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 "openttd.h"
00014 #include "road_type.h"
00015 #include "road_internal.h" /* Cleaning up road bits */
00016 #include "road_cmd.h"
00017 #include "landscape.h"
00018 #include "viewport_func.h"
00019 #include "command_func.h"
00020 #include "industry.h"
00021 #include "station_base.h"
00022 #include "company_base.h"
00023 #include "news_func.h"
00024 #include "gui.h"
00025 #include "unmovable_map.h"
00026 #include "variables.h"
00027 #include "genworld.h"
00028 #include "newgrf.h"
00029 #include "newgrf_house.h"
00030 #include "newgrf_commons.h"
00031 #include "newgrf_text.h"
00032 #include "autoslope.h"
00033 #include "transparency.h"
00034 #include "tunnelbridge_map.h"
00035 #include "strings_func.h"
00036 #include "window_func.h"
00037 #include "string_func.h"
00038 #include "newgrf_cargo.h"
00039 #include "cheat_type.h"
00040 #include "functions.h"
00041 #include "animated_tile_func.h"
00042 #include "date_func.h"
00043 #include "subsidy_func.h"
00044 #include "core/smallmap_type.hpp"
00045 #include "core/pool_func.hpp"
00046 #include "town.h"
00047 #include "townname_func.h"
00048 #include "townname_type.h"
00049 
00050 #include "table/strings.h"
00051 #include "table/town_land.h"
00052 
00053 static Town *_cleared_town;
00054 static int _cleared_town_rating;
00055 TownID _new_town_id;
00056 
00057 /* Initialize the town-pool */
00058 TownPool _town_pool("Town");
00059 INSTANTIATE_POOL_METHODS(Town)
00060 
00061 Town::~Town()
00062 {
00063   free(this->name);
00064 
00065   if (CleaningPool()) return;
00066 
00067   Industry *i;
00068 
00069   /* Delete town authority window
00070    * and remove from list of sorted towns */
00071   DeleteWindowById(WC_TOWN_VIEW, this->index);
00072 
00073   /* Delete all industries belonging to the town */
00074   FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
00075 
00076   /* Go through all tiles and delete those belonging to the town */
00077   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
00078     switch (GetTileType(tile)) {
00079       case MP_HOUSE:
00080         if (Town::GetByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00081         break;
00082 
00083       case MP_ROAD:
00084         /* Cached nearest town is updated later (after this town has been deleted) */
00085         if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->index) {
00086           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00087         }
00088         break;
00089 
00090       case MP_TUNNELBRIDGE:
00091         if (IsTileOwner(tile, OWNER_TOWN) &&
00092             ClosestTownFromTile(tile, UINT_MAX) == this)
00093           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00094         break;
00095 
00096       default:
00097         break;
00098     }
00099   }
00100 
00101   DeleteSubsidyWith(ST_TOWN, this->index);
00102   CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
00103   MarkWholeScreenDirty();
00104 }
00105 
00106 
00112 void Town::PostDestructor(size_t index)
00113 {
00114   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
00115   UpdateNearestTownForRoadTiles(false);
00116 }
00117 
00121 void Town::InitializeLayout(TownLayout layout)
00122 {
00123   if (layout != TL_RANDOM) {
00124     this->layout = layout;
00125     return;
00126   }
00127 
00128   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
00129 }
00130 
00135 /* static */ Town *Town::GetRandom()
00136 {
00137   if (Town::GetNumItems() == 0) return NULL;
00138   int num = RandomRange((uint16)Town::GetNumItems());
00139   size_t index = MAX_UVALUE(size_t);
00140 
00141   while (num >= 0) {
00142     num--;
00143     index++;
00144 
00145     /* Make sure we have a valid town */
00146     while (!Town::IsValidID(index)) {
00147       index++;
00148       assert(index < Town::GetPoolSize());
00149     }
00150   }
00151 
00152   return Town::Get(index);
00153 }
00154 
00155 Money HouseSpec::GetRemovalCost() const
00156 {
00157   return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
00158 }
00159 
00160 // Local
00161 static int _grow_town_result;
00162 
00163 /* Describe the possible states */
00164 enum TownGrowthResult {
00165   GROWTH_SUCCEED         = -1,
00166   GROWTH_SEARCH_STOPPED  =  0
00167 //  GROWTH_SEARCH_RUNNING >=  1
00168 };
00169 
00170 static bool BuildTownHouse(Town *t, TileIndex tile);
00171 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
00172 
00173 static void TownDrawHouseLift(const TileInfo *ti)
00174 {
00175   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
00176 }
00177 
00178 typedef void TownDrawTileProc(const TileInfo *ti);
00179 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
00180   TownDrawHouseLift
00181 };
00182 
00188 static inline DiagDirection RandomDiagDir()
00189 {
00190   return (DiagDirection)(3 & Random());
00191 }
00192 
00198 static void DrawTile_Town(TileInfo *ti)
00199 {
00200   HouseID house_id = GetHouseType(ti->tile);
00201 
00202   if (house_id >= NEW_HOUSE_OFFSET) {
00203     /* Houses don't necessarily need new graphics. If they don't have a
00204      * spritegroup associated with them, then the sprite for the substitute
00205      * house id is drawn instead. */
00206     if (HouseSpec::Get(house_id)->spritegroup != NULL) {
00207       DrawNewHouseTile(ti, house_id);
00208       return;
00209     } else {
00210       house_id = HouseSpec::Get(house_id)->substitute_id;
00211     }
00212   }
00213 
00214   /* Retrieve pointer to the draw town tile struct */
00215   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
00216 
00217   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00218 
00219   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
00220 
00221   /* If houses are invisible, do not draw the upper part */
00222   if (IsInvisibilitySet(TO_HOUSES)) return;
00223 
00224   /* Add a house on top of the ground? */
00225   SpriteID image = dcts->building.sprite;
00226   if (image != 0) {
00227     AddSortableSpriteToDraw(image, dcts->building.pal,
00228       ti->x + dcts->subtile_x,
00229       ti->y + dcts->subtile_y,
00230       dcts->width,
00231       dcts->height,
00232       dcts->dz,
00233       ti->z,
00234       IsTransparencySet(TO_HOUSES)
00235     );
00236 
00237     if (IsTransparencySet(TO_HOUSES)) return;
00238   }
00239 
00240   {
00241     int proc = dcts->draw_proc - 1;
00242 
00243     if (proc >= 0) _town_draw_tile_procs[proc](ti);
00244   }
00245 }
00246 
00247 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
00248 {
00249   return GetTileMaxZ(tile);
00250 }
00251 
00253 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
00254 {
00255   HouseID hid = GetHouseType(tile);
00256 
00257   /* For NewGRF house tiles we might not be drawing a foundation. We need to
00258    * account for this, as other structures should
00259    * draw the wall of the foundation in this case.
00260    */
00261   if (hid >= NEW_HOUSE_OFFSET) {
00262     const HouseSpec *hs = HouseSpec::Get(hid);
00263     if (hs->spritegroup != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
00264       uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
00265       if (callback_res == 0) return FOUNDATION_NONE;
00266     }
00267   }
00268   return FlatteningFoundation(tileh);
00269 }
00270 
00277 static void AnimateTile_Town(TileIndex tile)
00278 {
00279   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
00280     AnimateNewHouseTile(tile);
00281     return;
00282   }
00283 
00284   if (_tick_counter & 3) return;
00285 
00286   /* If the house is not one with a lift anymore, then stop this animating.
00287    * Not exactly sure when this happens, but probably when a house changes.
00288    * Before this was just a return...so it'd leak animated tiles..
00289    * That bug seems to have been here since day 1?? */
00290   if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
00291     DeleteAnimatedTile(tile);
00292     return;
00293   }
00294 
00295   if (!LiftHasDestination(tile)) {
00296     uint i;
00297 
00298     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
00299      * This is due to the fact that the first floor is, in the graphics,
00300      *  the height of 2 'normal' floors.
00301      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
00302     do {
00303       i = RandomRange(7);
00304     } while (i == 1 || i * 6 == GetLiftPosition(tile));
00305 
00306     SetLiftDestination(tile, i);
00307   }
00308 
00309   int pos = GetLiftPosition(tile);
00310   int dest = GetLiftDestination(tile) * 6;
00311   pos += (pos < dest) ? 1 : -1;
00312   SetLiftPosition(tile, pos);
00313 
00314   if (pos == dest) {
00315     HaltLift(tile);
00316     DeleteAnimatedTile(tile);
00317   }
00318 
00319   MarkTileDirtyByTile(tile);
00320 }
00321 
00328 static bool IsCloseToTown(TileIndex tile, uint dist)
00329 {
00330   const Town *t;
00331 
00332   FOR_ALL_TOWNS(t) {
00333     if (DistanceManhattan(tile, t->xy) < dist) return true;
00334   }
00335   return false;
00336 }
00337 
00342 void Town::UpdateVirtCoord()
00343 {
00344   Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
00345   SetDParam(0, this->index);
00346   SetDParam(1, this->population);
00347   this->sign.UpdatePosition(pt.x, pt.y - 24,
00348     _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
00349 
00350   SetWindowDirty(WC_TOWN_VIEW, this->index);
00351 }
00352 
00354 void UpdateAllTownVirtCoords()
00355 {
00356   Town *t;
00357 
00358   FOR_ALL_TOWNS(t) {
00359     t->UpdateVirtCoord();
00360   }
00361 }
00362 
00368 static void ChangePopulation(Town *t, int mod)
00369 {
00370   t->population += mod;
00371   SetWindowDirty(WC_TOWN_VIEW, t->index);
00372   t->UpdateVirtCoord();
00373 
00374   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
00375 }
00376 
00382 uint32 GetWorldPopulation()
00383 {
00384   uint32 pop = 0;
00385   const Town *t;
00386 
00387   FOR_ALL_TOWNS(t) pop += t->population;
00388   return pop;
00389 }
00390 
00395 static void MakeSingleHouseBigger(TileIndex tile)
00396 {
00397   assert(IsTileType(tile, MP_HOUSE));
00398 
00399   /* means it is completed, get out. */
00400   if (LiftHasDestination(tile)) return;
00401 
00402   /* progress in construction stages */
00403   IncHouseConstructionTick(tile);
00404   if (GetHouseConstructionTick(tile) != 0) return;
00405 
00406   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00407 
00408   /* Check and/or  */
00409   if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
00410     uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00411     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
00412   }
00413 
00414   if (IsHouseCompleted(tile)) {
00415     /* Now that construction is complete, we can add the population of the
00416      * building to the town. */
00417     ChangePopulation(Town::GetByTile(tile), hs->population);
00418     ResetHouseAge(tile);
00419   }
00420   MarkTileDirtyByTile(tile);
00421 }
00422 
00426 static void MakeTownHouseBigger(TileIndex tile)
00427 {
00428   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
00429   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
00430   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
00431   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
00432   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
00433 }
00434 
00441 static void TileLoop_Town(TileIndex tile)
00442 {
00443   HouseID house_id = GetHouseType(tile);
00444 
00445   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
00446    * doesn't exist any more, so don't continue here. */
00447   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
00448 
00449   if (!IsHouseCompleted(tile)) {
00450     /* Construction is not completed. See if we can go further in construction*/
00451     MakeTownHouseBigger(tile);
00452     return;
00453   }
00454 
00455   const HouseSpec *hs = HouseSpec::Get(house_id);
00456 
00457   /* If the lift has a destination, it is already an animated tile. */
00458   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
00459       house_id < NEW_HOUSE_OFFSET &&
00460       !LiftHasDestination(tile) &&
00461       Chance16(1, 2)) {
00462     AddAnimatedTile(tile);
00463   }
00464 
00465   Town *t = Town::GetByTile(tile);
00466   uint32 r = Random();
00467 
00468   StationFinder stations(tile, 1, 1);
00469 
00470   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00471     for (uint i = 0; i < 256; i++) {
00472       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
00473 
00474       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00475 
00476       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
00477       if (cargo == CT_INVALID) continue;
00478 
00479       uint amt = GB(callback, 0, 8);
00480       if (amt == 0) continue;
00481 
00482       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
00483 
00484       const CargoSpec *cs = CargoSpec::Get(cargo);
00485       switch (cs->town_effect) {
00486         case TE_PASSENGERS:
00487           t->new_max_pass += amt;
00488           t->new_act_pass += moved;
00489           break;
00490 
00491         case TE_MAIL:
00492           t->new_max_mail += amt;
00493           t->new_act_mail += moved;
00494           break;
00495 
00496         default:
00497           break;
00498       }
00499     }
00500   } else {
00501     if (GB(r, 0, 8) < hs->population) {
00502       uint amt = GB(r, 0, 8) / 8 + 1;
00503 
00504       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
00505       t->new_max_pass += amt;
00506       t->new_act_pass += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
00507     }
00508 
00509     if (GB(r, 8, 8) < hs->mail_generation) {
00510       uint amt = GB(r, 8, 8) / 8 + 1;
00511 
00512       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
00513       t->new_max_mail += amt;
00514       t->new_act_mail += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
00515     }
00516   }
00517 
00518   _current_company = OWNER_TOWN;
00519 
00520   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
00521       HasBit(t->flags, TOWN_IS_FUNDED) &&
00522       CanDeleteHouse(tile) &&
00523       GetHouseAge(tile) >= hs->minimum_life &&
00524       --t->time_until_rebuild == 0) {
00525     t->time_until_rebuild = GB(r, 16, 8) + 192;
00526 
00527     ClearTownHouse(t, tile);
00528 
00529     /* Rebuild with another house? */
00530     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
00531   }
00532 
00533   _current_company = OWNER_NONE;
00534 }
00535 
00536 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
00537 {
00538   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
00539   if (!CanDeleteHouse(tile)) return CMD_ERROR;
00540 
00541   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00542 
00543   CommandCost cost(EXPENSES_CONSTRUCTION);
00544   cost.AddCost(hs->GetRemovalCost());
00545 
00546   int rating = hs->remove_rating_decrease;
00547   _cleared_town_rating += rating;
00548   Town *t = _cleared_town = Town::GetByTile(tile);
00549 
00550   if (Company::IsValidID(_current_company)) {
00551     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
00552       SetDParam(0, t->index);
00553       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00554     }
00555   }
00556 
00557   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
00558   if (flags & DC_EXEC) {
00559     ClearTownHouse(t, tile);
00560   }
00561 
00562   return cost;
00563 }
00564 
00565 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
00566 {
00567   HouseID house_id = GetHouseType(tile);
00568   const HouseSpec *hs = HouseSpec::Get(house_id);
00569   Town *t = Town::GetByTile(tile);
00570 
00571   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00572     for (uint i = 0; i < 256; i++) {
00573       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
00574 
00575       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00576 
00577       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
00578 
00579       if (cargo == CT_INVALID) continue;
00580       produced[cargo]++;
00581     }
00582   } else {
00583     if (hs->population > 0) {
00584       produced[CT_PASSENGERS]++;
00585     }
00586     if (hs->mail_generation > 0) {
00587       produced[CT_MAIL]++;
00588     }
00589   }
00590 }
00591 
00592 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
00593 {
00594   if (cargo == CT_INVALID || amount == 0) return;
00595   acceptance[cargo] += amount;
00596   SetBit(*always_accepted, cargo);
00597 }
00598 
00599 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
00600 {
00601   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00602   CargoID accepts[3];
00603 
00604   /* Set the initial accepted cargo types */
00605   for (uint8 i = 0; i < lengthof(accepts); i++) {
00606     accepts[i] = hs->accepts_cargo[i];
00607   }
00608 
00609   /* Check for custom accepted cargo types */
00610   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
00611     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00612     if (callback != CALLBACK_FAILED) {
00613       /* Replace accepted cargo types with translated values from callback */
00614       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grffile);
00615       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grffile);
00616       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
00617     }
00618   }
00619 
00620   /* Check for custom cargo acceptance */
00621   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
00622     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00623     if (callback != CALLBACK_FAILED) {
00624       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
00625       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
00626       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
00627         /* The 'S' bit indicates food instead of goods */
00628         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
00629       } else {
00630         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
00631       }
00632       return;
00633     }
00634   }
00635 
00636   /* No custom acceptance, so fill in with the default values */
00637   for (uint8 i = 0; i < lengthof(accepts); i++) {
00638     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
00639   }
00640 }
00641 
00642 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
00643 {
00644   const HouseID house = GetHouseType(tile);
00645   const HouseSpec *hs = HouseSpec::Get(house);
00646   bool house_completed = IsHouseCompleted(tile);
00647 
00648   td->str = hs->building_name;
00649 
00650   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
00651   if (callback_res != CALLBACK_FAILED) {
00652     StringID new_name = GetGRFStringID(hs->grffile->grfid, 0xD000 + callback_res);
00653     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
00654       td->str = new_name;
00655     }
00656   }
00657 
00658   if (!house_completed) {
00659     SetDParamX(td->dparam, 0, td->str);
00660     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
00661   }
00662 
00663   if (hs->grffile != NULL) {
00664     const GRFConfig *gc = GetGRFConfig(hs->grffile->grfid);
00665     td->grf = gc->name;
00666   }
00667 
00668   td->owner[0] = OWNER_TOWN;
00669 }
00670 
00671 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00672 {
00673   /* not used */
00674   return 0;
00675 }
00676 
00677 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
00678 {
00679   /* not used */
00680 }
00681 
00682 static bool GrowTown(Town *t);
00683 
00684 static void TownTickHandler(Town *t)
00685 {
00686   if (HasBit(t->flags, TOWN_IS_FUNDED)) {
00687     int i = t->grow_counter - 1;
00688     if (i < 0) {
00689       if (GrowTown(t)) {
00690         i = t->growth_rate;
00691       } else {
00692         i = 0;
00693       }
00694     }
00695     t->grow_counter = i;
00696   }
00697 
00698   UpdateTownRadius(t);
00699 }
00700 
00701 void OnTick_Town()
00702 {
00703   if (_game_mode == GM_EDITOR) return;
00704 
00705   Town *t;
00706   FOR_ALL_TOWNS(t) {
00707     /* Run town tick at regular intervals, but not all at once. */
00708     if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
00709       TownTickHandler(t);
00710     }
00711   }
00712 }
00713 
00722 static RoadBits GetTownRoadBits(TileIndex tile)
00723 {
00724   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
00725 
00726   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
00727 }
00728 
00739 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
00740 {
00741   if (!IsValidTile(tile)) return false;
00742 
00743   /* Lookup table for the used diff values */
00744   const TileIndexDiff tid_lt[3] = {
00745     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
00746     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
00747     TileOffsByDiagDir(ReverseDiagDir(dir)),
00748   };
00749 
00750   dist_multi = (dist_multi + 1) * 4;
00751   for (uint pos = 4; pos < dist_multi; pos++) {
00752     /* Go (pos / 4) tiles to the left or the right */
00753     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
00754 
00755     /* Use the current tile as origin, or go one tile backwards */
00756     if (pos & 2) cur += tid_lt[2];
00757 
00758     /* Test for roadbit parallel to dir and facing towards the middle axis */
00759     if (IsValidTile(tile + cur) &&
00760       GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
00761   }
00762   return false;
00763 }
00764 
00773 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
00774 {
00775   if (DistanceFromEdge(tile) == 0) return false;
00776 
00777   Slope cur_slope, desired_slope;
00778 
00779   for (;;) {
00780     /* Check if there already is a road at this point? */
00781     if (GetTownRoadBits(tile) == ROAD_NONE) {
00782       /* No, try if we are able to build a road piece there.
00783        * If that fails clear the land, and if that fails exit.
00784        * This is to make sure that we can build a road here later. */
00785       if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
00786           CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
00787         return false;
00788     }
00789 
00790     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
00791     bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
00792     if (cur_slope == SLOPE_FLAT) return ret;
00793 
00794     /* If the tile is not a slope in the right direction, then
00795      * maybe terraform some. */
00796     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
00797     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
00798       if (Chance16(1, 8)) {
00799         CommandCost res = CMD_ERROR;
00800         if (!_generating_world && Chance16(1, 10)) {
00801           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
00802           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
00803               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00804         }
00805         if (CmdFailed(res) && Chance16(1, 3)) {
00806           /* We can consider building on the slope, though. */
00807           return ret;
00808         }
00809       }
00810       return false;
00811     }
00812     return ret;
00813   }
00814 }
00815 
00816 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
00817 {
00818   assert(tile < MapSize());
00819 
00820   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00821   if (CmdFailed(r) || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
00822   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
00823   return true;
00824 }
00825 
00826 static void LevelTownLand(TileIndex tile)
00827 {
00828   assert(tile < MapSize());
00829 
00830   /* Don't terraform if land is plain or if there's a house there. */
00831   if (IsTileType(tile, MP_HOUSE)) return;
00832   Slope tileh = GetTileSlope(tile, NULL);
00833   if (tileh == SLOPE_FLAT) return;
00834 
00835   /* First try up, then down */
00836   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
00837     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
00838   }
00839 }
00840 
00850 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
00851 {
00852   /* align the grid to the downtown */
00853   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
00854   RoadBits rcmd = ROAD_NONE;
00855 
00856   switch (t->layout) {
00857     default: NOT_REACHED();
00858 
00859     case TL_2X2_GRID:
00860       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
00861       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
00862       break;
00863 
00864     case TL_3X3_GRID:
00865       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
00866       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
00867       break;
00868   }
00869 
00870   /* Optimise only X-junctions */
00871   if (rcmd != ROAD_ALL) return rcmd;
00872 
00873   RoadBits rb_template;
00874 
00875   switch (GetTileSlope(tile, NULL)) {
00876     default:       rb_template = ROAD_ALL; break;
00877     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
00878     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
00879     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
00880     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
00881     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
00882     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
00883     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
00884     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
00885     case SLOPE_STEEP_W:
00886     case SLOPE_STEEP_S:
00887     case SLOPE_STEEP_E:
00888     case SLOPE_STEEP_N:
00889       rb_template = ROAD_NONE;
00890       break;
00891   }
00892 
00893   /* Stop if the template is compatible to the growth dir */
00894   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
00895   /* If not generate a straight road in the direction of the growth */
00896   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
00897 }
00898 
00909 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
00910 {
00911   /* We can't look further than that. */
00912   if (DistanceFromEdge(tile) == 0) return false;
00913 
00914   uint counter = 0; // counts the house neighbor tiles
00915 
00916   /* Check the tiles E,N,W and S of the current tile for houses */
00917   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
00918     /* Count both void and house tiles for checking whether there
00919      * are enough houses in the area. This to make it likely that
00920      * houses get build up to the edge of the map. */
00921     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
00922       case MP_HOUSE:
00923       case MP_VOID:
00924         counter++;
00925         break;
00926 
00927       default:
00928         break;
00929     }
00930 
00931     /* If there are enough neighbors stop here */
00932     if (counter >= 3) {
00933       if (BuildTownHouse(t, tile)) {
00934         _grow_town_result = GROWTH_SUCCEED;
00935         return true;
00936       }
00937       return false;
00938     }
00939   }
00940   return false;
00941 }
00942 
00951 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
00952 {
00953   if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
00954     _grow_town_result = GROWTH_SUCCEED;
00955     return true;
00956   }
00957   return false;
00958 }
00959 
00970 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
00971 {
00972   assert(bridge_dir < DIAGDIR_END);
00973 
00974   const Slope slope = GetTileSlope(tile, NULL);
00975   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
00976 
00977   /* Make sure the direction is compatible with the slope.
00978    * Well we check if the slope has an up bit set in the
00979    * reverse direction. */
00980   if (slope & InclinedSlope(bridge_dir)) return false;
00981 
00982   /* Assure that the bridge is connectable to the start side */
00983   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
00984 
00985   /* We are in the right direction */
00986   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
00987   TileIndex bridge_tile = tile; // Used to store the other waterside
00988 
00989   const int delta = TileOffsByDiagDir(bridge_dir);
00990   do {
00991     if (bridge_length++ >= 11) {
00992       /* Max 11 tile long bridges */
00993       return false;
00994     }
00995     bridge_tile += delta;
00996   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
00997 
00998   /* no water tiles in between? */
00999   if (bridge_length == 1) return false;
01000 
01001   for (uint8 times = 0; times <= 22; times++) {
01002     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
01003 
01004     /* Can we actually build the bridge? */
01005     if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE))) {
01006       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
01007       _grow_town_result = GROWTH_SUCCEED;
01008       return true;
01009     }
01010   }
01011   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
01012   return false;
01013 }
01014 
01032 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
01033 {
01034   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
01035   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
01036 
01037   assert(tile < MapSize());
01038 
01039   if (cur_rb == ROAD_NONE) {
01040     /* Tile has no road. First reset the status counter
01041      * to say that this is the last iteration. */
01042     _grow_town_result = GROWTH_SEARCH_STOPPED;
01043 
01044     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01045 
01046     /* Remove hills etc */
01047     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
01048 
01049     /* Is a road allowed here? */
01050     switch (t1->layout) {
01051       default: NOT_REACHED();
01052 
01053       case TL_3X3_GRID:
01054       case TL_2X2_GRID:
01055         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01056         if (rcmd == ROAD_NONE) return;
01057         break;
01058 
01059       case TL_BETTER_ROADS:
01060       case TL_ORIGINAL:
01061         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
01062 
01063         DiagDirection source_dir = ReverseDiagDir(target_dir);
01064 
01065         if (Chance16(1, 4)) {
01066           /* Randomize a new target dir */
01067           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
01068         }
01069 
01070         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
01071           /* A road is not allowed to continue the randomized road,
01072            *  return if the road we're trying to build is curved. */
01073           if (target_dir != ReverseDiagDir(source_dir)) return;
01074 
01075           /* Return if neither side of the new road is a house */
01076           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
01077               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
01078             return;
01079           }
01080 
01081           /* That means that the road is only allowed if there is a house
01082            *  at any side of the new road. */
01083         }
01084 
01085         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
01086         break;
01087     }
01088 
01089   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
01090     /* Continue building on a partial road.
01091      * Should be allways OK, so we only generate
01092      * the fitting RoadBits */
01093     _grow_town_result = GROWTH_SEARCH_STOPPED;
01094 
01095     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01096 
01097     switch (t1->layout) {
01098       default: NOT_REACHED();
01099 
01100       case TL_3X3_GRID:
01101       case TL_2X2_GRID:
01102         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01103         break;
01104 
01105       case TL_BETTER_ROADS:
01106       case TL_ORIGINAL:
01107         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
01108         break;
01109     }
01110   } else {
01111     bool allow_house = true; // Value which decides if we want to construct a house
01112 
01113     /* Reached a tunnel/bridge? Then continue at the other side of it. */
01114     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01115       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
01116         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
01117       }
01118       return;
01119     }
01120 
01121     /* Possibly extend the road in a direction.
01122      * Randomize a direction and if it has a road, bail out. */
01123     target_dir = RandomDiagDir();
01124     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
01125 
01126     /* This is the tile we will reach if we extend to this direction. */
01127     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
01128 
01129     /* Don't walk into water. */
01130     if (IsWaterTile(house_tile)) return;
01131 
01132     if (!IsValidTile(house_tile)) return;
01133 
01134     if (_settings_game.economy.allow_town_roads || _generating_world) {
01135       switch (t1->layout) {
01136         default: NOT_REACHED();
01137 
01138         case TL_3X3_GRID: // Use 2x2 grid afterwards!
01139           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01140           /* FALL THROUGH */
01141 
01142         case TL_2X2_GRID:
01143           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
01144           allow_house = (rcmd == ROAD_NONE);
01145           break;
01146 
01147         case TL_BETTER_ROADS: // Use original afterwards!
01148           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01149           /* FALL THROUGH */
01150 
01151         case TL_ORIGINAL:
01152           /* Allow a house at the edge. 60% chance or
01153            * always ok if no road allowed. */
01154           rcmd = DiagDirToRoadBits(target_dir);
01155           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
01156           break;
01157       }
01158     }
01159 
01160     if (allow_house) {
01161       /* Build a house, but not if there already is a house there. */
01162       if (!IsTileType(house_tile, MP_HOUSE)) {
01163         /* Level the land if possible */
01164         if (Chance16(1, 6)) LevelTownLand(house_tile);
01165 
01166         /* And build a house.
01167          * Set result to -1 if we managed to build it. */
01168         if (BuildTownHouse(t1, house_tile)) {
01169           _grow_town_result = GROWTH_SUCCEED;
01170         }
01171       }
01172       return;
01173     }
01174 
01175     _grow_town_result = GROWTH_SEARCH_STOPPED;
01176   }
01177 
01178   /* Return if a water tile */
01179   if (IsWaterTile(tile)) return;
01180 
01181   /* Make the roads look nicer */
01182   rcmd = CleanUpRoadBits(tile, rcmd);
01183   if (rcmd == ROAD_NONE) return;
01184 
01185   /* Only use the target direction for bridges to ensure they're connected.
01186    * The target_dir is as computed previously according to town layout, so
01187    * it will match it perfectly. */
01188   if (GrowTownWithBridge(t1, tile, target_dir)) return;
01189 
01190   GrowTownWithRoad(t1, tile, rcmd);
01191 }
01192 
01198 static int GrowTownAtRoad(Town *t, TileIndex tile)
01199 {
01200   /* Special case.
01201    * @see GrowTownInTile Check the else if
01202    */
01203   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
01204 
01205   assert(tile < MapSize());
01206 
01207   /* Number of times to search.
01208    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
01209    * them a little handicap. */
01210   switch (t->layout) {
01211     case TL_BETTER_ROADS:
01212       _grow_town_result = 10 + t->num_houses * 2 / 9;
01213       break;
01214 
01215     case TL_3X3_GRID:
01216     case TL_2X2_GRID:
01217       _grow_town_result = 10 + t->num_houses * 1 / 9;
01218       break;
01219 
01220     default:
01221       _grow_town_result = 10 + t->num_houses * 4 / 9;
01222       break;
01223   }
01224 
01225   do {
01226     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
01227 
01228     /* Try to grow the town from this point */
01229     GrowTownInTile(&tile, cur_rb, target_dir, t);
01230 
01231     /* Exclude the source position from the bitmask
01232      * and return if no more road blocks available */
01233     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
01234     if (cur_rb == ROAD_NONE)
01235       return _grow_town_result;
01236 
01237     /* Select a random bit from the blockmask, walk a step
01238      * and continue the search from there. */
01239     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
01240     tile = TileAddByDiagDir(tile, target_dir);
01241 
01242     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
01243       /* Don't allow building over roads of other cities */
01244       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
01245         _grow_town_result = GROWTH_SUCCEED;
01246       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
01247         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
01248          * owner :) (happy happy happy road now) */
01249         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
01250         SetTownIndex(tile, t->index);
01251       }
01252     }
01253 
01254     /* Max number of times is checked. */
01255   } while (--_grow_town_result >= 0);
01256 
01257   return (_grow_town_result == -2);
01258 }
01259 
01267 static RoadBits GenRandomRoadBits()
01268 {
01269   uint32 r = Random();
01270   uint a = GB(r, 0, 2);
01271   uint b = GB(r, 8, 2);
01272   if (a == b) b ^= 2;
01273   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
01274 }
01275 
01280 static bool GrowTown(Town *t)
01281 {
01282   static const TileIndexDiffC _town_coord_mod[] = {
01283     {-1,  0},
01284     { 1,  1},
01285     { 1, -1},
01286     {-1, -1},
01287     {-1,  0},
01288     { 0,  2},
01289     { 2,  0},
01290     { 0, -2},
01291     {-1, -1},
01292     {-2,  2},
01293     { 2,  2},
01294     { 2, -2},
01295     { 0,  0}
01296   };
01297 
01298   /* Current "company" is a town */
01299   CompanyID old_company = _current_company;
01300   _current_company = OWNER_TOWN;
01301 
01302   TileIndex tile = t->xy; // The tile we are working with ATM
01303 
01304   /* Find a road that we can base the construction on. */
01305   const TileIndexDiffC *ptr;
01306   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01307     if (GetTownRoadBits(tile) != ROAD_NONE) {
01308       int r = GrowTownAtRoad(t, tile);
01309       _current_company = old_company;
01310       return r != 0;
01311     }
01312     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01313   }
01314 
01315   /* No road available, try to build a random road block by
01316    * clearing some land and then building a road there. */
01317   if (_settings_game.economy.allow_town_roads || _generating_world) {
01318     tile = t->xy;
01319     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01320       /* Only work with plain land that not already has a house */
01321       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
01322         if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) {
01323           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
01324           _current_company = old_company;
01325           return true;
01326         }
01327       }
01328       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01329     }
01330   }
01331 
01332   _current_company = old_company;
01333   return false;
01334 }
01335 
01336 void UpdateTownRadius(Town *t)
01337 {
01338   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
01339     {  4,  0,  0,  0,  0}, // 0
01340     { 16,  0,  0,  0,  0},
01341     { 25,  0,  0,  0,  0},
01342     { 36,  0,  0,  0,  0},
01343     { 49,  0,  4,  0,  0},
01344     { 64,  0,  4,  0,  0}, // 20
01345     { 64,  0,  9,  0,  1},
01346     { 64,  0,  9,  0,  4},
01347     { 64,  0, 16,  0,  4},
01348     { 81,  0, 16,  0,  4},
01349     { 81,  0, 16,  0,  4}, // 40
01350     { 81,  0, 25,  0,  9},
01351     { 81, 36, 25,  0,  9},
01352     { 81, 36, 25, 16,  9},
01353     { 81, 49,  0, 25,  9},
01354     { 81, 64,  0, 25,  9}, // 60
01355     { 81, 64,  0, 36,  9},
01356     { 81, 64,  0, 36, 16},
01357     {100, 81,  0, 49, 16},
01358     {100, 81,  0, 49, 25},
01359     {121, 81,  0, 49, 25}, // 80
01360     {121, 81,  0, 49, 25},
01361     {121, 81,  0, 49, 36}, // 88
01362   };
01363 
01364   if (t->num_houses < 92) {
01365     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
01366   } else {
01367     int mass = t->num_houses / 8;
01368     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
01369      * The offsets are to make sure the radii do not decrease in size when going from the table
01370      * to the calculated value.*/
01371     t->squared_town_zone_radius[0] = mass * 15 - 40;
01372     t->squared_town_zone_radius[1] = mass * 9 - 15;
01373     t->squared_town_zone_radius[2] = 0;
01374     t->squared_town_zone_radius[3] = mass * 5 - 5;
01375     t->squared_town_zone_radius[4] = mass * 3 + 5;
01376   }
01377 }
01378 
01379 void UpdateTownMaxPass(Town *t)
01380 {
01381   t->max_pass = t->population >> 3;
01382   t->max_mail = t->population >> 4;
01383 }
01384 
01396 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
01397 {
01398   t->xy = tile;
01399   t->num_houses = 0;
01400   t->time_until_rebuild = 10;
01401   UpdateTownRadius(t);
01402   t->flags = 0;
01403   t->population = 0;
01404   t->grow_counter = 0;
01405   t->growth_rate = 250;
01406   t->new_max_pass = 0;
01407   t->new_max_mail = 0;
01408   t->new_act_pass = 0;
01409   t->new_act_mail = 0;
01410   t->max_pass = 0;
01411   t->max_mail = 0;
01412   t->act_pass = 0;
01413   t->act_mail = 0;
01414 
01415   t->pct_pass_transported = 0;
01416   t->pct_mail_transported = 0;
01417   t->fund_buildings_months = 0;
01418   t->new_act_food = 0;
01419   t->new_act_water = 0;
01420   t->act_food = 0;
01421   t->act_water = 0;
01422 
01423   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
01424 
01425   t->have_ratings = 0;
01426   t->exclusivity = INVALID_COMPANY;
01427   t->exclusive_counter = 0;
01428   t->statues = 0;
01429 
01430   extern int _nb_orig_names;
01431   if (_settings_game.game_creation.town_name < _nb_orig_names) {
01432     /* Original town name */
01433     t->townnamegrfid = 0;
01434     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
01435   } else {
01436     /* Newgrf town name */
01437     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
01438     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
01439   }
01440   t->townnameparts = townnameparts;
01441 
01442   t->UpdateVirtCoord();
01443   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
01444 
01445   t->InitializeLayout(layout);
01446 
01447   t->larger_town = city;
01448 
01449   int x = (int)size * 16 + 3;
01450   if (size == TS_RANDOM) x = (Random() & 0xF) + 8;
01451   /* Don't create huge cities when founding town in-game */
01452   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
01453 
01454   t->num_houses += x;
01455   UpdateTownRadius(t);
01456 
01457   int i = x * 4;
01458   do {
01459     GrowTown(t);
01460   } while (--i);
01461 
01462   t->num_houses -= x;
01463   UpdateTownRadius(t);
01464   UpdateTownMaxPass(t);
01465   UpdateAirportsNoise();
01466 }
01467 
01473 static CommandCost TownCanBePlacedHere(TileIndex tile)
01474 {
01475   /* Check if too close to the edge of map */
01476   if (DistanceFromEdge(tile) < 12) {
01477     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
01478   }
01479 
01480   /* Check distance to all other towns. */
01481   if (IsCloseToTown(tile, 20)) {
01482     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
01483   }
01484 
01485   /* Can only build on clear flat areas, possibly with trees. */
01486   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
01487     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01488   }
01489 
01490   return CommandCost(EXPENSES_OTHER);
01491 }
01492 
01498 static bool IsUniqueTownName(const char *name)
01499 {
01500   const Town *t;
01501 
01502   FOR_ALL_TOWNS(t) {
01503     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
01504   }
01505 
01506   return true;
01507 }
01508 
01521 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01522 {
01523   TownSize size = (TownSize)GB(p1, 0, 2);
01524   bool city = HasBit(p1, 2);
01525   TownLayout layout = (TownLayout)GB(p1, 3, 3);
01526   TownNameParams par(_settings_game.game_creation.town_name);
01527   bool random = HasBit(p1, 6);
01528   uint32 townnameparts = p2;
01529 
01530   if (size > TS_RANDOM) return CMD_ERROR;
01531   if (layout > TL_RANDOM) return CMD_ERROR;
01532 
01533   /* Some things are allowed only in the scenario editor */
01534   if (_game_mode != GM_EDITOR) {
01535     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
01536     if (size == TS_LARGE) return CMD_ERROR;
01537     if (random) return CMD_ERROR;
01538     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
01539       return CMD_ERROR;
01540     }
01541   }
01542 
01543   if (StrEmpty(text)) {
01544     /* If supplied name is empty, townnameparts has to generate unique automatic name */
01545     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01546   } else {
01547     /* If name is not empty, it has to be unique custom name */
01548     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
01549     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01550   }
01551 
01552   /* Allocate town struct */
01553   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
01554 
01555   if (!random) {
01556     CommandCost ret = TownCanBePlacedHere(tile);
01557     if (CmdFailed(ret)) return ret;
01558   }
01559 
01560   static const byte price_mult[][TS_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
01561   /* multidimensional arrays have to have defined length of non-first dimension */
01562   assert_compile(lengthof(price_mult[0]) == 4);
01563 
01564   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
01565   byte mult = price_mult[city][size];
01566 
01567   cost.MultiplyCost(mult);
01568 
01569   /* Create the town */
01570   if (flags & DC_EXEC) {
01571     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
01572       _additional_cash_required = cost.GetCost();
01573       return CommandCost(EXPENSES_OTHER);
01574     }
01575 
01576     _generating_world = true;
01577     UpdateNearestTownForRoadTiles(true);
01578     Town *t;
01579     if (random) {
01580       t = CreateRandomTown(20, townnameparts, size, city, layout);
01581       if (t == NULL) {
01582         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
01583       } else {
01584         _new_town_id = t->index;
01585       }
01586     } else {
01587       t = new Town(tile);
01588       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
01589     }
01590     UpdateNearestTownForRoadTiles(false);
01591     _generating_world = false;
01592 
01593     if (t != NULL && !StrEmpty(text)) {
01594       t->name = strdup(text);
01595       t->UpdateVirtCoord();
01596     }
01597 
01598     if (_game_mode != GM_EDITOR) {
01599       /* 't' can't be NULL since 'random' is false outside scenedit */
01600       assert(!random);
01601       char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
01602       SetDParam(0, _current_company);
01603       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
01604 
01605       char *cn = strdup(company_name);
01606       SetDParamStr(0, cn);
01607       SetDParam(1, t->index);
01608 
01609       AddNewsItem(STR_NEWS_NEW_TOWN, NS_INDUSTRY_OPEN, NR_TILE, tile, NR_NONE, UINT32_MAX, cn);
01610     }
01611   }
01612   return cost;
01613 }
01614 
01624 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
01625 {
01626   switch (layout) {
01627     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
01628     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
01629     default:          return tile;
01630   }
01631 }
01632 
01642 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
01643 {
01644   switch (layout) {
01645     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
01646     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
01647     default:          return true;
01648   }
01649 }
01650 
01654 struct SpotData {
01655   TileIndex tile; 
01656   uint max_dist;  
01657   TownLayout layout; 
01658 };
01659 
01676 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
01677 {
01678   SpotData *sp = (SpotData*)user_data;
01679   uint dist = GetClosestWaterDistance(tile, true);
01680 
01681   if (IsTileType(tile, MP_CLEAR) &&
01682       GetTileSlope(tile, NULL) == SLOPE_FLAT &&
01683       IsTileAlignedToGrid(tile, sp->layout) &&
01684       dist > sp->max_dist) {
01685     sp->tile = tile;
01686     sp->max_dist = dist;
01687   }
01688 
01689   return false;
01690 }
01691 
01698 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
01699 {
01700   return IsTileType(tile, MP_CLEAR);
01701 }
01702 
01715 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
01716 {
01717   SpotData sp = { INVALID_TILE, 0, layout };
01718 
01719   TileIndex coast = tile;
01720   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
01721     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
01722     return sp.tile;
01723   }
01724 
01725   /* if we get here just give up */
01726   return INVALID_TILE;
01727 }
01728 
01729 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
01730 {
01731   if (!Town::CanAllocateItem()) return NULL;
01732 
01733   do {
01734     /* Generate a tile index not too close from the edge */
01735     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
01736 
01737     /* if we tried to place the town on water, slide it over onto
01738      * the nearest likely-looking spot */
01739     if (IsTileType(tile, MP_WATER)) {
01740       tile = FindNearestGoodCoastalTownSpot(tile, layout);
01741       if (tile == INVALID_TILE) continue;
01742     }
01743 
01744     /* Make sure town can be placed here */
01745     if (CmdFailed(TownCanBePlacedHere(tile))) continue;
01746 
01747     /* Allocate a town struct */
01748     Town *t = new Town(tile);
01749 
01750     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
01751 
01752     /* if the population is still 0 at the point, then the
01753      * placement is so bad it couldn't grow at all */
01754     if (t->population > 0) return t;
01755     delete t;
01756   } while (--attempts != 0);
01757 
01758   return NULL;
01759 }
01760 
01761 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
01762 
01769 bool GenerateTowns(TownLayout layout)
01770 {
01771   uint num = 0;
01772   uint difficulty = _settings_game.difficulty.number_towns;
01773   uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
01774   uint32 townnameparts;
01775 
01776   SetGeneratingWorldProgress(GWP_TOWN, n);
01777 
01778   /* First attempt will be made at creating the suggested number of towns.
01779    * Note that this is really a suggested value, not a required one.
01780    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
01781   do {
01782     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
01783     IncreaseGeneratingWorldProgress(GWP_TOWN);
01784     /* Get a unique name for the town. */
01785     if (!GenerateTownName(&townnameparts)) continue;
01786     /* try 20 times to create a random-sized town for the first loop. */
01787     if (CreateRandomTown(20, townnameparts, TS_RANDOM, city, layout) != NULL) num++; // if creation successfull, raise a flag
01788   } while (--n);
01789 
01790   if (num != 0) return true;
01791 
01792   /* If num is still zero at this point, it means that not a single town has been created.
01793    * So give it a last try, but now more aggressive */
01794   if (GenerateTownName(&townnameparts) &&
01795       CreateRandomTown(10000, townnameparts, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
01796     return true;
01797   }
01798 
01799   /* If there are no towns at all and we are generating new game, bail out */
01800   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
01801     extern StringID _switch_mode_errorstr;
01802     _switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
01803   }
01804 
01805   return false;  // we are still without a town? we failed, simply
01806 }
01807 
01808 
01814 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
01815 {
01816   uint dist = DistanceSquare(tile, t->xy);
01817 
01818   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
01819 
01820   HouseZonesBits smallest = HZB_TOWN_EDGE;
01821   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
01822     if (dist < t->squared_town_zone_radius[i]) smallest = i;
01823   }
01824 
01825   return smallest;
01826 }
01827 
01838 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
01839 {
01840   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
01841 
01842   assert(CmdSucceeded(cc));
01843 
01844   IncreaseBuildingCount(t, type);
01845   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
01846   if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
01847 
01848   MarkTileDirtyByTile(tile);
01849 }
01850 
01851 
01862 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
01863 {
01864   BuildingFlags size = HouseSpec::Get(type)->building_flags;
01865 
01866   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
01867   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
01868   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
01869   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
01870 }
01871 
01872 
01881 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
01882 {
01883   /* cannot build on these slopes... */
01884   Slope slope = GetTileSlope(tile, NULL);
01885   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
01886 
01887   /* building under a bridge? */
01888   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
01889 
01890   /* do not try to build over house owned by another town */
01891   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
01892 
01893   /* can we clear the land? */
01894   return CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
01895 }
01896 
01897 
01907 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
01908 {
01909   if (!CanBuildHouseHere(tile, town, noslope)) return false;
01910 
01911   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
01912   if (GetTileMaxZ(tile) != z) return false;
01913 
01914   return true;
01915 }
01916 
01917 
01927 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
01928 {
01929   /* we need to check this tile too because we can be at different tile now */
01930   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01931 
01932   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
01933     tile += TileOffsByDiagDir(d);
01934     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01935   }
01936 
01937   return true;
01938 }
01939 
01940 
01948 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
01949 {
01950   /* Allow towns everywhere when we don't build roads */
01951   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01952 
01953   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
01954 
01955   switch (t->layout) {
01956     case TL_2X2_GRID:
01957       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
01958       break;
01959 
01960     case TL_3X3_GRID:
01961       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
01962       break;
01963 
01964     default:
01965       break;
01966   }
01967 
01968   return true;
01969 }
01970 
01971 
01979 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
01980 {
01981   /* Allow towns everywhere when we don't build roads */
01982   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01983 
01984   /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
01985    * so to do only one memory access, use MapSize() */
01986   uint dx = MapSize() + TileX(t->xy) - TileX(tile);
01987   uint dy = MapSize() + TileY(t->xy) - TileY(tile);
01988 
01989   switch (t->layout) {
01990     case TL_2X2_GRID:
01991       if ((dx % 3) != 0 || (dy % 3) != 0) return false;
01992       break;
01993 
01994     case TL_3X3_GRID:
01995       if ((dx % 4) < 2 || (dy % 4) < 2) return false;
01996       break;
01997 
01998     default:
01999       break;
02000   }
02001 
02002   return true;
02003 }
02004 
02005 
02015 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
02016 {
02017   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
02018 
02019   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
02020   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
02021 
02022   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
02023   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
02024     *tile = tile2;
02025     return true;
02026   }
02027 
02028   return false;
02029 }
02030 
02031 
02040 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
02041 {
02042   TileIndex tile2 = *tile;
02043 
02044   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
02045     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
02046       *tile = tile2;
02047       return true;
02048     }
02049     if (d == DIAGDIR_END) break;
02050     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
02051   }
02052 
02053   return false;
02054 }
02055 
02056 
02063 static bool BuildTownHouse(Town *t, TileIndex tile)
02064 {
02065   /* forbidden building here by town layout */
02066   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
02067 
02068   /* no house allowed at all, bail out */
02069   if (!CanBuildHouseHere(tile, t->index, false)) return false;
02070 
02071   uint z;
02072   Slope slope = GetTileSlope(tile, &z);
02073 
02074   /* Get the town zone type of the current tile, as well as the climate.
02075    * This will allow to easily compare with the specs of the new house to build */
02076   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
02077 
02078   /* Above snow? */
02079   int land = _settings_game.game_creation.landscape;
02080   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
02081 
02082   uint bitmask = (1 << rad) + (1 << (land + 12));
02083 
02084   /* bits 0-4 are used
02085    * bits 11-15 are used
02086    * bits 5-10 are not used. */
02087   HouseID houses[HOUSE_MAX];
02088   uint num = 0;
02089   uint probs[HOUSE_MAX];
02090   uint probability_max = 0;
02091 
02092   /* Generate a list of all possible houses that can be built. */
02093   for (uint i = 0; i < HOUSE_MAX; i++) {
02094     const HouseSpec *hs = HouseSpec::Get(i);
02095 
02096     /* Verify that the candidate house spec matches the current tile status */
02097     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->override != INVALID_HOUSE_ID) continue;
02098 
02099     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
02100     if (hs->class_id != HOUSE_NO_CLASS) {
02101       /* id_count is always <= class_count, so it doesn't need to be checked */
02102       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
02103     } else {
02104       /* If the house has no class, check id_count instead */
02105       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
02106     }
02107 
02108     /* Without NewHouses, all houses have probability '1' */
02109     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
02110     probability_max += cur_prob;
02111     probs[num] = cur_prob;
02112     houses[num++] = (HouseID)i;
02113   }
02114 
02115   uint maxz = GetTileMaxZ(tile);
02116 
02117   while (probability_max > 0) {
02118     uint r = RandomRange(probability_max);
02119     uint i;
02120     for (i = 0; i < num; i++) {
02121       if (probs[i] > r) break;
02122       r -= probs[i];
02123     }
02124 
02125     HouseID house = houses[i];
02126     probability_max -= probs[i];
02127 
02128     /* remove tested house from the set */
02129     num--;
02130     houses[i] = houses[num];
02131     probs[i] = probs[num];
02132 
02133     const HouseSpec *hs = HouseSpec::Get(house);
02134 
02135     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
02136         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
02137       continue;
02138     }
02139 
02140     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
02141 
02142     /* Special houses that there can be only one of. */
02143     uint oneof = 0;
02144 
02145     if (hs->building_flags & BUILDING_IS_CHURCH) {
02146       SetBit(oneof, TOWN_HAS_CHURCH);
02147     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02148       SetBit(oneof, TOWN_HAS_STADIUM);
02149     }
02150 
02151     if (t->flags & oneof) continue;
02152 
02153     /* Make sure there is no slope? */
02154     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
02155     if (noslope && slope != SLOPE_FLAT) continue;
02156 
02157     if (hs->building_flags & TILE_SIZE_2x2) {
02158       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
02159     } else if (hs->building_flags & TILE_SIZE_2x1) {
02160       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
02161     } else if (hs->building_flags & TILE_SIZE_1x2) {
02162       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
02163     } else {
02164       /* 1x1 house checks are already done */
02165     }
02166 
02167     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
02168       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
02169       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
02170     }
02171 
02172     /* build the house */
02173     t->num_houses++;
02174 
02175     /* Special houses that there can be only one of. */
02176     t->flags |= oneof;
02177 
02178     byte construction_counter = 0;
02179     byte construction_stage = 0;
02180 
02181     if (_generating_world || _game_mode == GM_EDITOR) {
02182       uint32 r = Random();
02183 
02184       construction_stage = TOWN_HOUSE_COMPLETED;
02185       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
02186 
02187       if (construction_stage == TOWN_HOUSE_COMPLETED) {
02188         ChangePopulation(t, hs->population);
02189       } else {
02190         construction_counter = GB(r, 2, 2);
02191       }
02192     }
02193 
02194     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
02195 
02196     return true;
02197   }
02198 
02199   return false;
02200 }
02201 
02208 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
02209 {
02210   assert(IsTileType(tile, MP_HOUSE));
02211   DecreaseBuildingCount(t, house);
02212   DoClearSquare(tile);
02213   DeleteAnimatedTile(tile);
02214 }
02215 
02223 TileIndexDiff GetHouseNorthPart(HouseID &house)
02224 {
02225   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
02226     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
02227       house--;
02228       return TileDiffXY(-1, 0);
02229     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
02230       house--;
02231       return TileDiffXY(0, -1);
02232     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
02233       house -= 2;
02234       return TileDiffXY(-1, 0);
02235     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
02236       house -= 3;
02237       return TileDiffXY(-1, -1);
02238     }
02239   }
02240   return 0;
02241 }
02242 
02243 void ClearTownHouse(Town *t, TileIndex tile)
02244 {
02245   assert(IsTileType(tile, MP_HOUSE));
02246 
02247   HouseID house = GetHouseType(tile);
02248 
02249   /* need to align the tile to point to the upper left corner of the house */
02250   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
02251 
02252   const HouseSpec *hs = HouseSpec::Get(house);
02253 
02254   /* Remove population from the town if the house is finished. */
02255   if (IsHouseCompleted(tile)) {
02256     ChangePopulation(t, -hs->population);
02257   }
02258 
02259   t->num_houses--;
02260 
02261   /* Clear flags for houses that only may exist once/town. */
02262   if (hs->building_flags & BUILDING_IS_CHURCH) {
02263     ClrBit(t->flags, TOWN_HAS_CHURCH);
02264   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02265     ClrBit(t->flags, TOWN_HAS_STADIUM);
02266   }
02267 
02268   /* Do the actual clearing of tiles */
02269   uint eflags = hs->building_flags;
02270   DoClearTownHouseHelper(tile, t, house);
02271   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
02272   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
02273   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
02274 }
02275 
02284 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02285 {
02286   Town *t = Town::GetIfValid(p1);
02287   if (t == NULL) return CMD_ERROR;
02288 
02289   bool reset = StrEmpty(text);
02290 
02291   if (!reset) {
02292     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
02293     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
02294   }
02295 
02296   if (flags & DC_EXEC) {
02297     free(t->name);
02298     t->name = reset ? NULL : strdup(text);
02299 
02300     t->UpdateVirtCoord();
02301     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
02302     UpdateAllStationVirtCoords();
02303   }
02304   return CommandCost();
02305 }
02306 
02308 void ExpandTown(Town *t)
02309 {
02310   /* Warn the users if towns are not allowed to build roads,
02311    * but do this only onces per openttd run. */
02312   static bool warned_no_roads = false;
02313   if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
02314     ShowErrorMessage(STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS, INVALID_STRING_ID, 0, 0);
02315     warned_no_roads = true;
02316   }
02317 
02318   /* The more houses, the faster we grow */
02319   uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
02320   t->num_houses += amount;
02321   UpdateTownRadius(t);
02322 
02323   uint n = amount * 10;
02324   do GrowTown(t); while (--n);
02325 
02326   t->num_houses -= amount;
02327   UpdateTownRadius(t);
02328 
02329   UpdateTownMaxPass(t);
02330 }
02331 
02335 const byte _town_action_costs[TACT_COUNT] = {
02336   2, 4, 9, 35, 48, 53, 117, 175
02337 };
02338 
02339 static void TownActionAdvertiseSmall(Town *t)
02340 {
02341   ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
02342 }
02343 
02344 static void TownActionAdvertiseMedium(Town *t)
02345 {
02346   ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
02347 }
02348 
02349 static void TownActionAdvertiseLarge(Town *t)
02350 {
02351   ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
02352 }
02353 
02354 static void TownActionRoadRebuild(Town *t)
02355 {
02356   t->road_build_months = 6;
02357 
02358   char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
02359   SetDParam(0, _current_company);
02360   GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
02361 
02362   char *cn = strdup(company_name);
02363   SetDParam(0, t->index);
02364   SetDParamStr(1, cn);
02365 
02366   AddNewsItem(STR_NEWS_ROAD_REBUILDING, NS_GENERAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
02367 }
02368 
02369 static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
02370 {
02371   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
02372   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
02373   /* Don't build statues under bridges. */
02374   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
02375 
02376   if (!IsTileType(tile, MP_HOUSE) &&
02377       !IsTileType(tile, MP_CLEAR) &&
02378       !IsTileType(tile, MP_TREES)) {
02379     return false;
02380   }
02381 
02382   CompanyID old = _current_company;
02383   _current_company = OWNER_NONE;
02384   CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
02385   _current_company = old;
02386 
02387   if (CmdFailed(r)) return false;
02388 
02389   MakeStatue(tile, _current_company, town_id);
02390   MarkTileDirtyByTile(tile);
02391 
02392   return true;
02393 }
02394 
02401 static bool SearchTileForStatue(TileIndex tile, void *user_data)
02402 {
02403   TownID *town_id = (TownID *)user_data;
02404   return DoBuildStatueOfCompany(tile, *town_id);
02405 }
02406 
02412 static void TownActionBuildStatue(Town *t)
02413 {
02414   TileIndex tile = t->xy;
02415 
02416   if (CircularTileSearch(&tile, 9, SearchTileForStatue, &t->index)) {
02417     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town
02418   }
02419 }
02420 
02421 static void TownActionFundBuildings(Town *t)
02422 {
02423   /* Build next tick */
02424   t->grow_counter = 1;
02425   /* If we were not already growing */
02426   SetBit(t->flags, TOWN_IS_FUNDED);
02427   /* And grow for 3 months */
02428   t->fund_buildings_months = 3;
02429 }
02430 
02431 static void TownActionBuyRights(Town *t)
02432 {
02433   /* Check if it's allowed to by the rights */
02434   if (!_settings_game.economy.exclusive_rights) return;
02435 
02436   t->exclusive_counter = 12;
02437   t->exclusivity = _current_company;
02438 
02439   ModifyStationRatingAround(t->xy, _current_company, 130, 17);
02440 }
02441 
02442 static void TownActionBribe(Town *t)
02443 {
02444   if (Chance16(1, 14)) {
02445     /* set as unwanted for 6 months */
02446     t->unwanted[_current_company] = 6;
02447 
02448     /* set all close by station ratings to 0 */
02449     Station *st;
02450     FOR_ALL_STATIONS(st) {
02451       if (st->town == t && st->owner == _current_company) {
02452         for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
02453       }
02454     }
02455 
02456     /* only show errormessage to the executing player. All errors are handled command.c
02457      * but this is special, because it can only 'fail' on a DC_EXEC */
02458     if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, STR_ERROR_BRIBE_FAILED_2, 0, 0);
02459 
02460     /* decrease by a lot!
02461      * ChangeTownRating is only for stuff in demolishing. Bribe failure should
02462      * be independent of any cheat settings
02463      */
02464     if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
02465       t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
02466       SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02467     }
02468   } else {
02469     ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
02470   }
02471 }
02472 
02473 typedef void TownActionProc(Town *t);
02474 static TownActionProc * const _town_action_proc[] = {
02475   TownActionAdvertiseSmall,
02476   TownActionAdvertiseMedium,
02477   TownActionAdvertiseLarge,
02478   TownActionRoadRebuild,
02479   TownActionBuildStatue,
02480   TownActionFundBuildings,
02481   TownActionBuyRights,
02482   TownActionBribe
02483 };
02484 
02491 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
02492 {
02493   int num = 0;
02494   TownActions buttons = TACT_NONE;
02495 
02496   /* Spectators and unwanted have no options */
02497   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
02498 
02499     /* Things worth more than this are not shown */
02500     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
02501 
02502     /* Check the action bits for validity and
02503      * if they are valid add them */
02504     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
02505       const TownActions cur = (TownActions)(1 << i);
02506 
02507       /* Is the company not able to bribe ? */
02508       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
02509         continue;
02510 
02511       /* Is the company not able to buy exclusive rights ? */
02512       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
02513         continue;
02514 
02515       /* Is the company not able to build a statue ? */
02516       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
02517         continue;
02518 
02519       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
02520         buttons |= cur;
02521         num++;
02522       }
02523     }
02524   }
02525 
02526   if (nump != NULL) *nump = num;
02527   return buttons;
02528 }
02529 
02540 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02541 {
02542   Town *t = Town::GetIfValid(p1);
02543   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
02544 
02545   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
02546 
02547   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
02548 
02549   if (flags & DC_EXEC) {
02550     _town_action_proc[p2](t);
02551     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
02552   }
02553 
02554   return cost;
02555 }
02556 
02557 static void UpdateTownGrowRate(Town *t)
02558 {
02559   /* Increase company ratings if they're low */
02560   const Company *c;
02561   FOR_ALL_COMPANIES(c) {
02562     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
02563       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
02564     }
02565   }
02566 
02567   int n = 0;
02568 
02569   const Station *st;
02570   FOR_ALL_STATIONS(st) {
02571     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
02572       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
02573         n++;
02574         if (Company::IsValidID(st->owner)) {
02575           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
02576           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
02577         }
02578       } else {
02579         if (Company::IsValidID(st->owner)) {
02580           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
02581           t->ratings[st->owner] = max(new_rating, INT16_MIN);
02582         }
02583       }
02584     }
02585   }
02586 
02587   /* clamp all ratings to valid values */
02588   for (uint i = 0; i < MAX_COMPANIES; i++) {
02589     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
02590   }
02591 
02592   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02593 
02594   ClrBit(t->flags, TOWN_IS_FUNDED);
02595   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
02596 
02599   static const uint16 _grow_count_values[2][6] = {
02600     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
02601     { 320, 420, 300, 220, 160, 100 }  // Normal values
02602   };
02603 
02604   uint16 m;
02605 
02606   if (t->fund_buildings_months != 0) {
02607     m = _grow_count_values[0][min(n, 5)];
02608     t->fund_buildings_months--;
02609   } else {
02610     m = _grow_count_values[1][min(n, 5)];
02611     if (n == 0 && !Chance16(1, 12)) return;
02612   }
02613 
02614   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
02615     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
02616       return;
02617   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
02618     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
02619       return;
02620   }
02621 
02622   /* Use the normal growth rate values if new buildings have been funded in
02623    * this town and the growth rate is set to none. */
02624   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
02625 
02626   m >>= growth_multiplier;
02627   if (t->larger_town) m /= 2;
02628 
02629   t->growth_rate = m / (t->num_houses / 50 + 1);
02630   if (m <= t->grow_counter)
02631     t->grow_counter = m;
02632 
02633   SetBit(t->flags, TOWN_IS_FUNDED);
02634 }
02635 
02636 static void UpdateTownAmounts(Town *t)
02637 {
02638   /* Using +1 here to prevent overflow and division by zero */
02639   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
02640 
02641   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
02642   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
02643   t->act_food = t->new_act_food; t->new_act_food = 0;
02644   t->act_water = t->new_act_water; t->new_act_water = 0;
02645 
02646   /* Using +1 here to prevent overflow and division by zero */
02647   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
02648   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
02649   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
02650 
02651   SetWindowDirty(WC_TOWN_VIEW, t->index);
02652 }
02653 
02654 static void UpdateTownUnwanted(Town *t)
02655 {
02656   const Company *c;
02657 
02658   FOR_ALL_COMPANIES(c) {
02659     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
02660   }
02661 }
02662 
02668 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
02669 {
02670   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
02671 
02672   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
02673   if (t == NULL) return true;
02674 
02675   if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
02676 
02677   _error_message = STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
02678   SetDParam(0, t->index);
02679 
02680   return false;
02681 }
02682 
02683 
02684 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
02685 {
02686   Town *t;
02687   uint best = threshold;
02688   Town *best_town = NULL;
02689 
02690   FOR_ALL_TOWNS(t) {
02691     uint dist = DistanceManhattan(tile, t->xy);
02692     if (dist < best) {
02693       best = dist;
02694       best_town = t;
02695     }
02696   }
02697 
02698   return best_town;
02699 }
02700 
02701 
02702 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
02703 {
02704   switch (GetTileType(tile)) {
02705     case MP_ROAD:
02706       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
02707 
02708       if (!HasTownOwnedRoad(tile)) {
02709         TownID tid = GetTownIndex(tile);
02710 
02711         if (tid == (TownID)INVALID_TOWN) {
02712           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
02713           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
02714           assert(Town::GetNumItems() == 0);
02715           return NULL;
02716         }
02717 
02718         assert(Town::IsValidID(tid));
02719         Town *town = Town::Get(tid);
02720 
02721         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
02722 
02723         return town;
02724       }
02725       /* FALL THROUGH */
02726 
02727     case MP_HOUSE:
02728       return Town::GetByTile(tile);
02729 
02730     default:
02731       return CalcClosestTownFromTile(tile, threshold);
02732   }
02733 }
02734 
02735 static bool _town_rating_test = false;
02736 static SmallMap<const Town *, int, 4> _town_test_ratings;
02737 
02738 void SetTownRatingTestMode(bool mode)
02739 {
02740   static int ref_count = 0;
02741   if (mode) {
02742     if (ref_count == 0) {
02743       _town_test_ratings.Clear();
02744     }
02745     ref_count++;
02746   } else {
02747     assert(ref_count > 0);
02748     ref_count--;
02749   }
02750   _town_rating_test = !(ref_count == 0);
02751 }
02752 
02753 static int GetRating(const Town *t)
02754 {
02755   if (_town_rating_test) {
02756     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
02757     if (it != _town_test_ratings.End()) {
02758       return it->second;
02759     }
02760   }
02761   return t->ratings[_current_company];
02762 }
02763 
02771 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
02772 {
02773   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
02774   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
02775       !Company::IsValidID(_current_company) ||
02776       (_cheats.magic_bulldozer.value && add < 0)) {
02777     return;
02778   }
02779 
02780   int rating = GetRating(t);
02781   if (add < 0) {
02782     if (rating > max) {
02783       rating += add;
02784       if (rating < max) rating = max;
02785     }
02786   } else {
02787     if (rating < max) {
02788       rating += add;
02789       if (rating > max) rating = max;
02790     }
02791   }
02792   if (_town_rating_test) {
02793     _town_test_ratings[t] = rating;
02794   } else {
02795     SetBit(t->have_ratings, _current_company);
02796     t->ratings[_current_company] = rating;
02797     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02798   }
02799 }
02800 
02801 bool CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
02802 {
02803   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
02804   if (t == NULL || !Company::IsValidID(_current_company) ||
02805       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
02806     return true;
02807   }
02808 
02809   /* minimum rating needed to be allowed to remove stuff */
02810   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
02811     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
02812     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
02813     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
02814     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
02815   };
02816 
02817   /* check if you're allowed to remove the road/bridge/tunnel
02818    * owned by a town no removal if rating is lower than ... depends now on
02819    * difficulty setting. Minimum town rating selected by difficulty level
02820    */
02821   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
02822 
02823   if (GetRating(t) < needed) {
02824     SetDParam(0, t->index);
02825     _error_message = STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
02826     return false;
02827   }
02828 
02829   return true;
02830 }
02831 
02832 void TownsMonthlyLoop()
02833 {
02834   Town *t;
02835 
02836   FOR_ALL_TOWNS(t) {
02837     if (t->road_build_months != 0) t->road_build_months--;
02838 
02839     if (t->exclusive_counter != 0)
02840       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
02841 
02842     UpdateTownGrowRate(t);
02843     UpdateTownAmounts(t);
02844     UpdateTownUnwanted(t);
02845   }
02846 }
02847 
02848 void TownsYearlyLoop()
02849 {
02850   /* Increment house ages */
02851   for (TileIndex t = 0; t < MapSize(); t++) {
02852     if (!IsTileType(t, MP_HOUSE)) continue;
02853     IncrementHouseAge(t);
02854   }
02855 }
02856 
02857 void InitializeTowns()
02858 {
02859   _town_pool.CleanPool();
02860 }
02861 
02862 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
02863 {
02864   if (AutoslopeEnabled()) {
02865     HouseID house = GetHouseType(tile);
02866     GetHouseNorthPart(house); // modifies house to the ID of the north tile
02867     const HouseSpec *hs = HouseSpec::Get(house);
02868 
02869     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
02870     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
02871         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
02872       bool allow_terraform = true;
02873 
02874       /* Call the autosloping callback per tile, not for the whole building at once. */
02875       house = GetHouseType(tile);
02876       hs = HouseSpec::Get(house);
02877       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
02878         /* If the callback fails, allow autoslope. */
02879         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
02880         if ((res != 0) && (res != CALLBACK_FAILED)) allow_terraform = false;
02881       }
02882 
02883       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02884     }
02885   }
02886 
02887   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02888 }
02889 
02891 extern const TileTypeProcs _tile_type_town_procs = {
02892   DrawTile_Town,           // draw_tile_proc
02893   GetSlopeZ_Town,          // get_slope_z_proc
02894   ClearTile_Town,          // clear_tile_proc
02895   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
02896   GetTileDesc_Town,        // get_tile_desc_proc
02897   GetTileTrackStatus_Town, // get_tile_track_status_proc
02898   NULL,                    // click_tile_proc
02899   AnimateTile_Town,        // animate_tile_proc
02900   TileLoop_Town,           // tile_loop_clear
02901   ChangeTileOwner_Town,    // change_tile_owner_clear
02902   AddProducedCargo_Town,   // add_produced_cargo_proc
02903   NULL,                    // vehicle_enter_tile_proc
02904   GetFoundation_Town,      // get_foundation_proc
02905   TerraformTile_Town,      // terraform_tile_proc
02906 };
02907 
02908 
02909 HouseSpec _house_specs[HOUSE_MAX];
02910 
02911 void ResetHouses()
02912 {
02913   memset(&_house_specs, 0, sizeof(_house_specs));
02914   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
02915 
02916   /* Reset any overrides that have been set. */
02917   _house_mngr.ResetOverride();
02918 }

Generated on Wed Dec 30 20:40:08 2009 for OpenTTD by  doxygen 1.5.6