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authortruelight <truelight@openttd.org>2004-08-09 17:04:08 +0000
committertruelight <truelight@openttd.org>2004-08-09 17:04:08 +0000
commitefaeb275f78e18d594d9ee8ff04eccd2dc59512c (patch)
treebc8e1f56d77706d14d048cb2d99e53291930b520 /town_cmd.c
downloadopenttd-efaeb275f78e18d594d9ee8ff04eccd2dc59512c.tar.xz
(svn r1) Import of revision 975 of old (crashed) SVN
Diffstat (limited to 'town_cmd.c')
-rw-r--r--town_cmd.c1867
1 files changed, 1867 insertions, 0 deletions
diff --git a/town_cmd.c b/town_cmd.c
new file mode 100644
index 000000000..c72ca7001
--- /dev/null
+++ b/town_cmd.c
@@ -0,0 +1,1867 @@
+#include "stdafx.h"
+#include "ttd.h"
+#include "viewport.h"
+#include "town.h"
+#include "command.h"
+#include "pathfind.h"
+#include "gfx.h"
+#include "industry.h"
+#include "station.h"
+#include "player.h"
+#include "news.h"
+#include "saveload.h"
+#include "economy.h"
+#include "gui.h"
+
+// Local
+static int _grow_town_result;
+
+static bool BuildTownHouse(Town *t, uint tile);
+static void ClearTownHouse(Town *t, uint tile);
+static void DoBuildTownHouse(Town *t, uint tile);
+
+typedef struct DrawTownTileStruct {
+ uint32 sprite_1;
+ uint32 sprite_2;
+
+ byte subtile_xy;
+ byte width_height;
+ byte dz;
+ byte proc;
+} DrawTownTileStruct;
+
+#include "table/town_land.h"
+
+
+static void TownDrawTileProc1(TileInfo *ti)
+{
+ AddChildSpriteScreen(0x5A3, 0xE, 0x3C - (_map_owner[ti->tile]&0x7F));
+}
+
+typedef void TownDrawTileProc(TileInfo *ti);
+static TownDrawTileProc * const _town_draw_tile_procs[1] = {
+ TownDrawTileProc1
+};
+
+
+static void DrawTile_Town(TileInfo *ti)
+{
+ const DrawTownTileStruct *dcts;
+ byte z;
+ uint32 image;
+
+ /* Retrieve pointer to the draw town tile struct */
+ {
+ uint hash, t;
+ hash = ti->x >> 4;
+ hash ^= hash>>2;
+ hash ^= (t=(ti->y >> 4));
+ hash -= t>>2;
+ dcts = &_town_draw_tile_data[((_map2[ti->tile]<<4)|(_map3_lo[ti->tile]>>6)|((hash&3)<<2))];
+ }
+
+ z = ti->z;
+
+ /* Add bricks below the house? */
+ if (ti->tileh) {
+ AddSortableSpriteToDraw(0x3DD + ti->tileh, ti->x, ti->y, 16, 16, 7, z);
+ AddChildSpriteScreen(dcts->sprite_1, 0x1F, 1);
+ z += 8;
+ } else {
+ /* Else draw regular ground */
+ DrawGroundSprite(dcts->sprite_1);
+ }
+
+ /* Add a house on top of the ground? */
+ if ((image = dcts->sprite_2) != 0) {
+ if (!(_display_opt & DO_TRANS_BUILDINGS))
+ image = (image & 0x3FFF) | 0x3224000;
+
+ AddSortableSpriteToDraw(image,
+ ti->x | (dcts->subtile_xy>>4),
+ ti->y | (dcts->subtile_xy&0xF),
+ (dcts->width_height>>4)+1,
+ (dcts->width_height&0xF)+1,
+ dcts->dz,
+ z);
+
+ if (!(_display_opt & DO_TRANS_BUILDINGS))
+ return;
+ }
+
+ {
+ int proc;
+ if ((proc=dcts->proc-1) >= 0 )
+ _town_draw_tile_procs[proc](ti);
+ }
+}
+
+static uint GetSlopeZ_Town(TileInfo *ti)
+{
+ uint z = GetPartialZ(ti->x&0xF, ti->y&0xF, ti->tileh) + ti->z;
+ if (ti->tileh != 0) z = (z & ~7) + 4;
+ return (uint16) z;
+}
+
+static void AnimateTile_Town(uint tile)
+{
+ int old;
+ int i;
+ int a,b;
+
+ if (_tick_counter & 3)
+ return;
+
+ if (_map2[tile] != 4 && _map2[tile] != 5)
+ return;
+
+ if (!((old=_map_owner[tile])&0x80)) {
+ _map_owner[tile] |= 0x80;
+
+ do {
+ i = (Random()&7) - 1;
+ } while (i < 0 || i == 1 || i*6==old);
+
+ _map5[tile] = (_map5[tile] & ~0x3F) | i;
+ }
+
+ a = _map_owner[tile]&0x7F;
+ b = (_map5[tile]&0x3F) * 6;
+ a += (a < b) ? 1 : -1;
+ _map_owner[tile] = (_map_owner[tile]&0x80)|a;
+
+ if (a == b) {
+ _map5[tile] &= 0x40;
+ _map_owner[tile] &= 0x7F;
+ DeleteAnimatedTile(tile);
+ }
+
+ MarkTileDirtyByTile(tile);
+}
+
+static void UpdateTownRadius(Town *t);
+
+static bool IsCloseToTown(uint tile, uint dist)
+{
+ Town *t;
+
+ FOR_ALL_TOWNS(t) {
+ if (t->xy != 0 && GetTileDist(tile, t->xy) < dist)
+ return true;
+ }
+ return false;
+}
+
+
+static void ChangePopulation(Town *t, int mod)
+{
+ t->population += mod;
+ InvalidateWindow(WC_TOWN_VIEW, t->index);
+
+ if (_town_sort_order & 2) _town_sort_dirty = true;
+}
+
+static void MakeSingleHouseBigger(uint tile)
+{
+ byte b;
+
+ assert(IS_TILETYPE(tile, MP_HOUSE));
+
+ b = _map5[tile];
+ if (b & 0x80)
+ return;
+
+ _map5[tile] = (b & 0xC0) | ((b+1)&7);
+
+ if ((_map5[tile]&7) != 0)
+ return;
+
+ _map3_lo[tile] = _map3_lo[tile] + 0x40;
+
+ if ( (_map3_lo[tile] & 0xC0) == 0xC0) {
+ Town *t = ClosestTownFromTile(tile, (uint)-1);
+ ChangePopulation(t, _housetype_population[_map2[tile]]);
+ }
+ MarkTileDirtyByTile(tile);
+}
+
+static void MakeTownHouseBigger(uint tile)
+{
+ uint flags = _house_more_flags[_map2[tile]];
+ if (flags & 8) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
+ if (flags & 4) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
+ if (flags & 2) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
+ if (flags & 1) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
+}
+
+static void TileLoop_Town(uint tile)
+{
+ int house;
+ Town *t;
+ uint32 r;
+
+ if ((_map3_lo[tile] & 0xC0) != 0xC0) {
+ MakeTownHouseBigger(tile);
+ return;
+ }
+
+ house = _map2[tile];
+ if (_housetype_extra_flags[house] & 0x20 &&
+ !(_map5[tile] & 0x80) &&
+ CHANCE16(1,2) &&
+ AddAnimatedTile(tile)) {
+ _map5[tile] = (_map5[tile] & 0x40)|0x80;
+ }
+
+ t = ClosestTownFromTile(tile, (uint)-1);
+
+ r = Random();
+
+ if ( (byte)r < _housetype_population[house] ) {
+ uint amt = ((byte)r >> 3) + 1, 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;
+ }
+
+ if ( (byte)(r>>8) < _housetype_mailamount[house] ) {
+ uint amt = ((byte)(r>>8) >> 3) + 1, 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;
+ }
+
+ if (_house_more_flags[house]&8 && (t->flags12&1) && --t->time_until_rebuild == 0) {
+ r>>=16;
+ t->time_until_rebuild = (r & 63) + 130;
+
+ _current_player = OWNER_TOWN;
+
+ ClearTownHouse(t, tile);
+
+ // rebuild with another house?
+ if ( (byte) (r >> 8) >= 12) {
+ DoBuildTownHouse(t, tile);
+ }
+ }
+}
+
+static void ClickTile_Town(uint tile)
+{
+ /* not used */
+}
+
+static int32 ClearTile_Town(uint tile, byte flags)
+{
+ int house, rating;
+ int32 cost;
+ Town *t;
+
+ // safety checks
+ if (!EnsureNoVehicle(tile)) return CMD_ERROR;
+ if (flags&DC_AUTO && !(flags&DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
+
+ house = _map2[tile];
+ cost = _price.remove_house * _housetype_remove_cost[house] >> 8;
+
+ rating = _housetype_remove_ratingmod[house];
+ _cleared_town_rating += rating;
+ _cleared_town = t = ClosestTownFromTile(tile, (uint)-1);
+
+ if (_current_player < MAX_PLAYERS) {
+ if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
+ SET_DPARAM16(0, t->index);
+ return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
+ }
+ }
+
+ if (flags & DC_EXEC) {
+ ChangeTownRating(t, -rating, -1000);
+ ClearTownHouse(t, tile);
+ }
+
+ return cost;
+}
+
+static void GetAcceptedCargo_Town(uint tile, AcceptedCargo *ac)
+{
+ int type = _map2[tile];
+
+ ac->type_1 = CT_PASSENGERS;
+ ac->amount_1 = _housetype_cargo_passengers[type];
+
+ ac->type_2 = CT_GOODS;
+ ac->amount_2 = _housetype_cargo_goods[type];
+ if (ac->amount_2 & 0x80) {
+ ac->amount_2 &= 0x7F;
+ ac->type_2 = CT_FOOD;
+ }
+
+ ac->type_3 = CT_MAIL;
+ ac->amount_3 = _housetype_cargo_mail[type];
+}
+
+static void GetTileDesc_Town(uint tile, TileDesc *td)
+{
+ td->str = _town_tile_names[_map2[tile]];
+ if ((_map3_lo[tile] & 0xC0) != 0xC0) {
+ SET_DPARAMX16(td->dparam, 0, td->str);
+ td->str = STR_2058_UNDER_CONSTRUCTION;
+ }
+
+ td->owner = OWNER_TOWN;
+}
+
+static uint32 GetTileTrackStatus_Town(uint tile, int mode)
+{
+ /* not used */
+ return 0;
+}
+
+static void ChangeTileOwner_Town(uint tile, byte old_player, byte new_player)
+{
+ /* not used */
+}
+
+
+static const TileIndexDiff _roadblock_tileadd[4+3] = {
+ TILE_XY(0,-1),
+ TILE_XY(1,0),
+ TILE_XY(0,1),
+ TILE_XY(-1,0),
+
+ // Store the first 3 elements again.
+ // Lets us rotate without using &3.
+ TILE_XY(0,-1),
+ TILE_XY(1,0),
+ TILE_XY(0,1),
+};
+
+static void TownTickHandler(Town *t)
+{
+ if (t->flags12&1) {
+ int i = t->grow_counter - 1;
+ if (i < 0) {
+ if (GrowTown(t)) {
+ i = t->growth_rate;
+ } else {
+ i = 0;
+ }
+ }
+ t->grow_counter = i;
+ }
+
+ UpdateTownRadius(t);
+}
+
+void OnTick_Town()
+{
+ uint i;
+ Town *t;
+
+ if (_game_mode == GM_EDITOR)
+ return;
+
+ i = _cur_town_ctr;
+ t = DEREF_TOWN(i);
+ if (++i == lengthof(_towns)) i = 0;
+ _cur_town_ctr = i;
+
+ if (t->xy != 0)
+ TownTickHandler(t);
+
+}
+
+static byte GetTownRoadMask(TileIndex tile)
+{
+ byte b = GetRoadBitsByTile(tile);
+ byte r=0;
+ if (b&1) r|=10;
+ if (b&2) r|=5;
+ if (b&4) r|=9;
+ if (b&8) r|=6;
+ if (b&16) r|=3;
+ if (b&32) r|=12;
+ return r;
+}
+
+static bool IsRoadAllowedHere(uint tile, int dir)
+{
+ uint k;
+ uint slope;
+
+ // If this assertion fails, it might be because the world contains
+ // land at the edges. This is not ok.
+ TILE_ASSERT(tile);
+
+ for(;;) {
+ // Check if there already is a road at this point?
+ if (GetRoadBitsByTile(tile) == 0) {
+ // No, try to build one in the direction.
+ // if that fails clear the land, and if that fails exit.
+ // This is to make sure that we can build a road here later.
+ if (DoCommandByTile(tile, (dir&1)?0xA:0x5, 0, DC_AUTO, CMD_BUILD_ROAD) == CMD_ERROR &&
+ DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR) == CMD_ERROR)
+ return false;
+ }
+
+ slope = GetTileSlope(tile, NULL);
+ if (slope == 0) {
+ // Tile has no slope
+ // Disallow the road if any neighboring tile has a road.
+ if (HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+1])), dir^2) ||
+ HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+3])), dir^2) ||
+ HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+1] + _roadblock_tileadd[dir+2])), dir) ||
+ HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+3] + _roadblock_tileadd[dir+2])), dir))
+ return false;
+
+ // Otherwise allow
+ return true;
+ }
+
+ // If the tile is not a slope in the right direction, then
+ // maybe terraform some.
+ if ((k = (dir&1)?0xC:0x9) != slope && (k^0xF) != slope) {
+ uint32 r = Random();
+
+ if (CHANCE16I(1,8, r) && !_generating_world) {
+ if (CHANCE16I(1,16,r))
+ DoCommandByTile(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
+ else
+ DoCommandByTile(tile, slope^0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
+ }
+ return false;
+ }
+
+ tile = TILE_ADD(tile, _roadblock_tileadd[dir]);
+ }
+}
+
+static bool TerraformTownTile(uint tile, int edges, int dir)
+{
+ int32 r;
+
+ TILE_ASSERT(tile);
+
+ r = DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
+ if (r == CMD_ERROR || r >= 126*16)
+ return false;
+ DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
+ return true;
+}
+
+static void LevelTownLand(uint tile)
+{
+ TileInfo ti;
+
+ TILE_ASSERT(tile);
+
+ // Don't terraform if land is plain or if there's a house there.
+ FindLandscapeHeightByTile(&ti, tile);
+ if (ti.tileh == 0 || ti.type == MP_HOUSE)
+ return;
+
+ // First try up, then down
+ if (!TerraformTownTile(tile, ~ti.tileh & 0xF, 1)) {
+ TerraformTownTile(tile, ti.tileh & 0xF, 0);
+ }
+}
+
+#define IS_WATER_TILE(t) (IS_TILETYPE((t), MP_WATER) && _map5[(t)] == 0)
+
+static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
+{
+ Town *t2;
+ uint16 r;
+ int a,b,rcmd;
+ uint tmptile;
+ TileInfo ti;
+ int i;
+ int j;
+ uint tile = *tile_ptr;
+
+ TILE_ASSERT(tile);
+
+ if (mask == 0) {
+ // Tile has no road. First reset the status counter
+ // to say that this is the last iteration.
+ _grow_town_result = 0;
+
+ // Then check if the tile we are at belongs to the town,
+ // if not, bail out.
+ t2 = ClosestTownFromTile(tile, (uint)-1);
+ if (t2 != t1)
+ return;
+
+ // Remove hills etc
+ LevelTownLand(tile);
+
+ // Is a road allowed here?
+ if (!IsRoadAllowedHere(tile, block))
+ return;
+
+ // Randomize new road block numbers
+ a = block;
+ b = block ^ 2;
+ r = (uint16)Random();
+ if (r <= 0x4000) do {
+ a = (int)Random() & 3;
+ } while(a == b);
+
+ if (!IsRoadAllowedHere(TILE_ADD(tile,_roadblock_tileadd[a]), a)) {
+ // A road is not allowed to continue the randomized road,
+ // return if the road we're trying to build is curved.
+ if ( a != (b^2))
+ return;
+
+ // Return if neither side of the new road is a house
+ if (!IS_TILETYPE(TILE_ADD(tile,_roadblock_tileadd[a+1]), MP_HOUSE) &&
+ !IS_TILETYPE(TILE_ADD(tile,_roadblock_tileadd[a+3]), MP_HOUSE))
+ return;
+
+ // That means that the road is only allowed if there is a house
+ // at any side of the new road.
+ }
+ rcmd = (1 << a) + (1 << b);
+
+ } else if (block < 5 && !HASBIT(mask,block^2)) {
+ // Continue building on a partial road.
+ // Always OK.
+ _grow_town_result = 0;
+ rcmd = 1 << (block^2);
+ } else {
+
+ // Reached a tunnel? Then continue at the other side of it.
+ if (IS_TILETYPE(tile, MP_TUNNELBRIDGE) && (_map5[tile]&~3)==4) {
+ FindLengthOfTunnelResult flotr = FindLengthOfTunnel(tile, _map5[tile]&3, 2);
+ *tile_ptr = flotr.tile;
+ return;
+ }
+
+ // For any other kind of tunnel/bridge, bail out.
+ if (IS_TILETYPE(tile, MP_TUNNELBRIDGE))
+ return;
+
+ // Possibly extend the road in a direction.
+ // Randomize a direction and if it has a road, bail out.
+ i = (int)Random() & 3;
+ if (HASBIT(mask, i))
+ return;
+
+ // This is the tile we will reach if we extend to this direction.
+ tmptile = TILE_ADD(tile,_roadblock_tileadd[i]);
+
+ // Don't do it if it reaches to water.
+ if (IS_WATER_TILE(tmptile))
+ return;
+
+ // If the new tile belongs to another town,
+ // then stop the search altogether.
+ if (ClosestTownFromTile(tmptile, (uint)-1) != t1) {
+ _grow_town_result = 0;
+ return;
+ }
+
+ // Build a house at the edge. 60% chance or
+ // always ok if no road allowed.
+ if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6,10)) {
+ // But not if there already is a house there.
+ if (!IS_TILETYPE(tmptile, MP_HOUSE)) {
+ // Level the land if possible
+ LevelTownLand(tmptile);
+
+ // And build a house.
+ // Set result to -1 if we managed to build it.
+ if (BuildTownHouse(t1, tmptile))
+ _grow_town_result = -1;
+ }
+ return;
+ }
+
+ _grow_town_result = 0;
+ rcmd = 1 << i;
+ }
+
+ FindLandscapeHeightByTile(&ti, tile);
+
+ // Return if a water tile
+ if (ti.type == MP_WATER && ti.map5==0)
+ return;
+
+ // Determine direction of slope,
+ // and build a road if not a special slope.
+ if ((i=0,ti.tileh != 3) &&
+ (i++,ti.tileh != 9) &&
+ (i++,ti.tileh != 12) &&
+ (i++,ti.tileh != 6)) {
+build_road_and_exit:
+ if (DoCommandByTile(tile, rcmd, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD) != CMD_ERROR)
+ _grow_town_result = -1;
+ return;
+ }
+
+ tmptile = tile;
+
+ // Now it contains the direction of the slope
+ j = -11; // max 11 tile long bridges
+ do {
+ if (++j == 0)
+ goto build_road_and_exit;
+ tmptile = TILE_MASK(tmptile + _tileoffs_by_dir[i]);
+ } while (IS_WATER_TILE(tmptile));
+
+ // no water tiles in between?
+ if (j == -10)
+ goto build_road_and_exit;
+
+ // Quit if it selecting an appropiate bridge type fails a large number of times.
+ j = 22;
+ {
+ int32 bridge_len = GetBridgeLength(tile, tmptile);
+ do {
+ byte bridge_type = RandomRange(MAX_BRIDGES - 1);
+ if (CheckBridge_Stuff(bridge_type, bridge_len)) {
+ if (DoCommandByTile(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE) != CMD_ERROR)
+ _grow_town_result = -1;
+
+ // obviously, if building any bridge would fail, there is no need to try other bridge-types
+ return;
+ }
+ } while(--j != 0);
+ }
+}
+#undef IS_WATER_TILE
+
+
+// Returns true if a house was built, or no if the build failed.
+static int GrowTownAtRoad(Town *t, uint tile)
+{
+ uint mask;
+ int block = 5; // special case
+
+ TILE_ASSERT(tile);
+
+ // Number of times to search.
+ _grow_town_result = 20;
+
+ do {
+ // Get a bitmask of the road blocks on a tile
+ mask = GetTownRoadMask(tile);
+
+ // Try to grow the town from this point
+ GrowTownInTile(&tile,mask,block,t);
+
+ // Exclude the source position from the bitmask
+ // and return if no more road blocks available
+ CLRBIT(mask, (block ^ 2));
+ if (mask == 0)
+ return _grow_town_result;
+
+ // Select a random bit from the blockmask, walk a step
+ // and continue the search from there.
+ do block = Random() & 3; while (!HASBIT(mask,block));
+ tile += _roadblock_tileadd[block];
+
+ // Max number of times is checked.
+ } while (--_grow_town_result >= 0);
+
+ return (_grow_town_result == -2);
+}
+
+// Generate a random road block
+// The probability of a straight road
+// is somewhat higher than a curved.
+static int GenRandomRoadBits()
+{
+ uint32 r = Random();
+ int a = r&3, b = (r >> 8) & 3;
+ if (a == b) b ^= 2;
+ return (1<<a)+(1<<b);
+}
+
+// Grow the town
+// Returns true if a house was built, or no if the build failed.
+bool GrowTown(Town *t)
+{
+ uint tile;
+ const TileIndexDiff *ptr;
+ int offs;
+ TileInfo ti;
+
+ static const TileIndexDiff _town_coord_mod[] = {
+ TILE_XY(-1,0),
+ TILE_XY(1,1),
+ TILE_XY(1,-1),
+ TILE_XY(-1,-1),
+ TILE_XY(-1,0),
+ TILE_XY(0,2),
+ TILE_XY(2,0),
+ TILE_XY(0,-2),
+ TILE_XY(-1,-1),
+ TILE_XY(-2,2),
+ TILE_XY(2,2),
+ TILE_XY(2,-2),
+ 0,
+ };
+
+ // Current player is a town
+ _current_player = OWNER_TOWN;
+
+ // Find a road that we can base the construction on.
+ tile = t->xy;
+ ptr = _town_coord_mod;
+ do {
+ if (GetRoadBitsByTile(tile) != 0) {
+ return GrowTownAtRoad(t, tile);
+ }
+ offs = *ptr++;
+
+ tile = TILE_ADD(tile, offs);
+ } while (offs);
+
+ // No road available, try to build a random road block by
+ // clearing some land and then building a road there.
+ tile = t->xy;
+ ptr = _town_coord_mod;
+ do {
+ FindLandscapeHeightByTile(&ti, tile);
+
+ // Only work with plain land that not already has a house with map5=0
+ if (ti.tileh == 0 && !(ti.type==MP_HOUSE && ti.map5==0)) {
+ if (DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR) != CMD_ERROR) {
+ DoCommandByTile(tile, GenRandomRoadBits(), 0, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
+ return true;
+ }
+ }
+ offs = *ptr++;
+ tile = TILE_ADD(tile, offs);
+ } while (offs != 0);
+
+ return false;
+}
+
+static void UpdateTownRadius(Town *t)
+{
+ static const uint16 _town_radius_data[23][5] = {
+ { 4, 0, 0, 0, 0},
+ {16, 0, 0, 0, 0},
+ {25, 0, 0, 0, 0},
+ {36, 0, 0, 0, 0},
+ {49, 0, 4, 0, 0},
+ {64, 0, 4, 0, 0},
+ {64, 0, 9, 0, 1},
+ {64, 0, 9, 0, 4},
+ {64, 0, 16, 0, 4},
+ {81, 0, 16, 0, 4},
+ {81, 0, 16, 0, 4},
+ {81, 0, 25, 0, 9},
+ {81, 36, 25, 0, 9},
+ {81, 36, 25, 16, 9},
+ {81, 49, 0, 25, 9},
+ {81, 64, 0, 25, 9},
+ {81, 64, 0, 36, 9},
+ {81, 64, 0, 36, 16},
+ { 0, 81, 0, 49, 16},
+ { 0, 81, 0, 49, 25},
+ { 0,100, 0, 49, 25},
+ { 0,100, 0, 64, 25},
+ { 0,100, 0, 64, 36},
+ };
+ int i = min(t->num_houses, 88) >> 2;
+ memcpy(t->radius, _town_radius_data[i], sizeof(t->radius));
+}
+
+static void UpdateTownVirtCoord(Town *t)
+{
+ Point pt = RemapCoords2(GET_TILE_X(t->xy)*16, GET_TILE_Y(t->xy)*16);
+ SET_DPARAM32(0, t->townnameparts);
+ UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24, t->townnametype);
+}
+
+static void CreateTownName(Town *t1)
+{
+ Town *t2;
+ char buf1[64];
+ char buf2[64];
+ uint32 r;
+
+ t1->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
+
+ for(;;) {
+restart:
+ r = Random();
+
+ SET_DPARAM32(0, r);
+ GetString(buf1, t1->townnametype);
+
+ // Check size and width
+ if (strlen(buf1) >= 31 || GetStringWidth(buf1) > 130)
+ continue;
+
+ FOR_ALL_TOWNS(t2) {
+ if (t2->xy != 0) {
+ SET_DPARAM32(0, t2->townnameparts);
+ GetString(buf2, t2->townnametype);
+ if (str_eq(buf1, buf2))
+ goto restart;
+ }
+ }
+ t1->townnameparts = r;
+
+ return;
+ }
+}
+
+static void UpdateTownMaxPass(Town *t)
+{
+ t->max_pass = t->population >> 3;
+ t->max_mail = t->population >> 4;
+}
+
+static void DoCreateTown(Town *t, TileIndex tile)
+{
+ int x, i;
+
+ // clear the town struct
+ i = t->index;
+ memset(t, 0, sizeof(Town));
+ t->index = i;
+
+ t->xy = tile;
+ t->num_houses = 0;
+ t->time_until_rebuild = 10;
+ UpdateTownRadius(t);
+ t->flags12 = 0;
+ t->population = 0;
+ t->grow_counter = 0;
+ t->growth_rate = 250;
+ t->new_max_pass = 0;
+ t->new_max_mail = 0;
+ t->new_act_pass = 0;
+ t->new_act_mail = 0;
+ t->max_pass = 0;
+ t->max_mail = 0;
+ t->act_pass = 0;
+ t->act_mail = 0;
+
+ t->pct_pass_transported = 0;
+ t->pct_mail_transported = 0;
+ t->fund_buildings_months = 0;
+ t->new_act_food = 0;
+ t->new_act_paper = 0;
+ t->act_food = 0;
+ t->act_paper = 0;
+
+ for(i = 0; i != MAX_PLAYERS; i++)
+ t->ratings[i] = 500;
+
+ t->have_ratings = 0;
+ t->statues = 0;
+
+ CreateTownName(t);
+
+ UpdateTownVirtCoord(t);
+ _town_sort_dirty = true;
+
+ x = (Random() & 0xF) + 8;
+ if (_game_mode == GM_EDITOR)
+ x = _new_town_size * 16 + 3;
+
+ t->num_houses += x;
+ UpdateTownRadius(t);
+
+ i = x * 4;
+ do {
+ GrowTown(t);
+ } while (--i);
+
+ t->num_houses -= x;
+ UpdateTownRadius(t);
+ UpdateTownMaxPass(t);
+}
+
+static Town *AllocateTown()
+{
+ Town *t;
+ FOR_ALL_TOWNS(t) {
+ if (t->xy == 0) {
+ _total_towns++;
+ return t;
+ }
+ }
+ return NULL;
+}
+
+int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+ uint tile = TILE_FROM_XY(x,y);
+ TileInfo ti;
+ Town *t;
+
+ SET_EXPENSES_TYPE(EXPENSES_OTHER);
+
+ // Check if too close to the edge of map
+ if (!CheckDistanceFromEdge(tile, 12))
+ return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
+
+ // Can only build on clear flat areas.
+ FindLandscapeHeightByTile(&ti, tile);
+ if (ti.type != MP_CLEAR || ti.tileh != 0)
+ return_cmd_error(STR_0239_SITE_UNSUITABLE);
+
+ // Check distance to all other towns.
+ if (IsCloseToTown(tile, 20))
+ return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
+
+ // Allocate town struct
+ t = AllocateTown();
+ if (t == NULL)
+ return_cmd_error(STR_023A_TOO_MANY_TOWNS);
+
+ // Create the town
+ if (flags & DC_EXEC) {
+ _generating_world = true;
+ DoCreateTown(t, tile);
+ _generating_world = false;
+ }
+ return 0;
+}
+
+Town *CreateRandomTown()
+{
+ uint tile;
+ TileInfo ti;
+ Town *t;
+ int n;
+
+ // Try 20 times.
+ n = 20;
+ do {
+ // Generate a tile index not too close from the edge
+ tile = TILE_MASK(Random());
+ if (!CheckDistanceFromEdge(tile, 20))
+ continue;
+
+ // Make sure the tile is plain
+ FindLandscapeHeightByTile(&ti, tile);
+ if (ti.type != MP_CLEAR || ti.tileh != 0)
+ continue;
+
+ // Check not too close to a town
+ if (IsCloseToTown(tile, 20))
+ continue;
+
+ // Allocate a town struct
+ t = AllocateTown();
+ if (t == NULL)
+ break;
+
+ DoCreateTown(t, tile);
+ return t;
+ } while (--n);
+ return NULL;
+}
+
+static const byte _num_initial_towns[3] = {
+ 11, 23, 46
+};
+
+void GenerateTowns()
+{
+ uint n;
+ n = _num_initial_towns[_opt.diff.number_towns] + (Random()&7);
+ do CreateRandomTown(); while (--n);
+}
+
+static bool CheckBuildHouseMode(Town *t1, uint tile, uint tileh, int mode) {
+ Town *t2 = ClosestTownFromTile(tile, (uint)-1);
+ int b;
+ uint slope;
+
+ static const byte _masks[8] = {
+ 0xC,0x3,0x9,0x6,
+ 0x3,0xC,0x6,0x9,
+ };
+
+ if (t2 != t1)
+ return false;
+
+ slope = GetTileSlope(tile, NULL);
+ if (slope & 0x10)
+ return false;
+
+ b = 0;
+ if ((slope & 0xF && ~slope & _masks[mode])) b = ~b;
+ if ((tileh & 0xF && ~tileh & _masks[mode+4])) b = ~b;
+ if (b)
+ return false;
+
+ return DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR) != CMD_ERROR;
+}
+
+int GetTownRadiusGroup(Town *t, uint tile)
+{
+ uint dist;
+ int i,smallest;
+
+ dist = GetTileDistAdv(tile, t->xy);
+ if (t->fund_buildings_months && dist <= 25)
+ return 4;
+
+ smallest = 0;
+ for(i=0; i!=lengthof(t->radius); i++) {
+ if (dist < t->radius[i])
+ smallest = i;
+ }
+
+ return smallest;
+}
+
+static bool CheckFree2x2Area(Town *t1, uint tile)
+{
+ Town *t;
+ int i;
+
+ static const TileIndexDiff _tile_add[4] = {
+ TILE_XY(0,0),
+ TILE_XY(0,1) - TILE_XY(0,0),
+ TILE_XY(1,0) - TILE_XY(0,1),
+ TILE_XY(1,1) - TILE_XY(1,0),
+ };
+
+ for(i=0; i!=4; i++) {
+ tile += _tile_add[i];
+
+ t = ClosestTownFromTile(tile, (uint)-1);
+ if (t1 != t)
+ return false;
+
+ if (GetTileSlope(tile, NULL))
+ return false;
+
+ if (DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR) == CMD_ERROR)
+ return false;
+ }
+
+ return true;
+}
+
+static void DoBuildTownHouse(Town *t, uint tile)
+{
+ int i;
+ uint bitmask;
+ int house;
+ uint slope;
+ int z;
+ uint oneof;
+
+ // Above snow?
+ slope = GetTileSlope(tile, &z);
+
+ // Get the town zone type
+ {
+ uint rad = GetTownRadiusGroup(t, tile);
+
+ int land = _opt.landscape;
+ if (land == LT_HILLY && z >= _opt.snow_line)
+ land = -1;
+
+ bitmask = (1 << rad) + (1 << (land + 12));
+ }
+
+ // bits 0-4 are used
+ // bits 11-15 are used
+ // bits 5-10 are not used.
+ {
+ byte houses[lengthof(_housetype_flags)];
+ int num = 0;
+
+ // Generate a list of all possible houses that can be built.
+ for(i=0; i!=lengthof(_housetype_flags); i++) {
+ if ((~_housetype_flags[i] & bitmask) == 0)
+ houses[num++] = (byte)i;
+ }
+
+ for(;;) {
+ house = houses[RandomRange(num)];
+
+ if (_cur_year < _housetype_years[house].min || _cur_year > _housetype_years[house].max)
+ continue;
+
+ // Special houses that there can be only one of.
+ oneof = 0;
+ if (house == 0x5B || house == 0x53 || house == 3 || house == 0x3C || house == 0x3D)
+ oneof = 2;
+ else if (house == 0x20 || house == 0x14)
+ oneof = 4;
+
+ if (t->flags12 & oneof)
+ continue;
+
+ // Make sure there is no slope?
+ if (_housetype_extra_flags[house]&0x12 && slope)
+ continue;
+
+ if (_housetype_extra_flags[house]&0x10) {
+ if (CheckFree2x2Area(t,tile) ||
+ CheckFree2x2Area(t,(tile+=TILE_XY(-1,0))) ||
+ CheckFree2x2Area(t,(tile+=TILE_XY(0,-1))) ||
+ CheckFree2x2Area(t,(tile+=TILE_XY(1,0))))
+ break;
+ tile += TILE_XY(0,1);
+ } else if (_housetype_extra_flags[house]&4) {
+ if (CheckBuildHouseMode(t, tile+TILE_XY(1,0), slope, 0))
+ break;
+
+ if (CheckBuildHouseMode(t, tile+TILE_XY(-1,0), slope, 1)) {
+ tile += TILE_XY(-1,0);
+ break;
+ }
+ } else if (_housetype_extra_flags[house]&8) {
+ if (CheckBuildHouseMode(t, tile+TILE_XY(0,1), slope, 2))
+ break;
+
+ if (CheckBuildHouseMode(t, tile+TILE_XY(0,-1), slope, 3)) {
+ tile += TILE_XY(0,-1);
+ break;
+ }
+ } else
+ break;
+ }
+ }
+
+ t->num_houses++;
+
+ // Special houses that there can be only one of.
+ t->flags12 |= oneof;
+
+ {
+ int m3lo,m5,eflags;
+
+ // ENDING_2
+ m3lo = 0;
+ m5 = 0;
+ if (_generating_world) {
+ uint32 r = Random();
+
+ // Value for map3lo
+ m3lo = 0xC0;
+ if ((byte)r >= 220) m3lo &= (r>>8);
+
+ if (m3lo == 0xC0)
+ ChangePopulation(t, _housetype_population[house]);
+
+ // Initial value for map5.
+ m5 = (r >> 16) & 0x3F;
+ }
+
+ assert(IS_TILETYPE(tile, MP_CLEAR));
+
+ ModifyTile(tile,
+ MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
+ house, /* map2 */
+ m3lo, /* map3_lo */
+ 0, /* map_owner */
+ m5 /* map5 */
+ );
+
+ eflags = _housetype_extra_flags[house];
+
+ if (eflags&0x18) {
+ assert(IS_TILETYPE(tile + TILE_XY(0,1), MP_CLEAR));
+ ModifyTile(tile + TILE_XY(0,1),
+ MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
+ ++house, /* map2 */
+ m3lo, /* map3_lo */
+ 0, /* map_owner */
+ m5 /* map5 */
+ );
+ }
+
+ if (eflags&0x14) {
+ assert(IS_TILETYPE(tile + TILE_XY(1,0), MP_CLEAR));
+ ModifyTile(tile + TILE_XY(1,0),
+ MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
+ ++house, /* map2 */
+ m3lo, /* map3_lo */
+ 0, /* map_owner */
+ m5 /* map5 */
+ );
+ }
+
+ if (eflags&0x10) {
+ assert(IS_TILETYPE(tile + TILE_XY(1,1), MP_CLEAR));
+ ModifyTile(tile + TILE_XY(1,1),
+ MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
+ ++house, /* map2 */
+ m3lo, /* map3_lo */
+ 0, /* map_owner */
+ m5 /* map5 */
+ );
+ }
+ }
+
+ // ENDING
+}
+
+static bool BuildTownHouse(Town *t, uint tile)
+{
+ int32 r;
+
+ // make sure it's possible
+ if (!EnsureNoVehicle(tile)) return false;
+ if (GetTileSlope(tile, NULL) & 0x10) return false;
+
+ r = DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
+ if (r == CMD_ERROR) return false;
+
+ DoBuildTownHouse(t, tile);
+ return true;
+}
+
+
+static void DoClearTownHouseHelper(uint tile)
+{
+ assert(IS_TILETYPE(tile, MP_HOUSE));
+ DoClearSquare(tile);
+ DeleteAnimatedTile(tile);
+}
+
+static void ClearTownHouse(Town *t, uint tile) {
+ uint house = _map2[tile];
+ uint eflags;
+
+ assert(IS_TILETYPE(tile, MP_HOUSE));
+
+ // 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 (_housetype_extra_flags[house-1] & 0x04) {
+ house--;
+ tile += TILE_XY(-1,0);
+ } else if (_housetype_extra_flags[house-1] & 0x18) {
+ house--;
+ tile += TILE_XY(0,-1);
+ } else if (_housetype_extra_flags[house-2] & 0x10) {
+ house-=2;
+ tile += TILE_XY(-1,0);
+ } else if (_housetype_extra_flags[house-3] & 0x10) {
+ house-=3;
+ tile += TILE_XY(-1,-1);
+ }
+ }
+
+ // Remove population from the town if the
+ // house is finished.
+ if ((~_map3_lo[tile] & 0xC0) == 0) {
+ ChangePopulation(t, -_housetype_population[house]);
+ }
+
+ t->num_houses--;
+
+ // Clear flags for houses that only may exist once/town.
+ if (house == 0x5B || house == 0x53 || house == 0x3C ||
+ house == 0x3D || house == 0x03)
+ t->flags12 &= ~2;
+ if (house == 0x14 || house == 0x20)
+ t->flags12 &= ~4;
+
+ // Do the actual clearing of tiles
+ eflags = _housetype_extra_flags[house];
+ DoClearTownHouseHelper(tile);
+ if (eflags & 0x14) DoClearTownHouseHelper(tile + TILE_XY(1,0));
+ if (eflags & 0x18) DoClearTownHouseHelper(tile + TILE_XY(0,1));
+ if (eflags & 0x10) DoClearTownHouseHelper(tile + TILE_XY(1,1));
+}
+
+int32 CmdRenameTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+ StringID str;
+ Town *t = DEREF_TOWN(p1);
+
+ str = AllocateName((byte*)_decode_parameters, 4);
+ if (str == 0)
+ return CMD_ERROR;
+
+ if (flags & DC_EXEC) {
+ StringID old_str = t->townnametype;
+ t->townnametype = str;
+ DeleteName(old_str);
+
+ UpdateTownVirtCoord(t);
+ _town_sort_dirty = true;
+ UpdateAllStationVirtCoord();
+ MarkWholeScreenDirty();
+ } else {
+ DeleteName(str);
+ }
+ return 0;
+}
+
+// Called from GUI
+void DeleteTown(Town *t)
+{
+ Industry *i;
+ uint tile;
+
+ // Delete town authority window
+ // and remove from list of sorted towns
+ DeleteWindowById(WC_TOWN_VIEW, t->index);
+ _town_sort_dirty = true;
+
+ // Delete all industries belonging to the town
+ for(i=_industries; i != endof(_industries); i++) {
+ if (i->xy && i->town == t)
+ DeleteIndustry(i);
+ }
+
+ // Go through all tiles and delete those belonging to the town
+ tile = 0;
+ do {
+ if (IS_TILETYPE(tile, MP_HOUSE)) {
+ if (ClosestTownFromTile(tile, (uint)-1) == t) {
+ DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ }
+ } else if (IS_TILETYPE(tile, MP_TUNNELBRIDGE) || IS_TILETYPE(tile, MP_STREET)) {
+ if (_map_owner[tile] == OWNER_TOWN && ClosestTownFromTile(tile, (uint)-1) == t) {
+ DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ }
+ }
+ } while (++tile != TILES_X * TILES_Y);
+
+ t->xy = 0;
+ DeleteName(t->townnametype);
+
+ MarkWholeScreenDirty();
+}
+
+// Called from GUI
+void ExpandTown(Town *t)
+{
+ int amount, n;
+
+ _generating_world = true;
+
+ amount = ((int)Random()&3) + 3;
+ t->num_houses += amount;
+ UpdateTownRadius(t);
+
+ n = amount * 4;
+ do GrowTown(t); while (--n);
+
+ t->num_houses -= amount;
+ UpdateTownRadius(t);
+
+ UpdateTownMaxPass(t);
+ _generating_world = false;
+}
+
+const byte _town_action_costs[8] = {
+ 2, 4, 9, 35, 48, 53, 117, 175
+};
+
+typedef void TownActionProc(Town *t, int action);
+
+static void TownActionAdvertise(Town *t, int action)
+{
+ static const byte _advertising_amount[3] = {0x40, 0x70, 0xA0};
+ static const byte _advertising_radius[3] = {10,15,20};
+ ModifyStationRatingAround(t->xy, _current_player,
+ _advertising_amount[action],
+ _advertising_radius[action]);
+}
+
+static void TownActionRoadRebuild(Town *t, int action)
+{
+ Player *p;
+
+ t->road_build_months = 6;
+
+ SET_DPARAM16(0, t->index);
+
+ p = DEREF_PLAYER(_current_player);
+ SET_DPARAM16(1, p->name_1);
+ SET_DPARAM32(2, p->name_2);
+
+ AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING,
+ NEWS_FLAGS(NM_NORMAL, NF_TILE, NT_GENERAL, 0), t->xy, 0);
+}
+
+static bool DoBuildStatueOfCompany(uint tile)
+{
+ TileInfo ti;
+ byte old;
+ int32 r;
+
+ FindLandscapeHeightByTile(&ti, tile);
+ if (ti.tileh != 0)
+ return false;
+
+ if (ti.type != MP_HOUSE && ti.type != MP_CLEAR && ti.type != MP_TREES)
+ return false;
+
+
+ old = _current_player;
+ _current_player = OWNER_NONE;
+ r = DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ _current_player = old;
+
+ if (r == CMD_ERROR)
+ return false;
+
+ ModifyTile(tile, MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5,
+ 2 /* map5 */
+ );
+
+ return true;
+}
+
+static void TownActionBuildStatue(Town *t, int action)
+{
+ // Layouted as an outward spiral
+ static const TileIndexDiff _statue_tiles[] = {
+ TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(1,0), TILE_XY(1,0),
+ TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(-1,0), TILE_XY(-1,0),
+ TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
+ TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
+ TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
+ TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
+ TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
+ TILE_XY(0,1), TILE_XY(0,1), TILE_XY(1,0), TILE_XY(1,0),
+ TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
+ TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
+ TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(-1,0), TILE_XY(-1,0),
+ TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
+ TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
+ TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
+ TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
+ TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
+ TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
+ TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
+ TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
+ TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
+ 0,
+ };
+ int offs;
+ uint tile = t->xy;
+ const TileIndexDiff *p = _statue_tiles;
+
+ SETBIT(t->statues, _current_player);
+
+ do {
+ if (DoBuildStatueOfCompany(tile))
+ return;
+ offs = *p++;
+ tile = TILE_ADD(tile, offs);
+ } while (offs);
+}
+
+static void TownActionFundBuildings(Town *t, int action)
+{
+ t->grow_counter = 1;
+ t->flags12 |= 1;
+ t->fund_buildings_months = 3;
+}
+
+static void TownActionBuyRights(Town *t, int action)
+{
+ Station *st;
+
+ FOR_ALL_STATIONS(st) {
+ if (st->xy && st->town == t && st->owner < 8 &&
+ st->owner != _current_player)
+ st->blocked_months = 12;
+ }
+
+ ModifyStationRatingAround(t->xy, _current_player, 130, 17);
+}
+
+static void TownActionBribe(Town *t, int action)
+{
+ if (!RandomRange(15)) {
+ GoodsEntry *ge;
+ Station *st;
+ int i, rating;
+
+ // set as unwanted for 6 months
+ t->unwanted[_current_player] = 6;
+
+ // set all close by station ratings to 0
+ FOR_ALL_STATIONS(st) {
+ if (st->town == t && st->owner == _current_player) {
+ for (i=0, ge = st->goods; i != NUM_CARGO; i++, ge++)
+ ge->rating = 0;
+ }
+ }
+
+ // only show errormessage to the executing player. All errors are handled command.c
+ // but this is special, because it can only 'fail' on a DC_EXEC
+ if (!_networking || (_current_player == _local_player))
+ ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
+
+ /* decrease by a lot!
+ * ChangeTownRating is only for stuff in demolishing. Bribe failure should
+ * be independent of any cheat settings
+ * ChangeTownRating(c, -1000, -50);
+ */
+ rating = t->ratings[_current_player];
+ if (rating > -50)
+ t->ratings[_current_player] = -50;
+ } else {
+ ChangeTownRating(t, 200, 800);
+ }
+}
+
+static TownActionProc * const _town_action_proc[] = {
+ TownActionAdvertise,
+ TownActionAdvertise,
+ TownActionAdvertise,
+ TownActionRoadRebuild,
+ TownActionBuildStatue,
+ TownActionFundBuildings,
+ TownActionBuyRights,
+ TownActionBribe
+};
+
+// p1 = town
+// p2 = action
+int32 CmdDoTownAction(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+ int32 cost;
+
+ SET_EXPENSES_TYPE(EXPENSES_OTHER);
+
+ cost = (_price.build_industry >> 8) * _town_action_costs[p2];
+
+ if (flags & DC_EXEC) {
+ _town_action_proc[p2](DEREF_TOWN(p1), p2);
+ InvalidateWindow(WC_TOWN_AUTHORITY, p1);
+ }
+
+ return cost;
+}
+
+static void UpdateTownGrowRate(Town *t)
+{
+ int n;
+ Station *st;
+ byte m;
+ Player *p;
+
+ // Reset player ratings if they're low
+ FOR_ALL_PLAYERS(p) {
+ if (p->is_active && t->ratings[p->index] <= 200) {
+ t->ratings[p->index] += 5;
+ }
+ }
+
+ n = 0;
+ FOR_ALL_STATIONS(st) {
+ if (GetTileDistAdv(st->xy, t->xy) <= t->radius[0]) {
+ if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
+ n++;
+ if (st->owner < MAX_PLAYERS && t->ratings[st->owner] <= 1000-12)
+ t->ratings[st->owner] += 12;
+ } else {
+ if (st->owner < MAX_PLAYERS && t->ratings[st->owner] >= -1000+15)
+ t->ratings[st->owner] -= 15;
+ }
+ }
+ }
+
+ t->flags12 &= ~1;
+
+ if (t->fund_buildings_months != 0) {
+ t->fund_buildings_months--;
+ m = 60;
+ } else if (n == 0) {
+ m = 160;
+ if (!CHANCE16(1, 12))
+ return;
+ } else {
+ static const byte _grow_count_values[5] = {
+ 210, 150, 110, 80, 50
+ };
+ m = _grow_count_values[min(n, 5) - 1];
+ }
+
+ if (_opt.landscape == LT_HILLY) {
+ if (GET_TILEHEIGHT(t->xy) >= _opt.snow_line && t->act_food == 0)
+ return;
+ } else if (_opt.landscape == LT_DESERT) {
+ if (GetMapExtraBits(t->xy) == 1 && (t->act_food==0 || t->act_paper==0))
+ return;
+ }
+
+ t->growth_rate = m;
+ if (m <= t->grow_counter)
+ t->grow_counter = m;
+
+ t->flags12 |= 1;
+}
+
+static void UpdateTownAmounts(Town *t)
+{
+ // Using +1 here to prevent overflow and division by zero
+ t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
+
+ t->max_pass = t->new_max_pass; t->new_max_pass = 0;
+ t->act_pass = t->new_act_pass; t->new_act_pass = 0;
+ t->act_food = t->new_act_food; t->new_act_food = 0;
+ t->act_paper = t->new_act_paper; t->new_act_paper = 0;
+
+ // Using +1 here to prevent overflow and division by zero
+ t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
+ t->max_mail = t->new_max_mail; t->new_max_mail = 0;
+ t->act_mail = t->new_act_mail; t->new_act_mail = 0;
+
+ InvalidateWindow(WC_TOWN_VIEW, t->index);
+}
+
+static void UpdateTownUnwanted(Town *t)
+{
+ Player *p;
+
+ FOR_ALL_PLAYERS(p) {
+ if (t->unwanted[p->index] > 0)
+ t->unwanted[p->index]--;
+ }
+}
+
+bool CheckIfAuthorityAllows(uint tile)
+{
+ Town *t;
+
+ if (_current_player >= MAX_PLAYERS)
+ return true;
+
+ t = ClosestTownFromTile(tile, _patches.dist_local_authority);
+ if (t == NULL)
+ return true;
+
+ if (t->ratings[_current_player] > -200)
+ return true;
+
+ _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
+ SET_DPARAM16(0, t->index);
+
+ return false;
+}
+
+
+Town *ClosestTownFromTile(uint tile, uint threshold)
+{
+ Town *t;
+ uint dist, best = threshold;
+ Town *best_town = NULL;
+
+ FOR_ALL_TOWNS(t) {
+ if (t->xy != 0) {
+ dist = GetTileDist(tile, t->xy);
+ if (dist < best) {
+ best = dist;
+ best_town = t;
+ }
+ }
+ }
+
+ return best_town;
+}
+
+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 || _current_player >= MAX_PLAYERS || (_cheats.magic_bulldozer.value && add < 0) )
+ return;
+
+ SETBIT(t->have_ratings, _current_player);
+
+ rating = t->ratings[_current_player];
+
+ if (add < 0) {
+ if (rating > max) {
+ rating += add;
+ if (rating < max) rating = max;
+ }
+ } else {
+ if (rating < max) {
+ rating += add;
+ if (rating > max) rating = max;
+ }
+ }
+ t->ratings[_current_player] = rating;
+}
+
+/* penalty for removing town-owned stuff */
+static const int _default_rating_settings [3][3] = {
+ // ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE
+ { 0, 128, 384}, // Permissive
+ { 48, 192, 480}, // Neutral
+ { 96, 384, 768}, // Hostile
+};
+
+bool CheckforTownRating(uint tile, uint32 flags, Town *t, byte type)
+{
+ int modemod;
+
+ // if magic_bulldozer cheat is active, town doesn't restrict your destructive actions
+ if (t == NULL || _current_player >= MAX_PLAYERS || _cheats.magic_bulldozer.value)
+ return true;
+
+ /* check if you're allowed to remove the street/bridge/tunnel/industry
+ * 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_mod_ptr->diff.town_council_tolerance][type];
+
+ if (t->ratings[_current_player] < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) {
+ SET_DPARAM16(0, t->index);
+ _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
+ return false;
+ }
+
+ return true;
+}
+
+void TownsMonthlyLoop()
+{
+ Town *t;
+
+ FOR_ALL_TOWNS(t) if (t->xy != 0) {
+ if (t->road_build_months != 0)
+ t->road_build_months--;
+
+ UpdateTownGrowRate(t);
+ UpdateTownAmounts(t);
+ UpdateTownUnwanted(t);
+ }
+}
+
+void InitializeTowns()
+{
+ Subsidy *s;
+ int i;
+
+ memset(_towns, 0, sizeof(_towns));
+ for(i=0; i!=lengthof(_towns); i++)
+ _towns[i].index = i;
+
+ memset(_subsidies, 0, sizeof(_subsidies));
+ for (s=_subsidies; s != endof(_subsidies); s++)
+ s->cargo_type = 0xFF;
+
+ _cur_town_ctr = 0;
+ _town_sort_dirty = true;
+ _total_towns = 0;
+}
+
+const TileTypeProcs _tile_type_town_procs = {
+ DrawTile_Town, /* draw_tile_proc */
+ GetSlopeZ_Town, /* get_slope_z_proc */
+ ClearTile_Town, /* clear_tile_proc */
+ GetAcceptedCargo_Town, /* get_accepted_cargo_proc */
+ GetTileDesc_Town, /* get_tile_desc_proc */
+ GetTileTrackStatus_Town, /* get_tile_track_status_proc */
+ ClickTile_Town, /* click_tile_proc */
+ AnimateTile_Town, /* animate_tile_proc */
+ TileLoop_Town, /* tile_loop_clear */
+ ChangeTileOwner_Town, /* change_tile_owner_clear */
+ NULL, /* get_produced_cargo_proc */
+ NULL, /* vehicle_enter_tile_proc */
+ NULL, /* vehicle_leave_tile_proc */
+};
+
+
+// Save and load of towns.
+static const byte _town_desc[] = {
+ SLE_VAR(Town,xy, SLE_UINT16),
+
+ SLE_CONDVAR(Town,population, SLE_FILE_U16 | SLE_VAR_U32, 0, 2),
+ SLE_CONDVAR(Town,population, SLE_UINT32, 3, 255),
+
+
+ SLE_VAR(Town,num_houses, SLE_UINT16),
+ SLE_VAR(Town,townnametype,SLE_UINT16),
+ SLE_VAR(Town,townnameparts,SLE_UINT32),
+
+ SLE_VAR(Town,flags12, SLE_UINT8),
+ SLE_VAR(Town,statues, SLE_UINT8),
+
+ // sort_index_obsolete was stored here in savegame format 0 - 1
+ SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 1, 0, 1),
+
+ SLE_VAR(Town,have_ratings,SLE_UINT8),
+ SLE_ARR(Town,ratings, SLE_INT16, 8),
+ // failed bribe attempts are stored since savegame format 4
+ SLE_CONDARR(Town,unwanted, SLE_INT8, 8, 4,255),
+
+ SLE_VAR(Town,max_pass, SLE_UINT16),
+ SLE_VAR(Town,max_mail, SLE_UINT16),
+ SLE_VAR(Town,new_max_pass,SLE_UINT16),
+ SLE_VAR(Town,new_max_mail,SLE_UINT16),
+ SLE_VAR(Town,act_pass, SLE_UINT16),
+ SLE_VAR(Town,act_mail, SLE_UINT16),
+ SLE_VAR(Town,new_act_pass,SLE_UINT16),
+ SLE_VAR(Town,new_act_mail,SLE_UINT16),
+
+ SLE_VAR(Town,pct_pass_transported,SLE_UINT8),
+ SLE_VAR(Town,pct_mail_transported,SLE_UINT8),
+
+ SLE_VAR(Town,act_food, SLE_UINT16),
+ SLE_VAR(Town,act_paper, SLE_UINT16),
+ SLE_VAR(Town,new_act_food,SLE_UINT16),
+ SLE_VAR(Town,new_act_paper,SLE_UINT16),
+
+ SLE_VAR(Town,time_until_rebuild, SLE_UINT8),
+ SLE_VAR(Town,grow_counter, SLE_UINT8),
+ SLE_VAR(Town,growth_rate, SLE_UINT8),
+ SLE_VAR(Town,fund_buildings_months, SLE_UINT8),
+ SLE_VAR(Town,road_build_months, SLE_UINT8),
+
+ // reserve extra space in savegame here. (currently 32 bytes)
+ SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 4, 2, 255),
+
+ SLE_END()
+};
+
+static void Save_TOWN()
+{
+ Town *t;
+
+ FOR_ALL_TOWNS(t) if (t->xy != 0) {
+ SlSetArrayIndex(t->index);
+ SlObject(t, _town_desc);
+ }
+}
+
+static void Load_TOWN()
+{
+ int index;
+ while ((index = SlIterateArray()) != -1) {
+ Town *t = DEREF_TOWN(index);
+ SlObject(t, _town_desc);
+ _total_towns++;
+ }
+}
+
+void AfterLoadTown()
+{
+ Town *t;
+ FOR_ALL_TOWNS(t) {
+ if (t->xy != 0) {
+ UpdateTownRadius(t);
+ UpdateTownVirtCoord(t);
+ }
+ }
+ _town_sort_dirty = true;
+}
+
+
+const ChunkHandler _town_chunk_handlers[] = {
+ { 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},
+};
+
+