006     }
02007 
02008     if (HASBITS(t->flags12, oneof)) continue;
02009 
02010     /* Make sure there is no slope? */
02011     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
02012     if (noslope && slope != SLOPE_FLAT) continue;
02013 
02014     if (hs->building_flags & TILE_SIZE_2x2) {
02015       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
02016     } else if (hs->building_flags & TILE_SIZE_2x1) {
02017       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
02018     } else if (hs->building_flags & TILE_SIZE_1x2) {
02019       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
02020     } else {
02021       /* 1x1 house checks are already done */
02022     }
02023 
02024     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
02025       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
02026       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
02027     }
02028 
02029     /* build the house */
02030     t->num_houses++;
02031 
02032     /* Special houses that there can be only one of. */
02033     t->flags12 |= oneof;
02034 
02035     byte construction_counter = 0;
02036     byte construction_stage = 0;
02037 
02038     if (_generating_world || _game_mode == GM_EDITOR) {
02039       uint32 r = Random();
02040 
02041       construction_stage = TOWN_HOUSE_COMPLETED;
02042       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
02043 
02044       if (construction_stage == TOWN_HOUSE_COMPLETED) {
02045         ChangePopulation(t, hs->population);
02046       } else {
02047         construction_counter = GB(r, 2, 2);
02048       }
02049     }
02050 
02051     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
02052 
02053     return true;
02054   }
02055 
02056   return false;
02057 }
02058 
02065 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
02066 {
02067   assert(IsTileType(tile, MP_HOUSE));
02068   DecreaseBuildingCount(t, house);
02069   DoClearSquare(tile);
02070   DeleteAnimatedTile(tile);
02071 }
02072 
02080 TileIndexDiff GetHouseNorthPart(HouseID &house)
02081 {
02082   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
02083     if (GetHouseSpecs(house - 1)->building_flags & TILE_SIZE_2x1) {
02084       house--;
02085       return TileDiffXY(-1, 0);
02086     } else if (GetHouseSpecs(house - 1)->building_flags & BUILDING_2_TILES_Y) {
02087       house--;
02088       return TileDiffXY(0, -1);
02089     } else if (GetHouseSpecs(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
02090       house -= 2;
02091       return TileDiffXY(-1, 0);
02092     } else if (GetHouseSpecs(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
02093       house -= 3;
02094       return TileDiffXY(-1, -1);
02095     }
02096   }
02097   return 0;
02098 }
02099 
02100 void ClearTownHouse(Town *t, TileIndex tile)
02101 {
02102   assert(IsTileType(tile, MP_HOUSE));
02103 
02104   HouseID house = GetHouseType(tile);
02105 
02106   /* need to align the tile to point to the upper left corner of the house */
02107   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
02108 
02109   const HouseSpec *hs = GetHouseSpecs(house);
02110 
02111   /* Remove population from the town if the house is finished. */
02112   if (IsHouseCompleted(tile)) {
02113     ChangePopulation(t, -hs->population);
02114   }
02115 
02116   t->num_houses--;
02117 
02118   /* Clear flags for houses that only may exist once/town. */
02119   if (hs->building_flags & BUILDING_IS_CHURCH) {
02120     ClrBit(t->flags12, TOWN_HAS_CHURCH);
02121   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02122     ClrBit(t->flags12, TOWN_HAS_STADIUM);
02123   }
02124 
02125   /* Do the actual clearing of tiles */
02126   uint eflags = hs->building_flags;
02127   DoClearTownHouseHelper(tile, t, house);
02128   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
02129   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
02130   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
02131 }
02132 
02133 static bool IsUniqueTownName(const char *name)
02134 {
02135   const Town *t;
02136 
02137   FOR_ALL_TOWNS(t) {
02138     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
02139   }
02140 
02141   return true;
02142 }
02143 
02150 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02151 {
02152   if (!IsValidTownID(p1)) return CMD_ERROR;
02153 
02154   bool reset = StrEmpty(text);
02155 
02156   if (!reset) {
02157     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
02158     if (!IsUniqueTownName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
02159   }
02160 
02161   if (flags & DC_EXEC) {
02162     Town *t = GetTown(p1);
02163 
02164     free(t->name);
02165     t->name = reset ? NULL : strdup(text);
02166 
02167     UpdateTownVirtCoord(t);
02168     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
02169     UpdateAllStationVirtCoord();
02170     UpdateAllWaypointSigns();
02171     MarkWholeScreenDirty();
02172   }
02173   return CommandCost();
02174 }
02175 
02177 void ExpandTown(Town *t)
02178 {
02179   /* Warn the users if towns are not allowed to build roads,
02180    * but do this only onces per openttd run. */
02181   static bool warned_no_roads = false;
02182   if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
02183     ShowErrorMessage(INVALID_STRING_ID, STR_TOWN_EXPAND_WARN_NO_ROADS, 0, 0);
02184     warned_no_roads = true;
02185   }
02186 
02187   /* The more houses, the faster we grow */
02188   uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
02189   t->num_houses += amount;
02190   UpdateTownRadius(t);
02191 
02192   uint n = amount * 10;
02193   do GrowTown(t); while (--n);
02194 
02195   t->num_houses -= amount;
02196   UpdateTownRadius(t);
02197 
02198   UpdateTownMaxPass(t);
02199 }
02200 
02201 extern const byte _town_action_costs[8] = {
02202   2, 4, 9, 35, 48, 53, 117, 175
02203 };
02204 
02205 static void TownActionAdvertiseSmall(Town *t)
02206 {
02207   ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
02208 }
02209 
02210 static void TownActionAdvertiseMedium(Town *t)
02211 {
02212   ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
02213 }
02214 
02215 static void TownActionAdvertiseLarge(Town *t)
02216 {
02217   ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
02218 }
02219 
02220 static void TownActionRoadRebuild(Town *t)
02221 {
02222   t->road_build_months = 6;
02223 
02224   char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
02225   SetDParam(0, _current_company);
02226   GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
02227 
02228   char *cn = strdup(company_name);
02229   SetDParam(0, t->index);
02230   SetDParamStr(1, cn);
02231 
02232   AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING, NS_GENERAL, t->xy, 0, cn);
02233 }
02234 
02235 static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
02236 {
02237   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
02238   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
02239   /* Don't build statues under bridges. */
02240   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
02241 
02242   if (!IsTileType(tile, MP_HOUSE) &&
02243       !IsTileType(tile, MP_CLEAR) &&
02244       !IsTileType(tile, MP_TREES)) {
02245     return false;
02246   }
02247 
02248   CompanyID old = _current_company;
02249   _current_company = OWNER_NONE;
02250   CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
02251   _current_company = old;
02252 
02253   if (CmdFailed(r)) return false;
02254 
02255   MakeStatue(tile, _current_company, town_id);
02256   MarkTileDirtyByTile(tile);
02257 
02258   return true;
02259 }
02260 
02267 static bool SearchTileForStatue(TileIndex tile, void *user_data)
02268 {
02269   TownID *town_id = (TownID *)user_data;
02270   return DoBuildStatueOfCompany(tile, *town_id);
02271 }
02272 
02278 static void TownActionBuildStatue(Town *t)
02279 {
02280   TileIndex tile = t->xy;
02281 
02282   if (CircularTileSearch(&tile, 9, SearchTileForStatue, &t->index)) {
02283     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town
02284   }
02285 }
02286 
02287 static void TownActionFundBuildings(Town *t)
02288 {
02289   /* Build next tick */
02290   t->grow_counter = 1;
02291   /* If we were not already growing */
02292   SetBit(t->flags12, TOWN_IS_FUNDED);
02293   /* And grow for 3 months */
02294   t->fund_buildings_months = 3;
02295 }
02296 
02297 static void TownActionBuyRights(Town *t)
02298 {
02299   /* Check if it's allowed to by the rights */
02300   if (!_settings_game.economy.exclusive_rights) return;
02301 
02302   t->exclusive_counter = 12;
02303   t->exclusivity = _current_company;
02304 
02305   ModifyStationRatingAround(t->xy, _current_company, 130, 17);
02306 }
02307 
02308 static void TownActionBribe(Town *t)
02309 {
02310   if (Chance16(1, 14)) {
02311     /* set as unwanted for 6 months */
02312     t->unwanted[_current_company] = 6;
02313 
02314     /* set all close by station ratings to 0 */
02315     Station *st;
02316     FOR_ALL_STATIONS(st) {
02317       if (st->town == t && st->owner == _current_company) {
02318         for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
02319       }
02320     }
02321 
02322     /* only show errormessage to the executing player. All errors are handled command.c
02323      * but this is special, because it can only 'fail' on a DC_EXEC */
02324     if (IsLocalCompany()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
02325 
02326     /* decrease by a lot!
02327      * ChangeTownRating is only for stuff in demolishing. Bribe failure should
02328      * be independent of any cheat settings
02329      */
02330     if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
02331       t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
02332       InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
02333     }
02334   } else {
02335     ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
02336   }
02337 }
02338 
02339 typedef void TownActionProc(Town *t);
02340 static TownActionProc * const _town_action_proc[] = {
02341   TownActionAdvertiseSmall,
02342   TownActionAdvertiseMedium,
02343   TownActionAdvertiseLarge,
02344   TownActionRoadRebuild,
02345   TownActionBuildStatue,
02346   TownActionFundBuildings,
02347   TownActionBuyRights,
02348   TownActionBribe
02349 };
02350 
02351 enum TownActions {
02352   TACT_NONE             = 0x00,
02353 
02354   TACT_ADVERTISE_SMALL  = 0x01,
02355   TACT_ADVERTISE_MEDIUM = 0x02,
02356   TACT_ADVERTISE_LARGE  = 0x04,
02357   TACT_ROAD_REBUILD     = 0x08,
02358   TACT_BUILD_STATUE     = 0x10,
02359   TACT_FOUND_BUILDINGS  = 0x20,
02360   TACT_BUY_RIGHTS       = 0x40,
02361   TACT_BRIBE            = 0x80,
02362 
02363   TACT_ADVERTISE        = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE,
02364   TACT_CONSTRUCTION     = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS,
02365   TACT_FUNDS            = TACT_BUY_RIGHTS | TACT_BRIBE,
02366   TACT_ALL              = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS,
02367 };
02368 
02369 DECLARE_ENUM_AS_BIT_SET(TownActions);
02370 
02377 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
02378 {
02379   int num = 0;
02380   TownActions buttons = TACT_NONE;
02381 
02382   /* Spectators and unwanted have no options */
02383   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
02384 
02385     /* Things worth more than this are not shown */
02386     Money avail = GetCompany(cid)->money + _price.station_value * 200;
02387     Money ref = _price.build_industry >> 8;
02388 
02389     /* Check the action bits for validity and
02390      * if they are valid add them */
02391     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
02392       const TownActions cur = (TownActions)(1 << i);
02393 
02394       /* Is the company not able to bribe ? */
02395       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
02396         continue;
02397 
02398       /* Is the company not able to buy exclusive rights ? */
02399       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
02400         continue;
02401 
02402       /* Is the company not able to build a statue ? */
02403       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
02404         continue;
02405 
02406       if (avail >= _town_action_costs[i] * ref) {
02407         buttons |= cur;
02408         num++;
02409       }
02410     }
02411   }
02412 
02413   if (nump != NULL) *nump = num;
02414   return buttons;
02415 }
02416 
02425 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02426 {
02427   if (!IsValidTownID(p1) || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
02428 
02429   Town *t = GetTown(p1);
02430 
02431   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
02432 
02433   CommandCost cost(EXPENSES_OTHER, (_price.build_industry >> 8) * _town_action_costs[p2]);
02434 
02435   if (flags & DC_EXEC) {
02436     _town_action_proc[p2](t);
02437     InvalidateWindow(WC_TOWN_AUTHORITY, p1);
02438   }
02439 
02440   return cost;
02441 }
02442 
02443 static void UpdateTownGrowRate(Town *t)
02444 {
02445   /* Increase company ratings if they're low */
02446   const Company *c;
02447   FOR_ALL_COMPANIES(c) {
02448     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
02449       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
02450     }
02451   }
02452 
02453   int n = 0;
02454 
02455   const Station *st;
02456   FOR_ALL_STATIONS(st) {
02457     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
02458       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
02459         n++;
02460         if (IsValidCompanyID(st->owner)) {
02461           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
02462           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
02463         }
02464       } else {
02465         if (IsValidCompanyID(st->owner)) {
02466           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
02467           t->ratings[st->owner] = max(new_rating, INT16_MIN);
02468         }
02469       }
02470     }
02471   }
02472 
02473   /* clamp all ratings to valid values */
02474   for (uint i = 0; i < MAX_COMPANIES; i++) {
02475     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
02476   }
02477 
02478   InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
02479 
02480   ClrBit(t->flags12, TOWN_IS_FUNDED);
02481   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
02482 
02485   static const uint16 _grow_count_values[2][6] = {
02486     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
02487     { 320, 420, 300, 220, 160, 100 }  // Normal values
02488   };
02489 
02490   uint16 m;
02491 
02492   if (t->fund_buildings_months != 0) {
02493     m = _grow_count_values[0][min(n, 5)];
02494     t->fund_buildings_months--;
02495   } else {
02496     m = _grow_count_values[1][min(n, 5)];
02497     if (n == 0 && !Chance16(1, 12)) return;
02498   }
02499 
02500   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
02501     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
02502       return;
02503   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
02504     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
02505       return;
02506   }
02507 
02508   /* Use the normal growth rate values if new buildings have been funded in
02509    * this town and the growth rate is set to none. */
02510   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
02511 
02512   m >>= growth_multiplier;
02513   if (t->larger_town) m /= 2;
02514 
02515   t->growth_rate = m / (t->num_houses / 50 + 1);
02516   if (m <= t->grow_counter)
02517     t->grow_counter = m;
02518 
02519   SetBit(t->flags12, TOWN_IS_FUNDED);
02520 }
02521 
02522 static void UpdateTownAmounts(Town *t)
02523 {
02524   /* Using +1 here to prevent overflow and division by zero */
02525   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
02526 
02527   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
02528   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
02529   t->act_food = t->new_act_food; t->new_act_food = 0;
02530   t->act_water = t->new_act_water; t->new_act_water = 0;
02531 
02532   /* Using +1 here to prevent overflow and division by zero */
02533   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
02534   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
02535   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
02536 
02537   InvalidateWindow(WC_TOWN_VIEW, t->index);
02538 }
02539 
02540 static void UpdateTownUnwanted(Town *t)
02541 {
02542   const Company *c;
02543 
02544   FOR_ALL_COMPANIES(c) {
02545     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
02546   }
02547 }
02548 
02554 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
02555 {
02556   if (!IsValidCompanyID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
02557 
02558   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
02559   if (t == NULL) return true;
02560 
02561   if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
02562 
02563   _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
02564   SetDParam(0, t->index);
02565 
02566   return false;
02567 }
02568 
02569 
02570 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
02571 {
02572   Town *t;
02573   uint best = threshold;
02574   Town *best_town = NULL;
02575 
02576   FOR_ALL_TOWNS(t) {
02577     uint dist = DistanceManhattan(tile, t->xy);
02578     if (dist < best) {
02579       best = dist;
02580       best_town = t;
02581     }
02582   }
02583 
02584   return best_town;
02585 }
02586 
02587 
02588 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
02589 {
02590   switch (GetTileType(tile)) {
02591     case MP_ROAD:
02592       if (!HasTownOwnedRoad(tile)) {
02593         TownID tid = GetTownIndex(tile);
02594         if (tid == (TownID)INVALID_TOWN) {
02595           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
02596           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
02597           assert(GetNumTowns() == 0);
02598           return NULL;
02599         }
02600 
02601         Town *town = GetTown(tid);
02602         assert(town->IsValid());
02603 
02604         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
02605 
02606         return town;
02607       }
02608       /* FALL THROUGH */
02609 
02610     case MP_HOUSE:
02611       return GetTownByTile(tile);
02612 
02613     default:
02614       return CalcClosestTownFromTile(tile, threshold);
02615   }
02616 }
02617 
02618 static bool _town_rating_test = false;
02619 SmallMap<const Town *, int, 4> _town_test_ratings;
02620 
02621 void SetTownRatingTestMode(bool mode)
02622 {
02623   static int ref_count = 0;
02624   if (mode) {
02625     if (ref_count == 0) {
02626       _town_test_ratings.Clear();
02627     }
02628     ref_count++;
02629   } else {
02630     assert(ref_count > 0);
02631     ref_count--;
02632   }
02633   _town_rating_test = !(ref_count == 0);
02634 }
02635 
02636 static int GetRating(const Town *t)
02637 {
02638   if (_town_rating_test) {
02639     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
02640     if (it != _town_test_ratings.End()) {
02641       return it->second;
02642     }
02643   }
02644   return t->ratings[_current_company];
02645 }
02646 
02654 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
02655 {
02656   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
02657   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
02658       !IsValidCompanyID(_current_company) ||
02659       (_cheats.magic_bulldozer.value && add < 0)) {
02660     return;
02661   }
02662 
02663   int rating = GetRating(t);
02664   if (add < 0) {
02665     if (rating > max) {
02666       rating += add;
02667       if (rating < max) rating = max;
02668     }
02669   } else {
02670     if (rating < max) {
02671       rating += add;
02672       if (rating > max) rating = max;
02673     }
02674   }
02675   if (_town_rating_test) {
02676     _town_test_ratings[t] = rating;
02677   } else {
02678     SetBit(t->have_ratings, _current_company);
02679     t->ratings[_current_company] = rating;
02680     InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
02681   }
02682 }
02683 
02684 /* penalty for removing town-owned stuff */
02685 static const int _default_rating_settings [3][3] = {
02686   /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE */
02687   {  0, 128, 384}, // Permissive
02688   { 48, 192, 480}, // Neutral
02689   { 96, 384, 768}, // Hostile
02690 };
02691 
02692 bool CheckforTownRating(DoCommandFlag flags, Town *t, byte type)
02693 {
02694   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
02695   if (t == NULL || !IsValidCompanyID(_current_company) || _cheats.magic_bulldozer.value)
02696     return true;
02697 
02698   /* check if you're allowed to remove the street/bridge/tunnel/industry
02699    * owned by a town no removal if rating is lower than ... depends now on
02700    * difficulty setting. Minimum town rating selected by difficulty level
02701    */
02702   int modemod = _default_rating_settings[_settings_game.difficulty.town_council_tolerance][type];
02703 
02704   if (GetRating(t) < 16 + modemod && !(flags & DC_NO_TEST_TOWN_RATING)) {
02705     SetDParam(0, t->index);
02706     _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
02707     return false;
02708   }
02709 
02710   return true;
02711 }
02712 
02713 void TownsMonthlyLoop()
02714 {
02715   Town *t;
02716 
02717   FOR_ALL_TOWNS(t) {
02718     if (t->road_build_months != 0) t->road_build_months--;
02719 
02720     if (t->exclusive_counter != 0)
02721       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
02722 
02723     UpdateTownGrowRate(t);
02724     UpdateTownAmounts(t);
02725     UpdateTownUnwanted(t);
02726   }
02727 }
02728 
02729 void TownsYearlyLoop()
02730 {
02731   /* Increment house ages */
02732   for (TileIndex t = 0; t < MapSize(); t++) {
02733     if (!IsTileType(t, MP_HOUSE)) continue;
02734     IncrementHouseAge(t);
02735   }
02736 }
02737 
02738 void InitializeTowns()
02739 {
02740   /* Clean the town pool and create 1 block in it */
02741   _Town_pool.CleanPool();
02742   _Town_pool.AddBlockToPool();
02743 
02744   memset(_subsidies, 0, sizeof(_subsidies));
02745   for (Subsidy *s = _subsidies; s != endof(_subsidies); s++) {
02746     s->cargo_type = CT_INVALID;
02747   }
02748 
02749   _total_towns = 0;
02750 }
02751 
02752 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
02753 {
02754   if (AutoslopeEnabled()) {
02755     HouseID house = GetHouseType(tile);
02756     GetHouseNorthPart(house); // modifies house to the ID of the north tile
02757     const HouseSpec *hs = GetHouseSpecs(house);
02758 
02759     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
02760     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
02761       (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
02762   }
02763 
02764   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02765 }
02766 
02768 extern const TileTypeProcs _tile_type_town_procs = {
02769   DrawTile_Town,           // draw_tile_proc
02770   GetSlopeZ_Town,          // get_slope_z_proc
02771   ClearTile_Town,          // clear_tile_proc
02772   GetAcceptedCargo_Town,   // get_accepted_cargo_proc
02773   GetTileDesc_Town,        // get_tile_desc_proc
02774   GetTileTrackStatus_Town, // get_tile_track_status_proc
02775   ClickTile_Town,          // click_tile_proc
02776   AnimateTile_Town,        // animate_tile_proc
02777   TileLoop_Town,           // tile_loop_clear
02778   ChangeTileOwner_Town,    // change_tile_owner_clear
02779   GetProducedCargo_Town,   // get_produced_cargo_proc
02780   NULL,                    // vehicle_enter_tile_proc
02781   GetFoundation_Town,      // get_foundation_proc
02782   TerraformTile_Town,      // terraform_tile_proc
02783 };
02784 
02785 void ResetHouses()
02786 {
02787   memset(&_house_specs, 0, sizeof(_house_specs));
02788   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
02789 
02790   /* Reset any overrides that have been set. */
02791   _house_mngr.ResetOverride();
02792 }

Generated on Mon Jun 8 23:04:08 2009 for OpenTTD by  doxygen 1.5.6