From 66bbf336c6af7353ef0aeed58002c46543b30635 Mon Sep 17 00:00:00 2001 From: rubidium Date: Tue, 2 Jan 2007 19:19:48 +0000 Subject: (svn r7759) -Merge: makefile rewrite. This merge features: - A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy. --- town_cmd.c | 1965 ------------------------------------------------------------ 1 file changed, 1965 deletions(-) delete mode 100644 town_cmd.c (limited to 'town_cmd.c') diff --git a/town_cmd.c b/town_cmd.c deleted file mode 100644 index 9c00cf25a..000000000 --- a/town_cmd.c +++ /dev/null @@ -1,1965 +0,0 @@ -/* $Id$ */ - -#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}, -}; -- cgit v1.2.3-70-g09d2