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authorsmatz <smatz@openttd.org>2008-04-04 14:53:06 +0000
committersmatz <smatz@openttd.org>2008-04-04 14:53:06 +0000
commit42ed287506467b8e3f58e7b909297dec5834c0e1 (patch)
tree7826a04a28fe6e243d63953f6fb6472697bea025 /src
parent2675db8d70fa010ee04fbca2937e7fc9ec19e945 (diff)
downloadopenttd-42ed287506467b8e3f58e7b909297dec5834c0e1.tar.xz
(svn r12560) -Cleanup: town_cmd.cpp and header files - variable scope and a bit of coding style
Diffstat (limited to 'src')
-rw-r--r--src/economy.cpp2
-rw-r--r--src/town.h7
-rw-r--r--src/town_cmd.cpp253
-rw-r--r--src/town_type.h7
4 files changed, 120 insertions, 149 deletions
diff --git a/src/economy.cpp b/src/economy.cpp
index 0544f2b68..79283e664 100644
--- a/src/economy.cpp
+++ b/src/economy.cpp
@@ -351,7 +351,7 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
}
/* Reset the ratings for the old player */
- t->ratings[old_player] = 500;
+ t->ratings[old_player] = RATING_INITIAL;
ClrBit(t->have_ratings, old_player);
}
diff --git a/src/town.h b/src/town.h
index 3f5f2bd84..9e01b7771 100644
--- a/src/town.h
+++ b/src/town.h
@@ -47,12 +47,17 @@ enum BuildingFlags {
DECLARE_ENUM_AS_BIT_SET(BuildingFlags)
enum HouseZonesBits {
+ HZB_BEGIN = 0,
HZB_TOWN_EDGE = 0,
HZB_TOWN_OUTSKIRT,
HZB_TOWN_OUTER_SUBURB,
HZB_TOWN_INNER_SUBURB,
HZB_TOWN_CENTRE,
+ HZB_END,
};
+assert_compile(HZB_END == 5);
+
+DECLARE_POSTFIX_INCREMENT(HouseZonesBits)
enum HouseZones { ///< Bit Value Meaning
HZ_NOZNS = 0x0000, ///< 0 This is just to get rid of zeros, meaning none
@@ -158,7 +163,7 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
bool larger_town;
/* NOSAVE: UpdateTownRadius updates this given the house count. */
- uint16 radius[5];
+ uint16 radius[HZB_END];
/* NOSAVE: The number of each type of building in the town. */
BuildingCounts building_counts;
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 4a26c177b..777da9c8e 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -142,7 +142,7 @@ static void TownDrawHouseLift(const TileInfo *ti)
}
typedef void TownDrawTileProc(const TileInfo *ti);
-static TownDrawTileProc * const _town_draw_tile_procs[1] = {
+static TownDrawTileProc *const _town_draw_tile_procs[1] = {
TownDrawHouseLift
};
@@ -163,9 +163,6 @@ static inline DiagDirection RandomDiagDir()
*/
static void DrawTile_Town(TileInfo *ti)
{
- const DrawBuildingsTileStruct *dcts;
- SpriteID image;
- SpriteID pal;
HouseID house_id = GetHouseType(ti->tile);
if (house_id >= NEW_HOUSE_OFFSET) {
@@ -181,19 +178,17 @@ static void DrawTile_Town(TileInfo *ti)
}
/* Retrieve pointer to the draw town tile struct */
- dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
+ const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
- image = dcts->ground.sprite;
- pal = dcts->ground.pal;
- DrawGroundSprite(image, pal);
+ DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
/* If houses are invisible, do not draw the upper part */
if (IsInvisibilitySet(TO_HOUSES)) return;
/* Add a house on top of the ground? */
- image = dcts->building.sprite;
+ SpriteID image = dcts->building.sprite;
if (image != 0) {
AddSortableSpriteToDraw(image, dcts->building.pal,
ti->x + dcts->subtile_x,
@@ -233,8 +228,6 @@ static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
*/
static void AnimateTile_Town(TileIndex tile)
{
- int pos, dest;
-
if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
AnimateNewHouseTile(tile);
return;
@@ -252,21 +245,21 @@ static void AnimateTile_Town(TileIndex tile)
}
if (!LiftHasDestination(tile)) {
- int i;
+ uint i;
- /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
- * This is due to the fact that the first floor is, in the graphics,
+ /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
+ * This is due to the fact that the first floor is, in the graphics,
* the height of 2 'normal' floors.
- * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
+ * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
do {
- i = (Random() & 7) - 1;
- } while (i < 0 || i == 1 || i * 6 == GetLiftPosition(tile));
+ i = RandomRange(7);
+ } while (i == 1 || i * 6 == GetLiftPosition(tile));
SetLiftDestination(tile, i);
}
- pos = GetLiftPosition(tile);
- dest = GetLiftDestination(tile) * 6;
+ int pos = GetLiftPosition(tile);
+ int dest = GetLiftDestination(tile) * 6;
pos += (pos < dest) ? 1 : -1;
SetLiftPosition(tile, pos);
@@ -283,7 +276,7 @@ static void AnimateTile_Town(TileIndex tile)
*/
static bool IsCloseToTown(TileIndex tile, uint dist)
{
- const Town* t;
+ const Town *t;
FOR_ALL_TOWNS(t) {
if (DistanceManhattan(tile, t->xy) < dist) return true;
@@ -316,10 +309,8 @@ static void MarkTownSignDirty(Town *t)
*/
void UpdateTownVirtCoord(Town *t)
{
- Point pt;
-
MarkTownSignDirty(t);
- pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
+ Point pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
SetDParam(0, t->index);
SetDParam(1, t->population);
UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
@@ -357,10 +348,9 @@ static void ChangePopulation(Town *t, int mod)
*/
uint32 GetWorldPopulation()
{
- uint32 pop;
- const Town* t;
+ uint32 pop = 0;
+ const Town *t;
- pop = 0;
FOR_ALL_TOWNS(t) pop += t->population;
return pop;
}
@@ -412,10 +402,7 @@ static void MakeTownHouseBigger(TileIndex tile)
*/
static void TileLoop_Town(TileIndex tile)
{
- Town *t;
- uint32 r;
HouseID house_id = GetHouseType(tile);
- HouseSpec *hs = GetHouseSpecs(house_id);
/* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
* doesn't exist any more, so don't continue here. */
@@ -427,16 +414,18 @@ static void TileLoop_Town(TileIndex tile)
return;
}
+ const HouseSpec *hs = GetHouseSpecs(house_id);
+
/* If the lift has a destination, it is already an animated tile. */
if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
house_id < NEW_HOUSE_OFFSET &&
!LiftHasDestination(tile) &&
- Chance16(1, 2))
+ Chance16(1, 2)) {
AddAnimatedTile(tile);
+ }
- t = GetTownByTile(tile);
-
- r = Random();
+ Town *t = GetTownByTile(tile);
+ uint32 r = Random();
if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
for (uint i = 0; i < 256; i++) {
@@ -469,22 +458,18 @@ static void TileLoop_Town(TileIndex tile)
} else {
if (GB(r, 0, 8) < hs->population) {
uint amt = GB(r, 0, 8) / 8 + 1;
- uint moved;
if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
t->new_max_pass += amt;
- moved = MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
- t->new_act_pass += moved;
+ t->new_act_pass += MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
}
if (GB(r, 8, 8) < hs->mail_generation) {
uint amt = GB(r, 8, 8) / 8 + 1;
- uint moved;
if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
t->new_max_mail += amt;
- moved = MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
- t->new_act_mail += moved;
+ t->new_act_mail += MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
}
}
@@ -517,19 +502,17 @@ static void ClickTile_Town(TileIndex tile)
static CommandCost ClearTile_Town(TileIndex tile, byte flags)
{
- int rating;
- CommandCost cost(EXPENSES_CONSTRUCTION);
- Town *t;
- HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
-
- if (flags&DC_AUTO && !(flags&DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
+ if ((flags & DC_AUTO) && !(flags & DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
if (!CanDeleteHouse(tile)) return CMD_ERROR;
+ const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
+
+ CommandCost cost(EXPENSES_CONSTRUCTION);
cost.AddCost(_price.remove_house * hs->removal_cost >> 8);
- rating = hs->remove_rating_decrease;
+ int rating = hs->remove_rating_decrease;
_cleared_town_rating += rating;
- _cleared_town = t = GetTownByTile(tile);
+ Town *t = _cleared_town = GetTownByTile(tile);
if (IsValidPlayer(_current_player)) {
if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
@@ -548,7 +531,7 @@ static CommandCost ClearTile_Town(TileIndex tile, byte flags)
static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
{
- HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
+ const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
CargoID accepts[3];
/* Set the initial accepted cargo types */
@@ -772,11 +755,9 @@ no_slope:
static bool TerraformTownTile(TileIndex tile, int edges, int dir)
{
- CommandCost r;
-
TILE_ASSERT(tile);
- r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
+ CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
if (CmdFailed(r) || r.GetCost() >= 126 * 16) return false;
DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
return true;
@@ -784,13 +765,11 @@ static bool TerraformTownTile(TileIndex tile, int edges, int dir)
static void LevelTownLand(TileIndex tile)
{
- Slope tileh;
-
TILE_ASSERT(tile);
/* Don't terraform if land is plain or if there's a house there. */
if (IsTileType(tile, MP_HOUSE)) return;
- tileh = GetTileSlope(tile, NULL);
+ Slope tileh = GetTileSlope(tile, NULL);
if (tileh == SLOPE_FLAT) return;
/* First try up, then down */
@@ -1228,10 +1207,11 @@ static RoadBits GenRandomRoadBits()
}
/** Grow the town
- * @Return true if a house was built, or no if the build failed. */
+ * @param t town to grow
+ * @return true iff a house was built
+ */
static bool GrowTown(Town *t)
{
-
/* Let the town be a ghost town
* The player wanted it in such a way. Thus there he has it. ;)
* Never reached in editor mode. */
@@ -1254,7 +1234,6 @@ static bool GrowTown(Town *t)
{ 2, -2},
{ 0, 0}
};
- const TileIndexDiffC *ptr;
/* Current player is a town */
PlayerID old_player = _current_player;
@@ -1263,6 +1242,7 @@ static bool GrowTown(Town *t)
TileIndex tile = t->xy; // The tile we are working with ATM
/* Find a road that we can base the construction on. */
+ const TileIndexDiffC *ptr;
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
if (GetTownRoadBits(tile) != ROAD_NONE) {
int r = GrowTownAtRoad(t, tile);
@@ -1353,7 +1333,7 @@ static bool CreateTownName(uint32 *townnameparts)
uint32 grfid = grf ? GetGRFTownNameId(_opt.town_name - _nb_orig_names) : 0;
uint16 townnametype = grf ? GetGRFTownNameType(_opt.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _opt.town_name;
- assert(townnameparts);
+ assert(townnameparts != NULL);
for (;;) {
restart:
@@ -1402,7 +1382,6 @@ void UpdateTownMaxPass(Town *t)
static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSizeMode size_mode, uint size)
{
extern int _nb_orig_names;
- int x, i;
t->xy = tile;
t->num_houses = 0;
@@ -1429,8 +1408,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
t->act_food = 0;
t->act_water = 0;
- for (i = 0; i != MAX_PLAYERS; i++)
- t->ratings[i] = 500;
+ for (uint i = 0; i != MAX_PLAYERS; i++) t->ratings[i] = RATING_INITIAL;
t->have_ratings = 0;
t->exclusivity = INVALID_PLAYER;
@@ -1454,7 +1432,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
t->InitializeLayout();
/* Random town size. */
- x = (Random() & 0xF) + 8;
+ int x = (Random() & 0xF) + 8;
switch (size_mode) {
default: NOT_REACHED();
@@ -1477,7 +1455,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
t->num_houses += x;
UpdateTownRadius(t);
- i = x * 4;
+ int i = x * 4;
do {
GrowTown(t);
} while (--i);
@@ -1497,8 +1475,6 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
*/
CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
- uint32 townnameparts;
-
/* Only in the scenario editor */
if (_game_mode != GM_EDITOR) return CMD_ERROR;
if (p2 > TSM_CITY) return CMD_ERROR;
@@ -1516,6 +1492,8 @@ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (IsCloseToTown(tile, 20))
return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
+ uint32 townnameparts;
+
/* Get a unique name for the town. */
if (!CreateTownName(&townnameparts))
return_cmd_error(STR_023A_TOO_MANY_TOWNS);
@@ -1537,13 +1515,9 @@ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
{
- TileIndex tile;
- Town *t;
- uint32 townnameparts;
-
do {
/* Generate a tile index not too close from the edge */
- tile = RandomTile();
+ TileIndex tile = RandomTile();
if (DistanceFromEdge(tile) < 20) continue;
/* Make sure the tile is plain */
@@ -1552,16 +1526,19 @@ Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
/* Check not too close to a town */
if (IsCloseToTown(tile, 20)) continue;
+ uint32 townnameparts;
+
/* Get a unique name for the town. */
if (!CreateTownName(&townnameparts)) break;
/* Allocate a town struct */
- t = new Town(tile);
+ Town *t = new Town(tile);
if (t == NULL) break;
DoCreateTown(t, tile, townnameparts, mode, size);
return t;
- } while (--attempts);
+ } while (--attempts != 0);
+
return NULL;
}
@@ -1602,17 +1579,15 @@ bool GenerateTowns()
* @param tile TileIndex where radius needs to be found
* @return the bit position of the given zone, as defined in HouseZones
*/
-HouseZonesBits GetTownRadiusGroup(const Town* t, TileIndex tile)
+HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
{
uint dist = DistanceSquare(tile, t->xy);
- HouseZonesBits smallest;
- uint i;
if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
- smallest = HZB_TOWN_EDGE;
- for (i = 0; i != lengthof(t->radius); i++) {
- if (dist < t->radius[i]) smallest = (HouseZonesBits)i;
+ HouseZonesBits smallest = HZB_TOWN_EDGE;
+ for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
+ if (dist < t->radius[i]) smallest = i;
}
return smallest;
@@ -1878,7 +1853,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
/* Generate a list of all possible houses that can be built. */
for (uint i = 0; i < HOUSE_MAX; i++) {
- HouseSpec *hs = GetHouseSpecs(i);
+ const HouseSpec *hs = GetHouseSpecs(i);
/* Verify that the candidate house spec matches the current tile status */
if ((~hs->building_availability & bitmask) == 0 && hs->enabled) {
/* Without NewHouses, all houses have probability '1' */
@@ -1907,7 +1882,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
houses[i] = houses[num];
probs[i] = probs[num];
- HouseSpec *hs = GetHouseSpecs(house);
+ const HouseSpec *hs = GetHouseSpecs(house);
if (_loaded_newgrf_features.has_newhouses) {
if (hs->override != 0) {
@@ -1991,12 +1966,10 @@ static void DoClearTownHouseHelper(TileIndex tile)
void ClearTownHouse(Town *t, TileIndex tile)
{
- HouseID house = GetHouseType(tile);
- uint eflags;
- HouseSpec *hs;
-
assert(IsTileType(tile, MP_HOUSE));
+ HouseID house = GetHouseType(tile);
+
/* need to align the tile to point to the upper left corner of the house */
if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
if (GetHouseSpecs(house-1)->building_flags & TILE_SIZE_2x1) {
@@ -2014,7 +1987,7 @@ void ClearTownHouse(Town *t, TileIndex tile)
}
}
- hs = GetHouseSpecs(house);
+ const HouseSpec *hs = GetHouseSpecs(house);
/* Remove population from the town if the house is finished. */
if (IsHouseCompleted(tile)) {
@@ -2032,7 +2005,7 @@ void ClearTownHouse(Town *t, TileIndex tile)
}
/* Do the actual clearing of tiles */
- eflags = hs->building_flags;
+ uint eflags = hs->building_flags;
DoClearTownHouseHelper(tile);
if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0));
if (eflags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1));
@@ -2061,15 +2034,13 @@ static bool IsUniqueTownName(const char *name)
*/
CommandCost CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
- Town *t;
-
if (!IsValidTownID(p1) || StrEmpty(_cmd_text)) return CMD_ERROR;
- t = GetTown(p1);
-
if (!IsUniqueTownName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
if (flags & DC_EXEC) {
+ Town *t = GetTown(p1);
+
free(t->name);
t->name = strdup(_cmd_text);
@@ -2085,16 +2056,14 @@ CommandCost CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/** Called from GUI */
void ExpandTown(Town *t)
{
- uint amount, n;
-
_generating_world = true;
/* The more houses, the faster we grow */
- amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
+ uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
t->num_houses += amount;
UpdateTownRadius(t);
- n = amount * 10;
+ uint n = amount * 10;
do GrowTown(t); while (--n);
t->num_houses -= amount;
@@ -2108,22 +2077,22 @@ extern const byte _town_action_costs[8] = {
2, 4, 9, 35, 48, 53, 117, 175
};
-static void TownActionAdvertiseSmall(Town* t)
+static void TownActionAdvertiseSmall(Town *t)
{
ModifyStationRatingAround(t->xy, _current_player, 0x40, 10);
}
-static void TownActionAdvertiseMedium(Town* t)
+static void TownActionAdvertiseMedium(Town *t)
{
ModifyStationRatingAround(t->xy, _current_player, 0x70, 15);
}
-static void TownActionAdvertiseLarge(Town* t)
+static void TownActionAdvertiseLarge(Town *t)
{
ModifyStationRatingAround(t->xy, _current_player, 0xA0, 20);
}
-static void TownActionRoadRebuild(Town* t)
+static void TownActionRoadRebuild(Town *t)
{
t->road_build_months = 6;
@@ -2136,9 +2105,6 @@ static void TownActionRoadRebuild(Town* t)
static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
{
- PlayerID old;
- CommandCost r;
-
/* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
@@ -2148,9 +2114,9 @@ static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
return false;
}
- old = _current_player;
+ PlayerID old = _current_player;
_current_player = OWNER_NONE;
- r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
_current_player = old;
if (CmdFailed(r)) return false;
@@ -2177,15 +2143,16 @@ static bool SearchTileForStatue(TileIndex tile, uint32 town_id)
* in order to find a free tile to place a statue
* @param t town to search in
*/
-static void TownActionBuildStatue(Town* t)
+static void TownActionBuildStatue(Town *t)
{
TileIndex tile = t->xy;
- if (CircularTileSearch(tile, 9, SearchTileForStatue, t->index))
+ if (CircularTileSearch(tile, 9, SearchTileForStatue, t->index)) {
SetBit(t->statues, _current_player); // Once found and built, "inform" the Town
+ }
}
-static void TownActionFundBuildings(Town* t)
+static void TownActionFundBuildings(Town *t)
{
/* Build next tick */
t->grow_counter = 1;
@@ -2195,7 +2162,7 @@ static void TownActionFundBuildings(Town* t)
t->fund_buildings_months = 3;
}
-static void TownActionBuyRights(Town* t)
+static void TownActionBuyRights(Town *t)
{
/* Check if it's allowed to by the rights */
if (!_patches.exclusive_rights) return;
@@ -2206,15 +2173,14 @@ static void TownActionBuyRights(Town* t)
ModifyStationRatingAround(t->xy, _current_player, 130, 17);
}
-static void TownActionBribe(Town* t)
+static void TownActionBribe(Town *t)
{
- if (!RandomRange(15)) {
- Station *st;
-
+ if (Chance16(1, 14)) {
/* set as unwanted for 6 months */
t->unwanted[_current_player] = 6;
/* set all close by station ratings to 0 */
+ Station *st;
FOR_ALL_STATIONS(st) {
if (st->town == t && st->owner == _current_player) {
for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
@@ -2237,8 +2203,8 @@ static void TownActionBribe(Town* t)
}
}
-typedef void TownActionProc(Town* t);
-static TownActionProc * const _town_action_proc[] = {
+typedef void TownActionProc(Town *t);
+static TownActionProc *const _town_action_proc[] = {
TownActionAdvertiseSmall,
TownActionAdvertiseMedium,
TownActionAdvertiseLarge,
@@ -2261,11 +2227,9 @@ extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t);
*/
CommandCost CmdDoTownAction(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
- Town *t;
-
if (!IsValidTownID(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR;
- t = GetTown(p1);
+ Town *t = GetTown(p1);
if (!HasBit(GetMaskOfTownActions(NULL, _current_player, t), p2)) return CMD_ERROR;
@@ -2281,28 +2245,28 @@ CommandCost CmdDoTownAction(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
static void UpdateTownGrowRate(Town *t)
{
- int n;
- Station *st;
- uint16 m;
- Player *p;
-
- /* Reset player ratings if they're low */
+ /* Increase player ratings if they're low */
+ const Player *p;
FOR_ALL_PLAYERS(p) {
- if (p->is_active && t->ratings[p->index] <= 200) {
- t->ratings[p->index] += 5;
+ if (p->is_active) {
+ t->ratings[p->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[p->index] + RATING_GROWTH_UP_STEP);
}
}
- n = 0;
+ int n = 0;
+
+ Station *st;
FOR_ALL_STATIONS(st) {
if (DistanceSquare(st->xy, t->xy) <= t->radius[0]) {
if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
n++;
- if (IsValidPlayer(st->owner) && t->ratings[st->owner] <= 1000-12)
- t->ratings[st->owner] += 12;
+ if (IsValidPlayer(st->owner)) {
+ t->ratings[st->owner] = min((int)RATING_MAXIMUM, t->ratings[st->owner] + RATING_STATION_UP_STEP);
+ }
} else {
- if (IsValidPlayer(st->owner) && t->ratings[st->owner] >= -1000+15)
- t->ratings[st->owner] -= 15;
+ if (IsValidPlayer(st->owner)) {
+ t->ratings[st->owner] = max((int)RATING_MINIMUM, t->ratings[st->owner] + RATING_STATION_DOWN_STEP);
+ }
}
}
}
@@ -2317,6 +2281,8 @@ static void UpdateTownGrowRate(Town *t)
{ 320, 420, 300, 220, 160, 100 } // Normal values
};
+ uint16 m;
+
if (t->fund_buildings_months != 0) {
m = _grow_count_values[0][min(n, 5)];
t->fund_buildings_months--;
@@ -2367,7 +2333,7 @@ static void UpdateTownAmounts(Town *t)
static void UpdateTownUnwanted(Town *t)
{
- const Player* p;
+ const Player *p;
FOR_ALL_PLAYERS(p) {
if (t->unwanted[p->index] > 0) t->unwanted[p->index]--;
@@ -2376,14 +2342,12 @@ static void UpdateTownUnwanted(Town *t)
bool CheckIfAuthorityAllows(TileIndex tile)
{
- Town *t;
-
if (!IsValidPlayer(_current_player)) return true;
- t = ClosestTownFromTile(tile, _patches.dist_local_authority);
+ Town *t = ClosestTownFromTile(tile, _patches.dist_local_authority);
if (t == NULL) return true;
- if (t->ratings[_current_player] > -200) return true;
+ if (t->ratings[_current_player] > RATING_VERYPOOR) return true;
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
SetDParam(0, t->index);
@@ -2392,14 +2356,14 @@ bool CheckIfAuthorityAllows(TileIndex tile)
}
-Town* CalcClosestTownFromTile(TileIndex tile, uint threshold)
+Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
{
Town *t;
- uint dist, best = threshold;
+ uint best = threshold;
Town *best_town = NULL;
FOR_ALL_TOWNS(t) {
- dist = DistanceManhattan(tile, t->xy);
+ uint dist = DistanceManhattan(tile, t->xy);
if (dist < best) {
best = dist;
best_town = t;
@@ -2442,8 +2406,6 @@ void SetTownRatingTestMode(bool mode)
void ChangeTownRating(Town *t, int add, int max)
{
- int rating;
-
/* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
if (t == NULL ||
!IsValidPlayer(_current_player) ||
@@ -2453,7 +2415,7 @@ void ChangeTownRating(Town *t, int add, int max)
SetBit(t->have_ratings, _current_player);
- rating = _town_rating_test ? t->test_rating : t->ratings[_current_player];
+ int rating = _town_rating_test ? t->test_rating : t->ratings[_current_player];
if (add < 0) {
if (rating > max) {
@@ -2483,8 +2445,6 @@ static const int _default_rating_settings [3][3] = {
bool CheckforTownRating(uint32 flags, Town *t, byte type)
{
- int modemod;
-
/* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
if (t == NULL || !IsValidPlayer(_current_player) || _cheats.magic_bulldozer.value)
return true;
@@ -2493,7 +2453,7 @@ bool CheckforTownRating(uint32 flags, Town *t, byte type)
* owned by a town no removal if rating is lower than ... depends now on
* difficulty setting. Minimum town rating selected by difficulty level
*/
- modemod = _default_rating_settings[_opt.diff.town_council_tolerance][type];
+ int modemod = _default_rating_settings[_opt.diff.town_council_tolerance][type];
if ((_town_rating_test ? t->test_rating : t->ratings[_current_player]) < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) {
SetDParam(0, t->index);
@@ -2522,15 +2482,14 @@ void TownsMonthlyLoop()
void InitializeTowns()
{
- Subsidy *s;
-
/* Clean the town pool and create 1 block in it */
_Town_pool.CleanPool();
_Town_pool.AddBlockToPool();
memset(_subsidies, 0, sizeof(_subsidies));
- for (s=_subsidies; s != endof(_subsidies); s++)
+ for (Subsidy *s = _subsidies; s != endof(_subsidies); s++) {
s->cargo_type = CT_INVALID;
+ }
_cur_town_ctr = 0;
_cur_town_iter = 0;
@@ -2542,7 +2501,7 @@ static CommandCost TerraformTile_Town(TileIndex tile, uint32 flags, uint z_new,
{
if (AutoslopeEnabled()) {
HouseID house = GetHouseType(tile);
- HouseSpec *hs = GetHouseSpecs(house);
+ const HouseSpec *hs = GetHouseSpecs(house);
/* Here we differ from TTDP by checking TILE_NOT_SLOPED */
if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
diff --git a/src/town_type.h b/src/town_type.h
index c800a5154..f1ffeea53 100644
--- a/src/town_type.h
+++ b/src/town_type.h
@@ -35,12 +35,19 @@ enum {
RATING_MAXIMUM = RATING_OUTSTANDING,
+ RATING_INITIAL = 500, ///< initial rating
+
/* RATINGS AFFECTING NUMBERS */
RATING_TREE_DOWN_STEP = -35,
RATING_TREE_MINIMUM = RATING_MINIMUM,
RATING_TREE_UP_STEP = 7,
RATING_TREE_MAXIMUM = 220,
+ RATING_GROWTH_UP_STEP = 5, ///< when a town grows, all players have rating increased a bit ...
+ RATING_GROWTH_MAXIMUM = RATING_MEDIOCRE, ///< ... up to RATING_MEDIOCRE
+ RATING_STATION_UP_STEP = 12, ///< when a town grows, player gains reputation for all well serviced stations ...
+ RATING_STATION_DOWN_STEP = -15, ///< ... but loses for bad serviced stations
+
RATING_TUNNEL_BRIDGE_DOWN_STEP = -250,
RATING_TUNNEL_BRIDGE_MINIMUM = 0,