/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ /** @file town_cmd.cpp Handling of town tiles. */ #include "stdafx.h" #include "road_internal.h" /* Cleaning up road bits */ #include "road_cmd.h" #include "landscape.h" #include "viewport_func.h" #include "cmd_helper.h" #include "command_func.h" #include "industry.h" #include "station_base.h" #include "company_base.h" #include "news_func.h" #include "error.h" #include "object.h" #include "genworld.h" #include "newgrf_debug.h" #include "newgrf_house.h" #include "newgrf_text.h" #include "autoslope.h" #include "tunnelbridge_map.h" #include "strings_func.h" #include "window_func.h" #include "string_func.h" #include "newgrf_cargo.h" #include "cheat_type.h" #include "animated_tile_func.h" #include "date_func.h" #include "subsidy_func.h" #include "core/pool_func.hpp" #include "town.h" #include "townname_func.h" #include "core/random_func.hpp" #include "core/backup_type.hpp" #include "depot_base.h" #include "object_map.h" #include "object_base.h" #include "ai/ai.hpp" #include "game/game.hpp" #include "table/strings.h" #include "table/town_land.h" #include "safeguards.h" TownID _new_town_id; uint32 _town_cargoes_accepted; ///< Bitmap of all cargoes accepted by houses. /* Initialize the town-pool */ TownPool _town_pool("Town"); INSTANTIATE_POOL_METHODS(Town) Town::~Town() { free(this->name); free(this->text); if (CleaningPool()) return; /* Delete town authority window * and remove from list of sorted towns */ DeleteWindowById(WC_TOWN_VIEW, this->index); /* Check no industry is related to us. */ const Industry *i; FOR_ALL_INDUSTRIES(i) assert(i->town != this); /* ... and no object is related to us. */ const Object *o; FOR_ALL_OBJECTS(o) assert(o->town != this); /* Check no tile is related to us. */ for (TileIndex tile = 0; tile < MapSize(); ++tile) { switch (GetTileType(tile)) { case MP_HOUSE: assert(GetTownIndex(tile) != this->index); break; case MP_ROAD: assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index); break; case MP_TUNNELBRIDGE: assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this); break; default: break; } } /* Clear the persistent storage list. */ this->psa_list.clear(); DeleteSubsidyWith(ST_TOWN, this->index); DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index); CargoPacket::InvalidateAllFrom(ST_TOWN, this->index); MarkWholeScreenDirty(); } /** * Invalidating of the "nearest town cache" has to be done * after removing item from the pool. * @param index index of deleted item */ void Town::PostDestructor(size_t index) { InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0); UpdateNearestTownForRoadTiles(false); /* Give objects a new home! */ Object *o; FOR_ALL_OBJECTS(o) { if (o->town == NULL) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX); } } /** * Assigns town layout. If Random, generates one based on TileHash. */ void Town::InitializeLayout(TownLayout layout) { if (layout != TL_RANDOM) { this->layout = layout; return; } this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1); } /** * Return a random valid town. * @return random town, NULL if there are no towns */ /* static */ Town *Town::GetRandom() { if (Town::GetNumItems() == 0) return NULL; int num = RandomRange((uint16)Town::GetNumItems()); size_t index = MAX_UVALUE(size_t); while (num >= 0) { num--; index++; /* Make sure we have a valid town */ while (!Town::IsValidID(index)) { index++; assert(index < Town::GetPoolSize()); } } return Town::Get(index); } /** * Get the cost for removing this house * @return the cost (inflation corrected etc) */ Money HouseSpec::GetRemovalCost() const { return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8; } /* Local */ static int _grow_town_result; /* Describe the possible states */ enum TownGrowthResult { GROWTH_SUCCEED = -1, GROWTH_SEARCH_STOPPED = 0 // GROWTH_SEARCH_RUNNING >= 1 }; static bool BuildTownHouse(Town *t, TileIndex tile); static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout); static void TownDrawHouseLift(const TileInfo *ti) { AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile)); } typedef void TownDrawTileProc(const TileInfo *ti); static TownDrawTileProc * const _town_draw_tile_procs[1] = { TownDrawHouseLift }; /** * Return a random direction * * @return a random direction */ static inline DiagDirection RandomDiagDir() { return (DiagDirection)(3 & Random()); } /** * House Tile drawing handler. * Part of the tile loop process * @param ti TileInfo of the tile to draw */ static void DrawTile_Town(TileInfo *ti) { HouseID house_id = GetHouseType(ti->tile); if (house_id >= NEW_HOUSE_OFFSET) { /* Houses don't necessarily need new graphics. If they don't have a * spritegroup associated with them, then the sprite for the substitute * house id is drawn instead. */ if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != NULL) { DrawNewHouseTile(ti, house_id); return; } else { house_id = HouseSpec::Get(house_id)->grf_prop.subst_id; } } /* Retrieve pointer to the draw town tile struct */ const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)]; if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED); DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal); /* If houses are invisible, do not draw the upper part */ if (IsInvisibilitySet(TO_HOUSES)) return; /* Add a house on top of the ground? */ SpriteID image = dcts->building.sprite; if (image != 0) { AddSortableSpriteToDraw(image, dcts->building.pal, ti->x + dcts->subtile_x, ti->y + dcts->subtile_y, dcts->width, dcts->height, dcts->dz, ti->z, IsTransparencySet(TO_HOUSES) ); if (IsTransparencySet(TO_HOUSES)) return; } { int proc = dcts->draw_proc - 1; if (proc >= 0) _town_draw_tile_procs[proc](ti); } } static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y) { return GetTileMaxPixelZ(tile); } /** Tile callback routine */ static Foundation GetFoundation_Town(TileIndex tile, Slope tileh) { HouseID hid = GetHouseType(tile); /* For NewGRF house tiles we might not be drawing a foundation. We need to * account for this, as other structures should * draw the wall of the foundation in this case. */ if (hid >= NEW_HOUSE_OFFSET) { const HouseSpec *hs = HouseSpec::Get(hid); if (hs->grf_prop.spritegroup[0] != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) { uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile); if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE; } } return FlatteningFoundation(tileh); } /** * Animate a tile for a town * Only certain houses can be animated * The newhouses animation supersedes regular ones * @param tile TileIndex of the house to animate */ static void AnimateTile_Town(TileIndex tile) { if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) { AnimateNewHouseTile(tile); return; } 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 (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) { DeleteAnimatedTile(tile); return; } if (!LiftHasDestination(tile)) { uint i; /* Building has 6 floors, number 0 .. 6, where 1 is illegal. * This is due to the fact that the first floor is, in the graphics, * the height of 2 'normal' floors. * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */ do { i = RandomRange(7); } while (i == 1 || i * 6 == GetLiftPosition(tile)); SetLiftDestination(tile, i); } int pos = GetLiftPosition(tile); int dest = GetLiftDestination(tile) * 6; pos += (pos < dest) ? 1 : -1; SetLiftPosition(tile, pos); if (pos == dest) { HaltLift(tile); DeleteAnimatedTile(tile); } MarkTileDirtyByTile(tile); } /** * Determines if a town is close to a tile * @param tile TileIndex of the tile to query * @param dist maximum distance to be accepted * @returns true if the tile correspond to the distance criteria */ static bool IsCloseToTown(TileIndex tile, uint dist) { /* On a large map with many towns, it may be faster to check the surroundings of the tile. * An iteration in TILE_AREA_LOOP() is generally 2 times faster than one in FOR_ALL_TOWNS(). */ if (Town::GetNumItems() > (size_t) (dist * dist * 2)) { const int tx = TileX(tile); const int ty = TileY(tile); TileArea tile_area = TileArea( TileXY(max(0, tx - (int) dist), max(0, ty - (int) dist)), TileXY(min(MapMaxX(), tx + (int) dist), min(MapMaxY(), ty + (int) dist)) ); TILE_AREA_LOOP(atile, tile_area) { if (GetTileType(atile) == MP_HOUSE) { Town *t = Town::GetByTile(atile); if (DistanceManhattan(tile, t->xy) < dist) return true; } } return false; } const Town *t; FOR_ALL_TOWNS(t) { if (DistanceManhattan(tile, t->xy) < dist) return true; } return false; } /** * Resize the sign(label) of the town after changes in * population (creation or growth or else) */ void Town::UpdateVirtCoord() { Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE); SetDParam(0, this->index); SetDParam(1, this->cache.population); this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE, _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN, STR_VIEWPORT_TOWN); SetWindowDirty(WC_TOWN_VIEW, this->index); } /** Update the virtual coords needed to draw the town sign for all towns. */ void UpdateAllTownVirtCoords() { Town *t; FOR_ALL_TOWNS(t) { t->UpdateVirtCoord(); } } /** * Change the towns population * @param t Town which population has changed * @param mod population change (can be positive or negative) */ static void ChangePopulation(Town *t, int mod) { t->cache.population += mod; InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations t->UpdateVirtCoord(); InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1); } /** * Determines the world population * Basically, count population of all towns, one by one * @return uint32 the calculated population of the world */ uint32 GetWorldPopulation() { uint32 pop = 0; const Town *t; FOR_ALL_TOWNS(t) pop += t->cache.population; return pop; } /** * Helper function for house completion stages progression * @param tile TileIndex of the house (or parts of it) to "grow" */ static void MakeSingleHouseBigger(TileIndex tile) { assert(IsTileType(tile, MP_HOUSE)); /* progress in construction stages */ IncHouseConstructionTick(tile); if (GetHouseConstructionTick(tile) != 0) return; AnimateNewHouseConstruction(tile); if (IsHouseCompleted(tile)) { /* Now that construction is complete, we can add the population of the * building to the town. */ ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population); ResetHouseAge(tile); } MarkTileDirtyByTile(tile); } /** * Make the house advance in its construction stages until completion * @param tile TileIndex of house */ static void MakeTownHouseBigger(TileIndex tile) { uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags; if (flags & BUILDING_HAS_1_TILE) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0)); if (flags & BUILDING_2_TILES_Y) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1)); if (flags & BUILDING_2_TILES_X) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0)); if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1)); } /** * Tile callback function. * * Periodic tic handler for houses and town * @param tile been asked to do its stuff */ static void TileLoop_Town(TileIndex tile) { HouseID house_id = GetHouseType(tile); /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house * doesn't exist any more, so don't continue here. */ if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return; if (!IsHouseCompleted(tile)) { /* Construction is not completed. See if we can go further in construction*/ MakeTownHouseBigger(tile); return; } const HouseSpec *hs = HouseSpec::Get(house_id); /* If the lift has a destination, it is already an animated tile. */ if ((hs->building_flags & BUILDING_IS_ANIMATED) && house_id < NEW_HOUSE_OFFSET && !LiftHasDestination(tile) && Chance16(1, 2)) { AddAnimatedTile(tile); } Town *t = Town::GetByTile(tile); uint32 r = Random(); StationFinder stations(TileArea(tile, 1, 1)); if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) { for (uint i = 0; i < 256; i++) { uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile); if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break; CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile); if (cargo == CT_INVALID) continue; uint amt = GB(callback, 0, 8); if (amt == 0) continue; uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations()); const CargoSpec *cs = CargoSpec::Get(cargo); t->supplied[cs->Index()].new_max += amt; t->supplied[cs->Index()].new_act += moved; } } else { if (GB(r, 0, 8) < hs->population) { uint amt = GB(r, 0, 8) / 8 + 1; if (EconomyIsInRecession()) amt = (amt + 1) >> 1; t->supplied[CT_PASSENGERS].new_max += amt; t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations()); } if (GB(r, 8, 8) < hs->mail_generation) { uint amt = GB(r, 8, 8) / 8 + 1; if (EconomyIsInRecession()) amt = (amt + 1) >> 1; t->supplied[CT_MAIL].new_max += amt; t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations()); } } Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE); if ((hs->building_flags & BUILDING_HAS_1_TILE) && HasBit(t->flags, TOWN_IS_GROWING) && CanDeleteHouse(tile) && GetHouseAge(tile) >= hs->minimum_life && --t->time_until_rebuild == 0) { t->time_until_rebuild = GB(r, 16, 8) + 192; ClearTownHouse(t, tile); /* Rebuild with another house? */ if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile); } cur_company.Restore(); } static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags) { if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED); if (!CanDeleteHouse(tile)) return CMD_ERROR; const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile)); CommandCost cost(EXPENSES_CONSTRUCTION); cost.AddCost(hs->GetRemovalCost()); int rating = hs->remove_rating_decrease; Town *t = Town::GetByTile(tile); if (Company::IsValidID(_current_company)) { if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) { SetDParam(0, t->index); return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS); } } ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags); if (flags & DC_EXEC) { ClearTownHouse(t, tile); } return cost; } static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced) { HouseID house_id = GetHouseType(tile); const HouseSpec *hs = HouseSpec::Get(house_id); Town *t = Town::GetByTile(tile); if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) { for (uint i = 0; i < 256; i++) { uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile); if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break; CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile); if (cargo == CT_INVALID) continue; produced[cargo]++; } } else { if (hs->population > 0) { produced[CT_PASSENGERS]++; } if (hs->mail_generation > 0) { produced[CT_MAIL]++; } } } static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted) { if (cargo == CT_INVALID || amount == 0) return; acceptance[cargo] += amount; SetBit(*always_accepted, cargo); } static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted) { const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile)); CargoID accepts[3]; /* Set the initial accepted cargo types */ for (uint8 i = 0; i < lengthof(accepts); i++) { accepts[i] = hs->accepts_cargo[i]; } /* Check for custom accepted cargo types */ if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) { uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile); if (callback != CALLBACK_FAILED) { /* Replace accepted cargo types with translated values from callback */ accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile); accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile); accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile); } } /* Check for custom cargo acceptance */ if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) { uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile); if (callback != CALLBACK_FAILED) { AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted); AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted); if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) { /* The 'S' bit indicates food instead of goods */ AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted); } else { AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted); } return; } } /* No custom acceptance, so fill in with the default values */ for (uint8 i = 0; i < lengthof(accepts); i++) { AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted); } } static void GetTileDesc_Town(TileIndex tile, TileDesc *td) { const HouseID house = GetHouseType(tile); const HouseSpec *hs = HouseSpec::Get(house); bool house_completed = IsHouseCompleted(tile); td->str = hs->building_name; uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile); if (callback_res != CALLBACK_FAILED && callback_res != 0x400) { if (callback_res > 0x400) { ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res); } else { StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res); if (new_name != STR_NULL && new_name != STR_UNDEFINED) { td->str = new_name; } } } if (!house_completed) { SetDParamX(td->dparam, 0, td->str); td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION; } if (hs->grf_prop.grffile != NULL) { const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid); td->grf = gc->GetName(); } td->owner[0] = OWNER_TOWN; } static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side) { /* not used */ return 0; } static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner) { /* not used */ } /** Update the total cargo acceptance of the whole town. * @param t The town to update. */ void UpdateTownCargoTotal(Town *t) { t->cargo_accepted_total = 0; const TileArea &area = t->cargo_accepted.GetArea(); TILE_AREA_LOOP(tile, area) { if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) { t->cargo_accepted_total |= t->cargo_accepted[tile]; } } } /** * Update accepted town cargoes around a specific tile. * @param t The town to update. * @param start Update the values around this tile. * @param update_total Set to true if the total cargo acceptance should be updated. */ static void UpdateTownCargoes(Town *t, TileIndex start, bool update_total = true) { CargoArray accepted, produced; uint32 dummy; /* Gather acceptance for all houses in an area around the start tile. * The area is composed of the square the tile is in, extended one square in all * directions as the coverage area of a single station is bigger than just one square. */ TileArea area = AcceptanceMatrix::GetAreaForTile(start, 1); TILE_AREA_LOOP(tile, area) { if (!IsTileType(tile, MP_HOUSE) || GetTownIndex(tile) != t->index) continue; AddAcceptedCargo_Town(tile, accepted, &dummy); AddProducedCargo_Town(tile, produced); } /* Create bitmap of produced and accepted cargoes. */ uint32 acc = 0; for (uint cid = 0; cid < NUM_CARGO; cid++) { if (accepted[cid] >= 8) SetBit(acc, cid); if (produced[cid] > 0) SetBit(t->cargo_produced, cid); } t->cargo_accepted[start] = acc; if (update_total) UpdateTownCargoTotal(t); } /** Update cargo acceptance for the complete town. * @param t The town to update. */ void UpdateTownCargoes(Town *t) { t->cargo_produced = 0; const TileArea &area = t->cargo_accepted.GetArea(); if (area.tile == INVALID_TILE) return; /* Update acceptance for each grid square. */ TILE_AREA_LOOP(tile, area) { if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) { UpdateTownCargoes(t, tile, false); } } /* Update the total acceptance. */ UpdateTownCargoTotal(t); } /** Updates the bitmap of all cargoes accepted by houses. */ void UpdateTownCargoBitmap() { Town *town; _town_cargoes_accepted = 0; FOR_ALL_TOWNS(town) { _town_cargoes_accepted |= town->cargo_accepted_total; } } static bool GrowTown(Town *t); static void TownTickHandler(Town *t) { if (HasBit(t->flags, TOWN_IS_GROWING)) { int i = t->grow_counter - 1; if (i < 0) { if (GrowTown(t)) { i = t->growth_rate & (~TOWN_GROW_RATE_CUSTOM); } else { i = 0; } } t->grow_counter = i; } } void OnTick_Town() { if (_game_mode == GM_EDITOR) return; Town *t; FOR_ALL_TOWNS(t) { /* Run town tick at regular intervals, but not all at once. */ if ((_tick_counter + t->index) % TOWN_GROWTH_TICKS == 0) { TownTickHandler(t); } } } /** * Return the RoadBits of a tile * * @note There are many other functions doing things like that. * @note Needs to be checked for needlessness. * @param tile The tile we want to analyse * @return The roadbits of the given tile */ static RoadBits GetTownRoadBits(TileIndex tile) { if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE; return GetAnyRoadBits(tile, ROADTYPE_ROAD, true); } /** * Check for parallel road inside a given distance. * Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile, * is there a parallel road left or right of it within distance dist_multi? * * @param tile current tile * @param dir target direction * @param dist_multi distance multiplayer * @return true if there is a parallel road */ static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi) { if (!IsValidTile(tile)) return false; /* Lookup table for the used diff values */ const TileIndexDiff tid_lt[3] = { TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)), TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)), TileOffsByDiagDir(ReverseDiagDir(dir)), }; dist_multi = (dist_multi + 1) * 4; for (uint pos = 4; pos < dist_multi; pos++) { /* Go (pos / 4) tiles to the left or the right */ TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4); /* Use the current tile as origin, or go one tile backwards */ if (pos & 2) cur += tid_lt[2]; /* Test for roadbit parallel to dir and facing towards the middle axis */ if (IsValidTile(tile + cur) && GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true; } return false; } /** * Check if a Road is allowed on a given tile * * @param t The current town * @param tile The target tile * @param dir The direction in which we want to extend the town * @return true if it is allowed else false */ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir) { if (DistanceFromEdge(tile) == 0) return false; /* Prevent towns from building roads under bridges along the bridge. Looks silly. */ if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false; /* Check if there already is a road at this point? */ if (GetTownRoadBits(tile) == ROAD_NONE) { /* No, try if we are able to build a road piece there. * 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 (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() && DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) { return false; } } Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile) : GetTileSlope(tile); bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2); if (cur_slope == SLOPE_FLAT) return ret; /* If the tile is not a slope in the right direction, then * maybe terraform some. */ Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE; if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) { if (Chance16(1, 8)) { CommandCost res = CMD_ERROR; if (!_generating_world && Chance16(1, 10)) { /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */ res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); } if (res.Failed() && Chance16(1, 3)) { /* We can consider building on the slope, though. */ return ret; } } return false; } return ret; } static bool TerraformTownTile(TileIndex tile, int edges, int dir) { assert(tile < MapSize()); CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false; DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND); return true; } static void LevelTownLand(TileIndex tile) { assert(tile < MapSize()); /* Don't terraform if land is plain or if there's a house there. */ if (IsTileType(tile, MP_HOUSE)) return; Slope tileh = GetTileSlope(tile); if (tileh == SLOPE_FLAT) return; /* First try up, then down */ if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) { TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0); } } /** * Generate the RoadBits of a grid tile * * @param t current town * @param tile tile in reference to the town * @param dir The direction to which we are growing ATM * @return the RoadBit of the current tile regarding * the selected town layout */ static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir) { /* align the grid to the downtown */ TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile RoadBits rcmd = ROAD_NONE; switch (t->layout) { default: NOT_REACHED(); case TL_2X2_GRID: if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y; if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X; break; case TL_3X3_GRID: if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y; if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X; break; } /* Optimise only X-junctions */ if (rcmd != ROAD_ALL) return rcmd; RoadBits rb_template; switch (GetTileSlope(tile)) { default: rb_template = ROAD_ALL; break; case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break; case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break; case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break; case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break; case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break; case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break; case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break; case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break; case SLOPE_STEEP_W: case SLOPE_STEEP_S: case SLOPE_STEEP_E: case SLOPE_STEEP_N: rb_template = ROAD_NONE; break; } /* Stop if the template is compatible to the growth dir */ if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template; /* If not generate a straight road in the direction of the growth */ return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir)); } /** * Grows the town with an extra house. * Check if there are enough neighbor house tiles * next to the current tile. If there are enough * add another house. * * @param t The current town * @param tile The target tile for the extra house * @return true if an extra house has been added */ static bool GrowTownWithExtraHouse(Town *t, TileIndex tile) { /* We can't look further than that. */ if (DistanceFromEdge(tile) == 0) return false; uint counter = 0; // counts the house neighbor tiles /* Check the tiles E,N,W and S of the current tile for houses */ for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) { /* Count both void and house tiles for checking whether there * are enough houses in the area. This to make it likely that * houses get build up to the edge of the map. */ switch (GetTileType(TileAddByDiagDir(tile, dir))) { case MP_HOUSE: case MP_VOID: counter++; break; default: break; } /* If there are enough neighbors stop here */ if (counter >= 3) { if (BuildTownHouse(t, tile)) { _grow_town_result = GROWTH_SUCCEED; return true; } return false; } } return false; } /** * Grows the town with a road piece. * * @param t The current town * @param tile The current tile * @param rcmd The RoadBits we want to build on the tile * @return true if the RoadBits have been added else false */ static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd) { if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) { _grow_town_result = GROWTH_SUCCEED; return true; } return false; } /** * Grows the town with a bridge. * At first we check if a bridge is reasonable. * If so we check if we are able to build it. * * @param t The current town * @param tile The current tile * @param bridge_dir The valid direction in which to grow a bridge * @return true if a bridge has been build else false */ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir) { assert(bridge_dir < DIAGDIR_END); const Slope slope = GetTileSlope(tile); /* Make sure the direction is compatible with the slope. * Well we check if the slope has an up bit set in the * reverse direction. */ if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false; /* Assure that the bridge is connectable to the start side */ if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false; /* We are in the right direction */ uint8 bridge_length = 0; // This value stores the length of the possible bridge TileIndex bridge_tile = tile; // Used to store the other waterside const int delta = TileOffsByDiagDir(bridge_dir); if (slope == SLOPE_FLAT) { /* Bridges starting on flat tiles are only allowed when crossing rivers. */ do { if (bridge_length++ >= 4) { /* Allow to cross rivers, not big lakes. */ return false; } bridge_tile += delta; } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile) && !IsSea(bridge_tile)); } else { do { if (bridge_length++ >= 11) { /* Max 11 tile long bridges */ return false; } bridge_tile += delta; } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile)); } /* no water tiles in between? */ if (bridge_length == 1) return false; for (uint8 times = 0; times <= 22; times++) { byte bridge_type = RandomRange(MAX_BRIDGES - 1); /* Can we actually build the bridge? */ if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) { DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE); _grow_town_result = GROWTH_SUCCEED; return true; } } /* Quit if it selecting an appropriate bridge type fails a large number of times. */ return false; } /** * Grows the given town. * There are at the moment 3 possible way's for * the town expansion: * @li Generate a random tile and check if there is a road allowed * @li TL_ORIGINAL * @li TL_BETTER_ROADS * @li Check if the town geometry allows a road and which one * @li TL_2X2_GRID * @li TL_3X3_GRID * @li Forbid roads, only build houses * * @param tile_ptr The current tile * @param cur_rb The current tiles RoadBits * @param target_dir The target road dir * @param t1 The current town */ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1) { RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command TileIndex tile = *tile_ptr; // The main tile on which we base our growth assert(tile < MapSize()); if (cur_rb == ROAD_NONE) { /* Tile has no road. First reset the status counter * to say that this is the last iteration. */ _grow_town_result = GROWTH_SEARCH_STOPPED; if (!_settings_game.economy.allow_town_roads && !_generating_world) return; if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return; /* Remove hills etc */ if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile); /* Is a road allowed here? */ switch (t1->layout) { default: NOT_REACHED(); case TL_3X3_GRID: case TL_2X2_GRID: rcmd = GetTownRoadGridElement(t1, tile, target_dir); if (rcmd == ROAD_NONE) return; break; case TL_BETTER_ROADS: case TL_ORIGINAL: if (!IsRoadAllowedHere(t1, tile, target_dir)) return; DiagDirection source_dir = ReverseDiagDir(target_dir); if (Chance16(1, 4)) { /* Randomize a new target dir */ do target_dir = RandomDiagDir(); while (target_dir == source_dir); } if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) { /* A road is not allowed to continue the randomized road, * return if the road we're trying to build is curved. */ if (target_dir != ReverseDiagDir(source_dir)) return; /* Return if neither side of the new road is a house */ if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) && !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) { return; } /* That means that the road is only allowed if there is a house * at any side of the new road. */ } rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir); break; } } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) { /* Continue building on a partial road. * Should be always OK, so we only generate * the fitting RoadBits */ _grow_town_result = GROWTH_SEARCH_STOPPED; if (!_settings_game.economy.allow_town_roads && !_generating_world) return; switch (t1->layout) { default: NOT_REACHED(); case TL_3X3_GRID: case TL_2X2_GRID: rcmd = GetTownRoadGridElement(t1, tile, target_dir); break; case TL_BETTER_ROADS: case TL_ORIGINAL: rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir)); break; } } else { bool allow_house = true; // Value which decides if we want to construct a house /* Reached a tunnel/bridge? Then continue at the other side of it, unless * it is the starting tile. Half the time, we stay on this side then.*/ if (IsTileType(tile, MP_TUNNELBRIDGE)) { if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) { *tile_ptr = GetOtherTunnelBridgeEnd(tile); } return; } /* Possibly extend the road in a direction. * Randomize a direction and if it has a road, bail out. */ target_dir = RandomDiagDir(); if (cur_rb & DiagDirToRoadBits(target_dir)) return; /* This is the tile we will reach if we extend to this direction. */ TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house /* Don't walk into water. */ if (HasTileWaterGround(house_tile)) return; if (!IsValidTile(house_tile)) return; if (_settings_game.economy.allow_town_roads || _generating_world) { switch (t1->layout) { default: NOT_REACHED(); case TL_3X3_GRID: // Use 2x2 grid afterwards! GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir)); /* FALL THROUGH */ case TL_2X2_GRID: rcmd = GetTownRoadGridElement(t1, tile, target_dir); allow_house = (rcmd & DiagDirToRoadBits(target_dir)) == ROAD_NONE; break; case TL_BETTER_ROADS: // Use original afterwards! GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir)); /* FALL THROUGH */ case TL_ORIGINAL: /* Allow a house at the edge. 60% chance or * always ok if no road allowed. */ rcmd = DiagDirToRoadBits(target_dir); allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10)); break; } } if (allow_house) { /* Build a house, but not if there already is a house there. */ if (!IsTileType(house_tile, MP_HOUSE)) { /* Level the land if possible */ if (Chance16(1, 6)) LevelTownLand(house_tile); /* And build a house. * Set result to -1 if we managed to build it. */ if (BuildTownHouse(t1, house_tile)) { _grow_town_result = GROWTH_SUCCEED; } } return; } _grow_town_result = GROWTH_SEARCH_STOPPED; } /* Return if a water tile */ if (HasTileWaterGround(tile)) return; /* Make the roads look nicer */ rcmd = CleanUpRoadBits(tile, rcmd); if (rcmd == ROAD_NONE) return; /* Only use the target direction for bridges to ensure they're connected. * The target_dir is as computed previously according to town layout, so * it will match it perfectly. */ if (GrowTownWithBridge(t1, tile, target_dir)) return; GrowTownWithRoad(t1, tile, rcmd); } /** * Checks whether a road can be followed or is a dead end, that can not be extended to the next tile. * This only checks trivial but often cases. * @param tile Start tile for road. * @param dir Direction for road to follow or build. * @return true If road is or can be connected in the specified direction. */ static bool CanFollowRoad(TileIndex tile, DiagDirection dir) { TileIndex target_tile = tile + TileOffsByDiagDir(dir); if (!IsValidTile(target_tile)) return false; if (HasTileWaterGround(target_tile)) return false; RoadBits target_rb = GetTownRoadBits(target_tile); if (_settings_game.economy.allow_town_roads || _generating_world) { /* Check whether a road connection exists or can be build. */ switch (GetTileType(target_tile)) { case MP_ROAD: return target_rb != ROAD_NONE; case MP_STATION: return IsDriveThroughStopTile(target_tile); case MP_TUNNELBRIDGE: return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD; case MP_HOUSE: case MP_INDUSTRY: case MP_OBJECT: return false; default: /* Checked for void and water earlier */ return true; } } else { /* Check whether a road connection already exists, * and it leads somewhere else. */ RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir)); return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0; } } /** * Returns "growth" if a house was built, or no if the build failed. * @param t town to inquiry * @param tile to inquiry * @return true if town expansion was possible */ static bool GrowTownAtRoad(Town *t, TileIndex tile) { /* Special case. * @see GrowTownInTile Check the else if */ DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town assert(tile < MapSize()); /* Number of times to search. * Better roads, 2X2 and 3X3 grid grow quite fast so we give * them a little handicap. */ switch (t->layout) { case TL_BETTER_ROADS: _grow_town_result = 10 + t->cache.num_houses * 2 / 9; break; case TL_3X3_GRID: case TL_2X2_GRID: _grow_town_result = 10 + t->cache.num_houses * 1 / 9; break; default: _grow_town_result = 10 + t->cache.num_houses * 4 / 9; break; } do { RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile /* Try to grow the town from this point */ GrowTownInTile(&tile, cur_rb, target_dir, t); if (_grow_town_result == GROWTH_SUCCEED) return true; /* Exclude the source position from the bitmask * and return if no more road blocks available */ if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir)); if (cur_rb == ROAD_NONE) return false; if (IsTileType(tile, MP_TUNNELBRIDGE)) { /* Only build in the direction away from the tunnel or bridge. */ target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile)); } else { /* Select a random bit from the blockmask, walk a step * and continue the search from there. */ do { if (cur_rb == ROAD_NONE) return false; RoadBits target_bits; do { target_dir = RandomDiagDir(); target_bits = DiagDirToRoadBits(target_dir); } while (!(cur_rb & target_bits)); cur_rb &= ~target_bits; } while (!CanFollowRoad(tile, target_dir)); } tile = TileAddByDiagDir(tile, target_dir); if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) { /* Don't allow building over roads of other cities */ if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) { return false; } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _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) */ SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN); SetTownIndex(tile, t->index); } } /* Max number of times is checked. */ } while (--_grow_town_result >= 0); return false; } /** * Generate a random road block. * The probability of a straight road * is somewhat higher than a curved. * * @return A RoadBits value with 2 bits set */ static RoadBits GenRandomRoadBits() { uint32 r = Random(); uint a = GB(r, 0, 2); uint b = GB(r, 8, 2); if (a == b) b ^= 2; return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b)); } /** * Grow the town * @param t town to grow * @return true iff something (house, road, bridge, ...) was built */ static bool GrowTown(Town *t) { 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 "company" is a town */ Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE); TileIndex tile = t->xy; // The tile we are working with ATM /* Find a road that we can base the construction on. */ const TileIndexDiffC *ptr; for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) { if (GetTownRoadBits(tile) != ROAD_NONE) { bool success = GrowTownAtRoad(t, tile); cur_company.Restore(); return success; } 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. */ if (_settings_game.economy.allow_town_roads || _generating_world) { 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) && IsTileFlat(tile)) { if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) { DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD); cur_company.Restore(); return true; } } tile = TILE_ADD(tile, ToTileIndexDiff(*ptr)); } } cur_company.Restore(); return false; } void UpdateTownRadius(Town *t) { static const uint32 _town_squared_town_zone_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->cache.num_houses < 92) { memcpy(t->cache.squared_town_zone_radius, _town_squared_town_zone_radius_data[t->cache.num_houses / 4], sizeof(t->cache.squared_town_zone_radius)); } else { int mass = t->cache.num_houses / 8; /* Actually we are proportional to sqrt() but that's right because we are covering an area. * The offsets are to make sure the radii do not decrease in size when going from the table * to the calculated value.*/ t->cache.squared_town_zone_radius[0] = mass * 15 - 40; t->cache.squared_town_zone_radius[1] = mass * 9 - 15; t->cache.squared_town_zone_radius[2] = 0; t->cache.squared_town_zone_radius[3] = mass * 5 - 5; t->cache.squared_town_zone_radius[4] = mass * 3 + 5; } } void UpdateTownMaxPass(Town *t) { t->supplied[CT_PASSENGERS].old_max = t->cache.population >> 3; t->supplied[CT_MAIL].old_max = t->cache.population >> 4; } /** * Does the actual town creation. * * @param t The town * @param tile Where to put it * @param townnameparts The town name * @param size Parameter for size determination * @param city whether to build a city or town * @param layout the (road) layout of the town * @param manual was the town placed manually? */ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual) { t->xy = tile; t->cache.num_houses = 0; t->time_until_rebuild = 10; UpdateTownRadius(t); t->flags = 0; t->cache.population = 0; t->grow_counter = 0; t->growth_rate = 250; /* Set the default cargo requirement for town growth */ switch (_settings_game.game_creation.landscape) { case LT_ARCTIC: if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER; break; case LT_TROPIC: if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT; if (FindFirstCargoWithTownEffect(TE_WATER) != NULL) t->goal[TE_WATER] = TOWN_GROWTH_DESERT; break; } t->fund_buildings_months = 0; for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL; t->have_ratings = 0; t->exclusivity = INVALID_COMPANY; t->exclusive_counter = 0; t->statues = 0; extern int _nb_orig_names; if (_settings_game.game_creation.town_name < _nb_orig_names) { /* Original town name */ t->townnamegrfid = 0; t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name; } else { /* Newgrf town name */ t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names); t->townnametype = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names); } t->townnameparts = townnameparts; t->UpdateVirtCoord(); InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0); t->InitializeLayout(layout); t->larger_town = city; int x = (int)size * 16 + 3; if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8; /* Don't create huge cities when founding town in-game */ if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size; t->cache.num_houses += x; UpdateTownRadius(t); int i = x * 4; do { GrowTown(t); } while (--i); t->cache.num_houses -= x; UpdateTownRadius(t); UpdateTownMaxPass(t); UpdateAirportsNoise(); } /** * Checks if it's possible to place a town at given tile * @param tile tile to check * @return error value or zero cost */ static CommandCost TownCanBePlacedHere(TileIndex tile) { /* Check if too close to the edge of map */ if (DistanceFromEdge(tile) < 12) { return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB); } /* Check distance to all other towns. */ if (IsCloseToTown(tile, 20)) { return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN); } /* Can only build on clear flat areas, possibly with trees. */ if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) { return_cmd_error(STR_ERROR_SITE_UNSUITABLE); } return CommandCost(EXPENSES_OTHER); } /** * Verifies this custom name is unique. Only custom names are checked. * @param name name to check * @return is this name unique? */ static bool IsUniqueTownName(const char *name) { const Town *t; FOR_ALL_TOWNS(t) { if (t->name != NULL && strcmp(t->name, name) == 0) return false; } return true; } /** * Create a new town. * @param tile coordinates where town is built * @param flags type of operation * @param p1 0..1 size of the town (@see TownSize) * 2 true iff it should be a city * 3..5 town road layout (@see TownLayout) * 6 use random location (randomize \c tile ) * @param p2 town name parts * @param text Custom name for the town. If empty, the town name parts will be used. * @return the cost of this operation or an error */ CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { TownSize size = Extract<TownSize, 0, 2>(p1); bool city = HasBit(p1, 2); TownLayout layout = Extract<TownLayout, 3, 3>(p1); TownNameParams par(_settings_game.game_creation.town_name); bool random = HasBit(p1, 6); uint32 townnameparts = p2; if (size >= TSZ_END) return CMD_ERROR; if (layout >= NUM_TLS) return CMD_ERROR; /* Some things are allowed only in the scenario editor and for game scripts. */ if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) { if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR; if (size == TSZ_LARGE) return CMD_ERROR; if (random) return CMD_ERROR; if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) { return CMD_ERROR; } } else if (_current_company == OWNER_DEITY && random) { /* Random parameter is not allowed for Game Scripts. */ return CMD_ERROR; } if (StrEmpty(text)) { /* If supplied name is empty, townnameparts has to generate unique automatic name */ if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE); } else { /* If name is not empty, it has to be unique custom name */ if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR; if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE); } /* Allocate town struct */ if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS); if (!random) { CommandCost ret = TownCanBePlacedHere(tile); if (ret.Failed()) return ret; } static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }}; /* multidimensional arrays have to have defined length of non-first dimension */ assert_compile(lengthof(price_mult[0]) == 4); CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]); byte mult = price_mult[city][size]; cost.MultiplyCost(mult); /* Create the town */ if (flags & DC_EXEC) { if (cost.GetCost() > GetAvailableMoneyForCommand()) { _additional_cash_required = cost.GetCost(); return CommandCost(EXPENSES_OTHER); } Backup<bool> old_generating_world(_generating_world, true, FILE_LINE); UpdateNearestTownForRoadTiles(true); Town *t; if (random) { t = CreateRandomTown(20, townnameparts, size, city, layout); if (t == NULL) { cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN); } else { _new_town_id = t->index; } } else { t = new Town(tile); DoCreateTown(t, tile, townnameparts, size, city, layout, true); } UpdateNearestTownForRoadTiles(false); old_generating_world.Restore(); if (t != NULL && !StrEmpty(text)) { t->name = stredup(text); t->UpdateVirtCoord(); } if (_game_mode != GM_EDITOR) { /* 't' can't be NULL since 'random' is false outside scenedit */ assert(!random); char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH]; SetDParam(0, _current_company); GetString(company_name, STR_COMPANY_NAME, lastof(company_name)); char *cn = stredup(company_name); SetDParamStr(0, cn); SetDParam(1, t->index); AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, cn); AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index)); Game::NewEvent(new ScriptEventTownFounded(t->index)); } } return cost; } /** * Towns must all be placed on the same grid or when they eventually * interpenetrate their road networks will not mesh nicely; this * function adjusts a tile so that it aligns properly. * * @param tile the tile to start at * @param layout which town layout algo is in effect * @return the adjusted tile */ static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout) { switch (layout) { case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3); case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3); default: return tile; } } /** * Towns must all be placed on the same grid or when they eventually * interpenetrate their road networks will not mesh nicely; this * function tells you if a tile is properly aligned. * * @param tile the tile to start at * @param layout which town layout algo is in effect * @return true if the tile is in the correct location */ static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout) { switch (layout) { case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0; case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0; default: return true; } } /** * Used as the user_data for FindFurthestFromWater */ struct SpotData { TileIndex tile; ///< holds the tile that was found uint max_dist; ///< holds the distance that tile is from the water TownLayout layout; ///< tells us what kind of town we're building }; /** * CircularTileSearch callback; finds the tile furthest from any * water. slightly bit tricky, since it has to do a search of its own * in order to find the distance to the water from each square in the * radius. * * Also, this never returns true, because it needs to take into * account all locations being searched before it knows which is the * furthest. * * @param tile Start looking from this tile * @param user_data Storage area for data that must last across calls; * must be a pointer to struct SpotData * * @return always false */ static bool FindFurthestFromWater(TileIndex tile, void *user_data) { SpotData *sp = (SpotData*)user_data; uint dist = GetClosestWaterDistance(tile, true); if (IsTileType(tile, MP_CLEAR) && IsTileFlat(tile) && IsTileAlignedToGrid(tile, sp->layout) && dist > sp->max_dist) { sp->tile = tile; sp->max_dist = dist; } return false; } /** * CircularTileSearch callback; finds the nearest land tile * * @param tile Start looking from this tile * @param user_data not used */ static bool FindNearestEmptyLand(TileIndex tile, void *user_data) { return IsTileType(tile, MP_CLEAR); } /** * Given a spot on the map (presumed to be a water tile), find a good * coastal spot to build a city. We don't want to build too close to * the edge if we can help it (since that retards city growth) hence * the search within a search within a search. O(n*m^2), where n is * how far to search for land, and m is how far inland to look for a * flat spot. * * @param tile Start looking from this spot. * @param layout the road layout to search for * @return tile that was found */ static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout) { SpotData sp = { INVALID_TILE, 0, layout }; TileIndex coast = tile; if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) { CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp); return sp.tile; } /* if we get here just give up */ return INVALID_TILE; } static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout) { assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN if (!Town::CanAllocateItem()) return NULL; do { /* Generate a tile index not too close from the edge */ TileIndex tile = AlignTileToGrid(RandomTile(), layout); /* if we tried to place the town on water, slide it over onto * the nearest likely-looking spot */ if (IsTileType(tile, MP_WATER)) { tile = FindNearestGoodCoastalTownSpot(tile, layout); if (tile == INVALID_TILE) continue; } /* Make sure town can be placed here */ if (TownCanBePlacedHere(tile).Failed()) continue; /* Allocate a town struct */ Town *t = new Town(tile); DoCreateTown(t, tile, townnameparts, size, city, layout, false); /* if the population is still 0 at the point, then the * placement is so bad it couldn't grow at all */ if (t->cache.population > 0) return t; Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE); CommandCost rc = DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN); cur_company.Restore(); assert(rc.Succeeded()); /* We already know that we can allocate a single town when * entering this function. However, we create and delete * a town which "resets" the allocation checks. As such we * need to check again when assertions are enabled. */ assert(Town::CanAllocateItem()); } while (--attempts != 0); return NULL; } static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high /** * This function will generate a certain amount of towns, with a certain layout * It can be called from the scenario editor (i.e.: generate Random Towns) * as well as from world creation. * @param layout which towns will be set to, when created * @return true if towns have been successfully created */ bool GenerateTowns(TownLayout layout) { uint current_number = 0; uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0; uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7)); total = min(TownPool::MAX_SIZE, total); uint32 townnameparts; TownNames town_names; SetGeneratingWorldProgress(GWP_TOWN, total); /* First attempt will be made at creating the suggested number of towns. * Note that this is really a suggested value, not a required one. * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */ do { bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns)); IncreaseGeneratingWorldProgress(GWP_TOWN); /* Get a unique name for the town. */ if (!GenerateTownName(&townnameparts, &town_names)) continue; /* try 20 times to create a random-sized town for the first loop. */ if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag. } while (--total); town_names.clear(); if (current_number != 0) return true; /* If current_number is still zero at this point, it means that not a single town has been created. * So give it a last try, but now more aggressive */ if (GenerateTownName(&townnameparts) && CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) { return true; } /* If there are no towns at all and we are generating new game, bail out */ if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) { ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL); } return false; // we are still without a town? we failed, simply } /** * Returns the bit corresponding to the town zone of the specified tile * @param t Town on which town zone is to be found * @param tile TileIndex where town zone needs to be found * @return the bit position of the given zone, as defined in HouseZones */ HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile) { uint dist = DistanceSquare(tile, t->xy); if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE; HouseZonesBits smallest = HZB_TOWN_EDGE; for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) { if (dist < t->cache.squared_town_zone_radius[i]) smallest = i; } return smallest; } /** * Clears tile and builds a house or house part. * @param tile tile index * @param t The town to clear the house for * @param counter of construction step * @param stage of construction (used for drawing) * @param type of house. Index into house specs array * @param random_bits required for newgrf houses * @pre house can be built here */ static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits) { CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR); assert(cc.Succeeded()); IncreaseBuildingCount(t, type); MakeHouseTile(tile, t->index, counter, stage, type, random_bits); if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile); MarkTileDirtyByTile(tile); } /** * Write house information into the map. For houses > 1 tile, all tiles are marked. * @param t tile index * @param town The town related to this house * @param counter of construction step * @param stage of construction (used for drawing) * @param type of house. Index into house specs array * @param random_bits required for newgrf houses * @pre house can be built here */ static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits) { BuildingFlags size = HouseSpec::Get(type)->building_flags; ClearMakeHouseTile(t, town, counter, stage, type, random_bits); if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits); if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits); if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits); } /** * Checks if a house can be built here. Important is slope, bridge above * and ability to clear the land. * @param tile tile to check * @param town town that is checking * @param noslope are slopes (foundations) allowed? * @return true iff house can be built here */ static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope) { /* cannot build on these slopes... */ Slope slope = GetTileSlope(tile); if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false; /* building under a bridge? */ if (IsBridgeAbove(tile)) return false; /* do not try to build over house owned by another town */ if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false; /* can we clear the land? */ return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded(); } /** * Checks if a house can be built at this tile, must have the same max z as parameter. * @param tile tile to check * @param town town that is checking * @param z max z of this tile so more parts of a house are at the same height (with foundation) * @param noslope are slopes (foundations) allowed? * @return true iff house can be built here * @see CanBuildHouseHere() */ static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, int z, bool noslope) { if (!CanBuildHouseHere(tile, town, noslope)) return false; /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */ if (GetTileMaxZ(tile) != z) return false; return true; } /** * Checks if a house of size 2x2 can be built at this tile * @param tile tile, N corner * @param town town that is checking * @param z maximum tile z so all tile have the same max z * @param noslope are slopes (foundations) allowed? * @return true iff house can be built * @see CheckBuildHouseSameZ() */ static bool CheckFree2x2Area(TileIndex tile, TownID town, int z, bool noslope) { /* we need to check this tile too because we can be at different tile now */ if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false; for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) { tile += TileOffsByDiagDir(d); if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false; } return true; } /** * Checks if current town layout allows building here * @param t town * @param tile tile to check * @return true iff town layout allows building here * @note see layouts */ static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile) { /* Allow towns everywhere when we don't build roads */ if (!_settings_game.economy.allow_town_roads && !_generating_world) return true; TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); switch (t->layout) { case TL_2X2_GRID: if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false; break; case TL_3X3_GRID: if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false; break; default: break; } return true; } /** * Checks if current town layout allows 2x2 building here * @param t town * @param tile tile to check * @return true iff town layout allows 2x2 building here * @note see layouts */ static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile) { /* Allow towns everywhere when we don't build roads */ if (!_settings_game.economy.allow_town_roads && !_generating_world) return true; /* Compute relative position of tile. (Positive offsets are towards north) */ TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); switch (t->layout) { case TL_2X2_GRID: grid_pos.x %= 3; grid_pos.y %= 3; if ((grid_pos.x != 2 && grid_pos.x != -1) || (grid_pos.y != 2 && grid_pos.y != -1)) return false; break; case TL_3X3_GRID: if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false; break; default: break; } return true; } /** * Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout * Also, tests both building positions that occupy this tile * @param tile tile where the building should be built * @param t town * @param maxz all tiles should have the same height * @param noslope are slopes forbidden? * @param second diagdir from first tile to second tile */ static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second) { /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */ TileIndex tile2 = *tile + TileOffsByDiagDir(second); if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true; tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second)); if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) { *tile = tile2; return true; } return false; } /** * Checks if 2x2 building is allowed here, also takes into account current town layout * Also, tests all four building positions that occupy this tile * @param tile tile where the building should be built * @param t town * @param maxz all tiles should have the same height * @param noslope are slopes forbidden? */ static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope) { TileIndex tile2 = *tile; for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) { *tile = tile2; return true; } if (d == DIAGDIR_END) break; tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise } return false; } /** * Tries to build a house at this tile * @param t town the house will belong to * @param tile where the house will be built * @return false iff no house can be built at this tile */ static bool BuildTownHouse(Town *t, TileIndex tile) { /* forbidden building here by town layout */ if (!TownLayoutAllowsHouseHere(t, tile)) return false; /* no house allowed at all, bail out */ if (!CanBuildHouseHere(tile, t->index, false)) return false; Slope slope = GetTileSlope(tile); int maxz = GetTileMaxZ(tile); /* Get the town zone type of the current tile, as well as the climate. * This will allow to easily compare with the specs of the new house to build */ HouseZonesBits rad = GetTownRadiusGroup(t, tile); /* Above snow? */ int land = _settings_game.game_creation.landscape; if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1; uint bitmask = (1 << rad) + (1 << (land + 12)); /* bits 0-4 are used * bits 11-15 are used * bits 5-10 are not used. */ HouseID houses[NUM_HOUSES]; uint num = 0; uint probs[NUM_HOUSES]; uint probability_max = 0; /* Generate a list of all possible houses that can be built. */ for (uint i = 0; i < NUM_HOUSES; i++) { const HouseSpec *hs = HouseSpec::Get(i); /* Verify that the candidate house spec matches the current tile status */ if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue; /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */ if (hs->class_id != HOUSE_NO_CLASS) { /* id_count is always <= class_count, so it doesn't need to be checked */ if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue; } else { /* If the house has no class, check id_count instead */ if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue; } /* Without NewHouses, all houses have probability '1' */ uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1); probability_max += cur_prob; probs[num] = cur_prob; houses[num++] = (HouseID)i; } TileIndex baseTile = tile; while (probability_max > 0) { /* Building a multitile building can change the location of tile. * The building would still be built partially on that tile, but * its northern tile would be elsewhere. However, if the callback * fails we would be basing further work from the changed tile. * So a next 1x1 tile building could be built on the wrong tile. */ tile = baseTile; uint r = RandomRange(probability_max); uint i; for (i = 0; i < num; i++) { if (probs[i] > r) break; r -= probs[i]; } HouseID house = houses[i]; probability_max -= probs[i]; /* remove tested house from the set */ num--; houses[i] = houses[num]; probs[i] = probs[num]; const HouseSpec *hs = HouseSpec::Get(house); if (_loaded_newgrf_features.has_newhouses && !_generating_world && _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) { continue; } if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue; /* Special houses that there can be only one of. */ uint oneof = 0; if (hs->building_flags & BUILDING_IS_CHURCH) { SetBit(oneof, TOWN_HAS_CHURCH); } else if (hs->building_flags & BUILDING_IS_STADIUM) { SetBit(oneof, TOWN_HAS_STADIUM); } if (t->flags & oneof) continue; /* Make sure there is no slope? */ bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0; if (noslope && slope != SLOPE_FLAT) continue; if (hs->building_flags & TILE_SIZE_2x2) { if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue; } else if (hs->building_flags & TILE_SIZE_2x1) { if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue; } else if (hs->building_flags & TILE_SIZE_1x2) { if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue; } else { /* 1x1 house checks are already done */ } byte random_bits = Random(); if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) { uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits); if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue; } /* build the house */ t->cache.num_houses++; /* Special houses that there can be only one of. */ t->flags |= oneof; byte construction_counter = 0; byte construction_stage = 0; if (_generating_world || _game_mode == GM_EDITOR) { 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, hs->population); } else { construction_counter = GB(r, 2, 2); } } MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits); UpdateTownRadius(t); UpdateTownCargoes(t, tile); return true; } return false; } /** * Update data structures when a house is removed * @param tile Tile of the house * @param t Town owning the house * @param house House type */ static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house) { assert(IsTileType(tile, MP_HOUSE)); DecreaseBuildingCount(t, house); DoClearSquare(tile); DeleteAnimatedTile(tile); DeleteNewGRFInspectWindow(GSF_HOUSES, tile); } /** * Determines if a given HouseID is part of a multitile house. * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned. * * @param house Is changed to the HouseID of the north tile of the same house * @return TileDiff from the tile of the given HouseID to the north tile */ TileIndexDiff GetHouseNorthPart(HouseID &house) { if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks. if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) { house--; return TileDiffXY(-1, 0); } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) { house--; return TileDiffXY(0, -1); } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) { house -= 2; return TileDiffXY(-1, 0); } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) { house -= 3; return TileDiffXY(-1, -1); } } return 0; } void ClearTownHouse(Town *t, TileIndex tile) { assert(IsTileType(tile, MP_HOUSE)); HouseID house = GetHouseType(tile); /* need to align the tile to point to the upper left corner of the house */ tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile const HouseSpec *hs = HouseSpec::Get(house); /* Remove population from the town if the house is finished. */ if (IsHouseCompleted(tile)) { ChangePopulation(t, -hs->population); } t->cache.num_houses--; /* Clear flags for houses that only may exist once/town. */ if (hs->building_flags & BUILDING_IS_CHURCH) { ClrBit(t->flags, TOWN_HAS_CHURCH); } else if (hs->building_flags & BUILDING_IS_STADIUM) { ClrBit(t->flags, TOWN_HAS_STADIUM); } /* Do the actual clearing of tiles */ uint eflags = hs->building_flags; DoClearTownHouseHelper(tile, t, house); if (eflags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house); if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house); if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house); UpdateTownRadius(t); /* Update cargo acceptance. */ UpdateTownCargoes(t, tile); } /** * Rename a town (server-only). * @param tile unused * @param flags type of operation * @param p1 town ID to rename * @param p2 unused * @param text the new name or an empty string when resetting to the default * @return the cost of this operation or an error */ CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { Town *t = Town::GetIfValid(p1); if (t == NULL) return CMD_ERROR; bool reset = StrEmpty(text); if (!reset) { if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR; if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE); } if (flags & DC_EXEC) { free(t->name); t->name = reset ? NULL : stredup(text); t->UpdateVirtCoord(); InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1); UpdateAllStationVirtCoords(); } return CommandCost(); } /** * Determines the first cargo with a certain town effect * @param effect Town effect of interest * @return first active cargo slot with that effect */ const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect) { const CargoSpec *cs; FOR_ALL_CARGOSPECS(cs) { if (cs->town_effect == effect) return cs; } return NULL; } static void UpdateTownGrowRate(Town *t); /** * Change the cargo goal of a town. * @param tile Unused. * @param flags Type of operation. * @param p1 various bitstuffed elements * - p1 = (bit 0 - 15) - Town ID to cargo game of. * - p1 = (bit 16 - 23) - TownEffect to change the game of. * @param p2 The new goal value. * @param text Unused. * @return Empty cost or an error. */ CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { if (_current_company != OWNER_DEITY) return CMD_ERROR; TownEffect te = (TownEffect)GB(p1, 16, 8); if (te < TE_BEGIN || te >= TE_END) return CMD_ERROR; uint16 index = GB(p1, 0, 16); Town *t = Town::GetIfValid(index); if (t == NULL) return CMD_ERROR; /* Validate if there is a cargo which is the requested TownEffect */ const CargoSpec *cargo = FindFirstCargoWithTownEffect(te); if (cargo == NULL) return CMD_ERROR; if (flags & DC_EXEC) { t->goal[te] = p2; UpdateTownGrowRate(t); InvalidateWindowData(WC_TOWN_VIEW, index); } return CommandCost(); } /** * Set a custom text in the Town window. * @param tile Unused. * @param flags Type of operation. * @param p1 Town ID to change the text of. * @param p2 Unused. * @param text The new text (empty to remove the text). * @return Empty cost or an error. */ CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { if (_current_company != OWNER_DEITY) return CMD_ERROR; Town *t = Town::GetIfValid(p1); if (t == NULL) return CMD_ERROR; if (flags & DC_EXEC) { free(t->text); t->text = StrEmpty(text) ? NULL : stredup(text); InvalidateWindowData(WC_TOWN_VIEW, p1); } return CommandCost(); } /** * Change the growth rate of the town. * @param tile Unused. * @param flags Type of operation. * @param p1 Town ID to cargo game of. * @param p2 Amount of days between growth, or TOWN_GROW_RATE_CUSTOM_NONE, or 0 to reset custom growth rate. * @param text Unused. * @return Empty cost or an error. */ CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { if (_current_company != OWNER_DEITY) return CMD_ERROR; if ((p2 & TOWN_GROW_RATE_CUSTOM) != 0 && p2 != TOWN_GROW_RATE_CUSTOM_NONE) return CMD_ERROR; if (GB(p2, 16, 16) != 0) return CMD_ERROR; Town *t = Town::GetIfValid(p1); if (t == NULL) return CMD_ERROR; if (flags & DC_EXEC) { if (p2 == 0) { /* Clear TOWN_GROW_RATE_CUSTOM, UpdateTownGrowRate will determine a proper value */ t->growth_rate = 0; } else { uint old_rate = t->growth_rate & ~TOWN_GROW_RATE_CUSTOM; if (t->grow_counter >= old_rate) { /* This also catches old_rate == 0 */ t->grow_counter = p2; } else { /* Scale grow_counter, so half finished houses stay half finished */ t->grow_counter = t->grow_counter * p2 / old_rate; } t->growth_rate = p2 | TOWN_GROW_RATE_CUSTOM; } UpdateTownGrowRate(t); InvalidateWindowData(WC_TOWN_VIEW, p1); } return CommandCost(); } /** * Expand a town (scenario editor only). * @param tile Unused. * @param flags Type of operation. * @param p1 Town ID to expand. * @param p2 Amount to grow, or 0 to grow a random size up to the current amount of houses. * @param text Unused. * @return Empty cost or an error. */ CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR; Town *t = Town::GetIfValid(p1); if (t == NULL) return CMD_ERROR; if (flags & DC_EXEC) { /* The more houses, the faster we grow */ if (p2 == 0) { uint amount = RandomRange(ClampToU16(t->cache.num_houses / 10)) + 3; t->cache.num_houses += amount; UpdateTownRadius(t); uint n = amount * 10; do GrowTown(t); while (--n); t->cache.num_houses -= amount; } else { for (; p2 > 0; p2--) { /* Try several times to grow, as we are really suppose to grow */ for (uint i = 0; i < 25; i++) if (GrowTown(t)) break; } } UpdateTownRadius(t); UpdateTownMaxPass(t); } return CommandCost(); } /** * Delete a town (scenario editor or worldgen only). * @param tile Unused. * @param flags Type of operation. * @param p1 Town ID to delete. * @param p2 Unused. * @param text Unused. * @return Empty cost or an error. */ CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR; Town *t = Town::GetIfValid(p1); if (t == NULL) return CMD_ERROR; /* Stations refer to towns. */ const Station *st; FOR_ALL_STATIONS(st) { if (st->town == t) { /* Non-oil rig stations are always a problem. */ if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR; /* We can only automatically delete oil rigs *if* there's no vehicle on them. */ CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) return ret; } } /* Depots refer to towns. */ const Depot *d; FOR_ALL_DEPOTS(d) { if (d->town == t) return CMD_ERROR; } /* Check all tiles for town ownership. */ for (TileIndex tile = 0; tile < MapSize(); ++tile) { bool try_clear = false; switch (GetTileType(tile)) { case MP_ROAD: try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index; break; case MP_TUNNELBRIDGE: try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t; break; case MP_HOUSE: try_clear = GetTownIndex(tile) == t->index; break; case MP_INDUSTRY: try_clear = Industry::GetByTile(tile)->town == t; break; case MP_OBJECT: if (Town::GetNumItems() == 1) { /* No towns will be left, remove it! */ try_clear = true; } else { Object *o = Object::GetByTile(tile); if (o->town == t) { if (o->type == OBJECT_STATUE) { /* Statue... always remove. */ try_clear = true; } else { /* Tell to find a new town. */ if (flags & DC_EXEC) o->town = NULL; } } } break; default: break; } if (try_clear) { CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) return ret; } } /* The town destructor will delete the other things related to the town. */ if (flags & DC_EXEC) delete t; return CommandCost(); } /** * Factor in the cost of each town action. * @see TownActions */ const byte _town_action_costs[TACT_COUNT] = { 2, 4, 9, 35, 48, 53, 117, 175 }; static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags) { if (flags & DC_EXEC) { ModifyStationRatingAround(t->xy, _current_company, 0x40, 10); } return CommandCost(); } static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags) { if (flags & DC_EXEC) { ModifyStationRatingAround(t->xy, _current_company, 0x70, 15); } return CommandCost(); } static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags) { if (flags & DC_EXEC) { ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20); } return CommandCost(); } static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags) { /* Check if the company is allowed to fund new roads. */ if (!_settings_game.economy.fund_roads) return CMD_ERROR; if (flags & DC_EXEC) { t->road_build_months = 6; char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH]; SetDParam(0, _current_company); GetString(company_name, STR_COMPANY_NAME, lastof(company_name)); char *cn = stredup(company_name); SetDParam(0, t->index); SetDParamStr(1, cn); AddNewsItem(STR_NEWS_ROAD_REBUILDING, NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn); AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index)); Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index)); } return CommandCost(); } /** * Check whether the land can be cleared. * @param tile Tile to check. * @return The tile can be cleared. */ static bool TryClearTile(TileIndex tile) { Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE); CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR); cur_company.Restore(); return r.Succeeded(); } /** Structure for storing data while searching the best place to build a statue. */ struct StatueBuildSearchData { TileIndex best_position; ///< Best position found so far. int tile_count; ///< Number of tiles tried. StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { } }; /** * Search callback function for #TownActionBuildStatue. * @param tile Tile on which to perform the search. * @param user_data Reference to the statue search data. * @return Result of the test. */ static bool SearchTileForStatue(TileIndex tile, void *user_data) { static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses. StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data; statue_data->tile_count++; /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */ if (IsSteepSlope(GetTileSlope(tile))) return false; /* Don't build statues under bridges. */ if (IsBridgeAbove(tile)) return false; /* A clear-able open space is always preferred. */ if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) { statue_data->best_position = tile; return true; } bool house = IsTileType(tile, MP_HOUSE); /* Searching inside the inner circle. */ if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) { /* Save first house in inner circle. */ if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) { statue_data->best_position = tile; } /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */ return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE; } /* Searching outside the circle, just pick the first possible spot. */ statue_data->best_position = tile; // Is optimistic, the condition below must also hold. return house && TryClearTile(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 * @param flags Used to check if the statue must be built or not. * @return Empty cost or an error. */ static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags) { if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS); TileIndex tile = t->xy; StatueBuildSearchData statue_data(INVALID_TILE, 0); if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE); if (flags & DC_EXEC) { Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE); DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); cur_company.Restore(); BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t); SetBit(t->statues, _current_company); // Once found and built, "inform" the Town. MarkTileDirtyByTile(statue_data.best_position); } return CommandCost(); } static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags) { /* Check if it's allowed to buy the rights */ if (!_settings_game.economy.fund_buildings) return CMD_ERROR; if (flags & DC_EXEC) { /* Build next tick */ t->grow_counter = 1; /* And grow for 3 months */ t->fund_buildings_months = 3; /* Enable growth (also checking GameScript's opinion) */ UpdateTownGrowRate(t); SetWindowDirty(WC_TOWN_VIEW, t->index); } return CommandCost(); } static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags) { /* Check if it's allowed to buy the rights */ if (!_settings_game.economy.exclusive_rights) return CMD_ERROR; if (flags & DC_EXEC) { t->exclusive_counter = 12; t->exclusivity = _current_company; ModifyStationRatingAround(t->xy, _current_company, 130, 17); SetWindowClassesDirty(WC_STATION_VIEW); /* Spawn news message */ CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1); cni->FillData(Company::Get(_current_company)); SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE); SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION); SetDParam(2, t->index); SetDParamStr(3, cni->company_name); AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni); AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index)); Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index)); } return CommandCost(); } static CommandCost TownActionBribe(Town *t, DoCommandFlag flags) { if (flags & DC_EXEC) { if (Chance16(1, 14)) { /* set as unwanted for 6 months */ t->unwanted[_current_company] = 6; /* set all close by station ratings to 0 */ Station *st; FOR_ALL_STATIONS(st) { if (st->town == t && st->owner == _current_company) { for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0; } } /* only show error message to the executing player. All errors are handled command.c * but this is special, because it can only 'fail' on a DC_EXEC */ if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO); /* decrease by a lot! * ChangeTownRating is only for stuff in demolishing. Bribe failure should * be independent of any cheat settings */ if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) { t->ratings[_current_company] = RATING_BRIBE_DOWN_TO; SetWindowDirty(WC_TOWN_AUTHORITY, t->index); } } else { ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC); } } return CommandCost(); } typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags); static TownActionProc * const _town_action_proc[] = { TownActionAdvertiseSmall, TownActionAdvertiseMedium, TownActionAdvertiseLarge, TownActionRoadRebuild, TownActionBuildStatue, TownActionFundBuildings, TownActionBuyRights, TownActionBribe }; /** * Get a list of available actions to do at a town. * @param nump if not NULL add put the number of available actions in it * @param cid the company that is querying the town * @param t the town that is queried * @return bitmasked value of enabled actions */ uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t) { int num = 0; TownActions buttons = TACT_NONE; /* Spectators and unwanted have no options */ if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) { /* Things worth more than this are not shown */ Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200; /* Check the action bits for validity and * if they are valid add them */ for (uint i = 0; i != lengthof(_town_action_costs); i++) { const TownActions cur = (TownActions)(1 << i); /* Is the company not able to bribe ? */ if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue; /* Is the company not able to buy exclusive rights ? */ if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue; /* Is the company not able to fund buildings ? */ if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue; /* Is the company not able to fund local road reconstruction? */ if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue; /* Is the company not able to build a statue ? */ if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue; if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) { buttons |= cur; num++; } } } if (nump != NULL) *nump = num; return buttons; } /** * 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 flags type of operation * @param p1 town to do the action at * @param p2 action to perform, @see _town_action_proc for the list of available actions * @param text unused * @return the cost of this operation or an error */ CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { Town *t = Town::GetIfValid(p1); if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR; if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR; CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8); CommandCost ret = _town_action_proc[p2](t, flags); if (ret.Failed()) return ret; if (flags & DC_EXEC) { SetWindowDirty(WC_TOWN_AUTHORITY, p1); } return cost; } static void UpdateTownRating(Town *t) { /* Increase company ratings if they're low */ const Company *c; FOR_ALL_COMPANIES(c) { if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) { t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP); } } const Station *st; FOR_ALL_STATIONS(st) { if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) { if (st->time_since_load <= 20 || st->time_since_unload <= 20) { if (Company::IsValidID(st->owner)) { int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP; t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow } } else { if (Company::IsValidID(st->owner)) { int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP; t->ratings[st->owner] = max(new_rating, INT16_MIN); } } } } /* clamp all ratings to valid values */ for (uint i = 0; i < MAX_COMPANIES; i++) { t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM); } SetWindowDirty(WC_TOWN_AUTHORITY, t->index); } static void UpdateTownGrowRate(Town *t) { ClrBit(t->flags, TOWN_IS_GROWING); SetWindowDirty(WC_TOWN_VIEW, t->index); if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return; if (t->fund_buildings_months == 0) { /* Check if all goals are reached for this town to grow (given we are not funding it) */ for (int i = TE_BEGIN; i < TE_END; i++) { switch (t->goal[i]) { case TOWN_GROWTH_WINTER: if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return; break; case TOWN_GROWTH_DESERT: if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return; break; default: if (t->goal[i] > t->received[i].old_act) return; break; } } } if ((t->growth_rate & TOWN_GROW_RATE_CUSTOM) != 0) { if (t->growth_rate != TOWN_GROW_RATE_CUSTOM_NONE) SetBit(t->flags, TOWN_IS_GROWING); SetWindowDirty(WC_TOWN_VIEW, t->index); return; } /** * Towns are processed every TOWN_GROWTH_TICKS ticks, and this is the * number of times towns are processed before a new building is built. */ static const uint16 _grow_count_values[2][6] = { { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated { 320, 420, 300, 220, 160, 100 } // Normal values }; int n = 0; const Station *st; FOR_ALL_STATIONS(st) { if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) { if (st->time_since_load <= 20 || st->time_since_unload <= 20) { n++; } } } uint16 m; if (t->fund_buildings_months != 0) { m = _grow_count_values[0][min(n, 5)]; } else { m = _grow_count_values[1][min(n, 5)]; if (n == 0 && !Chance16(1, 12)) return; } /* Use the normal growth rate values if new buildings have been funded in * this town and the growth rate is set to none. */ uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1; m >>= growth_multiplier; if (t->larger_town) m /= 2; t->growth_rate = m / (t->cache.num_houses / 50 + 1); t->grow_counter = min(t->growth_rate, t->grow_counter); SetBit(t->flags, TOWN_IS_GROWING); SetWindowDirty(WC_TOWN_VIEW, t->index); } static void UpdateTownAmounts(Town *t) { for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth(); for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth(); if (t->fund_buildings_months != 0) t->fund_buildings_months--; SetWindowDirty(WC_TOWN_VIEW, t->index); } static void UpdateTownUnwanted(Town *t) { const Company *c; FOR_ALL_COMPANIES(c) { if (t->unwanted[c->index] > 0) t->unwanted[c->index]--; } } /** * Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile * @param tile The tile where the station shall be constructed. * @param flags Command flags. DC_NO_TEST_TOWN_RATING is tested. * @return Succeeded or failed command. */ CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags) { if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost(); Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority); if (t == NULL) return CommandCost(); if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost(); SetDParam(0, t->index); return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS); } /** * Return the town closest to the given tile within \a threshold. * @param tile Starting point of the search. * @param threshold Biggest allowed distance to the town. * @return Closest town to \a tile within \a threshold, or \c NULL if there is no such town. * * @note This function only uses distance, the #ClosestTownFromTile function also takes town ownership into account. */ Town *CalcClosestTownFromTile(TileIndex tile, uint threshold) { Town *t; uint best = threshold; Town *best_town = NULL; FOR_ALL_TOWNS(t) { uint dist = DistanceManhattan(tile, t->xy); if (dist < best) { best = dist; best_town = t; } } return best_town; } /** * Return the town closest (in distance or ownership) to a given tile, within a given threshold. * @param tile Starting point of the search. * @param threshold Biggest allowed distance to the town. * @return Closest town to \a tile within \a threshold, or \c NULL if there is no such town. * * @note If you only care about distance, you can use the #CalcClosestTownFromTile function. */ Town *ClosestTownFromTile(TileIndex tile, uint threshold) { switch (GetTileType(tile)) { case MP_ROAD: if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold); if (!HasTownOwnedRoad(tile)) { TownID tid = GetTownIndex(tile); if (tid == (TownID)INVALID_TOWN) { /* in the case we are generating "many random towns", this value may be INVALID_TOWN */ if (_generating_world) return CalcClosestTownFromTile(tile, threshold); assert(Town::GetNumItems() == 0); return NULL; } assert(Town::IsValidID(tid)); Town *town = Town::Get(tid); if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL; return town; } /* FALL THROUGH */ case MP_HOUSE: return Town::GetByTile(tile); default: return CalcClosestTownFromTile(tile, threshold); } } static bool _town_rating_test = false; ///< If \c true, town rating is in test-mode. static SmallMap<const Town *, int, 4> _town_test_ratings; ///< Map of towns to modified ratings, while in town rating test-mode. /** * Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings. * The function is safe to use in nested calls. * @param mode Test mode switch (\c true means go to test-mode, \c false means leave test-mode). */ void SetTownRatingTestMode(bool mode) { static int ref_count = 0; // Number of times test-mode is switched on. if (mode) { if (ref_count == 0) { _town_test_ratings.Clear(); } ref_count++; } else { assert(ref_count > 0); ref_count--; } _town_rating_test = !(ref_count == 0); } /** * Get the rating of a town for the #_current_company. * @param t Town to get the rating from. * @return Rating of the current company in the given town. */ static int GetRating(const Town *t) { if (_town_rating_test) { SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t); if (it != _town_test_ratings.End()) { return it->second; } } return t->ratings[_current_company]; } /** * Changes town rating of the current company * @param t Town to affect * @param add Value to add * @param max Minimum (add < 0) resp. maximum (add > 0) rating that should be achievable with this change. * @param flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested */ void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags) { /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */ if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) || !Company::IsValidID(_current_company) || (_cheats.magic_bulldozer.value && add < 0)) { return; } int rating = GetRating(t); if (add < 0) { if (rating > max) { rating += add; if (rating < max) rating = max; } } else { if (rating < max) { rating += add; if (rating > max) rating = max; } } if (_town_rating_test) { _town_test_ratings[t] = rating; } else { SetBit(t->have_ratings, _current_company); t->ratings[_current_company] = rating; SetWindowDirty(WC_TOWN_AUTHORITY, t->index); } } /** * Does the town authority allow the (destructive) action of the current company? * @param flags Checking flags of the command. * @param t Town that must allow the company action. * @param type Type of action that is wanted. * @return A succeeded command if the action is allowed, a failed command if it is not allowed. */ CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type) { /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */ if (t == NULL || !Company::IsValidID(_current_company) || _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) { return CommandCost(); } /* minimum rating needed to be allowed to remove stuff */ static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = { /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */ { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive { RATING_ROAD_NEEDED_NEUTRAL, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral { RATING_ROAD_NEEDED_HOSTILE, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile }; /* check if you're allowed to remove the road/bridge/tunnel * owned by a town no removal if rating is lower than ... depends now on * difficulty setting. Minimum town rating selected by difficulty level */ int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type]; if (GetRating(t) < needed) { SetDParam(0, t->index); return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS); } return CommandCost(); } void TownsMonthlyLoop() { 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 = INVALID_COMPANY; } UpdateTownAmounts(t); UpdateTownRating(t); UpdateTownGrowRate(t); UpdateTownUnwanted(t); UpdateTownCargoes(t); } UpdateTownCargoBitmap(); } void TownsYearlyLoop() { /* Increment house ages */ for (TileIndex t = 0; t < MapSize(); t++) { if (!IsTileType(t, MP_HOUSE)) continue; IncrementHouseAge(t); } } static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new) { if (AutoslopeEnabled()) { HouseID house = GetHouseType(tile); GetHouseNorthPart(house); // modifies house to the ID of the north tile const HouseSpec *hs = HouseSpec::Get(house); /* Here we differ from TTDP by checking TILE_NOT_SLOPED */ if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) { bool allow_terraform = true; /* Call the autosloping callback per tile, not for the whole building at once. */ house = GetHouseType(tile); hs = HouseSpec::Get(house); if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) { /* If the callback fails, allow autoslope. */ uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile); if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false; } if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]); } } return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); } /** Tile callback functions for a town */ extern const TileTypeProcs _tile_type_town_procs = { DrawTile_Town, // draw_tile_proc GetSlopePixelZ_Town, // get_slope_z_proc ClearTile_Town, // clear_tile_proc AddAcceptedCargo_Town, // add_accepted_cargo_proc GetTileDesc_Town, // get_tile_desc_proc GetTileTrackStatus_Town, // get_tile_track_status_proc NULL, // click_tile_proc AnimateTile_Town, // animate_tile_proc TileLoop_Town, // tile_loop_proc ChangeTileOwner_Town, // change_tile_owner_proc AddProducedCargo_Town, // add_produced_cargo_proc NULL, // vehicle_enter_tile_proc GetFoundation_Town, // get_foundation_proc TerraformTile_Town, // terraform_tile_proc }; HouseSpec _house_specs[NUM_HOUSES]; void ResetHouses() { memset(&_house_specs, 0, sizeof(_house_specs)); memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs)); /* Reset any overrides that have been set. */ _house_mngr.ResetOverride(); }