# 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 "gui.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 "newgrf_config.h"
    00030 #include "autoslope.h"
    00031 #include "tunnelbridge_map.h"
    00032 #include "strings_func.h"
    00033 #include "window_func.h"
    00034 #include "string_func.h"
    00035 #include "newgrf_cargo.h"
    00036 #include "cheat_type.h"
    00037 #include "animated_tile_func.h"
    00038 #include "date_func.h"
    00039 #include "subsidy_func.h"
    00040 #include "core/pool_func.hpp"
    00041 #include "town.h"
    00042 #include "townname_func.h"
    00043 #include "townname_type.h"
    00044 #include "core/random_func.hpp"
    00045 #include "core/backup_type.hpp"
    00046 #include "depot_base.h"
    00047 #include "object_map.h"
    00048 #include "object_base.h"
    00049 #include "ai/ai.hpp"
    00050
    00051 #include "table/strings.h"
    00052 #include "table/town_land.h"
    00053
    00054 TownID _new_town_id;
    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
    00064   if (CleaningPool()) return;
    00065
    00066   /* Delete town authority window
    00067    * and remove from list of sorted towns */
    00068   DeleteWindowById(WC_TOWN_VIEW, this->index);
    00069
    00070   /* Check no industry is related to us. */
    00071   const Industry *i;
    00072   FOR_ALL_INDUSTRIES(i) assert(i->town != this);
    00073
    00074   /* ... and no object is related to us. */
    00075   const Object *o;
    00076   FOR_ALL_OBJECTS(o) assert(o->town != this);
    00077
    00078   /* Check no tile is related to us. */
    00079   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
    00080     switch (GetTileType(tile)) {
    00081       case MP_HOUSE:
    00082         assert(GetTownIndex(tile) != this->index);
    00083         break;
    00084
    00085       case MP_ROAD:
    00086         assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
    00087         break;
    00088
    00089       case MP_TUNNELBRIDGE:
    00090         assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
    00091         break;
    00092
    00093       default:
    00094         break;
    00095     }
    00096   }
    00097
    00098   DeleteSubsidyWith(ST_TOWN, this->index);
    00099   DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
    00100   CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
    00101   MarkWholeScreenDirty();
    00102 }
    00103
    00104
    00110 void Town::PostDestructor(size_t index)
    00111 {
    00112   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    00113   UpdateNearestTownForRoadTiles(false);
    00114
    00115   /* Give objects a new home! */
    00116   Object *o;
    00117   FOR_ALL_OBJECTS(o) {
    00118     if (o->town == NULL) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
    00119   }
    00120 }
    00121
    00125 void Town::InitializeLayout(TownLayout layout)
    00126 {
    00127   if (layout != TL_RANDOM) {
    00128     this->layout = layout;
    00129     return;
    00130   }
    00131
    00132   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
    00133 }
    00134
    00139 /* static */ Town *Town::GetRandom()
    00140 {
    00141   if (Town::GetNumItems() == 0) return NULL;
    00142   int num = RandomRange((uint16)Town::GetNumItems());
    00143   size_t index = MAX_UVALUE(size_t);
    00144
    00145   while (num >= 0) {
    00146     num--;
    00147     index++;
    00148
    00149     /* Make sure we have a valid town */
    00150     while (!Town::IsValidID(index)) {
    00151       index++;
    00152       assert(index < Town::GetPoolSize());
    00153     }
    00154   }
    00155
    00156   return Town::Get(index);
    00157 }
    00158
    00167 void Town::UpdateLabel()
    00168 {
    00169   if (!(_game_mode == GM_EDITOR) && (_local_company < MAX_COMPANIES)) {
    00170     int r = this->ratings[_local_company];
    00171     (this->town_label = 0, r <= RATING_VERYPOOR)  || // Appalling and Very Poor
    00172     (this->town_label++,   r <= RATING_MEDIOCRE)  || // Poor and Mediocre
    00173     (this->town_label++,   r <= RATING_GOOD)      || // Good
    00174     (this->town_label++,   r <= RATING_VERYGOOD)  || // Very Good
    00175     (this->town_label++,   true);                    // Excellent and Outstanding
    00176   }
    00177 }
    00178
    00183 Money HouseSpec::GetRemovalCost() const
    00184 {
    00185   return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
    00186 }
    00187
    00188 // Local
    00189 static int _grow_town_result;
    00190
    00191 /* Describe the possible states */
    00192 enum TownGrowthResult {
    00193   GROWTH_SUCCEED         = -1,
    00194   GROWTH_SEARCH_STOPPED  =  0
    00195 //  GROWTH_SEARCH_RUNNING >=  1
    00196 };
    00197
    00198 static bool BuildTownHouse(Town *t, TileIndex tile);
    00199 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
    00200
    00201 static void TownDrawHouseLift(const TileInfo *ti)
    00202 {
    00203   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
    00204 }
    00205
    00206 typedef void TownDrawTileProc(const TileInfo *ti);
    00207 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
    00208   TownDrawHouseLift
    00209 };
    00210
    00216 static inline DiagDirection RandomDiagDir()
    00217 {
    00218   return (DiagDirection)(3 & Random());
    00219 }
    00220
    00226 static void DrawTile_Town(TileInfo *ti)
    00227 {
    00228   HouseID house_id = GetHouseType(ti->tile);
    00229
    00230   if (house_id >= NEW_HOUSE_OFFSET) {
    00231     /* Houses don't necessarily need new graphics. If they don't have a
    00232      * spritegroup associated with them, then the sprite for the substitute
    00233      * house id is drawn instead. */
    00234     if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != NULL) {
    00235       DrawNewHouseTile(ti, house_id);
    00236       return;
    00237     } else {
    00238       house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
    00239     }
    00240   }
    00241
    00242   /* Retrieve pointer to the draw town tile struct */
    00243   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
    00244
    00245   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00246
    00247   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
    00248
    00249   /* If houses are invisible, do not draw the upper part */
    00250   if (IsInvisibilitySet(TO_HOUSES)) return;
    00251
    00252   /* Add a house on top of the ground? */
    00253   SpriteID image = dcts->building.sprite;
    00254   if (image != 0) {
    00255     AddSortableSpriteToDraw(image, dcts->building.pal,
    00256       ti->x + dcts->subtile_x,
    00257       ti->y + dcts->subtile_y,
    00258       dcts->width,
    00259       dcts->height,
    00260       dcts->dz,
    00261       ti->z,
    00262       IsTransparencySet(TO_HOUSES)
    00263     );
    00264
    00265     if (IsTransparencySet(TO_HOUSES)) return;
    00266   }
    00267
    00268   {
    00269     int proc = dcts->draw_proc - 1;
    00270
    00271     if (proc >= 0) _town_draw_tile_procs[proc](ti);
    00272   }
    00273 }
    00274
    00275 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
    00276 {
    00277   return GetTileMaxZ(tile);
    00278 }
    00279
    00281 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
    00282 {
    00283   HouseID hid = GetHouseType(tile);
    00284
    00285   /* For NewGRF house tiles we might not be drawing a foundation. We need to
    00286    * account for this, as other structures should
    00287    * draw the wall of the foundation in this case.
    00288    */
    00289   if (hid >= NEW_HOUSE_OFFSET) {
    00290     const HouseSpec *hs = HouseSpec::Get(hid);
    00291     if (hs->grf_prop.spritegroup[0] != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
    00292       uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
    00293       if (callback_res == 0) return FOUNDATION_NONE;
    00294     }
    00295   }
    00296   return FlatteningFoundation(tileh);
    00297 }
    00298
    00305 static void AnimateTile_Town(TileIndex tile)
    00306 {
    00307   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
    00308     AnimateNewHouseTile(tile);
    00309     return;
    00310   }
    00311
    00312   if (_tick_counter & 3) return;
    00313
    00314   /* If the house is not one with a lift anymore, then stop this animating.
    00315    * Not exactly sure when this happens, but probably when a house changes.
    00316    * Before this was just a return...so it'd leak animated tiles..
    00317    * That bug seems to have been here since day 1?? */
    00318   if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
    00319     DeleteAnimatedTile(tile);
    00320     return;
    00321   }
    00322
    00323   if (!LiftHasDestination(tile)) {
    00324     uint i;
    00325
    00326     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
    00327      * This is due to the fact that the first floor is, in the graphics,
    00328      *  the height of 2 'normal' floors.
    00329      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
    00330     do {
    00331       i = RandomRange(7);
    00332     } while (i == 1 || i * 6 == GetLiftPosition(tile));
    00333
    00334     SetLiftDestination(tile, i);
    00335   }
    00336
    00337   int pos = GetLiftPosition(tile);
    00338   int dest = GetLiftDestination(tile) * 6;
    00339   pos += (pos < dest) ? 1 : -1;
    00340   SetLiftPosition(tile, pos);
    00341
    00342   if (pos == dest) {
    00343     HaltLift(tile);
    00344     DeleteAnimatedTile(tile);
    00345   }
    00346
    00347   MarkTileDirtyByTile(tile);
    00348 }
    00349
    00356 static bool IsCloseToTown(TileIndex tile, uint dist)
    00357 {
    00358   const Town *t;
    00359
    00360   FOR_ALL_TOWNS(t) {
    00361     if (DistanceManhattan(tile, t->xy) < dist) return true;
    00362   }
    00363   return false;
    00364 }
    00365
    00370 void Town::UpdateVirtCoord()
    00371 {
    00372   this->UpdateLabel();
    00373   Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
    00374   SetDParam(0, this->index);
    00375   SetDParam(1, this->population);
    00376   this->sign.UpdatePosition(pt.x, pt.y - 24, this->Label());
    00377
    00378   SetWindowDirty(WC_TOWN_VIEW, this->index);
    00379 }
    00380
    00382 void UpdateAllTownVirtCoords()
    00383 {
    00384   Town *t;
    00385
    00386   FOR_ALL_TOWNS(t) {
    00387     t->UpdateVirtCoord();
    00388   }
    00389 }
    00390
    00396 static void ChangePopulation(Town *t, int mod)
    00397 {
    00398   t->population += mod;
    00399   InvalidateWindowData(WC_TOWN_VIEW, t->index);
    00400   t->UpdateVirtCoord();
    00401
    00402   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    00403 }
    00404
    00410 uint32 GetWorldPopulation()
    00411 {
    00412   uint32 pop = 0;
    00413   const Town *t;
    00414
    00415   FOR_ALL_TOWNS(t) pop += t->population;
    00416   return pop;
    00417 }
    00418
    00423 static void MakeSingleHouseBigger(TileIndex tile)
    00424 {
    00425   assert(IsTileType(tile, MP_HOUSE));
    00426
    00427   /* progress in construction stages */
    00428   IncHouseConstructionTick(tile);
    00429   if (GetHouseConstructionTick(tile) != 0) return;
    00430
    00431   AnimateNewHouseConstruction(tile);
    00432
    00433   if (IsHouseCompleted(tile)) {
    00434     /* Now that construction is complete, we can add the population of the
    00435      * building to the town. */
    00436     ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
    00437     ResetHouseAge(tile);
    00438   }
    00439   MarkTileDirtyByTile(tile);
    00440 }
    00441
    00446 static void MakeTownHouseBigger(TileIndex tile)
    00447 {
    00448   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
    00449   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
    00450   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
    00451   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
    00452   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
    00453 }
    00454
    00465 static void TownGenerateCargo (Town *t, CargoID ct, uint amount, StationFinder &stations)
    00466 {
    00467   /* custom cargo generation factor */
    00468   int cf = _settings_game.economy.town_cargo_factor;
    00469
    00470   /* when the economy flunctuates, everyone wants to stay at home */
    00471   if (EconomyIsInRecession())
    00472     amount = (amount + 1) >> 1;
    00473
    00474   /* apply custom factor? */
    00475   if (cf < 0) {
    00476     /* approx (amount / 2^cf)
    00477      * adjust with a constant offset of {(2 ^ cf) - 1} (i.e. add cf * 1-bits) before dividing to ensure that it doesn't become zero
    00478      * this skews the curve a little so that isn't entirely exponential, but will still decrease */
    00479     amount = (amount + ((1 << -cf) - 1)) >> -cf;
    00480   } else if (cf > 0) {
    00481     /* approx (amount * 2^cf) */
    00482     /* XXX: overflow? */
    00483     amount = amount << cf;
    00484   }
    00485
    00486   /* with the adjustments above, this should never happen */
    00487   assert(amount > 0);
    00488
    00489   /* send cargo to station */
    00490   uint moved = MoveGoodsToStation(ct, amount, ST_TOWN, t->index, stations.GetStations());
    00491
    00492   /* calculate for town stats */
    00493   const CargoSpec *cs = CargoSpec::Get(ct);
    00494   switch (cs->town_effect) {
    00495     case TE_PASSENGERS:
    00496       t->new_gen_max_pass += amount;
    00497       t->new_gen_act_pass += moved;
    00498       break;
    00499
    00500     case TE_MAIL:
    00501       t->new_gen_max_mail += amount;
    00502       t->new_gen_act_mail += moved;
    00503       break;
    00504
    00505     default:
    00506       break;
    00507   }
    00508 }
    00509
    00516 static void TileLoop_Town(TileIndex tile)
    00517 {
    00518   HouseID house_id = GetHouseType(tile);
    00519
    00520   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
    00521    * doesn't exist any more, so don't continue here. */
    00522   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
    00523
    00524   if (!IsHouseCompleted(tile)) {
    00525     /* Construction is not completed. See if we can go further in construction*/
    00526     MakeTownHouseBigger(tile);
    00527     return;
    00528   }
    00529
    00530   const HouseSpec *hs = HouseSpec::Get(house_id);
    00531
    00532   /* If the lift has a destination, it is already an animated tile. */
    00533   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
    00534       house_id < NEW_HOUSE_OFFSET &&
    00535       !LiftHasDestination(tile) &&
    00536       Chance16(1, 2)) {
    00537     AddAnimatedTile(tile);
    00538   }
    00539
    00540   Town *t = Town::GetByTile(tile);
    00541   uint32 r = Random();
    00542
    00543   StationFinder stations(TileArea(tile, 1, 1));
    00544
    00545   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00546     for (uint i = 0; i < 256; i++) {
    00547       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
    00548
    00549       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00550
    00551       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
    00552       if (cargo == CT_INVALID) continue;
    00553
    00554       uint amt = GB(callback, 0, 8);
    00555       if (amt == 0) continue;
    00556
    00557       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
    00558
    00559       const CargoSpec *cs = CargoSpec::Get(cargo);
    00560       switch (cs->town_effect) {
    00561         case TE_PASSENGERS:
    00562           TownGenerateCargo(t, cargo, amt, stations); // XXX: no economy flunctuation for GRF cargos?
    00563           t->new_max_pass += amt;
    00564           t->new_act_pass += moved;
    00565           break;
    00566
    00567         case TE_MAIL:
    00568           TownGenerateCargo(t, cargo, amt, stations); // XXX: no economy flunctuation for GRF cargos?
    00569           t->new_max_mail += amt;
    00570           t->new_act_mail += moved;
    00571           break;
    00572
    00573         case TE_FOOD:
    00574           t->new_max_food += amt;
    00575           t->new_act_food += moved;
    00576           break;
    00577
    00578         case TE_WATER:
    00579           t->new_max_water += amt;
    00580           t->new_act_water += moved;
    00581           break;
    00582
    00583         case TE_GOODS:
    00584           t->new_max_goods += amt;
    00585           t->new_act_goods += moved;
    00586           break;
    00587
    00588         default:
    00589           break;
    00590       }
    00591     }
    00592   } else {
    00593     if (GB(r, 0, 8) < hs->population) {
    00594       uint amt = GB(r, 0, 8) / 8 + 1;
    00595
    00596       TownGenerateCargo(t, CT_PASSENGERS, amt, stations);
    00597     }
    00598
    00599     if (GB(r, 8, 8) < hs->mail_generation) {
    00600       uint amt = GB(r, 8, 8) / 8 + 1;
    00601
    00602       TownGenerateCargo(t, CT_MAIL, amt, stations);
    00603     }
    00604
    00605     UpdateTownDemands(t);
    00606   }
    00607
    00608   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
    00609
    00610   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
    00611       HasBit(t->flags, TOWN_IS_FUNDED) &&
    00612       CanDeleteHouse(tile) &&
    00613       GetHouseAge(tile) >= (hs->minimum_life  * _date_daylength_factor) &&
    00614       --t->time_until_rebuild == 0) {
    00615     t->time_until_rebuild = GB(r, 16, 8) + 192;
    00616
    00617     ClearTownHouse(t, tile);
    00618
    00619     /* Rebuild with another house? */
    00620     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
    00621   }
    00622
    00623   cur_company.Restore();
    00624 }
    00625
    00626 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
    00627 {
    00628   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
    00629   if (!CanDeleteHouse(tile)) return CMD_ERROR;
    00630
    00631   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00632
    00633   CommandCost cost(EXPENSES_CONSTRUCTION);
    00634   cost.AddCost(hs->GetRemovalCost());
    00635
    00636   int rating = hs->remove_rating_decrease;
    00637   Town *t = Town::GetByTile(tile);
    00638
    00639   if (Company::IsValidID(_current_company)) {
    00640     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
    00641       SetDParam(0, t->index);
    00642       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    00643     }
    00644   }
    00645
    00646   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
    00647   if (flags & DC_EXEC) {
    00648     ClearTownHouse(t, tile);
    00649   }
    00650
    00651   return cost;
    00652 }
    00653
    00654 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
    00655 {
    00656   HouseID house_id = GetHouseType(tile);
    00657   const HouseSpec *hs = HouseSpec::Get(house_id);
    00658   Town *t = Town::GetByTile(tile);
    00659
    00660   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00661     for (uint i = 0; i < 256; i++) {
    00662       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
    00663
    00664       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00665
    00666       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
    00667
    00668       if (cargo == CT_INVALID) continue;
    00669       produced[cargo]++;
    00670     }
    00671   } else {
    00672     if (hs->population > 0) {
    00673       produced[CT_PASSENGERS]++;
    00674     }
    00675     if (hs->mail_generation > 0) {
    00676       produced[CT_MAIL]++;
    00677     }
    00678   }
    00679 }
    00680
    00681 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
    00682 {
    00683   if (cargo == CT_INVALID || amount == 0) return;
    00684   acceptance[cargo] += amount;
    00685   SetBit(*always_accepted, cargo);
    00686 }
    00687
    00688 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
    00689 {
    00690   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
    00691   CargoID accepts[3];
    00692
    00693   /* Set the initial accepted cargo types */
    00694   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00695     accepts[i] = hs->accepts_cargo[i];
    00696   }
    00697
    00698   /* Check for custom accepted cargo types */
    00699   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
    00700     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00701     if (callback != CALLBACK_FAILED) {
    00702       /* Replace accepted cargo types with translated values from callback */
    00703       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grf_prop.grffile);
    00704       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grf_prop.grffile);
    00705       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
    00706     }
    00707   }
    00708
    00709   /* Check for custom cargo acceptance */
    00710   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
    00711     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
    00712     if (callback != CALLBACK_FAILED) {
    00713       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
    00714       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
    00715       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
    00716         /* The 'S' bit indicates food instead of goods */
    00717         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
    00718       } else {
    00719         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
    00720       }
    00721       return;
    00722     }
    00723   }
    00724
    00725   /* No custom acceptance, so fill in with the default values */
    00726   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00727     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
    00728   }
    00729 }
    00730
    00731 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
    00732 {
    00733   const HouseID house = GetHouseType(tile);
    00734   const HouseSpec *hs = HouseSpec::Get(house);
    00735   bool house_completed = IsHouseCompleted(tile);
    00736
    00737   td->str = hs->building_name;
    00738
    00739   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
    00740   if (callback_res != CALLBACK_FAILED) {
    00741     StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
    00742     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
    00743       td->str = new_name;
    00744     }
    00745   }
    00746
    00747   if (!house_completed) {
    00748     SetDParamX(td->dparam, 0, td->str);
    00749     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
    00750   }
    00751
    00752   if (hs->grf_prop.grffile != NULL) {
    00753     const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
    00754     td->grf = gc->GetName();
    00755   }
    00756
    00757   td->owner[0] = OWNER_TOWN;
    00758 }
    00759
    00760 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00761 {
    00762   /* not used */
    00763   return 0;
    00764 }
    00765
    00766 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
    00767 {
    00768   /* not used */
    00769 }
    00770
    00771 static bool GrowTown(Town *t);
    00772
    00773 static void TownTickHandler(Town *t)
    00774 {
    00775   if (HasBit(t->flags, TOWN_IS_FUNDED)) {
    00776     int i = t->grow_counter - 1;
    00777     if (i < 0) {
    00778       if (GrowTown(t)) {
    00779         i = t->growth_rate;
    00780       } else {
    00781         i = 0;
    00782       }
    00783     }
    00784     t->grow_counter = i;
    00785   }
    00786
    00787   UpdateTownRadius(t);
    00788 }
    00789
    00790 void OnTick_Town()
    00791 {
    00792   if (_game_mode == GM_EDITOR) return;
    00793
    00794   Town *t;
    00795   FOR_ALL_TOWNS(t) {
    00796     /* Run town tick at regular intervals, but not all at once. */
    00797     if ((_tick_counter + t->index) % TOWN_GROWTH_TICKS == 0) {
    00798       TownTickHandler(t);
    00799     }
    00800   }
    00801 }
    00802
    00811 static RoadBits GetTownRoadBits(TileIndex tile)
    00812 {
    00813   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
    00814
    00815   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
    00816 }
    00817
    00828 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
    00829 {
    00830   if (!IsValidTile(tile)) return false;
    00831
    00832   /* Lookup table for the used diff values */
    00833   const TileIndexDiff tid_lt[3] = {
    00834     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
    00835     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
    00836     TileOffsByDiagDir(ReverseDiagDir(dir)),
    00837   };
    00838
    00839   dist_multi = (dist_multi + 1) * 4;
    00840   for (uint pos = 4; pos < dist_multi; pos++) {
    00841     /* Go (pos / 4) tiles to the left or the right */
    00842     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
    00843
    00844     /* Use the current tile as origin, or go one tile backwards */
    00845     if (pos & 2) cur += tid_lt[2];
    00846
    00847     /* Test for roadbit parallel to dir and facing towards the middle axis */
    00848     if (IsValidTile(tile + cur) &&
    00849         GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
    00850   }
    00851   return false;
    00852 }
    00853
    00862 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
    00863 {
    00864   if (DistanceFromEdge(tile) == 0) return false;
    00865
    00866   Slope cur_slope, desired_slope;
    00867
    00868   for (;;) {
    00869     /* Check if there already is a road at this point? */
    00870     if (GetTownRoadBits(tile) == ROAD_NONE) {
    00871       /* No, try if we are able to build a road piece there.
    00872        * If that fails clear the land, and if that fails exit.
    00873        * This is to make sure that we can build a road here later. */
    00874       if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
    00875           DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed())
    00876         return false;
    00877     }
    00878
    00879     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
    00880     bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
    00881     if (cur_slope == SLOPE_FLAT) return ret;
    00882
    00883     /* If the tile is not a slope in the right direction, then
    00884      * maybe terraform some. */
    00885     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
    00886     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
    00887       if (Chance16(1, 8)) {
    00888         CommandCost res = CMD_ERROR;
    00889         if (!_generating_world && Chance16(1, 10)) {
    00890           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
    00891           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
    00892               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00893         }
    00894         if (res.Failed() && Chance16(1, 3)) {
    00895           /* We can consider building on the slope, though. */
    00896           return ret;
    00897         }
    00898       }
    00899       return false;
    00900     }
    00901     return ret;
    00902   }
    00903 }
    00904
    00905 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
    00906 {
    00907   assert(tile < MapSize());
    00908
    00909   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00910   if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
    00911   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
    00912   return true;
    00913 }
    00914
    00915 static void LevelTownLand(TileIndex tile)
    00916 {
    00917   assert(tile < MapSize());
    00918
    00919   /* Don't terraform if land is plain or if there's a house there. */
    00920   if (IsTileType(tile, MP_HOUSE)) return;
    00921   Slope tileh = GetTileSlope(tile, NULL);
    00922   if (tileh == SLOPE_FLAT) return;
    00923
    00924   /* First try up, then down */
    00925   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
    00926     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
    00927   }
    00928 }
    00929
    00939 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
    00940 {
    00941   /* align the grid to the downtown */
    00942   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
    00943   RoadBits rcmd = ROAD_NONE;
    00944
    00945   switch (t->layout) {
    00946     default: NOT_REACHED();
    00947
    00948     case TL_2X2_GRID:
    00949       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
    00950       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
    00951       break;
    00952
    00953     case TL_3X3_GRID:
    00954       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
    00955       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
    00956       break;
    00957   }
    00958
    00959   /* Optimise only X-junctions */
    00960   if (rcmd != ROAD_ALL) return rcmd;
    00961
    00962   RoadBits rb_template;
    00963
    00964   switch (GetTileSlope(tile, NULL)) {
    00965     default:       rb_template = ROAD_ALL; break;
    00966     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
    00967     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
    00968     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
    00969     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
    00970     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
    00971     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
    00972     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
    00973     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
    00974     case SLOPE_STEEP_W:
    00975     case SLOPE_STEEP_S:
    00976     case SLOPE_STEEP_E:
    00977     case SLOPE_STEEP_N:
    00978       rb_template = ROAD_NONE;
    00979       break;
    00980   }
    00981
    00982   /* Stop if the template is compatible to the growth dir */
    00983   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
    00984   /* If not generate a straight road in the direction of the growth */
    00985   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
    00986 }
    00987
    00998 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
    00999 {
    01000   /* We can't look further than that. */
    01001   if (DistanceFromEdge(tile) == 0) return false;
    01002
    01003   uint counter = 0; // counts the house neighbor tiles
    01004
    01005   /* Check the tiles E,N,W and S of the current tile for houses */
    01006   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
    01007     /* Count both void and house tiles for checking whether there
    01008      * are enough houses in the area. This to make it likely that
    01009      * houses get build up to the edge of the map. */
    01010     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
    01011       case MP_HOUSE:
    01012       case MP_VOID:
    01013         counter++;
    01014         break;
    01015
    01016       default:
    01017         break;
    01018     }
    01019
    01020     /* If there are enough neighbors stop here */
    01021     if (counter >= 3) {
    01022       if (BuildTownHouse(t, tile)) {
    01023         _grow_town_result = GROWTH_SUCCEED;
    01024         return true;
    01025       }
    01026       return false;
    01027     }
    01028   }
    01029   return false;
    01030 }
    01031
    01040 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
    01041 {
    01042   if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
    01043     _grow_town_result = GROWTH_SUCCEED;
    01044     return true;
    01045   }
    01046   return false;
    01047 }
    01048
    01059 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
    01060 {
    01061   assert(bridge_dir < DIAGDIR_END);
    01062
    01063   const Slope slope = GetTileSlope(tile, NULL);
    01064   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
    01065
    01066   /* Make sure the direction is compatible with the slope.
    01067    * Well we check if the slope has an up bit set in the
    01068    * reverse direction. */
    01069   if (slope & InclinedSlope(bridge_dir)) return false;
    01070
    01071   /* Assure that the bridge is connectable to the start side */
    01072   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
    01073
    01074   /* We are in the right direction */
    01075   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
    01076   TileIndex bridge_tile = tile; // Used to store the other waterside
    01077
    01078   const int delta = TileOffsByDiagDir(bridge_dir);
    01079   do {
    01080     if (bridge_length++ >= 11) {
    01081       /* Max 11 tile long bridges */
    01082       return false;
    01083     }
    01084     bridge_tile += delta;
    01085   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
    01086
    01087   /* no water tiles in between? */
    01088   if (bridge_length == 1) return false;
    01089
    01090   for (uint8 times = 0; times <= 22; times++) {
    01091     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
    01092
    01093     /* Can we actually build the bridge? */
    01094     if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
    01095       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
    01096       _grow_town_result = GROWTH_SUCCEED;
    01097       return true;
    01098     }
    01099   }
    01100   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
    01101   return false;
    01102 }
    01103
    01121 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
    01122 {
    01123   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
    01124   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
    01125
    01126   assert(tile < MapSize());
    01127
    01128   if (cur_rb == ROAD_NONE) {
    01129     /* Tile has no road. First reset the status counter
    01130      * to say that this is the last iteration. */
    01131     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01132
    01133     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01134     if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
    01135
    01136     /* Remove hills etc */
    01137     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
    01138
    01139     /* Is a road allowed here? */
    01140     switch (t1->layout) {
    01141       default: NOT_REACHED();
    01142
    01143       case TL_3X3_GRID:
    01144       case TL_2X2_GRID:
    01145         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01146         if (rcmd == ROAD_NONE) return;
    01147         break;
    01148
    01149       case TL_BETTER_ROADS:
    01150       case TL_ORIGINAL:
    01151         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
    01152
    01153         DiagDirection source_dir = ReverseDiagDir(target_dir);
    01154
    01155         if (Chance16(1, 4)) {
    01156           /* Randomize a new target dir */
    01157           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
    01158         }
    01159
    01160         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
    01161           /* A road is not allowed to continue the randomized road,
    01162            *  return if the road we're trying to build is curved. */
    01163           if (target_dir != ReverseDiagDir(source_dir)) return;
    01164
    01165           /* Return if neither side of the new road is a house */
    01166           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
    01167               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
    01168             return;
    01169           }
    01170
    01171           /* That means that the road is only allowed if there is a house
    01172            *  at any side of the new road. */
    01173         }
    01174
    01175         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
    01176         break;
    01177     }
    01178
    01179   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
    01180     /* Continue building on a partial road.
    01181      * Should be allways OK, so we only generate
    01182      * the fitting RoadBits */
    01183     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01184
    01185     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
    01186
    01187     switch (t1->layout) {
    01188       default: NOT_REACHED();
    01189
    01190       case TL_3X3_GRID:
    01191       case TL_2X2_GRID:
    01192         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01193         break;
    01194
    01195       case TL_BETTER_ROADS:
    01196       case TL_ORIGINAL:
    01197         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01198         break;
    01199     }
    01200   } else {
    01201     bool allow_house = true; // Value which decides if we want to construct a house
    01202
    01203     /* Reached a tunnel/bridge? Then continue at the other side of it. */
    01204     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01205       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
    01206         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
    01207       }
    01208       return;
    01209     }
    01210
    01211     /* Possibly extend the road in a direction.
    01212      * Randomize a direction and if it has a road, bail out. */
    01213     target_dir = RandomDiagDir();
    01214     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
    01215
    01216     /* This is the tile we will reach if we extend to this direction. */
    01217     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
    01218
    01219     /* Don't walk into water. */
    01220     if (HasTileWaterGround(house_tile)) return;
    01221
    01222     if (!IsValidTile(house_tile)) return;
    01223
    01224     if (_settings_game.economy.allow_town_roads || _generating_world) {
    01225       switch (t1->layout) {
    01226         default: NOT_REACHED();
    01227
    01228         case TL_3X3_GRID: // Use 2x2 grid afterwards!
    01229           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01230           /* FALL THROUGH */
    01231
    01232         case TL_2X2_GRID:
    01233           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
    01234           allow_house = (rcmd == ROAD_NONE);
    01235           break;
    01236
    01237         case TL_BETTER_ROADS: // Use original afterwards!
    01238           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01239           /* FALL THROUGH */
    01240
    01241         case TL_ORIGINAL:
    01242           /* Allow a house at the edge. 60% chance or
    01243            * always ok if no road allowed. */
    01244           rcmd = DiagDirToRoadBits(target_dir);
    01245           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
    01246           break;
    01247       }
    01248     }
    01249
    01250     if (allow_house) {
    01251       /* Build a house, but not if there already is a house there. */
    01252       if (!IsTileType(house_tile, MP_HOUSE)) {
    01253         /* Level the land if possible */
    01254         if (Chance16(1, 6)) LevelTownLand(house_tile);
    01255
    01256         /* And build a house.
    01257          * Set result to -1 if we managed to build it. */
    01258         if (BuildTownHouse(t1, house_tile)) {
    01259           _grow_town_result = GROWTH_SUCCEED;
    01260         }
    01261       }
    01262       return;
    01263     }
    01264
    01265     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01266   }
    01267
    01268   /* Return if a water tile */
    01269   if (HasTileWaterGround(tile)) return;
    01270
    01271   /* Make the roads look nicer */
    01272   rcmd = CleanUpRoadBits(tile, rcmd);
    01273   if (rcmd == ROAD_NONE) return;
    01274
    01275   /* Only use the target direction for bridges to ensure they're connected.
    01276    * The target_dir is as computed previously according to town layout, so
    01277    * it will match it perfectly. */
    01278   if (GrowTownWithBridge(t1, tile, target_dir)) return;
    01279
    01280   GrowTownWithRoad(t1, tile, rcmd);
    01281 }
    01282
    01289 static int GrowTownAtRoad(Town *t, TileIndex tile)
    01290 {
    01291   /* Special case.
    01292    * @see GrowTownInTile Check the else if
    01293    */
    01294   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
    01295
    01296   assert(tile < MapSize());
    01297
    01298   /* Number of times to search.
    01299    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
    01300    * them a little handicap. */
    01301   switch (t->layout) {
    01302     case TL_BETTER_ROADS:
    01303       _grow_town_result = 10 + t->num_houses * 2 / 9;
    01304       break;
    01305
    01306     case TL_3X3_GRID:
    01307     case TL_2X2_GRID:
    01308       _grow_town_result = 10 + t->num_houses * 1 / 9;
    01309       break;
    01310
    01311     default:
    01312       _grow_town_result = 10 + t->num_houses * 4 / 9;
    01313       break;
    01314   }
    01315
    01316   do {
    01317     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
    01318
    01319     /* Try to grow the town from this point */
    01320     GrowTownInTile(&tile, cur_rb, target_dir, t);
    01321
    01322     /* Exclude the source position from the bitmask
    01323      * and return if no more road blocks available */
    01324     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01325     if (cur_rb == ROAD_NONE) {
    01326       return _grow_town_result;
    01327     }
    01328
    01329     /* Select a random bit from the blockmask, walk a step
    01330      * and continue the search from there. */
    01331     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
    01332     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, NULL) == 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
    01475 void UpdateTownGenCargo(Town *t)
    01476 {
    01477   t->gen_max_pass = t->population >> 3;
    01478   t->gen_max_mail = t->population >> 4;
    01479 }
    01480
    01485 void UpdateTownDemands(Town *t)
    01486 {
    01487   byte dtg;
    01488   if(!t->larger_town) {
    01489     dtg = _difficulty_town_needed_for_growth[_settings_game.economy.town_growth_cargo];
    01490   } else {
    01491     dtg = _difficulty_town_needed_for_growth[_settings_game.economy.larger_town_growth_cargo];
    01492   }
    01493   int cf = _settings_game.economy.town_cargo_factor;
    01494   uint popul = t->population;
    01495   if (t->larger_town) popul *= 2;
    01496
    01497   /* Devided by 4 before multiplying by difficulty so that "average" can be equal to max generated passengers and mail. */
    01498   t->max_pass = ((popul >> 3) / 4 * dtg) * _date_daylength_factor;
    01499   t->max_mail = ((popul >> 4) / 4 * dtg) * _date_daylength_factor;
    01500   /* Apply town cargo generation factor for passengers and mail too. */
    01501   if (cf < 0) {
    01502     /* approx (amount / 2^cf)
    01503      * adjust with a constant offset of {(2 ^ cf) - 1} (i.e. add cf * 1-bits) before dividing to ensure that it doesn't become zero
    01504      * this skews the curve a little so that isn't entirely exponential, but will still decrease */
    01505     t->max_pass = (t->max_pass + ((1 << -cf) - 1)) >> -cf;
    01506     t->max_mail = (t->max_mail + ((1 << -cf) - 1)) >> -cf;
    01507   } else if (cf > 0) {
    01508     /* approx (amount * 2^cf) */
    01509     /* XXX: overflow? */
    01510     t->max_pass = t->max_pass << cf;
    01511     t->max_mail = t->max_mail << cf;
    01512   }
    01513
    01514   t->max_food = ((popul >> 2) / 7 / 4) * dtg;
    01515   t->max_water = ((popul >> 4) * 5 / 9 / 4) * dtg;
    01516   t->max_goods = ((popul >> 2) / 5 / 4) * dtg;
    01517 }
    01518
    01530 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
    01531 {
    01532   t->xy = tile;
    01533   t->num_houses = 0;
    01534   t->time_until_rebuild = 10 * _date_daylength_factor;
    01535   UpdateTownRadius(t);
    01536   t->flags = 0;
    01537   t->population = 0;
    01538   t->grow_counter = 0;
    01539   t->growth_rate = 250;
    01540
    01541   t->gen_act_pass = 0;
    01542   t->gen_act_mail = 0;
    01543   t->gen_max_pass = 0;
    01544   t->gen_max_mail = 0;
    01545   t->new_gen_max_pass = 0;
    01546   t->new_gen_max_mail = 0;
    01547   t->new_gen_act_pass = 0;
    01548   t->new_gen_act_mail = 0;
    01549
    01550   t->new_max_pass = 0;
    01551   t->new_max_mail = 0;
    01552   t->new_max_food = 0;
    01553   t->new_max_water = 0;
    01554   t->new_max_goods = 0;
    01555   t->new_act_pass = 0;
    01556   t->new_act_mail = 0;
    01557   t->new_act_food = 0;
    01558   t->new_act_water = 0;
    01559   t->new_act_goods = 0;
    01560   t->max_pass = 0;
    01561   t->max_mail = 0;
    01562   t->max_food = 0;
    01563   t->max_water = 0;
    01564   t->max_goods = 0;
    01565   t->act_pass = 0;
    01566   t->act_mail = 0;
    01567   t->act_food = 0;
    01568   t->act_water = 0;
    01569   t->act_goods = 0;
    01570
    01571   t->pct_pass_transported = 0;
    01572   t->pct_mail_transported = 0;
    01573   t->pct_food_transported = 0;
    01574   t->pct_water_transported = 0;
    01575   t->pct_goods_transported = 0;
    01576
    01577   t->fund_buildings_months = 0;
    01578
    01579   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
    01580
    01581   t->have_ratings = 0;
    01582   t->exclusivity = INVALID_COMPANY;
    01583   t->exclusive_counter = 0;
    01584   t->statues = 0;
    01585
    01586   extern int _nb_orig_names;
    01587   if (_settings_game.game_creation.town_name < _nb_orig_names) {
    01588     /* Original town name */
    01589     t->townnamegrfid = 0;
    01590     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
    01591   } else {
    01592     /* Newgrf town name */
    01593     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
    01594     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
    01595   }
    01596   t->townnameparts = townnameparts;
    01597
    01598   t->UpdateVirtCoord();
    01599   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
    01600
    01601   t->InitializeLayout(layout);
    01602
    01603   t->larger_town = city;
    01604
    01605   int x = (int)size * 16 + 3;
    01606   if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
    01607   /* Don't create huge cities when founding town in-game */
    01608   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
    01609
    01610   t->num_houses += x;
    01611   UpdateTownRadius(t);
    01612
    01613   int i = x * 4;
    01614   do {
    01615     GrowTown(t);
    01616   } while (--i);
    01617
    01618   t->num_houses -= x;
    01619   UpdateTownRadius(t);
    01620   UpdateTownGenCargo(t);
    01621   UpdateTownDemands(t);
    01622   UpdateAirportsNoise();
    01623 }
    01624
    01630 static CommandCost TownCanBePlacedHere(TileIndex tile)
    01631 {
    01632   /* Check if too close to the edge of map */
    01633   if (DistanceFromEdge(tile) < 12) {
    01634     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
    01635   }
    01636
    01637   /* Check distance to all other towns. */
    01638   if (IsCloseToTown(tile, 20)) {
    01639     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
    01640   }
    01641
    01642   /* Can only build on clear flat areas, possibly with trees. */
    01643   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
    01644     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
    01645   }
    01646
    01647   return CommandCost(EXPENSES_OTHER);
    01648 }
    01649
    01655 static bool IsUniqueTownName(const char *name)
    01656 {
    01657   const Town *t;
    01658
    01659   FOR_ALL_TOWNS(t) {
    01660     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
    01661   }
    01662
    01663   return true;
    01664 }
    01665
    01678 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01679 {
    01680   TownSize size = Extract<TownSize, 0, 2>(p1);
    01681   bool city = HasBit(p1, 2);
    01682   TownLayout layout = Extract<TownLayout, 3, 3>(p1);
    01683   TownNameParams par(_settings_game.game_creation.town_name);
    01684   bool random = HasBit(p1, 6);
    01685   uint32 townnameparts = p2;
    01686
    01687   if (size >= TSZ_END) return CMD_ERROR;
    01688   if (layout >= NUM_TLS) return CMD_ERROR;
    01689
    01690   /* Some things are allowed only in the scenario editor */
    01691   if (_game_mode != GM_EDITOR) {
    01692     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
    01693     if (size == TSZ_LARGE) return CMD_ERROR;
    01694     if (random) return CMD_ERROR;
    01695     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
    01696       return CMD_ERROR;
    01697     }
    01698   }
    01699
    01700   if (StrEmpty(text)) {
    01701     /* If supplied name is empty, townnameparts has to generate unique automatic name */
    01702     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    01703   } else {
    01704     /* If name is not empty, it has to be unique custom name */
    01705     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
    01706     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    01707   }
    01708
    01709   /* Allocate town struct */
    01710   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
    01711
    01712   if (!random) {
    01713     CommandCost ret = TownCanBePlacedHere(tile);
    01714     if (ret.Failed()) return ret;
    01715   }
    01716
    01717   static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
    01718   /* multidimensional arrays have to have defined length of non-first dimension */
    01719   assert_compile(lengthof(price_mult[0]) == 4);
    01720
    01721   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
    01722   byte mult = price_mult[city][size];
    01723
    01724   cost.MultiplyCost(mult);
    01725
    01726   /* Create the town */
    01727   if (flags & DC_EXEC) {
    01728     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
    01729       _additional_cash_required = cost.GetCost();
    01730       return CommandCost(EXPENSES_OTHER);
    01731     }
    01732
    01733     _generating_world = true;
    01734     UpdateNearestTownForRoadTiles(true);
    01735     Town *t;
    01736     if (random) {
    01737       t = CreateRandomTown(20, townnameparts, size, city, layout);
    01738       if (t == NULL) {
    01739         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
    01740       } else {
    01741         _new_town_id = t->index;
    01742       }
    01743     } else {
    01744       t = new Town(tile);
    01745       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
    01746     }
    01747     UpdateNearestTownForRoadTiles(false);
    01748     _generating_world = false;
    01749
    01750     if (t != NULL && !StrEmpty(text)) {
    01751       t->name = strdup(text);
    01752       t->UpdateVirtCoord();
    01753     }
    01754
    01755     if (_game_mode != GM_EDITOR) {
    01756       /* 't' can't be NULL since 'random' is false outside scenedit */
    01757       assert(!random);
    01758       char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
    01759       SetDParam(0, _current_company);
    01760       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    01761
    01762       char *cn = strdup(company_name);
    01763       SetDParamStr(0, cn);
    01764       SetDParam(1, t->index);
    01765
    01766       AddNewsItem(STR_NEWS_NEW_TOWN, NS_INDUSTRY_OPEN, NR_TILE, tile, NR_NONE, UINT32_MAX, cn);
    01767       AI::BroadcastNewEvent(new AIEventTownFounded(t->index));
    01768     }
    01769   }
    01770   return cost;
    01771 }
    01772
    01782 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
    01783 {
    01784   switch (layout) {
    01785     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
    01786     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
    01787     default:          return tile;
    01788   }
    01789 }
    01790
    01800 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
    01801 {
    01802   switch (layout) {
    01803     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
    01804     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
    01805     default:          return true;
    01806   }
    01807 }
    01808
    01812 struct SpotData {
    01813   TileIndex tile;
    01814   uint max_dist;
    01815   TownLayout layout;
    01816 };
    01817
    01834 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
    01835 {
    01836   SpotData *sp = (SpotData*)user_data;
    01837   uint dist = GetClosestWaterDistance(tile, true);
    01838
    01839   if (IsTileType(tile, MP_CLEAR) &&
    01840       GetTileSlope(tile, NULL) == SLOPE_FLAT &&
    01841       IsTileAlignedToGrid(tile, sp->layout) &&
    01842       dist > sp->max_dist) {
    01843     sp->tile = tile;
    01844     sp->max_dist = dist;
    01845   }
    01846
    01847   return false;
    01848 }
    01849
    01856 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
    01857 {
    01858   return IsTileType(tile, MP_CLEAR);
    01859 }
    01860
    01873 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
    01874 {
    01875   SpotData sp = { INVALID_TILE, 0, layout };
    01876
    01877   TileIndex coast = tile;
    01878   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
    01879     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
    01880     return sp.tile;
    01881   }
    01882
    01883   /* if we get here just give up */
    01884   return INVALID_TILE;
    01885 }
    01886
    01887 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
    01888 {
    01889   if (!Town::CanAllocateItem()) return NULL;
    01890
    01891   do {
    01892     /* Generate a tile index not too close from the edge */
    01893     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
    01894
    01895     /* if we tried to place the town on water, slide it over onto
    01896      * the nearest likely-looking spot */
    01897     if (IsTileType(tile, MP_WATER)) {
    01898       tile = FindNearestGoodCoastalTownSpot(tile, layout);
    01899       if (tile == INVALID_TILE) continue;
    01900     }
    01901
    01902     /* Make sure town can be placed here */
    01903     if (TownCanBePlacedHere(tile).Failed()) continue;
    01904
    01905     /* Allocate a town struct */
    01906     Town *t = new Town(tile);
    01907
    01908     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
    01909
    01910     /* if the population is still 0 at the point, then the
    01911      * placement is so bad it couldn't grow at all */
    01912     if (t->population > 0) return t;
    01913     DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
    01914
    01915     /* We already know that we can allocate a single town when
    01916      * entering this function. However, we create and delete
    01917      * a town which "resets" the allocation checks. As such we
    01918      * need to check again when assertions are enabled. */
    01919     assert(Town::CanAllocateItem());
    01920   } while (--attempts != 0);
    01921
    01922   return NULL;
    01923 }
    01924
    01925 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
    01926
    01934 bool GenerateTowns(TownLayout layout)
    01935 {
    01936   uint current_number = 0;
    01937   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
    01938   uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
    01939   uint32 townnameparts;
    01940
    01941   SetGeneratingWorldProgress(GWP_TOWN, total);
    01942
    01943   /* First attempt will be made at creating the suggested number of towns.
    01944    * Note that this is really a suggested value, not a required one.
    01945    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
    01946   do {
    01947     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
    01948     IncreaseGeneratingWorldProgress(GWP_TOWN);
    01949     /* Get a unique name for the town. */
    01950     if (!GenerateTownName(&townnameparts)) continue;
    01951     /* try 20 times to create a random-sized town for the first loop. */
    01952     if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
    01953   } while (--total);
    01954
    01955   if (current_number != 0) return true;
    01956
    01957   /* If current_number is still zero at this point, it means that not a single town has been created.
    01958    * So give it a last try, but now more aggressive */
    01959   if (GenerateTownName(&townnameparts) &&
    01960       CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
    01961     return true;
    01962   }
    01963
    01964   /* If there are no towns at all and we are generating new game, bail out */
    01965   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
    01966     extern StringID _switch_mode_errorstr;
    01967     _switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
    01968   }
    01969
    01970   return false;  // we are still without a town? we failed, simply
    01971 }
    01972
    01973
    01980 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
    01981 {
    01982   uint dist = DistanceSquare(tile, t->xy);
    01983
    01984   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
    01985
    01986   HouseZonesBits smallest = HZB_TOWN_EDGE;
    01987   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
    01988     if (dist < t->squared_town_zone_radius[i]) smallest = i;
    01989   }
    01990
    01991   return smallest;
    01992 }
    01993
    02004 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
    02005 {
    02006   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
    02007
    02008   assert(cc.Succeeded());
    02009
    02010   IncreaseBuildingCount(t, type);
    02011   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
    02012   if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
    02013
    02014   MarkTileDirtyByTile(tile);
    02015 }
    02016
    02017
    02028 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
    02029 {
    02030   BuildingFlags size = HouseSpec::Get(type)->building_flags;
    02031
    02032   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
    02033   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
    02034   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
    02035   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
    02036 }
    02037
    02038
    02047 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
    02048 {
    02049   /* cannot build on these slopes... */
    02050   Slope slope = GetTileSlope(tile, NULL);
    02051   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
    02052
    02053   /* building under a bridge? */
    02054   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    02055
    02056   /* do not try to build over house owned by another town */
    02057   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
    02058
    02059   /* can we clear the land? */
    02060   return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
    02061 }
    02062
    02063
    02073 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
    02074 {
    02075   if (!CanBuildHouseHere(tile, town, noslope)) return false;
    02076
    02077   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
    02078   if (GetTileMaxZ(tile) != z) return false;
    02079
    02080   return true;
    02081 }
    02082
    02083
    02093 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
    02094 {
    02095   /* we need to check this tile too because we can be at different tile now */
    02096   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    02097
    02098   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
    02099     tile += TileOffsByDiagDir(d);
    02100     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    02101   }
    02102
    02103   return true;
    02104 }
    02105
    02106
    02114 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
    02115 {
    02116   /* Allow towns everywhere when we don't build roads */
    02117   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    02118
    02119   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    02120
    02121   switch (t->layout) {
    02122     case TL_2X2_GRID:
    02123       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
    02124       break;
    02125
    02126     case TL_3X3_GRID:
    02127       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
    02128       break;
    02129
    02130     default:
    02131       break;
    02132   }
    02133
    02134   return true;
    02135 }
    02136
    02137
    02145 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
    02146 {
    02147   /* Allow towns everywhere when we don't build roads */
    02148   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
    02149
    02150   /* Compute relative position of tile. (Positive offsets are towards north) */
    02151   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    02152
    02153   switch (t->layout) {
    02154     case TL_2X2_GRID:
    02155       grid_pos.x %= 3;
    02156       grid_pos.y %= 3;
    02157       if ((grid_pos.x != 2 && grid_pos.x != -1) ||
    02158         (grid_pos.y != 2 && grid_pos.y != -1)) return false;
    02159       break;
    02160
    02161     case TL_3X3_GRID:
    02162       if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
    02163       break;
    02164
    02165     default:
    02166       break;
    02167   }
    02168
    02169   return true;
    02170 }
    02171
    02172
    02182 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
    02183 {
    02184   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
    02185
    02186   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
    02187   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
    02188
    02189   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
    02190   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
    02191     *tile = tile2;
    02192     return true;
    02193   }
    02194
    02195   return false;
    02196 }
    02197
    02198
    02207 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
    02208 {
    02209   TileIndex tile2 = *tile;
    02210
    02211   for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
    02212     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
    02213       *tile = tile2;
    02214       return true;
    02215     }
    02216     if (d == DIAGDIR_END) break;
    02217     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
    02218   }
    02219
    02220   return false;
    02221 }
    02222
    02223
    02230 static bool BuildTownHouse(Town *t, TileIndex tile)
    02231 {
    02232   /* forbidden building here by town layout */
    02233   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
    02234
    02235   /* no house allowed at all, bail out */
    02236   if (!CanBuildHouseHere(tile, t->index, false)) return false;
    02237
    02238   uint z;
    02239   Slope slope = GetTileSlope(tile, &z);
    02240
    02241   /* Get the town zone type of the current tile, as well as the climate.
    02242    * This will allow to easily compare with the specs of the new house to build */
    02243   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
    02244
    02245   /* Above snow? */
    02246   int land = _settings_game.game_creation.landscape;
    02247   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
    02248
    02249   uint bitmask = (1 << rad) + (1 << (land + 12));
    02250
    02251   /* bits 0-4 are used
    02252    * bits 11-15 are used
    02253    * bits 5-10 are not used. */
    02254   HouseID houses[HOUSE_MAX];
    02255   uint num = 0;
    02256   uint probs[HOUSE_MAX];
    02257   uint probability_max = 0;
    02258
    02259   /* Generate a list of all possible houses that can be built. */
    02260   for (uint i = 0; i < HOUSE_MAX; i++) {
    02261     const HouseSpec *hs = HouseSpec::Get(i);
    02262
    02263     /* Verify that the candidate house spec matches the current tile status */
    02264     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
    02265
    02266     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
    02267     if (hs->class_id != HOUSE_NO_CLASS) {
    02268       /* id_count is always <= class_count, so it doesn't need to be checked */
    02269       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
    02270     } else {
    02271       /* If the house has no class, check id_count instead */
    02272       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
    02273     }
    02274
    02275     /* Without NewHouses, all houses have probability '1' */
    02276     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
    02277     probability_max += cur_prob;
    02278     probs[num] = cur_prob;
    02279     houses[num++] = (HouseID)i;
    02280   }
    02281
    02282   uint maxz = GetTileMaxZ(tile);
    02283
    02284   while (probability_max > 0) {
    02285     uint r = RandomRange(probability_max);
    02286     uint i;
    02287     for (i = 0; i < num; i++) {
    02288       if (probs[i] > r) break;
    02289       r -= probs[i];
    02290     }
    02291
    02292     HouseID house = houses[i];
    02293     probability_max -= probs[i];
    02294
    02295     /* remove tested house from the set */
    02296     num--;
    02297     houses[i] = houses[num];
    02298     probs[i] = probs[num];
    02299
    02300     const HouseSpec *hs = HouseSpec::Get(house);
    02301
    02302     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
    02303         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
    02304       continue;
    02305     }
    02306
    02307     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
    02308
    02309     /* Special houses that there can be only one of. */
    02310     uint oneof = 0;
    02311
    02312     if (hs->building_flags & BUILDING_IS_CHURCH) {
    02313       SetBit(oneof, TOWN_HAS_CHURCH);
    02314     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02315       SetBit(oneof, TOWN_HAS_STADIUM);
    02316     }
    02317
    02318     if (t->flags & oneof) continue;
    02319
    02320     /* Make sure there is no slope? */
    02321     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
    02322     if (noslope && slope != SLOPE_FLAT) continue;
    02323
    02324     if (hs->building_flags & TILE_SIZE_2x2) {
    02325       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
    02326     } else if (hs->building_flags & TILE_SIZE_2x1) {
    02327       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
    02328     } else if (hs->building_flags & TILE_SIZE_1x2) {
    02329       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
    02330     } else {
    02331       /* 1x1 house checks are already done */
    02332     }
    02333
    02334     byte random_bits = Random();
    02335
    02336     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
    02337       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
    02338       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
    02339     }
    02340
    02341     /* build the house */
    02342     t->num_houses++;
    02343
    02344     /* Special houses that there can be only one of. */
    02345     t->flags |= oneof;
    02346
    02347     byte construction_counter = 0;
    02348     byte construction_stage = 0;
    02349
    02350     if (_generating_world || _game_mode == GM_EDITOR) {
    02351       uint32 r = Random();
    02352
    02353       construction_stage = TOWN_HOUSE_COMPLETED;
    02354       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
    02355
    02356       if (construction_stage == TOWN_HOUSE_COMPLETED) {
    02357         ChangePopulation(t, hs->population);
    02358       } else {
    02359         construction_counter = GB(r, 2, 2);
    02360       }
    02361     }
    02362
    02363     MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
    02364
    02365     return true;
    02366   }
    02367
    02368   return false;
    02369 }
    02370
    02377 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
    02378 {
    02379   assert(IsTileType(tile, MP_HOUSE));
    02380
    02381   DecreaseBuildingCount(t, house);
    02382   DoClearSquare(tile);
    02383   DeleteAnimatedTile(tile);
    02384
    02385   DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
    02386 }
    02387
    02395 TileIndexDiff GetHouseNorthPart(HouseID &house)
    02396 {
    02397   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
    02398     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
    02399       house--;
    02400       return TileDiffXY(-1, 0);
    02401     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
    02402       house--;
    02403       return TileDiffXY(0, -1);
    02404     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
    02405       house -= 2;
    02406       return TileDiffXY(-1, 0);
    02407     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
    02408       house -= 3;
    02409       return TileDiffXY(-1, -1);
    02410     }
    02411   }
    02412   return 0;
    02413 }
    02414
    02415 void ClearTownHouse(Town *t, TileIndex tile)
    02416 {
    02417   assert(IsTileType(tile, MP_HOUSE));
    02418
    02419   HouseID house = GetHouseType(tile);
    02420
    02421   /* need to align the tile to point to the upper left corner of the house */
    02422   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02423
    02424   const HouseSpec *hs = HouseSpec::Get(house);
    02425
    02426   /* Remove population from the town if the house is finished. */
    02427   if (IsHouseCompleted(tile)) {
    02428     ChangePopulation(t, -hs->population);
    02429   }
    02430
    02431   t->num_houses--;
    02432
    02433   /* Clear flags for houses that only may exist once/town. */
    02434   if (hs->building_flags & BUILDING_IS_CHURCH) {
    02435     ClrBit(t->flags, TOWN_HAS_CHURCH);
    02436   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02437     ClrBit(t->flags, TOWN_HAS_STADIUM);
    02438   }
    02439
    02440   /* Do the actual clearing of tiles */
    02441   uint eflags = hs->building_flags;
    02442   DoClearTownHouseHelper(tile, t, house);
    02443   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
    02444   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
    02445   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
    02446 }
    02447
    02457 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02458 {
    02459   Town *t = Town::GetIfValid(p1);
    02460   if (t == NULL) return CMD_ERROR;
    02461
    02462   bool reset = StrEmpty(text);
    02463
    02464   if (!reset) {
    02465     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
    02466     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    02467   }
    02468
    02469   if (flags & DC_EXEC) {
    02470     free(t->name);
    02471     t->name = reset ? NULL : strdup(text);
    02472
    02473     t->UpdateVirtCoord();
    02474     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
    02475     UpdateAllStationVirtCoords();
    02476   }
    02477   return CommandCost();
    02478 }
    02479
    02489 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02490 {
    02491   if (_game_mode != GM_EDITOR) return CMD_ERROR;
    02492   Town *t = Town::GetIfValid(p1);
    02493   if (t == NULL) return CMD_ERROR;
    02494
    02495   if (flags & DC_EXEC) {
    02496     /* The more houses, the faster we grow */
    02497     uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
    02498     t->num_houses += amount;
    02499     UpdateTownRadius(t);
    02500
    02501     uint n = amount * 10;
    02502     do GrowTown(t); while (--n);
    02503
    02504     t->num_houses -= amount;
    02505     UpdateTownRadius(t);
    02506
    02507     UpdateTownGenCargo(t);
    02508     UpdateTownDemands(t);
    02509   }
    02510
    02511   return CommandCost();
    02512 }
    02513
    02523 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02524 {
    02525   if (_game_mode != GM_EDITOR) return CMD_ERROR;
    02526   Town *t = Town::GetIfValid(p1);
    02527   if (t == NULL) return CMD_ERROR;
    02528
    02529   /* Stations refer to towns. */
    02530   const Station *st;
    02531   FOR_ALL_STATIONS(st) {
    02532     if (st->town == t) {
    02533       /* Non-oil rig stations are always a problem. */
    02534       if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
    02535       /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
    02536       CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02537       if (ret.Failed()) return ret;
    02538     }
    02539   }
    02540
    02541   /* Depots refer to towns. */
    02542   const Depot *d;
    02543   FOR_ALL_DEPOTS(d) {
    02544     if (d->town == t) return CMD_ERROR;
    02545   }
    02546
    02547   /* Check all tiles for town ownership. */
    02548   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
    02549     bool try_clear = false;
    02550     switch (GetTileType(tile)) {
    02551       case MP_ROAD:
    02552         try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
    02553         break;
    02554
    02555       case MP_TUNNELBRIDGE:
    02556         try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
    02557         break;
    02558
    02559       case MP_HOUSE:
    02560         try_clear = GetTownIndex(tile) == t->index;
    02561         break;
    02562
    02563       case MP_INDUSTRY:
    02564         try_clear = Industry::GetByTile(tile)->town == t;
    02565         break;
    02566
    02567       case MP_OBJECT:
    02568         if (Town::GetNumItems() == 1) {
    02569           /* No towns will be left, remove it! */
    02570           try_clear = true;
    02571         } else {
    02572           Object *o = Object::GetByTile(tile);
    02573           if (o->town == t) {
    02574             if (GetObjectType(tile) == OBJECT_STATUE) {
    02575               /* Statue... always remove. */
    02576               try_clear = true;
    02577             } else {
    02578               /* Tell to find a new town. */
    02579               if (flags & DC_EXEC) o->town = NULL;
    02580             }
    02581           }
    02582         }
    02583         break;
    02584
    02585       default:
    02586         break;
    02587     }
    02588     if (try_clear) {
    02589       CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02590       if (ret.Failed()) return ret;
    02591     }
    02592   }
    02593
    02594   /* The town destructor will delete the other things related to the town. */
    02595   if (flags & DC_EXEC) delete t;
    02596
    02597   return CommandCost();
    02598 }
    02599
    02604 const byte _town_action_costs[TACT_COUNT] = {
    02605   2, 4, 9, 35, 48, 53, 117, 175
    02606 };
    02607
    02608 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
    02609 {
    02610   if (flags & DC_EXEC) {
    02611     ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
    02612   }
    02613   return CommandCost();
    02614 }
    02615
    02616 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
    02617 {
    02618   if (flags & DC_EXEC) {
    02619     ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
    02620   }
    02621   return CommandCost();
    02622 }
    02623
    02624 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
    02625 {
    02626   if (flags & DC_EXEC) {
    02627     ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
    02628   }
    02629   return CommandCost();
    02630 }
    02631
    02632 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
    02633 {
    02634   /* Check if the company is allowed to fund new roads. */
    02635   if (!_settings_game.economy.fund_roads) return CMD_ERROR;
    02636
    02637   if (flags & DC_EXEC) {
    02638     t->road_build_months = 6;
    02639
    02640     char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
    02641     SetDParam(0, _current_company);
    02642     GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
    02643
    02644     char *cn = strdup(company_name);
    02645     SetDParam(0, t->index);
    02646     SetDParamStr(1, cn);
    02647
    02648     AddNewsItem(STR_NEWS_ROAD_REBUILDING, NS_GENERAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
    02649   }
    02650   return CommandCost();
    02651 }
    02652
    02659 static bool SearchTileForStatue(TileIndex tile, void *user_data)
    02660 {
    02661   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
    02662   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
    02663   /* Don't build statues under bridges. */
    02664   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    02665
    02666   if (!IsTileType(tile, MP_HOUSE) &&
    02667       !IsTileType(tile, MP_CLEAR) &&
    02668       !IsTileType(tile, MP_TREES)) {
    02669     return false;
    02670   }
    02671
    02672   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02673   CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
    02674   cur_company.Restore();
    02675
    02676   if (r.Failed()) return false;
    02677
    02678   return true;
    02679 }
    02680
    02688 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
    02689 {
    02690   if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
    02691
    02692   TileIndex tile = t->xy;
    02693   if (CircularTileSearch(&tile, 9, SearchTileForStatue, NULL)) {
    02694     if (flags & DC_EXEC) {
    02695       Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    02696       DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    02697       cur_company.Restore();
    02698       BuildObject(OBJECT_STATUE, tile, _current_company, t);
    02699       SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
    02700       MarkTileDirtyByTile(tile);
    02701     }
    02702     return CommandCost();
    02703   }
    02704   return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
    02705 }
    02706
    02707 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
    02708 {
    02709   if (flags & DC_EXEC) {
    02710     /* Build next tick */
    02711     t->grow_counter = 1;
    02712     /* If we were not already growing */
    02713     SetBit(t->flags, TOWN_IS_FUNDED);
    02714     /* And grow for 3 months */
    02715     t->fund_buildings_months = 3;
    02716   }
    02717   return CommandCost();
    02718 }
    02719
    02720 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
    02721 {
    02722   /* Check if it's allowed to buy the rights */
    02723   if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
    02724
    02725   if (flags & DC_EXEC) {
    02726     t->exclusive_counter = 12 * _date_daylength_factor;
    02727     t->exclusivity = _current_company;
    02728
    02729     ModifyStationRatingAround(t->xy, _current_company, 130, 17);
    02730   }
    02731   return CommandCost();
    02732 }
    02733
    02734 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
    02735 {
    02736   if (flags & DC_EXEC) {
    02737     if (Chance16(1, 14)) {
    02738       /* set as unwanted for 6 months */
    02739       t->unwanted[_current_company] = 6;
    02740
    02741       /* set all close by station ratings to 0 */
    02742       Station *st;
    02743       FOR_ALL_STATIONS(st) {
    02744         if (st->town == t && st->owner == _current_company) {
    02745           for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
    02746         }
    02747       }
    02748
    02749       /* only show errormessage to the executing player. All errors are handled command.c
    02750        * but this is special, because it can only 'fail' on a DC_EXEC */
    02751       if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, STR_ERROR_BRIBE_FAILED_2, WL_INFO);
    02752
    02753       /* decrease by a lot!
    02754        * ChangeTownRating is only for stuff in demolishing. Bribe failure should
    02755        * be independent of any cheat settings
    02756        */
    02757       if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
    02758         t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
    02759         t->UpdateVirtCoord();
    02760         SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02761       }
    02762     } else {
    02763       ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
    02764     }
    02765   }
    02766   return CommandCost();
    02767 }
    02768
    02769 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
    02770 static TownActionProc * const _town_action_proc[] = {
    02771   TownActionAdvertiseSmall,
    02772   TownActionAdvertiseMedium,
    02773   TownActionAdvertiseLarge,
    02774   TownActionRoadRebuild,
    02775   TownActionBuildStatue,
    02776   TownActionFundBuildings,
    02777   TownActionBuyRights,
    02778   TownActionBribe
    02779 };
    02780
    02788 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
    02789 {
    02790   int num = 0;
    02791   TownActions buttons = TACT_NONE;
    02792
    02793   /* Spectators and unwanted have no options */
    02794   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
    02795
    02796     /* Things worth more than this are not shown */
    02797     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
    02798
    02799     /* Check the action bits for validity and
    02800      * if they are valid add them */
    02801     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
    02802       const TownActions cur = (TownActions)(1 << i);
    02803
    02804       /* Is the company not able to bribe ? */
    02805       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
    02806
    02807       /* Is the company not able to buy exclusive rights ? */
    02808       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
    02809
    02810       /* Is the company not able to fund local road reconstruction? */
    02811       if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
    02812
    02813       /* Is the company not able to build a statue ? */
    02814       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
    02815
    02816       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
    02817         buttons |= cur;
    02818         num++;
    02819       }
    02820     }
    02821   }
    02822
    02823   if (nump != NULL) *nump = num;
    02824   return buttons;
    02825 }
    02826
    02838 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02839 {
    02840   Town *t = Town::GetIfValid(p1);
    02841   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
    02842
    02843   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
    02844
    02845   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
    02846
    02847   CommandCost ret = _town_action_proc[p2](t, flags);
    02848   if (ret.Failed()) return ret;
    02849
    02850   if (flags & DC_EXEC) {
    02851     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
    02852   }
    02853
    02854   return cost;
    02855 }
    02856
    02857 static void UpdateTownGrowRate(Town *t)
    02858 {
    02859   /* Increase company ratings if they're low */
    02860   const Company *c;
    02861   FOR_ALL_COMPANIES(c) {
    02862     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
    02863       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
    02864     }
    02865   }
    02866
    02867   int n = 0;
    02868
    02869   /* Calculate the number of well serviced stations. */
    02870   const Station *st;
    02871   FOR_ALL_STATIONS(st) {
    02872     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
    02873       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    02874         n++;
    02875         if (Company::IsValidID(st->owner)) {
    02876           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
    02877           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
    02878         }
    02879       } else {
    02880         if (Company::IsValidID(st->owner)) {
    02881           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
    02882           t->ratings[st->owner] = max(new_rating, INT16_MIN);
    02883         }
    02884       }
    02885     }
    02886   }
    02887
    02888   /* clamp all ratings to valid values */
    02889   for (uint i = 0; i < MAX_COMPANIES; i++) {
    02890     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
    02891   }
    02892
    02893   t->UpdateVirtCoord();
    02894   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    02895
    02896   ClrBit(t->flags, TOWN_IS_FUNDED);
    02897   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
    02898
    02903   static const uint16 _grow_count_values[2][6] = {
    02904     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
    02905     { 320, 420, 300, 220, 160, 100 }  // Normal values
    02906   };
    02907
    02908   uint16 m;
    02909
    02910   if (t->fund_buildings_months != 0) {
    02911     m = _grow_count_values[0][min(n, 5)];
    02912     t->fund_buildings_months--;
    02913   } else {
    02914     m = _grow_count_values[1][min(n, 5)];
    02915     if (n == 0 && !Chance16(1, 12)) return;
    02916   }
    02917
    02918   uint32 ratio = 1; // 1 in case the towngrowth patch is off, else we calculate the value below
    02919
    02920   if ((!t->larger_town && _settings_game.economy.town_growth_cargo) ||
    02921       (t->larger_town && _settings_game.economy.larger_town_growth_cargo)) {
    02922     ratio                = 0;
    02923     uint32 current_ratio = 0;
    02924     byte previous_ratio  = 100;
    02925
    02926     /* Calculate current growth ratio based on transported cargo.
    02927      * First we add all the individual values per cargo type (and number of stations).
    02928      * Then we devide by the number of requirements dependant on climate and location to get the mean value.
    02929      * Finally we devide by 100 so we can use it as a multiplier. */
    02930     if ((!t->larger_town && t->population > _settings_game.economy.town_pop_need_goods) ||
    02931         (t->larger_town && t->population > _settings_game.economy.larger_town_pop_need_goods)) {
    02932
    02933       /* Calculate the number of required well serviced stations based on population.*/
    02934       static const uint32 _populations[] = {
    02935         5500, 9000, 12500, 17000, 21500, 27000, 31500, 37000, 42500, 48000, 54500, 61000, 67500, 77500, 88500, 99500, 105500,
    02936       };
    02937
    02938       byte required_stations = 5;
    02939
    02940       for (const uint32 *p = _populations; p < endof(_populations); p++) {
    02941         if (t->population < *p) break;
    02942         required_stations++;
    02943       }
    02944
    02945       /* Add a few required stations as per dificulty level */
    02946       if (t->population >= 5500) {
    02947         if (!t->larger_town) {
    02948           required_stations += _settings_game.economy.town_growth_cargo;
    02949         } else {
    02950           required_stations += _settings_game.economy.larger_town_growth_cargo;
    02951         }
    02952       }
    02953
    02954       /* Do we need more serviced station for growth? */
    02955       current_ratio = n / required_stations * 100;
    02956       if (current_ratio > 100) current_ratio = 100;
    02957       if (current_ratio < 100 && current_ratio < previous_ratio) {
    02958         previous_ratio = current_ratio;
    02959         t->needed_for_growth = GROWTH_NEED_STATION;
    02960       }
    02961       ratio += current_ratio;
    02962
    02963       /* Slow growth if transported passengers ratio is bad in big town. */
    02964       current_ratio = t->act_pass / t->max_pass * 100;
    02965       if (current_ratio > 100) current_ratio = 100;
    02966       if (current_ratio < 100 && current_ratio < previous_ratio) {
    02967         previous_ratio = current_ratio;
    02968         t->needed_for_growth = GROWTH_NEED_MORE_PASS;
    02969       }
    02970       ratio += current_ratio;
    02971
    02972       /* Slow growth if transported mail ratio is bad in big town. */
    02973       current_ratio = t->act_mail / t->max_mail * 100;
    02974       if (current_ratio > 100) current_ratio = 100;
    02975       if (current_ratio < 100 && current_ratio < previous_ratio) {
    02976         previous_ratio = current_ratio;
    02977         t->needed_for_growth = GROWTH_NEED_MORE_MAIL;
    02978       }
    02979       ratio += current_ratio;
    02980
    02981       /* Slow growth if transported food ratio is bad in big town.
    02982        * @note in toyland food is Fizzy drinks. */
    02983       if ((_settings_game.game_creation.landscape == LT_ARCTIC && TilePixelHeight(t->xy) >= GetSnowLine()) ||
    02984           (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(t->xy) == TROPICZONE_DESERT) ||
    02985           (_settings_game.game_creation.landscape == LT_TOYLAND)) {
    02986         current_ratio = t->act_food / t->max_food * 100;
    02987         if (ratio > 100) current_ratio = 100;
    02988         if (ratio < 100 && current_ratio < previous_ratio) {
    02989           previous_ratio = current_ratio;
    02990           t->needed_for_growth = GROWTH_NEED_MORE_FOOD;
    02991         }
    02992         ratio += current_ratio;
    02993       }
    02994
    02995       /* Slow growth if transported water is bad in big town. */
    02996       if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(t->xy) == TROPICZONE_DESERT) {
    02997         current_ratio = t->act_water / t->max_water * 100;
    02998         if (current_ratio > 100) current_ratio = 100;
    02999         if (current_ratio < 100 && current_ratio < previous_ratio) {
    03000           previous_ratio = current_ratio;
    03001           t->needed_for_growth = GROWTH_NEED_MORE_WATER;
    03002         }
    03003         ratio += current_ratio;
    03004       }
    03005
    03006       /* Slow growth if transported goods ratio is bad in big town.
    03007        * @note: in Toyland goods is sweets.*/
    03008       current_ratio = t->act_goods / t->max_goods * 100;
    03009       if (current_ratio > 100) current_ratio = 100;
    03010       if (current_ratio < 100 && current_ratio < previous_ratio) {
    03011         previous_ratio = current_ratio;
    03012         t->needed_for_growth = GROWTH_NEED_MORE_GOODS;
    03013       }
    03014       ratio += current_ratio;
    03015
    03016       /* At this point ratio is the sum of the transported ratios of all requirements.*/
    03017       /* Now we calculate the mean percentage of transported ratio for all transported cargos. */
    03018       byte number_of_required = 4;
    03019       if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(t->xy) == TROPICZONE_DESERT) number_of_required += 2;
    03020       if (_settings_game.game_creation.landscape == LT_TOYLAND || (_settings_game.game_creation.landscape == LT_ARCTIC && TilePixelHeight(t->xy) >= GetSnowLine())) number_of_required += 1;
    03021       ratio /= number_of_required;
    03022
    03023       /* Now we do two things to the ratio. */
    03024       t->transported_goods_percent = ratio; // 1. Display the ratio in the gui.
    03025       ratio /= 100;                         // 2. Devide the ratio by hundred so we can use it as a multiplier later in the code.
    03026
    03027       /* If a required cargo is not transported to big town ask for the service to be provided. */
    03028       if (t->act_pass == 0) {
    03029         t->needed_for_growth = GROWTH_NEED_PASS ;
    03030         return;
    03031       }
    03032
    03033       if (t->act_mail == 0) {
    03034         t->needed_for_growth = GROWTH_NEED_MAIL ;
    03035         return;
    03036       }
    03037
    03038       if (((_settings_game.game_creation.landscape == LT_ARCTIC && TilePixelHeight(t->xy) >= GetSnowLine()) ||
    03039           (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(t->xy) == TROPICZONE_DESERT) ||
    03040           (_settings_game.game_creation.landscape == LT_TOYLAND)) &&
    03041           t->act_food == 0) {
    03042         t->needed_for_growth = GROWTH_NEED_FOOD;
    03043         return;
    03044       }
    03045
    03046       if (_settings_game.game_creation.landscape == LT_TROPIC &&
    03047           GetTropicZone(t->xy) == TROPICZONE_DESERT &&
    03048           t->act_water == 0) {
    03049         t->needed_for_growth = GROWTH_NEED_WATER;
    03050         return;
    03051       }
    03052
    03053       if (t->act_goods == 0) {
    03054         t->needed_for_growth = GROWTH_NEED_GOODS ;
    03055         return;
    03056       }
    03057     }
    03058   }
    03059
    03060   /* The old way if town growth patch is off.*/
    03061   if ((!t->larger_town && !_settings_game.economy.town_growth_cargo) ||
    03062       (t->larger_town && !_settings_game.economy.larger_town_growth_cargo)) {
    03063     if (_settings_game.game_creation.landscape == LT_ARCTIC) {
    03064       if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90) {
    03065         t->needed_for_growth = GROWTH_NEED_FOOD;
    03066         return;
    03067       }
    03068     } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
    03069       if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->act_food == 0 && t->population > 60) {
    03070         t->needed_for_growth = GROWTH_NEED_FOOD;
    03071         return;
    03072       }
    03073       if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->act_water == 0 && t->population > 60) {
    03074         t->needed_for_growth = GROWTH_NEED_WATER;
    03075         return;
    03076       }
    03077     }
    03078   }
    03079
    03080   /* Use the normal growth rate values if new buildings have been funded in
    03081    * this town and the growth rate is set to none.
    03082    * Else we multiply the growth rate by the ratio of all transported goods, calculated above by devided by 100..*/
    03083
    03084   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
    03085
    03086   m >>= growth_multiplier;
    03087   if (t->larger_town) m /= 2;
    03088
    03089   /* if ratio is smaller than 1 reduce towngrowth. */
    03090   if ((!t->larger_town && !_settings_game.economy.town_growth_cargo) ||
    03091       (t->larger_town && !_settings_game.economy.larger_town_growth_cargo) ||
    03092       (!t->larger_town && t->population < _settings_game.economy.town_pop_need_goods) ||
    03093       (t->larger_town && t->population < _settings_game.economy.larger_town_pop_need_goods)) {
    03094     t->growth_rate = m / (t->num_houses / 50 + 1);
    03095   } else {
    03096     t->growth_rate = m / (t->num_houses / 50 + 1) * ratio;
    03097   }
    03098
    03099   if (m <= t->grow_counter) {
    03100     t->grow_counter = m;
    03101   }
    03102
    03103   SetBit(t->flags, TOWN_IS_FUNDED);
    03104 }
    03105
    03106 static void UpdateTownAmounts(Town *t)
    03107 {
    03108   /* Using +1 here to prevent overflow and division by zero */
    03109   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
    03110   t->gen_max_pass = t->new_gen_max_pass; t->new_gen_max_pass = 0; // Town generated passengers - maximum.
    03111   t->gen_act_pass = t->new_gen_act_pass; t->new_gen_act_pass = 0; // Town generated passengers - actually generated (amount that could be moved to stations).
    03112   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
    03113   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
    03114
    03115   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
    03116   t->gen_max_mail = t->new_gen_max_mail; t->new_gen_max_mail = 0; // Town generated mail - maximum.
    03117   t->gen_act_mail = t->new_gen_act_mail; t->new_gen_act_mail = 0; // Town generated mail - actually generated (amount that could be moved to stations).
    03118   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
    03119   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
    03120
    03121   t->pct_food_transported = t->new_act_food * 256 / (t->new_max_food + 1);
    03122   t->max_food = t->new_max_food; t->new_max_food = 0;
    03123   t->act_food = t->new_act_food; t->new_act_food = 0;
    03124
    03125   t->pct_water_transported = t->new_act_water * 256 / (t->new_max_water + 1);
    03126   t->max_water = t->new_max_water; t->new_max_water = 0;
    03127   t->act_water = t->new_act_water; t->new_act_water = 0;
    03128
    03129   t->pct_goods_transported = t->new_act_goods * 256 / (t->new_max_goods + 1);
    03130   t->max_goods = t->new_max_goods; t->new_max_goods = 0;
    03131   t->act_goods = t->new_act_goods; t->new_act_goods = 0;
    03132
    03133   SetWindowDirty(WC_TOWN_VIEW, t->index);
    03134 }
    03135
    03136 static void UpdateTownUnwanted(Town *t)
    03137 {
    03138   const Company *c;
    03139
    03140   FOR_ALL_COMPANIES(c) {
    03141     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
    03142   }
    03143 }
    03144
    03151 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
    03152 {
    03153   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
    03154
    03155   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
    03156   if (t == NULL) return CommandCost();
    03157
    03158   if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
    03159
    03160   SetDParam(0, t->index);
    03161   return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    03162 }
    03163
    03172 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
    03173 {
    03174   Town *t;
    03175   uint best = threshold;
    03176   Town *best_town = NULL;
    03177
    03178   FOR_ALL_TOWNS(t) {
    03179     uint dist = DistanceManhattan(tile, t->xy);
    03180     if (dist < best) {
    03181       best = dist;
    03182       best_town = t;
    03183     }
    03184   }
    03185
    03186   return best_town;
    03187 }
    03188
    03197 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
    03198 {
    03199   switch (GetTileType(tile)) {
    03200     case MP_ROAD:
    03201       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
    03202
    03203       if (!HasTownOwnedRoad(tile)) {
    03204         TownID tid = GetTownIndex(tile);
    03205
    03206         if (tid == (TownID)INVALID_TOWN) {
    03207           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
    03208           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
    03209           assert(Town::GetNumItems() == 0);
    03210           return NULL;
    03211         }
    03212
    03213         assert(Town::IsValidID(tid));
    03214         Town *town = Town::Get(tid);
    03215
    03216         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
    03217
    03218         return town;
    03219       }
    03220       /* FALL THROUGH */
    03221
    03222     case MP_HOUSE:
    03223       return Town::GetByTile(tile);
    03224
    03225     default:
    03226       return CalcClosestTownFromTile(tile, threshold);
    03227   }
    03228 }
    03229
    03230 static bool _town_rating_test = false;
    03231 static SmallMap<const Town *, int, 4> _town_test_ratings;
    03232
    03238 void SetTownRatingTestMode(bool mode)
    03239 {
    03240   static int ref_count = 0; // Number of times test-mode is switched on.
    03241   if (mode) {
    03242     if (ref_count == 0) {
    03243       _town_test_ratings.Clear();
    03244     }
    03245     ref_count++;
    03246   } else {
    03247     assert(ref_count > 0);
    03248     ref_count--;
    03249   }
    03250   _town_rating_test = !(ref_count == 0);
    03251 }
    03252
    03258 static int GetRating(const Town *t)
    03259 {
    03260   if (_town_rating_test) {
    03261     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
    03262     if (it != _town_test_ratings.End()) {
    03263       return it->second;
    03264     }
    03265   }
    03266   return t->ratings[_current_company];
    03267 }
    03268
    03276 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
    03277 {
    03278   /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
    03279   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
    03280       !Company::IsValidID(_current_company) ||
    03281       (_cheats.magic_bulldozer.value && add < 0)) {
    03282     return;
    03283   }
    03284
    03285   int rating = GetRating(t);
    03286   if (add < 0) {
    03287     if (rating > max) {
    03288       rating += add;
    03289       if (rating < max) rating = max;
    03290     }
    03291   } else {
    03292     if (rating < max) {
    03293       rating += add;
    03294       if (rating > max) rating = max;
    03295     }
    03296   }
    03297   if (_town_rating_test) {
    03298     _town_test_ratings[t] = rating;
    03299   } else {
    03300     SetBit(t->have_ratings, _current_company);
    03301     t->ratings[_current_company] = rating;
    03302     t->UpdateVirtCoord();
    03303     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
    03304   }
    03305 }
    03306
    03314 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
    03315 {
    03316   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
    03317   if (t == NULL || !Company::IsValidID(_current_company) ||
    03318       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
    03319     return CommandCost();
    03320   }
    03321
    03322   /* minimum rating needed to be allowed to remove stuff */
    03323   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
    03324     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
    03325     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
    03326     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
    03327     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
    03328   };
    03329
    03330   /* check if you're allowed to remove the road/bridge/tunnel
    03331    * owned by a town no removal if rating is lower than ... depends now on
    03332    * difficulty setting. Minimum town rating selected by difficulty level
    03333    */
    03334   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
    03335
    03336   if (GetRating(t) < needed) {
    03337     SetDParam(0, t->index);
    03338     return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    03339   }
    03340
    03341   return CommandCost();
    03342 }
    03343
    03344 void TownsMonthlyLoop()
    03345 {
    03346   Town *t;
    03347
    03348   FOR_ALL_TOWNS(t) {
    03349     if (t->road_build_months != 0) t->road_build_months--;
    03350
    03351     if (t->exclusive_counter != 0) {
    03352       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
    03353     }
    03354
    03355     UpdateTownGrowRate(t);
    03356     UpdateTownAmounts(t);
    03357     UpdateTownUnwanted(t);
    03358   }
    03359 }
    03360
    03361 void TownsYearlyLoop()
    03362 {
    03363   /* Increment house ages */
    03364   for (TileIndex t = 0; t < MapSize(); t++) {
    03365     if (!IsTileType(t, MP_HOUSE)) continue;
    03366     IncrementHouseAge(t);
    03367   }
    03368 }
    03369
    03370 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    03371 {
    03372   if (AutoslopeEnabled()) {
    03373     HouseID house = GetHouseType(tile);
    03374     GetHouseNorthPart(house); // modifies house to the ID of the north tile
    03375     const HouseSpec *hs = HouseSpec::Get(house);
    03376
    03377     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
    03378     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
    03379         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
    03380       bool allow_terraform = true;
    03381
    03382       /* Call the autosloping callback per tile, not for the whole building at once. */
    03383       house = GetHouseType(tile);
    03384       hs = HouseSpec::Get(house);
    03385       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
    03386         /* If the callback fails, allow autoslope. */
    03387         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
    03388         if ((res != 0) && (res != CALLBACK_FAILED)) allow_terraform = false;
    03389       }
    03390
    03391       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    03392     }
    03393   }
    03394
    03395   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    03396 }
    03397
    03399 extern const TileTypeProcs _tile_type_town_procs = {
    03400   DrawTile_Town,           // draw_tile_proc
    03401   GetSlopeZ_Town,          // get_slope_z_proc
    03402   ClearTile_Town,          // clear_tile_proc
    03403   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
    03404   GetTileDesc_Town,        // get_tile_desc_proc
    03405   GetTileTrackStatus_Town, // get_tile_track_status_proc
    03406   NULL,                    // click_tile_proc
    03407   AnimateTile_Town,        // animate_tile_proc
    03408   TileLoop_Town,           // tile_loop_clear
    03409   ChangeTileOwner_Town,    // change_tile_owner_clear
    03410   AddProducedCargo_Town,   // add_produced_cargo_proc
    03411   NULL,                    // vehicle_enter_tile_proc
    03412   GetFoundation_Town,      // get_foundation_proc
    03413   TerraformTile_Town,      // terraform_tile_proc
    03414 };
    03415
    03416
    03417 HouseSpec _house_specs[HOUSE_MAX];
    03418
    03419 void ResetHouses()
    03420 {
    03421   memset(&_house_specs, 0, sizeof(_house_specs));
    03422   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
    03423
    03424   /* Reset any overrides that have been set. */
    03425   _house_mngr.ResetOverride();
    03426 }