# town_cmd.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "road_internal.h" /* Cleaning up road bits */
    00014 #include "road_cmd.h"
    00015 #include "landscape.h"
    00016 #include "viewport_func.h"
    00017 #include "cmd_helper.h"
    00018 #include "command_func.h"
    00019 #include "industry.h"
    00020 #include "station_base.h"
    00021 #include "company_base.h"
    00022 #include "news_func.h"
    00023 #include "error.h"
    00024 #include "object.h"
    00025 #include "genworld.h"
    00026 #include "newgrf_debug.h"
    00027 #include "newgrf_house.h"
    00028 #include "newgrf_text.h"
    00029 #include "autoslope.h"
    00030 #include "tunnelbridge_map.h"
    00031 #include "strings_func.h"
    00032 #include "window_func.h"
    00033 #include "string_func.h"
    00034 #include "newgrf_cargo.h"
    00035 #include "cheat_type.h"
    00036 #include "animated_tile_func.h"
    00037 #include "date_func.h"
    00038 #include "subsidy_func.h"
    00039 #include "core/pool_func.hpp"
    00040 #include "town.h"
    00041 #include "townname_func.h"
    00042 #include "core/random_func.hpp"
    00043 #include "core/backup_type.hpp"
    00044 #include "depot_base.h"
    00045 #include "object_map.h"
    00046 #include "object_base.h"
    00047 #include "ai/ai.hpp"
    00048 #include "game/game.hpp"
    00049
    00050 #include "table/strings.h"
    00051 #include "table/town_land.h"
    00052
    00053 TownID _new_town_id;
    00054 uint32 _town_cargoes_accepted;
    00055
    00056 /* Initialize the town-pool */
    00057 TownPool _town_pool("Town");
    00058 INSTANTIATE_POOL_METHODS(Town)
    00059
    00060 Town::~Town()
    00061 {
    00062   free(this->name);
    00063   free(this->text);
    00064
    00065   if (CleaningPool()) return;
    00066
    00067   /* Delete town authority window
    00068    * and remove from list of sorted towns */
    00069   DeleteWindowById(WC_TOWN_VIEW, this->index);
    00070
    00071   /* Check no industry is related to us. */
    00072   const Industry *i;
    00073   FOR_ALL_INDUSTRIES(i) assert(i->town != this);
    00074
    00075   /* ... and no object is related to us. */
    00076   const Object *o;
    00077   FOR_ALL_OBJECTS(o) assert(o->town != this);
    00078
    00079   /* Check no tile is related to us. */
    00080   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
    00081     switch (GetTileType(tile)) {
    00082       case MP_HOUSE:
    00083         assert(GetTownIndex(tile) != this->index);
    00084         break;
    00085
    00086       case MP_ROAD:
    00087         assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
    00088         break;
    00089
    00090       case MP_TUNNELBRIDGE:
    00091         assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
    00092         break;
    00093
    00094       default:
    00095         break;
    00096     }
    00097   }
    00098
    00099   /* Clear the persistent storage list. */
    00100   this->psa_list.clear();
    00101
    00102   DeleteSubsidyWith(ST_TOWN, this->index);
    00103   DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
    00104   CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
    00105   MarkWholeScreenDirty();
    00106 }
    00107
    00108
    00114 void Town::PostDestructor(size_t index)
    00115 {
    00116   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    00117   UpdateNearestTownForRoadTiles(false);
    00118
    00119   /* Give objects a new home! */
    00120   Object *o;
    00121   FOR_ALL_OBJECTS(o) {
    00122     if (o->town == NULL) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
    00123   }
    00124 }
    00125
    00129 void Town::InitializeLayout(TownLayout layout)
    00130 {
    00131   if (layout != TL_RANDOM) {
    00132     this->layout = layout;
    00133     return;
    00134   }
    00135
    00136   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
    00137 }
    00138
    00143 /* static */ Town *Town::GetRandom()
    00144 {
    00145   if (Town::GetNumItems() == 0) return NULL;
    00146   int num = RandomRange((uint16)Town::GetNumItems());
    00147   size_t index = MAX_UVALUE(size_t);
    00148
    00149   while (num >= 0) {
    00150     num--;
    00151     index++;
    00152
    00153     /* Make sure we have a valid town */
    00154     while (!Town::IsValidID(index)) {
    00155       index++;
    00156       assert(index < Town::GetPoolSize());
    00157     }
    00158   }
    00159
    00160   return Town::Get(index);
    00161 }
    00162
    00167 Money HouseSpec::GetRemovalCost() const
    00168 {
    00169   return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
    00170 }
    00171
    00172 // Local
    00173 static int _grow_town_result;
    00174
    00175 /* Describe the possible states */
    00176 enum TownGrowthResult {
    00177   GROWTH_SUCCEED         = -1,
    00178   GROWTH_SEARCH_STOPPED  =  0
    00179 //  GROWTH_SEARCH_RUNNING >=  1
    00180 };
    00181
    00182 static bool BuildTownHouse(Town *t, TileIndex tile);
    00183 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
    00184
    00185 static void TownDrawHouseLift(const TileInfo *ti)
    00186 {
    00187   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
    00188 }
    00189
    00190 typedef void TownDrawTileProc(const TileInfo *ti);
    00191 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
    00192   TownDrawHouseLift
    00193 };
    00194
    00200 static inline DiagDirection RandomDiagDir()
    00201 {
    00202   return (DiagDirection)(3 & Random());
    00203 }
    00204
    00210 static void DrawTile_Town(TileInfo *ti)
    00211 {
    00212   HouseID house_id = GetHouseType(ti->tile);
    00213
    00214   if (house_id >= NEW_HOUSE_OFFSET) {
    00215     /* Houses don't necessarily need new graphics. If they don't have a
    00216      * spritegroup associated with them, then the sprite for the substitute
    00217      * house id is drawn instead. */
    00218     if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != NULL) {
    00219       DrawNewHouseTile(ti, house_id);
    00220       return;
    00221     } else {
    00222       house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
    00223     }
    00224   }
    00225
    00226   /* Retrieve pointer to the draw town tile struct */
    00227   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
    00228
    00229   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00230
    00231   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
    00232
    00233   /* If houses are invisible, do not draw the upper part */
    00234   if (IsInvisibilitySet(TO_HOUSES)) return;
    00235
    00236   /* Add a house on top of the ground? */
    00237   SpriteID image = dcts->building.sprite;
    00238   if (image != 0) {
    00239     AddSortableSpriteToDraw(image, dcts->building.pal,
    00240       ti->x + dcts->subtile_x,
    00241       ti->y + dcts->subtile_y,
    00242       dcts->width,
    00243       dcts->height,
    00244       dcts->dz,
    00245       ti->z,
    00246       IsTransparencySet(TO_HOUSES)
    00247     );
    00248
    00249     if (IsTransparencySet(TO_HOUSES)) return;
    00250   }
    00251
    00252   {
    00253     int proc = dcts->draw_proc - 1;
    00254
    00255     if (proc >= 0) _town_draw_tile_procs[proc](ti);
    00256   }
    00257 }
    00258
    00259 static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
    00260 {
    00261   return GetTileMaxPixelZ(tile);
    00262 }
    00263
    00265 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
    00266 {
    00267   HouseID hid = GetHouseType(tile);
    00268
    00269   /* For NewGRF house tiles we might not be drawing a foundation. We need to
    00270    * account for this, as other structures should
    00271    * draw the wall of the foundation in this case.
    00272    */
    00273   if (hid >= NEW_HOUSE_OFFSET) {
    00274     const HouseSpec *hs = HouseSpec::Get(hid);
    00275     if (hs->grf_prop.spritegroup[0] != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
    00276       uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
    00277       if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
    00278     }
    00279   }
    00280   return FlatteningFoundation(tileh);
    00281 }
    00282
    00289 static void AnimateTile_Town(TileIndex tile)
    00290 {
    00291   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
    00292     AnimateNewHouseTile(tile);
    00293     return;
    00294   }
    00295
    00296   if (_tick_counter & 3) return;
    00297
    00298   /* If the house is not one with a lift anymore, then stop this animating.
    00299    * Not exactly sure when this happens, but probably when a house changes.
    00300    * Before this was just a return...so it'd leak animated tiles..
    00301    * That bug seems to have been here since day 1?? */
    00302   if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
    00303     DeleteAnimatedTile(tile);
    00304     return;
    00305   }
    00306
    00307   if (!LiftHasDestination(tile)) {
    00308     uint i;
    00309
    00310     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
    00311      * This is due to the fact that the first floor is, in the graphics,
    00312      *  the height of 2 'normal' floors.
    00313      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
    00314     do {
    00315       i = RandomRange(7);
    00316     } while (i == 1 || i * 6 == GetLiftPosition(tile));
    00317
    00318     SetLiftDestination(tile, i);
    00319   }
    00320
    00321   int pos = GetLiftPosition(tile);
    00322   int dest = GetLiftDestination(tile) * 6;
    00323   pos += (pos < dest) ? 1 : -1;
    00324   SetLiftPosition(tile, pos);
    00325
    00326   if (pos == dest) {
    00327     HaltLift(tile);
    00328     DeleteAnimatedTile(tile);
    00329   }
    00330
    00331   MarkTileDirtyByTile(tile);
    00332 }
    00333
    00340 static bool IsCloseToTown(TileIndex tile, uint dist)
    00341 {
    00342   const Town *t;
    00343
    00344   FOR_ALL_TOWNS(t) {
    00345     if (DistanceManhattan(tile, t->xy) < dist) return true;
    00346   }
    00347   return false;
    00348 }
    00349
    00354 void Town::UpdateVirtCoord()
    00355 {
    00356   Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
    00357   SetDParam(0, this->index);
    00358   SetDParam(1, this->population);
    00359   this->sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
    00360     _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
    00361
    00362   SetWindowDirty(WC_TOWN_VIEW, this->index);
    00363 }
    00364
    00366 void UpdateAllTownVirtCoords()
    00367 {
    00368   Town *t;
    00369
    00370   FOR_ALL_TOWNS(t) {
    00371     t->UpdateVirtCoord();
    00372   }
    00373 }
    00374
    00380 static void ChangePopulation(Town *t, int mod)
    00381 {
    00382   t->population += mod;
    00383   InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
    00384   t->UpdateVirtCoord();
    00385
    00386   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    00387 }
    00388
    00394 uint32 GetWorldPopulation()
    00395 {
    00396   uint32 pop = 0;
    00397   const Town *t;
    00398
    00399   FOR_ALL_TOWNS(t) pop += t->population;
    00400   return pop;
    00401 }
    00402
    00407 static void MakeSingleHouseBigger(TileIndex tile)
    00408 {
    00409   assert(IsTileType(tile, MP_HOUSE));
    00410
    00411   /* progress in construction stages */
    00412   IncHouseConstructionTick(tile);
    00413   if (GetHouseConstructionTick(tile) != 0) return;
    00414
    00415   AnimateNewHouseConstruction(tile);
    00416
    00417   if (IsHouseCompleted(tile)) {
    00418     /* Now that construction is complete, we can add the population of the
    00419      * building to the town. */
    00420     ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
    00421     ResetHouseAge(tile);
    00422   }
    00423   MarkTileDirtyByTile(tile);
    00424 }
    00425
    00430 static void MakeTownHouseBigger(TileIndex tile)
    00431 {
    00432   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
    00433   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
    00434   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
    00435   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
    00436   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
    00437 }
    00438
    00445 static void TileLoop_Town(TileIndex tile)
    00446 {
    00447   HouseID house_id = GetHouseType(tile);
    00448
    00449   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
    00450    * doesn't exist any more, so don't continue here. */
    00451   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
    00452
    00453   if (!IsHouseCompleted(tile)) {
    00454     /* Construction is not completed. See if we can go further in construction*/
    00455     MakeTownHouseBigger(tile);
    00456     return;
    00457   }
    00458
    00459   const HouseSpec *hs = HouseSpec::Get(house_id);
    00460
    00461   /* If the lift has a destination, it is already an animated tile. */
    00462   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
    00463       house_id < NEW_HOUSE_OFFSET &&
    00464       !LiftHasDestination(tile) &&
    00465       Chance16(1, 2)) {
    00466     AddAnimatedTile(tile);
    00467   }
    00468
    00469   Town *t = Town::GetByTile(tile);
    00470   uint32 r = Random();
    00471
    00472   StationFinder stations(TileArea(tile, 1, 1));
    00473
    00474   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00475     for (uint i = 0; i < 256; i++) {
    00476       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
    00477
    00478       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00479
    00480       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
    00481       if (cargo == CT_INVALID) continue;
    00482
    00483       uint amt = GB(callback, 0, 8);
    00484       if (amt == 0) continue;
    00485
    00486       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
    00487
    00488       const CargoSpec *cs = CargoSpec::Get(cargo);
    00489       t->supplied[cs->Index()].new_max += amt;
    00490       t->supplied[cs->Index()].new_act += moved;
    00491     }
    00492   } else {
    00493     if (GB(r, 0, 8) < hs->population) {
    00494       uint amt = GB(r, 0, 8) / 8 + 1;
    00495
    00496       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
    00497       t->supplied[CT_PASSENGERS].new_max += amt;
    00498       t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
    00499     }
    00500
    00501     if (GB(r, 8, 8) < hs->mail_generation) {
    00502       uint amt = GB(r, 8, 8) / 8 + 1;
    00503
    00504       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
    00505       t->supplied[CT_MAIL].new_max += amt;
    00506       t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
    00507     }
    00508   }
    00509
    00510   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    00511
    00512   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
    00513       HasBit(t->flags, TOWN_IS_FUNDED) &&
    00514       CanDeleteHouse(tile) &&
    00515       GetHouseAge(tile) >= hs->minimum_life &&
    00516       --t->time_until_rebuild == 0) {
    00517     t->time_until_rebuild = GB(r, 16, 8) + 192;
    00518
    00519     ClearTownHouse(t, tile);
    00520
    00521     /* Rebuild with another house? */
    00522     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
    00523   }
    00524
    00525   cur_company.Restore();
    00526 }
    00527
    00528 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
    00529 {
    00530   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
    00531   if (!CanDeleteHouse(tile)) return CMD_ERROR;
    00532
    00533   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00534
    00535   CommandCost cost(EXPENSES_CONSTRUCTION);
    00536   cost.AddCost(hs->GetRemovalCost());
    00537
    00538   int rating = hs->remove_rating_decrease;
    00539   Town *t = Town::GetByTile(tile);
    00540
    00541   if (Company::IsValidID(_current_company)) {
    00542     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
    00543       SetDParam(0, t->index);
    00544       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    00545     }
    00546   }
    00547
    00548   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
    00549   if (flags & DC_EXEC) {
    00550     ClearTownHouse(t, tile);
    00551   }
    00552
    00553   return cost;
    00554 }
    00555
    00556 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
    00557 {
    00558   HouseID house_id = GetHouseType(tile);
    00559   const HouseSpec *hs = HouseSpec::Get(house_id);
    00560   Town *t = Town::GetByTile(tile);
    00561
    00562   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00563     for (uint i = 0; i < 256; i++) {
    00564       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
    00565
    00566       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00567
    00568       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
    00569
    00570       if (cargo == CT_INVALID) continue;
    00571       produced[cargo]++;
    00572     }
    00573   } else {
    00574     if (hs->population > 0) {
    00575       produced[CT_PASSENGERS]++;
    00576     }
    00577     if (hs->mail_generation > 0) {
    00578       produced[CT_MAIL]++;
    00579     }
    00580   }
    00581 }
    00582
    00583 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
    00584 {
    00585   if (cargo == CT_INVALID || amount == 0) return;
    00586   acceptance[cargo] += amount;
    00587   SetBit(*always_accepted, cargo);
    00588 }
    00589
    00590 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00591 {
    00592   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00593   CargoID accepts[3];
    00594
    00595   /* Set the initial accepted cargo types */
    00596   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00597     accepts[i] = hs->accepts_cargo[i];
    00598   }
    00599
    00600   /* Check for custom accepted cargo types */
    00601   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
    00602     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00603     if (callback != CALLBACK_FAILED) {
    00604       /* Replace accepted cargo types with translated values from callback */
    00605       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grf_prop.grffile);
    00606       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grf_prop.grffile);
    00607       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
    00608     }
    00609   }
    00610
    00611   /* Check for custom cargo acceptance */
    00612   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
    00613     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00614     if (callback != CALLBACK_FAILED) {
    00615       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
    00616       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
    00617       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
    00618         /* The 'S' bit indicates food instead of goods */
    00619         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
    00620       } else {
    00621         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
    00622       }
    00623       return;
    00624     }
    00625   }
    00626
    00627   /* No custom acceptance, so fill in with the default values */
    00628   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00629     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
    00630   }
    00631 }
    00632
    00633 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
    00634 {
    00635   const HouseID house = GetHouseType(tile);
    00636   const HouseSpec *hs = HouseSpec::Get(house);
    00637   bool house_completed = IsHouseCompleted(tile);
    00638
    00639   td->str = hs->building_name;
    00640
    00641   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
    00642   if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
    00643     if (callback_res > 0x400) {
    00644       ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
    00645     } else {
    00646       StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
    00647       if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
    00648         td->str = new_name;
    00649       }
    00650     }
    00651   }
    00652
    00653   if (!house_completed) {
    00654     SetDParamX(td->dparam, 0, td->str);
    00655     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00656   }
    00657
    00658   if (hs->grf_prop.grffile != NULL) {
    00659     const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
    00660     td->grf = gc->GetName();
    00661   }
    00662
    00663   td->owner[0] = OWNER_TOWN;
    00664 }
    00665
    00666 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00667 {
    00668   /* not used */
    00669   return 0;
    00670 }
    00671
    00672 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
    00673 {
    00674   /* not used */
    00675 }
    00676
    00680 void UpdateTownCargoTotal(Town *t)
    00681 {
    00682   t->cargo_accepted_total = 0;
    00683
    00684   const TileArea &area = t->cargo_accepted.GetArea();
    00685   TILE_AREA_LOOP(tile, area) {
    00686     if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
    00687       t->cargo_accepted_total |= t->cargo_accepted[tile];
    00688     }
    00689   }
    00690 }
    00691
    00698 static void UpdateTownCargoes(Town *t, TileIndex start, bool update_total = true)
    00699 {
    00700   CargoArray accepted, produced;
    00701   uint32 dummy;
    00702
    00703   /* Gather acceptance for all houses in an area around the start tile.
    00704    * The area is composed of the square the tile is in, extended one square in all
    00705    * directions as the coverage area of a single station is bigger than just one square. */
    00706   TileArea area = AcceptanceMatrix::GetAreaForTile(start, 1);
    00707   TILE_AREA_LOOP(tile, area) {
    00708     if (!IsTileType(tile, MP_HOUSE) || GetTownIndex(tile) != t->index) continue;
    00709
    00710     AddAcceptedCargo_Town(tile, accepted, &dummy);
    00711     AddProducedCargo_Town(tile, produced);
    00712   }
    00713
    00714   /* Create bitmap of produced and accepted cargoes. */
    00715   uint32 acc = 0;
    00716   for (uint cid = 0; cid < NUM_CARGO; cid++) {
    00717     if (accepted[cid] >= 8) SetBit(acc, cid);
    00718     if (produced[cid] > 0) SetBit(t->cargo_produced, cid);
    00719   }
    00720   t->cargo_accepted[start] = acc;
    00721
    00722   if (update_total) UpdateTownCargoTotal(t);
    00723 }
    00724
    00728 void UpdateTownCargoes(Town *t)
    00729 {
    00730   t->cargo_produced = 0;
    00731
    00732   const TileArea &area = t->cargo_accepted.GetArea();
    00733   if (area.tile == INVALID_TILE) return;
    00734
    00735   /* Update acceptance for each grid square. */
    00736   TILE_AREA_LOOP(tile, area) {
    00737     if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
    00738       UpdateTownCargoes(t, tile, false);
    00739     }
    00740   }
    00741
    00742   /* Update the total acceptance. */
    00743   UpdateTownCargoTotal(t);
    00744 }
    00745
    00747 void UpdateTownCargoBitmap()
    00748 {
    00749   Town *town;
    00750   _town_cargoes_accepted = 0;
    00751
    00752   FOR_ALL_TOWNS(town) {
    00753     _town_cargoes_accepted |= town->cargo_accepted_total;
    00754   }
    00755 }
    00756
    00757 static bool GrowTown(Town *t);
    00758
    00759 static void TownTickHandler(Town *t)
    00760 {
    00761   if (HasBit(t->flags, TOWN_IS_FUNDED)) {
    00762     int i = t->grow_counter - 1;
    00763     if (i < 0) {
    00764       if (GrowTown(t)) {
    00765         i = t->growth_rate & (~TOWN_GROW_RATE_CUSTOM);
    00766       } else {
    00767         i = 0;
    00768       }
    00769     }
    00770     t->grow_counter = i;
    00771   }
    00772
    00773   UpdateTownRadius(t);
    00774 }
    00775
    00776 void OnTick_Town()
    00777 {
    00778   if (_game_mode == GM_EDITOR) return;
    00779
    00780   Town *t;
    00781   FOR_ALL_TOWNS(t) {
    00782     /* Run town tick at regular intervals, but not all at once. */
    00783     if ((_tick_counter + t->index) % TOWN_GROWTH_TICKS == 0) {
    00784       TownTickHandler(t);
    00785     }
    00786   }
    00787 }
    00788
    00797 static RoadBits GetTownRoadBits(TileIndex tile)
    00798 {
    00799   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
    00800
    00801   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
    00802 }
    00803
    00814 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
    00815 {
    00816   if (!IsValidTile(tile)) return false;
    00817
    00818   /* Lookup table for the used diff values */
    00819   const TileIndexDiff tid_lt[3] = {
    00820     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
    00821     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
    00822     TileOffsByDiagDir(ReverseDiagDir(dir)),
    00823   };
    00824
    00825   dist_multi = (dist_multi + 1) * 4;
    00826   for (uint pos = 4; pos < dist_multi; pos++) {
    00827     /* Go (pos / 4) tiles to the left or the right */
    00828     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
    00829
    00830     /* Use the current tile as origin, or go one tile backwards */
    00831     if (pos & 2) cur += tid_lt[2];
    00832
    00833     /* Test for roadbit parallel to dir and facing towards the middle axis */
    00834     if (IsValidTile(tile + cur) &&
    00835         GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
    00836   }
    00837   return false;
    00838 }
    00839
    00848 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
    00849 {
    00850   if (DistanceFromEdge(tile) == 0) return false;
    00851
    00852   /* Check if there already is a road at this point? */
    00853   if (GetTownRoadBits(tile) == ROAD_NONE) {
    00854     /* No, try if we are able to build a road piece there.
    00855      * If that fails clear the land, and if that fails exit.
    00856      * This is to make sure that we can build a road here later. */
    00857     if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
    00858         DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
    00859       return false;
    00860     }
    00861   }
    00862
    00863   Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile) : GetTileSlope(tile);
    00864   bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
    00865   if (cur_slope == SLOPE_FLAT) return ret;
    00866
    00867   /* If the tile is not a slope in the right direction, then
    00868    * maybe terraform some. */
    00869   Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
    00870   if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
    00871     if (Chance16(1, 8)) {
    00872       CommandCost res = CMD_ERROR;
    00873       if (!_generating_world && Chance16(1, 10)) {
    00874         /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
    00875         res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
    00876             DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00877       }
    00878       if (res.Failed() && Chance16(1, 3)) {
    00879         /* We can consider building on the slope, though. */
    00880         return ret;
    00881       }
    00882     }
    00883     return false;
    00884   }
    00885   return ret;
    00886 }
    00887
    00888 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
    00889 {
    00890   assert(tile < MapSize());
    00891
    00892   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00893   if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
    00894   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
    00895   return true;
    00896 }
    00897
    00898 static void LevelTownLand(TileIndex tile)
    00899 {
    00900   assert(tile < MapSize());
    00901
    00902   /* Don't terraform if land is plain or if there's a house there. */
    00903   if (IsTileType(tile, MP_HOUSE)) return;
    00904   Slope tileh = GetTileSlope(tile);
    00905   if (tileh == SLOPE_FLAT) return;
    00906
    00907   /* First try up, then down */
    00908   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
    00909     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
    00910   }
    00911 }
    00912
    00922 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
    00923 {
    00924   /* align the grid to the downtown */
    00925   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
    00926   RoadBits rcmd = ROAD_NONE;
    00927
    00928   switch (t->layout) {
    00929     default: NOT_REACHED();
    00930
    00931     case TL_2X2_GRID:
    00932       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
    00933       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
    00934       break;
    00935
    00936     case TL_3X3_GRID:
    00937       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
    00938       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
    00939       break;
    00940   }
    00941
    00942   /* Optimise only X-junctions */
    00943   if (rcmd != ROAD_ALL) return rcmd;
    00944
    00945   RoadBits rb_template;
    00946
    00947   switch (GetTileSlope(tile)) {
    00948     default:       rb_template = ROAD_ALL; break;
    00949     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
    00950     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
    00951     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
    00952     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
    00953     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
    00954     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
    00955     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
    00956     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
    00957     case SLOPE_STEEP_W:
    00958     case SLOPE_STEEP_S:
    00959     case SLOPE_STEEP_E:
    00960     case SLOPE_STEEP_N:
    00961       rb_template = ROAD_NONE;
    00962       break;
    00963   }
    00964
    00965   /* Stop if the template is compatible to the growth dir */
    00966   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
    00967   /* If not generate a straight road in the direction of the growth */
    00968   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
    00969 }
    00970
    00981 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
    00982 {
    00983   /* We can't look further than that. */
    00984   if (DistanceFromEdge(tile) == 0) return false;
    00985
    00986   uint counter = 0; // counts the house neighbor tiles
    00987
    00988   /* Check the tiles E,N,W and S of the current tile for houses */
    00989   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
    00990     /* Count both void and house tiles for checking whether there
    00991      * are enough houses in the area. This to make it likely that
    00992      * houses get build up to the edge of the map. */
    00993     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
    00994       case MP_HOUSE:
    00995       case MP_VOID:
    00996         counter++;
    00997         break;
    00998
    00999       default:
    01000         break;
    01001     }
    01002
    01003     /* If there are enough neighbors stop here */
    01004     if (counter >= 3) {
    01005       if (BuildTownHouse(t, tile)) {
    01006         _grow_town_result = GROWTH_SUCCEED;
    01007         return true;
    01008       }
    01009       return false;
    01010     }
    01011   }
    01012   return false;
    01013 }
    01014
    01023 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
    01024 {
    01025   if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
    01026     _grow_town_result = GROWTH_SUCCEED;
    01027     return true;
    01028   }
    01029   return false;
    01030 }
    01031
    01042 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
    01043 {
    01044   assert(bridge_dir < DIAGDIR_END);
    01045
    01046   const Slope slope = GetTileSlope(tile);
    01047
    01048   /* Make sure the direction is compatible with the slope.
    01049    * Well we check if the slope has an up bit set in the
    01050    * reverse direction. */
    01051   if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
    01052
    01053   /* Assure that the bridge is connectable to the start side */
    01054   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
    01055
    01056   /* We are in the right direction */
    01057   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
    01058   TileIndex bridge_tile = tile; // Used to store the other waterside
    01059
    01060   const int delta = TileOffsByDiagDir(bridge_dir);
    01061
    01062   if (slope == SLOPE_FLAT) {
    01063     /* Bridges starting on flat tiles are only allowed when crossing rivers. */
    01064     do {
    01065       if (bridge_length++ >= 4) {
    01066         /* Allow to cross rivers, not big lakes. */
    01067         return false;
    01068       }
    01069       bridge_tile += delta;
    01070     } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile) && !IsSea(bridge_tile));
    01071   } else {
    01072     do {
    01073       if (bridge_length++ >= 11) {
    01074         /* Max 11 tile long bridges */
    01075         return false;
    01076       }
    01077       bridge_tile += delta;
    01078     } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile));
    01079   }
    01080
    01081   /* no water tiles in between? */
    01082   if (bridge_length == 1) return false;
    01083
    01084   for (uint8 times = 0; times <= 22; times++) {
    01085     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
    01086
    01087     /* Can we actually build the bridge? */
    01088     if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
    01089       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
    01090       _grow_town_result = GROWTH_SUCCEED;
    01091       return true;
    01092     }
    01093   }
    01094   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
    01095   return false;
    01096 }
    01097
    01115 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
    01116 {
    01117   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
    01118   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
    01119
    01120   assert(tile < MapSize());
    01121
    01122   if (cur_rb == ROAD_NONE) {
    01123     /* Tile has no road. First reset the status counter
    01124      * to say that this is the last iteration. */
    01125     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01126
    01127     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01128     if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
    01129
    01130     /* Remove hills etc */
    01131     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
    01132
    01133     /* Is a road allowed here? */
    01134     switch (t1->layout) {
    01135       default: NOT_REACHED();
    01136
    01137       case TL_3X3_GRID:
    01138       case TL_2X2_GRID:
    01139         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01140         if (rcmd == ROAD_NONE) return;
    01141         break;
    01142
    01143       case TL_BETTER_ROADS:
    01144       case TL_ORIGINAL:
    01145         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
    01146
    01147         DiagDirection source_dir = ReverseDiagDir(target_dir);
    01148
    01149         if (Chance16(1, 4)) {
    01150           /* Randomize a new target dir */
    01151           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
    01152         }
    01153
    01154         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
    01155           /* A road is not allowed to continue the randomized road,
    01156            *  return if the road we're trying to build is curved. */
    01157           if (target_dir != ReverseDiagDir(source_dir)) return;
    01158
    01159           /* Return if neither side of the new road is a house */
    01160           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
    01161               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
    01162             return;
    01163           }
    01164
    01165           /* That means that the road is only allowed if there is a house
    01166            *  at any side of the new road. */
    01167         }
    01168
    01169         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
    01170         break;
    01171     }
    01172
    01173   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
    01174     /* Continue building on a partial road.
    01175      * Should be allways OK, so we only generate
    01176      * the fitting RoadBits */
    01177     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01178
    01179     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01180
    01181     switch (t1->layout) {
    01182       default: NOT_REACHED();
    01183
    01184       case TL_3X3_GRID:
    01185       case TL_2X2_GRID:
    01186         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01187         break;
    01188
    01189       case TL_BETTER_ROADS:
    01190       case TL_ORIGINAL:
    01191         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01192         break;
    01193     }
    01194   } else {
    01195     bool allow_house = true; // Value which decides if we want to construct a house
    01196
    01197     /* Reached a tunnel/bridge? Then continue at the other side of it, unless
    01198      * it is the starting tile. Half the time, we stay on this side then.*/
    01199     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01200       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
    01201         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
    01202       }
    01203       return;
    01204     }
    01205
    01206     /* Possibly extend the road in a direction.
    01207      * Randomize a direction and if it has a road, bail out. */
    01208     target_dir = RandomDiagDir();
    01209     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
    01210
    01211     /* This is the tile we will reach if we extend to this direction. */
    01212     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
    01213
    01214     /* Don't walk into water. */
    01215     if (HasTileWaterGround(house_tile)) return;
    01216
    01217     if (!IsValidTile(house_tile)) return;
    01218
    01219     if (_settings_game.economy.allow_town_roads || _generating_world) {
    01220       switch (t1->layout) {
    01221         default: NOT_REACHED();
    01222
    01223         case TL_3X3_GRID: // Use 2x2 grid afterwards!
    01224           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01225           /* FALL THROUGH */
    01226
    01227         case TL_2X2_GRID:
    01228           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
    01229           allow_house = (rcmd == ROAD_NONE);
    01230           break;
    01231
    01232         case TL_BETTER_ROADS: // Use original afterwards!
    01233           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01234           /* FALL THROUGH */
    01235
    01236         case TL_ORIGINAL:
    01237           /* Allow a house at the edge. 60% chance or
    01238            * always ok if no road allowed. */
    01239           rcmd = DiagDirToRoadBits(target_dir);
    01240           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
    01241           break;
    01242       }
    01243     }
    01244
    01245     if (allow_house) {
    01246       /* Build a house, but not if there already is a house there. */
    01247       if (!IsTileType(house_tile, MP_HOUSE)) {
    01248         /* Level the land if possible */
    01249         if (Chance16(1, 6)) LevelTownLand(house_tile);
    01250
    01251         /* And build a house.
    01252          * Set result to -1 if we managed to build it. */
    01253         if (BuildTownHouse(t1, house_tile)) {
    01254           _grow_town_result = GROWTH_SUCCEED;
    01255         }
    01256       }
    01257       return;
    01258     }
    01259
    01260     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01261   }
    01262
    01263   /* Return if a water tile */
    01264   if (HasTileWaterGround(tile)) return;
    01265
    01266   /* Make the roads look nicer */
    01267   rcmd = CleanUpRoadBits(tile, rcmd);
    01268   if (rcmd == ROAD_NONE) return;
    01269
    01270   /* Only use the target direction for bridges to ensure they're connected.
    01271    * The target_dir is as computed previously according to town layout, so
    01272    * it will match it perfectly. */
    01273   if (GrowTownWithBridge(t1, tile, target_dir)) return;
    01274
    01275   GrowTownWithRoad(t1, tile, rcmd);
    01276 }
    01277
    01284 static int GrowTownAtRoad(Town *t, TileIndex tile)
    01285 {
    01286   /* Special case.
    01287    * @see GrowTownInTile Check the else if
    01288    */
    01289   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
    01290
    01291   assert(tile < MapSize());
    01292
    01293   /* Number of times to search.
    01294    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
    01295    * them a little handicap. */
    01296   switch (t->layout) {
    01297     case TL_BETTER_ROADS:
    01298       _grow_town_result = 10 + t->num_houses * 2 / 9;
    01299       break;
    01300
    01301     case TL_3X3_GRID:
    01302     case TL_2X2_GRID:
    01303       _grow_town_result = 10 + t->num_houses * 1 / 9;
    01304       break;
    01305
    01306     default:
    01307       _grow_town_result = 10 + t->num_houses * 4 / 9;
    01308       break;
    01309   }
    01310
    01311   do {
    01312     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
    01313
    01314     /* Try to grow the town from this point */
    01315     GrowTownInTile(&tile, cur_rb, target_dir, t);
    01316
    01317     /* Exclude the source position from the bitmask
    01318      * and return if no more road blocks available */
    01319     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01320     if (cur_rb == ROAD_NONE) {
    01321       return _grow_town_result;
    01322     }
    01323
    01324     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01325       /* Only build in the direction away from the tunnel or bridge. */
    01326       target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
    01327     } else {
    01328       /* Select a random bit from the blockmask, walk a step
    01329        * and continue the search from there. */
    01330       do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
    01331     }
    01332     tile = TileAddByDiagDir(tile, target_dir);
    01333
    01334     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
    01335       /* Don't allow building over roads of other cities */
    01336       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
    01337         _grow_town_result = GROWTH_SUCCEED;
    01338       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
    01339         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
    01340          * owner :) (happy happy happy road now) */
    01341         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
    01342         SetTownIndex(tile, t->index);
    01343       }
    01344     }
    01345
    01346     /* Max number of times is checked. */
    01347   } while (--_grow_town_result >= 0);
    01348
    01349   return (_grow_town_result == -2);
    01350 }
    01351
    01359 static RoadBits GenRandomRoadBits()
    01360 {
    01361   uint32 r = Random();
    01362   uint a = GB(r, 0, 2);
    01363   uint b = GB(r, 8, 2);
    01364   if (a == b) b ^= 2;
    01365   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
    01366 }
    01367
    01373 static bool GrowTown(Town *t)
    01374 {
    01375   static const TileIndexDiffC _town_coord_mod[] = {
    01376     {-1,  0},
    01377     { 1,  1},
    01378     { 1, -1},
    01379     {-1, -1},
    01380     {-1,  0},
    01381     { 0,  2},
    01382     { 2,  0},
    01383     { 0, -2},
    01384     {-1, -1},
    01385     {-2,  2},
    01386     { 2,  2},
    01387     { 2, -2},
    01388     { 0,  0}
    01389   };
    01390
    01391   /* Current "company" is a town */
    01392   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    01393
    01394   TileIndex tile = t->xy; // The tile we are working with ATM
    01395
    01396   /* Find a road that we can base the construction on. */
    01397   const TileIndexDiffC *ptr;
    01398   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01399     if (GetTownRoadBits(tile) != ROAD_NONE) {
    01400       int r = GrowTownAtRoad(t, tile);
    01401       cur_company.Restore();
    01402       return r != 0;
    01403     }
    01404     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01405   }
    01406
    01407   /* No road available, try to build a random road block by
    01408    * clearing some land and then building a road there. */
    01409   if (_settings_game.economy.allow_town_roads || _generating_world) {
    01410     tile = t->xy;
    01411     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01412       /* Only work with plain land that not already has a house */
    01413       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile) == SLOPE_FLAT) {
    01414         if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
    01415           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
    01416           cur_company.Restore();
    01417           return true;
    01418         }
    01419       }
    01420       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01421     }
    01422   }
    01423
    01424   cur_company.Restore();
    01425   return false;
    01426 }
    01427
    01428 void UpdateTownRadius(Town *t)
    01429 {
    01430   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
    01431     {  4,  0,  0,  0,  0}, // 0
    01432     { 16,  0,  0,  0,  0},
    01433     { 25,  0,  0,  0,  0},
    01434     { 36,  0,  0,  0,  0},
    01435     { 49,  0,  4,  0,  0},
    01436     { 64,  0,  4,  0,  0}, // 20
    01437     { 64,  0,  9,  0,  1},
    01438     { 64,  0,  9,  0,  4},
    01439     { 64,  0, 16,  0,  4},
    01440     { 81,  0, 16,  0,  4},
    01441     { 81,  0, 16,  0,  4}, // 40
    01442     { 81,  0, 25,  0,  9},
    01443     { 81, 36, 25,  0,  9},
    01444     { 81, 36, 25, 16,  9},
    01445     { 81, 49,  0, 25,  9},
    01446     { 81, 64,  0, 25,  9}, // 60
    01447     { 81, 64,  0, 36,  9},
    01448     { 81, 64,  0, 36, 16},
    01449     {100, 81,  0, 49, 16},
    01450     {100, 81,  0, 49, 25},
    01451     {121, 81,  0, 49, 25}, // 80
    01452     {121, 81,  0, 49, 25},
    01453     {121, 81,  0, 49, 36}, // 88
    01454   };
    01455
    01456   if (t->num_houses < 92) {
    01457     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
    01458   } else {
    01459     int mass = t->num_houses / 8;
    01460     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
    01461      * The offsets are to make sure the radii do not decrease in size when going from the table
    01462      * to the calculated value.*/
    01463     t->squared_town_zone_radius[0] = mass * 15 - 40;
    01464     t->squared_town_zone_radius[1] = mass * 9 - 15;
    01465     t->squared_town_zone_radius[2] = 0;
    01466     t->squared_town_zone_radius[3] = mass * 5 - 5;
    01467     t->squared_town_zone_radius[4] = mass * 3 + 5;
    01468   }
    01469 }
    01470
    01471 void UpdateTownMaxPass(Town *t)
    01472 {
    01473   t->supplied[CT_PASSENGERS].old_max = t->population >> 3;
    01474   t->supplied[CT_MAIL].old_max = t->population >> 4;
    01475 }
    01476
    01488 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
    01489 {
    01490   t->xy = tile;
    01491   t->num_houses = 0;
    01492   t->time_until_rebuild = 10;
    01493   UpdateTownRadius(t);
    01494   t->flags = 0;
    01495   t->population = 0;
    01496   t->grow_counter = 0;
    01497   t->growth_rate = 250;
    01498
    01499   /* Set the default cargo requirement for town growth */
    01500   switch (_settings_game.game_creation.landscape) {
    01501     case LT_ARCTIC:
    01502       if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER;
    01503       break;
    01504
    01505     case LT_TROPIC:
    01506       if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT;
    01507       if (FindFirstCargoWithTownEffect(TE_WATER) != NULL) t->goal[TE_WATER] = TOWN_GROWTH_DESERT;
    01508       break;
    01509   }
    01510
    01511   t->fund_buildings_months = 0;
    01512
    01513   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
    01514
    01515   t->have_ratings = 0;
    01516   t->exclusivity = INVALID_COMPANY;
    01517   t->exclusive_counter = 0;
    01518   t->statues = 0;
    01519
    01520   extern int _nb_orig_names;
    01521   if (_settings_game.game_creation.town_name < _nb_orig_names) {
    01522     /* Original town name */
    01523     t->townnamegrfid = 0;
    01524     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
    01525   } else {
    01526     /* Newgrf town name */
    01527     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
    01528     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
    01529   }
    01530   t->townnameparts = townnameparts;
    01531
    01532   t->UpdateVirtCoord();
    01533   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    01534
    01535   t->InitializeLayout(layout);
    01536
    01537   t->larger_town = city;
    01538
    01539   int x = (int)size * 16 + 3;
    01540   if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
    01541   /* Don't create huge cities when founding town in-game */
    01542   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
    01543
    01544   t->num_houses += x;
    01545   UpdateTownRadius(t);
    01546
    01547   int i = x * 4;
    01548   do {
    01549     GrowTown(t);
    01550   } while (--i);
    01551
    01552   t->num_houses -= x;
    01553   UpdateTownRadius(t);
    01554   UpdateTownMaxPass(t);
    01555   UpdateAirportsNoise();
    01556 }
    01557
    01563 static CommandCost TownCanBePlacedHere(TileIndex tile)
    01564 {
    01565   /* Check if too close to the edge of map */
    01566   if (DistanceFromEdge(tile) < 12) {
    01567     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
    01568   }
    01569
    01570   /* Check distance to all other towns. */
    01571   if (IsCloseToTown(tile, 20)) {
    01572     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
    01573   }
    01574
    01575   /* Can only build on clear flat areas, possibly with trees. */
    01576   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile) != SLOPE_FLAT) {
    01577     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01578   }
    01579
    01580   return CommandCost(EXPENSES_OTHER);
    01581 }
    01582
    01588 static bool IsUniqueTownName(const char *name)
    01589 {
    01590   const Town *t;
    01591
    01592   FOR_ALL_TOWNS(t) {
    01593     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
    01594   }
    01595
    01596   return true;
    01597 }
    01598
    01611 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01612 {
    01613   TownSize size = Extract<TownSize, 0, 2>(p1);
    01614   bool city = HasBit(p1, 2);
    01615   TownLayout layout = Extract<TownLayout, 3, 3>(p1);
    01616   TownNameParams par(_settings_game.game_creation.town_name);
    01617   bool random = HasBit(p1, 6);
    01618   uint32 townnameparts = p2;
    01619
    01620   if (size >= TSZ_END) return CMD_ERROR;
    01621   if (layout >= NUM_TLS) return CMD_ERROR;
    01622
    01623   /* Some things are allowed only in the scenario editor */
    01624   if (_game_mode != GM_EDITOR) {
    01625     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
    01626     if (size == TSZ_LARGE) return CMD_ERROR;
    01627     if (random) return CMD_ERROR;
    01628     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
    01629       return CMD_ERROR;
    01630     }
    01631   }
    01632
    01633   if (StrEmpty(text)) {
    01634     /* If supplied name is empty, townnameparts has to generate unique automatic name */
    01635     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    01636   } else {
    01637     /* If name is not empty, it has to be unique custom name */
    01638     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
    01639     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    01640   }
    01641
    01642   /* Allocate town struct */
    01643   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
    01644
    01645   if (!random) {
    01646     CommandCost ret = TownCanBePlacedHere(tile);
    01647     if (ret.Failed()) return ret;
    01648   }
    01649
    01650   static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
    01651   /* multidimensional arrays have to have defined length of non-first dimension */
    01652   assert_compile(lengthof(price_mult[0]) == 4);
    01653
    01654   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
    01655   byte mult = price_mult[city][size];
    01656
    01657   cost.MultiplyCost(mult);
    01658
    01659   /* Create the town */
    01660   if (flags & DC_EXEC) {
    01661     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
    01662       _additional_cash_required = cost.GetCost();
    01663       return CommandCost(EXPENSES_OTHER);
    01664     }
    01665
    01666     _generating_world = true;
    01667     UpdateNearestTownForRoadTiles(true);
    01668     Town *t;
    01669     if (random) {
    01670       t = CreateRandomTown(20, townnameparts, size, city, layout);
    01671       if (t == NULL) {
    01672         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
    01673       } else {
    01674         _new_town_id = t->index;
    01675       }
    01676     } else {
    01677       t = new Town(tile);
    01678       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
    01679     }
    01680     UpdateNearestTownForRoadTiles(false);
    01681     _generating_world = false;
    01682
    01683     if (t != NULL && !StrEmpty(text)) {
    01684       t->name = strdup(text);
    01685       t->UpdateVirtCoord();
    01686     }
    01687
    01688     if (_game_mode != GM_EDITOR) {
    01689       /* 't' can't be NULL since 'random' is false outside scenedit */
    01690       assert(!random);
    01691       char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
    01692       SetDParam(0, _current_company);
    01693       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    01694
    01695       char *cn = strdup(company_name);
    01696       SetDParamStr(0, cn);
    01697       SetDParam(1, t->index);
    01698
    01699       AddNewsItem(STR_NEWS_NEW_TOWN, NS_INDUSTRY_OPEN, NR_TILE, tile, NR_NONE, UINT32_MAX, cn);
    01700       AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
    01701       Game::NewEvent(new ScriptEventTownFounded(t->index));
    01702     }
    01703   }
    01704   return cost;
    01705 }
    01706
    01716 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
    01717 {
    01718   switch (layout) {
    01719     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
    01720     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
    01721     default:          return tile;
    01722   }
    01723 }
    01724
    01734 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
    01735 {
    01736   switch (layout) {
    01737     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
    01738     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
    01739     default:          return true;
    01740   }
    01741 }
    01742
    01746 struct SpotData {
    01747   TileIndex tile;
    01748   uint max_dist;
    01749   TownLayout layout;
    01750 };
    01751
    01768 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
    01769 {
    01770   SpotData *sp = (SpotData*)user_data;
    01771   uint dist = GetClosestWaterDistance(tile, true);
    01772
    01773   if (IsTileType(tile, MP_CLEAR) &&
    01774       GetTileSlope(tile) == SLOPE_FLAT &&
    01775       IsTileAlignedToGrid(tile, sp->layout) &&
    01776       dist > sp->max_dist) {
    01777     sp->tile = tile;
    01778     sp->max_dist = dist;
    01779   }
    01780
    01781   return false;
    01782 }
    01783
    01790 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
    01791 {
    01792   return IsTileType(tile, MP_CLEAR);
    01793 }
    01794
    01807 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
    01808 {
    01809   SpotData sp = { INVALID_TILE, 0, layout };
    01810
    01811   TileIndex coast = tile;
    01812   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
    01813     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
    01814     return sp.tile;
    01815   }
    01816
    01817   /* if we get here just give up */
    01818   return INVALID_TILE;
    01819 }
    01820
    01821 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
    01822 {
    01823   assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
    01824
    01825   if (!Town::CanAllocateItem()) return NULL;
    01826
    01827   do {
    01828     /* Generate a tile index not too close from the edge */
    01829     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
    01830
    01831     /* if we tried to place the town on water, slide it over onto
    01832      * the nearest likely-looking spot */
    01833     if (IsTileType(tile, MP_WATER)) {
    01834       tile = FindNearestGoodCoastalTownSpot(tile, layout);
    01835       if (tile == INVALID_TILE) continue;
    01836     }
    01837
    01838     /* Make sure town can be placed here */
    01839     if (TownCanBePlacedHere(tile).Failed()) continue;
    01840
    01841     /* Allocate a town struct */
    01842     Town *t = new Town(tile);
    01843
    01844     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
    01845
    01846     /* if the population is still 0 at the point, then the
    01847      * placement is so bad it couldn't grow at all */
    01848     if (t->population > 0) return t;
    01849     CommandCost rc = DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
    01850     assert(rc.Succeeded());
    01851
    01852     /* We already know that we can allocate a single town when
    01853      * entering this function. However, we create and delete
    01854      * a town which "resets" the allocation checks. As such we
    01855      * need to check again when assertions are enabled. */
    01856     assert(Town::CanAllocateItem());
    01857   } while (--attempts != 0);
    01858
    01859   return NULL;
    01860 }
    01861
    01862 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
    01863
    01871 bool GenerateTowns(TownLayout layout)
    01872 {
    01873   uint current_number = 0;
    01874   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
    01875   uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
    01876   uint32 townnameparts;
    01877
    01878   SetGeneratingWorldProgress(GWP_TOWN, total);
    01879
    01880   /* First attempt will be made at creating the suggested number of towns.
    01881    * Note that this is really a suggested value, not a required one.
    01882    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
    01883   do {
    01884     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
    01885     IncreaseGeneratingWorldProgress(GWP_TOWN);
    01886     /* Get a unique name for the town. */
    01887     if (!GenerateTownName(&townnameparts)) continue;
    01888     /* try 20 times to create a random-sized town for the first loop. */
    01889     if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
    01890   } while (--total);
    01891
    01892   if (current_number != 0) return true;
    01893
    01894   /* If current_number is still zero at this point, it means that not a single town has been created.
    01895    * So give it a last try, but now more aggressive */
    01896   if (GenerateTownName(&townnameparts) &&
    01897       CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
    01898     return true;
    01899   }
    01900
    01901   /* If there are no towns at all and we are generating new game, bail out */
    01902   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
    01903     ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
    01904   }
    01905
    01906   return false;  // we are still without a town? we failed, simply
    01907 }
    01908
    01909
    01916 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
    01917 {
    01918   uint dist = DistanceSquare(tile, t->xy);
    01919
    01920   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
    01921
    01922   HouseZonesBits smallest = HZB_TOWN_EDGE;
    01923   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
    01924     if (dist < t->squared_town_zone_radius[i]) smallest = i;
    01925   }
    01926
    01927   return smallest;
    01928 }
    01929
    01940 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
    01941 {
    01942   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
    01943
    01944   assert(cc.Succeeded());
    01945
    01946   IncreaseBuildingCount(t, type);
    01947   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
    01948   if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
    01949
    01950   MarkTileDirtyByTile(tile);
    01951 }
    01952
    01953
    01964 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
    01965 {
    01966   BuildingFlags size = HouseSpec::Get(type)->building_flags;
    01967
    01968   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
    01969   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
    01970   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
    01971   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
    01972 }
    01973
    01974
    01983 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
    01984 {
    01985   /* cannot build on these slopes... */
    01986   Slope slope = GetTileSlope(tile);
    01987   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
    01988
    01989   /* building under a bridge? */
    01990   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    01991
    01992   /* do not try to build over house owned by another town */
    01993   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
    01994
    01995   /* can we clear the land? */
    01996   return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
    01997 }
    01998
    01999
    02009 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, int z, bool noslope)
    02010 {
    02011   if (!CanBuildHouseHere(tile, town, noslope)) return false;
    02012
    02013   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
    02014   if (GetTileMaxZ(tile) != z) return false;
    02015
    02016   return true;
    02017 }
    02018
    02019
    02029 static bool CheckFree2x2Area(TileIndex tile, TownID town, int z, bool noslope)
    02030 {
    02031   /* we need to check this tile too because we can be at different tile now */
    02032   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    02033
    02034   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
    02035     tile += TileOffsByDiagDir(d);
    02036     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    02037   }
    02038
    02039   return true;
    02040 }
    02041
    02042
    02050 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
    02051 {
    02052   /* Allow towns everywhere when we don't build roads */
    02053   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    02054
    02055   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    02056
    02057   switch (t->layout) {
    02058     case TL_2X2_GRID:
    02059       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
    02060       break;
    02061
    02062     case TL_3X3_GRID:
    02063       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
    02064       break;
    02065
    02066     default:
    02067       break;
    02068   }
    02069
    02070   return true;
    02071 }
    02072
    02073
    02081 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
    02082 {
    02083   /* Allow towns everywhere when we don't build roads */
    02084   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    02085
    02086   /* Compute relative position of tile. (Positive offsets are towards north) */
    02087   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    02088
    02089   switch (t->layout) {
    02090     case TL_2X2_GRID:
    02091       grid_pos.x %= 3;
    02092       grid_pos.y %= 3;
    02093       if ((grid_pos.x != 2 && grid_pos.x != -1) ||
    02094         (grid_pos.y != 2 && grid_pos.y != -1)) return false;
    02095       break;
    02096
    02097     case TL_3X3_GRID:
    02098       if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
    02099       break;
    02100
    02101     default:
    02102       break;
    02103   }
    02104
    02105   return true;
    02106 }
    02107
    02108
    02118 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
    02119 {
    02120   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
    02121
    02122   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
    02123   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
    02124
    02125   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
    02126   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
    02127     *tile = tile2;
    02128     return true;
    02129   }
    02130
    02131   return false;
    02132 }
    02133
    02134
    02143 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
    02144 {
    02145   TileIndex tile2 = *tile;
    02146
    02147   for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
    02148     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
    02149       *tile = tile2;
    02150       return true;
    02151     }
    02152     if (d == DIAGDIR_END) break;
    02153     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
    02154   }
    02155
    02156   return false;
    02157 }
    02158
    02159
    02166 static bool BuildTownHouse(Town *t, TileIndex tile)
    02167 {
    02168   /* forbidden building here by town layout */
    02169   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
    02170
    02171   /* no house allowed at all, bail out */
    02172   if (!CanBuildHouseHere(tile, t->index, false)) return false;
    02173
    02174   int z;
    02175   Slope slope = GetTileSlope(tile, &z);
    02176
    02177   /* Get the town zone type of the current tile, as well as the climate.
    02178    * This will allow to easily compare with the specs of the new house to build */
    02179   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
    02180
    02181   /* Above snow? */
    02182   int land = _settings_game.game_creation.landscape;
    02183   if (land == LT_ARCTIC && z >= HighestSnowLine()) land = -1;
    02184
    02185   uint bitmask = (1 << rad) + (1 << (land + 12));
    02186
    02187   /* bits 0-4 are used
    02188    * bits 11-15 are used
    02189    * bits 5-10 are not used. */
    02190   HouseID houses[HOUSE_MAX];
    02191   uint num = 0;
    02192   uint probs[HOUSE_MAX];
    02193   uint probability_max = 0;
    02194
    02195   /* Generate a list of all possible houses that can be built. */
    02196   for (uint i = 0; i < HOUSE_MAX; i++) {
    02197     const HouseSpec *hs = HouseSpec::Get(i);
    02198
    02199     /* Verify that the candidate house spec matches the current tile status */
    02200     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
    02201
    02202     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
    02203     if (hs->class_id != HOUSE_NO_CLASS) {
    02204       /* id_count is always <= class_count, so it doesn't need to be checked */
    02205       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
    02206     } else {
    02207       /* If the house has no class, check id_count instead */
    02208       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
    02209     }
    02210
    02211     /* Without NewHouses, all houses have probability '1' */
    02212     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
    02213     probability_max += cur_prob;
    02214     probs[num] = cur_prob;
    02215     houses[num++] = (HouseID)i;
    02216   }
    02217
    02218   int maxz = GetTileMaxZ(tile);
    02219   TileIndex baseTile = tile;
    02220
    02221   while (probability_max > 0) {
    02222     /* Building a multitile building can change the location of tile.
    02223      * The building would still be built partially on that tile, but
    02224      * its nothern tile would be elsewere. However, if the callback
    02225      * fails we would be basing further work from the changed tile.
    02226      * So a next 1x1 tile building could be built on the wrong tile. */
    02227     tile = baseTile;
    02228
    02229     uint r = RandomRange(probability_max);
    02230     uint i;
    02231     for (i = 0; i < num; i++) {
    02232       if (probs[i] > r) break;
    02233       r -= probs[i];
    02234     }
    02235
    02236     HouseID house = houses[i];
    02237     probability_max -= probs[i];
    02238
    02239     /* remove tested house from the set */
    02240     num--;
    02241     houses[i] = houses[num];
    02242     probs[i] = probs[num];
    02243
    02244     const HouseSpec *hs = HouseSpec::Get(house);
    02245
    02246     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
    02247         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
    02248       continue;
    02249     }
    02250
    02251     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
    02252
    02253     /* Special houses that there can be only one of. */
    02254     uint oneof = 0;
    02255
    02256     if (hs->building_flags & BUILDING_IS_CHURCH) {
    02257       SetBit(oneof, TOWN_HAS_CHURCH);
    02258     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02259       SetBit(oneof, TOWN_HAS_STADIUM);
    02260     }
    02261
    02262     if (t->flags & oneof) continue;
    02263
    02264     /* Make sure there is no slope? */
    02265     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
    02266     if (noslope && slope != SLOPE_FLAT) continue;
    02267
    02268     if (hs->building_flags & TILE_SIZE_2x2) {
    02269       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
    02270     } else if (hs->building_flags & TILE_SIZE_2x1) {
    02271       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
    02272     } else if (hs->building_flags & TILE_SIZE_1x2) {
    02273       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
    02274     } else {
    02275       /* 1x1 house checks are already done */
    02276     }
    02277
    02278     byte random_bits = Random();
    02279
    02280     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
    02281       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
    02282       if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
    02283     }
    02284
    02285     /* build the house */
    02286     t->num_houses++;
    02287
    02288     /* Special houses that there can be only one of. */
    02289     t->flags |= oneof;
    02290
    02291     byte construction_counter = 0;
    02292     byte construction_stage = 0;
    02293
    02294     if (_generating_world || _game_mode == GM_EDITOR) {
    02295       uint32 r = Random();
    02296
    02297       construction_stage = TOWN_HOUSE_COMPLETED;
    02298       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
    02299
    02300       if (construction_stage == TOWN_HOUSE_COMPLETED) {
    02301         ChangePopulation(t, hs->population);
    02302       } else {
    02303         construction_counter = GB(r, 2, 2);
    02304       }
    02305     }
    02306
    02307     MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
    02308     UpdateTownCargoes(t, tile);
    02309
    02310     return true;
    02311   }
    02312
    02313   return false;
    02314 }
    02315
    02322 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
    02323 {
    02324   assert(IsTileType(tile, MP_HOUSE));
    02325   DecreaseBuildingCount(t, house);
    02326   DoClearSquare(tile);
    02327   DeleteAnimatedTile(tile);
    02328
    02329   DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
    02330 }
    02331
    02339 TileIndexDiff GetHouseNorthPart(HouseID &house)
    02340 {
    02341   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
    02342     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
    02343       house--;
    02344       return TileDiffXY(-1, 0);
    02345     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
    02346       house--;
    02347       return TileDiffXY(0, -1);
    02348     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
    02349       house -= 2;
    02350       return TileDiffXY(-1, 0);
    02351     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
    02352       house -= 3;
    02353       return TileDiffXY(-1, -1);
    02354     }
    02355   }
    02356   return 0;
    02357 }
    02358
    02359 void ClearTownHouse(Town *t, TileIndex tile)
    02360 {
    02361   assert(IsTileType(tile, MP_HOUSE));
    02362
    02363   HouseID house = GetHouseType(tile);
    02364
    02365   /* need to align the tile to point to the upper left corner of the house */
    02366   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02367
    02368   const HouseSpec *hs = HouseSpec::Get(house);
    02369
    02370   /* Remove population from the town if the house is finished. */
    02371   if (IsHouseCompleted(tile)) {
    02372     ChangePopulation(t, -hs->population);
    02373   }
    02374
    02375   t->num_houses--;
    02376
    02377   /* Clear flags for houses that only may exist once/town. */
    02378   if (hs->building_flags & BUILDING_IS_CHURCH) {
    02379     ClrBit(t->flags, TOWN_HAS_CHURCH);
    02380   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02381     ClrBit(t->flags, TOWN_HAS_STADIUM);
    02382   }
    02383
    02384   /* Do the actual clearing of tiles */
    02385   uint eflags = hs->building_flags;
    02386   DoClearTownHouseHelper(tile, t, house);
    02387   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
    02388   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
    02389   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
    02390
    02391   /* Update cargo acceptance. */
    02392   UpdateTownCargoes(t, tile);
    02393 }
    02394
    02404 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02405 {
    02406   Town *t = Town::GetIfValid(p1);
    02407   if (t == NULL) return CMD_ERROR;
    02408
    02409   bool reset = StrEmpty(text);
    02410
    02411   if (!reset) {
    02412     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
    02413     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    02414   }
    02415
    02416   if (flags & DC_EXEC) {
    02417     free(t->name);
    02418     t->name = reset ? NULL : strdup(text);
    02419
    02420     t->UpdateVirtCoord();
    02421     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    02422     UpdateAllStationVirtCoords();
    02423   }
    02424   return CommandCost();
    02425 }
    02426
    02432 const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect)
    02433 {
    02434   const CargoSpec *cs;
    02435   FOR_ALL_CARGOSPECS(cs) {
    02436     if (cs->town_effect == effect) return cs;
    02437   }
    02438   return NULL;
    02439 }
    02440
    02441 static void UpdateTownGrowRate(Town *t);
    02442
    02454 CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02455 {
    02456   if (_current_company != OWNER_DEITY) return CMD_ERROR;
    02457
    02458   TownEffect te = (TownEffect)GB(p1, 16, 8);
    02459   if (te < TE_BEGIN || te > TE_END) return CMD_ERROR;
    02460
    02461   uint16 index = GB(p1, 0, 16);
    02462   Town *t = Town::GetIfValid(index);
    02463   if (t == NULL) return CMD_ERROR;
    02464
    02465   /* Validate if there is a cargo which is the requested TownEffect */
    02466   const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
    02467   if (cargo == NULL) return CMD_ERROR;
    02468
    02469   if (flags & DC_EXEC) {
    02470     t->goal[te] = p2;
    02471     UpdateTownGrowRate(t);
    02472     InvalidateWindowData(WC_TOWN_VIEW, index);
    02473   }
    02474
    02475   return CommandCost();
    02476 }
    02477
    02487 CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02488 {
    02489   if (_current_company != OWNER_DEITY) return CMD_ERROR;
    02490   Town *t = Town::GetIfValid(p1);
    02491   if (t == NULL) return CMD_ERROR;
    02492
    02493   if (flags & DC_EXEC) {
    02494     free(t->text);
    02495     t->text = StrEmpty(text) ? NULL : strdup(text);
    02496     InvalidateWindowData(WC_TOWN_VIEW, p1);
    02497   }
    02498
    02499   return CommandCost();
    02500 }
    02501
    02511 CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02512 {
    02513   if (_current_company != OWNER_DEITY) return CMD_ERROR;
    02514   if ((p2 & TOWN_GROW_RATE_CUSTOM) != 0) return CMD_ERROR;
    02515   if (GB(p2, 16, 16) != 0) return CMD_ERROR;
    02516
    02517   Town *t = Town::GetIfValid(p1);
    02518   if (t == NULL) return CMD_ERROR;
    02519
    02520   if (flags & DC_EXEC) {
    02521     t->growth_rate = (p2 == 0) ? 0 : p2 | TOWN_GROW_RATE_CUSTOM;
    02522     UpdateTownGrowRate(t);
    02523     InvalidateWindowData(WC_TOWN_VIEW, p1);
    02524   }
    02525
    02526   return CommandCost();
    02527 }
    02528
    02538 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02539 {
    02540   if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
    02541   Town *t = Town::GetIfValid(p1);
    02542   if (t == NULL) return CMD_ERROR;
    02543
    02544   if (flags & DC_EXEC) {
    02545     /* The more houses, the faster we grow */
    02546     if (p2 == 0) {
    02547       uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
    02548       t->num_houses += amount;
    02549       UpdateTownRadius(t);
    02550
    02551       uint n = amount * 10;
    02552       do GrowTown(t); while (--n);
    02553
    02554       t->num_houses -= amount;
    02555     } else {
    02556       for (; p2 > 0; p2--) {
    02557         /* Try several times to grow, as we are really suppose to grow */
    02558         for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
    02559       }
    02560     }
    02561     UpdateTownRadius(t);
    02562
    02563     UpdateTownMaxPass(t);
    02564   }
    02565
    02566   return CommandCost();
    02567 }
    02568
    02578 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02579 {
    02580   if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
    02581   Town *t = Town::GetIfValid(p1);
    02582   if (t == NULL) return CMD_ERROR;
    02583
    02584   /* Stations refer to towns. */
    02585   const Station *st;
    02586   FOR_ALL_STATIONS(st) {
    02587     if (st->town == t) {
    02588       /* Non-oil rig stations are always a problem. */
    02589       if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
    02590       /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
    02591       CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02592       if (ret.Failed()) return ret;
    02593     }
    02594   }
    02595
    02596   /* Depots refer to towns. */
    02597   const Depot *d;
    02598   FOR_ALL_DEPOTS(d) {
    02599     if (d->town == t) return CMD_ERROR;
    02600   }
    02601
    02602   /* Check all tiles for town ownership. */
    02603   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
    02604     bool try_clear = false;
    02605     switch (GetTileType(tile)) {
    02606       case MP_ROAD:
    02607         try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
    02608         break;
    02609
    02610       case MP_TUNNELBRIDGE:
    02611         try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
    02612         break;
    02613
    02614       case MP_HOUSE:
    02615         try_clear = GetTownIndex(tile) == t->index;
    02616         break;
    02617
    02618       case MP_INDUSTRY:
    02619         try_clear = Industry::GetByTile(tile)->town == t;
    02620         break;
    02621
    02622       case MP_OBJECT:
    02623         if (Town::GetNumItems() == 1) {
    02624           /* No towns will be left, remove it! */
    02625           try_clear = true;
    02626         } else {
    02627           Object *o = Object::GetByTile(tile);
    02628           if (o->town == t) {
    02629             if (GetObjectType(tile) == OBJECT_STATUE) {
    02630               /* Statue... always remove. */
    02631               try_clear = true;
    02632             } else {
    02633               /* Tell to find a new town. */
    02634               if (flags & DC_EXEC) o->town = NULL;
    02635             }
    02636           }
    02637         }
    02638         break;
    02639
    02640       default:
    02641         break;
    02642     }
    02643     if (try_clear) {
    02644       CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02645       if (ret.Failed()) return ret;
    02646     }
    02647   }
    02648
    02649   /* The town destructor will delete the other things related to the town. */
    02650   if (flags & DC_EXEC) delete t;
    02651
    02652   return CommandCost();
    02653 }
    02654
    02659 const byte _town_action_costs[TACT_COUNT] = {
    02660   2, 4, 9, 35, 48, 53, 117, 175
    02661 };
    02662
    02663 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
    02664 {
    02665   if (flags & DC_EXEC) {
    02666     ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
    02667   }
    02668   return CommandCost();
    02669 }
    02670
    02671 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
    02672 {
    02673   if (flags & DC_EXEC) {
    02674     ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
    02675   }
    02676   return CommandCost();
    02677 }
    02678
    02679 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
    02680 {
    02681   if (flags & DC_EXEC) {
    02682     ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
    02683   }
    02684   return CommandCost();
    02685 }
    02686
    02687 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
    02688 {
    02689   /* Check if the company is allowed to fund new roads. */
    02690   if (!_settings_game.economy.fund_roads) return CMD_ERROR;
    02691
    02692   if (flags & DC_EXEC) {
    02693     t->road_build_months = 6;
    02694
    02695     char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
    02696     SetDParam(0, _current_company);
    02697     GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    02698
    02699     char *cn = strdup(company_name);
    02700     SetDParam(0, t->index);
    02701     SetDParamStr(1, cn);
    02702
    02703     AddNewsItem(STR_NEWS_ROAD_REBUILDING, NS_GENERAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
    02704   }
    02705   return CommandCost();
    02706 }
    02707
    02714 static bool SearchTileForStatue(TileIndex tile, void *user_data)
    02715 {
    02716   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
    02717   if (IsSteepSlope(GetTileSlope(tile))) return false;
    02718   /* Don't build statues under bridges. */
    02719   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    02720
    02721   if (!IsTileType(tile, MP_HOUSE) &&
    02722       !IsTileType(tile, MP_CLEAR) &&
    02723       !IsTileType(tile, MP_TREES)) {
    02724     return false;
    02725   }
    02726
    02727   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02728   CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
    02729   cur_company.Restore();
    02730
    02731   if (r.Failed()) return false;
    02732
    02733   return true;
    02734 }
    02735
    02743 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
    02744 {
    02745   if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
    02746
    02747   TileIndex tile = t->xy;
    02748   if (CircularTileSearch(&tile, 9, SearchTileForStatue, NULL)) {
    02749     if (flags & DC_EXEC) {
    02750       Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02751       DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    02752       cur_company.Restore();
    02753       BuildObject(OBJECT_STATUE, tile, _current_company, t);
    02754       SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
    02755       MarkTileDirtyByTile(tile);
    02756     }
    02757     return CommandCost();
    02758   }
    02759   return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
    02760 }
    02761
    02762 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
    02763 {
    02764   /* Check if it's allowed to buy the rights */
    02765   if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
    02766
    02767   if (flags & DC_EXEC) {
    02768     /* Build next tick */
    02769     t->grow_counter = 1;
    02770     /* If we were not already growing */
    02771     SetBit(t->flags, TOWN_IS_FUNDED);
    02772     /* And grow for 3 months */
    02773     t->fund_buildings_months = 3;
    02774
    02775     SetWindowDirty(WC_TOWN_VIEW, t->index);
    02776   }
    02777   return CommandCost();
    02778 }
    02779
    02780 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
    02781 {
    02782   /* Check if it's allowed to buy the rights */
    02783   if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
    02784
    02785   if (flags & DC_EXEC) {
    02786     t->exclusive_counter = 12;
    02787     t->exclusivity = _current_company;
    02788
    02789     ModifyStationRatingAround(t->xy, _current_company, 130, 17);
    02790   }
    02791   return CommandCost();
    02792 }
    02793
    02794 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
    02795 {
    02796   if (flags & DC_EXEC) {
    02797     if (Chance16(1, 14)) {
    02798       /* set as unwanted for 6 months */
    02799       t->unwanted[_current_company] = 6;
    02800
    02801       /* set all close by station ratings to 0 */
    02802       Station *st;
    02803       FOR_ALL_STATIONS(st) {
    02804         if (st->town == t && st->owner == _current_company) {
    02805           for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
    02806         }
    02807       }
    02808
    02809       /* only show errormessage to the executing player. All errors are handled command.c
    02810        * but this is special, because it can only 'fail' on a DC_EXEC */
    02811       if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
    02812
    02813       /* decrease by a lot!
    02814        * ChangeTownRating is only for stuff in demolishing. Bribe failure should
    02815        * be independent of any cheat settings
    02816        */
    02817       if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
    02818         t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
    02819         SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02820       }
    02821     } else {
    02822       ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
    02823     }
    02824   }
    02825   return CommandCost();
    02826 }
    02827
    02828 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
    02829 static TownActionProc * const _town_action_proc[] = {
    02830   TownActionAdvertiseSmall,
    02831   TownActionAdvertiseMedium,
    02832   TownActionAdvertiseLarge,
    02833   TownActionRoadRebuild,
    02834   TownActionBuildStatue,
    02835   TownActionFundBuildings,
    02836   TownActionBuyRights,
    02837   TownActionBribe
    02838 };
    02839
    02847 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
    02848 {
    02849   int num = 0;
    02850   TownActions buttons = TACT_NONE;
    02851
    02852   /* Spectators and unwanted have no options */
    02853   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
    02854
    02855     /* Things worth more than this are not shown */
    02856     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
    02857
    02858     /* Check the action bits for validity and
    02859      * if they are valid add them */
    02860     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
    02861       const TownActions cur = (TownActions)(1 << i);
    02862
    02863       /* Is the company not able to bribe ? */
    02864       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
    02865
    02866       /* Is the company not able to buy exclusive rights ? */
    02867       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
    02868
    02869       /* Is the company not able to fund buildings ? */
    02870       if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
    02871
    02872       /* Is the company not able to fund local road reconstruction? */
    02873       if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
    02874
    02875       /* Is the company not able to build a statue ? */
    02876       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
    02877
    02878       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
    02879         buttons |= cur;
    02880         num++;
    02881       }
    02882     }
    02883   }
    02884
    02885   if (nump != NULL) *nump = num;
    02886   return buttons;
    02887 }
    02888
    02900 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02901 {
    02902   Town *t = Town::GetIfValid(p1);
    02903   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
    02904
    02905   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
    02906
    02907   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
    02908
    02909   CommandCost ret = _town_action_proc[p2](t, flags);
    02910   if (ret.Failed()) return ret;
    02911
    02912   if (flags & DC_EXEC) {
    02913     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
    02914   }
    02915
    02916   return cost;
    02917 }
    02918
    02919 static void UpdateTownRating(Town *t)
    02920 {
    02921   /* Increase company ratings if they're low */
    02922   const Company *c;
    02923   FOR_ALL_COMPANIES(c) {
    02924     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
    02925       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
    02926     }
    02927   }
    02928
    02929   const Station *st;
    02930   FOR_ALL_STATIONS(st) {
    02931     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
    02932       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    02933         if (Company::IsValidID(st->owner)) {
    02934           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
    02935           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
    02936         }
    02937       } else {
    02938         if (Company::IsValidID(st->owner)) {
    02939           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
    02940           t->ratings[st->owner] = max(new_rating, INT16_MIN);
    02941         }
    02942       }
    02943     }
    02944   }
    02945
    02946   /* clamp all ratings to valid values */
    02947   for (uint i = 0; i < MAX_COMPANIES; i++) {
    02948     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
    02949   }
    02950
    02951   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02952 }
    02953
    02954 static void UpdateTownGrowRate(Town *t)
    02955 {
    02956   ClrBit(t->flags, TOWN_IS_FUNDED);
    02957   SetWindowDirty(WC_TOWN_VIEW, t->index);
    02958
    02959   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
    02960
    02961   if (t->fund_buildings_months == 0) {
    02962     /* Check if all goals are reached for this town to grow (given we are not funding it) */
    02963     for (int i = TE_BEGIN; i < TE_END; i++) {
    02964       switch (t->goal[i]) {
    02965         case TOWN_GROWTH_WINTER:
    02966           if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->population > 90) return;
    02967           break;
    02968         case TOWN_GROWTH_DESERT:
    02969           if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->population > 60) return;
    02970           break;
    02971         default:
    02972           if (t->goal[i] > t->received[i].old_act) return;
    02973           break;
    02974       }
    02975     }
    02976   }
    02977
    02978   if ((t->growth_rate & TOWN_GROW_RATE_CUSTOM) != 0) {
    02979     SetBit(t->flags, TOWN_IS_FUNDED);
    02980     SetWindowDirty(WC_TOWN_VIEW, t->index);
    02981     return;
    02982   }
    02983
    02988   static const uint16 _grow_count_values[2][6] = {
    02989     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
    02990     { 320, 420, 300, 220, 160, 100 }  // Normal values
    02991   };
    02992
    02993   int n = 0;
    02994
    02995   const Station *st;
    02996   FOR_ALL_STATIONS(st) {
    02997     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
    02998       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    02999         n++;
    03000       }
    03001     }
    03002   }
    03003
    03004   uint16 m;
    03005
    03006   if (t->fund_buildings_months != 0) {
    03007     m = _grow_count_values[0][min(n, 5)];
    03008   } else {
    03009     m = _grow_count_values[1][min(n, 5)];
    03010     if (n == 0 && !Chance16(1, 12)) return;
    03011   }
    03012
    03013   /* Use the normal growth rate values if new buildings have been funded in
    03014    * this town and the growth rate is set to none. */
    03015   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
    03016
    03017   m >>= growth_multiplier;
    03018   if (t->larger_town) m /= 2;
    03019
    03020   t->growth_rate = m / (t->num_houses / 50 + 1);
    03021   if (m <= t->grow_counter) {
    03022     t->grow_counter = m;
    03023   }
    03024
    03025   SetBit(t->flags, TOWN_IS_FUNDED);
    03026   SetWindowDirty(WC_TOWN_VIEW, t->index);
    03027 }
    03028
    03029 static void UpdateTownAmounts(Town *t)
    03030 {
    03031   for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
    03032   for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
    03033   if (t->fund_buildings_months != 0) t->fund_buildings_months--;
    03034
    03035   SetWindowDirty(WC_TOWN_VIEW, t->index);
    03036 }
    03037
    03038 static void UpdateTownUnwanted(Town *t)
    03039 {
    03040   const Company *c;
    03041
    03042   FOR_ALL_COMPANIES(c) {
    03043     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
    03044   }
    03045 }
    03046
    03053 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
    03054 {
    03055   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
    03056
    03057   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    03058   if (t == NULL) return CommandCost();
    03059
    03060   if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
    03061
    03062   SetDParam(0, t->index);
    03063   return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    03064 }
    03065
    03074 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
    03075 {
    03076   Town *t;
    03077   uint best = threshold;
    03078   Town *best_town = NULL;
    03079
    03080   FOR_ALL_TOWNS(t) {
    03081     uint dist = DistanceManhattan(tile, t->xy);
    03082     if (dist < best) {
    03083       best = dist;
    03084       best_town = t;
    03085     }
    03086   }
    03087
    03088   return best_town;
    03089 }
    03090
    03099 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
    03100 {
    03101   switch (GetTileType(tile)) {
    03102     case MP_ROAD:
    03103       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
    03104
    03105       if (!HasTownOwnedRoad(tile)) {
    03106         TownID tid = GetTownIndex(tile);
    03107
    03108         if (tid == (TownID)INVALID_TOWN) {
    03109           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
    03110           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
    03111           assert(Town::GetNumItems() == 0);
    03112           return NULL;
    03113         }
    03114
    03115         assert(Town::IsValidID(tid));
    03116         Town *town = Town::Get(tid);
    03117
    03118         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
    03119
    03120         return town;
    03121       }
    03122       /* FALL THROUGH */
    03123
    03124     case MP_HOUSE:
    03125       return Town::GetByTile(tile);
    03126
    03127     default:
    03128       return CalcClosestTownFromTile(tile, threshold);
    03129   }
    03130 }
    03131
    03132 static bool _town_rating_test = false;
    03133 static SmallMap<const Town *, int, 4> _town_test_ratings;
    03134
    03140 void SetTownRatingTestMode(bool mode)
    03141 {
    03142   static int ref_count = 0; // Number of times test-mode is switched on.
    03143   if (mode) {
    03144     if (ref_count == 0) {
    03145       _town_test_ratings.Clear();
    03146     }
    03147     ref_count++;
    03148   } else {
    03149     assert(ref_count > 0);
    03150     ref_count--;
    03151   }
    03152   _town_rating_test = !(ref_count == 0);
    03153 }
    03154
    03160 static int GetRating(const Town *t)
    03161 {
    03162   if (_town_rating_test) {
    03163     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
    03164     if (it != _town_test_ratings.End()) {
    03165       return it->second;
    03166     }
    03167   }
    03168   return t->ratings[_current_company];
    03169 }
    03170
    03178 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
    03179 {
    03180   /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
    03181   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
    03182       !Company::IsValidID(_current_company) ||
    03183       (_cheats.magic_bulldozer.value && add < 0)) {
    03184     return;
    03185   }
    03186
    03187   int rating = GetRating(t);
    03188   if (add < 0) {
    03189     if (rating > max) {
    03190       rating += add;
    03191       if (rating < max) rating = max;
    03192     }
    03193   } else {
    03194     if (rating < max) {
    03195       rating += add;
    03196       if (rating > max) rating = max;
    03197     }
    03198   }
    03199   if (_town_rating_test) {
    03200     _town_test_ratings[t] = rating;
    03201   } else {
    03202     SetBit(t->have_ratings, _current_company);
    03203     t->ratings[_current_company] = rating;
    03204     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    03205   }
    03206 }
    03207
    03215 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
    03216 {
    03217   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
    03218   if (t == NULL || !Company::IsValidID(_current_company) ||
    03219       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
    03220     return CommandCost();
    03221   }
    03222
    03223   /* minimum rating needed to be allowed to remove stuff */
    03224   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
    03225     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
    03226     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
    03227     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
    03228     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
    03229   };
    03230
    03231   /* check if you're allowed to remove the road/bridge/tunnel
    03232    * owned by a town no removal if rating is lower than ... depends now on
    03233    * difficulty setting. Minimum town rating selected by difficulty level
    03234    */
    03235   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
    03236
    03237   if (GetRating(t) < needed) {
    03238     SetDParam(0, t->index);
    03239     return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    03240   }
    03241
    03242   return CommandCost();
    03243 }
    03244
    03245 void TownsMonthlyLoop()
    03246 {
    03247   Town *t;
    03248
    03249   FOR_ALL_TOWNS(t) {
    03250     if (t->road_build_months != 0) t->road_build_months--;
    03251
    03252     if (t->exclusive_counter != 0) {
    03253       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
    03254     }
    03255
    03256     UpdateTownAmounts(t);
    03257     UpdateTownRating(t);
    03258     UpdateTownGrowRate(t);
    03259     UpdateTownUnwanted(t);
    03260     UpdateTownCargoes(t);
    03261   }
    03262
    03263   UpdateTownCargoBitmap();
    03264 }
    03265
    03266 void TownsYearlyLoop()
    03267 {
    03268   /* Increment house ages */
    03269   for (TileIndex t = 0; t < MapSize(); t++) {
    03270     if (!IsTileType(t, MP_HOUSE)) continue;
    03271     IncrementHouseAge(t);
    03272   }
    03273 }
    03274
    03275 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
    03276 {
    03277   if (AutoslopeEnabled()) {
    03278     HouseID house = GetHouseType(tile);
    03279     GetHouseNorthPart(house); // modifies house to the ID of the north tile
    03280     const HouseSpec *hs = HouseSpec::Get(house);
    03281
    03282     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
    03283     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
    03284         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    03285       bool allow_terraform = true;
    03286
    03287       /* Call the autosloping callback per tile, not for the whole building at once. */
    03288       house = GetHouseType(tile);
    03289       hs = HouseSpec::Get(house);
    03290       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
    03291         /* If the callback fails, allow autoslope. */
    03292         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
    03293         if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
    03294       }
    03295
    03296       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    03297     }
    03298   }
    03299
    03300   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    03301 }
    03302
    03304 extern const TileTypeProcs _tile_type_town_procs = {
    03305   DrawTile_Town,           // draw_tile_proc
    03306   GetSlopePixelZ_Town,     // get_slope_z_proc
    03307   ClearTile_Town,          // clear_tile_proc
    03308   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
    03309   GetTileDesc_Town,        // get_tile_desc_proc
    03310   GetTileTrackStatus_Town, // get_tile_track_status_proc
    03311   NULL,                    // click_tile_proc
    03312   AnimateTile_Town,        // animate_tile_proc
    03313   TileLoop_Town,           // tile_loop_proc
    03314   ChangeTileOwner_Town,    // change_tile_owner_proc
    03315   AddProducedCargo_Town,   // add_produced_cargo_proc
    03316   NULL,                    // vehicle_enter_tile_proc
    03317   GetFoundation_Town,      // get_foundation_proc
    03318   TerraformTile_Town,      // terraform_tile_proc
    03319 };
    03320
    03321
    03322 HouseSpec _house_specs[HOUSE_MAX];
    03323
    03324 void ResetHouses()
    03325 {
    03326   memset(&_house_specs, 0, sizeof(_house_specs));
    03327   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
    03328
    03329   /* Reset any overrides that have been set. */
    03330   _house_mngr.ResetOverride();
    03331 }