/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "functions.h" #include "strings.h" #include "road_map.h" #include "table/strings.h" #include "table/sprites.h" #include "map.h" #include "tile.h" #include "town_map.h" #include "tunnel_map.h" #include "viewport.h" #include "town.h" #include "command.h" #include "gfx.h" #include "industry.h" #include "station.h" #include "player.h" #include "news.h" #include "saveload.h" #include "economy.h" #include "gui.h" #include "unmovable_map.h" #include "water_map.h" #include "variables.h" #include "bridge.h" #include "bridge_map.h" #include "date.h" #include "table/town_land.h" #include "genworld.h" /** * Called if a new block is added to the town-pool */ static void TownPoolNewBlock(uint start_item) { Town *t; /* We don't use FOR_ALL here, because FOR_ALL skips invalid items. * TODO - This is just a temporary stage, this will be removed. */ for (t = GetTown(start_item); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) t->index = start_item++; } /* Initialize the town-pool */ DEFINE_OLD_POOL(Town, Town, TownPoolNewBlock, NULL) void DestroyTown(Town *t) { Industry *i; TileIndex tile; /* Delete town authority window * and remove from list of sorted towns */ DeleteWindowById(WC_TOWN_VIEW, t->index); _town_sort_dirty = true; _total_towns--; /* Delete all industries belonging to the town */ FOR_ALL_INDUSTRIES(i) if (i->town == t) DeleteIndustry(i); /* Go through all tiles and delete those belonging to the town */ for (tile = 0; tile < MapSize(); ++tile) { switch (GetTileType(tile)) { case MP_HOUSE: if (GetTownByTile(tile) == t) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); break; case MP_STREET: case MP_TUNNELBRIDGE: if (IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, (uint)-1) == t) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); break; default: break; } } DeleteName(t->townnametype); DeleteSubsidyWithTown(t->index); MarkWholeScreenDirty(); } // Local static int _grow_town_result; static bool BuildTownHouse(Town *t, TileIndex tile); static void ClearTownHouse(Town *t, TileIndex tile); static void DoBuildTownHouse(Town *t, TileIndex tile); static void TownDrawHouseLift(const TileInfo *ti) { AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile)); } typedef void TownDrawTileProc(const TileInfo *ti); static TownDrawTileProc * const _town_draw_tile_procs[1] = { TownDrawHouseLift }; static void DrawTile_Town(TileInfo *ti) { const DrawBuildingsTileStruct *dcts; SpriteID image; SpriteID pal; /* Retrieve pointer to the draw town tile struct */ { /* this "randomizes" on the (up to) 4 variants of a building */ uint variant; variant = ti->x >> 4; variant ^= ti->x >> 6; variant ^= ti->y >> 4; variant -= ti->y >> 6; variant &= 3; dcts = &_town_draw_tile_data[GetHouseType(ti->tile) << 4 | variant << 2 | GetHouseBuildingStage(ti->tile)]; } if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, ti->tileh); image = dcts->ground.sprite; pal = dcts->ground.pal; DrawGroundSprite(image, pal); /* Add a house on top of the ground? */ image = dcts->building.sprite; if (image != 0) { if (_display_opt & DO_TRANS_BUILDINGS) { SETBIT(image, PALETTE_MODIFIER_TRANSPARENT); pal = PALETTE_TO_TRANSPARENT; } else { pal = dcts->building.pal; } AddSortableSpriteToDraw(image, pal, ti->x + dcts->subtile_x, ti->y + dcts->subtile_y, dcts->width + 1, dcts->height + 1, dcts->dz, ti->z ); if (_display_opt & DO_TRANS_BUILDINGS) return; } { int proc = dcts->draw_proc - 1; if (proc >= 0) _town_draw_tile_procs[proc](ti); } } static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y) { return GetTileMaxZ(tile); } static Slope GetSlopeTileh_Town(TileIndex tile, Slope tileh) { return SLOPE_FLAT; } static void AnimateTile_Town(TileIndex tile) { int pos, dest; if (_tick_counter & 3) return; // If the house is not one with a lift anymore, then stop this animating. // Not exactly sure when this happens, but probably when a house changes. // Before this was just a return...so it'd leak animated tiles.. // That bug seems to have been here since day 1?? if (!(_housetype_extra_flags[GetHouseType(tile)] & 0x20)) { DeleteAnimatedTile(tile); return; } if (!IsLiftMoving(tile)) { int i; /** Building has 6 floors, number 0 .. 6, where 1 is illegal. * This is due to the fact that the first floor is, in the graphics, * the height of 2 'normal' floors. * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */ do { i = (Random() & 7) - 1; } while (i < 0 || i == 1 || i * 6 == GetLiftPosition(tile)); SetLiftDestination(tile, i); } pos = GetLiftPosition(tile); dest = GetLiftDestination(tile) * 6; pos += (pos < dest) ? 1 : -1; SetLiftPosition(tile, pos); if (pos == dest) HaltLift(tile); MarkTileDirtyByTile(tile); } static void UpdateTownRadius(Town *t); static bool IsCloseToTown(TileIndex tile, uint dist) { const Town* t; FOR_ALL_TOWNS(t) { if (DistanceManhattan(tile, t->xy) < dist) return true; } return false; } static void MarkTownSignDirty(Town *t) { MarkAllViewportsDirty( t->sign.left-6, t->sign.top-3, t->sign.left+t->sign.width_1*4+12, t->sign.top + 45 ); } void UpdateTownVirtCoord(Town *t) { Point pt; MarkTownSignDirty(t); pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE); SetDParam(0, t->index); SetDParam(1, t->population); UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24, _patches.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL); MarkTownSignDirty(t); } static void ChangePopulation(Town *t, int mod) { t->population += mod; InvalidateWindow(WC_TOWN_VIEW, t->index); UpdateTownVirtCoord(t); if (_town_sort_order & 2) _town_sort_dirty = true; } uint32 GetWorldPopulation(void) { uint32 pop; const Town* t; pop = 0; FOR_ALL_TOWNS(t) pop += t->population; return pop; } static void MakeSingleHouseBigger(TileIndex tile) { assert(IsTileType(tile, MP_HOUSE)); if (LiftHasDestination(tile)) return; IncHouseConstructionTick(tile); if (GetHouseConstructionTick(tile) != 0) return; IncHouseBuildingStage(tile); /*increase construction stage of one more step*/ if (GetHouseBuildingStage(tile) == TOWN_HOUSE_COMPLETED){ /*Now, construction is completed. Can add population of building to the town*/ ChangePopulation(GetTownByTile(tile), _housetype_population[GetHouseType(tile)]); } MarkTileDirtyByTile(tile); } static void MakeTownHouseBigger(TileIndex tile) { uint flags = _house_more_flags[GetHouseType(tile)]; if (flags & 8) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0)); if (flags & 4) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1)); if (flags & 2) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0)); if (flags & 1) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1)); } static void TileLoop_Town(TileIndex tile) { int house; Town *t; uint32 r; if (GetHouseBuildingStage(tile) != TOWN_HOUSE_COMPLETED) { /*Construction is not completed. See if we can go further in construction*/ MakeTownHouseBigger(tile); return; } house = GetHouseType(tile); if ((_housetype_extra_flags[house] & 0x20) && !LiftHasDestination(tile) && CHANCE16(1, 2) && AddAnimatedTile(tile)) BeginLiftMovement(tile); t = GetTownByTile(tile); r = Random(); if (GB(r, 0, 8) < _housetype_population[house]) { uint amt = GB(r, 0, 8) / 8 + 1; uint moved; if (_economy.fluct <= 0) amt = (amt + 1) >> 1; t->new_max_pass += amt; moved = MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt); t->new_act_pass += moved; } if (GB(r, 8, 8) < _housetype_mailamount[house] ) { uint amt = GB(r, 8, 8) / 8 + 1; uint moved; if (_economy.fluct <= 0) amt = (amt + 1) >> 1; t->new_max_mail += amt; moved = MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt); t->new_act_mail += moved; } if (_house_more_flags[house] & 8 && HASBIT(t->flags12, TOWN_IS_FUNDED) && --t->time_until_rebuild == 0) { t->time_until_rebuild = GB(r, 16, 6) + 130; _current_player = OWNER_TOWN; ClearTownHouse(t, tile); // rebuild with another house? if (GB(r, 24, 8) >= 12) DoBuildTownHouse(t, tile); _current_player = OWNER_NONE; } } static void ClickTile_Town(TileIndex tile) { /* not used */ } static int32 ClearTile_Town(TileIndex tile, byte flags) { int house, rating; int32 cost; Town *t; // safety checks if (!EnsureNoVehicle(tile)) return CMD_ERROR; if (flags&DC_AUTO && !(flags&DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED); house = GetHouseType(tile); cost = _price.remove_house * _housetype_remove_cost[house] >> 8; rating = _housetype_remove_ratingmod[house]; _cleared_town_rating += rating; _cleared_town = t = GetTownByTile(tile); if (IsValidPlayer(_current_player)) { if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) { SetDParam(0, t->index); return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES); } } if (flags & DC_EXEC) { ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM); ClearTownHouse(t, tile); } return cost; } static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac) { byte type = GetHouseType(tile); ac[CT_PASSENGERS] = _housetype_cargo_passengers[type]; ac[CT_MAIL] = _housetype_cargo_mail[type]; ac[CT_GOODS] = _housetype_cargo_goods[type]; ac[CT_FOOD] = _housetype_cargo_food[type]; } static void GetTileDesc_Town(TileIndex tile, TileDesc *td) { td->str = _town_tile_names[GetHouseType(tile)]; if (GetHouseBuildingStage(tile) != TOWN_HOUSE_COMPLETED) { SetDParamX(td->dparam, 0, td->str); td->str = STR_2058_UNDER_CONSTRUCTION; } td->owner = OWNER_TOWN; } static uint32 GetTileTrackStatus_Town(TileIndex tile, TransportType mode) { /* not used */ return 0; } static void ChangeTileOwner_Town(TileIndex tile, PlayerID old_player, PlayerID new_player) { /* not used */ } static const TileIndexDiffC _roadblock_tileadd[] = { { 0, -1}, { 1, 0}, { 0, 1}, {-1, 0}, // Store the first 3 elements again. // Lets us rotate without using &3. { 0, -1}, { 1, 0}, { 0, 1} }; static bool GrowTown(Town *t); static void TownTickHandler(Town *t) { if (HASBIT(t->flags12, TOWN_IS_FUNDED)) { int i = t->grow_counter - 1; if (i < 0) { if (GrowTown(t)) { i = t->growth_rate; } else { i = 0; } } t->grow_counter = i; } UpdateTownRadius(t); } void OnTick_Town(void) { if (_game_mode == GM_EDITOR) return; /* Make sure each town's tickhandler invocation frequency is about the * same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */ for (_cur_town_iter += GetMaxTownIndex() + 1; _cur_town_iter >= TOWN_GROWTH_FREQUENCY; _cur_town_iter -= TOWN_GROWTH_FREQUENCY) { uint32 i = _cur_town_ctr; if (++_cur_town_ctr > GetMaxTownIndex()) _cur_town_ctr = 0; if (IsValidTownID(i)) TownTickHandler(GetTown(i)); } } static RoadBits GetTownRoadMask(TileIndex tile) { TrackBits b = GetAnyRoadTrackBits(tile); RoadBits r = ROAD_NONE; if (b & TRACK_BIT_X) r |= ROAD_X; if (b & TRACK_BIT_Y) r |= ROAD_Y; if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW; if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW; if (b & TRACK_BIT_LEFT) r |= ROAD_NW | ROAD_SW; if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE; return r; } static bool IsRoadAllowedHere(TileIndex tile, int dir) { Slope k; Slope slope; // If this assertion fails, it might be because the world contains // land at the edges. This is not ok. TILE_ASSERT(tile); for (;;) { // Check if there already is a road at this point? if (GetAnyRoadTrackBits(tile) == 0) { // No, try to build one in the direction. // if that fails clear the land, and if that fails exit. // This is to make sure that we can build a road here later. if (CmdFailed(DoCommand(tile, (dir & 1 ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) && CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) return false; } slope = GetTileSlope(tile, NULL); if (slope == SLOPE_FLAT) { no_slope: // Tile has no slope // Disallow the road if any neighboring tile has a road. if (HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+1]))), dir^2) || HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+3]))), dir^2) || HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+1]) + ToTileIndexDiff(_roadblock_tileadd[dir+2]))), dir) || HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+3]) + ToTileIndexDiff(_roadblock_tileadd[dir+2]))), dir)) return false; // Otherwise allow return true; } // If the tile is not a slope in the right direction, then // maybe terraform some. k = (dir & 1) ? SLOPE_NE : SLOPE_NW; if (k != slope && ComplementSlope(k) != slope) { uint32 r = Random(); if (CHANCE16I(1, 8, r) && !_generating_world) { int32 res; if (CHANCE16I(1, 16, r)) { res = DoCommand(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); } else { res = DoCommand(tile, slope ^ 0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); } if (CmdFailed(res) && CHANCE16I(1, 3, r)) { // We can consider building on the slope, though. goto no_slope; } } return false; } return true; } } static bool TerraformTownTile(TileIndex tile, int edges, int dir) { int32 r; TILE_ASSERT(tile); r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); if (CmdFailed(r) || r >= 126 * 16) return false; DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND); return true; } static void LevelTownLand(TileIndex tile) { Slope tileh; TILE_ASSERT(tile); // Don't terraform if land is plain or if there's a house there. if (IsTileType(tile, MP_HOUSE)) return; tileh = GetTileSlope(tile, NULL); if (tileh == SLOPE_FLAT) return; // First try up, then down if (!TerraformTownTile(tile, ~tileh & 0xF, 1)) { TerraformTownTile(tile, tileh & 0xF, 0); } } static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town* t1) { RoadBits rcmd; TileIndex tmptile; DiagDirection i; int j; TileIndex tile = *tile_ptr; TILE_ASSERT(tile); if (mask == 0) { int a; int b; // Tile has no road. First reset the status counter // to say that this is the last iteration. _grow_town_result = 0; // Remove hills etc LevelTownLand(tile); // Is a road allowed here? if (!IsRoadAllowedHere(tile, block)) return; // Randomize new road block numbers a = block; b = block ^ 2; if (CHANCE16(1, 4)) { do { a = GB(Random(), 0, 2); } while (a == b); } if (!IsRoadAllowedHere(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a])), a)) { // A road is not allowed to continue the randomized road, // return if the road we're trying to build is curved. if (a != (b ^ 2)) return; // Return if neither side of the new road is a house if (!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 1])), MP_HOUSE) && !IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 3])), MP_HOUSE)) return; // That means that the road is only allowed if there is a house // at any side of the new road. } rcmd = (RoadBits)((1 << a) + (1 << b)); } else if (block < 5 && !HASBIT(mask,block^2)) { // Continue building on a partial road. // Always OK. _grow_town_result = 0; rcmd = (RoadBits)(1 << (block ^ 2)); } else { int i; // Reached a tunnel/bridge? Then continue at the other side of it. if (IsTileType(tile, MP_TUNNELBRIDGE)) { if (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_ROAD) { *tile_ptr = GetOtherTunnelEnd(tile); } else if (IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_ROAD) { *tile_ptr = GetOtherBridgeEnd(tile); } return; } // Possibly extend the road in a direction. // Randomize a direction and if it has a road, bail out. i = GB(Random(), 0, 2); if (HASBIT(mask, i)) return; // This is the tile we will reach if we extend to this direction. tmptile = TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[i])); // Don't do it if it reaches to water. if (IsClearWaterTile(tmptile)) return; // Build a house at the edge. 60% chance or // always ok if no road allowed. if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6, 10)) { // But not if there already is a house there. if (!IsTileType(tmptile, MP_HOUSE)) { // Level the land if possible LevelTownLand(tmptile); // And build a house. // Set result to -1 if we managed to build it. if (BuildTownHouse(t1, tmptile)) _grow_town_result = -1; } return; } _grow_town_result = 0; rcmd = (RoadBits)(1 << i); } // Return if a water tile if (IsClearWaterTile(tile)) return; // Determine direction of slope, // and build a road if not a special slope. switch (GetTileSlope(tile, NULL)) { case SLOPE_SW: i = DIAGDIR_NE; break; case SLOPE_SE: i = DIAGDIR_NW; break; case SLOPE_NW: i = DIAGDIR_SE; break; case SLOPE_NE: i = DIAGDIR_SW; break; default: build_road_and_exit: if (!CmdFailed(DoCommand(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) { _grow_town_result = -1; } return; } tmptile = tile; // Now it contains the direction of the slope j = -11; // max 11 tile long bridges do { if (++j == 0) goto build_road_and_exit; tmptile = TILE_MASK(tmptile + TileOffsByDiagDir(i)); } while (IsClearWaterTile(tmptile)); // no water tiles in between? if (j == -10) goto build_road_and_exit; // Quit if it selecting an appropiate bridge type fails a large number of times. j = 22; { int32 bridge_len = GetBridgeLength(tile, tmptile); do { byte bridge_type = RandomRange(MAX_BRIDGES - 1); if (CheckBridge_Stuff(bridge_type, bridge_len)) { if (!CmdFailed(DoCommand(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE))) _grow_town_result = -1; // obviously, if building any bridge would fail, there is no need to try other bridge-types return; } } while (--j != 0); } } // Returns true if a house was built, or no if the build failed. static int GrowTownAtRoad(Town *t, TileIndex tile) { int block = 5; // special case TILE_ASSERT(tile); // Number of times to search. _grow_town_result = 10 + t->num_houses * 4 / 9; do { // Get a bitmask of the road blocks on a tile RoadBits mask = GetTownRoadMask(tile); // Try to grow the town from this point GrowTownInTile(&tile,mask,block,t); // Exclude the source position from the bitmask // and return if no more road blocks available ClrBitT(mask, (block ^ 2)); if (mask == 0) return _grow_town_result; // Select a random bit from the blockmask, walk a step // and continue the search from there. do block = Random() & 3; while (!HASBIT(mask,block)); tile += ToTileIndexDiff(_roadblock_tileadd[block]); if (IsTileType(tile, MP_STREET)) { /* Don't allow building over roads of other cities */ if (IsTileOwner(tile, OWNER_TOWN) && GetTownByTile(tile) != t) { _grow_town_result = -1; } else if (_game_mode == GM_EDITOR) { /* If we are in the SE, and this road-piece has no town owner yet, it just found an * owner :) (happy happy happy road now) */ SetTileOwner(tile, OWNER_TOWN); SetTownIndex(tile, t->index); } } // Max number of times is checked. } while (--_grow_town_result >= 0); return (_grow_town_result == -2); } // Generate a random road block // The probability of a straight road // is somewhat higher than a curved. static RoadBits GenRandomRoadBits(void) { uint32 r = Random(); uint a = GB(r, 0, 2); uint b = GB(r, 8, 2); if (a == b) b ^= 2; return (RoadBits)((1 << a) + (1 << b)); } // Grow the town // Returns true if a house was built, or no if the build failed. static bool GrowTown(Town *t) { TileIndex tile; const TileIndexDiffC *ptr; PlayerID old_player; static const TileIndexDiffC _town_coord_mod[] = { {-1, 0}, { 1, 1}, { 1, -1}, {-1, -1}, {-1, 0}, { 0, 2}, { 2, 0}, { 0, -2}, {-1, -1}, {-2, 2}, { 2, 2}, { 2, -2}, { 0, 0} }; // Current player is a town old_player = _current_player; _current_player = OWNER_TOWN; // Find a road that we can base the construction on. tile = t->xy; for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) { if (GetAnyRoadTrackBits(tile) != 0) { int r = GrowTownAtRoad(t, tile); _current_player = old_player; return r != 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 (!CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) { DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD); _current_player = old_player; return true; } } tile = TILE_ADD(tile, ToTileIndexDiff(*ptr)); } _current_player = old_player; return false; } static void UpdateTownRadius(Town *t) { static const uint16 _town_radius_data[23][5] = { { 4, 0, 0, 0, 0}, // 0 { 16, 0, 0, 0, 0}, { 25, 0, 0, 0, 0}, { 36, 0, 0, 0, 0}, { 49, 0, 4, 0, 0}, { 64, 0, 4, 0, 0}, // 20 { 64, 0, 9, 0, 1}, { 64, 0, 9, 0, 4}, { 64, 0, 16, 0, 4}, { 81, 0, 16, 0, 4}, { 81, 0, 16, 0, 4}, // 40 { 81, 0, 25, 0, 9}, { 81, 36, 25, 0, 9}, { 81, 36, 25, 16, 9}, { 81, 49, 0, 25, 9}, { 81, 64, 0, 25, 9}, // 60 { 81, 64, 0, 36, 9}, { 81, 64, 0, 36, 16}, {100, 81, 0, 49, 16}, {100, 81, 0, 49, 25}, {121, 81, 0, 49, 25}, // 80 {121, 81, 0, 49, 25}, {121, 81, 0, 49, 36}, // 88 }; if (t->num_houses < 92) { memcpy(t->radius, _town_radius_data[t->num_houses / 4], sizeof(t->radius)); } else { int mass = t->num_houses / 8; // At least very roughly extrapolate. Empirical numbers dancing between // overwhelming by cottages and skyscrapers outskirts. t->radius[0] = mass * mass; // Actually we are proportional to sqrt() but that's right because // we are covering an area. t->radius[1] = mass * 7; t->radius[2] = 0; t->radius[3] = mass * 4; t->radius[4] = mass * 3; //debug("%d (->%d): %d %d %d %d\n", t->num_houses, mass, t->radius[0], t->radius[1], t->radius[3], t->radius[4]); } } static bool CreateTownName(uint32 *townnameparts) { Town *t2; char buf1[64]; char buf2[64]; uint32 r; /* Do not set too low tries, since when we run out of names, we loop * for #tries only one time anyway - then we stop generating more * towns. Do not show it too high neither, since looping through all * the other towns may take considerable amount of time (10000 is * too much). */ int tries = 1000; uint16 townnametype = SPECSTR_TOWNNAME_START + _opt.town_name; assert(townnameparts); for (;;) { restart: r = Random(); SetDParam(0, r); GetString(buf1, townnametype, lastof(buf1)); // Check size and width if (strlen(buf1) >= 31 || GetStringBoundingBox(buf1).width > 130) continue; FOR_ALL_TOWNS(t2) { // We can't just compare the numbers since // several numbers may map to a single name. SetDParam(0, t2->index); GetString(buf2, STR_TOWN, lastof(buf2)); if (strcmp(buf1, buf2) == 0) { if (tries-- < 0) return false; goto restart; } } *townnameparts = r; return true; } } void UpdateTownMaxPass(Town *t) { t->max_pass = t->population >> 3; t->max_mail = t->population >> 4; } static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, uint size_mode) { int x, i; // clear the town struct i = t->index; memset(t, 0, sizeof(Town)); t->index = i; _total_towns++; t->xy = tile; t->num_houses = 0; t->time_until_rebuild = 10; UpdateTownRadius(t); t->flags12 = 0; t->population = 0; t->grow_counter = 0; t->growth_rate = 250; t->new_max_pass = 0; t->new_max_mail = 0; t->new_act_pass = 0; t->new_act_mail = 0; t->max_pass = 0; t->max_mail = 0; t->act_pass = 0; t->act_mail = 0; t->pct_pass_transported = 0; t->pct_mail_transported = 0; t->fund_buildings_months = 0; t->new_act_food = 0; t->new_act_water = 0; t->act_food = 0; t->act_water = 0; for (i = 0; i != MAX_PLAYERS; i++) t->ratings[i] = 500; t->have_ratings = 0; t->exclusivity = INVALID_PLAYER; t->exclusive_counter = 0; t->statues = 0; t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name; t->townnameparts = townnameparts; UpdateTownVirtCoord(t); _town_sort_dirty = true; if (size_mode == 0) { x = (Random() & 0xF) + 8; } else { x = (size_mode - 1) * 16 + 3; } t->num_houses += x; UpdateTownRadius(t); i = x * 4; do { GrowTown(t); } while (--i); t->num_houses -= x; UpdateTownRadius(t); UpdateTownMaxPass(t); } static Town *AllocateTown(void) { Town *t; /* We don't use FOR_ALL here, because FOR_ALL skips invalid items. * TODO - This is just a temporary stage, this will be removed. */ for (t = GetTown(0); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) { if (!IsValidTown(t)) { TownID index = t->index; memset(t, 0, sizeof(Town)); t->index = index; return t; } } /* Check if we can add a block to the pool */ if (AddBlockToPool(&_Town_pool)) return AllocateTown(); return NULL; } /** Create a new town. * This obviously only works in the scenario editor. Function not removed * as it might be possible in the future to fund your own town :) * @param tile coordinates where town is built * @param p1 size of the town (0 = random, 1 = small, 2 = medium, 3 = large) * @param p2 unused */ int32 CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Town *t; uint32 townnameparts; /* Only in the scenario editor */ if (_game_mode != GM_EDITOR) return CMD_ERROR; SET_EXPENSES_TYPE(EXPENSES_OTHER); // Check if too close to the edge of map if (DistanceFromEdge(tile) < 12) return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP); // Can only build on clear flat areas, possibly with trees. if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) { return_cmd_error(STR_0239_SITE_UNSUITABLE); } // Check distance to all other towns. if (IsCloseToTown(tile, 20)) return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN); // Get a unique name for the town. if (!CreateTownName(&townnameparts)) return_cmd_error(STR_023A_TOO_MANY_TOWNS); // Allocate town struct t = AllocateTown(); if (t == NULL) return_cmd_error(STR_023A_TOO_MANY_TOWNS); // Create the town if (flags & DC_EXEC) { _generating_world = true; DoCreateTown(t, tile, townnameparts, p1); _generating_world = false; } return 0; } Town *CreateRandomTown(uint attempts, uint size_mode) { TileIndex tile; Town *t; uint32 townnameparts; do { // Generate a tile index not too close from the edge tile = RandomTile(); if (DistanceFromEdge(tile) < 20) continue; // Make sure the tile is plain if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue; // Check not too close to a town if (IsCloseToTown(tile, 20)) continue; // Get a unique name for the town. if (!CreateTownName(&townnameparts)) break; // Allocate a town struct t = AllocateTown(); if (t == NULL) break; DoCreateTown(t, tile, townnameparts, size_mode); return t; } while (--attempts); return NULL; } static const byte _num_initial_towns[3] = {11, 23, 46}; bool GenerateTowns(void) { uint num = 0; uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7)); SetGeneratingWorldProgress(GWP_TOWN, n); do { IncreaseGeneratingWorldProgress(GWP_TOWN); // try 20 times to create a random-sized town for the first loop. if (CreateRandomTown(20, 0) != NULL) num++; } while (--n); // give it a last try, but now more aggressive if (num == 0 && CreateRandomTown(10000, 0) == NULL) { if (GetNumTowns() == 0) { /* XXX - can we handle that more gracefully? */ if (_game_mode != GM_EDITOR) error("Could not generate any town"); return false; } } return true; } static bool CheckBuildHouseMode(TileIndex tile, Slope tileh, int mode) { int b; Slope slope; static const byte _masks[8] = { 0xC,0x3,0x9,0x6, 0x3,0xC,0x6,0x9, }; slope = GetTileSlope(tile, NULL); if (IsSteepSlope(slope)) return false; if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false; b = 0; if ((slope != SLOPE_FLAT && ~slope & _masks[mode])) b = ~b; if ((tileh != SLOPE_FLAT && ~tileh & _masks[mode+4])) b = ~b; if (b) return false; return !CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR)); } uint GetTownRadiusGroup(const Town* t, TileIndex tile) { uint dist = DistanceSquare(tile, t->xy); uint smallest; uint i; if (t->fund_buildings_months && dist <= 25) return 4; smallest = 0; for (i = 0; i != lengthof(t->radius); i++) { if (dist < t->radius[i]) smallest = i; } return smallest; } static bool CheckFree2x2Area(TileIndex tile) { int i; static const TileIndexDiffC _tile_add[] = { {0 , 0 }, {0 - 0, 1 - 0}, {1 - 0, 0 - 1}, {1 - 1, 1 - 0} }; for (i = 0; i != 4; i++) { tile += ToTileIndexDiff(_tile_add[i]); if (GetTileSlope(tile, NULL) != SLOPE_FLAT) return false; if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false; if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR))) return false; } return true; } static void DoBuildTownHouse(Town *t, TileIndex tile) { int i; uint bitmask; int house; Slope slope; uint z; uint oneof = 0; // Above snow? slope = GetTileSlope(tile, &z); // Get the town zone type { uint rad = GetTownRadiusGroup(t, tile); int land = _opt.landscape; if (land == LT_HILLY && z >= _opt.snow_line) land = -1; bitmask = (1 << rad) + (1 << (land + 12)); } // bits 0-4 are used // bits 11-15 are used // bits 5-10 are not used. { byte houses[lengthof(_housetype_flags)]; int num = 0; // Generate a list of all possible houses that can be built. for (i=0; i!=lengthof(_housetype_flags); i++) { if ((~_housetype_flags[i] & bitmask) == 0) houses[num++] = (byte)i; } for (;;) { house = houses[RandomRange(num)]; if (_cur_year < _housetype_years[house].min || _cur_year > _housetype_years[house].max) continue; // Special houses that there can be only one of. switch (house) { case HOUSE_TEMP_CHURCH: case HOUSE_ARCT_CHURCH: case HOUSE_SNOW_CHURCH: case HOUSE_TROP_CHURCH: case HOUSE_TOY_CHURCH: SETBIT(oneof, TOWN_HAS_CHURCH); break; case HOUSE_STADIUM: case HOUSE_MODERN_STADIUM: SETBIT(oneof, TOWN_HAS_STADIUM); break; default: oneof = 0; break; } if (HASBITS(t->flags12 , oneof)) continue; // Make sure there is no slope? if (_housetype_extra_flags[house] & 0x12 && slope != SLOPE_FLAT) continue; if (_housetype_extra_flags[house] & 0x10) { if (CheckFree2x2Area(tile) || CheckFree2x2Area(tile += TileDiffXY(-1, 0)) || CheckFree2x2Area(tile += TileDiffXY( 0, -1)) || CheckFree2x2Area(tile += TileDiffXY( 1, 0))) { break; } tile += TileDiffXY(0, 1); } else if (_housetype_extra_flags[house] & 4) { if (CheckBuildHouseMode(tile + TileDiffXY(1, 0), slope, 0)) break; if (CheckBuildHouseMode(tile + TileDiffXY(-1, 0), slope, 1)) { tile += TileDiffXY(-1, 0); break; } } else if (_housetype_extra_flags[house] & 8) { if (CheckBuildHouseMode(tile + TileDiffXY(0, 1), slope, 2)) break; if (CheckBuildHouseMode(tile + TileDiffXY(0, -1), slope, 3)) { tile += TileDiffXY(0, -1); break; } } else { break; } } } t->num_houses++; // Special houses that there can be only one of. t->flags12 |= oneof; { byte construction_counter = 0, construction_stage = 0, size_flags; if (_generating_world) { uint32 r = Random(); construction_stage = TOWN_HOUSE_COMPLETED; if (CHANCE16(1, 7)) construction_stage = GB(r, 0, 2); if (construction_stage == TOWN_HOUSE_COMPLETED) { ChangePopulation(t, _housetype_population[house]); } else { construction_counter = GB(r, 2, 2); } } size_flags = GB(_housetype_extra_flags[house], 2, 3); MakeTownHouse(tile, t->index, construction_counter, construction_stage, size_flags, house); } } static bool BuildTownHouse(Town *t, TileIndex tile) { int32 r; // make sure it's possible if (!EnsureNoVehicle(tile)) return false; if (IsSteepSlope(GetTileSlope(tile, NULL))) return false; if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false; r = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR); if (CmdFailed(r)) return false; DoBuildTownHouse(t, tile); return true; } static void DoClearTownHouseHelper(TileIndex tile) { assert(IsTileType(tile, MP_HOUSE)); DoClearSquare(tile); DeleteAnimatedTile(tile); } static void ClearTownHouse(Town *t, TileIndex tile) { uint house = GetHouseType(tile); uint eflags; assert(IsTileType(tile, MP_HOUSE)); // need to align the tile to point to the upper left corner of the house if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks. if (_housetype_extra_flags[house-1] & 0x04) { house--; tile += TileDiffXY(-1, 0); } else if (_housetype_extra_flags[house-1] & 0x18) { house--; tile += TileDiffXY(0, -1); } else if (_housetype_extra_flags[house-2] & 0x10) { house-=2; tile += TileDiffXY(-1, 0); } else if (_housetype_extra_flags[house-3] & 0x10) { house-=3; tile += TileDiffXY(-1, -1); } } // Remove population from the town if the house is finished. if (GetHouseBuildingStage(tile) == TOWN_HOUSE_COMPLETED) { ChangePopulation(t, -_housetype_population[house]); } t->num_houses--; // Clear flags for houses that only may exist once/town. switch (house) { case HOUSE_TEMP_CHURCH: case HOUSE_ARCT_CHURCH: case HOUSE_SNOW_CHURCH: case HOUSE_TROP_CHURCH: case HOUSE_TOY_CHURCH: CLRBIT(t->flags12, TOWN_HAS_CHURCH); break; case HOUSE_STADIUM: case HOUSE_MODERN_STADIUM: CLRBIT(t->flags12, TOWN_HAS_STADIUM); break; default: break; } // Do the actual clearing of tiles eflags = _housetype_extra_flags[house]; DoClearTownHouseHelper(tile); if (eflags & 0x14) DoClearTownHouseHelper(tile + TileDiffXY(1, 0)); if (eflags & 0x18) DoClearTownHouseHelper(tile + TileDiffXY(0, 1)); if (eflags & 0x10) DoClearTownHouseHelper(tile + TileDiffXY(1, 1)); } /** Rename a town (server-only). * @param tile unused * @param p1 town ID to rename * @param p2 unused */ int32 CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { StringID str; Town *t; if (!IsValidTownID(p1) || _cmd_text[0] == '\0') return CMD_ERROR; t = GetTown(p1); str = AllocateNameUnique(_cmd_text, 4); if (str == 0) return CMD_ERROR; if (flags & DC_EXEC) { DeleteName(t->townnametype); t->townnametype = str; UpdateTownVirtCoord(t); _town_sort_dirty = true; UpdateAllStationVirtCoord(); MarkWholeScreenDirty(); } else { DeleteName(str); } return 0; } // Called from GUI void ExpandTown(Town *t) { int amount, n; _generating_world = true; /* The more houses, the faster we grow */ amount = RandomRange(t->num_houses / 10) + 3; t->num_houses += amount; UpdateTownRadius(t); n = amount * 10; do GrowTown(t); while (--n); t->num_houses -= amount; UpdateTownRadius(t); UpdateTownMaxPass(t); _generating_world = false; } 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) { const Player* p; t->road_build_months = 6; SetDParam(0, t->index); p = GetPlayer(_current_player); SetDParam(1, p->name_1); SetDParam(2, p->name_2); AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING, NEWS_FLAGS(NM_NORMAL, NF_TILE, NT_GENERAL, 0), t->xy, 0); } static bool DoBuildStatueOfCompany(TileIndex tile) { PlayerID old; int32 r; if (GetTileSlope(tile, NULL) != SLOPE_FLAT) return false; if (!IsTileType(tile, MP_HOUSE) && !IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) { return false; } old = _current_player; _current_player = OWNER_NONE; r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); _current_player = old; if (CmdFailed(r)) return false; MakeStatue(tile, _current_player); MarkTileDirtyByTile(tile); return true; } /** * Search callback function for TownActionBuildStatue * @param data that is passed by the caller. In this case, nothing * @result of the test */ static bool SearchTileForStatue(TileIndex tile, uint32 data) { return DoBuildStatueOfCompany(tile); } /** * Perform a 9x9 tiles circular search from the center of the town * in order to find a free tile to place a statue * @param t town to search in */ static void TownActionBuildStatue(Town* t) { TileIndex tile = t->xy; if (CircularTileSearch(tile, 9, SearchTileForStatue, 0)) SETBIT(t->statues, _current_player); ///< Once found and built, "inform" the Town } static void TownActionFundBuildings(Town* t) { // Build next tick t->grow_counter = 1; // If we were not already growing SETBIT(t->flags12, TOWN_IS_FUNDED); // And grow for 3 months t->fund_buildings_months = 3; } static void TownActionBuyRights(Town* t) { t->exclusive_counter = 12; t->exclusivity = _current_player; ModifyStationRatingAround(t->xy, _current_player, 130, 17); } static void TownActionBribe(Town* t) { if (!RandomRange(15)) { Station *st; // set as unwanted for 6 months t->unwanted[_current_player] = 6; // set all close by station ratings to 0 FOR_ALL_STATIONS(st) { if (st->town == t && st->owner == _current_player) { uint i; for (i = 0; i != NUM_CARGO; i++) st->goods[i].rating = 0; } } // only show errormessage to the executing player. All errors are handled command.c // but this is special, because it can only 'fail' on a DC_EXEC if (IsLocalPlayer()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0); /* decrease by a lot! * ChangeTownRating is only for stuff in demolishing. Bribe failure should * be independent of any cheat settings */ if (t->ratings[_current_player] > RATING_BRIBE_DOWN_TO) { t->ratings[_current_player] = RATING_BRIBE_DOWN_TO; } } else { ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM); } } typedef void TownActionProc(Town* t); static TownActionProc * const _town_action_proc[] = { TownActionAdvertiseSmall, TownActionAdvertiseMedium, TownActionAdvertiseLarge, TownActionRoadRebuild, TownActionBuildStatue, TownActionFundBuildings, TownActionBuyRights, TownActionBribe }; extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t); /** Do a town action. * This performs an action such as advertising, building a statue, funding buildings, * but also bribing the town-council * @param tile unused * @param p1 town to do the action at * @param p2 action to perform, @see _town_action_proc for the list of available actions */ int32 CmdDoTownAction(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { int32 cost; Town *t; if (!IsValidTownID(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR; t = GetTown(p1); if (!HASBIT(GetMaskOfTownActions(NULL, _current_player, t), p2)) return CMD_ERROR; SET_EXPENSES_TYPE(EXPENSES_OTHER); cost = (_price.build_industry >> 8) * _town_action_costs[p2]; if (flags & DC_EXEC) { _town_action_proc[p2](t); InvalidateWindow(WC_TOWN_AUTHORITY, p1); } return cost; } static void UpdateTownGrowRate(Town *t) { int n; Station *st; byte m; Player *p; // Reset player ratings if they're low FOR_ALL_PLAYERS(p) { if (p->is_active && t->ratings[p->index] <= 200) { t->ratings[p->index] += 5; } } n = 0; FOR_ALL_STATIONS(st) { if (DistanceSquare(st->xy, t->xy) <= t->radius[0]) { if (st->time_since_load <= 20 || st->time_since_unload <= 20) { n++; if (IsValidPlayer(st->owner) && t->ratings[st->owner] <= 1000-12) t->ratings[st->owner] += 12; } else { if (IsValidPlayer(st->owner) && t->ratings[st->owner] >= -1000+15) t->ratings[st->owner] -= 15; } } } CLRBIT(t->flags12, TOWN_IS_FUNDED); if (t->fund_buildings_months != 0) { static const byte _grow_count_values[6] = { 60, 60, 60, 50, 40, 30 }; m = _grow_count_values[min(n, 5)]; t->fund_buildings_months--; } else if (n == 0) { m = 160; if (!CHANCE16(1, 12)) return; } else { static const byte _grow_count_values[5] = { 210, 150, 110, 80, 50 }; m = _grow_count_values[min(n, 5) - 1]; } if (_opt.landscape == LT_HILLY) { if (TilePixelHeight(t->xy) >= _opt.snow_line && t->act_food == 0 && t->population > 90) return; } else if (_opt.landscape == LT_DESERT) { if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food==0 || t->act_water==0) && t->population > 60) return; } t->growth_rate = m / (t->num_houses / 50 + 1); if (m <= t->grow_counter) t->grow_counter = m; SETBIT(t->flags12, TOWN_IS_FUNDED); } static void UpdateTownAmounts(Town *t) { // Using +1 here to prevent overflow and division by zero t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1); t->max_pass = t->new_max_pass; t->new_max_pass = 0; t->act_pass = t->new_act_pass; t->new_act_pass = 0; t->act_food = t->new_act_food; t->new_act_food = 0; t->act_water = t->new_act_water; t->new_act_water = 0; // Using +1 here to prevent overflow and division by zero t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1); t->max_mail = t->new_max_mail; t->new_max_mail = 0; t->act_mail = t->new_act_mail; t->new_act_mail = 0; InvalidateWindow(WC_TOWN_VIEW, t->index); } static void UpdateTownUnwanted(Town *t) { const Player* p; FOR_ALL_PLAYERS(p) { if (t->unwanted[p->index] > 0) t->unwanted[p->index]--; } } bool CheckIfAuthorityAllows(TileIndex tile) { Town *t; if (!IsValidPlayer(_current_player)) return true; t = ClosestTownFromTile(tile, _patches.dist_local_authority); if (t == NULL) return true; if (t->ratings[_current_player] > -200) return true; _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES; SetDParam(0, t->index); return false; } Town* CalcClosestTownFromTile(TileIndex tile, uint threshold) { Town *t; uint dist, best = threshold; Town *best_town = NULL; FOR_ALL_TOWNS(t) { dist = DistanceManhattan(tile, t->xy); if (dist < best) { best = dist; best_town = t; } } return best_town; } Town *ClosestTownFromTile(TileIndex tile, uint threshold) { if (IsTileType(tile, MP_HOUSE) || ( IsTileType(tile, MP_STREET) && (IsLevelCrossing(tile) ? GetCrossingRoadOwner(tile) : GetTileOwner(tile)) == OWNER_TOWN )) { return GetTownByTile(tile); } else { return CalcClosestTownFromTile(tile, threshold); } } void ChangeTownRating(Town *t, int add, int max) { int rating; // if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff if (t == NULL || !IsValidPlayer(_current_player) || (_cheats.magic_bulldozer.value && add < 0)) { return; } SETBIT(t->have_ratings, _current_player); rating = t->ratings[_current_player]; if (add < 0) { if (rating > max) { rating += add; if (rating < max) rating = max; } } else { if (rating < max) { rating += add; if (rating > max) rating = max; } } t->ratings[_current_player] = rating; } /* penalty for removing town-owned stuff */ static const int _default_rating_settings [3][3] = { // ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE { 0, 128, 384}, // Permissive { 48, 192, 480}, // Neutral { 96, 384, 768}, // Hostile }; bool CheckforTownRating(uint32 flags, Town *t, byte type) { int modemod; // if magic_bulldozer cheat is active, town doesn't restrict your destructive actions if (t == NULL || !IsValidPlayer(_current_player) || _cheats.magic_bulldozer.value) return true; /* check if you're allowed to remove the street/bridge/tunnel/industry * owned by a town no removal if rating is lower than ... depends now on * difficulty setting. Minimum town rating selected by difficulty level */ modemod = _default_rating_settings[_opt.diff.town_council_tolerance][type]; if (t->ratings[_current_player] < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) { SetDParam(0, t->index); _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES; return false; } return true; } void TownsMonthlyLoop(void) { Town *t; FOR_ALL_TOWNS(t) { if (t->road_build_months != 0) t->road_build_months--; if (t->exclusive_counter != 0) if (--t->exclusive_counter == 0) t->exclusivity = INVALID_PLAYER; UpdateTownGrowRate(t); UpdateTownAmounts(t); UpdateTownUnwanted(t); } } void InitializeTowns(void) { Subsidy *s; /* Clean the town pool and create 1 block in it */ CleanPool(&_Town_pool); AddBlockToPool(&_Town_pool); memset(_subsidies, 0, sizeof(_subsidies)); for (s=_subsidies; s != endof(_subsidies); s++) s->cargo_type = CT_INVALID; _cur_town_ctr = 0; _cur_town_iter = 0; _total_towns = 0; _town_sort_dirty = true; } 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 */ NULL, /* get_produced_cargo_proc */ NULL, /* vehicle_enter_tile_proc */ GetSlopeTileh_Town, /* get_slope_tileh_proc */ }; // Save and load of towns. static const SaveLoad _town_desc[] = { SLE_CONDVAR(Town, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Town, xy, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Town, population, SLE_FILE_U16 | SLE_VAR_U32, 0, 2), SLE_CONDVAR(Town, population, SLE_UINT32, 3, SL_MAX_VERSION), SLE_VAR(Town, num_houses, SLE_UINT16), SLE_VAR(Town, townnametype, SLE_UINT16), SLE_VAR(Town, townnameparts, SLE_UINT32), SLE_VAR(Town, flags12, SLE_UINT8), SLE_VAR(Town, statues, SLE_UINT8), // sort_index_obsolete was stored here in savegame format 0 - 1 SLE_CONDNULL(1, 0, 1), SLE_VAR(Town, have_ratings, SLE_UINT8), SLE_ARR(Town, ratings, SLE_INT16, 8), // failed bribe attempts are stored since savegame format 4 SLE_CONDARR(Town, unwanted, SLE_INT8, 8, 4,SL_MAX_VERSION), SLE_CONDVAR(Town, max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, new_max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, new_max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, new_act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, new_act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, max_pass, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, max_mail, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, new_max_pass, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, new_max_mail, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, act_pass, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, act_mail, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, new_act_pass, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, new_act_mail, SLE_UINT32, 9, SL_MAX_VERSION), SLE_VAR(Town, pct_pass_transported, SLE_UINT8), SLE_VAR(Town, pct_mail_transported, SLE_UINT8), SLE_VAR(Town, act_food, SLE_UINT16), SLE_VAR(Town, act_water, SLE_UINT16), SLE_VAR(Town, new_act_food, SLE_UINT16), SLE_VAR(Town, new_act_water, SLE_UINT16), SLE_VAR(Town, time_until_rebuild, SLE_UINT8), SLE_VAR(Town, grow_counter, SLE_UINT8), SLE_VAR(Town, growth_rate, SLE_UINT8), SLE_VAR(Town, fund_buildings_months, SLE_UINT8), SLE_VAR(Town, road_build_months, SLE_UINT8), SLE_VAR(Town, exclusivity, SLE_UINT8), SLE_VAR(Town, exclusive_counter, SLE_UINT8), // reserve extra space in savegame here. (currently 30 bytes) SLE_CONDNULL(30, 2, SL_MAX_VERSION), SLE_END() }; static void Save_TOWN(void) { Town *t; FOR_ALL_TOWNS(t) { SlSetArrayIndex(t->index); SlObject(t, _town_desc); } } static void Load_TOWN(void) { int index; _total_towns = 0; while ((index = SlIterateArray()) != -1) { Town *t; if (!AddBlockIfNeeded(&_Town_pool, index)) error("Towns: failed loading savegame: too many towns"); t = GetTown(index); SlObject(t, _town_desc); _total_towns++; } /* This is to ensure all pointers are within the limits of * the size of the TownPool */ if (_cur_town_ctr > GetMaxTownIndex()) _cur_town_ctr = 0; } void AfterLoadTown(void) { Town *t; FOR_ALL_TOWNS(t) { UpdateTownRadius(t); UpdateTownVirtCoord(t); } _town_sort_dirty = true; } extern const ChunkHandler _town_chunk_handlers[] = { { 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST}, };