/* $Id$ */ /** @file town_cmd.cpp Handling of town tiles. */ #include "stdafx.h" #include "openttd.h" #include "tile_cmd.h" #include "debug.h" #include "road_map.h" #include "road_internal.h" /* Cleaning up road bits */ #include "landscape.h" #include "town_map.h" #include "tunnel_map.h" #include "viewport_func.h" #include "town.h" #include "command_func.h" #include "industry.h" #include "station_base.h" #include "player_base.h" #include "news_func.h" #include "saveload.h" #include "gui.h" #include "unmovable_map.h" #include "water_map.h" #include "variables.h" #include "bridge.h" #include "bridge_map.h" #include "genworld.h" #include "newgrf.h" #include "newgrf_callbacks.h" #include "newgrf_house.h" #include "newgrf_commons.h" #include "newgrf_townname.h" #include "autoslope.h" #include "waypoint.h" #include "transparency.h" #include "tunnelbridge_map.h" #include "strings_func.h" #include "window_func.h" #include "string_func.h" #include "newgrf_cargo.h" #include "oldpool_func.h" #include "sprite.h" #include "economy_func.h" #include "station_func.h" #include "cheat_func.h" #include "functions.h" #include "animated_tile_func.h" #include "date_func.h" #include "table/strings.h" #include "table/sprites.h" #include "table/town_land.h" uint _total_towns; HouseSpec _house_specs[HOUSE_MAX]; Town *_cleared_town; int _cleared_town_rating; /* Initialize the town-pool */ DEFINE_OLD_POOL_GENERIC(Town, Town) Town::Town(TileIndex tile) { if (tile != 0) _total_towns++; this->xy = tile; } Town::~Town() { free(this->name); if (CleaningPool()) return; Industry *i; /* Delete town authority window * and remove from list of sorted towns */ DeleteWindowById(WC_TOWN_VIEW, this->index); InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0); _total_towns--; /* Delete all industries belonging to the town */ FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i; /* Go through all tiles and delete those belonging to the town */ for (TileIndex tile = 0; tile < MapSize(); ++tile) { switch (GetTileType(tile)) { case MP_HOUSE: if (GetTownByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); break; case MP_ROAD: case MP_TUNNELBRIDGE: if (IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, (uint)-1) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); break; default: break; } } DeleteSubsidyWithTown(this->index); MarkWholeScreenDirty(); this->xy = 0; } /** * Generate a random town road layout. * * The layout is based on the TileHash. */ void Town::InitializeLayout() { this->layout = (TownLayout)(TileHash(TileX(this->xy), TileY(this->xy)) % NUM_TLS); /* Set invalid layouts to valid ones */ switch (this->layout) { default: break; case TL_RANDOM: this->layout = TL_ORIGINAL; break; case TL_NO_ROADS: this->layout = TL_BETTER_ROADS; break; } } // 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 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 (GetHouseSpecs(house_id)->spritegroup != NULL) { DrawNewHouseTile(ti, house_id); return; } else { house_id = GetHouseSpecs(house_id)->substitute_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 uint GetSlopeZ_Town(TileIndex tile, uint x, uint y) { return GetTileMaxZ(tile); } static Foundation GetFoundation_Town(TileIndex tile, Slope tileh) { return FlatteningFoundation(tileh); } /** * Animate a tile for a town * Only certain houses can be animated * The newhouses animation superseeds 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 (!(GetHouseSpecs(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) { const Town *t; FOR_ALL_TOWNS(t) { if (DistanceManhattan(tile, t->xy) < dist) return true; } return false; } /** * Marks the town sign as needing a repaint. * * This function marks the area of the sign of a town as dirty for repaint. * * @param t Town requesting town sign for repaint * @ingroup dirty */ static void MarkTownSignDirty(Town *t) { MarkAllViewportsDirty( t->sign.left - 6, t->sign.top - 3, t->sign.left + t->sign.width_1 * 4 + 12, t->sign.top + 45 ); } /** * Resize the sign(label) of the town after changes in * population (creation or growth or else) * @param t Town to update */ void UpdateTownVirtCoord(Town *t) { MarkTownSignDirty(t); Point pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE); SetDParam(0, t->index); SetDParam(1, t->population); UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24, _settings_client.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL); MarkTownSignDirty(t); } /** Update the virtual coords needed to draw the town sign for all towns. */ void UpdateAllTownVirtCoords() { Town *t; FOR_ALL_TOWNS(t) { UpdateTownVirtCoord(t); } } /** * Change the towns population * @param t Town which polulation has changed * @param mod polulation change (can be positive or negative) */ static void ChangePopulation(Town *t, int mod) { t->population += mod; InvalidateWindow(WC_TOWN_VIEW, t->index); UpdateTownVirtCoord(t); 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->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)); /* means it is completed, get out. */ if (LiftHasDestination(tile)) return; /* progress in construction stages */ IncHouseConstructionTick(tile); if (GetHouseConstructionTick(tile) != 0) return; const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile)); /* Check and/or */ if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) { uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile); if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res); } if (IsHouseCompleted(tile)) { /* Now that construction is complete, we can add the population of the * building to the town. */ ChangePopulation(GetTownByTile(tile), hs->population); SetHouseConstructionYear(tile, _cur_year); } MarkTileDirtyByTile(tile); } /** Make the house advances in its construction stages until completion * @param tile TileIndex of house */ static void MakeTownHouseBigger(TileIndex tile) { uint flags = GetHouseSpecs(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)); } /** * 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 = GetHouseSpecs(house_id); /* If the lift has a destination, it is already an animated tile. */ if ((hs->building_flags & BUILDING_IS_ANIMATED) && house_id < NEW_HOUSE_OFFSET && !LiftHasDestination(tile) && Chance16(1, 2)) { AddAnimatedTile(tile); } Town *t = GetTownByTile(tile); uint32 r = Random(); 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->grffile); if (cargo == CT_INVALID) continue; uint amt = GB(callback, 0, 8); uint moved = MoveGoodsToStation(tile, 1, 1, cargo, amt); const CargoSpec *cs = GetCargo(cargo); switch (cs->town_effect) { case TE_PASSENGERS: t->new_max_pass += amt; t->new_act_pass += moved; break; case TE_MAIL: t->new_max_mail += amt; t->new_act_mail += moved; break; default: break; } } } else { if (GB(r, 0, 8) < hs->population) { uint amt = GB(r, 0, 8) / 8 + 1; if (_economy.fluct <= 0) amt = (amt + 1) >> 1; t->new_max_pass += amt; t->new_act_pass += MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt); } if (GB(r, 8, 8) < hs->mail_generation) { uint amt = GB(r, 8, 8) / 8 + 1; if (_economy.fluct <= 0) amt = (amt + 1) >> 1; t->new_max_mail += amt; t->new_act_mail += MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt); } } _current_player = OWNER_TOWN; if (hs->building_flags & BUILDING_HAS_1_TILE && HasBit(t->flags12, TOWN_IS_FUNDED) && CanDeleteHouse(tile) && max(_cur_year - GetHouseConstructionYear(tile), 0) >= 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); } _current_player = OWNER_NONE; } /** * Unused handler * @param tile unused */ static void ClickTile_Town(TileIndex tile) { /* not used */ } static CommandCost ClearTile_Town(TileIndex tile, byte flags) { if ((flags & DC_AUTO) && !(flags & DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED); if (!CanDeleteHouse(tile)) return CMD_ERROR; const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile)); CommandCost cost(EXPENSES_CONSTRUCTION); cost.AddCost(_price.remove_house * hs->removal_cost >> 8); int rating = hs->remove_rating_decrease; _cleared_town_rating += rating; Town *t = _cleared_town = GetTownByTile(tile); if (IsValidPlayer(_current_player)) { if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) { SetDParam(0, t->index); return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES); } } ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM); if (flags & DC_EXEC) { ClearTownHouse(t, tile); } return cost; } static void GetProducedCargo_Town(TileIndex tile, CargoID *b) { HouseID house_id = GetHouseType(tile); const HouseSpec *hs = GetHouseSpecs(house_id); Town *t = GetTownByTile(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->grffile); if (cargo == CT_INVALID) continue; *(b++) = cargo; } } else { if (hs->population > 0) { *(b++) = CT_PASSENGERS; } if (hs->mail_generation > 0) { *(b++) = CT_MAIL; } } } static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac) { const HouseSpec *hs = GetHouseSpecs(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), GetTownByTile(tile), tile); if (callback != CALLBACK_FAILED) { /* Replace accepted cargo types with translated values from callback */ accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grffile); accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grffile); accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->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), GetTownByTile(tile), tile); if (callback != CALLBACK_FAILED) { if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4); if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4); if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) { /* The 'S' bit indicates food instead of goods */ ac[CT_FOOD] = GB(callback, 8, 4); } else { if (accepts[2] != CT_INVALID) ac[accepts[2]] = GB(callback, 8, 4); } return; } } /* No custom acceptance, so fill in with the default values */ for (uint8 i = 0; i < lengthof(accepts); i++) { if (accepts[i] != CT_INVALID) ac[accepts[i]] = hs->cargo_acceptance[i]; } } static void GetTileDesc_Town(TileIndex tile, TileDesc *td) { td->str = GetHouseSpecs(GetHouseType(tile))->building_name; if (!IsHouseCompleted(tile)) { SetDParamX(td->dparam, 0, td->str); td->str = STR_2058_UNDER_CONSTRUCTION; } 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, PlayerID old_player, PlayerID new_player) { /* not used */ } static bool GrowTown(Town *t); static void TownTickHandler(Town *t) { if (HasBit(t->flags12, TOWN_IS_FUNDED)) { int i = t->grow_counter - 1; if (i < 0) { if (GrowTown(t)) { i = t->growth_rate; } else { i = 0; } } t->grow_counter = i; } UpdateTownRadius(t); } void OnTick_Town() { if (_game_mode == GM_EDITOR) return; /* Make sure each town's tickhandler invocation frequency is about the * same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */ for (_cur_town_iter += GetMaxTownIndex() + 1; _cur_town_iter >= TOWN_GROWTH_FREQUENCY; _cur_town_iter -= TOWN_GROWTH_FREQUENCY) { uint32 i = _cur_town_ctr; if (++_cur_town_ctr > GetMaxTownIndex()) _cur_town_ctr = 0; if (IsValidTownID(i)) TownTickHandler(GetTown(i)); } } /** * 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) { TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD); RoadBits r = ROAD_NONE; if (b == TRACK_BIT_NONE) return r; if (b & TRACK_BIT_X) r |= ROAD_X; if (b & TRACK_BIT_Y) r |= ROAD_Y; if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW; if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW; if (b & TRACK_BIT_LEFT) r |= ROAD_NW | ROAD_SW; if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE; return r; } /** * Check if a neighboring tile has a road * * @param tile curent tile * @param dir target direction * @param dist_multi distance multiplyer * @return true if one of the neighboring tiles at the * given distance is a road tile else false */ static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi) { /* 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)), }; /* We add 1 to the distance because we want to get 1 for * the min distance multiplyer and not 0. * Therefore we start at 4. The 4 is used because * there are 4 tiles per distance step to check. */ dist_multi = (dist_multi + 1) * 4; for (uint pos = 4; pos < dist_multi; pos++) { TileIndexDiff cur = 0; /* For each even value of pos add the right TileIndexDiff * for each uneven value the left TileIndexDiff * for each with 2nd bit set (2,3,6,7,..) add the reversed TileIndexDiff */ cur += tid_lt[(pos & 1) ? 0 : 1]; if (pos & 2) cur += tid_lt[2]; cur = (uint)(pos / 4) * cur; // Multiply for the fitting distance if (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 (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false; Slope cur_slope, desired_slope; for (;;) { /* 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 (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) && CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) return false; } cur_slope = GetTileSlope(tile, NULL); if (cur_slope == SLOPE_FLAT) { no_slope: /* Tile has no slope */ switch (t->GetActiveLayout()) { default: NOT_REACHED(); case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1) return !IsNeighborRoadTile(tile, dir, 1); case TL_BETTER_ROADS: // Disallow the road if any neighboring tile has a road (distance: 1 and 2). return !IsNeighborRoadTile(tile, dir, 2); } } /* If the tile is not a slope in the right direction, then * maybe terraform some. */ 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 (CmdFailed(res) && Chance16(1, 3)) { /* We can consider building on the slope, though. */ goto no_slope; } } return false; } return true; } } static bool TerraformTownTile(TileIndex tile, int edges, int dir) { TILE_ASSERT(tile); CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); if (CmdFailed(r) || r.GetCost() >= (_price.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) { TILE_ASSERT(tile); /* Don't terraform if land is plain or if there's a house there. */ if (IsTileType(tile, MP_HOUSE)) return; Slope tileh = GetTileSlope(tile, NULL); 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->GetActiveLayout()) { 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, NULL)) { 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 (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) 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++) { if (IsTileType(TileAddByDiagDir(tile, dir), MP_HOUSE)) counter++; /* 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 (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) { _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, NULL); if (slope == SLOPE_FLAT) return false; // no slope, no bridge /* 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 (HASBITS(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); do { if (bridge_length++ >= 11) { /* Max 11 tile long bridges */ return false; } bridge_tile += delta; } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && 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 (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE))) { DoCommand(tile, bridge_tile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE); _grow_town_result = GROWTH_SUCCEED; return true; } } /* Quit if it selecting an appropiate 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 * @li TL_NO_ROADS * * @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 TILE_ASSERT(tile); 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; /* Remove hills etc */ LevelTownLand(tile); /* Is a road allowed here? */ switch (t1->GetActiveLayout()) { default: NOT_REACHED(); case TL_NO_ROADS: /* Disallow Roads */ return; 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 allways OK, so we only generate * the fitting RoadBits */ _grow_town_result = GROWTH_SEARCH_STOPPED; switch (t1->GetActiveLayout()) { default: NOT_REACHED(); case TL_NO_ROADS: /* Disallow Roads */ return; 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 = false; // Value which decides if we want to construct a house /* Reached a tunnel/bridge? Then continue at the other side of it. */ if (IsTileType(tile, MP_TUNNELBRIDGE)) { if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) { *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 (IsWaterTile(house_tile)) return; switch (t1->GetActiveLayout()) { default: NOT_REACHED(); case TL_NO_ROADS: allow_house = true; break; case TL_3X3_GRID: /* Use 2x2 grid afterwards! */ GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir)); /* FALL THROUGH */ case TL_2X2_GRID: rcmd = GetTownRoadGridElement(t1, house_tile, target_dir); allow_house = (rcmd == 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 (IsWaterTile(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); } /** Returns "growth" if a house was built, or no if the build failed. * @param t town to inquiry * @param tile to inquiry * @return something other than zero(0)if town expansion was possible */ static int 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 TILE_ASSERT(tile); /* Number of times to search. * Better roads, 2X2 and 3X3 grid grow quite fast so we give * them a little handicap. */ switch (t->GetActiveLayout()) { case TL_BETTER_ROADS: _grow_town_result = 10 + t->num_houses * 2 / 9; break; case TL_3X3_GRID: case TL_2X2_GRID: _grow_town_result = 10 + t->num_houses * 1 / 9; break; default: _grow_town_result = 10 + t->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); /* Exclude the source position from the bitmask * and return if no more road blocks available */ cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir)); if (cur_rb == ROAD_NONE) return _grow_town_result; /* Select a random bit from the blockmask, walk a step * and continue the search from there. */ do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(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) && GetTownByTile(tile) != t) { _grow_town_result = GROWTH_SUCCEED; } 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 (_grow_town_result == -2); } /** * 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 a house was built */ static bool GrowTown(Town *t) { /* Let the town be a ghost town * The player wanted it in such a way. Thus there he has it. ;) * Never reached in editor mode. */ if (_settings_game.economy.town_layout == TL_NO_ROADS && _generating_world) { return false; } static const TileIndexDiffC _town_coord_mod[] = { {-1, 0}, { 1, 1}, { 1, -1}, {-1, -1}, {-1, 0}, { 0, 2}, { 2, 0}, { 0, -2}, {-1, -1}, {-2, 2}, { 2, 2}, { 2, -2}, { 0, 0} }; /* Current player is a town */ PlayerID old_player = _current_player; _current_player = OWNER_TOWN; TileIndex tile = t->xy; // The tile we are working with ATM /* Find a road that we can base the construction on. */ const TileIndexDiffC *ptr; for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) { if (GetTownRoadBits(tile) != ROAD_NONE) { int r = GrowTownAtRoad(t, tile); _current_player = old_player; return r != 0; } tile = TILE_ADD(tile, ToTileIndexDiff(*ptr)); } /* No road available, try to build a random road block by * clearing some land and then building a road there. */ tile = t->xy; for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) { /* Only work with plain land that not already has a house */ if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) { if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) { DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD); _current_player = old_player; return true; } } tile = TILE_ADD(tile, ToTileIndexDiff(*ptr)); } _current_player = old_player; return false; } 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->num_houses < 92) { memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius)); } else { int mass = t->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->squared_town_zone_radius[0] = mass * 15 - 40; t->squared_town_zone_radius[1] = mass * 9 - 15; t->squared_town_zone_radius[2] = 0; t->squared_town_zone_radius[3] = mass * 5 - 5; t->squared_town_zone_radius[4] = mass * 3 + 5; } } static bool CreateTownName(uint32 *townnameparts) { extern int _nb_orig_names; Town *t2; char buf1[64]; char buf2[64]; uint32 r; /* Do not set too low tries, since when we run out of names, we loop * for #tries only one time anyway - then we stop generating more * towns. Do not show it too high neither, since looping through all * the other towns may take considerable amount of time (10000 is * too much). */ int tries = 1000; bool grf = (_settings_game.game_creation.town_name >= _nb_orig_names); uint32 grfid = grf ? GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names) : 0; uint16 townnametype = grf ? GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name; assert(townnameparts != NULL); for (;;) { restart: r = Random(); SetDParam(0, r); if (grf && grfid != 0) { GRFTownNameGenerate(buf1, grfid, townnametype, r, lastof(buf1)); } else { GetString(buf1, townnametype, lastof(buf1)); } /* Check size and width */ if (strlen(buf1) >= 31 || GetStringBoundingBox(buf1).width > 130) continue; FOR_ALL_TOWNS(t2) { /* We can't just compare the numbers since * several numbers may map to a single name. */ SetDParam(0, t2->index); GetString(buf2, STR_TOWN, lastof(buf2)); if (strcmp(buf1, buf2) == 0) { if (tries-- < 0) return false; goto restart; } } *townnameparts = r; return true; } } void UpdateTownMaxPass(Town *t) { t->max_pass = t->population >> 3; t->max_mail = t->population >> 4; } /** * Does the actual town creation. * * @param t The town * @param tile Where to put it * @param townnameparts The town name * @param size_mode How the size should be determined * @param size Parameter for size determination */ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSizeMode size_mode, uint size) { extern int _nb_orig_names; t->xy = tile; t->num_houses = 0; t->time_until_rebuild = 10; UpdateTownRadius(t); t->flags12 = 0; t->population = 0; t->grow_counter = 0; t->growth_rate = 250; t->new_max_pass = 0; t->new_max_mail = 0; t->new_act_pass = 0; t->new_act_mail = 0; t->max_pass = 0; t->max_mail = 0; t->act_pass = 0; t->act_mail = 0; t->pct_pass_transported = 0; t->pct_mail_transported = 0; t->fund_buildings_months = 0; t->new_act_food = 0; t->new_act_water = 0; t->act_food = 0; t->act_water = 0; for (uint i = 0; i != MAX_PLAYERS; i++) t->ratings[i] = RATING_INITIAL; t->have_ratings = 0; t->exclusivity = INVALID_PLAYER; t->exclusive_counter = 0; t->statues = 0; 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; UpdateTownVirtCoord(t); InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0); t->InitializeLayout(); /* Random town size. */ int x = (Random() & 0xF) + 8; switch (size_mode) { default: NOT_REACHED(); case TSM_RANDOM: t->larger_town = false; break; case TSM_FIXED: x = size * 16 + 3; t->larger_town = false; break; case TSM_CITY: x *= _settings_game.economy.initial_city_size; t->larger_town = true; break; } t->noise_reached = 0; t->num_houses += x; UpdateTownRadius(t); int i = x * 4; do { GrowTown(t); } while (--i); t->num_houses -= x; UpdateTownRadius(t); UpdateTownMaxPass(t); } /** Create a new town. * This obviously only works in the scenario editor. Function not removed * as it might be possible in the future to fund your own town :) * @param tile coordinates where town is built * @param flags type of operation * @param p1 size of the town (0 = small, 1 = medium, 2 = large) * @param p2 size mode (@see TownSizeMode) */ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { /* Only in the scenario editor */ if (_game_mode != GM_EDITOR) return CMD_ERROR; if (p2 > TSM_CITY) return CMD_ERROR; /* Check if too close to the edge of map */ if (DistanceFromEdge(tile) < 12) return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP); /* Can only build on clear flat areas, possibly with trees. */ if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) { return_cmd_error(STR_0239_SITE_UNSUITABLE); } /* Check distance to all other towns. */ if (IsCloseToTown(tile, 20)) return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN); uint32 townnameparts; /* Get a unique name for the town. */ if (!CreateTownName(&townnameparts)) return_cmd_error(STR_023A_TOO_MANY_TOWNS); /* Allocate town struct */ if (!Town::CanAllocateItem()) return_cmd_error(STR_023A_TOO_MANY_TOWNS); /* Create the town */ if (flags & DC_EXEC) { Town *t = new Town(tile); _generating_world = true; DoCreateTown(t, tile, townnameparts, (TownSizeMode)p2, p1); _generating_world = false; } return CommandCost(); } Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size) { do { /* Generate a tile index not too close from the edge */ TileIndex tile = RandomTile(); if (DistanceFromEdge(tile) < 20) continue; /* Make sure the tile is plain */ if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue; /* Check not too close to a town */ if (IsCloseToTown(tile, 20)) continue; uint32 townnameparts; /* Get a unique name for the town. */ if (!CreateTownName(&townnameparts)) break; /* Allocate a town struct */ Town *t = new Town(tile); if (t == NULL) break; DoCreateTown(t, tile, townnameparts, mode, size); return t; } while (--attempts != 0); return NULL; } static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high bool GenerateTowns() { uint num = 0; uint n = ScaleByMapSize(_num_initial_towns[_settings_game.difficulty.number_towns] + (Random() & 7)); uint num_cities = _settings_game.economy.larger_towns == 0 ? 0 : n / _settings_game.economy.larger_towns; SetGeneratingWorldProgress(GWP_TOWN, n); do { IncreaseGeneratingWorldProgress(GWP_TOWN); /* try 20 times to create a random-sized town for the first loop. */ TownSizeMode mode = num_cities > 0 ? TSM_CITY : TSM_RANDOM; if (CreateRandomTown(20, mode, _settings_game.economy.initial_city_size) != NULL) num++; if (num_cities > 0) num_cities--; } while (--n); /* give it a last try, but now more aggressive */ if (num == 0 && CreateRandomTown(10000, TSM_RANDOM, 0) == NULL) { if (GetNumTowns() == 0) { /* XXX - can we handle that more gracefully? */ if (_game_mode != GM_EDITOR) error("Could not generate any town"); return false; } } return true; } /** 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->squared_town_zone_radius[i]) smallest = i; } return smallest; } /** * Clears tile and builds a house or house part. * @param t tile index * @param tid Town index * @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, TownID tid, 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(CmdSucceeded(cc)); MakeHouseTile(tile, tid, counter, stage, type, random_bits); if (GetHouseSpecs(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 tid Town index * @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, TownID tid, byte counter, byte stage, HouseID type, byte random_bits) { BuildingFlags size = GetHouseSpecs(type)->building_flags; ClearMakeHouseTile(t, tid, counter, stage, type, random_bits); if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), tid, counter, stage, ++type, random_bits); if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), tid, counter, stage, ++type, random_bits); if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), tid, 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, NULL); if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false; /* building under a bridge? */ if (MayHaveBridgeAbove(tile) && 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 CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR)); } /** * 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, uint 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, uint 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) { TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); switch (t->GetActiveLayout()) { 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) { /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(), * so to do only one memory access, use MapSize() */ uint dx = MapSize() + TileX(t->xy) - TileX(tile); uint dy = MapSize() + TileY(t->xy) - TileY(tile); switch (t->GetActiveLayout()) { case TL_2X2_GRID: if ((dx % 3) != 0 || (dy % 3) != 0) return false; break; case TL_3X3_GRID: if ((dx % 4) < 2 || (dy % 4) < 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, uint 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, uint 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; uint z; Slope slope = GetTileSlope(tile, &z); /* 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 && z >= _settings_game.game_creation.snow_line) 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[HOUSE_MAX]; uint num = 0; uint probs[HOUSE_MAX]; uint probability_max = 0; /* Generate a list of all possible houses that can be built. */ for (uint i = 0; i < HOUSE_MAX; i++) { const HouseSpec *hs = GetHouseSpecs(i); /* Verify that the candidate house spec matches the current tile status */ if ((~hs->building_availability & bitmask) == 0 && hs->enabled) { /* Without NewHouses, all houses have probability '1' */ uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1); probability_max += cur_prob; probs[num] = cur_prob; houses[num++] = (HouseID)i; } } uint maxz = GetTileMaxZ(tile); while (probability_max > 0) { 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 = GetHouseSpecs(house); if (_loaded_newgrf_features.has_newhouses) { if (hs->override != 0) { house = hs->override; hs = GetHouseSpecs(house); } if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world) continue; if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) { uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile); if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue; } } if (_cur_year < hs->min_date || _cur_year > hs->max_date) 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 (HASBITS(t->flags12 , 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 */ } /* build the house */ t->num_houses++; IncreaseBuildingCount(t, house); /* Special houses that there can be only one of. */ t->flags12 |= oneof; byte construction_counter = 0; byte construction_stage = 0; if (_generating_world) { uint32 r = Random(); construction_stage = TOWN_HOUSE_COMPLETED; if (Chance16(1, 7)) construction_stage = GB(r, 0, 2); if (construction_stage == TOWN_HOUSE_COMPLETED) { ChangePopulation(t, hs->population); } else { construction_counter = GB(r, 2, 2); } } MakeTownHouse(tile, t->index, construction_counter, construction_stage, house, Random()); return true; } return false; } static void DoClearTownHouseHelper(TileIndex tile) { assert(IsTileType(tile, MP_HOUSE)); DoClearSquare(tile); DeleteAnimatedTile(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 */ static TileIndex GetHouseNorthPart(HouseID &house) { if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks. if (GetHouseSpecs(house - 1)->building_flags & TILE_SIZE_2x1) { house--; return TileDiffXY(-1, 0); } else if (GetHouseSpecs(house - 1)->building_flags & BUILDING_2_TILES_Y) { house--; return TileDiffXY(0, -1); } else if (GetHouseSpecs(house - 2)->building_flags & BUILDING_HAS_4_TILES) { house -= 2; return TileDiffXY(-1, 0); } else if (GetHouseSpecs(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 = GetHouseSpecs(house); /* Remove population from the town if the house is finished. */ if (IsHouseCompleted(tile)) { ChangePopulation(t, -hs->population); } t->num_houses--; DecreaseBuildingCount(t, house); /* Clear flags for houses that only may exist once/town. */ if (hs->building_flags & BUILDING_IS_CHURCH) { ClrBit(t->flags12, TOWN_HAS_CHURCH); } else if (hs->building_flags & BUILDING_IS_STADIUM) { ClrBit(t->flags12, TOWN_HAS_STADIUM); } /* Do the actual clearing of tiles */ uint eflags = hs->building_flags; DoClearTownHouseHelper(tile); if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0)); if (eflags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1)); if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1)); } static bool IsUniqueTownName(const char *name) { const Town *t; char buf[512]; FOR_ALL_TOWNS(t) { SetDParam(0, t->index); GetString(buf, STR_TOWN, lastof(buf)); if (strcmp(buf, name) == 0) return false; } return true; } /** Rename a town (server-only). * @param tile unused * @param flags type of operation * @param p1 town ID to rename * @param p2 unused */ CommandCost CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (!IsValidTownID(p1) || StrEmpty(_cmd_text)) return CMD_ERROR; if (!IsUniqueTownName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE); if (flags & DC_EXEC) { Town *t = GetTown(p1); free(t->name); t->name = strdup(_cmd_text); UpdateTownVirtCoord(t); InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1); UpdateAllStationVirtCoord(); UpdateAllWaypointSigns(); MarkWholeScreenDirty(); } return CommandCost(); } /** Called from GUI */ void ExpandTown(Town *t) { _generating_world = true; /* The more houses, the faster we grow */ uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3; t->num_houses += amount; UpdateTownRadius(t); uint n = amount * 10; do GrowTown(t); while (--n); t->num_houses -= amount; UpdateTownRadius(t); UpdateTownMaxPass(t); _generating_world = false; } extern const byte _town_action_costs[8] = { 2, 4, 9, 35, 48, 53, 117, 175 }; static void TownActionAdvertiseSmall(Town *t) { ModifyStationRatingAround(t->xy, _current_player, 0x40, 10); } static void TownActionAdvertiseMedium(Town *t) { ModifyStationRatingAround(t->xy, _current_player, 0x70, 15); } static void TownActionAdvertiseLarge(Town *t) { ModifyStationRatingAround(t->xy, _current_player, 0xA0, 20); } static void TownActionRoadRebuild(Town *t) { t->road_build_months = 6; SetDParam(0, t->index); SetDParam(1, _current_player); AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING, NS_GENERAL, t->xy, 0); } static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id) { /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */ if (IsSteepSlope(GetTileSlope(tile, NULL))) return false; if (!IsTileType(tile, MP_HOUSE) && !IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) { return false; } PlayerID old = _current_player; _current_player = OWNER_NONE; CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); _current_player = old; if (CmdFailed(r)) return false; MakeStatue(tile, _current_player, town_id); MarkTileDirtyByTile(tile); return true; } /** * Search callback function for TownActionBuildStatue * @param tile on which to perform the search * @param town_id The town_id for which we want a statue * @return the result of the test */ static bool SearchTileForStatue(TileIndex tile, uint32 town_id) { return DoBuildStatueOfCompany(tile, town_id); } /** * Perform a 9x9 tiles circular search from the center of the town * in order to find a free tile to place a statue * @param t town to search in */ static void TownActionBuildStatue(Town *t) { TileIndex tile = t->xy; if (CircularTileSearch(&tile, 9, SearchTileForStatue, t->index)) { SetBit(t->statues, _current_player); // Once found and built, "inform" the Town } } static void TownActionFundBuildings(Town *t) { /* Build next tick */ t->grow_counter = 1; /* If we were not already growing */ SetBit(t->flags12, TOWN_IS_FUNDED); /* And grow for 3 months */ t->fund_buildings_months = 3; } static void TownActionBuyRights(Town *t) { /* Check if it's allowed to by the rights */ if (!_settings_game.economy.exclusive_rights) return; t->exclusive_counter = 12; t->exclusivity = _current_player; ModifyStationRatingAround(t->xy, _current_player, 130, 17); } static void TownActionBribe(Town *t) { if (Chance16(1, 14)) { /* set as unwanted for 6 months */ t->unwanted[_current_player] = 6; /* set all close by station ratings to 0 */ Station *st; FOR_ALL_STATIONS(st) { if (st->town == t && st->owner == _current_player) { for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0; } } /* only show errormessage to the executing player. All errors are handled command.c * but this is special, because it can only 'fail' on a DC_EXEC */ if (IsLocalPlayer()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0); /* decrease by a lot! * ChangeTownRating is only for stuff in demolishing. Bribe failure should * be independent of any cheat settings */ if (t->ratings[_current_player] > RATING_BRIBE_DOWN_TO) { t->ratings[_current_player] = RATING_BRIBE_DOWN_TO; InvalidateWindow(WC_TOWN_AUTHORITY, t->index); } } else { ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM); } } typedef void TownActionProc(Town *t); static TownActionProc *const _town_action_proc[] = { TownActionAdvertiseSmall, TownActionAdvertiseMedium, TownActionAdvertiseLarge, TownActionRoadRebuild, TownActionBuildStatue, TownActionFundBuildings, TownActionBuyRights, TownActionBribe }; extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t); /** Do a town action. * This performs an action such as advertising, building a statue, funding buildings, * but also bribing the town-council * @param tile unused * @param 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 */ CommandCost CmdDoTownAction(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (!IsValidTownID(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR; Town *t = GetTown(p1); if (!HasBit(GetMaskOfTownActions(NULL, _current_player, t), p2)) return CMD_ERROR; CommandCost cost(EXPENSES_OTHER, (_price.build_industry >> 8) * _town_action_costs[p2]); if (flags & DC_EXEC) { _town_action_proc[p2](t); InvalidateWindow(WC_TOWN_AUTHORITY, p1); } return cost; } static void UpdateTownGrowRate(Town *t) { /* Increase player ratings if they're low */ const Player *p; FOR_ALL_PLAYERS(p) { if (p->is_active && t->ratings[p->index] < RATING_GROWTH_MAXIMUM) { t->ratings[p->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[p->index] + RATING_GROWTH_UP_STEP); } } int n = 0; const Station *st; FOR_ALL_STATIONS(st) { if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) { if (st->time_since_load <= 20 || st->time_since_unload <= 20) { n++; if (IsValidPlayer(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 (IsValidPlayer(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_PLAYERS; i++) { t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM); } InvalidateWindow(WC_TOWN_AUTHORITY, t->index); ClrBit(t->flags12, TOWN_IS_FUNDED); if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return; /** Towns are processed every TOWN_GROWTH_FREQUENCY 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 }; uint16 m; if (t->fund_buildings_months != 0) { m = _grow_count_values[0][min(n, 5)]; t->fund_buildings_months--; } else { m = _grow_count_values[1][min(n, 5)]; if (n == 0 && !Chance16(1, 12)) return; } if (_settings_game.game_creation.landscape == LT_ARCTIC) { if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90) return; } else if (_settings_game.game_creation.landscape == LT_TROPIC) { if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60) 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->num_houses / 50 + 1); if (m <= t->grow_counter) t->grow_counter = m; SetBit(t->flags12, TOWN_IS_FUNDED); } static void UpdateTownAmounts(Town *t) { /* Using +1 here to prevent overflow and division by zero */ t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1); t->max_pass = t->new_max_pass; t->new_max_pass = 0; t->act_pass = t->new_act_pass; t->new_act_pass = 0; t->act_food = t->new_act_food; t->new_act_food = 0; t->act_water = t->new_act_water; t->new_act_water = 0; /* Using +1 here to prevent overflow and division by zero */ t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1); t->max_mail = t->new_max_mail; t->new_max_mail = 0; t->act_mail = t->new_act_mail; t->new_act_mail = 0; InvalidateWindow(WC_TOWN_VIEW, t->index); } static void UpdateTownUnwanted(Town *t) { const Player *p; FOR_ALL_PLAYERS(p) { if (t->unwanted[p->index] > 0) t->unwanted[p->index]--; } } bool CheckIfAuthorityAllows(TileIndex tile) { if (!IsValidPlayer(_current_player)) return true; Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority); if (t == NULL) return true; if (t->ratings[_current_player] > RATING_VERYPOOR) return true; _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES; SetDParam(0, t->index); return false; } 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; } Town *ClosestTownFromTile(TileIndex tile, uint threshold) { if (IsTileType(tile, MP_HOUSE) || ( IsTileType(tile, MP_ROAD) && HasTileRoadType(tile, ROADTYPE_ROAD) && IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) )) { return GetTownByTile(tile); } else { return CalcClosestTownFromTile(tile, threshold); } } static bool _town_rating_test = false; std::map _town_test_ratings; void SetTownRatingTestMode(bool mode) { static int ref_count = 0; 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); } static int GetRating(const Town *t) { if (_town_rating_test) { std::map::iterator it = _town_test_ratings.find(t); if (it != _town_test_ratings.end()) { return (*it).second; } } return t->ratings[_current_player]; } void ChangeTownRating(Town *t, int add, int max) { /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */ if (t == NULL || !IsValidPlayer(_current_player) || (_cheats.magic_bulldozer.value && add < 0)) { return; } SetBit(t->have_ratings, _current_player); 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 { t->ratings[_current_player] = rating; InvalidateWindow(WC_TOWN_AUTHORITY, t->index); } } /* penalty for removing town-owned stuff */ static const int _default_rating_settings [3][3] = { /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE */ { 0, 128, 384}, // Permissive { 48, 192, 480}, // Neutral { 96, 384, 768}, // Hostile }; bool CheckforTownRating(uint32 flags, Town *t, byte type) { /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */ if (t == NULL || !IsValidPlayer(_current_player) || _cheats.magic_bulldozer.value) return true; /* check if you're allowed to remove the street/bridge/tunnel/industry * owned by a town no removal if rating is lower than ... depends now on * difficulty setting. Minimum town rating selected by difficulty level */ int modemod = _default_rating_settings[_settings_game.difficulty.town_council_tolerance][type]; if (GetRating(t) < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) { SetDParam(0, t->index); _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES; return false; } return true; } 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_PLAYER; UpdateTownGrowRate(t); UpdateTownAmounts(t); UpdateTownUnwanted(t); } } void InitializeTowns() { /* Clean the town pool and create 1 block in it */ _Town_pool.CleanPool(); _Town_pool.AddBlockToPool(); memset(_subsidies, 0, sizeof(_subsidies)); for (Subsidy *s = _subsidies; s != endof(_subsidies); s++) { s->cargo_type = CT_INVALID; } _cur_town_ctr = 0; _cur_town_iter = 0; _total_towns = 0; } static CommandCost TerraformTile_Town(TileIndex tile, uint32 flags, uint 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 = GetHouseSpecs(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))) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform); } return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); } extern const TileTypeProcs _tile_type_town_procs = { DrawTile_Town, /* draw_tile_proc */ GetSlopeZ_Town, /* get_slope_z_proc */ ClearTile_Town, /* clear_tile_proc */ GetAcceptedCargo_Town, /* get_accepted_cargo_proc */ GetTileDesc_Town, /* get_tile_desc_proc */ GetTileTrackStatus_Town, /* get_tile_track_status_proc */ ClickTile_Town, /* click_tile_proc */ AnimateTile_Town, /* animate_tile_proc */ TileLoop_Town, /* tile_loop_clear */ ChangeTileOwner_Town, /* change_tile_owner_clear */ GetProducedCargo_Town, /* get_produced_cargo_proc */ NULL, /* vehicle_enter_tile_proc */ GetFoundation_Town, /* get_foundation_proc */ TerraformTile_Town, /* terraform_tile_proc */ }; /** Save and load of towns. */ static const SaveLoad _town_desc[] = { SLE_CONDVAR(Town, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Town, xy, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDNULL(2, 0, 2), ///< population, no longer in use SLE_CONDNULL(4, 3, 84), ///< population, no longer in use SLE_CONDNULL(2, 0, 91), ///< num_houses, no longer in use SLE_CONDVAR(Town, townnamegrfid, SLE_UINT32, 66, SL_MAX_VERSION), SLE_VAR(Town, townnametype, SLE_UINT16), SLE_VAR(Town, townnameparts, SLE_UINT32), SLE_CONDSTR(Town, name, SLE_STR, 0, 84, SL_MAX_VERSION), SLE_VAR(Town, flags12, SLE_UINT8), SLE_VAR(Town, statues, SLE_UINT8), SLE_CONDNULL(1, 0, 1), ///< sort_index, no longer in use SLE_VAR(Town, have_ratings, SLE_UINT8), SLE_ARR(Town, ratings, SLE_INT16, 8), /* failed bribe attempts are stored since savegame format 4 */ SLE_CONDARR(Town, unwanted, SLE_INT8, 8, 4, SL_MAX_VERSION), SLE_CONDVAR(Town, max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, new_max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, new_max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, new_act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, new_act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, max_pass, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, max_mail, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, new_max_pass, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, new_max_mail, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, act_pass, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, act_mail, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, new_act_pass, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, new_act_mail, SLE_UINT32, 9, SL_MAX_VERSION), SLE_VAR(Town, pct_pass_transported, SLE_UINT8), SLE_VAR(Town, pct_mail_transported, SLE_UINT8), SLE_VAR(Town, act_food, SLE_UINT16), SLE_VAR(Town, act_water, SLE_UINT16), SLE_VAR(Town, new_act_food, SLE_UINT16), SLE_VAR(Town, new_act_water, SLE_UINT16), SLE_CONDVAR(Town, time_until_rebuild, SLE_UINT8, 0, 53), SLE_CONDVAR(Town, grow_counter, SLE_UINT8, 0, 53), SLE_CONDVAR(Town, growth_rate, SLE_UINT8, 0, 53), SLE_CONDVAR(Town, time_until_rebuild, SLE_UINT16, 54, SL_MAX_VERSION), SLE_CONDVAR(Town, grow_counter, SLE_UINT16, 54, SL_MAX_VERSION), SLE_CONDVAR(Town, growth_rate, SLE_INT16, 54, SL_MAX_VERSION), SLE_VAR(Town, fund_buildings_months, SLE_UINT8), SLE_VAR(Town, road_build_months, SLE_UINT8), SLE_CONDVAR(Town, exclusivity, SLE_UINT8, 2, SL_MAX_VERSION), SLE_CONDVAR(Town, exclusive_counter, SLE_UINT8, 2, SL_MAX_VERSION), SLE_CONDVAR(Town, larger_town, SLE_BOOL, 56, SL_MAX_VERSION), /* reserve extra space in savegame here. (currently 30 bytes) */ SLE_CONDNULL(30, 2, SL_MAX_VERSION), SLE_END() }; /* Save and load the mapping between the house id on the map, and the grf file * it came from. */ static const SaveLoad _house_id_mapping_desc[] = { SLE_VAR(EntityIDMapping, grfid, SLE_UINT32), SLE_VAR(EntityIDMapping, entity_id, SLE_UINT8), SLE_VAR(EntityIDMapping, substitute_id, SLE_UINT8), SLE_END() }; static void Save_HOUSEIDS() { uint j = _house_mngr.GetMaxMapping(); for (uint i = 0; i < j; i++) { SlSetArrayIndex(i); SlObject(&_house_mngr.mapping_ID[i], _house_id_mapping_desc); } } static void Load_HOUSEIDS() { int index; _house_mngr.ResetMapping(); uint max_id = _house_mngr.GetMaxMapping(); while ((index = SlIterateArray()) != -1) { if ((uint)index >= max_id) break; SlObject(&_house_mngr.mapping_ID[index], _house_id_mapping_desc); } } static void Save_TOWN() { Town *t; FOR_ALL_TOWNS(t) { SlSetArrayIndex(t->index); SlObject(t, _town_desc); } } static void Load_TOWN() { int index; _total_towns = 0; while ((index = SlIterateArray()) != -1) { Town *t = new (index) Town(); SlObject(t, _town_desc); _total_towns++; } /* This is to ensure all pointers are within the limits of * the size of the TownPool */ if (_cur_town_ctr > GetMaxTownIndex()) _cur_town_ctr = 0; } void AfterLoadTown() { Town *t; FOR_ALL_TOWNS(t) t->InitializeLayout(); } extern const ChunkHandler _town_chunk_handlers[] = { { 'HIDS', Save_HOUSEIDS, Load_HOUSEIDS, CH_ARRAY }, { 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST}, }; 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(); }