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-rw-r--r--src/town_cmd.cpp1965
1 files changed, 1965 insertions, 0 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
new file mode 100644
index 000000000..9c00cf25a
--- /dev/null
+++ b/src/town_cmd.cpp
@@ -0,0 +1,1965 @@
+/* $Id$ */
+
+#include "stdafx.h"
+#include "openttd.h"
+#include "functions.h"
+#include "strings.h"
+#include "road_map.h"
+#include "table/strings.h"
+#include "table/sprites.h"
+#include "map.h"
+#include "tile.h"
+#include "town_map.h"
+#include "tunnel_map.h"
+#include "viewport.h"
+#include "town.h"
+#include "command.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"
+#include "unmovable_map.h"
+#include "water_map.h"
+#include "variables.h"
+#include "bridge.h"
+#include "bridge_map.h"
+#include "date.h"
+#include "table/town_land.h"
+#include "genworld.h"
+
+/**
+ * Called if a new block is added to the town-pool
+ */
+static void TownPoolNewBlock(uint start_item)
+{
+ Town *t;
+
+ /* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
+ * TODO - This is just a temporary stage, this will be removed. */
+ for (t = GetTown(start_item); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) t->index = start_item++;
+}
+
+/* Initialize the town-pool */
+DEFINE_OLD_POOL(Town, Town, TownPoolNewBlock, NULL)
+
+void DestroyTown(Town *t)
+{
+ Industry *i;
+ TileIndex tile;
+
+ /* Delete town authority window
+ * and remove from list of sorted towns */
+ DeleteWindowById(WC_TOWN_VIEW, t->index);
+ _town_sort_dirty = true;
+ _total_towns--;
+
+ /* Delete all industries belonging to the town */
+ FOR_ALL_INDUSTRIES(i) if (i->town == t) DeleteIndustry(i);
+
+ /* Go through all tiles and delete those belonging to the town */
+ for (tile = 0; tile < MapSize(); ++tile) {
+ switch (GetTileType(tile)) {
+ case MP_HOUSE:
+ if (GetTownByTile(tile) == t) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ break;
+
+ case MP_STREET:
+ case MP_TUNNELBRIDGE:
+ if (IsTileOwner(tile, OWNER_TOWN) &&
+ ClosestTownFromTile(tile, (uint)-1) == t)
+ DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ DeleteName(t->townnametype);
+ DeleteSubsidyWithTown(t->index);
+
+ MarkWholeScreenDirty();
+}
+
+// Local
+static int _grow_town_result;
+
+static bool BuildTownHouse(Town *t, TileIndex tile);
+static void ClearTownHouse(Town *t, TileIndex tile);
+static void DoBuildTownHouse(Town *t, TileIndex tile);
+
+static void TownDrawHouseLift(const TileInfo *ti)
+{
+ AddChildSpriteScreen(SPR_LIFT, 14, 60 - GetLiftPosition(ti->tile));
+}
+
+typedef void TownDrawTileProc(const TileInfo *ti);
+static TownDrawTileProc * const _town_draw_tile_procs[1] = {
+ TownDrawHouseLift
+};
+
+
+static void DrawTile_Town(TileInfo *ti)
+{
+ const DrawBuildingsTileStruct *dcts;
+ uint32 image;
+
+ /* Retrieve pointer to the draw town tile struct */
+ {
+ /* this "randomizes" on the (up to) 4 variants of a building */
+ uint variant;
+ variant = ti->x >> 4;
+ variant ^= ti->x >> 6;
+ variant ^= ti->y >> 4;
+ variant -= ti->y >> 6;
+ variant &= 3;
+ dcts = &_town_draw_tile_data[GetHouseType(ti->tile) << 4 | variant << 2 | GetHouseBuildingStage(ti->tile)];
+ }
+
+ if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, ti->tileh);
+ DrawGroundSprite(dcts->ground);
+
+ /* Add a house on top of the ground? */
+ image = dcts->building;
+ if (image != 0) {
+ if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
+
+ AddSortableSpriteToDraw(image,
+ ti->x + dcts->subtile_x,
+ ti->y + dcts->subtile_y,
+ dcts->width + 1,
+ dcts->height + 1,
+ dcts->dz,
+ ti->z
+ );
+
+ if (_display_opt & DO_TRANS_BUILDINGS) return;
+ }
+
+ {
+ int proc = dcts->draw_proc - 1;
+
+ if (proc >= 0) _town_draw_tile_procs[proc](ti);
+ }
+}
+
+static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
+{
+ return GetTileMaxZ(tile);
+}
+
+static Slope GetSlopeTileh_Town(TileIndex tile, Slope tileh)
+{
+ return SLOPE_FLAT;
+}
+
+static void AnimateTile_Town(TileIndex tile)
+{
+ int pos, dest;
+
+ if (_tick_counter & 3) return;
+
+ // If the house is not one with a lift anymore, then stop this animating.
+ // Not exactly sure when this happens, but probably when a house changes.
+ // Before this was just a return...so it'd leak animated tiles..
+ // That bug seems to have been here since day 1??
+ if (!(_housetype_extra_flags[GetHouseType(tile)] & 0x20)) {
+ DeleteAnimatedTile(tile);
+ return;
+ }
+
+ if (!IsLiftMoving(tile)) {
+ int 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,
+ * the height of 2 'normal' floors.
+ * 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));
+
+ SetLiftDestination(tile, i);
+ }
+
+ pos = GetLiftPosition(tile);
+ dest = GetLiftDestination(tile) * 6;
+ pos += (pos < dest) ? 1 : -1;
+ SetLiftPosition(tile, pos);
+
+ if (pos == dest) HaltLift(tile);
+
+ MarkTileDirtyByTile(tile);
+}
+
+static void UpdateTownRadius(Town *t);
+
+static bool IsCloseToTown(TileIndex tile, uint dist)
+{
+ const Town* t;
+
+ FOR_ALL_TOWNS(t) {
+ if (DistanceManhattan(tile, t->xy) < dist) return true;
+ }
+ return false;
+}
+
+static void MarkTownSignDirty(Town *t)
+{
+ MarkAllViewportsDirty(
+ t->sign.left-6,
+ t->sign.top-3,
+ t->sign.left+t->sign.width_1*4+12,
+ t->sign.top + 45
+ );
+}
+
+void UpdateTownVirtCoord(Town *t)
+{
+ Point pt;
+
+ MarkTownSignDirty(t);
+ 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,
+ _patches.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
+ MarkTownSignDirty(t);
+}
+
+static void ChangePopulation(Town *t, int mod)
+{
+ t->population += mod;
+ InvalidateWindow(WC_TOWN_VIEW, t->index);
+ UpdateTownVirtCoord(t);
+
+ if (_town_sort_order & 2) _town_sort_dirty = true;
+}
+
+uint32 GetWorldPopulation(void)
+{
+ uint32 pop;
+ const Town* t;
+
+ pop = 0;
+ FOR_ALL_TOWNS(t) pop += t->population;
+ return pop;
+}
+
+static void MakeSingleHouseBigger(TileIndex tile)
+{
+ assert(IsTileType(tile, MP_HOUSE));
+
+ if (LiftHasDestination(tile)) return;
+
+ IncHouseConstructionTick(tile);
+ if (GetHouseConstructionTick(tile) != 0) return;
+
+ IncHouseBuildingStage(tile); /*increase construction stage of one more step*/
+
+ if (GetHouseBuildingStage(tile) == TOWN_HOUSE_COMPLETED){
+ /*Now, construction is completed. Can add population of building to the town*/
+ ChangePopulation(GetTownByTile(tile), _housetype_population[GetHouseType(tile)]);
+ }
+ MarkTileDirtyByTile(tile);
+}
+
+static void MakeTownHouseBigger(TileIndex tile)
+{
+ uint flags = _house_more_flags[GetHouseType(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(TileIndex tile)
+{
+ int house;
+ Town *t;
+ uint32 r;
+
+ if (GetHouseBuildingStage(tile) != TOWN_HOUSE_COMPLETED) {
+ /*Construction is not completed. See if we can go further in construction*/
+ MakeTownHouseBigger(tile);
+ return;
+ }
+
+ house = GetHouseType(tile);
+ if ((_housetype_extra_flags[house] & 0x20) && !LiftHasDestination(tile) && CHANCE16(1, 2) && AddAnimatedTile(tile)) BeginLiftMovement(tile);
+
+ t = GetTownByTile(tile);
+
+ r = Random();
+
+ if (GB(r, 0, 8) < _housetype_population[house]) {
+ 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;
+ }
+
+ if (GB(r, 8, 8) < _housetype_mailamount[house] ) {
+ 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;
+ }
+
+ if (_house_more_flags[house] & 8 && HASBIT(t->flags12, TOWN_IS_FUNDED) && --t->time_until_rebuild == 0) {
+ t->time_until_rebuild = GB(r, 16, 6) + 130;
+
+ _current_player = OWNER_TOWN;
+
+ ClearTownHouse(t, tile);
+
+ // rebuild with another house?
+ if (GB(r, 24, 8) >= 12) DoBuildTownHouse(t, tile);
+
+ _current_player = OWNER_NONE;
+ }
+}
+
+static void ClickTile_Town(TileIndex tile)
+{
+ /* not used */
+}
+
+static int32 ClearTile_Town(TileIndex 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 = GetHouseType(tile);
+ cost = _price.remove_house * _housetype_remove_cost[house] >> 8;
+
+ rating = _housetype_remove_ratingmod[house];
+ _cleared_town_rating += rating;
+ _cleared_town = t = GetTownByTile(tile);
+
+ if (IsValidPlayer(_current_player)) {
+ if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
+ SetDParam(0, t->index);
+ return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
+ }
+ }
+
+ if (flags & DC_EXEC) {
+ ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM);
+ ClearTownHouse(t, tile);
+ }
+
+ return cost;
+}
+
+static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
+{
+ byte type = GetHouseType(tile);
+
+ ac[CT_PASSENGERS] = _housetype_cargo_passengers[type];
+ ac[CT_MAIL] = _housetype_cargo_mail[type];
+ ac[CT_GOODS] = _housetype_cargo_goods[type];
+ ac[CT_FOOD] = _housetype_cargo_food[type];
+}
+
+static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
+{
+ td->str = _town_tile_names[GetHouseType(tile)];
+ if (GetHouseBuildingStage(tile) != TOWN_HOUSE_COMPLETED) {
+ SetDParamX(td->dparam, 0, td->str);
+ td->str = STR_2058_UNDER_CONSTRUCTION;
+ }
+
+ td->owner = OWNER_TOWN;
+}
+
+static uint32 GetTileTrackStatus_Town(TileIndex tile, TransportType mode)
+{
+ /* not used */
+ return 0;
+}
+
+static void ChangeTileOwner_Town(TileIndex tile, PlayerID old_player, PlayerID new_player)
+{
+ /* not used */
+}
+
+
+static const TileIndexDiffC _roadblock_tileadd[] = {
+ { 0, -1},
+ { 1, 0},
+ { 0, 1},
+ {-1, 0},
+
+ // Store the first 3 elements again.
+ // Lets us rotate without using &3.
+ { 0, -1},
+ { 1, 0},
+ { 0, 1}
+};
+
+
+static bool GrowTown(Town *t);
+
+static void TownTickHandler(Town *t)
+{
+ if (HASBIT(t->flags12, TOWN_IS_FUNDED)) {
+ 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(void)
+{
+ if (_game_mode == GM_EDITOR) return;
+
+ /* Make sure each town's tickhandler invocation frequency is about the
+ * same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */
+ for (_cur_town_iter += GetMaxTownIndex() + 1;
+ _cur_town_iter >= TOWN_GROWTH_FREQUENCY;
+ _cur_town_iter -= TOWN_GROWTH_FREQUENCY) {
+ uint32 i = _cur_town_ctr;
+
+ if (++_cur_town_ctr > GetMaxTownIndex())
+ _cur_town_ctr = 0;
+
+ if (IsValidTownID(i)) TownTickHandler(GetTown(i));
+ }
+}
+
+static RoadBits GetTownRoadMask(TileIndex tile)
+{
+ TrackBits b = GetAnyRoadTrackBits(tile);
+ RoadBits r = 0;
+
+ if (b & TRACK_BIT_X) r |= ROAD_X;
+ if (b & TRACK_BIT_Y) r |= ROAD_Y;
+ if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
+ if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
+ if (b & TRACK_BIT_LEFT) r |= ROAD_NW | ROAD_SW;
+ if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
+ return r;
+}
+
+static bool IsRoadAllowedHere(TileIndex tile, int dir)
+{
+ Slope k;
+ Slope 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 (GetAnyRoadTrackBits(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 (CmdFailed(DoCommand(tile, (dir & 1 ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
+ CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
+ return false;
+ }
+
+ slope = GetTileSlope(tile, NULL);
+ if (slope == SLOPE_FLAT) {
+no_slope:
+ // Tile has no slope
+ // Disallow the road if any neighboring tile has a road.
+ if (HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+1]))), dir^2) ||
+ HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+3]))), dir^2) ||
+ HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+1]) + ToTileIndexDiff(_roadblock_tileadd[dir+2]))), dir) ||
+ HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+3]) + ToTileIndexDiff(_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.
+ k = (dir & 1) ? SLOPE_NE : SLOPE_NW;
+ if (k != slope && ComplementSlope(k) != slope) {
+ uint32 r = Random();
+
+ if (CHANCE16I(1, 8, r) && !_generating_world) {
+ int32 res;
+
+ if (CHANCE16I(1, 16, r)) {
+ res = DoCommand(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER,
+ CMD_TERRAFORM_LAND);
+ } else {
+ res = DoCommand(tile, slope ^ 0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER,
+ CMD_TERRAFORM_LAND);
+ }
+ if (CmdFailed(res) && CHANCE16I(1, 3, r)) {
+ // We can consider building on the slope, though.
+ goto no_slope;
+ }
+ }
+ return false;
+ }
+ return true;
+ }
+}
+
+static bool TerraformTownTile(TileIndex tile, int edges, int dir)
+{
+ int32 r;
+
+ TILE_ASSERT(tile);
+
+ r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
+ if (CmdFailed(r) || r >= 126 * 16) return false;
+ DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
+ return true;
+}
+
+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);
+ if (tileh == SLOPE_FLAT) return;
+
+ // First try up, then down
+ if (!TerraformTownTile(tile, ~tileh & 0xF, 1)) {
+ TerraformTownTile(tile, tileh & 0xF, 0);
+ }
+}
+
+static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town* t1)
+{
+ RoadBits rcmd;
+ TileIndex tmptile;
+ DiagDirection i;
+ int j;
+ TileIndex tile = *tile_ptr;
+
+ TILE_ASSERT(tile);
+
+ if (mask == 0) {
+ int a;
+ int b;
+
+ // Tile has no road. First reset the status counter
+ // to say that this is the last iteration.
+ _grow_town_result = 0;
+
+ // 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;
+ if (CHANCE16(1, 4)) {
+ do {
+ a = GB(Random(), 0, 2);
+ } while (a == b);
+ }
+
+ if (!IsRoadAllowedHere(TILE_ADD(tile, ToTileIndexDiff(_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 (!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 1])), MP_HOUSE) &&
+ !IsTileType(TILE_ADD(tile, ToTileIndexDiff(_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 {
+ int i;
+
+ // Reached a tunnel/bridge? Then continue at the other side of it.
+ if (IsTileType(tile, MP_TUNNELBRIDGE)) {
+ if (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_ROAD) {
+ *tile_ptr = GetOtherTunnelEnd(tile);
+ } else if (IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_ROAD) {
+ *tile_ptr = GetOtherBridgeEnd(tile);
+ }
+ return;
+ }
+
+ // Possibly extend the road in a direction.
+ // Randomize a direction and if it has a road, bail out.
+ i = GB(Random(), 0, 2);
+ if (HASBIT(mask, i)) return;
+
+ // This is the tile we will reach if we extend to this direction.
+ tmptile = TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[i]));
+
+ // Don't do it if it reaches to water.
+ if (IsClearWaterTile(tmptile)) 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 (!IsTileType(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;
+ }
+
+ // Return if a water tile
+ if (IsClearWaterTile(tile)) return;
+
+ // Determine direction of slope,
+ // and build a road if not a special slope.
+ switch (GetTileSlope(tile, NULL)) {
+ case SLOPE_SW: i = DIAGDIR_NE; break;
+ case SLOPE_SE: i = DIAGDIR_NW; break;
+ case SLOPE_NW: i = DIAGDIR_SE; break;
+ case SLOPE_NE: i = DIAGDIR_SW; break;
+
+ default:
+build_road_and_exit:
+ if (!CmdFailed(DoCommand(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
+ _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 + TileOffsByDiagDir(i));
+ } while (IsClearWaterTile(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 (!CmdFailed(DoCommand(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE)))
+ _grow_town_result = -1;
+
+ // obviously, if building any bridge would fail, there is no need to try other bridge-types
+ return;
+ }
+ } while (--j != 0);
+ }
+}
+
+// Returns true if a house was built, or no if the build failed.
+static int GrowTownAtRoad(Town *t, TileIndex tile)
+{
+ int block = 5; // special case
+
+ TILE_ASSERT(tile);
+
+ // Number of times to search.
+ _grow_town_result = 10 + t->num_houses * 4 / 9;
+
+ do {
+ // Get a bitmask of the road blocks on a tile
+ RoadBits 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 += ToTileIndexDiff(_roadblock_tileadd[block]);
+
+ if (IsTileType(tile, MP_STREET)) {
+ /* Don't allow building over roads of other cities */
+ if (IsTileOwner(tile, OWNER_TOWN) && GetTownByTile(tile) != t) {
+ _grow_town_result = -1;
+ } else if (_game_mode == GM_EDITOR) {
+ /* If we are in the SE, and this road-piece has no town owner yet, it just found an
+ * owner :) (happy happy happy road now) */
+ SetTileOwner(tile, OWNER_TOWN);
+ SetTownIndex(tile, t->index);
+ }
+ }
+
+ // 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 RoadBits GenRandomRoadBits(void)
+{
+ uint32 r = Random();
+ uint a = GB(r, 0, 2);
+ uint b = GB(r, 8, 2);
+ 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.
+static bool GrowTown(Town *t)
+{
+ TileIndex tile;
+ const TileIndexDiffC *ptr;
+ PlayerID old_player;
+
+ static const TileIndexDiffC _town_coord_mod[] = {
+ {-1, 0},
+ { 1, 1},
+ { 1, -1},
+ {-1, -1},
+ {-1, 0},
+ { 0, 2},
+ { 2, 0},
+ { 0, -2},
+ {-1, -1},
+ {-2, 2},
+ { 2, 2},
+ { 2, -2},
+ { 0, 0}
+ };
+
+ // Current player is a town
+ old_player = _current_player;
+ _current_player = OWNER_TOWN;
+
+ // Find a road that we can base the construction on.
+ tile = t->xy;
+ for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
+ if (GetAnyRoadTrackBits(tile) != 0) {
+ int r = GrowTownAtRoad(t, tile);
+ _current_player = old_player;
+ return r;
+ }
+ tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
+ }
+
+ // No road available, try to build a random road block by
+ // clearing some land and then building a road there.
+ tile = t->xy;
+ for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
+ /* Only work with plain land that not already has a house */
+ if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
+ if (!CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) {
+ DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
+ _current_player = old_player;
+ return true;
+ }
+ }
+ tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
+ }
+
+ _current_player = old_player;
+ return false;
+}
+
+static void UpdateTownRadius(Town *t)
+{
+ static const uint16 _town_radius_data[23][5] = {
+ { 4, 0, 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}, // 20
+ { 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}, // 40
+ { 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}, // 60
+ { 81, 64, 0, 36, 9},
+ { 81, 64, 0, 36, 16},
+ {100, 81, 0, 49, 16},
+ {100, 81, 0, 49, 25},
+ {121, 81, 0, 49, 25}, // 80
+ {121, 81, 0, 49, 25},
+ {121, 81, 0, 49, 36}, // 88
+ };
+
+ if (t->num_houses < 92) {
+ memcpy(t->radius, _town_radius_data[t->num_houses / 4], sizeof(t->radius));
+ } else {
+ int mass = t->num_houses / 8;
+ // At least very roughly extrapolate. Empirical numbers dancing between
+ // overwhelming by cottages and skyscrapers outskirts.
+ t->radius[0] = mass * mass;
+ // Actually we are proportional to sqrt() but that's right because
+ // we are covering an area.
+ t->radius[1] = mass * 7;
+ t->radius[2] = 0;
+ t->radius[3] = mass * 4;
+ t->radius[4] = mass * 3;
+ //debug("%d (->%d): %d %d %d %d\n", t->num_houses, mass, t->radius[0], t->radius[1], t->radius[3], t->radius[4]);
+ }
+}
+
+static bool CreateTownName(uint32 *townnameparts)
+{
+ Town *t2;
+ char buf1[64];
+ char buf2[64];
+ uint32 r;
+ /* Do not set too low tries, since when we run out of names, we loop
+ * for #tries only one time anyway - then we stop generating more
+ * towns. Do not show it too high neither, since looping through all
+ * the other towns may take considerable amount of time (10000 is
+ * too much). */
+ int tries = 1000;
+ uint16 townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
+
+ assert(townnameparts);
+
+ for (;;) {
+restart:
+ r = Random();
+
+ SetDParam(0, r);
+ GetString(buf1, townnametype, lastof(buf1));
+
+ // Check size and width
+ if (strlen(buf1) >= 31 || GetStringBoundingBox(buf1).width > 130) continue;
+
+ FOR_ALL_TOWNS(t2) {
+ // We can't just compare the numbers since
+ // several numbers may map to a single name.
+ SetDParam(0, t2->index);
+ GetString(buf2, STR_TOWN, lastof(buf2));
+ if (strcmp(buf1, buf2) == 0) {
+ if (tries-- < 0) return false;
+ goto restart;
+ }
+ }
+ *townnameparts = r;
+ return true;
+ }
+}
+
+void UpdateTownMaxPass(Town *t)
+{
+ t->max_pass = t->population >> 3;
+ t->max_mail = t->population >> 4;
+}
+
+static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, uint size_mode)
+{
+ int x, i;
+
+ // clear the town struct
+ i = t->index;
+ memset(t, 0, sizeof(Town));
+ t->index = i;
+ _total_towns++;
+
+ 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_water = 0;
+ t->act_food = 0;
+ t->act_water = 0;
+
+ for (i = 0; i != MAX_PLAYERS; i++)
+ t->ratings[i] = 500;
+
+ t->have_ratings = 0;
+ t->exclusivity = (byte)-1;
+ t->exclusive_counter = 0;
+ t->statues = 0;
+
+ t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
+ t->townnameparts = townnameparts;
+
+ UpdateTownVirtCoord(t);
+ _town_sort_dirty = true;
+
+ if (size_mode == 0) {
+ x = (Random() & 0xF) + 8;
+ } else {
+ x = (size_mode - 1) * 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(void)
+{
+ Town *t;
+
+ /* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
+ * TODO - This is just a temporary stage, this will be removed. */
+ for (t = GetTown(0); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) {
+ if (!IsValidTown(t)) {
+ TownID index = t->index;
+
+ memset(t, 0, sizeof(Town));
+ t->index = index;
+
+ return t;
+ }
+ }
+
+ /* Check if we can add a block to the pool */
+ if (AddBlockToPool(&_Town_pool))
+ return AllocateTown();
+
+ return NULL;
+}
+
+/** Create a new town.
+ * This obviously only works in the scenario editor. Function not removed
+ * as it might be possible in the future to fund your own town :)
+ * @param tile coordinates where town is built
+ * @param p1 size of the town (0 = random, 1 = small, 2 = medium, 3 = large)
+ * @param p2 unused
+ */
+int32 CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
+{
+ Town *t;
+ uint32 townnameparts;
+
+ /* Only in the scenario editor */
+ if (_game_mode != GM_EDITOR) return CMD_ERROR;
+
+ SET_EXPENSES_TYPE(EXPENSES_OTHER);
+
+ // Check if too close to the edge of map
+ if (DistanceFromEdge(tile) < 12)
+ return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
+
+ // Can only build on clear flat areas, possibly with trees.
+ if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
+ 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);
+
+ // Get a unique name for the town.
+ if (!CreateTownName(&townnameparts))
+ return_cmd_error(STR_023A_TOO_MANY_TOWNS);
+
+ // 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, townnameparts, p1);
+ _generating_world = false;
+ }
+ return 0;
+}
+
+Town *CreateRandomTown(uint attempts, uint size_mode)
+{
+ TileIndex tile;
+ Town *t;
+ uint32 townnameparts;
+
+ do {
+ // Generate a tile index not too close from the edge
+ tile = RandomTile();
+ if (DistanceFromEdge(tile) < 20) continue;
+
+ // Make sure the tile is plain
+ if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
+
+ // Check not too close to a town
+ if (IsCloseToTown(tile, 20)) continue;
+
+ // Get a unique name for the town.
+ if (!CreateTownName(&townnameparts)) break;
+
+ // Allocate a town struct
+ t = AllocateTown();
+ if (t == NULL) break;
+
+ DoCreateTown(t, tile, townnameparts, size_mode);
+ return t;
+ } while (--attempts);
+ return NULL;
+}
+
+static const byte _num_initial_towns[3] = {11, 23, 46};
+
+bool GenerateTowns(void)
+{
+ uint num = 0;
+ uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
+
+ SetGeneratingWorldProgress(GWP_TOWN, n);
+
+ do {
+ IncreaseGeneratingWorldProgress(GWP_TOWN);
+ // try 20 times to create a random-sized town for the first loop.
+ if (CreateRandomTown(20, 0) != NULL) num++;
+ } while (--n);
+
+ // give it a last try, but now more aggressive
+ if (num == 0 && CreateRandomTown(10000, 0) == NULL) {
+ if (GetNumTowns() == 0) {
+ /* XXX - can we handle that more gracefully? */
+ if (_game_mode != GM_EDITOR) error("Could not generate any town");
+
+ return false;
+ }
+ }
+
+ return true;
+}
+
+static bool CheckBuildHouseMode(TileIndex tile, Slope tileh, int mode)
+{
+ int b;
+ Slope slope;
+
+ static const byte _masks[8] = {
+ 0xC,0x3,0x9,0x6,
+ 0x3,0xC,0x6,0x9,
+ };
+
+ slope = GetTileSlope(tile, NULL);
+ if (IsSteepSlope(slope)) return false;
+
+ if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
+
+ b = 0;
+ if ((slope != SLOPE_FLAT && ~slope & _masks[mode])) b = ~b;
+ if ((tileh != SLOPE_FLAT && ~tileh & _masks[mode+4])) b = ~b;
+ if (b)
+ return false;
+
+ return !CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
+}
+
+
+uint GetTownRadiusGroup(const Town* t, TileIndex tile)
+{
+ uint dist = DistanceSquare(tile, t->xy);
+ uint smallest;
+ uint i;
+
+ 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(TileIndex tile)
+{
+ int i;
+
+ static const TileIndexDiffC _tile_add[] = {
+ {0 , 0 },
+ {0 - 0, 1 - 0},
+ {1 - 0, 0 - 1},
+ {1 - 1, 1 - 0}
+ };
+
+ for (i = 0; i != 4; i++) {
+ tile += ToTileIndexDiff(_tile_add[i]);
+
+ if (GetTileSlope(tile, NULL) != SLOPE_FLAT) return false;
+
+ if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
+
+ if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR)))
+ return false;
+ }
+
+ return true;
+}
+
+static void DoBuildTownHouse(Town *t, TileIndex tile)
+{
+ int i;
+ uint bitmask;
+ int house;
+ Slope slope;
+ uint z;
+ uint oneof = 0;
+
+ // 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.
+ switch (house) {
+ case HOUSE_TEMP_CHURCH:
+ case HOUSE_ARCT_CHURCH:
+ case HOUSE_SNOW_CHURCH:
+ case HOUSE_TROP_CHURCH:
+ case HOUSE_TOY_CHURCH:
+ SETBIT(oneof, TOWN_HAS_CHURCH);
+ break;
+ case HOUSE_STADIUM:
+ case HOUSE_MODERN_STADIUM:
+ SETBIT(oneof, TOWN_HAS_STADIUM);
+ break;
+ default:
+ oneof = 0;
+ break;
+ }
+
+ if (HASBITS(t->flags12 , oneof)) continue;
+
+ // Make sure there is no slope?
+ if (_housetype_extra_flags[house] & 0x12 && slope != SLOPE_FLAT) continue;
+
+ if (_housetype_extra_flags[house] & 0x10) {
+ if (CheckFree2x2Area(tile) ||
+ CheckFree2x2Area(tile += TileDiffXY(-1, 0)) ||
+ CheckFree2x2Area(tile += TileDiffXY( 0, -1)) ||
+ CheckFree2x2Area(tile += TileDiffXY( 1, 0))) {
+ break;
+ }
+ tile += TileDiffXY(0, 1);
+ } else if (_housetype_extra_flags[house] & 4) {
+ if (CheckBuildHouseMode(tile + TileDiffXY(1, 0), slope, 0)) break;
+
+ if (CheckBuildHouseMode(tile + TileDiffXY(-1, 0), slope, 1)) {
+ tile += TileDiffXY(-1, 0);
+ break;
+ }
+ } else if (_housetype_extra_flags[house] & 8) {
+ if (CheckBuildHouseMode(tile + TileDiffXY(0, 1), slope, 2)) break;
+
+ if (CheckBuildHouseMode(tile + TileDiffXY(0, -1), slope, 3)) {
+ tile += TileDiffXY(0, -1);
+ break;
+ }
+ } else {
+ break;
+ }
+ }
+ }
+
+ t->num_houses++;
+
+ // Special houses that there can be only one of.
+ t->flags12 |= oneof;
+
+ {
+ byte construction_counter = 0, construction_stage = 0, size_flags;
+
+ if (_generating_world) {
+ uint32 r = Random();
+
+ construction_stage = TOWN_HOUSE_COMPLETED;
+ if (CHANCE16(1, 7)) construction_stage = GB(r, 0, 2);
+
+ if (construction_stage == TOWN_HOUSE_COMPLETED) {
+ ChangePopulation(t, _housetype_population[house]);
+ } else {
+ construction_counter = GB(r, 2, 2);
+ }
+ }
+ size_flags = GB(_housetype_extra_flags[house], 2, 3);
+ MakeTownHouse(tile, t->index, construction_counter, construction_stage, size_flags, house);
+ }
+}
+
+static bool BuildTownHouse(Town *t, TileIndex tile)
+{
+ int32 r;
+
+ // make sure it's possible
+ if (!EnsureNoVehicle(tile)) return false;
+ if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
+ if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
+
+ r = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
+ if (CmdFailed(r)) return false;
+
+ DoBuildTownHouse(t, tile);
+ return true;
+}
+
+
+static void DoClearTownHouseHelper(TileIndex tile)
+{
+ assert(IsTileType(tile, MP_HOUSE));
+ DoClearSquare(tile);
+ DeleteAnimatedTile(tile);
+}
+
+static void ClearTownHouse(Town *t, TileIndex tile)
+{
+ uint house = GetHouseType(tile);
+ uint eflags;
+
+ assert(IsTileType(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 += TileDiffXY(-1, 0);
+ } else if (_housetype_extra_flags[house-1] & 0x18) {
+ house--;
+ tile += TileDiffXY(0, -1);
+ } else if (_housetype_extra_flags[house-2] & 0x10) {
+ house-=2;
+ tile += TileDiffXY(-1, 0);
+ } else if (_housetype_extra_flags[house-3] & 0x10) {
+ house-=3;
+ tile += TileDiffXY(-1, -1);
+ }
+ }
+
+ // Remove population from the town if the house is finished.
+ if (GetHouseBuildingStage(tile) == TOWN_HOUSE_COMPLETED) {
+ ChangePopulation(t, -_housetype_population[house]);
+ }
+
+ t->num_houses--;
+
+ // Clear flags for houses that only may exist once/town.
+ switch (house) {
+ case HOUSE_TEMP_CHURCH:
+ case HOUSE_ARCT_CHURCH:
+ case HOUSE_SNOW_CHURCH:
+ case HOUSE_TROP_CHURCH:
+ case HOUSE_TOY_CHURCH:
+ CLRBIT(t->flags12, TOWN_HAS_CHURCH);
+ break;
+ case HOUSE_STADIUM:
+ case HOUSE_MODERN_STADIUM:
+ CLRBIT(t->flags12, TOWN_HAS_STADIUM);
+ break;
+ default:
+ break;
+ }
+
+ // Do the actual clearing of tiles
+ eflags = _housetype_extra_flags[house];
+ DoClearTownHouseHelper(tile);
+ if (eflags & 0x14) DoClearTownHouseHelper(tile + TileDiffXY(1, 0));
+ if (eflags & 0x18) DoClearTownHouseHelper(tile + TileDiffXY(0, 1));
+ if (eflags & 0x10) DoClearTownHouseHelper(tile + TileDiffXY(1, 1));
+}
+
+/** Rename a town (server-only).
+ * @param tile unused
+ * @param p1 town ID to rename
+ * @param p2 unused
+ */
+int32 CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
+{
+ StringID str;
+ Town *t;
+
+ if (!IsValidTownID(p1) || _cmd_text[0] == '\0') return CMD_ERROR;
+
+ t = GetTown(p1);
+
+ str = AllocateNameUnique(_cmd_text, 4);
+ if (str == 0) return CMD_ERROR;
+
+ if (flags & DC_EXEC) {
+ DeleteName(t->townnametype);
+ t->townnametype = str;
+
+ UpdateTownVirtCoord(t);
+ _town_sort_dirty = true;
+ UpdateAllStationVirtCoord();
+ MarkWholeScreenDirty();
+ } else {
+ DeleteName(str);
+ }
+ return 0;
+}
+
+// Called from GUI
+void ExpandTown(Town *t)
+{
+ int amount, n;
+
+ _generating_world = true;
+
+ /* The more houses, the faster we grow */
+ amount = RandomRange(t->num_houses / 10) + 3;
+ t->num_houses += amount;
+ UpdateTownRadius(t);
+
+ n = amount * 10;
+ 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
+};
+
+static void TownActionAdvertiseSmall(Town* t)
+{
+ ModifyStationRatingAround(t->xy, _current_player, 0x40, 10);
+}
+
+static void TownActionAdvertiseMedium(Town* t)
+{
+ ModifyStationRatingAround(t->xy, _current_player, 0x70, 15);
+}
+
+static void TownActionAdvertiseLarge(Town* t)
+{
+ ModifyStationRatingAround(t->xy, _current_player, 0xA0, 20);
+}
+
+static void TownActionRoadRebuild(Town* t)
+{
+ const Player* p;
+
+ t->road_build_months = 6;
+
+ SetDParam(0, t->index);
+
+ p = GetPlayer(_current_player);
+ SetDParam(1, p->name_1);
+ SetDParam(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(TileIndex tile)
+{
+ PlayerID old;
+ int32 r;
+
+ if (GetTileSlope(tile, NULL) != SLOPE_FLAT) return false;
+
+ if (!IsTileType(tile, MP_HOUSE) &&
+ !IsTileType(tile, MP_CLEAR) &&
+ !IsTileType(tile, MP_TREES)) {
+ return false;
+ }
+
+ old = _current_player;
+ _current_player = OWNER_NONE;
+ r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ _current_player = old;
+
+ if (CmdFailed(r)) return false;
+
+ MakeStatue(tile, _current_player);
+ MarkTileDirtyByTile(tile);
+
+ return true;
+}
+
+/**
+ * Search callback function for TownActionBuildStatue
+ * @param data that is passed by the caller. In this case, nothing
+ * @result of the test
+ */
+static bool SearchTileForStatue(TileIndex tile, uint32 data)
+{
+ return DoBuildStatueOfCompany(tile);
+}
+
+/**
+ * Perform a 9x9 tiles circular search from the center of the town
+ * in order to find a free tile to place a statue
+ * @param t town to search in
+ */
+static void TownActionBuildStatue(Town* t)
+{
+ TileIndex tile = t->xy;
+
+ if (CircularTileSearch(tile, 9, SearchTileForStatue, 0))
+ SETBIT(t->statues, _current_player); ///< Once found and built, "inform" the Town
+}
+
+static void TownActionFundBuildings(Town* t)
+{
+ // Build next tick
+ t->grow_counter = 1;
+ // If we were not already growing
+ SETBIT(t->flags12, TOWN_IS_FUNDED);
+ // And grow for 3 months
+ t->fund_buildings_months = 3;
+}
+
+static void TownActionBuyRights(Town* t)
+{
+ t->exclusive_counter = 12;
+ t->exclusivity = _current_player;
+
+ ModifyStationRatingAround(t->xy, _current_player, 130, 17);
+}
+
+static void TownActionBribe(Town* t)
+{
+ if (!RandomRange(15)) {
+ Station *st;
+
+ // 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) {
+ uint i;
+
+ for (i = 0; i != NUM_CARGO; i++) st->goods[i].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 (IsLocalPlayer()) 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
+ */
+ if (t->ratings[_current_player] > RATING_BRIBE_DOWN_TO) {
+ t->ratings[_current_player] = RATING_BRIBE_DOWN_TO;
+ }
+ } else {
+ ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM);
+ }
+}
+
+typedef void TownActionProc(Town* t);
+static TownActionProc * const _town_action_proc[] = {
+ TownActionAdvertiseSmall,
+ TownActionAdvertiseMedium,
+ TownActionAdvertiseLarge,
+ TownActionRoadRebuild,
+ TownActionBuildStatue,
+ TownActionFundBuildings,
+ TownActionBuyRights,
+ TownActionBribe
+};
+
+extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t);
+
+/** Do a town action.
+ * This performs an action such as advertising, building a statue, funding buildings,
+ * but also bribing the town-council
+ * @param tile unused
+ * @param p1 town to do the action at
+ * @param p2 action to perform, @see _town_action_proc for the list of available actions
+ */
+int32 CmdDoTownAction(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
+{
+ int32 cost;
+ Town *t;
+
+ if (!IsValidTownID(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR;
+
+ t = GetTown(p1);
+
+ if (!HASBIT(GetMaskOfTownActions(NULL, _current_player, t), p2)) return CMD_ERROR;
+
+ SET_EXPENSES_TYPE(EXPENSES_OTHER);
+
+ cost = (_price.build_industry >> 8) * _town_action_costs[p2];
+
+ if (flags & DC_EXEC) {
+ _town_action_proc[p2](t);
+ 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 (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;
+ } else {
+ if (IsValidPlayer(st->owner) && t->ratings[st->owner] >= -1000+15)
+ t->ratings[st->owner] -= 15;
+ }
+ }
+ }
+
+ CLRBIT(t->flags12, TOWN_IS_FUNDED);
+
+ if (t->fund_buildings_months != 0) {
+ static const byte _grow_count_values[6] = {
+ 60, 60, 60, 50, 40, 30
+ };
+ m = _grow_count_values[min(n, 5)];
+ t->fund_buildings_months--;
+ } 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 (TilePixelHeight(t->xy) >= _opt.snow_line && t->act_food == 0 && t->population > 90)
+ return;
+ } else if (_opt.landscape == LT_DESERT) {
+ if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food==0 || t->act_water==0) && t->population > 60)
+ return;
+ }
+
+ t->growth_rate = m / (t->num_houses / 50 + 1);
+ if (m <= t->grow_counter)
+ t->grow_counter = m;
+
+ SETBIT(t->flags12, TOWN_IS_FUNDED);
+}
+
+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_water = t->new_act_water; t->new_act_water = 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)
+{
+ const Player* p;
+
+ FOR_ALL_PLAYERS(p) {
+ if (t->unwanted[p->index] > 0) t->unwanted[p->index]--;
+ }
+}
+
+bool CheckIfAuthorityAllows(TileIndex tile)
+{
+ Town *t;
+
+ if (!IsValidPlayer(_current_player)) 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;
+ SetDParam(0, t->index);
+
+ return false;
+}
+
+
+Town* CalcClosestTownFromTile(TileIndex tile, uint threshold)
+{
+ Town *t;
+ uint dist, best = threshold;
+ Town *best_town = NULL;
+
+ FOR_ALL_TOWNS(t) {
+ dist = DistanceManhattan(tile, t->xy);
+ if (dist < best) {
+ best = dist;
+ best_town = t;
+ }
+ }
+
+ return best_town;
+}
+
+
+Town *ClosestTownFromTile(TileIndex tile, uint threshold)
+{
+ if (IsTileType(tile, MP_HOUSE) || (
+ IsTileType(tile, MP_STREET) &&
+ (IsLevelCrossing(tile) ? GetCrossingRoadOwner(tile) : GetTileOwner(tile)) == OWNER_TOWN
+ )) {
+ return GetTownByTile(tile);
+ } else {
+ return CalcClosestTownFromTile(tile, threshold);
+ }
+}
+
+
+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) ||
+ (_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(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;
+
+ /* 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.diff.town_council_tolerance][type];
+
+ if (t->ratings[_current_player] < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) {
+ SetDParam(0, t->index);
+ _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
+ return false;
+ }
+
+ return true;
+}
+
+void TownsMonthlyLoop(void)
+{
+ Town *t;
+
+ FOR_ALL_TOWNS(t) {
+ if (t->road_build_months != 0) t->road_build_months--;
+
+ if (t->exclusive_counter != 0)
+ if (--t->exclusive_counter == 0) t->exclusivity = (byte)-1;
+
+ UpdateTownGrowRate(t);
+ UpdateTownAmounts(t);
+ UpdateTownUnwanted(t);
+ }
+}
+
+void InitializeTowns(void)
+{
+ Subsidy *s;
+
+ /* Clean the town pool and create 1 block in it */
+ CleanPool(&_Town_pool);
+ AddBlockToPool(&_Town_pool);
+
+ memset(_subsidies, 0, sizeof(_subsidies));
+ for (s=_subsidies; s != endof(_subsidies); s++)
+ s->cargo_type = CT_INVALID;
+
+ _cur_town_ctr = 0;
+ _cur_town_iter = 0;
+ _total_towns = 0;
+ _town_sort_dirty = true;
+}
+
+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 */
+ GetSlopeTileh_Town, /* get_slope_tileh_proc */
+};
+
+
+// Save and load of towns.
+static const SaveLoad _town_desc[] = {
+ SLE_CONDVAR(Town, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
+ SLE_CONDVAR(Town, xy, SLE_UINT32, 6, SL_MAX_VERSION),
+
+ SLE_CONDVAR(Town, population, SLE_FILE_U16 | SLE_VAR_U32, 0, 2),
+ SLE_CONDVAR(Town, population, SLE_UINT32, 3, SL_MAX_VERSION),
+
+
+ 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_CONDNULL(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,SL_MAX_VERSION),
+
+ SLE_CONDVAR(Town, max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
+ SLE_CONDVAR(Town, max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
+ SLE_CONDVAR(Town, new_max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
+ SLE_CONDVAR(Town, new_max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
+ SLE_CONDVAR(Town, act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
+ SLE_CONDVAR(Town, act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
+ SLE_CONDVAR(Town, new_act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
+ SLE_CONDVAR(Town, new_act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
+
+ SLE_CONDVAR(Town, max_pass, SLE_UINT32, 9, SL_MAX_VERSION),
+ SLE_CONDVAR(Town, max_mail, SLE_UINT32, 9, SL_MAX_VERSION),
+ SLE_CONDVAR(Town, new_max_pass, SLE_UINT32, 9, SL_MAX_VERSION),
+ SLE_CONDVAR(Town, new_max_mail, SLE_UINT32, 9, SL_MAX_VERSION),
+ SLE_CONDVAR(Town, act_pass, SLE_UINT32, 9, SL_MAX_VERSION),
+ SLE_CONDVAR(Town, act_mail, SLE_UINT32, 9, SL_MAX_VERSION),
+ SLE_CONDVAR(Town, new_act_pass, SLE_UINT32, 9, SL_MAX_VERSION),
+ SLE_CONDVAR(Town, new_act_mail, SLE_UINT32, 9, SL_MAX_VERSION),
+
+ 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_water, SLE_UINT16),
+ SLE_VAR(Town, new_act_food, SLE_UINT16),
+ SLE_VAR(Town, new_act_water, 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),
+
+ SLE_VAR(Town, exclusivity, SLE_UINT8),
+ SLE_VAR(Town, exclusive_counter, SLE_UINT8),
+ // reserve extra space in savegame here. (currently 30 bytes)
+ SLE_CONDNULL(30, 2, SL_MAX_VERSION),
+
+ SLE_END()
+};
+
+static void Save_TOWN(void)
+{
+ Town *t;
+
+ FOR_ALL_TOWNS(t) {
+ SlSetArrayIndex(t->index);
+ SlObject(t, _town_desc);
+ }
+}
+
+static void Load_TOWN(void)
+{
+ int index;
+
+ _total_towns = 0;
+
+ while ((index = SlIterateArray()) != -1) {
+ Town *t;
+
+ if (!AddBlockIfNeeded(&_Town_pool, index))
+ error("Towns: failed loading savegame: too many towns");
+
+ t = GetTown(index);
+ SlObject(t, _town_desc);
+
+ _total_towns++;
+ }
+
+ /* This is to ensure all pointers are within the limits of
+ * the size of the TownPool */
+ if (_cur_town_ctr > GetMaxTownIndex())
+ _cur_town_ctr = 0;
+}
+
+void AfterLoadTown(void)
+{
+ Town *t;
+ FOR_ALL_TOWNS(t) {
+ UpdateTownRadius(t);
+ UpdateTownVirtCoord(t);
+ }
+ _town_sort_dirty = true;
+}
+
+
+const ChunkHandler _town_chunk_handlers[] = {
+ { 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},
+};