town_cmd.cpp

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00001 /* $Id: town_cmd.cpp 21414 2010-12-05 22:25:21Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "road_internal.h" /* Cleaning up road bits */
00014 #include "road_cmd.h"
00015 #include "landscape.h"
00016 #include "viewport_func.h"
00017 #include "cmd_helper.h"
00018 #include "command_func.h"
00019 #include "industry.h"
00020 #include "station_base.h"
00021 #include "company_base.h"
00022 #include "news_func.h"
00023 #include "gui.h"
00024 #include "object.h"
00025 #include "genworld.h"
00026 #include "newgrf_debug.h"
00027 #include "newgrf_house.h"
00028 #include "newgrf_text.h"
00029 #include "newgrf_config.h"
00030 #include "autoslope.h"
00031 #include "tunnelbridge_map.h"
00032 #include "strings_func.h"
00033 #include "window_func.h"
00034 #include "string_func.h"
00035 #include "newgrf_cargo.h"
00036 #include "cheat_type.h"
00037 #include "functions.h"
00038 #include "animated_tile_func.h"
00039 #include "date_func.h"
00040 #include "subsidy_func.h"
00041 #include "core/pool_func.hpp"
00042 #include "town.h"
00043 #include "townname_func.h"
00044 #include "townname_type.h"
00045 #include "core/random_func.hpp"
00046 #include "core/backup_type.hpp"
00047 #include "depot_base.h"
00048 #include "object_map.h"
00049 #include "object_base.h"
00050 
00051 #include "table/strings.h"
00052 #include "table/town_land.h"
00053 
00054 TownID _new_town_id;
00055 
00056 /* Initialize the town-pool */
00057 TownPool _town_pool("Town");
00058 INSTANTIATE_POOL_METHODS(Town)
00059 
00060 Town::~Town()
00061 {
00062   free(this->name);
00063 
00064   if (CleaningPool()) return;
00065 
00066   /* Delete town authority window
00067    * and remove from list of sorted towns */
00068   DeleteWindowById(WC_TOWN_VIEW, this->index);
00069 
00070   /* Check no industry is related to us. */
00071   const Industry *i;
00072   FOR_ALL_INDUSTRIES(i) assert(i->town != this);
00073 
00074   /* ... and no object is related to us. */
00075   const Object *o;
00076   FOR_ALL_OBJECTS(o) assert(o->town != this);
00077 
00078   /* Check no tile is related to us. */
00079   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
00080     switch (GetTileType(tile)) {
00081       case MP_HOUSE:
00082         assert(GetTownIndex(tile) != this->index);
00083         break;
00084 
00085       case MP_ROAD:
00086         assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
00087         break;
00088 
00089       case MP_TUNNELBRIDGE:
00090         assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
00091         break;
00092 
00093       default:
00094         break;
00095     }
00096   }
00097 
00098   DeleteSubsidyWith(ST_TOWN, this->index);
00099   DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
00100   CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
00101   MarkWholeScreenDirty();
00102 }
00103 
00104 
00110 void Town::PostDestructor(size_t index)
00111 {
00112   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
00113   UpdateNearestTownForRoadTiles(false);
00114 
00115   /* Give objects a new home! */
00116   Object *o;
00117   FOR_ALL_OBJECTS(o) {
00118     if (o->town == NULL) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
00119   }
00120 }
00121 
00125 void Town::InitializeLayout(TownLayout layout)
00126 {
00127   if (layout != TL_RANDOM) {
00128     this->layout = layout;
00129     return;
00130   }
00131 
00132   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
00133 }
00134 
00139 /* static */ Town *Town::GetRandom()
00140 {
00141   if (Town::GetNumItems() == 0) return NULL;
00142   int num = RandomRange((uint16)Town::GetNumItems());
00143   size_t index = MAX_UVALUE(size_t);
00144 
00145   while (num >= 0) {
00146     num--;
00147     index++;
00148 
00149     /* Make sure we have a valid town */
00150     while (!Town::IsValidID(index)) {
00151       index++;
00152       assert(index < Town::GetPoolSize());
00153     }
00154   }
00155 
00156   return Town::Get(index);
00157 }
00158 
00159 Money HouseSpec::GetRemovalCost() const
00160 {
00161   return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
00162 }
00163 
00164 // Local
00165 static int _grow_town_result;
00166 
00167 /* Describe the possible states */
00168 enum TownGrowthResult {
00169   GROWTH_SUCCEED         = -1,
00170   GROWTH_SEARCH_STOPPED  =  0
00171 //  GROWTH_SEARCH_RUNNING >=  1
00172 };
00173 
00174 static bool BuildTownHouse(Town *t, TileIndex tile);
00175 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
00176 
00177 static void TownDrawHouseLift(const TileInfo *ti)
00178 {
00179   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
00180 }
00181 
00182 typedef void TownDrawTileProc(const TileInfo *ti);
00183 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
00184   TownDrawHouseLift
00185 };
00186 
00192 static inline DiagDirection RandomDiagDir()
00193 {
00194   return (DiagDirection)(3 & Random());
00195 }
00196 
00202 static void DrawTile_Town(TileInfo *ti)
00203 {
00204   HouseID house_id = GetHouseType(ti->tile);
00205 
00206   if (house_id >= NEW_HOUSE_OFFSET) {
00207     /* Houses don't necessarily need new graphics. If they don't have a
00208      * spritegroup associated with them, then the sprite for the substitute
00209      * house id is drawn instead. */
00210     if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != NULL) {
00211       DrawNewHouseTile(ti, house_id);
00212       return;
00213     } else {
00214       house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
00215     }
00216   }
00217 
00218   /* Retrieve pointer to the draw town tile struct */
00219   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
00220 
00221   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00222 
00223   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
00224 
00225   /* If houses are invisible, do not draw the upper part */
00226   if (IsInvisibilitySet(TO_HOUSES)) return;
00227 
00228   /* Add a house on top of the ground? */
00229   SpriteID image = dcts->building.sprite;
00230   if (image != 0) {
00231     AddSortableSpriteToDraw(image, dcts->building.pal,
00232       ti->x + dcts->subtile_x,
00233       ti->y + dcts->subtile_y,
00234       dcts->width,
00235       dcts->height,
00236       dcts->dz,
00237       ti->z,
00238       IsTransparencySet(TO_HOUSES)
00239     );
00240 
00241     if (IsTransparencySet(TO_HOUSES)) return;
00242   }
00243 
00244   {
00245     int proc = dcts->draw_proc - 1;
00246 
00247     if (proc >= 0) _town_draw_tile_procs[proc](ti);
00248   }
00249 }
00250 
00251 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
00252 {
00253   return GetTileMaxZ(tile);
00254 }
00255 
00257 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
00258 {
00259   HouseID hid = GetHouseType(tile);
00260 
00261   /* For NewGRF house tiles we might not be drawing a foundation. We need to
00262    * account for this, as other structures should
00263    * draw the wall of the foundation in this case.
00264    */
00265   if (hid >= NEW_HOUSE_OFFSET) {
00266     const HouseSpec *hs = HouseSpec::Get(hid);
00267     if (hs->grf_prop.spritegroup[0] != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
00268       uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
00269       if (callback_res == 0) return FOUNDATION_NONE;
00270     }
00271   }
00272   return FlatteningFoundation(tileh);
00273 }
00274 
00281 static void AnimateTile_Town(TileIndex tile)
00282 {
00283   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
00284     AnimateNewHouseTile(tile);
00285     return;
00286   }
00287 
00288   if (_tick_counter & 3) return;
00289 
00290   /* If the house is not one with a lift anymore, then stop this animating.
00291    * Not exactly sure when this happens, but probably when a house changes.
00292    * Before this was just a return...so it'd leak animated tiles..
00293    * That bug seems to have been here since day 1?? */
00294   if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
00295     DeleteAnimatedTile(tile);
00296     return;
00297   }
00298 
00299   if (!LiftHasDestination(tile)) {
00300     uint i;
00301 
00302     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
00303      * This is due to the fact that the first floor is, in the graphics,
00304      *  the height of 2 'normal' floors.
00305      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
00306     do {
00307       i = RandomRange(7);
00308     } while (i == 1 || i * 6 == GetLiftPosition(tile));
00309 
00310     SetLiftDestination(tile, i);
00311   }
00312 
00313   int pos = GetLiftPosition(tile);
00314   int dest = GetLiftDestination(tile) * 6;
00315   pos += (pos < dest) ? 1 : -1;
00316   SetLiftPosition(tile, pos);
00317 
00318   if (pos == dest) {
00319     HaltLift(tile);
00320     DeleteAnimatedTile(tile);
00321   }
00322 
00323   MarkTileDirtyByTile(tile);
00324 }
00325 
00332 static bool IsCloseToTown(TileIndex tile, uint dist)
00333 {
00334   const Town *t;
00335 
00336   FOR_ALL_TOWNS(t) {
00337     if (DistanceManhattan(tile, t->xy) < dist) return true;
00338   }
00339   return false;
00340 }
00341 
00346 void Town::UpdateVirtCoord()
00347 {
00348   Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
00349   SetDParam(0, this->index);
00350   SetDParam(1, this->population);
00351   this->sign.UpdatePosition(pt.x, pt.y - 24,
00352     _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
00353 
00354   SetWindowDirty(WC_TOWN_VIEW, this->index);
00355 }
00356 
00358 void UpdateAllTownVirtCoords()
00359 {
00360   Town *t;
00361 
00362   FOR_ALL_TOWNS(t) {
00363     t->UpdateVirtCoord();
00364   }
00365 }
00366 
00372 static void ChangePopulation(Town *t, int mod)
00373 {
00374   t->population += mod;
00375   SetWindowDirty(WC_TOWN_VIEW, t->index);
00376   t->UpdateVirtCoord();
00377 
00378   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
00379 }
00380 
00386 uint32 GetWorldPopulation()
00387 {
00388   uint32 pop = 0;
00389   const Town *t;
00390 
00391   FOR_ALL_TOWNS(t) pop += t->population;
00392   return pop;
00393 }
00394 
00399 static void MakeSingleHouseBigger(TileIndex tile)
00400 {
00401   assert(IsTileType(tile, MP_HOUSE));
00402 
00403   /* progress in construction stages */
00404   IncHouseConstructionTick(tile);
00405   if (GetHouseConstructionTick(tile) != 0) return;
00406 
00407   AnimateNewHouseConstruction(tile);
00408 
00409   if (IsHouseCompleted(tile)) {
00410     /* Now that construction is complete, we can add the population of the
00411      * building to the town. */
00412     ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
00413     ResetHouseAge(tile);
00414   }
00415   MarkTileDirtyByTile(tile);
00416 }
00417 
00422 static void MakeTownHouseBigger(TileIndex tile)
00423 {
00424   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
00425   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
00426   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
00427   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
00428   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
00429 }
00430 
00437 static void TileLoop_Town(TileIndex tile)
00438 {
00439   HouseID house_id = GetHouseType(tile);
00440 
00441   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
00442    * doesn't exist any more, so don't continue here. */
00443   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
00444 
00445   if (!IsHouseCompleted(tile)) {
00446     /* Construction is not completed. See if we can go further in construction*/
00447     MakeTownHouseBigger(tile);
00448     return;
00449   }
00450 
00451   const HouseSpec *hs = HouseSpec::Get(house_id);
00452 
00453   /* If the lift has a destination, it is already an animated tile. */
00454   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
00455       house_id < NEW_HOUSE_OFFSET &&
00456       !LiftHasDestination(tile) &&
00457       Chance16(1, 2)) {
00458     AddAnimatedTile(tile);
00459   }
00460 
00461   Town *t = Town::GetByTile(tile);
00462   uint32 r = Random();
00463 
00464   StationFinder stations(TileArea(tile, 1, 1));
00465 
00466   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00467     for (uint i = 0; i < 256; i++) {
00468       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
00469 
00470       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00471 
00472       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
00473       if (cargo == CT_INVALID) continue;
00474 
00475       uint amt = GB(callback, 0, 8);
00476       if (amt == 0) continue;
00477 
00478       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
00479 
00480       const CargoSpec *cs = CargoSpec::Get(cargo);
00481       switch (cs->town_effect) {
00482         case TE_PASSENGERS:
00483           t->new_max_pass += amt;
00484           t->new_act_pass += moved;
00485           break;
00486 
00487         case TE_MAIL:
00488           t->new_max_mail += amt;
00489           t->new_act_mail += moved;
00490           break;
00491 
00492         default:
00493           break;
00494       }
00495     }
00496   } else {
00497     if (GB(r, 0, 8) < hs->population) {
00498       uint amt = GB(r, 0, 8) / 8 + 1;
00499 
00500       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
00501       t->new_max_pass += amt;
00502       t->new_act_pass += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
00503     }
00504 
00505     if (GB(r, 8, 8) < hs->mail_generation) {
00506       uint amt = GB(r, 8, 8) / 8 + 1;
00507 
00508       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
00509       t->new_max_mail += amt;
00510       t->new_act_mail += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
00511     }
00512   }
00513 
00514   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
00515 
00516   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
00517       HasBit(t->flags, TOWN_IS_FUNDED) &&
00518       CanDeleteHouse(tile) &&
00519       GetHouseAge(tile) >= hs->minimum_life &&
00520       --t->time_until_rebuild == 0) {
00521     t->time_until_rebuild = GB(r, 16, 8) + 192;
00522 
00523     ClearTownHouse(t, tile);
00524 
00525     /* Rebuild with another house? */
00526     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
00527   }
00528 
00529   cur_company.Restore();
00530 }
00531 
00532 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
00533 {
00534   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
00535   if (!CanDeleteHouse(tile)) return CMD_ERROR;
00536 
00537   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00538 
00539   CommandCost cost(EXPENSES_CONSTRUCTION);
00540   cost.AddCost(hs->GetRemovalCost());
00541 
00542   int rating = hs->remove_rating_decrease;
00543   Town *t = Town::GetByTile(tile);
00544 
00545   if (Company::IsValidID(_current_company)) {
00546     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
00547       SetDParam(0, t->index);
00548       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00549     }
00550   }
00551 
00552   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
00553   if (flags & DC_EXEC) {
00554     ClearTownHouse(t, tile);
00555   }
00556 
00557   return cost;
00558 }
00559 
00560 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
00561 {
00562   HouseID house_id = GetHouseType(tile);
00563   const HouseSpec *hs = HouseSpec::Get(house_id);
00564   Town *t = Town::GetByTile(tile);
00565 
00566   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00567     for (uint i = 0; i < 256; i++) {
00568       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
00569 
00570       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00571 
00572       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
00573 
00574       if (cargo == CT_INVALID) continue;
00575       produced[cargo]++;
00576     }
00577   } else {
00578     if (hs->population > 0) {
00579       produced[CT_PASSENGERS]++;
00580     }
00581     if (hs->mail_generation > 0) {
00582       produced[CT_MAIL]++;
00583     }
00584   }
00585 }
00586 
00587 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
00588 {
00589   if (cargo == CT_INVALID || amount == 0) return;
00590   acceptance[cargo] += amount;
00591   SetBit(*always_accepted, cargo);
00592 }
00593 
00594 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
00595 {
00596   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00597   CargoID accepts[3];
00598 
00599   /* Set the initial accepted cargo types */
00600   for (uint8 i = 0; i < lengthof(accepts); i++) {
00601     accepts[i] = hs->accepts_cargo[i];
00602   }
00603 
00604   /* Check for custom accepted cargo types */
00605   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
00606     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00607     if (callback != CALLBACK_FAILED) {
00608       /* Replace accepted cargo types with translated values from callback */
00609       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grf_prop.grffile);
00610       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grf_prop.grffile);
00611       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
00612     }
00613   }
00614 
00615   /* Check for custom cargo acceptance */
00616   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
00617     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00618     if (callback != CALLBACK_FAILED) {
00619       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
00620       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
00621       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
00622         /* The 'S' bit indicates food instead of goods */
00623         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
00624       } else {
00625         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
00626       }
00627       return;
00628     }
00629   }
00630 
00631   /* No custom acceptance, so fill in with the default values */
00632   for (uint8 i = 0; i < lengthof(accepts); i++) {
00633     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
00634   }
00635 }
00636 
00637 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
00638 {
00639   const HouseID house = GetHouseType(tile);
00640   const HouseSpec *hs = HouseSpec::Get(house);
00641   bool house_completed = IsHouseCompleted(tile);
00642 
00643   td->str = hs->building_name;
00644 
00645   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
00646   if (callback_res != CALLBACK_FAILED) {
00647     StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
00648     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
00649       td->str = new_name;
00650     }
00651   }
00652 
00653   if (!house_completed) {
00654     SetDParamX(td->dparam, 0, td->str);
00655     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
00656   }
00657 
00658   if (hs->grf_prop.grffile != NULL) {
00659     const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
00660     td->grf = gc->GetName();
00661   }
00662 
00663   td->owner[0] = OWNER_TOWN;
00664 }
00665 
00666 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00667 {
00668   /* not used */
00669   return 0;
00670 }
00671 
00672 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
00673 {
00674   /* not used */
00675 }
00676 
00677 static bool GrowTown(Town *t);
00678 
00679 static void TownTickHandler(Town *t)
00680 {
00681   if (HasBit(t->flags, TOWN_IS_FUNDED)) {
00682     int i = t->grow_counter - 1;
00683     if (i < 0) {
00684       if (GrowTown(t)) {
00685         i = t->growth_rate;
00686       } else {
00687         i = 0;
00688       }
00689     }
00690     t->grow_counter = i;
00691   }
00692 
00693   UpdateTownRadius(t);
00694 }
00695 
00696 void OnTick_Town()
00697 {
00698   if (_game_mode == GM_EDITOR) return;
00699 
00700   Town *t;
00701   FOR_ALL_TOWNS(t) {
00702     /* Run town tick at regular intervals, but not all at once. */
00703     if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
00704       TownTickHandler(t);
00705     }
00706   }
00707 }
00708 
00717 static RoadBits GetTownRoadBits(TileIndex tile)
00718 {
00719   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
00720 
00721   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
00722 }
00723 
00734 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
00735 {
00736   if (!IsValidTile(tile)) return false;
00737 
00738   /* Lookup table for the used diff values */
00739   const TileIndexDiff tid_lt[3] = {
00740     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
00741     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
00742     TileOffsByDiagDir(ReverseDiagDir(dir)),
00743   };
00744 
00745   dist_multi = (dist_multi + 1) * 4;
00746   for (uint pos = 4; pos < dist_multi; pos++) {
00747     /* Go (pos / 4) tiles to the left or the right */
00748     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
00749 
00750     /* Use the current tile as origin, or go one tile backwards */
00751     if (pos & 2) cur += tid_lt[2];
00752 
00753     /* Test for roadbit parallel to dir and facing towards the middle axis */
00754     if (IsValidTile(tile + cur) &&
00755         GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
00756   }
00757   return false;
00758 }
00759 
00768 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
00769 {
00770   if (DistanceFromEdge(tile) == 0) return false;
00771 
00772   Slope cur_slope, desired_slope;
00773 
00774   for (;;) {
00775     /* Check if there already is a road at this point? */
00776     if (GetTownRoadBits(tile) == ROAD_NONE) {
00777       /* No, try if we are able to build a road piece there.
00778        * If that fails clear the land, and if that fails exit.
00779        * This is to make sure that we can build a road here later. */
00780       if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
00781           DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed())
00782         return false;
00783     }
00784 
00785     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
00786     bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
00787     if (cur_slope == SLOPE_FLAT) return ret;
00788 
00789     /* If the tile is not a slope in the right direction, then
00790      * maybe terraform some. */
00791     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
00792     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
00793       if (Chance16(1, 8)) {
00794         CommandCost res = CMD_ERROR;
00795         if (!_generating_world && Chance16(1, 10)) {
00796           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
00797           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
00798               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00799         }
00800         if (res.Failed() && Chance16(1, 3)) {
00801           /* We can consider building on the slope, though. */
00802           return ret;
00803         }
00804       }
00805       return false;
00806     }
00807     return ret;
00808   }
00809 }
00810 
00811 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
00812 {
00813   assert(tile < MapSize());
00814 
00815   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00816   if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
00817   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
00818   return true;
00819 }
00820 
00821 static void LevelTownLand(TileIndex tile)
00822 {
00823   assert(tile < MapSize());
00824 
00825   /* Don't terraform if land is plain or if there's a house there. */
00826   if (IsTileType(tile, MP_HOUSE)) return;
00827   Slope tileh = GetTileSlope(tile, NULL);
00828   if (tileh == SLOPE_FLAT) return;
00829 
00830   /* First try up, then down */
00831   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
00832     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
00833   }
00834 }
00835 
00845 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
00846 {
00847   /* align the grid to the downtown */
00848   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
00849   RoadBits rcmd = ROAD_NONE;
00850 
00851   switch (t->layout) {
00852     default: NOT_REACHED();
00853 
00854     case TL_2X2_GRID:
00855       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
00856       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
00857       break;
00858 
00859     case TL_3X3_GRID:
00860       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
00861       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
00862       break;
00863   }
00864 
00865   /* Optimise only X-junctions */
00866   if (rcmd != ROAD_ALL) return rcmd;
00867 
00868   RoadBits rb_template;
00869 
00870   switch (GetTileSlope(tile, NULL)) {
00871     default:       rb_template = ROAD_ALL; break;
00872     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
00873     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
00874     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
00875     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
00876     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
00877     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
00878     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
00879     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
00880     case SLOPE_STEEP_W:
00881     case SLOPE_STEEP_S:
00882     case SLOPE_STEEP_E:
00883     case SLOPE_STEEP_N:
00884       rb_template = ROAD_NONE;
00885       break;
00886   }
00887 
00888   /* Stop if the template is compatible to the growth dir */
00889   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
00890   /* If not generate a straight road in the direction of the growth */
00891   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
00892 }
00893 
00904 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
00905 {
00906   /* We can't look further than that. */
00907   if (DistanceFromEdge(tile) == 0) return false;
00908 
00909   uint counter = 0; // counts the house neighbor tiles
00910 
00911   /* Check the tiles E,N,W and S of the current tile for houses */
00912   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
00913     /* Count both void and house tiles for checking whether there
00914      * are enough houses in the area. This to make it likely that
00915      * houses get build up to the edge of the map. */
00916     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
00917       case MP_HOUSE:
00918       case MP_VOID:
00919         counter++;
00920         break;
00921 
00922       default:
00923         break;
00924     }
00925 
00926     /* If there are enough neighbors stop here */
00927     if (counter >= 3) {
00928       if (BuildTownHouse(t, tile)) {
00929         _grow_town_result = GROWTH_SUCCEED;
00930         return true;
00931       }
00932       return false;
00933     }
00934   }
00935   return false;
00936 }
00937 
00946 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
00947 {
00948   if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
00949     _grow_town_result = GROWTH_SUCCEED;
00950     return true;
00951   }
00952   return false;
00953 }
00954 
00965 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
00966 {
00967   assert(bridge_dir < DIAGDIR_END);
00968 
00969   const Slope slope = GetTileSlope(tile, NULL);
00970   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
00971 
00972   /* Make sure the direction is compatible with the slope.
00973    * Well we check if the slope has an up bit set in the
00974    * reverse direction. */
00975   if (slope & InclinedSlope(bridge_dir)) return false;
00976 
00977   /* Assure that the bridge is connectable to the start side */
00978   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
00979 
00980   /* We are in the right direction */
00981   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
00982   TileIndex bridge_tile = tile; // Used to store the other waterside
00983 
00984   const int delta = TileOffsByDiagDir(bridge_dir);
00985   do {
00986     if (bridge_length++ >= 11) {
00987       /* Max 11 tile long bridges */
00988       return false;
00989     }
00990     bridge_tile += delta;
00991   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
00992 
00993   /* no water tiles in between? */
00994   if (bridge_length == 1) return false;
00995 
00996   for (uint8 times = 0; times <= 22; times++) {
00997     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
00998 
00999     /* Can we actually build the bridge? */
01000     if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
01001       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
01002       _grow_town_result = GROWTH_SUCCEED;
01003       return true;
01004     }
01005   }
01006   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
01007   return false;
01008 }
01009 
01027 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
01028 {
01029   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
01030   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
01031 
01032   assert(tile < MapSize());
01033 
01034   if (cur_rb == ROAD_NONE) {
01035     /* Tile has no road. First reset the status counter
01036      * to say that this is the last iteration. */
01037     _grow_town_result = GROWTH_SEARCH_STOPPED;
01038 
01039     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01040     if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
01041 
01042     /* Remove hills etc */
01043     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
01044 
01045     /* Is a road allowed here? */
01046     switch (t1->layout) {
01047       default: NOT_REACHED();
01048 
01049       case TL_3X3_GRID:
01050       case TL_2X2_GRID:
01051         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01052         if (rcmd == ROAD_NONE) return;
01053         break;
01054 
01055       case TL_BETTER_ROADS:
01056       case TL_ORIGINAL:
01057         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
01058 
01059         DiagDirection source_dir = ReverseDiagDir(target_dir);
01060 
01061         if (Chance16(1, 4)) {
01062           /* Randomize a new target dir */
01063           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
01064         }
01065 
01066         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
01067           /* A road is not allowed to continue the randomized road,
01068            *  return if the road we're trying to build is curved. */
01069           if (target_dir != ReverseDiagDir(source_dir)) return;
01070 
01071           /* Return if neither side of the new road is a house */
01072           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
01073               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
01074             return;
01075           }
01076 
01077           /* That means that the road is only allowed if there is a house
01078            *  at any side of the new road. */
01079         }
01080 
01081         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
01082         break;
01083     }
01084 
01085   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
01086     /* Continue building on a partial road.
01087      * Should be allways OK, so we only generate
01088      * the fitting RoadBits */
01089     _grow_town_result = GROWTH_SEARCH_STOPPED;
01090 
01091     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01092 
01093     switch (t1->layout) {
01094       default: NOT_REACHED();
01095 
01096       case TL_3X3_GRID:
01097       case TL_2X2_GRID:
01098         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01099         break;
01100 
01101       case TL_BETTER_ROADS:
01102       case TL_ORIGINAL:
01103         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
01104         break;
01105     }
01106   } else {
01107     bool allow_house = true; // Value which decides if we want to construct a house
01108 
01109     /* Reached a tunnel/bridge? Then continue at the other side of it. */
01110     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01111       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
01112         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
01113       }
01114       return;
01115     }
01116 
01117     /* Possibly extend the road in a direction.
01118      * Randomize a direction and if it has a road, bail out. */
01119     target_dir = RandomDiagDir();
01120     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
01121 
01122     /* This is the tile we will reach if we extend to this direction. */
01123     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
01124 
01125     /* Don't walk into water. */
01126     if (HasTileWaterGround(house_tile)) return;
01127 
01128     if (!IsValidTile(house_tile)) return;
01129 
01130     if (_settings_game.economy.allow_town_roads || _generating_world) {
01131       switch (t1->layout) {
01132         default: NOT_REACHED();
01133 
01134         case TL_3X3_GRID: // Use 2x2 grid afterwards!
01135           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01136           /* FALL THROUGH */
01137 
01138         case TL_2X2_GRID:
01139           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
01140           allow_house = (rcmd == ROAD_NONE);
01141           break;
01142 
01143         case TL_BETTER_ROADS: // Use original afterwards!
01144           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01145           /* FALL THROUGH */
01146 
01147         case TL_ORIGINAL:
01148           /* Allow a house at the edge. 60% chance or
01149            * always ok if no road allowed. */
01150           rcmd = DiagDirToRoadBits(target_dir);
01151           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
01152           break;
01153       }
01154     }
01155 
01156     if (allow_house) {
01157       /* Build a house, but not if there already is a house there. */
01158       if (!IsTileType(house_tile, MP_HOUSE)) {
01159         /* Level the land if possible */
01160         if (Chance16(1, 6)) LevelTownLand(house_tile);
01161 
01162         /* And build a house.
01163          * Set result to -1 if we managed to build it. */
01164         if (BuildTownHouse(t1, house_tile)) {
01165           _grow_town_result = GROWTH_SUCCEED;
01166         }
01167       }
01168       return;
01169     }
01170 
01171     _grow_town_result = GROWTH_SEARCH_STOPPED;
01172   }
01173 
01174   /* Return if a water tile */
01175   if (HasTileWaterGround(tile)) return;
01176 
01177   /* Make the roads look nicer */
01178   rcmd = CleanUpRoadBits(tile, rcmd);
01179   if (rcmd == ROAD_NONE) return;
01180 
01181   /* Only use the target direction for bridges to ensure they're connected.
01182    * The target_dir is as computed previously according to town layout, so
01183    * it will match it perfectly. */
01184   if (GrowTownWithBridge(t1, tile, target_dir)) return;
01185 
01186   GrowTownWithRoad(t1, tile, rcmd);
01187 }
01188 
01195 static int GrowTownAtRoad(Town *t, TileIndex tile)
01196 {
01197   /* Special case.
01198    * @see GrowTownInTile Check the else if
01199    */
01200   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
01201 
01202   assert(tile < MapSize());
01203 
01204   /* Number of times to search.
01205    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
01206    * them a little handicap. */
01207   switch (t->layout) {
01208     case TL_BETTER_ROADS:
01209       _grow_town_result = 10 + t->num_houses * 2 / 9;
01210       break;
01211 
01212     case TL_3X3_GRID:
01213     case TL_2X2_GRID:
01214       _grow_town_result = 10 + t->num_houses * 1 / 9;
01215       break;
01216 
01217     default:
01218       _grow_town_result = 10 + t->num_houses * 4 / 9;
01219       break;
01220   }
01221 
01222   do {
01223     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
01224 
01225     /* Try to grow the town from this point */
01226     GrowTownInTile(&tile, cur_rb, target_dir, t);
01227 
01228     /* Exclude the source position from the bitmask
01229      * and return if no more road blocks available */
01230     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
01231     if (cur_rb == ROAD_NONE) {
01232       return _grow_town_result;
01233     }
01234 
01235     /* Select a random bit from the blockmask, walk a step
01236      * and continue the search from there. */
01237     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
01238     tile = TileAddByDiagDir(tile, target_dir);
01239 
01240     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
01241       /* Don't allow building over roads of other cities */
01242       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
01243         _grow_town_result = GROWTH_SUCCEED;
01244       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
01245         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
01246          * owner :) (happy happy happy road now) */
01247         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
01248         SetTownIndex(tile, t->index);
01249       }
01250     }
01251 
01252     /* Max number of times is checked. */
01253   } while (--_grow_town_result >= 0);
01254 
01255   return (_grow_town_result == -2);
01256 }
01257 
01265 static RoadBits GenRandomRoadBits()
01266 {
01267   uint32 r = Random();
01268   uint a = GB(r, 0, 2);
01269   uint b = GB(r, 8, 2);
01270   if (a == b) b ^= 2;
01271   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
01272 }
01273 
01279 static bool GrowTown(Town *t)
01280 {
01281   static const TileIndexDiffC _town_coord_mod[] = {
01282     {-1,  0},
01283     { 1,  1},
01284     { 1, -1},
01285     {-1, -1},
01286     {-1,  0},
01287     { 0,  2},
01288     { 2,  0},
01289     { 0, -2},
01290     {-1, -1},
01291     {-2,  2},
01292     { 2,  2},
01293     { 2, -2},
01294     { 0,  0}
01295   };
01296 
01297   /* Current "company" is a town */
01298   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
01299 
01300   TileIndex tile = t->xy; // The tile we are working with ATM
01301 
01302   /* Find a road that we can base the construction on. */
01303   const TileIndexDiffC *ptr;
01304   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01305     if (GetTownRoadBits(tile) != ROAD_NONE) {
01306       int r = GrowTownAtRoad(t, tile);
01307       cur_company.Restore();
01308       return r != 0;
01309     }
01310     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01311   }
01312 
01313   /* No road available, try to build a random road block by
01314    * clearing some land and then building a road there. */
01315   if (_settings_game.economy.allow_town_roads || _generating_world) {
01316     tile = t->xy;
01317     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01318       /* Only work with plain land that not already has a house */
01319       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
01320         if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
01321           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
01322           cur_company.Restore();
01323           return true;
01324         }
01325       }
01326       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01327     }
01328   }
01329 
01330   cur_company.Restore();
01331   return false;
01332 }
01333 
01334 void UpdateTownRadius(Town *t)
01335 {
01336   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
01337     {  4,  0,  0,  0,  0}, // 0
01338     { 16,  0,  0,  0,  0},
01339     { 25,  0,  0,  0,  0},
01340     { 36,  0,  0,  0,  0},
01341     { 49,  0,  4,  0,  0},
01342     { 64,  0,  4,  0,  0}, // 20
01343     { 64,  0,  9,  0,  1},
01344     { 64,  0,  9,  0,  4},
01345     { 64,  0, 16,  0,  4},
01346     { 81,  0, 16,  0,  4},
01347     { 81,  0, 16,  0,  4}, // 40
01348     { 81,  0, 25,  0,  9},
01349     { 81, 36, 25,  0,  9},
01350     { 81, 36, 25, 16,  9},
01351     { 81, 49,  0, 25,  9},
01352     { 81, 64,  0, 25,  9}, // 60
01353     { 81, 64,  0, 36,  9},
01354     { 81, 64,  0, 36, 16},
01355     {100, 81,  0, 49, 16},
01356     {100, 81,  0, 49, 25},
01357     {121, 81,  0, 49, 25}, // 80
01358     {121, 81,  0, 49, 25},
01359     {121, 81,  0, 49, 36}, // 88
01360   };
01361 
01362   if (t->num_houses < 92) {
01363     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
01364   } else {
01365     int mass = t->num_houses / 8;
01366     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
01367      * The offsets are to make sure the radii do not decrease in size when going from the table
01368      * to the calculated value.*/
01369     t->squared_town_zone_radius[0] = mass * 15 - 40;
01370     t->squared_town_zone_radius[1] = mass * 9 - 15;
01371     t->squared_town_zone_radius[2] = 0;
01372     t->squared_town_zone_radius[3] = mass * 5 - 5;
01373     t->squared_town_zone_radius[4] = mass * 3 + 5;
01374   }
01375 }
01376 
01377 void UpdateTownMaxPass(Town *t)
01378 {
01379   t->max_pass = t->population >> 3;
01380   t->max_mail = t->population >> 4;
01381 }
01382 
01394 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
01395 {
01396   t->xy = tile;
01397   t->num_houses = 0;
01398   t->time_until_rebuild = 10;
01399   UpdateTownRadius(t);
01400   t->flags = 0;
01401   t->population = 0;
01402   t->grow_counter = 0;
01403   t->growth_rate = 250;
01404   t->new_max_pass = 0;
01405   t->new_max_mail = 0;
01406   t->new_act_pass = 0;
01407   t->new_act_mail = 0;
01408   t->max_pass = 0;
01409   t->max_mail = 0;
01410   t->act_pass = 0;
01411   t->act_mail = 0;
01412 
01413   t->pct_pass_transported = 0;
01414   t->pct_mail_transported = 0;
01415   t->fund_buildings_months = 0;
01416   t->new_act_food = 0;
01417   t->new_act_water = 0;
01418   t->act_food = 0;
01419   t->act_water = 0;
01420 
01421   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
01422 
01423   t->have_ratings = 0;
01424   t->exclusivity = INVALID_COMPANY;
01425   t->exclusive_counter = 0;
01426   t->statues = 0;
01427 
01428   extern int _nb_orig_names;
01429   if (_settings_game.game_creation.town_name < _nb_orig_names) {
01430     /* Original town name */
01431     t->townnamegrfid = 0;
01432     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
01433   } else {
01434     /* Newgrf town name */
01435     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
01436     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
01437   }
01438   t->townnameparts = townnameparts;
01439 
01440   t->UpdateVirtCoord();
01441   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
01442 
01443   t->InitializeLayout(layout);
01444 
01445   t->larger_town = city;
01446 
01447   int x = (int)size * 16 + 3;
01448   if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
01449   /* Don't create huge cities when founding town in-game */
01450   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
01451 
01452   t->num_houses += x;
01453   UpdateTownRadius(t);
01454 
01455   int i = x * 4;
01456   do {
01457     GrowTown(t);
01458   } while (--i);
01459 
01460   t->num_houses -= x;
01461   UpdateTownRadius(t);
01462   UpdateTownMaxPass(t);
01463   UpdateAirportsNoise();
01464 }
01465 
01471 static CommandCost TownCanBePlacedHere(TileIndex tile)
01472 {
01473   /* Check if too close to the edge of map */
01474   if (DistanceFromEdge(tile) < 12) {
01475     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
01476   }
01477 
01478   /* Check distance to all other towns. */
01479   if (IsCloseToTown(tile, 20)) {
01480     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
01481   }
01482 
01483   /* Can only build on clear flat areas, possibly with trees. */
01484   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
01485     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01486   }
01487 
01488   return CommandCost(EXPENSES_OTHER);
01489 }
01490 
01496 static bool IsUniqueTownName(const char *name)
01497 {
01498   const Town *t;
01499 
01500   FOR_ALL_TOWNS(t) {
01501     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
01502   }
01503 
01504   return true;
01505 }
01506 
01519 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01520 {
01521   TownSize size = Extract<TownSize, 0, 2>(p1);
01522   bool city = HasBit(p1, 2);
01523   TownLayout layout = Extract<TownLayout, 3, 3>(p1);
01524   TownNameParams par(_settings_game.game_creation.town_name);
01525   bool random = HasBit(p1, 6);
01526   uint32 townnameparts = p2;
01527 
01528   if (size >= TSZ_END) return CMD_ERROR;
01529   if (layout >= NUM_TLS) return CMD_ERROR;
01530 
01531   /* Some things are allowed only in the scenario editor */
01532   if (_game_mode != GM_EDITOR) {
01533     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
01534     if (size == TSZ_LARGE) return CMD_ERROR;
01535     if (random) return CMD_ERROR;
01536     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
01537       return CMD_ERROR;
01538     }
01539   }
01540 
01541   if (StrEmpty(text)) {
01542     /* If supplied name is empty, townnameparts has to generate unique automatic name */
01543     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01544   } else {
01545     /* If name is not empty, it has to be unique custom name */
01546     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
01547     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01548   }
01549 
01550   /* Allocate town struct */
01551   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
01552 
01553   if (!random) {
01554     CommandCost ret = TownCanBePlacedHere(tile);
01555     if (ret.Failed()) return ret;
01556   }
01557 
01558   static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
01559   /* multidimensional arrays have to have defined length of non-first dimension */
01560   assert_compile(lengthof(price_mult[0]) == 4);
01561 
01562   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
01563   byte mult = price_mult[city][size];
01564 
01565   cost.MultiplyCost(mult);
01566 
01567   /* Create the town */
01568   if (flags & DC_EXEC) {
01569     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
01570       _additional_cash_required = cost.GetCost();
01571       return CommandCost(EXPENSES_OTHER);
01572     }
01573 
01574     _generating_world = true;
01575     UpdateNearestTownForRoadTiles(true);
01576     Town *t;
01577     if (random) {
01578       t = CreateRandomTown(20, townnameparts, size, city, layout);
01579       if (t == NULL) {
01580         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
01581       } else {
01582         _new_town_id = t->index;
01583       }
01584     } else {
01585       t = new Town(tile);
01586       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
01587     }
01588     UpdateNearestTownForRoadTiles(false);
01589     _generating_world = false;
01590 
01591     if (t != NULL && !StrEmpty(text)) {
01592       t->name = strdup(text);
01593       t->UpdateVirtCoord();
01594     }
01595 
01596     if (_game_mode != GM_EDITOR) {
01597       /* 't' can't be NULL since 'random' is false outside scenedit */
01598       assert(!random);
01599       char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
01600       SetDParam(0, _current_company);
01601       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
01602 
01603       char *cn = strdup(company_name);
01604       SetDParamStr(0, cn);
01605       SetDParam(1, t->index);
01606 
01607       AddNewsItem(STR_NEWS_NEW_TOWN, NS_INDUSTRY_OPEN, NR_TILE, tile, NR_NONE, UINT32_MAX, cn);
01608     }
01609   }
01610   return cost;
01611 }
01612 
01622 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
01623 {
01624   switch (layout) {
01625     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
01626     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
01627     default:          return tile;
01628   }
01629 }
01630 
01640 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
01641 {
01642   switch (layout) {
01643     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
01644     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
01645     default:          return true;
01646   }
01647 }
01648 
01652 struct SpotData {
01653   TileIndex tile; 
01654   uint max_dist;  
01655   TownLayout layout; 
01656 };
01657 
01674 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
01675 {
01676   SpotData *sp = (SpotData*)user_data;
01677   uint dist = GetClosestWaterDistance(tile, true);
01678 
01679   if (IsTileType(tile, MP_CLEAR) &&
01680       GetTileSlope(tile, NULL) == SLOPE_FLAT &&
01681       IsTileAlignedToGrid(tile, sp->layout) &&
01682       dist > sp->max_dist) {
01683     sp->tile = tile;
01684     sp->max_dist = dist;
01685   }
01686 
01687   return false;
01688 }
01689 
01696 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
01697 {
01698   return IsTileType(tile, MP_CLEAR);
01699 }
01700 
01713 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
01714 {
01715   SpotData sp = { INVALID_TILE, 0, layout };
01716 
01717   TileIndex coast = tile;
01718   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
01719     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
01720     return sp.tile;
01721   }
01722 
01723   /* if we get here just give up */
01724   return INVALID_TILE;
01725 }
01726 
01727 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
01728 {
01729   if (!Town::CanAllocateItem()) return NULL;
01730 
01731   do {
01732     /* Generate a tile index not too close from the edge */
01733     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
01734 
01735     /* if we tried to place the town on water, slide it over onto
01736      * the nearest likely-looking spot */
01737     if (IsTileType(tile, MP_WATER)) {
01738       tile = FindNearestGoodCoastalTownSpot(tile, layout);
01739       if (tile == INVALID_TILE) continue;
01740     }
01741 
01742     /* Make sure town can be placed here */
01743     if (TownCanBePlacedHere(tile).Failed()) continue;
01744 
01745     /* Allocate a town struct */
01746     Town *t = new Town(tile);
01747 
01748     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
01749 
01750     /* if the population is still 0 at the point, then the
01751      * placement is so bad it couldn't grow at all */
01752     if (t->population > 0) return t;
01753     DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
01754   } while (--attempts != 0);
01755 
01756   return NULL;
01757 }
01758 
01759 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
01760 
01768 bool GenerateTowns(TownLayout layout)
01769 {
01770   uint current_number = 0;
01771   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
01772   uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
01773   uint32 townnameparts;
01774 
01775   SetGeneratingWorldProgress(GWP_TOWN, total);
01776 
01777   /* First attempt will be made at creating the suggested number of towns.
01778    * Note that this is really a suggested value, not a required one.
01779    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
01780   do {
01781     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
01782     IncreaseGeneratingWorldProgress(GWP_TOWN);
01783     /* Get a unique name for the town. */
01784     if (!GenerateTownName(&townnameparts)) continue;
01785     /* try 20 times to create a random-sized town for the first loop. */
01786     if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
01787   } while (--total);
01788 
01789   if (current_number != 0) return true;
01790 
01791   /* If current_number is still zero at this point, it means that not a single town has been created.
01792    * So give it a last try, but now more aggressive */
01793   if (GenerateTownName(&townnameparts) &&
01794       CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
01795     return true;
01796   }
01797 
01798   /* If there are no towns at all and we are generating new game, bail out */
01799   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
01800     extern StringID _switch_mode_errorstr;
01801     _switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
01802   }
01803 
01804   return false;  // we are still without a town? we failed, simply
01805 }
01806 
01807 
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(cc.Succeeded());
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 DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
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   /* Compute relative position of tile. (Positive offsets are towards north) */
01985   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
01986 
01987   switch (t->layout) {
01988     case TL_2X2_GRID:
01989       grid_pos.x %= 3;
01990       grid_pos.y %= 3;
01991       if ((grid_pos.x != 2 && grid_pos.x != -1) ||
01992         (grid_pos.y != 2 && grid_pos.y != -1)) return false;
01993       break;
01994 
01995     case TL_3X3_GRID:
01996       if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
01997       break;
01998 
01999     default:
02000       break;
02001   }
02002 
02003   return true;
02004 }
02005 
02006 
02016 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
02017 {
02018   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
02019 
02020   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
02021   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
02022 
02023   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
02024   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
02025     *tile = tile2;
02026     return true;
02027   }
02028 
02029   return false;
02030 }
02031 
02032 
02041 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
02042 {
02043   TileIndex tile2 = *tile;
02044 
02045   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
02046     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
02047       *tile = tile2;
02048       return true;
02049     }
02050     if (d == DIAGDIR_END) break;
02051     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
02052   }
02053 
02054   return false;
02055 }
02056 
02057 
02064 static bool BuildTownHouse(Town *t, TileIndex tile)
02065 {
02066   /* forbidden building here by town layout */
02067   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
02068 
02069   /* no house allowed at all, bail out */
02070   if (!CanBuildHouseHere(tile, t->index, false)) return false;
02071 
02072   uint z;
02073   Slope slope = GetTileSlope(tile, &z);
02074 
02075   /* Get the town zone type of the current tile, as well as the climate.
02076    * This will allow to easily compare with the specs of the new house to build */
02077   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
02078 
02079   /* Above snow? */
02080   int land = _settings_game.game_creation.landscape;
02081   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
02082 
02083   uint bitmask = (1 << rad) + (1 << (land + 12));
02084 
02085   /* bits 0-4 are used
02086    * bits 11-15 are used
02087    * bits 5-10 are not used. */
02088   HouseID houses[HOUSE_MAX];
02089   uint num = 0;
02090   uint probs[HOUSE_MAX];
02091   uint probability_max = 0;
02092 
02093   /* Generate a list of all possible houses that can be built. */
02094   for (uint i = 0; i < HOUSE_MAX; i++) {
02095     const HouseSpec *hs = HouseSpec::Get(i);
02096 
02097     /* Verify that the candidate house spec matches the current tile status */
02098     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
02099 
02100     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
02101     if (hs->class_id != HOUSE_NO_CLASS) {
02102       /* id_count is always <= class_count, so it doesn't need to be checked */
02103       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
02104     } else {
02105       /* If the house has no class, check id_count instead */
02106       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
02107     }
02108 
02109     /* Without NewHouses, all houses have probability '1' */
02110     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
02111     probability_max += cur_prob;
02112     probs[num] = cur_prob;
02113     houses[num++] = (HouseID)i;
02114   }
02115 
02116   uint maxz = GetTileMaxZ(tile);
02117 
02118   while (probability_max > 0) {
02119     uint r = RandomRange(probability_max);
02120     uint i;
02121     for (i = 0; i < num; i++) {
02122       if (probs[i] > r) break;
02123       r -= probs[i];
02124     }
02125 
02126     HouseID house = houses[i];
02127     probability_max -= probs[i];
02128 
02129     /* remove tested house from the set */
02130     num--;
02131     houses[i] = houses[num];
02132     probs[i] = probs[num];
02133 
02134     const HouseSpec *hs = HouseSpec::Get(house);
02135 
02136     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
02137         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
02138       continue;
02139     }
02140 
02141     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
02142 
02143     /* Special houses that there can be only one of. */
02144     uint oneof = 0;
02145 
02146     if (hs->building_flags & BUILDING_IS_CHURCH) {
02147       SetBit(oneof, TOWN_HAS_CHURCH);
02148     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02149       SetBit(oneof, TOWN_HAS_STADIUM);
02150     }
02151 
02152     if (t->flags & oneof) continue;
02153 
02154     /* Make sure there is no slope? */
02155     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
02156     if (noslope && slope != SLOPE_FLAT) continue;
02157 
02158     if (hs->building_flags & TILE_SIZE_2x2) {
02159       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
02160     } else if (hs->building_flags & TILE_SIZE_2x1) {
02161       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
02162     } else if (hs->building_flags & TILE_SIZE_1x2) {
02163       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
02164     } else {
02165       /* 1x1 house checks are already done */
02166     }
02167 
02168     byte random_bits = Random();
02169 
02170     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
02171       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
02172       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
02173     }
02174 
02175     /* build the house */
02176     t->num_houses++;
02177 
02178     /* Special houses that there can be only one of. */
02179     t->flags |= oneof;
02180 
02181     byte construction_counter = 0;
02182     byte construction_stage = 0;
02183 
02184     if (_generating_world || _game_mode == GM_EDITOR) {
02185       uint32 r = Random();
02186 
02187       construction_stage = TOWN_HOUSE_COMPLETED;
02188       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
02189 
02190       if (construction_stage == TOWN_HOUSE_COMPLETED) {
02191         ChangePopulation(t, hs->population);
02192       } else {
02193         construction_counter = GB(r, 2, 2);
02194       }
02195     }
02196 
02197     MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
02198 
02199     return true;
02200   }
02201 
02202   return false;
02203 }
02204 
02211 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
02212 {
02213   assert(IsTileType(tile, MP_HOUSE));
02214   DecreaseBuildingCount(t, house);
02215   DoClearSquare(tile);
02216   DeleteAnimatedTile(tile);
02217 
02218   DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
02219 }
02220 
02228 TileIndexDiff GetHouseNorthPart(HouseID &house)
02229 {
02230   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
02231     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
02232       house--;
02233       return TileDiffXY(-1, 0);
02234     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
02235       house--;
02236       return TileDiffXY(0, -1);
02237     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
02238       house -= 2;
02239       return TileDiffXY(-1, 0);
02240     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
02241       house -= 3;
02242       return TileDiffXY(-1, -1);
02243     }
02244   }
02245   return 0;
02246 }
02247 
02248 void ClearTownHouse(Town *t, TileIndex tile)
02249 {
02250   assert(IsTileType(tile, MP_HOUSE));
02251 
02252   HouseID house = GetHouseType(tile);
02253 
02254   /* need to align the tile to point to the upper left corner of the house */
02255   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
02256 
02257   const HouseSpec *hs = HouseSpec::Get(house);
02258 
02259   /* Remove population from the town if the house is finished. */
02260   if (IsHouseCompleted(tile)) {
02261     ChangePopulation(t, -hs->population);
02262   }
02263 
02264   t->num_houses--;
02265 
02266   /* Clear flags for houses that only may exist once/town. */
02267   if (hs->building_flags & BUILDING_IS_CHURCH) {
02268     ClrBit(t->flags, TOWN_HAS_CHURCH);
02269   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02270     ClrBit(t->flags, TOWN_HAS_STADIUM);
02271   }
02272 
02273   /* Do the actual clearing of tiles */
02274   uint eflags = hs->building_flags;
02275   DoClearTownHouseHelper(tile, t, house);
02276   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
02277   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
02278   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
02279 }
02280 
02290 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02291 {
02292   Town *t = Town::GetIfValid(p1);
02293   if (t == NULL) return CMD_ERROR;
02294 
02295   bool reset = StrEmpty(text);
02296 
02297   if (!reset) {
02298     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
02299     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
02300   }
02301 
02302   if (flags & DC_EXEC) {
02303     free(t->name);
02304     t->name = reset ? NULL : strdup(text);
02305 
02306     t->UpdateVirtCoord();
02307     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
02308     UpdateAllStationVirtCoords();
02309   }
02310   return CommandCost();
02311 }
02312 
02322 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02323 {
02324   if (_game_mode != GM_EDITOR) return CMD_ERROR;
02325   Town *t = Town::GetIfValid(p1);
02326   if (t == NULL) return CMD_ERROR;
02327 
02328   if (flags & DC_EXEC) {
02329     /* The more houses, the faster we grow */
02330     uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
02331     t->num_houses += amount;
02332     UpdateTownRadius(t);
02333 
02334     uint n = amount * 10;
02335     do GrowTown(t); while (--n);
02336 
02337     t->num_houses -= amount;
02338     UpdateTownRadius(t);
02339 
02340     UpdateTownMaxPass(t);
02341   }
02342 
02343   return CommandCost();
02344 }
02345 
02355 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02356 {
02357   if (_game_mode != GM_EDITOR) return CMD_ERROR;
02358   Town *t = Town::GetIfValid(p1);
02359   if (t == NULL) return CMD_ERROR;
02360 
02361   /* Stations refer to towns. */
02362   const Station *st;
02363   FOR_ALL_STATIONS(st) {
02364     if (st->town == t) {
02365       /* Non-oil rig stations are always a problem. */
02366       if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
02367       /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
02368       CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02369       if (ret.Failed()) return ret;
02370     }
02371   }
02372 
02373   /* Depots refer to towns. */
02374   const Depot *d;
02375   FOR_ALL_DEPOTS(d) {
02376     if (d->town == t) return CMD_ERROR;
02377   }
02378 
02379   /* Check all tiles for town ownership. */
02380   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
02381     bool try_clear = false;
02382     switch (GetTileType(tile)) {
02383       case MP_ROAD:
02384         try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
02385         break;
02386 
02387       case MP_TUNNELBRIDGE:
02388         try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
02389         break;
02390 
02391       case MP_HOUSE:
02392         try_clear = GetTownIndex(tile) == t->index;
02393         break;
02394 
02395       case MP_INDUSTRY:
02396         try_clear = Industry::GetByTile(tile)->town == t;
02397         break;
02398 
02399       case MP_OBJECT:
02400         if (Town::GetNumItems() == 1) {
02401           /* No towns will be left, remove it! */
02402           try_clear = true;
02403         } else {
02404           Object *o = Object::GetByTile(tile);
02405           if (o->town == t) {
02406             if (GetObjectType(tile) == OBJECT_STATUE) {
02407               /* Statue... always remove. */
02408               try_clear = true;
02409             } else {
02410               /* Tell to find a new town. */
02411               o->town = NULL;
02412             }
02413           }
02414         }
02415         break;
02416 
02417       default:
02418         break;
02419     }
02420     if (try_clear) {
02421       CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02422       if (ret.Failed()) return ret;
02423     }
02424   }
02425 
02426   /* The town destructor will delete the other things related to the town. */
02427   if (flags & DC_EXEC) delete t;
02428 
02429   return CommandCost();
02430 }
02431 
02436 const byte _town_action_costs[TACT_COUNT] = {
02437   2, 4, 9, 35, 48, 53, 117, 175
02438 };
02439 
02440 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
02441 {
02442   if (flags & DC_EXEC) {
02443     ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
02444   }
02445   return CommandCost();
02446 }
02447 
02448 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
02449 {
02450   if (flags & DC_EXEC) {
02451     ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
02452   }
02453   return CommandCost();
02454 }
02455 
02456 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
02457 {
02458   if (flags & DC_EXEC) {
02459     ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
02460   }
02461   return CommandCost();
02462 }
02463 
02464 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
02465 {
02466   if (flags & DC_EXEC) {
02467     t->road_build_months = 6;
02468 
02469     char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
02470     SetDParam(0, _current_company);
02471     GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
02472 
02473     char *cn = strdup(company_name);
02474     SetDParam(0, t->index);
02475     SetDParamStr(1, cn);
02476 
02477     AddNewsItem(STR_NEWS_ROAD_REBUILDING, NS_GENERAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
02478   }
02479   return CommandCost();
02480 }
02481 
02488 static bool SearchTileForStatue(TileIndex tile, void *user_data)
02489 {
02490   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
02491   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
02492   /* Don't build statues under bridges. */
02493   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
02494 
02495   if (!IsTileType(tile, MP_HOUSE) &&
02496       !IsTileType(tile, MP_CLEAR) &&
02497       !IsTileType(tile, MP_TREES)) {
02498     return false;
02499   }
02500 
02501   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02502   CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
02503   cur_company.Restore();
02504 
02505   if (r.Failed()) return false;
02506 
02507   return true;
02508 }
02509 
02517 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
02518 {
02519   TileIndex tile = t->xy;
02520   if (CircularTileSearch(&tile, 9, SearchTileForStatue, NULL)) {
02521     if (flags & DC_EXEC) {
02522       Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02523       DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
02524       cur_company.Restore();
02525       BuildObject(OBJECT_STATUE, tile, _current_company, t);
02526       SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
02527       MarkTileDirtyByTile(tile);
02528     }
02529     return CommandCost();
02530   }
02531   return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
02532 }
02533 
02534 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
02535 {
02536   if (flags & DC_EXEC) {
02537     /* Build next tick */
02538     t->grow_counter = 1;
02539     /* If we were not already growing */
02540     SetBit(t->flags, TOWN_IS_FUNDED);
02541     /* And grow for 3 months */
02542     t->fund_buildings_months = 3;
02543   }
02544   return CommandCost();
02545 }
02546 
02547 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
02548 {
02549   /* Check if it's allowed to buy the rights */
02550   if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
02551 
02552   if (flags & DC_EXEC) {
02553     t->exclusive_counter = 12;
02554     t->exclusivity = _current_company;
02555 
02556     ModifyStationRatingAround(t->xy, _current_company, 130, 17);
02557   }
02558   return CommandCost();
02559 }
02560 
02561 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
02562 {
02563   if (flags & DC_EXEC) {
02564     if (Chance16(1, 14)) {
02565       /* set as unwanted for 6 months */
02566       t->unwanted[_current_company] = 6;
02567 
02568       /* set all close by station ratings to 0 */
02569       Station *st;
02570       FOR_ALL_STATIONS(st) {
02571         if (st->town == t && st->owner == _current_company) {
02572           for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
02573         }
02574       }
02575 
02576       /* only show errormessage to the executing player. All errors are handled command.c
02577        * but this is special, because it can only 'fail' on a DC_EXEC */
02578       if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, STR_ERROR_BRIBE_FAILED_2, WL_INFO);
02579 
02580       /* decrease by a lot!
02581        * ChangeTownRating is only for stuff in demolishing. Bribe failure should
02582        * be independent of any cheat settings
02583        */
02584       if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
02585         t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
02586         SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02587       }
02588     } else {
02589       ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
02590     }
02591   }
02592   return CommandCost();
02593 }
02594 
02595 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
02596 static TownActionProc * const _town_action_proc[] = {
02597   TownActionAdvertiseSmall,
02598   TownActionAdvertiseMedium,
02599   TownActionAdvertiseLarge,
02600   TownActionRoadRebuild,
02601   TownActionBuildStatue,
02602   TownActionFundBuildings,
02603   TownActionBuyRights,
02604   TownActionBribe
02605 };
02606 
02614 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
02615 {
02616   int num = 0;
02617   TownActions buttons = TACT_NONE;
02618 
02619   /* Spectators and unwanted have no options */
02620   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
02621 
02622     /* Things worth more than this are not shown */
02623     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
02624 
02625     /* Check the action bits for validity and
02626      * if they are valid add them */
02627     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
02628       const TownActions cur = (TownActions)(1 << i);
02629 
02630       /* Is the company not able to bribe ? */
02631       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
02632 
02633       /* Is the company not able to buy exclusive rights ? */
02634       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
02635 
02636       /* Is the company not able to build a statue ? */
02637       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
02638 
02639       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
02640         buttons |= cur;
02641         num++;
02642       }
02643     }
02644   }
02645 
02646   if (nump != NULL) *nump = num;
02647   return buttons;
02648 }
02649 
02661 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02662 {
02663   Town *t = Town::GetIfValid(p1);
02664   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
02665 
02666   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
02667 
02668   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
02669 
02670   CommandCost ret = _town_action_proc[p2](t, flags);
02671   if (ret.Failed()) return ret;
02672 
02673   if (flags & DC_EXEC) {
02674     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
02675   }
02676 
02677   return cost;
02678 }
02679 
02680 static void UpdateTownGrowRate(Town *t)
02681 {
02682   /* Increase company ratings if they're low */
02683   const Company *c;
02684   FOR_ALL_COMPANIES(c) {
02685     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
02686       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
02687     }
02688   }
02689 
02690   int n = 0;
02691 
02692   const Station *st;
02693   FOR_ALL_STATIONS(st) {
02694     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
02695       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
02696         n++;
02697         if (Company::IsValidID(st->owner)) {
02698           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
02699           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
02700         }
02701       } else {
02702         if (Company::IsValidID(st->owner)) {
02703           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
02704           t->ratings[st->owner] = max(new_rating, INT16_MIN);
02705         }
02706       }
02707     }
02708   }
02709 
02710   /* clamp all ratings to valid values */
02711   for (uint i = 0; i < MAX_COMPANIES; i++) {
02712     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
02713   }
02714 
02715   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02716 
02717   ClrBit(t->flags, TOWN_IS_FUNDED);
02718   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
02719 
02724   static const uint16 _grow_count_values[2][6] = {
02725     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
02726     { 320, 420, 300, 220, 160, 100 }  // Normal values
02727   };
02728 
02729   uint16 m;
02730 
02731   if (t->fund_buildings_months != 0) {
02732     m = _grow_count_values[0][min(n, 5)];
02733     t->fund_buildings_months--;
02734   } else {
02735     m = _grow_count_values[1][min(n, 5)];
02736     if (n == 0 && !Chance16(1, 12)) return;
02737   }
02738 
02739   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
02740     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90) return;
02741 
02742   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
02743     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60) return;
02744   }
02745 
02746   /* Use the normal growth rate values if new buildings have been funded in
02747    * this town and the growth rate is set to none. */
02748   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
02749 
02750   m >>= growth_multiplier;
02751   if (t->larger_town) m /= 2;
02752 
02753   t->growth_rate = m / (t->num_houses / 50 + 1);
02754   if (m <= t->grow_counter) {
02755     t->grow_counter = m;
02756   }
02757 
02758   SetBit(t->flags, TOWN_IS_FUNDED);
02759 }
02760 
02761 static void UpdateTownAmounts(Town *t)
02762 {
02763   /* Using +1 here to prevent overflow and division by zero */
02764   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
02765 
02766   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
02767   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
02768   t->act_food = t->new_act_food; t->new_act_food = 0;
02769   t->act_water = t->new_act_water; t->new_act_water = 0;
02770 
02771   /* Using +1 here to prevent overflow and division by zero */
02772   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
02773   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
02774   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
02775 
02776   SetWindowDirty(WC_TOWN_VIEW, t->index);
02777 }
02778 
02779 static void UpdateTownUnwanted(Town *t)
02780 {
02781   const Company *c;
02782 
02783   FOR_ALL_COMPANIES(c) {
02784     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
02785   }
02786 }
02787 
02794 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
02795 {
02796   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
02797 
02798   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
02799   if (t == NULL) return CommandCost();
02800 
02801   if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
02802 
02803   SetDParam(0, t->index);
02804   return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
02805 }
02806 
02815 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
02816 {
02817   Town *t;
02818   uint best = threshold;
02819   Town *best_town = NULL;
02820 
02821   FOR_ALL_TOWNS(t) {
02822     uint dist = DistanceManhattan(tile, t->xy);
02823     if (dist < best) {
02824       best = dist;
02825       best_town = t;
02826     }
02827   }
02828 
02829   return best_town;
02830 }
02831 
02840 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
02841 {
02842   switch (GetTileType(tile)) {
02843     case MP_ROAD:
02844       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
02845 
02846       if (!HasTownOwnedRoad(tile)) {
02847         TownID tid = GetTownIndex(tile);
02848 
02849         if (tid == (TownID)INVALID_TOWN) {
02850           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
02851           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
02852           assert(Town::GetNumItems() == 0);
02853           return NULL;
02854         }
02855 
02856         assert(Town::IsValidID(tid));
02857         Town *town = Town::Get(tid);
02858 
02859         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
02860 
02861         return town;
02862       }
02863       /* FALL THROUGH */
02864 
02865     case MP_HOUSE:
02866       return Town::GetByTile(tile);
02867 
02868     default:
02869       return CalcClosestTownFromTile(tile, threshold);
02870   }
02871 }
02872 
02873 static bool _town_rating_test = false; 
02874 static SmallMap<const Town *, int, 4> _town_test_ratings; 
02875 
02881 void SetTownRatingTestMode(bool mode)
02882 {
02883   static int ref_count = 0; // Number of times test-mode is switched on.
02884   if (mode) {
02885     if (ref_count == 0) {
02886       _town_test_ratings.Clear();
02887     }
02888     ref_count++;
02889   } else {
02890     assert(ref_count > 0);
02891     ref_count--;
02892   }
02893   _town_rating_test = !(ref_count == 0);
02894 }
02895 
02901 static int GetRating(const Town *t)
02902 {
02903   if (_town_rating_test) {
02904     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
02905     if (it != _town_test_ratings.End()) {
02906       return it->second;
02907     }
02908   }
02909   return t->ratings[_current_company];
02910 }
02911 
02919 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
02920 {
02921   /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
02922   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
02923       !Company::IsValidID(_current_company) ||
02924       (_cheats.magic_bulldozer.value && add < 0)) {
02925     return;
02926   }
02927 
02928   int rating = GetRating(t);
02929   if (add < 0) {
02930     if (rating > max) {
02931       rating += add;
02932       if (rating < max) rating = max;
02933     }
02934   } else {
02935     if (rating < max) {
02936       rating += add;
02937       if (rating > max) rating = max;
02938     }
02939   }
02940   if (_town_rating_test) {
02941     _town_test_ratings[t] = rating;
02942   } else {
02943     SetBit(t->have_ratings, _current_company);
02944     t->ratings[_current_company] = rating;
02945     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02946   }
02947 }
02948 
02956 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
02957 {
02958   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
02959   if (t == NULL || !Company::IsValidID(_current_company) ||
02960       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
02961     return CommandCost();
02962   }
02963 
02964   /* minimum rating needed to be allowed to remove stuff */
02965   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
02966     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
02967     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
02968     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
02969     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
02970   };
02971 
02972   /* check if you're allowed to remove the road/bridge/tunnel
02973    * owned by a town no removal if rating is lower than ... depends now on
02974    * difficulty setting. Minimum town rating selected by difficulty level
02975    */
02976   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
02977 
02978   if (GetRating(t) < needed) {
02979     SetDParam(0, t->index);
02980     return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
02981   }
02982 
02983   return CommandCost();
02984 }
02985 
02986 void TownsMonthlyLoop()
02987 {
02988   Town *t;
02989 
02990   FOR_ALL_TOWNS(t) {
02991     if (t->road_build_months != 0) t->road_build_months--;
02992 
02993     if (t->exclusive_counter != 0) {
02994       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
02995     }
02996 
02997     UpdateTownGrowRate(t);
02998     UpdateTownAmounts(t);
02999     UpdateTownUnwanted(t);
03000   }
03001 }
03002 
03003 void TownsYearlyLoop()
03004 {
03005   /* Increment house ages */
03006   for (TileIndex t = 0; t < MapSize(); t++) {
03007     if (!IsTileType(t, MP_HOUSE)) continue;
03008     IncrementHouseAge(t);
03009   }
03010 }
03011 
03012 void InitializeTowns()
03013 {
03014   _town_pool.CleanPool();
03015 }
03016 
03017 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
03018 {
03019   if (AutoslopeEnabled()) {
03020     HouseID house = GetHouseType(tile);
03021     GetHouseNorthPart(house); // modifies house to the ID of the north tile
03022     const HouseSpec *hs = HouseSpec::Get(house);
03023 
03024     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
03025     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
03026         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
03027       bool allow_terraform = true;
03028 
03029       /* Call the autosloping callback per tile, not for the whole building at once. */
03030       house = GetHouseType(tile);
03031       hs = HouseSpec::Get(house);
03032       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
03033         /* If the callback fails, allow autoslope. */
03034         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
03035         if ((res != 0) && (res != CALLBACK_FAILED)) allow_terraform = false;
03036       }
03037 
03038       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
03039     }
03040   }
03041 
03042   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
03043 }
03044 
03046 extern const TileTypeProcs _tile_type_town_procs = {
03047   DrawTile_Town,           // draw_tile_proc
03048   GetSlopeZ_Town,          // get_slope_z_proc
03049   ClearTile_Town,          // clear_tile_proc
03050   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
03051   GetTileDesc_Town,        // get_tile_desc_proc
03052   GetTileTrackStatus_Town, // get_tile_track_status_proc
03053   NULL,                    // click_tile_proc
03054   AnimateTile_Town,        // animate_tile_proc
03055   TileLoop_Town,           // tile_loop_clear
03056   ChangeTileOwner_Town,    // change_tile_owner_clear
03057   AddProducedCargo_Town,   // add_produced_cargo_proc
03058   NULL,                    // vehicle_enter_tile_proc
03059   GetFoundation_Town,      // get_foundation_proc
03060   TerraformTile_Town,      // terraform_tile_proc
03061 };
03062 
03063 
03064 HouseSpec _house_specs[HOUSE_MAX];
03065 
03066 void ResetHouses()
03067 {
03068   memset(&_house_specs, 0, sizeof(_house_specs));
03069   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
03070 
03071   /* Reset any overrides that have been set. */
03072   _house_mngr.ResetOverride();
03073 }

Generated on Thu Dec 23 23:41:34 2010 for OpenTTD by  doxygen 1.6.1