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/* $Id$ */
/** @file town_cmd.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "functions.h"
#include "debug.h"
#include "strings.h"
#include "road_map.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "map.h"
#include "landscape.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 "vehicle.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"
#include "newgrf.h"
#include "newgrf_callbacks.h"
#include "newgrf_house.h"
#include "newgrf_commons.h"
#include "newgrf_townname.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)
/**
* Removes a specific town as well as all industries
* under its "juridiction"
* @param t Town to remove
*/
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 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
};
uint OriginalTileRandomiser(uint x, uint y)
{
uint variant;
variant = x >> 4;
variant ^= x >> 6;
variant ^= y >> 4;
variant -= y >> 6;
variant &= 3;
return variant;
}
/**
* House Tile drawing handler.
* Part of the tile loop process
* @param ti TileInfo of the tile to draw
*/
static void DrawTile_Town(TileInfo *ti)
{
const DrawBuildingsTileStruct *dcts;
SpriteID image;
SpriteID pal;
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 */
dcts = &_town_draw_tile_data[house_id << 4 | OriginalTileRandomiser(ti->x, ti->y) << 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 (HASBIT(_transparent_opt, TO_HOUSES)) {
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 (HASBIT(_transparent_opt, 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 Slope GetSlopeTileh_Town(TileIndex tile, Slope tileh)
{
return SLOPE_FLAT;
}
/**
* 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)
{
int pos, dest;
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)) {
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);
/**
* 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
* @param t Town requesting repaint
*/
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)
{
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);
}
/**
* 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);
if (_town_sort_order & 2) _town_sort_dirty = true;
}
/**
* 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;
const Town* t;
pop = 0;
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;
/* Check and/or */
if (HASBIT(GetHouseSpecs(GetHouseType(tile))->callback_mask, CBM_CONSTRUCTION_STATE_CHANGE)) {
uint16 callback_res = GetHouseCallback(CBID_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(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), GetHouseSpecs(GetHouseType(tile))->population);
}
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)
{
Town *t;
uint32 r;
HouseID house_id = GetHouseType(tile);
HouseSpec *hs = GetHouseSpecs(house_id);
/* 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;
}
/* 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);
t = GetTownByTile(tile);
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) break;
if (callback == 0x20FF) 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;
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) < hs->mail_generation) {
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;
}
}
_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) DoBuildTownHouse(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)
{
int rating;
CommandCost cost;
Town *t;
HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
if (flags&DC_AUTO && !(flags&DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
if (!CanDeleteHouse(tile)) return CMD_ERROR;
cost.AddCost(_price.remove_house * hs->removal_cost >> 8);
rating = hs->remove_rating_decrease;
_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)
{
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_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 (_opt.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 = OWNER_TOWN;
}
static uint32 GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_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}
};
/**
* Distance multiplyer
* Defines the possible distances between 2 road tiles
*/
enum RoadBlockTitleDistance {
RB_TILE_DIST1 = 1, ///< 1 tile between
RB_TILE_DIST2, ///< 2 tiles between
};
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));
}
}
static RoadBits GetTownRoadMask(TileIndex tile)
{
TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD);
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;
}
/**
* 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
*/
static bool NeighborIsRoadTile(TileIndex tile, int dir, RoadBlockTitleDistance dist_multi)
{
return (HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * ToTileIndexDiff(_roadblock_tileadd[dir + 1]))), dir ^ 2) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * ToTileIndexDiff(_roadblock_tileadd[dir + 3]))), dir ^ 2) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * (ToTileIndexDiff(_roadblock_tileadd[dir + 1]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2])))), dir) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * (ToTileIndexDiff(_roadblock_tileadd[dir + 3]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2])))), dir));
}
static bool IsRoadAllowedHere(TileIndex tile, int dir)
{
if (TileX(tile) < 1 || TileY(tile) < 1 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
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, ROADTYPE_ROAD) == 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 */
switch (_patches.town_layout) {
default: NOT_REACHED();
case TL_ORIGINAL: /* Disallow the road if any neighboring tile has a road (distance: 1) */
return !NeighborIsRoadTile(tile, dir, RB_TILE_DIST1);
case TL_BETTER_ROADS: /* Disallow the road if any neighboring tile has a road (distance: 1 and 2). */
return !(NeighborIsRoadTile(tile, dir, RB_TILE_DIST1) ||
NeighborIsRoadTile(tile, dir, RB_TILE_DIST2));
}
}
/* 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) {
CommandCost 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)
{
CommandCost r;
TILE_ASSERT(tile);
r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
if (CmdFailed(r) || r.GetCost() >= 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);
}
}
/**
* Generate the RoadBits of a grid tile
*
* @param t current town
* @param tile tile in reference to the town
* @return the RoadBit of the current tile regarding
* the selected town layout
*/
static RoadBits GetTownRoadGridElement(Town* t, TileIndex tile)
{
/* align the grid to the downtown */
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); ///< Vector from downtown to the tile
/* lx, ly description:
* @li lx and ly are true if the tile is a crossing tile.
* @li lx xor ly are true if the tile is a straight road tile.
* @li lx and ly are false if the tile is a house tile.
*/
bool lx, ly;
switch (_patches.town_layout) {
default: NOT_REACHED();
case TL_2X2_GRID:
lx = ((grid_pos.x % 3) == 0);
ly = ((grid_pos.y % 3) == 0);
break;
case TL_3X3_GRID:
lx = ((grid_pos.x % 4) == 0);
ly = ((grid_pos.y % 4) == 0);
break;
}
/* generate the basic grid structure */
if (!lx && !ly) { ///< It is a house tile
return ROAD_NONE;
} else if (lx && !ly) { ///< It is a Y-dir road tile
return ROAD_Y;
} else if (!lx && ly) { ///< It is a X-dir road tile
return ROAD_X;
} else { ///< It is a crossing tile
/* Presets for junctions on slopes
* not nice :( */
switch (GetTileSlope(tile, NULL)) {
case SLOPE_W:
return ROAD_NW | ROAD_SW;
case SLOPE_S:
return ROAD_SE | ROAD_SW;
case SLOPE_SW:
return ROAD_Y | ROAD_SW;
case SLOPE_E:
return ROAD_NE | ROAD_SE;
case SLOPE_SE:
return ROAD_X | ROAD_SE;
case SLOPE_N:
return ROAD_NW | ROAD_NE;
case SLOPE_NW:
return ROAD_X | ROAD_NW;
case SLOPE_NE:
return ROAD_Y | ROAD_NE;
case SLOPE_STEEP_W:
case SLOPE_STEEP_N:
return ROAD_X;
case SLOPE_STEEP_S:
case SLOPE_STEEP_E:
return ROAD_Y;
default:
return ROAD_ALL;
}
}
}
/**
* Check there are enougth neighbor house tiles next to the current tile
*
* @param tile current tile
* @return true if there are more than 2 house tiles next
* to the current one
*/
static bool NeighborsAreHouseTiles(TileIndex tile)
{
uint counter = 0; ///< counts the house neighbor tiles
/* We can't look further than that. */
if (TileX(tile) < 1 || TileY(tile) < 1) {
return false;
}
/* Check the tiles E,N,W and S of the current tile. */
for (uint i = 0; i < 4; i++) {
if (IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[i])), MP_HOUSE)) {
counter++;
}
/* If there are enougth neighbor's stop it here */
if (counter >= 3) {
return true;
}
}
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 current tile
* @param mask current tiles RoadBits
* @param block road block
* @param t1 current town
*/
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? */
switch (_patches.town_layout) {
default: NOT_REACHED();
case TL_NO_ROADS: /* Disallow Roads */
return;
case TL_3X3_GRID:
case TL_2X2_GRID:
rcmd = GetTownRoadGridElement(t1, tile);
if (rcmd == ROAD_NONE) {
return;
}
break;
case TL_BETTER_ROADS:
case TL_ORIGINAL:
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));
break;
}
} else if (block < 5 && !HASBIT(mask, block ^ 2)) {
/* Continue building on a partial road.
* Always OK. */
_grow_town_result = 0;
switch (_patches.town_layout) {
default: NOT_REACHED();
case TL_NO_ROADS: /* Disallow Roads */
return;
case TL_3X3_GRID:
case TL_2X2_GRID:
rcmd = GetTownRoadGridElement(t1, tile);
break;
case TL_BETTER_ROADS:
case TL_ORIGINAL:
rcmd = (RoadBits)(1 << (block ^ 2));
break;
}
} else {
int i;
bool allow_house = false;
TileIndex tmptile2;
/* 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;
switch (_patches.town_layout) {
default: NOT_REACHED();
case TL_NO_ROADS:
allow_house = true;
break;
case TL_3X3_GRID: /* Use 2x2 grid afterwards! */
/* Fill gap if house has enougth neighbors */
tmptile2 = TILE_ADD(tmptile, ToTileIndexDiff(_roadblock_tileadd[i]));
if (NeighborsAreHouseTiles(tmptile2) && BuildTownHouse(t1, tmptile2)) {
_grow_town_result = -1;
}
case TL_2X2_GRID:
rcmd = GetTownRoadGridElement(t1, tmptile);
allow_house = (rcmd == ROAD_NONE);
break;
case TL_BETTER_ROADS: /* Use original afterwards! */
/* Fill gap if house has enougth neighbors */
tmptile2 = TILE_ADD(tmptile, ToTileIndexDiff(_roadblock_tileadd[i]));
if (NeighborsAreHouseTiles(tmptile2) && BuildTownHouse(t1, tmptile2)) {
_grow_town_result = -1;
}
case TL_ORIGINAL:
/* Allow a house at the edge. 60% chance or
* always ok if no road allowed. */
allow_house = (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6, 10));
break;
}
if (allow_house) {
/* Build a house, 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 (CmdSucceeded(DoCommand(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
_grow_town_result = -1;
}
return;
}
/* Check if the bridge is in the right direction */
if ((rcmd == ROAD_X && (i == DIAGDIR_NW || i == DIAGDIR_SE)) ||
(rcmd == ROAD_Y && (i == DIAGDIR_NE || i == DIAGDIR_SW))) {
goto build_road_and_exit;
}
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 (CmdSucceeded(DoCommand(tile, tmptile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), 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 "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)
{
int block = 5; // special case
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 (_patches.town_layout) {
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 {
/* 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()
{
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
* @Return 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}
};
/* 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 (_patches.town_layout == TL_NO_ROADS && _generating_world) {
return false;
}
/* 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, ROADTYPE_ROAD) != 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 (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;
}
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)
{
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 = (_opt.town_name >= _nb_orig_names);
uint32 grfid = grf ? GetGRFTownNameId(_opt.town_name - _nb_orig_names) : 0;
uint16 townnametype = grf ? GetGRFTownNameType(_opt.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _opt.town_name;
assert(townnameparts);
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;
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;
if (_opt.town_name < _nb_orig_names) {
/* Original town name */
t->townnamegrfid = 0;
t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
} else {
/* Newgrf town name */
t->townnamegrfid = GetGRFTownNameId(_opt.town_name - _nb_orig_names);
t->townnametype = GetGRFTownNameType(_opt.town_name - _nb_orig_names);
}
t->townnameparts = townnameparts;
UpdateTownVirtCoord(t);
_town_sort_dirty = true;
/* Random town size. */
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 *= _patches.initial_city_size;
t->larger_town = true;
break;
}
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()
{
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 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)
{
Town *t;
uint32 townnameparts;
/* Only in the scenario editor */
if (_game_mode != GM_EDITOR) return CMD_ERROR;
if (p2 > TSM_CITY) 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, (TownSizeMode)p2, p1);
_generating_world = false;
}
return CommandCost();
}
Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
{
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, mode, size);
return t;
} while (--attempts);
return NULL;
}
static const byte _num_initial_towns[4] = {5, 11, 23, 46};
bool GenerateTowns()
{
uint num = 0;
uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
uint num_cities = _patches.larger_towns == 0 ? 0 : n / _patches.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, _patches.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;
}
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 CmdSucceeded(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;
HouseID house;
Slope slope;
uint z;
uint oneof = 0;
HouseSpec *hs;
/* Above snow? */
slope = GetTileSlope(tile, &z);
/* Get the town zone type */
{
uint rad = GetTownRadiusGroup(t, tile);
int land = _opt.landscape;
if (land == LT_ARCTIC && 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. */
{
HouseID houses[HOUSE_MAX];
int num = 0;
uint cumulative_probs[HOUSE_MAX];
uint probability_max = 0;
/* Generate a list of all possible houses that can be built. */
for (i = 0; i < HOUSE_MAX; i++) {
hs = GetHouseSpecs(i);
if ((~hs->building_availability & bitmask) == 0 && hs->enabled) {
if (_loaded_newgrf_features.has_newhouses) {
probability_max += hs->probability;
cumulative_probs[num] = probability_max;
}
houses[num++] = (HouseID)i;
}
}
for (;;) {
if (_loaded_newgrf_features.has_newhouses) {
uint r = RandomRange(probability_max);
for (i = 0; i < num; i++) if (cumulative_probs[i] >= r) break;
house = houses[i];
} else {
house = houses[RandomRange(num)];
}
hs = GetHouseSpecs(house);
if (_loaded_newgrf_features.has_newhouses) {
if (hs->override != 0) hs = GetHouseSpecs(hs->override);
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 && callback_res == 0) continue;
}
}
if (_cur_year < hs->min_date || _cur_year > hs->max_date) continue;
/* Special houses that there can be only one of. */
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);
} else {
oneof = 0;
}
if (HASBITS(t->flags12 , oneof)) continue;
/* Make sure there is no slope? */
if (hs->building_flags & TILE_NOT_SLOPED && slope != SLOPE_FLAT) continue;
if (hs->building_flags & TILE_SIZE_2x2) {
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 (hs->building_flags & TILE_SIZE_2x1) {
if (CheckBuildHouseMode(tile + TileDiffXY(1, 0), slope, 0)) break;
if (CheckBuildHouseMode(tile + TileDiffXY(-1, 0), slope, 1)) {
tile += TileDiffXY(-1, 0);
break;
}
} else if (hs->building_flags & TILE_SIZE_1x2) {
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++;
IncreaseBuildingCount(t, house);
/* Special houses that there can be only one of. */
t->flags12 |= oneof;
{
byte construction_counter = 0, 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, VehicleRandomBits());
}
}
static bool BuildTownHouse(Town *t, TileIndex tile)
{
CommandCost r;
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);
}
void ClearTownHouse(Town *t, TileIndex tile)
{
HouseID house = GetHouseType(tile);
uint eflags;
HouseSpec *hs;
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 (GetHouseSpecs(house-1)->building_flags & TILE_SIZE_2x1) {
house--;
tile += TileDiffXY(-1, 0);
} else if (GetHouseSpecs(house-1)->building_flags & BUILDING_2_TILES_Y) {
house--;
tile += TileDiffXY(0, -1);
} else if (GetHouseSpecs(house-2)->building_flags & BUILDING_HAS_4_TILES) {
house-=2;
tile += TileDiffXY(-1, 0);
} else if (GetHouseSpecs(house-3)->building_flags & BUILDING_HAS_4_TILES) {
house-=3;
tile += TileDiffXY(-1, -1);
}
}
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 */
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));
}
/** 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)
{
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 CommandCost();
}
/** 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, TownID town_id)
{
PlayerID old;
CommandCost 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, 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)
{
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) {
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;
}
} 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)
{
CommandCost 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.AddCost((_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;
uint16 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 (_patches.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
};
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 (_opt.landscape == LT_ARCTIC) {
if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
return;
} else if (_opt.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 = _patches.town_growth_rate != 0 ? _patches.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)
{
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) &&
GetRoadOwner(tile, ROADTYPE_ROAD) == 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()
{
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()
{
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_CONDVAR(Town, townnamegrfid, SLE_UINT32, 66, SL_MAX_VERSION),
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_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_VAR(Town, exclusivity, SLE_UINT8),
SLE_VAR(Town, exclusive_counter, SLE_UINT8),
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;
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()
{
Town *t;
FOR_ALL_TOWNS(t) {
UpdateTownRadius(t);
UpdateTownVirtCoord(t);
}
_town_sort_dirty = true;
}
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));
}
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