town_cmd.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "road_internal.h" /* Cleaning up road bits */
00014 #include "road_cmd.h"
00015 #include "landscape.h"
00016 #include "viewport_func.h"
00017 #include "cmd_helper.h"
00018 #include "command_func.h"
00019 #include "industry.h"
00020 #include "station_base.h"
00021 #include "company_base.h"
00022 #include "news_func.h"
00023 #include "error.h"
00024 #include "object.h"
00025 #include "genworld.h"
00026 #include "newgrf_debug.h"
00027 #include "newgrf_house.h"
00028 #include "newgrf_text.h"
00029 #include "autoslope.h"
00030 #include "tunnelbridge_map.h"
00031 #include "strings_func.h"
00032 #include "window_func.h"
00033 #include "string_func.h"
00034 #include "newgrf_cargo.h"
00035 #include "cheat_type.h"
00036 #include "animated_tile_func.h"
00037 #include "date_func.h"
00038 #include "subsidy_func.h"
00039 #include "core/pool_func.hpp"
00040 #include "town.h"
00041 #include "townname_func.h"
00042 #include "core/random_func.hpp"
00043 #include "core/backup_type.hpp"
00044 #include "depot_base.h"
00045 #include "object_map.h"
00046 #include "object_base.h"
00047 #include "ai/ai.hpp"
00048 #include "game/game.hpp"
00049 
00050 #include "table/strings.h"
00051 #include "table/town_land.h"
00052 
00053 TownID _new_town_id;
00054 uint32 _town_cargoes_accepted; 
00055 
00056 /* Initialize the town-pool */
00057 TownPool _town_pool("Town");
00058 INSTANTIATE_POOL_METHODS(Town)
00059 
00060 Town::~Town()
00061 {
00062   free(this->name);
00063   free(this->text);
00064 
00065   if (CleaningPool()) return;
00066 
00067   /* Delete town authority window
00068    * and remove from list of sorted towns */
00069   DeleteWindowById(WC_TOWN_VIEW, this->index);
00070 
00071   /* Check no industry is related to us. */
00072   const Industry *i;
00073   FOR_ALL_INDUSTRIES(i) assert(i->town != this);
00074 
00075   /* ... and no object is related to us. */
00076   const Object *o;
00077   FOR_ALL_OBJECTS(o) assert(o->town != this);
00078 
00079   /* Check no tile is related to us. */
00080   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
00081     switch (GetTileType(tile)) {
00082       case MP_HOUSE:
00083         assert(GetTownIndex(tile) != this->index);
00084         break;
00085 
00086       case MP_ROAD:
00087         assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
00088         break;
00089 
00090       case MP_TUNNELBRIDGE:
00091         assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
00092         break;
00093 
00094       default:
00095         break;
00096     }
00097   }
00098 
00099   /* Clear the persistent storage list. */
00100   this->psa_list.clear();
00101 
00102   DeleteSubsidyWith(ST_TOWN, this->index);
00103   DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
00104   CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
00105   MarkWholeScreenDirty();
00106 }
00107 
00108 
00114 void Town::PostDestructor(size_t index)
00115 {
00116   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
00117   UpdateNearestTownForRoadTiles(false);
00118 
00119   /* Give objects a new home! */
00120   Object *o;
00121   FOR_ALL_OBJECTS(o) {
00122     if (o->town == NULL) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
00123   }
00124 }
00125 
00129 void Town::InitializeLayout(TownLayout layout)
00130 {
00131   if (layout != TL_RANDOM) {
00132     this->layout = layout;
00133     return;
00134   }
00135 
00136   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
00137 }
00138 
00143 /* static */ Town *Town::GetRandom()
00144 {
00145   if (Town::GetNumItems() == 0) return NULL;
00146   int num = RandomRange((uint16)Town::GetNumItems());
00147   size_t index = MAX_UVALUE(size_t);
00148 
00149   while (num >= 0) {
00150     num--;
00151     index++;
00152 
00153     /* Make sure we have a valid town */
00154     while (!Town::IsValidID(index)) {
00155       index++;
00156       assert(index < Town::GetPoolSize());
00157     }
00158   }
00159 
00160   return Town::Get(index);
00161 }
00162 
00167 Money HouseSpec::GetRemovalCost() const
00168 {
00169   return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
00170 }
00171 
00172 // Local
00173 static int _grow_town_result;
00174 
00175 /* Describe the possible states */
00176 enum TownGrowthResult {
00177   GROWTH_SUCCEED         = -1,
00178   GROWTH_SEARCH_STOPPED  =  0
00179 //  GROWTH_SEARCH_RUNNING >=  1
00180 };
00181 
00182 static bool BuildTownHouse(Town *t, TileIndex tile);
00183 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
00184 
00185 static void TownDrawHouseLift(const TileInfo *ti)
00186 {
00187   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
00188 }
00189 
00190 typedef void TownDrawTileProc(const TileInfo *ti);
00191 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
00192   TownDrawHouseLift
00193 };
00194 
00200 static inline DiagDirection RandomDiagDir()
00201 {
00202   return (DiagDirection)(3 & Random());
00203 }
00204 
00210 static void DrawTile_Town(TileInfo *ti)
00211 {
00212   HouseID house_id = GetHouseType(ti->tile);
00213 
00214   if (house_id >= NEW_HOUSE_OFFSET) {
00215     /* Houses don't necessarily need new graphics. If they don't have a
00216      * spritegroup associated with them, then the sprite for the substitute
00217      * house id is drawn instead. */
00218     if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != NULL) {
00219       DrawNewHouseTile(ti, house_id);
00220       return;
00221     } else {
00222       house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
00223     }
00224   }
00225 
00226   /* Retrieve pointer to the draw town tile struct */
00227   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
00228 
00229   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00230 
00231   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
00232 
00233   /* If houses are invisible, do not draw the upper part */
00234   if (IsInvisibilitySet(TO_HOUSES)) return;
00235 
00236   /* Add a house on top of the ground? */
00237   SpriteID image = dcts->building.sprite;
00238   if (image != 0) {
00239     AddSortableSpriteToDraw(image, dcts->building.pal,
00240       ti->x + dcts->subtile_x,
00241       ti->y + dcts->subtile_y,
00242       dcts->width,
00243       dcts->height,
00244       dcts->dz,
00245       ti->z,
00246       IsTransparencySet(TO_HOUSES)
00247     );
00248 
00249     if (IsTransparencySet(TO_HOUSES)) return;
00250   }
00251 
00252   {
00253     int proc = dcts->draw_proc - 1;
00254 
00255     if (proc >= 0) _town_draw_tile_procs[proc](ti);
00256   }
00257 }
00258 
00259 static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
00260 {
00261   return GetTileMaxPixelZ(tile);
00262 }
00263 
00265 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
00266 {
00267   HouseID hid = GetHouseType(tile);
00268 
00269   /* For NewGRF house tiles we might not be drawing a foundation. We need to
00270    * account for this, as other structures should
00271    * draw the wall of the foundation in this case.
00272    */
00273   if (hid >= NEW_HOUSE_OFFSET) {
00274     const HouseSpec *hs = HouseSpec::Get(hid);
00275     if (hs->grf_prop.spritegroup[0] != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
00276       uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
00277       if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
00278     }
00279   }
00280   return FlatteningFoundation(tileh);
00281 }
00282 
00289 static void AnimateTile_Town(TileIndex tile)
00290 {
00291   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
00292     AnimateNewHouseTile(tile);
00293     return;
00294   }
00295 
00296   if (_tick_counter & 3) return;
00297 
00298   /* If the house is not one with a lift anymore, then stop this animating.
00299    * Not exactly sure when this happens, but probably when a house changes.
00300    * Before this was just a return...so it'd leak animated tiles..
00301    * That bug seems to have been here since day 1?? */
00302   if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
00303     DeleteAnimatedTile(tile);
00304     return;
00305   }
00306 
00307   if (!LiftHasDestination(tile)) {
00308     uint i;
00309 
00310     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
00311      * This is due to the fact that the first floor is, in the graphics,
00312      *  the height of 2 'normal' floors.
00313      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
00314     do {
00315       i = RandomRange(7);
00316     } while (i == 1 || i * 6 == GetLiftPosition(tile));
00317 
00318     SetLiftDestination(tile, i);
00319   }
00320 
00321   int pos = GetLiftPosition(tile);
00322   int dest = GetLiftDestination(tile) * 6;
00323   pos += (pos < dest) ? 1 : -1;
00324   SetLiftPosition(tile, pos);
00325 
00326   if (pos == dest) {
00327     HaltLift(tile);
00328     DeleteAnimatedTile(tile);
00329   }
00330 
00331   MarkTileDirtyByTile(tile);
00332 }
00333 
00340 static bool IsCloseToTown(TileIndex tile, uint dist)
00341 {
00342   const Town *t;
00343 
00344   FOR_ALL_TOWNS(t) {
00345     if (DistanceManhattan(tile, t->xy) < dist) return true;
00346   }
00347   return false;
00348 }
00349 
00354 void Town::UpdateVirtCoord()
00355 {
00356   Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
00357   SetDParam(0, this->index);
00358   SetDParam(1, this->population);
00359   this->sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
00360     _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
00361 
00362   SetWindowDirty(WC_TOWN_VIEW, this->index);
00363 }
00364 
00366 void UpdateAllTownVirtCoords()
00367 {
00368   Town *t;
00369 
00370   FOR_ALL_TOWNS(t) {
00371     t->UpdateVirtCoord();
00372   }
00373 }
00374 
00380 static void ChangePopulation(Town *t, int mod)
00381 {
00382   t->population += mod;
00383   SetWindowDirty(WC_TOWN_VIEW, t->index);
00384   t->UpdateVirtCoord();
00385 
00386   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
00387 }
00388 
00394 uint32 GetWorldPopulation()
00395 {
00396   uint32 pop = 0;
00397   const Town *t;
00398 
00399   FOR_ALL_TOWNS(t) pop += t->population;
00400   return pop;
00401 }
00402 
00407 static void MakeSingleHouseBigger(TileIndex tile)
00408 {
00409   assert(IsTileType(tile, MP_HOUSE));
00410 
00411   /* progress in construction stages */
00412   IncHouseConstructionTick(tile);
00413   if (GetHouseConstructionTick(tile) != 0) return;
00414 
00415   AnimateNewHouseConstruction(tile);
00416 
00417   if (IsHouseCompleted(tile)) {
00418     /* Now that construction is complete, we can add the population of the
00419      * building to the town. */
00420     ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
00421     ResetHouseAge(tile);
00422   }
00423   MarkTileDirtyByTile(tile);
00424 }
00425 
00430 static void MakeTownHouseBigger(TileIndex tile)
00431 {
00432   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
00433   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
00434   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
00435   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
00436   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
00437 }
00438 
00445 static void TileLoop_Town(TileIndex tile)
00446 {
00447   HouseID house_id = GetHouseType(tile);
00448 
00449   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
00450    * doesn't exist any more, so don't continue here. */
00451   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
00452 
00453   if (!IsHouseCompleted(tile)) {
00454     /* Construction is not completed. See if we can go further in construction*/
00455     MakeTownHouseBigger(tile);
00456     return;
00457   }
00458 
00459   const HouseSpec *hs = HouseSpec::Get(house_id);
00460 
00461   /* If the lift has a destination, it is already an animated tile. */
00462   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
00463       house_id < NEW_HOUSE_OFFSET &&
00464       !LiftHasDestination(tile) &&
00465       Chance16(1, 2)) {
00466     AddAnimatedTile(tile);
00467   }
00468 
00469   Town *t = Town::GetByTile(tile);
00470   uint32 r = Random();
00471 
00472   StationFinder stations(TileArea(tile, 1, 1));
00473 
00474   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00475     for (uint i = 0; i < 256; i++) {
00476       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
00477 
00478       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00479 
00480       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
00481       if (cargo == CT_INVALID) continue;
00482 
00483       uint amt = GB(callback, 0, 8);
00484       if (amt == 0) continue;
00485 
00486       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
00487 
00488       const CargoSpec *cs = CargoSpec::Get(cargo);
00489       t->supplied[cs->Index()].new_max += amt;
00490       t->supplied[cs->Index()].new_act += moved;
00491     }
00492   } else {
00493     if (GB(r, 0, 8) < hs->population) {
00494       uint amt = GB(r, 0, 8) / 8 + 1;
00495 
00496       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
00497       t->supplied[CT_PASSENGERS].new_max += amt;
00498       t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
00499     }
00500 
00501     if (GB(r, 8, 8) < hs->mail_generation) {
00502       uint amt = GB(r, 8, 8) / 8 + 1;
00503 
00504       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
00505       t->supplied[CT_MAIL].new_max += amt;
00506       t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
00507     }
00508   }
00509 
00510   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
00511 
00512   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
00513       HasBit(t->flags, TOWN_IS_FUNDED) &&
00514       CanDeleteHouse(tile) &&
00515       GetHouseAge(tile) >= hs->minimum_life &&
00516       --t->time_until_rebuild == 0) {
00517     t->time_until_rebuild = GB(r, 16, 8) + 192;
00518 
00519     ClearTownHouse(t, tile);
00520 
00521     /* Rebuild with another house? */
00522     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
00523   }
00524 
00525   cur_company.Restore();
00526 }
00527 
00528 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
00529 {
00530   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
00531   if (!CanDeleteHouse(tile)) return CMD_ERROR;
00532 
00533   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00534 
00535   CommandCost cost(EXPENSES_CONSTRUCTION);
00536   cost.AddCost(hs->GetRemovalCost());
00537 
00538   int rating = hs->remove_rating_decrease;
00539   Town *t = Town::GetByTile(tile);
00540 
00541   if (Company::IsValidID(_current_company)) {
00542     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
00543       SetDParam(0, t->index);
00544       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00545     }
00546   }
00547 
00548   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
00549   if (flags & DC_EXEC) {
00550     ClearTownHouse(t, tile);
00551   }
00552 
00553   return cost;
00554 }
00555 
00556 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
00557 {
00558   HouseID house_id = GetHouseType(tile);
00559   const HouseSpec *hs = HouseSpec::Get(house_id);
00560   Town *t = Town::GetByTile(tile);
00561 
00562   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00563     for (uint i = 0; i < 256; i++) {
00564       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
00565 
00566       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00567 
00568       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
00569 
00570       if (cargo == CT_INVALID) continue;
00571       produced[cargo]++;
00572     }
00573   } else {
00574     if (hs->population > 0) {
00575       produced[CT_PASSENGERS]++;
00576     }
00577     if (hs->mail_generation > 0) {
00578       produced[CT_MAIL]++;
00579     }
00580   }
00581 }
00582 
00583 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
00584 {
00585   if (cargo == CT_INVALID || amount == 0) return;
00586   acceptance[cargo] += amount;
00587   SetBit(*always_accepted, cargo);
00588 }
00589 
00590 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
00591 {
00592   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00593   CargoID accepts[3];
00594 
00595   /* Set the initial accepted cargo types */
00596   for (uint8 i = 0; i < lengthof(accepts); i++) {
00597     accepts[i] = hs->accepts_cargo[i];
00598   }
00599 
00600   /* Check for custom accepted cargo types */
00601   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
00602     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00603     if (callback != CALLBACK_FAILED) {
00604       /* Replace accepted cargo types with translated values from callback */
00605       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grf_prop.grffile);
00606       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grf_prop.grffile);
00607       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
00608     }
00609   }
00610 
00611   /* Check for custom cargo acceptance */
00612   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
00613     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00614     if (callback != CALLBACK_FAILED) {
00615       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
00616       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
00617       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
00618         /* The 'S' bit indicates food instead of goods */
00619         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
00620       } else {
00621         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
00622       }
00623       return;
00624     }
00625   }
00626 
00627   /* No custom acceptance, so fill in with the default values */
00628   for (uint8 i = 0; i < lengthof(accepts); i++) {
00629     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
00630   }
00631 }
00632 
00633 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
00634 {
00635   const HouseID house = GetHouseType(tile);
00636   const HouseSpec *hs = HouseSpec::Get(house);
00637   bool house_completed = IsHouseCompleted(tile);
00638 
00639   td->str = hs->building_name;
00640 
00641   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
00642   if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
00643     if (callback_res > 0x400) {
00644       ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
00645     } else {
00646       StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
00647       if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
00648         td->str = new_name;
00649       }
00650     }
00651   }
00652 
00653   if (!house_completed) {
00654     SetDParamX(td->dparam, 0, td->str);
00655     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
00656   }
00657 
00658   if (hs->grf_prop.grffile != NULL) {
00659     const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
00660     td->grf = gc->GetName();
00661   }
00662 
00663   td->owner[0] = OWNER_TOWN;
00664 }
00665 
00666 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00667 {
00668   /* not used */
00669   return 0;
00670 }
00671 
00672 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
00673 {
00674   /* not used */
00675 }
00676 
00680 void UpdateTownCargoTotal(Town *t)
00681 {
00682   t->cargo_accepted_total = 0;
00683 
00684   const TileArea &area = t->cargo_accepted.GetArea();
00685   TILE_AREA_LOOP(tile, area) {
00686     if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
00687       t->cargo_accepted_total |= t->cargo_accepted[tile];
00688     }
00689   }
00690 }
00691 
00698 static void UpdateTownCargoes(Town *t, TileIndex start, bool update_total = true)
00699 {
00700   CargoArray accepted, produced;
00701   uint32 dummy;
00702 
00703   /* Gather acceptance for all houses in an area around the start tile.
00704    * The area is composed of the square the tile is in, extended one square in all
00705    * directions as the coverage area of a single station is bigger than just one square. */
00706   TileArea area = AcceptanceMatrix::GetAreaForTile(start, 1);
00707   TILE_AREA_LOOP(tile, area) {
00708     if (!IsTileType(tile, MP_HOUSE) || GetTownIndex(tile) != t->index) continue;
00709 
00710     AddAcceptedCargo_Town(tile, accepted, &dummy);
00711     AddProducedCargo_Town(tile, produced);
00712   }
00713 
00714   /* Create bitmap of produced and accepted cargoes. */
00715   uint32 acc = 0;
00716   for (uint cid = 0; cid < NUM_CARGO; cid++) {
00717     if (accepted[cid] >= 8) SetBit(acc, cid);
00718     if (produced[cid] > 0) SetBit(t->cargo_produced, cid);
00719   }
00720   t->cargo_accepted[start] = acc;
00721 
00722   if (update_total) UpdateTownCargoTotal(t);
00723 }
00724 
00728 void UpdateTownCargoes(Town *t)
00729 {
00730   t->cargo_produced = 0;
00731 
00732   const TileArea &area = t->cargo_accepted.GetArea();
00733   if (area.tile == INVALID_TILE) return;
00734 
00735   /* Update acceptance for each grid square. */
00736   TILE_AREA_LOOP(tile, area) {
00737     if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
00738       UpdateTownCargoes(t, tile, false);
00739     }
00740   }
00741 
00742   /* Update the total acceptance. */
00743   UpdateTownCargoTotal(t);
00744 }
00745 
00747 void UpdateTownCargoBitmap()
00748 {
00749   Town *town;
00750   _town_cargoes_accepted = 0;
00751 
00752   FOR_ALL_TOWNS(town) {
00753     _town_cargoes_accepted |= town->cargo_accepted_total;
00754   }
00755 }
00756 
00757 static bool GrowTown(Town *t);
00758 
00759 static void TownTickHandler(Town *t)
00760 {
00761   if (HasBit(t->flags, TOWN_IS_FUNDED)) {
00762     int i = t->grow_counter - 1;
00763     if (i < 0) {
00764       if (GrowTown(t)) {
00765         i = t->growth_rate & (~TOWN_GROW_RATE_CUSTOM);
00766       } else {
00767         i = 0;
00768       }
00769     }
00770     t->grow_counter = i;
00771   }
00772 
00773   UpdateTownRadius(t);
00774 }
00775 
00776 void OnTick_Town()
00777 {
00778   if (_game_mode == GM_EDITOR) return;
00779 
00780   Town *t;
00781   FOR_ALL_TOWNS(t) {
00782     /* Run town tick at regular intervals, but not all at once. */
00783     if ((_tick_counter + t->index) % TOWN_GROWTH_TICKS == 0) {
00784       TownTickHandler(t);
00785     }
00786   }
00787 }
00788 
00797 static RoadBits GetTownRoadBits(TileIndex tile)
00798 {
00799   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
00800 
00801   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
00802 }
00803 
00814 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
00815 {
00816   if (!IsValidTile(tile)) return false;
00817 
00818   /* Lookup table for the used diff values */
00819   const TileIndexDiff tid_lt[3] = {
00820     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
00821     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
00822     TileOffsByDiagDir(ReverseDiagDir(dir)),
00823   };
00824 
00825   dist_multi = (dist_multi + 1) * 4;
00826   for (uint pos = 4; pos < dist_multi; pos++) {
00827     /* Go (pos / 4) tiles to the left or the right */
00828     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
00829 
00830     /* Use the current tile as origin, or go one tile backwards */
00831     if (pos & 2) cur += tid_lt[2];
00832 
00833     /* Test for roadbit parallel to dir and facing towards the middle axis */
00834     if (IsValidTile(tile + cur) &&
00835         GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
00836   }
00837   return false;
00838 }
00839 
00848 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
00849 {
00850   if (DistanceFromEdge(tile) == 0) return false;
00851 
00852   /* Check if there already is a road at this point? */
00853   if (GetTownRoadBits(tile) == ROAD_NONE) {
00854     /* No, try if we are able to build a road piece there.
00855      * If that fails clear the land, and if that fails exit.
00856      * This is to make sure that we can build a road here later. */
00857     if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
00858         DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
00859       return false;
00860     }
00861   }
00862 
00863   Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile) : GetTileSlope(tile);
00864   bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
00865   if (cur_slope == SLOPE_FLAT) return ret;
00866 
00867   /* If the tile is not a slope in the right direction, then
00868    * maybe terraform some. */
00869   Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
00870   if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
00871     if (Chance16(1, 8)) {
00872       CommandCost res = CMD_ERROR;
00873       if (!_generating_world && Chance16(1, 10)) {
00874         /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
00875         res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
00876             DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00877       }
00878       if (res.Failed() && Chance16(1, 3)) {
00879         /* We can consider building on the slope, though. */
00880         return ret;
00881       }
00882     }
00883     return false;
00884   }
00885   return ret;
00886 }
00887 
00888 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
00889 {
00890   assert(tile < MapSize());
00891 
00892   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00893   if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
00894   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
00895   return true;
00896 }
00897 
00898 static void LevelTownLand(TileIndex tile)
00899 {
00900   assert(tile < MapSize());
00901 
00902   /* Don't terraform if land is plain or if there's a house there. */
00903   if (IsTileType(tile, MP_HOUSE)) return;
00904   Slope tileh = GetTileSlope(tile);
00905   if (tileh == SLOPE_FLAT) return;
00906 
00907   /* First try up, then down */
00908   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
00909     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
00910   }
00911 }
00912 
00922 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
00923 {
00924   /* align the grid to the downtown */
00925   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
00926   RoadBits rcmd = ROAD_NONE;
00927 
00928   switch (t->layout) {
00929     default: NOT_REACHED();
00930 
00931     case TL_2X2_GRID:
00932       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
00933       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
00934       break;
00935 
00936     case TL_3X3_GRID:
00937       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
00938       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
00939       break;
00940   }
00941 
00942   /* Optimise only X-junctions */
00943   if (rcmd != ROAD_ALL) return rcmd;
00944 
00945   RoadBits rb_template;
00946 
00947   switch (GetTileSlope(tile)) {
00948     default:       rb_template = ROAD_ALL; break;
00949     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
00950     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
00951     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
00952     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
00953     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
00954     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
00955     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
00956     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
00957     case SLOPE_STEEP_W:
00958     case SLOPE_STEEP_S:
00959     case SLOPE_STEEP_E:
00960     case SLOPE_STEEP_N:
00961       rb_template = ROAD_NONE;
00962       break;
00963   }
00964 
00965   /* Stop if the template is compatible to the growth dir */
00966   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
00967   /* If not generate a straight road in the direction of the growth */
00968   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
00969 }
00970 
00981 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
00982 {
00983   /* We can't look further than that. */
00984   if (DistanceFromEdge(tile) == 0) return false;
00985 
00986   uint counter = 0; // counts the house neighbor tiles
00987 
00988   /* Check the tiles E,N,W and S of the current tile for houses */
00989   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
00990     /* Count both void and house tiles for checking whether there
00991      * are enough houses in the area. This to make it likely that
00992      * houses get build up to the edge of the map. */
00993     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
00994       case MP_HOUSE:
00995       case MP_VOID:
00996         counter++;
00997         break;
00998 
00999       default:
01000         break;
01001     }
01002 
01003     /* If there are enough neighbors stop here */
01004     if (counter >= 3) {
01005       if (BuildTownHouse(t, tile)) {
01006         _grow_town_result = GROWTH_SUCCEED;
01007         return true;
01008       }
01009       return false;
01010     }
01011   }
01012   return false;
01013 }
01014 
01023 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
01024 {
01025   if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
01026     _grow_town_result = GROWTH_SUCCEED;
01027     return true;
01028   }
01029   return false;
01030 }
01031 
01042 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
01043 {
01044   assert(bridge_dir < DIAGDIR_END);
01045 
01046   const Slope slope = GetTileSlope(tile);
01047 
01048   /* Make sure the direction is compatible with the slope.
01049    * Well we check if the slope has an up bit set in the
01050    * reverse direction. */
01051   if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
01052 
01053   /* Assure that the bridge is connectable to the start side */
01054   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
01055 
01056   /* We are in the right direction */
01057   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
01058   TileIndex bridge_tile = tile; // Used to store the other waterside
01059 
01060   const int delta = TileOffsByDiagDir(bridge_dir);
01061 
01062   if (slope == SLOPE_FLAT) {
01063     /* Bridges starting on flat tiles are only allowed when crossing rivers. */
01064     do {
01065       if (bridge_length++ >= 4) {
01066         /* Allow to cross rivers, not big lakes. */
01067         return false;
01068       }
01069       bridge_tile += delta;
01070     } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile) && !IsSea(bridge_tile));
01071   } else {
01072     do {
01073       if (bridge_length++ >= 11) {
01074         /* Max 11 tile long bridges */
01075         return false;
01076       }
01077       bridge_tile += delta;
01078     } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile));
01079   }
01080 
01081   /* no water tiles in between? */
01082   if (bridge_length == 1) return false;
01083 
01084   for (uint8 times = 0; times <= 22; times++) {
01085     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
01086 
01087     /* Can we actually build the bridge? */
01088     if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
01089       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
01090       _grow_town_result = GROWTH_SUCCEED;
01091       return true;
01092     }
01093   }
01094   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
01095   return false;
01096 }
01097 
01115 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
01116 {
01117   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
01118   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
01119 
01120   assert(tile < MapSize());
01121 
01122   if (cur_rb == ROAD_NONE) {
01123     /* Tile has no road. First reset the status counter
01124      * to say that this is the last iteration. */
01125     _grow_town_result = GROWTH_SEARCH_STOPPED;
01126 
01127     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01128     if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
01129 
01130     /* Remove hills etc */
01131     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
01132 
01133     /* Is a road allowed here? */
01134     switch (t1->layout) {
01135       default: NOT_REACHED();
01136 
01137       case TL_3X3_GRID:
01138       case TL_2X2_GRID:
01139         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01140         if (rcmd == ROAD_NONE) return;
01141         break;
01142 
01143       case TL_BETTER_ROADS:
01144       case TL_ORIGINAL:
01145         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
01146 
01147         DiagDirection source_dir = ReverseDiagDir(target_dir);
01148 
01149         if (Chance16(1, 4)) {
01150           /* Randomize a new target dir */
01151           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
01152         }
01153 
01154         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
01155           /* A road is not allowed to continue the randomized road,
01156            *  return if the road we're trying to build is curved. */
01157           if (target_dir != ReverseDiagDir(source_dir)) return;
01158 
01159           /* Return if neither side of the new road is a house */
01160           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
01161               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
01162             return;
01163           }
01164 
01165           /* That means that the road is only allowed if there is a house
01166            *  at any side of the new road. */
01167         }
01168 
01169         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
01170         break;
01171     }
01172 
01173   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
01174     /* Continue building on a partial road.
01175      * Should be allways OK, so we only generate
01176      * the fitting RoadBits */
01177     _grow_town_result = GROWTH_SEARCH_STOPPED;
01178 
01179     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01180 
01181     switch (t1->layout) {
01182       default: NOT_REACHED();
01183 
01184       case TL_3X3_GRID:
01185       case TL_2X2_GRID:
01186         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01187         break;
01188 
01189       case TL_BETTER_ROADS:
01190       case TL_ORIGINAL:
01191         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
01192         break;
01193     }
01194   } else {
01195     bool allow_house = true; // Value which decides if we want to construct a house
01196 
01197     /* Reached a tunnel/bridge? Then continue at the other side of it, unless
01198      * it is the starting tile. Half the time, we stay on this side then.*/
01199     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01200       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
01201         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
01202       }
01203       return;
01204     }
01205 
01206     /* Possibly extend the road in a direction.
01207      * Randomize a direction and if it has a road, bail out. */
01208     target_dir = RandomDiagDir();
01209     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
01210 
01211     /* This is the tile we will reach if we extend to this direction. */
01212     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
01213 
01214     /* Don't walk into water. */
01215     if (HasTileWaterGround(house_tile)) return;
01216 
01217     if (!IsValidTile(house_tile)) return;
01218 
01219     if (_settings_game.economy.allow_town_roads || _generating_world) {
01220       switch (t1->layout) {
01221         default: NOT_REACHED();
01222 
01223         case TL_3X3_GRID: // Use 2x2 grid afterwards!
01224           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01225           /* FALL THROUGH */
01226 
01227         case TL_2X2_GRID:
01228           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
01229           allow_house = (rcmd == ROAD_NONE);
01230           break;
01231 
01232         case TL_BETTER_ROADS: // Use original afterwards!
01233           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01234           /* FALL THROUGH */
01235 
01236         case TL_ORIGINAL:
01237           /* Allow a house at the edge. 60% chance or
01238            * always ok if no road allowed. */
01239           rcmd = DiagDirToRoadBits(target_dir);
01240           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
01241           break;
01242       }
01243     }
01244 
01245     if (allow_house) {
01246       /* Build a house, but not if there already is a house there. */
01247       if (!IsTileType(house_tile, MP_HOUSE)) {
01248         /* Level the land if possible */
01249         if (Chance16(1, 6)) LevelTownLand(house_tile);
01250 
01251         /* And build a house.
01252          * Set result to -1 if we managed to build it. */
01253         if (BuildTownHouse(t1, house_tile)) {
01254           _grow_town_result = GROWTH_SUCCEED;
01255         }
01256       }
01257       return;
01258     }
01259 
01260     _grow_town_result = GROWTH_SEARCH_STOPPED;
01261   }
01262 
01263   /* Return if a water tile */
01264   if (HasTileWaterGround(tile)) return;
01265 
01266   /* Make the roads look nicer */
01267   rcmd = CleanUpRoadBits(tile, rcmd);
01268   if (rcmd == ROAD_NONE) return;
01269 
01270   /* Only use the target direction for bridges to ensure they're connected.
01271    * The target_dir is as computed previously according to town layout, so
01272    * it will match it perfectly. */
01273   if (GrowTownWithBridge(t1, tile, target_dir)) return;
01274 
01275   GrowTownWithRoad(t1, tile, rcmd);
01276 }
01277 
01284 static int GrowTownAtRoad(Town *t, TileIndex tile)
01285 {
01286   /* Special case.
01287    * @see GrowTownInTile Check the else if
01288    */
01289   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
01290 
01291   assert(tile < MapSize());
01292 
01293   /* Number of times to search.
01294    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
01295    * them a little handicap. */
01296   switch (t->layout) {
01297     case TL_BETTER_ROADS:
01298       _grow_town_result = 10 + t->num_houses * 2 / 9;
01299       break;
01300 
01301     case TL_3X3_GRID:
01302     case TL_2X2_GRID:
01303       _grow_town_result = 10 + t->num_houses * 1 / 9;
01304       break;
01305 
01306     default:
01307       _grow_town_result = 10 + t->num_houses * 4 / 9;
01308       break;
01309   }
01310 
01311   do {
01312     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
01313 
01314     /* Try to grow the town from this point */
01315     GrowTownInTile(&tile, cur_rb, target_dir, t);
01316 
01317     /* Exclude the source position from the bitmask
01318      * and return if no more road blocks available */
01319     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
01320     if (cur_rb == ROAD_NONE) {
01321       return _grow_town_result;
01322     }
01323 
01324     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01325       /* Only build in the direction away from the tunnel or bridge. */
01326       target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
01327     } else {
01328       /* Select a random bit from the blockmask, walk a step
01329        * and continue the search from there. */
01330       do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
01331     }
01332     tile = TileAddByDiagDir(tile, target_dir);
01333 
01334     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
01335       /* Don't allow building over roads of other cities */
01336       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
01337         _grow_town_result = GROWTH_SUCCEED;
01338       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
01339         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
01340          * owner :) (happy happy happy road now) */
01341         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
01342         SetTownIndex(tile, t->index);
01343       }
01344     }
01345 
01346     /* Max number of times is checked. */
01347   } while (--_grow_town_result >= 0);
01348 
01349   return (_grow_town_result == -2);
01350 }
01351 
01359 static RoadBits GenRandomRoadBits()
01360 {
01361   uint32 r = Random();
01362   uint a = GB(r, 0, 2);
01363   uint b = GB(r, 8, 2);
01364   if (a == b) b ^= 2;
01365   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
01366 }
01367 
01373 static bool GrowTown(Town *t)
01374 {
01375   static const TileIndexDiffC _town_coord_mod[] = {
01376     {-1,  0},
01377     { 1,  1},
01378     { 1, -1},
01379     {-1, -1},
01380     {-1,  0},
01381     { 0,  2},
01382     { 2,  0},
01383     { 0, -2},
01384     {-1, -1},
01385     {-2,  2},
01386     { 2,  2},
01387     { 2, -2},
01388     { 0,  0}
01389   };
01390 
01391   /* Current "company" is a town */
01392   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
01393 
01394   TileIndex tile = t->xy; // The tile we are working with ATM
01395 
01396   /* Find a road that we can base the construction on. */
01397   const TileIndexDiffC *ptr;
01398   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01399     if (GetTownRoadBits(tile) != ROAD_NONE) {
01400       int r = GrowTownAtRoad(t, tile);
01401       cur_company.Restore();
01402       return r != 0;
01403     }
01404     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01405   }
01406 
01407   /* No road available, try to build a random road block by
01408    * clearing some land and then building a road there. */
01409   if (_settings_game.economy.allow_town_roads || _generating_world) {
01410     tile = t->xy;
01411     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01412       /* Only work with plain land that not already has a house */
01413       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile) == SLOPE_FLAT) {
01414         if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
01415           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
01416           cur_company.Restore();
01417           return true;
01418         }
01419       }
01420       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01421     }
01422   }
01423 
01424   cur_company.Restore();
01425   return false;
01426 }
01427 
01428 void UpdateTownRadius(Town *t)
01429 {
01430   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
01431     {  4,  0,  0,  0,  0}, // 0
01432     { 16,  0,  0,  0,  0},
01433     { 25,  0,  0,  0,  0},
01434     { 36,  0,  0,  0,  0},
01435     { 49,  0,  4,  0,  0},
01436     { 64,  0,  4,  0,  0}, // 20
01437     { 64,  0,  9,  0,  1},
01438     { 64,  0,  9,  0,  4},
01439     { 64,  0, 16,  0,  4},
01440     { 81,  0, 16,  0,  4},
01441     { 81,  0, 16,  0,  4}, // 40
01442     { 81,  0, 25,  0,  9},
01443     { 81, 36, 25,  0,  9},
01444     { 81, 36, 25, 16,  9},
01445     { 81, 49,  0, 25,  9},
01446     { 81, 64,  0, 25,  9}, // 60
01447     { 81, 64,  0, 36,  9},
01448     { 81, 64,  0, 36, 16},
01449     {100, 81,  0, 49, 16},
01450     {100, 81,  0, 49, 25},
01451     {121, 81,  0, 49, 25}, // 80
01452     {121, 81,  0, 49, 25},
01453     {121, 81,  0, 49, 36}, // 88
01454   };
01455 
01456   if (t->num_houses < 92) {
01457     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
01458   } else {
01459     int mass = t->num_houses / 8;
01460     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
01461      * The offsets are to make sure the radii do not decrease in size when going from the table
01462      * to the calculated value.*/
01463     t->squared_town_zone_radius[0] = mass * 15 - 40;
01464     t->squared_town_zone_radius[1] = mass * 9 - 15;
01465     t->squared_town_zone_radius[2] = 0;
01466     t->squared_town_zone_radius[3] = mass * 5 - 5;
01467     t->squared_town_zone_radius[4] = mass * 3 + 5;
01468   }
01469 }
01470 
01471 void UpdateTownMaxPass(Town *t)
01472 {
01473   t->supplied[CT_PASSENGERS].old_max = t->population >> 3;
01474   t->supplied[CT_MAIL].old_max = t->population >> 4;
01475 }
01476 
01488 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
01489 {
01490   t->xy = tile;
01491   t->num_houses = 0;
01492   t->time_until_rebuild = 10;
01493   UpdateTownRadius(t);
01494   t->flags = 0;
01495   t->population = 0;
01496   t->grow_counter = 0;
01497   t->growth_rate = 250;
01498 
01499   /* Set the default cargo requirement for town growth */
01500   switch (_settings_game.game_creation.landscape) {
01501     case LT_ARCTIC:
01502       if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER;
01503       break;
01504 
01505     case LT_TROPIC:
01506       if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT;
01507       if (FindFirstCargoWithTownEffect(TE_WATER) != NULL) t->goal[TE_WATER] = TOWN_GROWTH_DESERT;
01508       break;
01509   }
01510 
01511   t->fund_buildings_months = 0;
01512 
01513   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
01514 
01515   t->have_ratings = 0;
01516   t->exclusivity = INVALID_COMPANY;
01517   t->exclusive_counter = 0;
01518   t->statues = 0;
01519 
01520   extern int _nb_orig_names;
01521   if (_settings_game.game_creation.town_name < _nb_orig_names) {
01522     /* Original town name */
01523     t->townnamegrfid = 0;
01524     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
01525   } else {
01526     /* Newgrf town name */
01527     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
01528     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
01529   }
01530   t->townnameparts = townnameparts;
01531 
01532   t->UpdateVirtCoord();
01533   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
01534 
01535   t->InitializeLayout(layout);
01536 
01537   t->larger_town = city;
01538 
01539   int x = (int)size * 16 + 3;
01540   if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
01541   /* Don't create huge cities when founding town in-game */
01542   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
01543 
01544   t->num_houses += x;
01545   UpdateTownRadius(t);
01546 
01547   int i = x * 4;
01548   do {
01549     GrowTown(t);
01550   } while (--i);
01551 
01552   t->num_houses -= x;
01553   UpdateTownRadius(t);
01554   UpdateTownMaxPass(t);
01555   UpdateAirportsNoise();
01556 }
01557 
01563 static CommandCost TownCanBePlacedHere(TileIndex tile)
01564 {
01565   /* Check if too close to the edge of map */
01566   if (DistanceFromEdge(tile) < 12) {
01567     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
01568   }
01569 
01570   /* Check distance to all other towns. */
01571   if (IsCloseToTown(tile, 20)) {
01572     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
01573   }
01574 
01575   /* Can only build on clear flat areas, possibly with trees. */
01576   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile) != SLOPE_FLAT) {
01577     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01578   }
01579 
01580   return CommandCost(EXPENSES_OTHER);
01581 }
01582 
01588 static bool IsUniqueTownName(const char *name)
01589 {
01590   const Town *t;
01591 
01592   FOR_ALL_TOWNS(t) {
01593     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
01594   }
01595 
01596   return true;
01597 }
01598 
01611 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01612 {
01613   TownSize size = Extract<TownSize, 0, 2>(p1);
01614   bool city = HasBit(p1, 2);
01615   TownLayout layout = Extract<TownLayout, 3, 3>(p1);
01616   TownNameParams par(_settings_game.game_creation.town_name);
01617   bool random = HasBit(p1, 6);
01618   uint32 townnameparts = p2;
01619 
01620   if (size >= TSZ_END) return CMD_ERROR;
01621   if (layout >= NUM_TLS) return CMD_ERROR;
01622 
01623   /* Some things are allowed only in the scenario editor */
01624   if (_game_mode != GM_EDITOR) {
01625     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
01626     if (size == TSZ_LARGE) return CMD_ERROR;
01627     if (random) return CMD_ERROR;
01628     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
01629       return CMD_ERROR;
01630     }
01631   }
01632 
01633   if (StrEmpty(text)) {
01634     /* If supplied name is empty, townnameparts has to generate unique automatic name */
01635     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01636   } else {
01637     /* If name is not empty, it has to be unique custom name */
01638     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
01639     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01640   }
01641 
01642   /* Allocate town struct */
01643   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
01644 
01645   if (!random) {
01646     CommandCost ret = TownCanBePlacedHere(tile);
01647     if (ret.Failed()) return ret;
01648   }
01649 
01650   static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
01651   /* multidimensional arrays have to have defined length of non-first dimension */
01652   assert_compile(lengthof(price_mult[0]) == 4);
01653 
01654   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
01655   byte mult = price_mult[city][size];
01656 
01657   cost.MultiplyCost(mult);
01658 
01659   /* Create the town */
01660   if (flags & DC_EXEC) {
01661     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
01662       _additional_cash_required = cost.GetCost();
01663       return CommandCost(EXPENSES_OTHER);
01664     }
01665 
01666     _generating_world = true;
01667     UpdateNearestTownForRoadTiles(true);
01668     Town *t;
01669     if (random) {
01670       t = CreateRandomTown(20, townnameparts, size, city, layout);
01671       if (t == NULL) {
01672         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
01673       } else {
01674         _new_town_id = t->index;
01675       }
01676     } else {
01677       t = new Town(tile);
01678       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
01679     }
01680     UpdateNearestTownForRoadTiles(false);
01681     _generating_world = false;
01682 
01683     if (t != NULL && !StrEmpty(text)) {
01684       t->name = strdup(text);
01685       t->UpdateVirtCoord();
01686     }
01687 
01688     if (_game_mode != GM_EDITOR) {
01689       /* 't' can't be NULL since 'random' is false outside scenedit */
01690       assert(!random);
01691       char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
01692       SetDParam(0, _current_company);
01693       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
01694 
01695       char *cn = strdup(company_name);
01696       SetDParamStr(0, cn);
01697       SetDParam(1, t->index);
01698 
01699       AddNewsItem(STR_NEWS_NEW_TOWN, NS_INDUSTRY_OPEN, NR_TILE, tile, NR_NONE, UINT32_MAX, cn);
01700       AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
01701       Game::NewEvent(new ScriptEventTownFounded(t->index));
01702     }
01703   }
01704   return cost;
01705 }
01706 
01716 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
01717 {
01718   switch (layout) {
01719     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
01720     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
01721     default:          return tile;
01722   }
01723 }
01724 
01734 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
01735 {
01736   switch (layout) {
01737     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
01738     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
01739     default:          return true;
01740   }
01741 }
01742 
01746 struct SpotData {
01747   TileIndex tile; 
01748   uint max_dist;  
01749   TownLayout layout; 
01750 };
01751 
01768 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
01769 {
01770   SpotData *sp = (SpotData*)user_data;
01771   uint dist = GetClosestWaterDistance(tile, true);
01772 
01773   if (IsTileType(tile, MP_CLEAR) &&
01774       GetTileSlope(tile) == SLOPE_FLAT &&
01775       IsTileAlignedToGrid(tile, sp->layout) &&
01776       dist > sp->max_dist) {
01777     sp->tile = tile;
01778     sp->max_dist = dist;
01779   }
01780 
01781   return false;
01782 }
01783 
01790 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
01791 {
01792   return IsTileType(tile, MP_CLEAR);
01793 }
01794 
01807 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
01808 {
01809   SpotData sp = { INVALID_TILE, 0, layout };
01810 
01811   TileIndex coast = tile;
01812   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
01813     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
01814     return sp.tile;
01815   }
01816 
01817   /* if we get here just give up */
01818   return INVALID_TILE;
01819 }
01820 
01821 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
01822 {
01823   if (!Town::CanAllocateItem()) return NULL;
01824 
01825   do {
01826     /* Generate a tile index not too close from the edge */
01827     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
01828 
01829     /* if we tried to place the town on water, slide it over onto
01830      * the nearest likely-looking spot */
01831     if (IsTileType(tile, MP_WATER)) {
01832       tile = FindNearestGoodCoastalTownSpot(tile, layout);
01833       if (tile == INVALID_TILE) continue;
01834     }
01835 
01836     /* Make sure town can be placed here */
01837     if (TownCanBePlacedHere(tile).Failed()) continue;
01838 
01839     /* Allocate a town struct */
01840     Town *t = new Town(tile);
01841 
01842     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
01843 
01844     /* if the population is still 0 at the point, then the
01845      * placement is so bad it couldn't grow at all */
01846     if (t->population > 0) return t;
01847     DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
01848 
01849     /* We already know that we can allocate a single town when
01850      * entering this function. However, we create and delete
01851      * a town which "resets" the allocation checks. As such we
01852      * need to check again when assertions are enabled. */
01853     assert(Town::CanAllocateItem());
01854   } while (--attempts != 0);
01855 
01856   return NULL;
01857 }
01858 
01859 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
01860 
01868 bool GenerateTowns(TownLayout layout)
01869 {
01870   uint current_number = 0;
01871   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
01872   uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
01873   uint32 townnameparts;
01874 
01875   SetGeneratingWorldProgress(GWP_TOWN, total);
01876 
01877   /* First attempt will be made at creating the suggested number of towns.
01878    * Note that this is really a suggested value, not a required one.
01879    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
01880   do {
01881     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
01882     IncreaseGeneratingWorldProgress(GWP_TOWN);
01883     /* Get a unique name for the town. */
01884     if (!GenerateTownName(&townnameparts)) continue;
01885     /* try 20 times to create a random-sized town for the first loop. */
01886     if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
01887   } while (--total);
01888 
01889   if (current_number != 0) return true;
01890 
01891   /* If current_number is still zero at this point, it means that not a single town has been created.
01892    * So give it a last try, but now more aggressive */
01893   if (GenerateTownName(&townnameparts) &&
01894       CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
01895     return true;
01896   }
01897 
01898   /* If there are no towns at all and we are generating new game, bail out */
01899   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
01900     ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
01901   }
01902 
01903   return false;  // we are still without a town? we failed, simply
01904 }
01905 
01906 
01913 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
01914 {
01915   uint dist = DistanceSquare(tile, t->xy);
01916 
01917   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
01918 
01919   HouseZonesBits smallest = HZB_TOWN_EDGE;
01920   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
01921     if (dist < t->squared_town_zone_radius[i]) smallest = i;
01922   }
01923 
01924   return smallest;
01925 }
01926 
01937 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
01938 {
01939   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
01940 
01941   assert(cc.Succeeded());
01942 
01943   IncreaseBuildingCount(t, type);
01944   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
01945   if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
01946 
01947   MarkTileDirtyByTile(tile);
01948 }
01949 
01950 
01961 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
01962 {
01963   BuildingFlags size = HouseSpec::Get(type)->building_flags;
01964 
01965   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
01966   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
01967   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
01968   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
01969 }
01970 
01971 
01980 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
01981 {
01982   /* cannot build on these slopes... */
01983   Slope slope = GetTileSlope(tile);
01984   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
01985 
01986   /* building under a bridge? */
01987   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
01988 
01989   /* do not try to build over house owned by another town */
01990   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
01991 
01992   /* can we clear the land? */
01993   return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
01994 }
01995 
01996 
02006 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, int z, bool noslope)
02007 {
02008   if (!CanBuildHouseHere(tile, town, noslope)) return false;
02009 
02010   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
02011   if (GetTileMaxZ(tile) != z) return false;
02012 
02013   return true;
02014 }
02015 
02016 
02026 static bool CheckFree2x2Area(TileIndex tile, TownID town, int z, bool noslope)
02027 {
02028   /* we need to check this tile too because we can be at different tile now */
02029   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
02030 
02031   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
02032     tile += TileOffsByDiagDir(d);
02033     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
02034   }
02035 
02036   return true;
02037 }
02038 
02039 
02047 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
02048 {
02049   /* Allow towns everywhere when we don't build roads */
02050   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
02051 
02052   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
02053 
02054   switch (t->layout) {
02055     case TL_2X2_GRID:
02056       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
02057       break;
02058 
02059     case TL_3X3_GRID:
02060       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
02061       break;
02062 
02063     default:
02064       break;
02065   }
02066 
02067   return true;
02068 }
02069 
02070 
02078 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
02079 {
02080   /* Allow towns everywhere when we don't build roads */
02081   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
02082 
02083   /* Compute relative position of tile. (Positive offsets are towards north) */
02084   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
02085 
02086   switch (t->layout) {
02087     case TL_2X2_GRID:
02088       grid_pos.x %= 3;
02089       grid_pos.y %= 3;
02090       if ((grid_pos.x != 2 && grid_pos.x != -1) ||
02091         (grid_pos.y != 2 && grid_pos.y != -1)) return false;
02092       break;
02093 
02094     case TL_3X3_GRID:
02095       if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
02096       break;
02097 
02098     default:
02099       break;
02100   }
02101 
02102   return true;
02103 }
02104 
02105 
02115 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
02116 {
02117   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
02118 
02119   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
02120   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
02121 
02122   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
02123   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
02124     *tile = tile2;
02125     return true;
02126   }
02127 
02128   return false;
02129 }
02130 
02131 
02140 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
02141 {
02142   TileIndex tile2 = *tile;
02143 
02144   for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
02145     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
02146       *tile = tile2;
02147       return true;
02148     }
02149     if (d == DIAGDIR_END) break;
02150     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
02151   }
02152 
02153   return false;
02154 }
02155 
02156 
02163 static bool BuildTownHouse(Town *t, TileIndex tile)
02164 {
02165   /* forbidden building here by town layout */
02166   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
02167 
02168   /* no house allowed at all, bail out */
02169   if (!CanBuildHouseHere(tile, t->index, false)) return false;
02170 
02171   int z;
02172   Slope slope = GetTileSlope(tile, &z);
02173 
02174   /* Get the town zone type of the current tile, as well as the climate.
02175    * This will allow to easily compare with the specs of the new house to build */
02176   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
02177 
02178   /* Above snow? */
02179   int land = _settings_game.game_creation.landscape;
02180   if (land == LT_ARCTIC && z >= HighestSnowLine()) land = -1;
02181 
02182   uint bitmask = (1 << rad) + (1 << (land + 12));
02183 
02184   /* bits 0-4 are used
02185    * bits 11-15 are used
02186    * bits 5-10 are not used. */
02187   HouseID houses[HOUSE_MAX];
02188   uint num = 0;
02189   uint probs[HOUSE_MAX];
02190   uint probability_max = 0;
02191 
02192   /* Generate a list of all possible houses that can be built. */
02193   for (uint i = 0; i < HOUSE_MAX; i++) {
02194     const HouseSpec *hs = HouseSpec::Get(i);
02195 
02196     /* Verify that the candidate house spec matches the current tile status */
02197     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
02198 
02199     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
02200     if (hs->class_id != HOUSE_NO_CLASS) {
02201       /* id_count is always <= class_count, so it doesn't need to be checked */
02202       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
02203     } else {
02204       /* If the house has no class, check id_count instead */
02205       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
02206     }
02207 
02208     /* Without NewHouses, all houses have probability '1' */
02209     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
02210     probability_max += cur_prob;
02211     probs[num] = cur_prob;
02212     houses[num++] = (HouseID)i;
02213   }
02214 
02215   int maxz = GetTileMaxZ(tile);
02216   TileIndex baseTile = tile;
02217 
02218   while (probability_max > 0) {
02219     /* Building a multitile building can change the location of tile.
02220      * The building would still be built partially on that tile, but
02221      * its nothern tile would be elsewere. However, if the callback
02222      * fails we would be basing further work from the changed tile.
02223      * So a next 1x1 tile building could be built on the wrong tile. */
02224     tile = baseTile;
02225 
02226     uint r = RandomRange(probability_max);
02227     uint i;
02228     for (i = 0; i < num; i++) {
02229       if (probs[i] > r) break;
02230       r -= probs[i];
02231     }
02232 
02233     HouseID house = houses[i];
02234     probability_max -= probs[i];
02235 
02236     /* remove tested house from the set */
02237     num--;
02238     houses[i] = houses[num];
02239     probs[i] = probs[num];
02240 
02241     const HouseSpec *hs = HouseSpec::Get(house);
02242 
02243     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
02244         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
02245       continue;
02246     }
02247 
02248     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
02249 
02250     /* Special houses that there can be only one of. */
02251     uint oneof = 0;
02252 
02253     if (hs->building_flags & BUILDING_IS_CHURCH) {
02254       SetBit(oneof, TOWN_HAS_CHURCH);
02255     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02256       SetBit(oneof, TOWN_HAS_STADIUM);
02257     }
02258 
02259     if (t->flags & oneof) continue;
02260 
02261     /* Make sure there is no slope? */
02262     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
02263     if (noslope && slope != SLOPE_FLAT) continue;
02264 
02265     if (hs->building_flags & TILE_SIZE_2x2) {
02266       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
02267     } else if (hs->building_flags & TILE_SIZE_2x1) {
02268       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
02269     } else if (hs->building_flags & TILE_SIZE_1x2) {
02270       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
02271     } else {
02272       /* 1x1 house checks are already done */
02273     }
02274 
02275     byte random_bits = Random();
02276 
02277     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
02278       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
02279       if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
02280     }
02281 
02282     /* build the house */
02283     t->num_houses++;
02284 
02285     /* Special houses that there can be only one of. */
02286     t->flags |= oneof;
02287 
02288     byte construction_counter = 0;
02289     byte construction_stage = 0;
02290 
02291     if (_generating_world || _game_mode == GM_EDITOR) {
02292       uint32 r = Random();
02293 
02294       construction_stage = TOWN_HOUSE_COMPLETED;
02295       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
02296 
02297       if (construction_stage == TOWN_HOUSE_COMPLETED) {
02298         ChangePopulation(t, hs->population);
02299       } else {
02300         construction_counter = GB(r, 2, 2);
02301       }
02302     }
02303 
02304     MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
02305     UpdateTownCargoes(t, tile);
02306 
02307     return true;
02308   }
02309 
02310   return false;
02311 }
02312 
02319 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
02320 {
02321   assert(IsTileType(tile, MP_HOUSE));
02322   DecreaseBuildingCount(t, house);
02323   DoClearSquare(tile);
02324   DeleteAnimatedTile(tile);
02325 
02326   DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
02327 }
02328 
02336 TileIndexDiff GetHouseNorthPart(HouseID &house)
02337 {
02338   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
02339     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
02340       house--;
02341       return TileDiffXY(-1, 0);
02342     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
02343       house--;
02344       return TileDiffXY(0, -1);
02345     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
02346       house -= 2;
02347       return TileDiffXY(-1, 0);
02348     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
02349       house -= 3;
02350       return TileDiffXY(-1, -1);
02351     }
02352   }
02353   return 0;
02354 }
02355 
02356 void ClearTownHouse(Town *t, TileIndex tile)
02357 {
02358   assert(IsTileType(tile, MP_HOUSE));
02359 
02360   HouseID house = GetHouseType(tile);
02361 
02362   /* need to align the tile to point to the upper left corner of the house */
02363   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
02364 
02365   const HouseSpec *hs = HouseSpec::Get(house);
02366 
02367   /* Remove population from the town if the house is finished. */
02368   if (IsHouseCompleted(tile)) {
02369     ChangePopulation(t, -hs->population);
02370   }
02371 
02372   t->num_houses--;
02373 
02374   /* Clear flags for houses that only may exist once/town. */
02375   if (hs->building_flags & BUILDING_IS_CHURCH) {
02376     ClrBit(t->flags, TOWN_HAS_CHURCH);
02377   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02378     ClrBit(t->flags, TOWN_HAS_STADIUM);
02379   }
02380 
02381   /* Do the actual clearing of tiles */
02382   uint eflags = hs->building_flags;
02383   DoClearTownHouseHelper(tile, t, house);
02384   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
02385   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
02386   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
02387 
02388   /* Update cargo acceptance. */
02389   UpdateTownCargoes(t, tile);
02390 }
02391 
02401 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02402 {
02403   Town *t = Town::GetIfValid(p1);
02404   if (t == NULL) return CMD_ERROR;
02405 
02406   bool reset = StrEmpty(text);
02407 
02408   if (!reset) {
02409     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
02410     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
02411   }
02412 
02413   if (flags & DC_EXEC) {
02414     free(t->name);
02415     t->name = reset ? NULL : strdup(text);
02416 
02417     t->UpdateVirtCoord();
02418     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
02419     UpdateAllStationVirtCoords();
02420   }
02421   return CommandCost();
02422 }
02423 
02429 const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect)
02430 {
02431   const CargoSpec *cs;
02432   FOR_ALL_CARGOSPECS(cs) {
02433     if (cs->town_effect == effect) return cs;
02434   }
02435   return NULL;
02436 }
02437 
02438 static void UpdateTownGrowRate(Town *t);
02439 
02451 CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02452 {
02453   if (_current_company != OWNER_DEITY) return CMD_ERROR;
02454 
02455   TownEffect te = (TownEffect)GB(p1, 16, 8);
02456   if (te < TE_BEGIN || te > TE_END) return CMD_ERROR;
02457 
02458   uint16 index = GB(p1, 0, 16);
02459   Town *t = Town::GetIfValid(index);
02460   if (t == NULL) return CMD_ERROR;
02461 
02462   /* Validate if there is a cargo which is the requested TownEffect */
02463   const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
02464   if (cargo == NULL) return CMD_ERROR;
02465 
02466   if (flags & DC_EXEC) {
02467     t->goal[te] = p2;
02468     UpdateTownGrowRate(t);
02469     InvalidateWindowData(WC_TOWN_VIEW, index);
02470   }
02471 
02472   return CommandCost();
02473 }
02474 
02484 CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02485 {
02486   if (_current_company != OWNER_DEITY) return CMD_ERROR;
02487   Town *t = Town::GetIfValid(p1);
02488   if (t == NULL) return CMD_ERROR;
02489 
02490   if (flags & DC_EXEC) {
02491     free(t->text);
02492     t->text = StrEmpty(text) ? NULL : strdup(text);
02493     InvalidateWindowData(WC_TOWN_VIEW, p1);
02494   }
02495 
02496   return CommandCost();
02497 }
02498 
02508 CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02509 {
02510   if (_current_company != OWNER_DEITY) return CMD_ERROR;
02511   if ((p2 & TOWN_GROW_RATE_CUSTOM) != 0) return CMD_ERROR;
02512   if (GB(p2, 16, 16) != 0) return CMD_ERROR;
02513 
02514   Town *t = Town::GetIfValid(p1);
02515   if (t == NULL) return CMD_ERROR;
02516 
02517   if (flags & DC_EXEC) {
02518     t->growth_rate = (p2 == 0) ? 0 : p2 | TOWN_GROW_RATE_CUSTOM;
02519     UpdateTownGrowRate(t);
02520     InvalidateWindowData(WC_TOWN_VIEW, p1);
02521   }
02522 
02523   return CommandCost();
02524 }
02525 
02535 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02536 {
02537   if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
02538   Town *t = Town::GetIfValid(p1);
02539   if (t == NULL) return CMD_ERROR;
02540 
02541   if (flags & DC_EXEC) {
02542     /* The more houses, the faster we grow */
02543     if (p2 == 0) {
02544       uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
02545       t->num_houses += amount;
02546       UpdateTownRadius(t);
02547 
02548       uint n = amount * 10;
02549       do GrowTown(t); while (--n);
02550 
02551       t->num_houses -= amount;
02552     } else {
02553       for (; p2 > 0; p2--) {
02554         /* Try several times to grow, as we are really suppose to grow */
02555         for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
02556       }
02557     }
02558     UpdateTownRadius(t);
02559 
02560     UpdateTownMaxPass(t);
02561   }
02562 
02563   return CommandCost();
02564 }
02565 
02575 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02576 {
02577   if (_game_mode != GM_EDITOR) return CMD_ERROR;
02578   Town *t = Town::GetIfValid(p1);
02579   if (t == NULL) return CMD_ERROR;
02580 
02581   /* Stations refer to towns. */
02582   const Station *st;
02583   FOR_ALL_STATIONS(st) {
02584     if (st->town == t) {
02585       /* Non-oil rig stations are always a problem. */
02586       if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
02587       /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
02588       CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02589       if (ret.Failed()) return ret;
02590     }
02591   }
02592 
02593   /* Depots refer to towns. */
02594   const Depot *d;
02595   FOR_ALL_DEPOTS(d) {
02596     if (d->town == t) return CMD_ERROR;
02597   }
02598 
02599   /* Check all tiles for town ownership. */
02600   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
02601     bool try_clear = false;
02602     switch (GetTileType(tile)) {
02603       case MP_ROAD:
02604         try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
02605         break;
02606 
02607       case MP_TUNNELBRIDGE:
02608         try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
02609         break;
02610 
02611       case MP_HOUSE:
02612         try_clear = GetTownIndex(tile) == t->index;
02613         break;
02614 
02615       case MP_INDUSTRY:
02616         try_clear = Industry::GetByTile(tile)->town == t;
02617         break;
02618 
02619       case MP_OBJECT:
02620         if (Town::GetNumItems() == 1) {
02621           /* No towns will be left, remove it! */
02622           try_clear = true;
02623         } else {
02624           Object *o = Object::GetByTile(tile);
02625           if (o->town == t) {
02626             if (GetObjectType(tile) == OBJECT_STATUE) {
02627               /* Statue... always remove. */
02628               try_clear = true;
02629             } else {
02630               /* Tell to find a new town. */
02631               if (flags & DC_EXEC) o->town = NULL;
02632             }
02633           }
02634         }
02635         break;
02636 
02637       default:
02638         break;
02639     }
02640     if (try_clear) {
02641       CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02642       if (ret.Failed()) return ret;
02643     }
02644   }
02645 
02646   /* The town destructor will delete the other things related to the town. */
02647   if (flags & DC_EXEC) delete t;
02648 
02649   return CommandCost();
02650 }
02651 
02656 const byte _town_action_costs[TACT_COUNT] = {
02657   2, 4, 9, 35, 48, 53, 117, 175
02658 };
02659 
02660 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
02661 {
02662   if (flags & DC_EXEC) {
02663     ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
02664   }
02665   return CommandCost();
02666 }
02667 
02668 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
02669 {
02670   if (flags & DC_EXEC) {
02671     ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
02672   }
02673   return CommandCost();
02674 }
02675 
02676 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
02677 {
02678   if (flags & DC_EXEC) {
02679     ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
02680   }
02681   return CommandCost();
02682 }
02683 
02684 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
02685 {
02686   /* Check if the company is allowed to fund new roads. */
02687   if (!_settings_game.economy.fund_roads) return CMD_ERROR;
02688 
02689   if (flags & DC_EXEC) {
02690     t->road_build_months = 6;
02691 
02692     char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
02693     SetDParam(0, _current_company);
02694     GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
02695 
02696     char *cn = strdup(company_name);
02697     SetDParam(0, t->index);
02698     SetDParamStr(1, cn);
02699 
02700     AddNewsItem(STR_NEWS_ROAD_REBUILDING, NS_GENERAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
02701   }
02702   return CommandCost();
02703 }
02704 
02711 static bool SearchTileForStatue(TileIndex tile, void *user_data)
02712 {
02713   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
02714   if (IsSteepSlope(GetTileSlope(tile))) return false;
02715   /* Don't build statues under bridges. */
02716   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
02717 
02718   if (!IsTileType(tile, MP_HOUSE) &&
02719       !IsTileType(tile, MP_CLEAR) &&
02720       !IsTileType(tile, MP_TREES)) {
02721     return false;
02722   }
02723 
02724   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02725   CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
02726   cur_company.Restore();
02727 
02728   if (r.Failed()) return false;
02729 
02730   return true;
02731 }
02732 
02740 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
02741 {
02742   if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
02743 
02744   TileIndex tile = t->xy;
02745   if (CircularTileSearch(&tile, 9, SearchTileForStatue, NULL)) {
02746     if (flags & DC_EXEC) {
02747       Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02748       DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
02749       cur_company.Restore();
02750       BuildObject(OBJECT_STATUE, tile, _current_company, t);
02751       SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
02752       MarkTileDirtyByTile(tile);
02753     }
02754     return CommandCost();
02755   }
02756   return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
02757 }
02758 
02759 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
02760 {
02761   /* Check if it's allowed to buy the rights */
02762   if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
02763 
02764   if (flags & DC_EXEC) {
02765     /* Build next tick */
02766     t->grow_counter = 1;
02767     /* If we were not already growing */
02768     SetBit(t->flags, TOWN_IS_FUNDED);
02769     /* And grow for 3 months */
02770     t->fund_buildings_months = 3;
02771 
02772     SetWindowDirty(WC_TOWN_VIEW, t->index);
02773   }
02774   return CommandCost();
02775 }
02776 
02777 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
02778 {
02779   /* Check if it's allowed to buy the rights */
02780   if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
02781 
02782   if (flags & DC_EXEC) {
02783     t->exclusive_counter = 12;
02784     t->exclusivity = _current_company;
02785 
02786     ModifyStationRatingAround(t->xy, _current_company, 130, 17);
02787   }
02788   return CommandCost();
02789 }
02790 
02791 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
02792 {
02793   if (flags & DC_EXEC) {
02794     if (Chance16(1, 14)) {
02795       /* set as unwanted for 6 months */
02796       t->unwanted[_current_company] = 6;
02797 
02798       /* set all close by station ratings to 0 */
02799       Station *st;
02800       FOR_ALL_STATIONS(st) {
02801         if (st->town == t && st->owner == _current_company) {
02802           for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
02803         }
02804       }
02805 
02806       /* only show errormessage to the executing player. All errors are handled command.c
02807        * but this is special, because it can only 'fail' on a DC_EXEC */
02808       if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
02809 
02810       /* decrease by a lot!
02811        * ChangeTownRating is only for stuff in demolishing. Bribe failure should
02812        * be independent of any cheat settings
02813        */
02814       if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
02815         t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
02816         SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02817       }
02818     } else {
02819       ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
02820     }
02821   }
02822   return CommandCost();
02823 }
02824 
02825 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
02826 static TownActionProc * const _town_action_proc[] = {
02827   TownActionAdvertiseSmall,
02828   TownActionAdvertiseMedium,
02829   TownActionAdvertiseLarge,
02830   TownActionRoadRebuild,
02831   TownActionBuildStatue,
02832   TownActionFundBuildings,
02833   TownActionBuyRights,
02834   TownActionBribe
02835 };
02836 
02844 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
02845 {
02846   int num = 0;
02847   TownActions buttons = TACT_NONE;
02848 
02849   /* Spectators and unwanted have no options */
02850   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
02851 
02852     /* Things worth more than this are not shown */
02853     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
02854 
02855     /* Check the action bits for validity and
02856      * if they are valid add them */
02857     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
02858       const TownActions cur = (TownActions)(1 << i);
02859 
02860       /* Is the company not able to bribe ? */
02861       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
02862 
02863       /* Is the company not able to buy exclusive rights ? */
02864       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
02865 
02866       /* Is the company not able to fund buildings ? */
02867       if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
02868 
02869       /* Is the company not able to fund local road reconstruction? */
02870       if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
02871 
02872       /* Is the company not able to build a statue ? */
02873       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
02874 
02875       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
02876         buttons |= cur;
02877         num++;
02878       }
02879     }
02880   }
02881 
02882   if (nump != NULL) *nump = num;
02883   return buttons;
02884 }
02885 
02897 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02898 {
02899   Town *t = Town::GetIfValid(p1);
02900   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
02901 
02902   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
02903 
02904   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
02905 
02906   CommandCost ret = _town_action_proc[p2](t, flags);
02907   if (ret.Failed()) return ret;
02908 
02909   if (flags & DC_EXEC) {
02910     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
02911   }
02912 
02913   return cost;
02914 }
02915 
02916 static void UpdateTownRating(Town *t)
02917 {
02918   /* Increase company ratings if they're low */
02919   const Company *c;
02920   FOR_ALL_COMPANIES(c) {
02921     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
02922       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
02923     }
02924   }
02925 
02926   const Station *st;
02927   FOR_ALL_STATIONS(st) {
02928     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
02929       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
02930         if (Company::IsValidID(st->owner)) {
02931           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
02932           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
02933         }
02934       } else {
02935         if (Company::IsValidID(st->owner)) {
02936           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
02937           t->ratings[st->owner] = max(new_rating, INT16_MIN);
02938         }
02939       }
02940     }
02941   }
02942 
02943   /* clamp all ratings to valid values */
02944   for (uint i = 0; i < MAX_COMPANIES; i++) {
02945     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
02946   }
02947 
02948   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02949 }
02950 
02951 static void UpdateTownGrowRate(Town *t)
02952 {
02953   ClrBit(t->flags, TOWN_IS_FUNDED);
02954   SetWindowDirty(WC_TOWN_VIEW, t->index);
02955 
02956   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
02957 
02958   if (t->fund_buildings_months == 0) {
02959     /* Check if all goals are reached for this town to grow (given we are not funding it) */
02960     for (int i = TE_BEGIN; i < TE_END; i++) {
02961       switch (t->goal[i]) {
02962         case TOWN_GROWTH_WINTER:
02963           if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->population > 90) return;
02964           break;
02965         case TOWN_GROWTH_DESERT:
02966           if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->population > 60) return;
02967           break;
02968         default:
02969           if (t->goal[i] > t->received[i].old_act) return;
02970           break;
02971       }
02972     }
02973   }
02974 
02975   if ((t->growth_rate & TOWN_GROW_RATE_CUSTOM) != 0) {
02976     SetBit(t->flags, TOWN_IS_FUNDED);
02977     SetWindowDirty(WC_TOWN_VIEW, t->index);
02978     return;
02979   }
02980 
02985   static const uint16 _grow_count_values[2][6] = {
02986     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
02987     { 320, 420, 300, 220, 160, 100 }  // Normal values
02988   };
02989 
02990   int n = 0;
02991 
02992   const Station *st;
02993   FOR_ALL_STATIONS(st) {
02994     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
02995       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
02996         n++;
02997       }
02998     }
02999   }
03000 
03001   uint16 m;
03002 
03003   if (t->fund_buildings_months != 0) {
03004     m = _grow_count_values[0][min(n, 5)];
03005   } else {
03006     m = _grow_count_values[1][min(n, 5)];
03007     if (n == 0 && !Chance16(1, 12)) return;
03008   }
03009 
03010   /* Use the normal growth rate values if new buildings have been funded in
03011    * this town and the growth rate is set to none. */
03012   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
03013 
03014   m >>= growth_multiplier;
03015   if (t->larger_town) m /= 2;
03016 
03017   t->growth_rate = m / (t->num_houses / 50 + 1);
03018   if (m <= t->grow_counter) {
03019     t->grow_counter = m;
03020   }
03021 
03022   SetBit(t->flags, TOWN_IS_FUNDED);
03023   SetWindowDirty(WC_TOWN_VIEW, t->index);
03024 }
03025 
03026 static void UpdateTownAmounts(Town *t)
03027 {
03028   for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
03029   for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
03030   if (t->fund_buildings_months != 0) t->fund_buildings_months--;
03031 
03032   SetWindowDirty(WC_TOWN_VIEW, t->index);
03033 }
03034 
03035 static void UpdateTownUnwanted(Town *t)
03036 {
03037   const Company *c;
03038 
03039   FOR_ALL_COMPANIES(c) {
03040     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
03041   }
03042 }
03043 
03050 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
03051 {
03052   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
03053 
03054   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
03055   if (t == NULL) return CommandCost();
03056 
03057   if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
03058 
03059   SetDParam(0, t->index);
03060   return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
03061 }
03062 
03071 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
03072 {
03073   Town *t;
03074   uint best = threshold;
03075   Town *best_town = NULL;
03076 
03077   FOR_ALL_TOWNS(t) {
03078     uint dist = DistanceManhattan(tile, t->xy);
03079     if (dist < best) {
03080       best = dist;
03081       best_town = t;
03082     }
03083   }
03084 
03085   return best_town;
03086 }
03087 
03096 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
03097 {
03098   switch (GetTileType(tile)) {
03099     case MP_ROAD:
03100       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
03101 
03102       if (!HasTownOwnedRoad(tile)) {
03103         TownID tid = GetTownIndex(tile);
03104 
03105         if (tid == (TownID)INVALID_TOWN) {
03106           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
03107           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
03108           assert(Town::GetNumItems() == 0);
03109           return NULL;
03110         }
03111 
03112         assert(Town::IsValidID(tid));
03113         Town *town = Town::Get(tid);
03114 
03115         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
03116 
03117         return town;
03118       }
03119       /* FALL THROUGH */
03120 
03121     case MP_HOUSE:
03122       return Town::GetByTile(tile);
03123 
03124     default:
03125       return CalcClosestTownFromTile(tile, threshold);
03126   }
03127 }
03128 
03129 static bool _town_rating_test = false; 
03130 static SmallMap<const Town *, int, 4> _town_test_ratings; 
03131 
03137 void SetTownRatingTestMode(bool mode)
03138 {
03139   static int ref_count = 0; // Number of times test-mode is switched on.
03140   if (mode) {
03141     if (ref_count == 0) {
03142       _town_test_ratings.Clear();
03143     }
03144     ref_count++;
03145   } else {
03146     assert(ref_count > 0);
03147     ref_count--;
03148   }
03149   _town_rating_test = !(ref_count == 0);
03150 }
03151 
03157 static int GetRating(const Town *t)
03158 {
03159   if (_town_rating_test) {
03160     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
03161     if (it != _town_test_ratings.End()) {
03162       return it->second;
03163     }
03164   }
03165   return t->ratings[_current_company];
03166 }
03167 
03175 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
03176 {
03177   /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
03178   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
03179       !Company::IsValidID(_current_company) ||
03180       (_cheats.magic_bulldozer.value && add < 0)) {
03181     return;
03182   }
03183 
03184   int rating = GetRating(t);
03185   if (add < 0) {
03186     if (rating > max) {
03187       rating += add;
03188       if (rating < max) rating = max;
03189     }
03190   } else {
03191     if (rating < max) {
03192       rating += add;
03193       if (rating > max) rating = max;
03194     }
03195   }
03196   if (_town_rating_test) {
03197     _town_test_ratings[t] = rating;
03198   } else {
03199     SetBit(t->have_ratings, _current_company);
03200     t->ratings[_current_company] = rating;
03201     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
03202   }
03203 }
03204 
03212 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
03213 {
03214   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
03215   if (t == NULL || !Company::IsValidID(_current_company) ||
03216       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
03217     return CommandCost();
03218   }
03219 
03220   /* minimum rating needed to be allowed to remove stuff */
03221   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
03222     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
03223     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
03224     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
03225     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
03226   };
03227 
03228   /* check if you're allowed to remove the road/bridge/tunnel
03229    * owned by a town no removal if rating is lower than ... depends now on
03230    * difficulty setting. Minimum town rating selected by difficulty level
03231    */
03232   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
03233 
03234   if (GetRating(t) < needed) {
03235     SetDParam(0, t->index);
03236     return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
03237   }
03238 
03239   return CommandCost();
03240 }
03241 
03242 void TownsMonthlyLoop()
03243 {
03244   Town *t;
03245 
03246   FOR_ALL_TOWNS(t) {
03247     if (t->road_build_months != 0) t->road_build_months--;
03248 
03249     if (t->exclusive_counter != 0) {
03250       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
03251     }
03252 
03253     UpdateTownAmounts(t);
03254     UpdateTownRating(t);
03255     UpdateTownGrowRate(t);
03256     UpdateTownUnwanted(t);
03257     UpdateTownCargoes(t);
03258   }
03259 
03260   UpdateTownCargoBitmap();
03261 }
03262 
03263 void TownsYearlyLoop()
03264 {
03265   /* Increment house ages */
03266   for (TileIndex t = 0; t < MapSize(); t++) {
03267     if (!IsTileType(t, MP_HOUSE)) continue;
03268     IncrementHouseAge(t);
03269   }
03270 }
03271 
03272 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
03273 {
03274   if (AutoslopeEnabled()) {
03275     HouseID house = GetHouseType(tile);
03276     GetHouseNorthPart(house); // modifies house to the ID of the north tile
03277     const HouseSpec *hs = HouseSpec::Get(house);
03278 
03279     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
03280     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
03281         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
03282       bool allow_terraform = true;
03283 
03284       /* Call the autosloping callback per tile, not for the whole building at once. */
03285       house = GetHouseType(tile);
03286       hs = HouseSpec::Get(house);
03287       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
03288         /* If the callback fails, allow autoslope. */
03289         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
03290         if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
03291       }
03292 
03293       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
03294     }
03295   }
03296 
03297   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
03298 }
03299 
03301 extern const TileTypeProcs _tile_type_town_procs = {
03302   DrawTile_Town,           // draw_tile_proc
03303   GetSlopePixelZ_Town,     // get_slope_z_proc
03304   ClearTile_Town,          // clear_tile_proc
03305   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
03306   GetTileDesc_Town,        // get_tile_desc_proc
03307   GetTileTrackStatus_Town, // get_tile_track_status_proc
03308   NULL,                    // click_tile_proc
03309   AnimateTile_Town,        // animate_tile_proc
03310   TileLoop_Town,           // tile_loop_proc
03311   ChangeTileOwner_Town,    // change_tile_owner_proc
03312   AddProducedCargo_Town,   // add_produced_cargo_proc
03313   NULL,                    // vehicle_enter_tile_proc
03314   GetFoundation_Town,      // get_foundation_proc
03315   TerraformTile_Town,      // terraform_tile_proc
03316 };
03317 
03318 
03319 HouseSpec _house_specs[HOUSE_MAX];
03320 
03321 void ResetHouses()
03322 {
03323   memset(&_house_specs, 0, sizeof(_house_specs));
03324   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
03325 
03326   /* Reset any overrides that have been set. */
03327   _house_mngr.ResetOverride();
03328 }