1958 lines
		
	
	
		
			49 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1958 lines
		
	
	
		
			49 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /* $Id$ */
 | |
| 
 | |
| #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 "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);
 | |
| 
 | |
| 	MarkWholeScreenDirty();
 | |
| }
 | |
| 
 | |
| // Local
 | |
| static int _grow_town_result;
 | |
| 
 | |
| static bool BuildTownHouse(Town *t, TileIndex tile);
 | |
| static void ClearTownHouse(Town *t, TileIndex tile);
 | |
| static void DoBuildTownHouse(Town *t, TileIndex tile);
 | |
| 
 | |
| static void TownDrawHouseLift(const TileInfo *ti)
 | |
| {
 | |
| 	AddChildSpriteScreen(SPR_LIFT, 14, 60 - GetLiftPosition(ti->tile));
 | |
| }
 | |
| 
 | |
| typedef void TownDrawTileProc(const TileInfo *ti);
 | |
| static TownDrawTileProc * const _town_draw_tile_procs[1] = {
 | |
| 	TownDrawHouseLift
 | |
| };
 | |
| 
 | |
| 
 | |
| static void DrawTile_Town(TileInfo *ti)
 | |
| {
 | |
| 	const DrawBuildingsTileStruct *dcts;
 | |
| 	uint32 image;
 | |
| 
 | |
| 	/* Retrieve pointer to the draw town tile struct */
 | |
| 	{
 | |
| 		/* this "randomizes" on the (up to) 4 variants of a building */
 | |
| 		uint variant;
 | |
| 		variant  = ti->x >> 4;
 | |
| 		variant ^= ti->x >> 6;
 | |
| 		variant ^= ti->y >> 4;
 | |
| 		variant -= ti->y >> 6;
 | |
| 		variant &= 3;
 | |
| 		dcts = &_town_draw_tile_data[GetHouseType(ti->tile) << 4 | variant << 2 | GetHouseBuildingStage(ti->tile)];
 | |
| 	}
 | |
| 
 | |
| 	if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, ti->tileh);
 | |
| 	DrawGroundSprite(dcts->ground);
 | |
| 
 | |
| 	/* Add a house on top of the ground? */
 | |
| 	image = dcts->building;
 | |
| 	if (image != 0) {
 | |
| 		if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
 | |
| 
 | |
| 		AddSortableSpriteToDraw(image,
 | |
| 			ti->x + dcts->subtile_x,
 | |
| 			ti->y + dcts->subtile_y,
 | |
| 			dcts->width + 1,
 | |
| 			dcts->height + 1,
 | |
| 			dcts->dz,
 | |
| 			ti->z
 | |
| 		);
 | |
| 
 | |
| 		if (_display_opt & DO_TRANS_BUILDINGS) return;
 | |
| 	}
 | |
| 
 | |
| 	{
 | |
| 		int proc = dcts->draw_proc - 1;
 | |
| 
 | |
| 		if (proc >= 0) _town_draw_tile_procs[proc](ti);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
 | |
| {
 | |
| 	return GetTileMaxZ(tile);
 | |
| }
 | |
| 
 | |
| static Slope GetSlopeTileh_Town(TileIndex tile, Slope tileh)
 | |
| {
 | |
| 	return SLOPE_FLAT;
 | |
| }
 | |
| 
 | |
| static void AnimateTile_Town(TileIndex tile)
 | |
| {
 | |
| 	int pos, dest;
 | |
| 
 | |
| 	if (_tick_counter & 3) return;
 | |
| 
 | |
| 	// If the house is not one with a lift anymore, then stop this animating.
 | |
| 	// Not exactly sure when this happens, but probably when a house changes.
 | |
| 	// Before this was just a return...so it'd leak animated tiles..
 | |
| 	// That bug seems to have been here since day 1??
 | |
| 	if (!(_housetype_extra_flags[GetHouseType(tile)] & 0x20)) {
 | |
| 		DeleteAnimatedTile(tile);
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	if (!IsLiftMoving(tile)) {
 | |
| 		int i;
 | |
| 
 | |
| 		/** Building has 6 floors, number 0 .. 6, where 1 is illegal.
 | |
| 		 *  This is due to the fact that the first floor is, in the graphics,
 | |
| 		 *  the height of 2 'normal' floors.
 | |
| 		 *  Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
 | |
| 		do {
 | |
| 			i = (Random() & 7) - 1;
 | |
| 		} while (i < 0 || i == 1 || i * 6 == GetLiftPosition(tile));
 | |
| 
 | |
| 		SetLiftDestination(tile, i);
 | |
| 	}
 | |
| 
 | |
| 	pos = GetLiftPosition(tile);
 | |
| 	dest = GetLiftDestination(tile) * 6;
 | |
| 	pos += (pos < dest) ? 1 : -1;
 | |
| 	SetLiftPosition(tile, pos);
 | |
| 
 | |
| 	if (pos == dest) HaltLift(tile);
 | |
| 
 | |
| 	MarkTileDirtyByTile(tile);
 | |
| }
 | |
| 
 | |
| static void UpdateTownRadius(Town *t);
 | |
| 
 | |
| static bool IsCloseToTown(TileIndex tile, uint dist)
 | |
| {
 | |
| 	const Town* t;
 | |
| 
 | |
| 	FOR_ALL_TOWNS(t) {
 | |
| 		if (DistanceManhattan(tile, t->xy) < dist) return true;
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| static void MarkTownSignDirty(Town *t)
 | |
| {
 | |
| 	MarkAllViewportsDirty(
 | |
| 		t->sign.left-6,
 | |
| 		t->sign.top-3,
 | |
| 		t->sign.left+t->sign.width_1*4+12,
 | |
| 		t->sign.top + 45
 | |
| 	);
 | |
| }
 | |
| 
 | |
| void UpdateTownVirtCoord(Town *t)
 | |
| {
 | |
| 	Point pt;
 | |
| 
 | |
| 	MarkTownSignDirty(t);
 | |
| 	pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
 | |
| 	SetDParam(0, t->index);
 | |
| 	SetDParam(1, t->population);
 | |
| 	UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
 | |
| 		_patches.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
 | |
| 	MarkTownSignDirty(t);
 | |
| }
 | |
| 
 | |
| static void ChangePopulation(Town *t, int mod)
 | |
| {
 | |
| 	t->population += mod;
 | |
| 	InvalidateWindow(WC_TOWN_VIEW, t->index);
 | |
| 	UpdateTownVirtCoord(t);
 | |
| 
 | |
| 	if (_town_sort_order & 2) _town_sort_dirty = true;
 | |
| }
 | |
| 
 | |
| uint32 GetWorldPopulation(void)
 | |
| {
 | |
| 	uint32 pop;
 | |
| 	const Town* t;
 | |
| 
 | |
| 	pop = 0;
 | |
| 	FOR_ALL_TOWNS(t) pop += t->population;
 | |
| 	return pop;
 | |
| }
 | |
| 
 | |
| static void MakeSingleHouseBigger(TileIndex tile)
 | |
| {
 | |
| 	assert(IsTileType(tile, MP_HOUSE));
 | |
| 
 | |
| 	if (LiftHasDestination(tile)) return;
 | |
| 
 | |
| 	IncHouseConstructionTick(tile);
 | |
| 	if (GetHouseConstructionTick(tile) != 0) return;
 | |
| 
 | |
| 	IncHouseBuildingStage(tile);  /*increase construction stage of one more step*/
 | |
| 
 | |
| 	if (GetHouseBuildingStage(tile) == TOWN_HOUSE_COMPLETED){
 | |
| 		/*Now, construction is completed.  Can add population of building to the town*/
 | |
| 		ChangePopulation(GetTownByTile(tile), _housetype_population[GetHouseType(tile)]);
 | |
| 	}
 | |
| 	MarkTileDirtyByTile(tile);
 | |
| }
 | |
| 
 | |
| static void MakeTownHouseBigger(TileIndex tile)
 | |
| {
 | |
| 	uint flags = _house_more_flags[GetHouseType(tile)];
 | |
| 	if (flags & 8) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
 | |
| 	if (flags & 4) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
 | |
| 	if (flags & 2) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
 | |
| 	if (flags & 1) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
 | |
| }
 | |
| 
 | |
| static void TileLoop_Town(TileIndex tile)
 | |
| {
 | |
| 	int house;
 | |
| 	Town *t;
 | |
| 	uint32 r;
 | |
| 
 | |
| 	if (GetHouseBuildingStage(tile) != TOWN_HOUSE_COMPLETED) {
 | |
| 		/*Construction is not completed. See if we can go further in construction*/
 | |
| 		MakeTownHouseBigger(tile);
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	house = GetHouseType(tile);
 | |
| 	if ((_housetype_extra_flags[house] & 0x20) && !LiftHasDestination(tile) && CHANCE16(1, 2) && AddAnimatedTile(tile)) BeginLiftMovement(tile);
 | |
| 
 | |
| 	t = GetTownByTile(tile);
 | |
| 
 | |
| 	r = Random();
 | |
| 
 | |
| 	if (GB(r, 0, 8) < _housetype_population[house]) {
 | |
| 		uint amt = GB(r, 0, 8) / 8 + 1;
 | |
| 		uint moved;
 | |
| 
 | |
| 		if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
 | |
| 		t->new_max_pass += amt;
 | |
| 		moved = MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
 | |
| 		t->new_act_pass += moved;
 | |
| 	}
 | |
| 
 | |
| 	if (GB(r, 8, 8) < _housetype_mailamount[house] ) {
 | |
| 		uint amt = GB(r, 8, 8) / 8 + 1;
 | |
| 		uint moved;
 | |
| 
 | |
| 		if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
 | |
| 		t->new_max_mail += amt;
 | |
| 		moved = MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
 | |
| 		t->new_act_mail += moved;
 | |
| 	}
 | |
| 
 | |
| 	if (_house_more_flags[house] & 8 && HASBIT(t->flags12, TOWN_IS_FUNDED) && --t->time_until_rebuild == 0) {
 | |
| 		t->time_until_rebuild = GB(r, 16, 6) + 130;
 | |
| 
 | |
| 		_current_player = OWNER_TOWN;
 | |
| 
 | |
| 		ClearTownHouse(t, tile);
 | |
| 
 | |
| 		// rebuild with another house?
 | |
| 		if (GB(r, 24, 8) >= 12) DoBuildTownHouse(t, tile);
 | |
| 
 | |
| 		_current_player = OWNER_NONE;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void ClickTile_Town(TileIndex tile)
 | |
| {
 | |
| 	/* not used */
 | |
| }
 | |
| 
 | |
| static int32 ClearTile_Town(TileIndex tile, byte flags)
 | |
| {
 | |
| 	int house, rating;
 | |
| 	int32 cost;
 | |
| 	Town *t;
 | |
| 
 | |
| 	// safety checks
 | |
| 	if (!EnsureNoVehicle(tile)) return CMD_ERROR;
 | |
| 	if (flags&DC_AUTO && !(flags&DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
 | |
| 
 | |
| 	house = GetHouseType(tile);
 | |
| 	cost = _price.remove_house * _housetype_remove_cost[house] >> 8;
 | |
| 
 | |
| 	rating = _housetype_remove_ratingmod[house];
 | |
| 	_cleared_town_rating += rating;
 | |
| 	_cleared_town = t = GetTownByTile(tile);
 | |
| 
 | |
| 	if (IsValidPlayer(_current_player)) {
 | |
| 		if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
 | |
| 			SetDParam(0, t->index);
 | |
| 			return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM);
 | |
| 		ClearTownHouse(t, tile);
 | |
| 	}
 | |
| 
 | |
| 	return cost;
 | |
| }
 | |
| 
 | |
| static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
 | |
| {
 | |
| 	byte type = GetHouseType(tile);
 | |
| 
 | |
| 	ac[CT_PASSENGERS] = _housetype_cargo_passengers[type];
 | |
| 	ac[CT_MAIL]       = _housetype_cargo_mail[type];
 | |
| 	ac[CT_GOODS]      = _housetype_cargo_goods[type];
 | |
| 	ac[CT_FOOD]       = _housetype_cargo_food[type];
 | |
| }
 | |
| 
 | |
| static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
 | |
| {
 | |
| 	td->str = _town_tile_names[GetHouseType(tile)];
 | |
| 	if (GetHouseBuildingStage(tile) != TOWN_HOUSE_COMPLETED) {
 | |
| 		SetDParamX(td->dparam, 0, td->str);
 | |
| 		td->str = STR_2058_UNDER_CONSTRUCTION;
 | |
| 	}
 | |
| 
 | |
| 	td->owner = OWNER_TOWN;
 | |
| }
 | |
| 
 | |
| static uint32 GetTileTrackStatus_Town(TileIndex tile, TransportType mode)
 | |
| {
 | |
| 	/* not used */
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| static void ChangeTileOwner_Town(TileIndex tile, PlayerID old_player, PlayerID new_player)
 | |
| {
 | |
| 	/* not used */
 | |
| }
 | |
| 
 | |
| 
 | |
| static const TileIndexDiffC _roadblock_tileadd[] = {
 | |
| 	{ 0, -1},
 | |
| 	{ 1,  0},
 | |
| 	{ 0,  1},
 | |
| 	{-1,  0},
 | |
| 
 | |
| 	// Store the first 3 elements again.
 | |
| 	// Lets us rotate without using &3.
 | |
| 	{ 0, -1},
 | |
| 	{ 1,  0},
 | |
| 	{ 0,  1}
 | |
| };
 | |
| 
 | |
| 
 | |
| static bool GrowTown(Town *t);
 | |
| 
 | |
| static void TownTickHandler(Town *t)
 | |
| {
 | |
| 	if (HASBIT(t->flags12, TOWN_IS_FUNDED)) {
 | |
| 		int i = t->grow_counter - 1;
 | |
| 		if (i < 0) {
 | |
| 			if (GrowTown(t)) {
 | |
| 				i = t->growth_rate;
 | |
| 			} else {
 | |
| 				i = 0;
 | |
| 			}
 | |
| 		}
 | |
| 		t->grow_counter = i;
 | |
| 	}
 | |
| 
 | |
| 	UpdateTownRadius(t);
 | |
| }
 | |
| 
 | |
| void OnTick_Town(void)
 | |
| {
 | |
| 	if (_game_mode == GM_EDITOR) return;
 | |
| 
 | |
| 	/* Make sure each town's tickhandler invocation frequency is about the
 | |
| 	 * same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */
 | |
| 	for (_cur_town_iter += GetMaxTownIndex() + 1;
 | |
| 	     _cur_town_iter >= TOWN_GROWTH_FREQUENCY;
 | |
| 	     _cur_town_iter -= TOWN_GROWTH_FREQUENCY) {
 | |
| 		uint32 i = _cur_town_ctr;
 | |
| 
 | |
| 		if (++_cur_town_ctr > GetMaxTownIndex())
 | |
| 			_cur_town_ctr = 0;
 | |
| 
 | |
| 		if (IsValidTownID(i)) TownTickHandler(GetTown(i));
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static RoadBits GetTownRoadMask(TileIndex tile)
 | |
| {
 | |
| 	TrackBits b = GetAnyRoadTrackBits(tile);
 | |
| 	RoadBits r = 0;
 | |
| 
 | |
| 	if (b & TRACK_BIT_X)     r |= ROAD_X;
 | |
| 	if (b & TRACK_BIT_Y)     r |= ROAD_Y;
 | |
| 	if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
 | |
| 	if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
 | |
| 	if (b & TRACK_BIT_LEFT)  r |= ROAD_NW | ROAD_SW;
 | |
| 	if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
 | |
| 	return r;
 | |
| }
 | |
| 
 | |
| static bool IsRoadAllowedHere(TileIndex tile, int dir)
 | |
| {
 | |
| 	Slope k;
 | |
| 	Slope slope;
 | |
| 
 | |
| 	// If this assertion fails, it might be because the world contains
 | |
| 	//  land at the edges. This is not ok.
 | |
| 	TILE_ASSERT(tile);
 | |
| 
 | |
| 	for (;;) {
 | |
| 		// Check if there already is a road at this point?
 | |
| 		if (GetAnyRoadTrackBits(tile) == 0) {
 | |
| 			// No, try to build one in the direction.
 | |
| 			// if that fails clear the land, and if that fails exit.
 | |
| 			// This is to make sure that we can build a road here later.
 | |
| 			if (CmdFailed(DoCommand(tile, (dir & 1 ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
 | |
| 					CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
 | |
| 				return false;
 | |
| 		}
 | |
| 
 | |
| 		slope = GetTileSlope(tile, NULL);
 | |
| 		if (slope == SLOPE_FLAT) {
 | |
| no_slope:
 | |
| 			// Tile has no slope
 | |
| 			// Disallow the road if any neighboring tile has a road.
 | |
| 			if (HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+1]))), dir^2) ||
 | |
| 					HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+3]))), dir^2) ||
 | |
| 					HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+1]) + ToTileIndexDiff(_roadblock_tileadd[dir+2]))), dir) ||
 | |
| 					HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+3]) + ToTileIndexDiff(_roadblock_tileadd[dir+2]))), dir))
 | |
| 				return false;
 | |
| 
 | |
| 			// Otherwise allow
 | |
| 			return true;
 | |
| 		}
 | |
| 
 | |
| 		// If the tile is not a slope in the right direction, then
 | |
| 		// maybe terraform some.
 | |
| 		k = (dir & 1) ? SLOPE_NE : SLOPE_NW;
 | |
| 		if (k != slope && ComplementSlope(k) != slope) {
 | |
| 			uint32 r = Random();
 | |
| 
 | |
| 			if (CHANCE16I(1, 8, r) && !_generating_world) {
 | |
| 				int32 res;
 | |
| 
 | |
| 				if (CHANCE16I(1, 16, r)) {
 | |
| 					res = DoCommand(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER,
 | |
| 					                      CMD_TERRAFORM_LAND);
 | |
| 				} else {
 | |
| 					res = DoCommand(tile, slope ^ 0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER,
 | |
| 					                      CMD_TERRAFORM_LAND);
 | |
| 				}
 | |
| 				if (CmdFailed(res) && CHANCE16I(1, 3, r)) {
 | |
| 					// We can consider building on the slope, though.
 | |
| 					goto no_slope;
 | |
| 				}
 | |
| 			}
 | |
| 			return false;
 | |
| 		}
 | |
| 		return true;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static bool TerraformTownTile(TileIndex tile, int edges, int dir)
 | |
| {
 | |
| 	int32 r;
 | |
| 
 | |
| 	TILE_ASSERT(tile);
 | |
| 
 | |
| 	r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
 | |
| 	if (CmdFailed(r) || r >= 126 * 16) return false;
 | |
| 	DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| static void LevelTownLand(TileIndex tile)
 | |
| {
 | |
| 	Slope tileh;
 | |
| 
 | |
| 	TILE_ASSERT(tile);
 | |
| 
 | |
| 	// Don't terraform if land is plain or if there's a house there.
 | |
| 	if (IsTileType(tile, MP_HOUSE)) return;
 | |
| 	tileh = GetTileSlope(tile, NULL);
 | |
| 	if (tileh == SLOPE_FLAT) return;
 | |
| 
 | |
| 	// First try up, then down
 | |
| 	if (!TerraformTownTile(tile, ~tileh & 0xF, 1)) {
 | |
| 		TerraformTownTile(tile, tileh & 0xF, 0);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town* t1)
 | |
| {
 | |
| 	RoadBits rcmd;
 | |
| 	TileIndex tmptile;
 | |
| 	DiagDirection i;
 | |
| 	int j;
 | |
| 	TileIndex tile = *tile_ptr;
 | |
| 
 | |
| 	TILE_ASSERT(tile);
 | |
| 
 | |
| 	if (mask == 0) {
 | |
| 		int a;
 | |
| 		int b;
 | |
| 
 | |
| 		// Tile has no road. First reset the status counter
 | |
| 		// to say that this is the last iteration.
 | |
| 		_grow_town_result = 0;
 | |
| 
 | |
| 		// Remove hills etc
 | |
| 		LevelTownLand(tile);
 | |
| 
 | |
| 		// Is a road allowed here?
 | |
| 		if (!IsRoadAllowedHere(tile, block)) return;
 | |
| 
 | |
| 		// Randomize new road block numbers
 | |
| 		a = block;
 | |
| 		b = block ^ 2;
 | |
| 		if (CHANCE16(1, 4)) {
 | |
| 			do {
 | |
| 				a = GB(Random(), 0, 2);
 | |
| 			} while (a == b);
 | |
| 		}
 | |
| 
 | |
| 		if (!IsRoadAllowedHere(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a])), a)) {
 | |
| 			// A road is not allowed to continue the randomized road,
 | |
| 			//   return if the road we're trying to build is curved.
 | |
| 			if (a != (b ^ 2)) return;
 | |
| 
 | |
| 			// Return if neither side of the new road is a house
 | |
| 			if (!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 1])), MP_HOUSE) &&
 | |
| 					!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 3])), MP_HOUSE))
 | |
| 				return;
 | |
| 
 | |
| 			// That means that the road is only allowed if there is a house
 | |
| 			//  at any side of the new road.
 | |
| 		}
 | |
| 		rcmd = (1 << a) + (1 << b);
 | |
| 
 | |
| 	} else if (block < 5 && !HASBIT(mask,block^2)) {
 | |
| 		// Continue building on a partial road.
 | |
| 		// Always OK.
 | |
| 		_grow_town_result = 0;
 | |
| 		rcmd = 1 << (block ^ 2);
 | |
| 	} else {
 | |
| 		int i;
 | |
| 
 | |
| 		// Reached a tunnel? Then continue at the other side of it.
 | |
| 		if (IsTunnelTile(tile) && GetTunnelTransportType(tile) == TRANSPORT_ROAD) {
 | |
| 			*tile_ptr = GetOtherTunnelEnd(tile);
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		// For any other kind of tunnel/bridge, bail out.
 | |
| 		if (IsTileType(tile, MP_TUNNELBRIDGE)) return;
 | |
| 
 | |
| 		// Possibly extend the road in a direction.
 | |
| 		// Randomize a direction and if it has a road, bail out.
 | |
| 		i = GB(Random(), 0, 2);
 | |
| 		if (HASBIT(mask, i)) return;
 | |
| 
 | |
| 		// This is the tile we will reach if we extend to this direction.
 | |
| 		tmptile = TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[i]));
 | |
| 
 | |
| 		// Don't do it if it reaches to water.
 | |
| 		if (IsClearWaterTile(tmptile)) return;
 | |
| 
 | |
| 		// Build a house at the edge. 60% chance or
 | |
| 		//  always ok if no road allowed.
 | |
| 		if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6, 10)) {
 | |
| 			// But not if there already is a house there.
 | |
| 			if (!IsTileType(tmptile, MP_HOUSE)) {
 | |
| 				// Level the land if possible
 | |
| 				LevelTownLand(tmptile);
 | |
| 
 | |
| 				// And build a house.
 | |
| 				// Set result to -1 if we managed to build it.
 | |
| 				if (BuildTownHouse(t1, tmptile)) _grow_town_result = -1;
 | |
| 			}
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		_grow_town_result = 0;
 | |
| 		rcmd = 1 << i;
 | |
| 	}
 | |
| 
 | |
| 	// Return if a water tile
 | |
| 	if (IsClearWaterTile(tile)) return;
 | |
| 
 | |
| 	// Determine direction of slope,
 | |
| 	//  and build a road if not a special slope.
 | |
| 	switch (GetTileSlope(tile, NULL)) {
 | |
| 		case SLOPE_SW: i = DIAGDIR_NE; break;
 | |
| 		case SLOPE_SE: i = DIAGDIR_NW; break;
 | |
| 		case SLOPE_NW: i = DIAGDIR_SE; break;
 | |
| 		case SLOPE_NE: i = DIAGDIR_SW; break;
 | |
| 
 | |
| 		default:
 | |
| build_road_and_exit:
 | |
| 			if (!CmdFailed(DoCommand(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
 | |
| 				_grow_town_result = -1;
 | |
| 			}
 | |
| 			return;
 | |
| 	}
 | |
| 
 | |
| 	tmptile = tile;
 | |
| 
 | |
| 	// Now it contains the direction of the slope
 | |
| 	j = -11; // max 11 tile long bridges
 | |
| 	do {
 | |
| 		if (++j == 0)
 | |
| 			goto build_road_and_exit;
 | |
| 		tmptile = TILE_MASK(tmptile + TileOffsByDiagDir(i));
 | |
| 	} while (IsClearWaterTile(tmptile));
 | |
| 
 | |
| 	// no water tiles in between?
 | |
| 	if (j == -10)
 | |
| 		goto build_road_and_exit;
 | |
| 
 | |
| 	// Quit if it selecting an appropiate bridge type fails a large number of times.
 | |
| 	j = 22;
 | |
| 	{
 | |
| 		int32 bridge_len = GetBridgeLength(tile, tmptile);
 | |
| 		do {
 | |
| 			byte bridge_type = RandomRange(MAX_BRIDGES - 1);
 | |
| 			if (CheckBridge_Stuff(bridge_type, bridge_len)) {
 | |
| 				if (!CmdFailed(DoCommand(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE)))
 | |
| 					_grow_town_result = -1;
 | |
| 
 | |
| 				// obviously, if building any bridge would fail, there is no need to try other bridge-types
 | |
| 				return;
 | |
| 			}
 | |
| 		} while (--j != 0);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| // Returns true if a house was built, or no if the build failed.
 | |
| static int GrowTownAtRoad(Town *t, TileIndex tile)
 | |
| {
 | |
| 	int block = 5; // special case
 | |
| 
 | |
| 	TILE_ASSERT(tile);
 | |
| 
 | |
| 	// Number of times to search.
 | |
| 	_grow_town_result = 10 + t->num_houses * 4 / 9;
 | |
| 
 | |
| 	do {
 | |
| 		// Get a bitmask of the road blocks on a tile
 | |
| 		RoadBits mask = GetTownRoadMask(tile);
 | |
| 
 | |
| 		// Try to grow the town from this point
 | |
| 		GrowTownInTile(&tile,mask,block,t);
 | |
| 
 | |
| 		// Exclude the source position from the bitmask
 | |
| 		// and return if no more road blocks available
 | |
| 		CLRBIT(mask, (block ^ 2));
 | |
| 		if (mask == 0)
 | |
| 			return _grow_town_result;
 | |
| 
 | |
| 		// Select a random bit from the blockmask, walk a step
 | |
| 		// and continue the search from there.
 | |
| 		do block = Random() & 3; while (!HASBIT(mask,block));
 | |
| 		tile += ToTileIndexDiff(_roadblock_tileadd[block]);
 | |
| 
 | |
| 		if (IsTileType(tile, MP_STREET)) {
 | |
| 			/* Don't allow building over roads of other cities */
 | |
| 			if (IsTileOwner(tile, OWNER_TOWN) && GetTownByTile(tile) != t) {
 | |
| 				_grow_town_result = -1;
 | |
| 			} else if (_game_mode == GM_EDITOR) {
 | |
| 				/* If we are in the SE, and this road-piece has no town owner yet, it just found an
 | |
| 				 * owner :) (happy happy happy road now) */
 | |
| 				SetTileOwner(tile, OWNER_TOWN);
 | |
| 				SetTownIndex(tile, t->index);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		// Max number of times is checked.
 | |
| 	} while (--_grow_town_result >= 0);
 | |
| 
 | |
| 	return (_grow_town_result == -2);
 | |
| }
 | |
| 
 | |
| // Generate a random road block
 | |
| // The probability of a straight road
 | |
| // is somewhat higher than a curved.
 | |
| static RoadBits GenRandomRoadBits(void)
 | |
| {
 | |
| 	uint32 r = Random();
 | |
| 	uint a = GB(r, 0, 2);
 | |
| 	uint b = GB(r, 8, 2);
 | |
| 	if (a == b) b ^= 2;
 | |
| 	return (1 << a) + (1 << b);
 | |
| }
 | |
| 
 | |
| // Grow the town
 | |
| // Returns true if a house was built, or no if the build failed.
 | |
| static bool GrowTown(Town *t)
 | |
| {
 | |
| 	TileIndex tile;
 | |
| 	const TileIndexDiffC *ptr;
 | |
| 	PlayerID old_player;
 | |
| 
 | |
| 	static const TileIndexDiffC _town_coord_mod[] = {
 | |
| 		{-1,  0},
 | |
| 		{ 1,  1},
 | |
| 		{ 1, -1},
 | |
| 		{-1, -1},
 | |
| 		{-1,  0},
 | |
| 		{ 0,  2},
 | |
| 		{ 2,  0},
 | |
| 		{ 0, -2},
 | |
| 		{-1, -1},
 | |
| 		{-2,  2},
 | |
| 		{ 2,  2},
 | |
| 		{ 2, -2},
 | |
| 		{ 0,  0}
 | |
| 	};
 | |
| 
 | |
| 	// Current player is a town
 | |
| 	old_player = _current_player;
 | |
| 	_current_player = OWNER_TOWN;
 | |
| 
 | |
| 	// Find a road that we can base the construction on.
 | |
| 	tile = t->xy;
 | |
| 	for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
 | |
| 		if (GetAnyRoadTrackBits(tile) != 0) {
 | |
| 			int r = GrowTownAtRoad(t, tile);
 | |
| 			_current_player = old_player;
 | |
| 			return r;
 | |
| 		}
 | |
| 		tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
 | |
| 	}
 | |
| 
 | |
| 	// No road available, try to build a random road block by
 | |
| 	// clearing some land and then building a road there.
 | |
| 	tile = t->xy;
 | |
| 	for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
 | |
| 		/* Only work with plain land that not already has a house */
 | |
| 		if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
 | |
| 			if (!CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) {
 | |
| 				DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
 | |
| 				_current_player = old_player;
 | |
| 				return true;
 | |
| 			}
 | |
| 		}
 | |
| 		tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
 | |
| 	}
 | |
| 
 | |
| 	_current_player = old_player;
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| static void UpdateTownRadius(Town *t)
 | |
| {
 | |
| 	static const uint16 _town_radius_data[23][5] = {
 | |
| 		{  4,  0,  0,  0,  0}, // 0
 | |
| 		{ 16,  0,  0,  0,  0},
 | |
| 		{ 25,  0,  0,  0,  0},
 | |
| 		{ 36,  0,  0,  0,  0},
 | |
| 		{ 49,  0,  4,  0,  0},
 | |
| 		{ 64,  0,  4,  0,  0}, // 20
 | |
| 		{ 64,  0,  9,  0,  1},
 | |
| 		{ 64,  0,  9,  0,  4},
 | |
| 		{ 64,  0, 16,  0,  4},
 | |
| 		{ 81,  0, 16,  0,  4},
 | |
| 		{ 81,  0, 16,  0,  4}, // 40
 | |
| 		{ 81,  0, 25,  0,  9},
 | |
| 		{ 81, 36, 25,  0,  9},
 | |
| 		{ 81, 36, 25, 16,  9},
 | |
| 		{ 81, 49,  0, 25,  9},
 | |
| 		{ 81, 64,  0, 25,  9}, // 60
 | |
| 		{ 81, 64,  0, 36,  9},
 | |
| 		{ 81, 64,  0, 36, 16},
 | |
| 		{100, 81,  0, 49, 16},
 | |
| 		{100, 81,  0, 49, 25},
 | |
| 		{121, 81,  0, 49, 25}, // 80
 | |
| 		{121, 81,  0, 49, 25},
 | |
| 		{121, 81,  0, 49, 36}, // 88
 | |
| 	};
 | |
| 
 | |
| 	if (t->num_houses < 92) {
 | |
| 		memcpy(t->radius, _town_radius_data[t->num_houses / 4], sizeof(t->radius));
 | |
| 	} else {
 | |
| 		int mass = t->num_houses / 8;
 | |
| 		// At least very roughly extrapolate. Empirical numbers dancing between
 | |
| 		// overwhelming by cottages and skyscrapers outskirts.
 | |
| 		t->radius[0] = mass * mass;
 | |
| 		// Actually we are proportional to sqrt() but that's right because
 | |
| 		// we are covering an area.
 | |
| 		t->radius[1] = mass * 7;
 | |
| 		t->radius[2] = 0;
 | |
| 		t->radius[3] = mass * 4;
 | |
| 		t->radius[4] = mass * 3;
 | |
| 		//debug("%d (->%d): %d %d %d %d\n", t->num_houses, mass, t->radius[0], t->radius[1], t->radius[3], t->radius[4]);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static bool CreateTownName(uint32 *townnameparts)
 | |
| {
 | |
| 	Town *t2;
 | |
| 	char buf1[64];
 | |
| 	char buf2[64];
 | |
| 	uint32 r;
 | |
| 	/* Do not set too low tries, since when we run out of names, we loop
 | |
| 	 * for #tries only one time anyway - then we stop generating more
 | |
| 	 * towns. Do not show it too high neither, since looping through all
 | |
| 	 * the other towns may take considerable amount of time (10000 is
 | |
| 	 * too much). */
 | |
| 	int tries = 1000;
 | |
| 	uint16 townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
 | |
| 
 | |
| 	assert(townnameparts);
 | |
| 
 | |
| 	for (;;) {
 | |
| restart:
 | |
| 		r = Random();
 | |
| 
 | |
| 		SetDParam(0, r);
 | |
| 		GetString(buf1, townnametype, lastof(buf1));
 | |
| 
 | |
| 		// Check size and width
 | |
| 		if (strlen(buf1) >= 31 || GetStringBoundingBox(buf1).width > 130) continue;
 | |
| 
 | |
| 		FOR_ALL_TOWNS(t2) {
 | |
| 			// We can't just compare the numbers since
 | |
| 			// several numbers may map to a single name.
 | |
| 			SetDParam(0, t2->index);
 | |
| 			GetString(buf2, STR_TOWN, lastof(buf2));
 | |
| 			if (strcmp(buf1, buf2) == 0) {
 | |
| 				if (tries-- < 0) return false;
 | |
| 				goto restart;
 | |
| 			}
 | |
| 		}
 | |
| 		*townnameparts = r;
 | |
| 		return true;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void UpdateTownMaxPass(Town *t)
 | |
| {
 | |
| 	t->max_pass = t->population >> 3;
 | |
| 	t->max_mail = t->population >> 4;
 | |
| }
 | |
| 
 | |
| static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, uint size_mode)
 | |
| {
 | |
| 	int x, i;
 | |
| 
 | |
| 	// clear the town struct
 | |
| 	i = t->index;
 | |
| 	memset(t, 0, sizeof(Town));
 | |
| 	t->index = i;
 | |
| 	_total_towns++;
 | |
| 
 | |
| 	t->xy = tile;
 | |
| 	t->num_houses = 0;
 | |
| 	t->time_until_rebuild = 10;
 | |
| 	UpdateTownRadius(t);
 | |
| 	t->flags12 = 0;
 | |
| 	t->population = 0;
 | |
| 	t->grow_counter = 0;
 | |
| 	t->growth_rate = 250;
 | |
| 	t->new_max_pass = 0;
 | |
| 	t->new_max_mail = 0;
 | |
| 	t->new_act_pass = 0;
 | |
| 	t->new_act_mail = 0;
 | |
| 	t->max_pass = 0;
 | |
| 	t->max_mail = 0;
 | |
| 	t->act_pass = 0;
 | |
| 	t->act_mail = 0;
 | |
| 
 | |
| 	t->pct_pass_transported = 0;
 | |
| 	t->pct_mail_transported = 0;
 | |
| 	t->fund_buildings_months = 0;
 | |
| 	t->new_act_food = 0;
 | |
| 	t->new_act_water = 0;
 | |
| 	t->act_food = 0;
 | |
| 	t->act_water = 0;
 | |
| 
 | |
| 	for (i = 0; i != MAX_PLAYERS; i++)
 | |
| 		t->ratings[i] = 500;
 | |
| 
 | |
| 	t->have_ratings = 0;
 | |
| 	t->exclusivity = (byte)-1;
 | |
| 	t->exclusive_counter = 0;
 | |
| 	t->statues = 0;
 | |
| 
 | |
| 	t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
 | |
| 	t->townnameparts = townnameparts;
 | |
| 
 | |
| 	UpdateTownVirtCoord(t);
 | |
| 	_town_sort_dirty = true;
 | |
| 
 | |
| 	if (size_mode == 0) {
 | |
| 		x = (Random() & 0xF) + 8;
 | |
| 	} else {
 | |
| 		x = (size_mode - 1) * 16 + 3;
 | |
| 	}
 | |
| 
 | |
| 	t->num_houses += x;
 | |
| 	UpdateTownRadius(t);
 | |
| 
 | |
| 	i = x * 4;
 | |
| 	do {
 | |
| 		GrowTown(t);
 | |
| 	} while (--i);
 | |
| 
 | |
| 	t->num_houses -= x;
 | |
| 	UpdateTownRadius(t);
 | |
| 	UpdateTownMaxPass(t);
 | |
| }
 | |
| 
 | |
| static Town *AllocateTown(void)
 | |
| {
 | |
| 	Town *t;
 | |
| 
 | |
| 	/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
 | |
| 	 * TODO - This is just a temporary stage, this will be removed. */
 | |
| 	for (t = GetTown(0); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) {
 | |
| 		if (!IsValidTown(t)) {
 | |
| 			TownID index = t->index;
 | |
| 
 | |
| 			memset(t, 0, sizeof(Town));
 | |
| 			t->index = index;
 | |
| 
 | |
| 			return t;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Check if we can add a block to the pool */
 | |
| 	if (AddBlockToPool(&_Town_pool))
 | |
| 		return AllocateTown();
 | |
| 
 | |
| 	return NULL;
 | |
| }
 | |
| 
 | |
| /** Create a new town.
 | |
|  * This obviously only works in the scenario editor. Function not removed
 | |
|  * as it might be possible in the future to fund your own town :)
 | |
|  * @param tile coordinates where town is built
 | |
|  * @param p1 size of the town (0 = random, 1 = small, 2 = medium, 3 = large)
 | |
|  * @param p2 unused
 | |
|  */
 | |
| int32 CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 | |
| {
 | |
| 	Town *t;
 | |
| 	uint32 townnameparts;
 | |
| 
 | |
| 	/* Only in the scenario editor */
 | |
| 	if (_game_mode != GM_EDITOR) return CMD_ERROR;
 | |
| 
 | |
| 	SET_EXPENSES_TYPE(EXPENSES_OTHER);
 | |
| 
 | |
| 	// Check if too close to the edge of map
 | |
| 	if (DistanceFromEdge(tile) < 12)
 | |
| 		return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
 | |
| 
 | |
| 	// Can only build on clear flat areas, possibly with trees.
 | |
| 	if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
 | |
| 		return_cmd_error(STR_0239_SITE_UNSUITABLE);
 | |
| 	}
 | |
| 
 | |
| 	// Check distance to all other towns.
 | |
| 	if (IsCloseToTown(tile, 20))
 | |
| 		return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
 | |
| 
 | |
| 	// Get a unique name for the town.
 | |
| 	if (!CreateTownName(&townnameparts))
 | |
| 		return_cmd_error(STR_023A_TOO_MANY_TOWNS);
 | |
| 
 | |
| 	// Allocate town struct
 | |
| 	t = AllocateTown();
 | |
| 	if (t == NULL) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
 | |
| 
 | |
| 	// Create the town
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		_generating_world = true;
 | |
| 		DoCreateTown(t, tile, townnameparts, p1);
 | |
| 		_generating_world = false;
 | |
| 	}
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| Town *CreateRandomTown(uint attempts, uint size_mode)
 | |
| {
 | |
| 	TileIndex tile;
 | |
| 	Town *t;
 | |
| 	uint32 townnameparts;
 | |
| 
 | |
| 	do {
 | |
| 		// Generate a tile index not too close from the edge
 | |
| 		tile = RandomTile();
 | |
| 		if (DistanceFromEdge(tile) < 20) continue;
 | |
| 
 | |
| 		// Make sure the tile is plain
 | |
| 		if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
 | |
| 
 | |
| 		// Check not too close to a town
 | |
| 		if (IsCloseToTown(tile, 20)) continue;
 | |
| 
 | |
| 		// Get a unique name for the town.
 | |
| 		if (!CreateTownName(&townnameparts)) break;
 | |
| 
 | |
| 		// Allocate a town struct
 | |
| 		t = AllocateTown();
 | |
| 		if (t == NULL) break;
 | |
| 
 | |
| 		DoCreateTown(t, tile, townnameparts, size_mode);
 | |
| 		return t;
 | |
| 	} while (--attempts);
 | |
| 	return NULL;
 | |
| }
 | |
| 
 | |
| static const byte _num_initial_towns[3] = {11, 23, 46};
 | |
| 
 | |
| bool GenerateTowns(void)
 | |
| {
 | |
| 	uint num = 0;
 | |
| 	uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
 | |
| 
 | |
| 	SetGeneratingWorldProgress(GWP_TOWN, n);
 | |
| 
 | |
| 	do {
 | |
| 		IncreaseGeneratingWorldProgress(GWP_TOWN);
 | |
| 		// try 20 times to create a random-sized town for the first loop.
 | |
| 		if (CreateRandomTown(20, 0) != NULL) num++;
 | |
| 	} while (--n);
 | |
| 
 | |
| 	// give it a last try, but now more aggressive
 | |
| 	if (num == 0 && CreateRandomTown(10000, 0) == NULL) {
 | |
| 		if (GetNumTowns() == 0) {
 | |
| 			/* XXX - can we handle that more gracefully? */
 | |
| 			if (_game_mode != GM_EDITOR) error("Could not generate any town");
 | |
| 
 | |
| 			return false;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| static bool CheckBuildHouseMode(TileIndex tile, Slope tileh, int mode)
 | |
| {
 | |
| 	int b;
 | |
| 	Slope slope;
 | |
| 
 | |
| 	static const byte _masks[8] = {
 | |
| 		0xC,0x3,0x9,0x6,
 | |
| 		0x3,0xC,0x6,0x9,
 | |
| 	};
 | |
| 
 | |
| 	slope = GetTileSlope(tile, NULL);
 | |
| 	if (IsSteepSlope(slope)) return false;
 | |
| 
 | |
| 	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 (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;
 | |
| 
 | |
| 	r = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
 | |
| 	if (CmdFailed(r)) return false;
 | |
| 
 | |
| 	DoBuildTownHouse(t, tile);
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| 
 | |
| static void DoClearTownHouseHelper(TileIndex tile)
 | |
| {
 | |
| 	assert(IsTileType(tile, MP_HOUSE));
 | |
| 	DoClearSquare(tile);
 | |
| 	DeleteAnimatedTile(tile);
 | |
| }
 | |
| 
 | |
| static void ClearTownHouse(Town *t, TileIndex tile)
 | |
| {
 | |
| 	uint house = GetHouseType(tile);
 | |
| 	uint eflags;
 | |
| 
 | |
| 	assert(IsTileType(tile, MP_HOUSE));
 | |
| 
 | |
| 	// need to align the tile to point to the upper left corner of the house
 | |
| 	if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
 | |
| 		if (_housetype_extra_flags[house-1] & 0x04) {
 | |
| 			house--;
 | |
| 			tile += TileDiffXY(-1, 0);
 | |
| 		} else if (_housetype_extra_flags[house-1] & 0x18) {
 | |
| 			house--;
 | |
| 			tile += TileDiffXY(0, -1);
 | |
| 		} else if (_housetype_extra_flags[house-2] & 0x10) {
 | |
| 			house-=2;
 | |
| 			tile += TileDiffXY(-1, 0);
 | |
| 		} else if (_housetype_extra_flags[house-3] & 0x10) {
 | |
| 			house-=3;
 | |
| 			tile += TileDiffXY(-1, -1);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// Remove population from the town if the house is finished.
 | |
| 	if (GetHouseBuildingStage(tile) == TOWN_HOUSE_COMPLETED) {
 | |
| 		ChangePopulation(t, -_housetype_population[house]);
 | |
| 	}
 | |
| 
 | |
| 	t->num_houses--;
 | |
| 
 | |
| 	// Clear flags for houses that only may exist once/town.
 | |
| 	switch (house) {
 | |
| 		case HOUSE_TEMP_CHURCH:
 | |
| 		case HOUSE_ARCT_CHURCH:
 | |
| 		case HOUSE_SNOW_CHURCH:
 | |
| 		case HOUSE_TROP_CHURCH:
 | |
| 		case HOUSE_TOY_CHURCH:
 | |
| 			CLRBIT(t->flags12, TOWN_HAS_CHURCH);
 | |
| 			break;
 | |
| 		case HOUSE_STADIUM:
 | |
| 		case HOUSE_MODERN_STADIUM:
 | |
| 			CLRBIT(t->flags12, TOWN_HAS_STADIUM);
 | |
| 			break;
 | |
| 		default:
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	// Do the actual clearing of tiles
 | |
| 	eflags = _housetype_extra_flags[house];
 | |
| 	DoClearTownHouseHelper(tile);
 | |
| 	if (eflags & 0x14) DoClearTownHouseHelper(tile + TileDiffXY(1, 0));
 | |
| 	if (eflags & 0x18) DoClearTownHouseHelper(tile + TileDiffXY(0, 1));
 | |
| 	if (eflags & 0x10) DoClearTownHouseHelper(tile + TileDiffXY(1, 1));
 | |
| }
 | |
| 
 | |
| /** Rename a town (server-only).
 | |
|  * @param tile unused
 | |
|  * @param p1 town ID to rename
 | |
|  * @param p2 unused
 | |
|  */
 | |
| int32 CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 | |
| {
 | |
| 	StringID str;
 | |
| 	Town *t;
 | |
| 
 | |
| 	if (!IsValidTownID(p1) || _cmd_text[0] == '\0') return CMD_ERROR;
 | |
| 
 | |
| 	t = GetTown(p1);
 | |
| 
 | |
| 	str = AllocateNameUnique(_cmd_text, 4);
 | |
| 	if (str == 0) return CMD_ERROR;
 | |
| 
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		DeleteName(t->townnametype);
 | |
| 		t->townnametype = str;
 | |
| 
 | |
| 		UpdateTownVirtCoord(t);
 | |
| 		_town_sort_dirty = true;
 | |
| 		UpdateAllStationVirtCoord();
 | |
| 		MarkWholeScreenDirty();
 | |
| 	} else {
 | |
| 		DeleteName(str);
 | |
| 	}
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| // Called from GUI
 | |
| void ExpandTown(Town *t)
 | |
| {
 | |
| 	int amount, n;
 | |
| 
 | |
| 	_generating_world = true;
 | |
| 
 | |
| 	/* The more houses, the faster we grow */
 | |
| 	amount = RandomRange(t->num_houses / 10) + 3;
 | |
| 	t->num_houses += amount;
 | |
| 	UpdateTownRadius(t);
 | |
| 
 | |
| 	n = amount * 10;
 | |
| 	do GrowTown(t); while (--n);
 | |
| 
 | |
| 	t->num_houses -= amount;
 | |
| 	UpdateTownRadius(t);
 | |
| 
 | |
| 	UpdateTownMaxPass(t);
 | |
| 	_generating_world = false;
 | |
| }
 | |
| 
 | |
| const byte _town_action_costs[8] = {
 | |
| 	2, 4, 9, 35, 48, 53, 117, 175
 | |
| };
 | |
| 
 | |
| static void TownActionAdvertiseSmall(Town* t)
 | |
| {
 | |
| 	ModifyStationRatingAround(t->xy, _current_player, 0x40, 10);
 | |
| }
 | |
| 
 | |
| static void TownActionAdvertiseMedium(Town* t)
 | |
| {
 | |
| 	ModifyStationRatingAround(t->xy, _current_player, 0x70, 15);
 | |
| }
 | |
| 
 | |
| static void TownActionAdvertiseLarge(Town* t)
 | |
| {
 | |
| 	ModifyStationRatingAround(t->xy, _current_player, 0xA0, 20);
 | |
| }
 | |
| 
 | |
| static void TownActionRoadRebuild(Town* t)
 | |
| {
 | |
| 	const Player* p;
 | |
| 
 | |
| 	t->road_build_months = 6;
 | |
| 
 | |
| 	SetDParam(0, t->index);
 | |
| 
 | |
| 	p = GetPlayer(_current_player);
 | |
| 	SetDParam(1, p->name_1);
 | |
| 	SetDParam(2, p->name_2);
 | |
| 
 | |
| 	AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING,
 | |
| 		NEWS_FLAGS(NM_NORMAL, NF_TILE, NT_GENERAL, 0), t->xy, 0);
 | |
| }
 | |
| 
 | |
| static bool DoBuildStatueOfCompany(TileIndex tile)
 | |
| {
 | |
| 	PlayerID old;
 | |
| 	int32 r;
 | |
| 
 | |
| 	if (GetTileSlope(tile, NULL) != SLOPE_FLAT) return false;
 | |
| 
 | |
| 	if (!IsTileType(tile, MP_HOUSE) &&
 | |
| 			!IsTileType(tile, MP_CLEAR) &&
 | |
| 			!IsTileType(tile, MP_TREES)) {
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	old = _current_player;
 | |
| 	_current_player = OWNER_NONE;
 | |
| 	r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
 | |
| 	_current_player = old;
 | |
| 
 | |
| 	if (CmdFailed(r)) return false;
 | |
| 
 | |
| 	MakeStatue(tile, _current_player);
 | |
| 	MarkTileDirtyByTile(tile);
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Search callback function for TownActionBuildStatue
 | |
|  * @param data that is passed by the caller.  In this case, nothing
 | |
|  * @result of the test
 | |
|  */
 | |
| static bool SearchTileForStatue(TileIndex tile, uint32 data)
 | |
| {
 | |
| 	return DoBuildStatueOfCompany(tile);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Perform a 9x9 tiles circular search from the center of the town
 | |
|  * in order to find a free tile to place a statue
 | |
|  * @param t town to search in
 | |
|  */
 | |
| static void TownActionBuildStatue(Town* t)
 | |
| {
 | |
| 	TileIndex tile = t->xy;
 | |
| 
 | |
| 	if (CircularTileSearch(tile, 9, SearchTileForStatue, 0))
 | |
| 		SETBIT(t->statues, _current_player); ///< Once found and built, "inform" the Town
 | |
| }
 | |
| 
 | |
| static void TownActionFundBuildings(Town* t)
 | |
| {
 | |
| 	// Build next tick
 | |
| 	t->grow_counter = 1;
 | |
| 	// If we were not already growing
 | |
| 	SETBIT(t->flags12, TOWN_IS_FUNDED);
 | |
| 	// And grow for 3 months
 | |
| 	t->fund_buildings_months = 3;
 | |
| }
 | |
| 
 | |
| static void TownActionBuyRights(Town* t)
 | |
| {
 | |
| 	t->exclusive_counter = 12;
 | |
| 	t->exclusivity = _current_player;
 | |
| 
 | |
| 	ModifyStationRatingAround(t->xy, _current_player, 130, 17);
 | |
| }
 | |
| 
 | |
| static void TownActionBribe(Town* t)
 | |
| {
 | |
| 	if (!RandomRange(15)) {
 | |
| 		Station *st;
 | |
| 
 | |
| 		// set as unwanted for 6 months
 | |
| 		t->unwanted[_current_player] = 6;
 | |
| 
 | |
| 		// set all close by station ratings to 0
 | |
| 		FOR_ALL_STATIONS(st) {
 | |
| 			if (st->town == t && st->owner == _current_player) {
 | |
| 				uint i;
 | |
| 
 | |
| 				for (i = 0; i != NUM_CARGO; i++) st->goods[i].rating = 0;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		// only show errormessage to the executing player. All errors are handled command.c
 | |
| 		// but this is special, because it can only 'fail' on a DC_EXEC
 | |
| 		if (IsLocalPlayer()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
 | |
| 
 | |
| 		/* decrease by a lot!
 | |
| 		 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
 | |
| 		 * be independent of any cheat settings
 | |
| 		 */
 | |
| 		if (t->ratings[_current_player] > RATING_BRIBE_DOWN_TO) {
 | |
| 			t->ratings[_current_player] = RATING_BRIBE_DOWN_TO;
 | |
| 		}
 | |
| 	} else {
 | |
| 		ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| typedef void TownActionProc(Town* t);
 | |
| static TownActionProc * const _town_action_proc[] = {
 | |
| 	TownActionAdvertiseSmall,
 | |
| 	TownActionAdvertiseMedium,
 | |
| 	TownActionAdvertiseLarge,
 | |
| 	TownActionRoadRebuild,
 | |
| 	TownActionBuildStatue,
 | |
| 	TownActionFundBuildings,
 | |
| 	TownActionBuyRights,
 | |
| 	TownActionBribe
 | |
| };
 | |
| 
 | |
| extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t);
 | |
| 
 | |
| /** Do a town action.
 | |
|  * This performs an action such as advertising, building a statue, funding buildings,
 | |
|  * but also bribing the town-council
 | |
|  * @param tile unused
 | |
|  * @param p1 town to do the action at
 | |
|  * @param p2 action to perform, @see _town_action_proc for the list of available actions
 | |
|  */
 | |
| int32 CmdDoTownAction(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 | |
| {
 | |
| 	int32 cost;
 | |
| 	Town *t;
 | |
| 
 | |
| 	if (!IsValidTownID(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR;
 | |
| 
 | |
| 	t = GetTown(p1);
 | |
| 
 | |
| 	if (!HASBIT(GetMaskOfTownActions(NULL, _current_player, t), p2)) return CMD_ERROR;
 | |
| 
 | |
| 	SET_EXPENSES_TYPE(EXPENSES_OTHER);
 | |
| 
 | |
| 	cost = (_price.build_industry >> 8) * _town_action_costs[p2];
 | |
| 
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		_town_action_proc[p2](t);
 | |
| 		InvalidateWindow(WC_TOWN_AUTHORITY, p1);
 | |
| 	}
 | |
| 
 | |
| 	return cost;
 | |
| }
 | |
| 
 | |
| static void UpdateTownGrowRate(Town *t)
 | |
| {
 | |
| 	int n;
 | |
| 	Station *st;
 | |
| 	byte m;
 | |
| 	Player *p;
 | |
| 
 | |
| 	// Reset player ratings if they're low
 | |
| 	FOR_ALL_PLAYERS(p) {
 | |
| 		if (p->is_active && t->ratings[p->index] <= 200) {
 | |
| 			t->ratings[p->index] += 5;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	n = 0;
 | |
| 	FOR_ALL_STATIONS(st) {
 | |
| 		if (DistanceSquare(st->xy, t->xy) <= t->radius[0]) {
 | |
| 			if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
 | |
| 				n++;
 | |
| 				if (IsValidPlayer(st->owner) && t->ratings[st->owner] <= 1000-12)
 | |
| 					t->ratings[st->owner] += 12;
 | |
| 			} else {
 | |
| 				if (IsValidPlayer(st->owner) && t->ratings[st->owner] >= -1000+15)
 | |
| 					t->ratings[st->owner] -= 15;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	CLRBIT(t->flags12, TOWN_IS_FUNDED);
 | |
| 
 | |
| 	if (t->fund_buildings_months != 0) {
 | |
| 		static const byte _grow_count_values[6] = {
 | |
| 			60, 60, 60, 50, 40, 30
 | |
| 		};
 | |
| 		m = _grow_count_values[min(n, 5)];
 | |
| 		t->fund_buildings_months--;
 | |
| 	} else if (n == 0) {
 | |
| 		m = 160;
 | |
| 		if (!CHANCE16(1, 12))
 | |
| 			return;
 | |
| 	} else {
 | |
| 		static const byte _grow_count_values[5] = {
 | |
| 			210, 150, 110, 80, 50
 | |
| 		};
 | |
| 		m = _grow_count_values[min(n, 5) - 1];
 | |
| 	}
 | |
| 
 | |
| 	if (_opt.landscape == LT_HILLY) {
 | |
| 		if (TilePixelHeight(t->xy) >= _opt.snow_line && t->act_food == 0 && t->population > 90)
 | |
| 			return;
 | |
| 	} else if (_opt.landscape == LT_DESERT) {
 | |
| 		if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food==0 || t->act_water==0) && t->population > 60)
 | |
| 			return;
 | |
| 	}
 | |
| 
 | |
| 	t->growth_rate = m / (t->num_houses / 50 + 1);
 | |
| 	if (m <= t->grow_counter)
 | |
| 		t->grow_counter = m;
 | |
| 
 | |
| 	SETBIT(t->flags12, TOWN_IS_FUNDED);
 | |
| }
 | |
| 
 | |
| static void UpdateTownAmounts(Town *t)
 | |
| {
 | |
| 	// Using +1 here to prevent overflow and division by zero
 | |
| 	t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
 | |
| 
 | |
| 	t->max_pass = t->new_max_pass; t->new_max_pass = 0;
 | |
| 	t->act_pass = t->new_act_pass; t->new_act_pass = 0;
 | |
| 	t->act_food = t->new_act_food; t->new_act_food = 0;
 | |
| 	t->act_water = t->new_act_water; t->new_act_water = 0;
 | |
| 
 | |
| 	// Using +1 here to prevent overflow and division by zero
 | |
| 	t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
 | |
| 	t->max_mail = t->new_max_mail; t->new_max_mail = 0;
 | |
| 	t->act_mail = t->new_act_mail; t->new_act_mail = 0;
 | |
| 
 | |
| 	InvalidateWindow(WC_TOWN_VIEW, t->index);
 | |
| }
 | |
| 
 | |
| static void UpdateTownUnwanted(Town *t)
 | |
| {
 | |
| 	const Player* p;
 | |
| 
 | |
| 	FOR_ALL_PLAYERS(p) {
 | |
| 		if (t->unwanted[p->index] > 0) t->unwanted[p->index]--;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool CheckIfAuthorityAllows(TileIndex tile)
 | |
| {
 | |
| 	Town *t;
 | |
| 
 | |
| 	if (!IsValidPlayer(_current_player)) return true;
 | |
| 
 | |
| 	t = ClosestTownFromTile(tile, _patches.dist_local_authority);
 | |
| 	if (t == NULL) return true;
 | |
| 
 | |
| 	if (t->ratings[_current_player] > -200) return true;
 | |
| 
 | |
| 	_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
 | |
| 	SetDParam(0, t->index);
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| 
 | |
| Town* CalcClosestTownFromTile(TileIndex tile, uint threshold)
 | |
| {
 | |
| 	Town *t;
 | |
| 	uint dist, best = threshold;
 | |
| 	Town *best_town = NULL;
 | |
| 
 | |
| 	FOR_ALL_TOWNS(t) {
 | |
| 		dist = DistanceManhattan(tile, t->xy);
 | |
| 		if (dist < best) {
 | |
| 			best = dist;
 | |
| 			best_town = t;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return best_town;
 | |
| }
 | |
| 
 | |
| 
 | |
| Town *ClosestTownFromTile(TileIndex tile, uint threshold)
 | |
| {
 | |
| 	if (IsTileType(tile, MP_HOUSE) || (
 | |
| 				IsTileType(tile, MP_STREET) &&
 | |
| 				(IsLevelCrossing(tile) ? GetCrossingRoadOwner(tile) : GetTileOwner(tile)) == OWNER_TOWN
 | |
| 			)) {
 | |
| 		return GetTownByTile(tile);
 | |
| 	} else {
 | |
| 		return CalcClosestTownFromTile(tile, threshold);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| void ChangeTownRating(Town *t, int add, int max)
 | |
| {
 | |
| 	int rating;
 | |
| 
 | |
| 	// if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff
 | |
| 	if (t == NULL ||
 | |
| 			!IsValidPlayer(_current_player) ||
 | |
| 			(_cheats.magic_bulldozer.value && add < 0)) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	SETBIT(t->have_ratings, _current_player);
 | |
| 
 | |
| 	rating = t->ratings[_current_player];
 | |
| 
 | |
| 	if (add < 0) {
 | |
| 		if (rating > max) {
 | |
| 			rating += add;
 | |
| 			if (rating < max) rating = max;
 | |
| 		}
 | |
| 	} else {
 | |
| 		if (rating < max) {
 | |
| 			rating += add;
 | |
| 			if (rating > max) rating = max;
 | |
| 		}
 | |
| 	}
 | |
| 	t->ratings[_current_player] = rating;
 | |
| }
 | |
| 
 | |
| /* penalty for removing town-owned stuff */
 | |
| static const int _default_rating_settings [3][3] = {
 | |
| 	// ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE
 | |
| 	{  0, 128, 384}, // Permissive
 | |
| 	{ 48, 192, 480}, // Neutral
 | |
| 	{ 96, 384, 768}, // Hostile
 | |
| };
 | |
| 
 | |
| bool CheckforTownRating(uint32 flags, Town *t, byte type)
 | |
| {
 | |
| 	int modemod;
 | |
| 
 | |
| 	// if magic_bulldozer cheat is active, town doesn't restrict your destructive actions
 | |
| 	if (t == NULL || !IsValidPlayer(_current_player) || _cheats.magic_bulldozer.value)
 | |
| 		return true;
 | |
| 
 | |
| 	/* check if you're allowed to remove the street/bridge/tunnel/industry
 | |
| 	 * owned by a town no removal if rating is lower than ... depends now on
 | |
| 	 * difficulty setting. Minimum town rating selected by difficulty level
 | |
| 	 */
 | |
| 	modemod = _default_rating_settings[_opt.diff.town_council_tolerance][type];
 | |
| 
 | |
| 	if (t->ratings[_current_player] < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) {
 | |
| 		SetDParam(0, t->index);
 | |
| 		_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| void TownsMonthlyLoop(void)
 | |
| {
 | |
| 	Town *t;
 | |
| 
 | |
| 	FOR_ALL_TOWNS(t) {
 | |
| 		if (t->road_build_months != 0) t->road_build_months--;
 | |
| 
 | |
| 		if (t->exclusive_counter != 0)
 | |
| 			if (--t->exclusive_counter == 0) t->exclusivity = (byte)-1;
 | |
| 
 | |
| 		UpdateTownGrowRate(t);
 | |
| 		UpdateTownAmounts(t);
 | |
| 		UpdateTownUnwanted(t);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void InitializeTowns(void)
 | |
| {
 | |
| 	Subsidy *s;
 | |
| 
 | |
| 	/* Clean the town pool and create 1 block in it */
 | |
| 	CleanPool(&_Town_pool);
 | |
| 	AddBlockToPool(&_Town_pool);
 | |
| 
 | |
| 	memset(_subsidies, 0, sizeof(_subsidies));
 | |
| 	for (s=_subsidies; s != endof(_subsidies); s++)
 | |
| 		s->cargo_type = CT_INVALID;
 | |
| 
 | |
| 	_cur_town_ctr = 0;
 | |
| 	_cur_town_iter = 0;
 | |
| 	_total_towns = 0;
 | |
| 	_town_sort_dirty = true;
 | |
| }
 | |
| 
 | |
| const TileTypeProcs _tile_type_town_procs = {
 | |
| 	DrawTile_Town,           /* draw_tile_proc */
 | |
| 	GetSlopeZ_Town,          /* get_slope_z_proc */
 | |
| 	ClearTile_Town,          /* clear_tile_proc */
 | |
| 	GetAcceptedCargo_Town,   /* get_accepted_cargo_proc */
 | |
| 	GetTileDesc_Town,        /* get_tile_desc_proc */
 | |
| 	GetTileTrackStatus_Town, /* get_tile_track_status_proc */
 | |
| 	ClickTile_Town,          /* click_tile_proc */
 | |
| 	AnimateTile_Town,        /* animate_tile_proc */
 | |
| 	TileLoop_Town,           /* tile_loop_clear */
 | |
| 	ChangeTileOwner_Town,    /* change_tile_owner_clear */
 | |
| 	NULL,                    /* get_produced_cargo_proc */
 | |
| 	NULL,                    /* vehicle_enter_tile_proc */
 | |
| 	GetSlopeTileh_Town,      /* get_slope_tileh_proc */
 | |
| };
 | |
| 
 | |
| 
 | |
| // Save and load of towns.
 | |
| static const SaveLoad _town_desc[] = {
 | |
| 	SLE_CONDVAR(Town, xy,                    SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
 | |
| 	SLE_CONDVAR(Town, xy,                    SLE_UINT32,                 6, SL_MAX_VERSION),
 | |
| 
 | |
| 	SLE_CONDVAR(Town, population,            SLE_FILE_U16 | SLE_VAR_U32, 0, 2),
 | |
| 	SLE_CONDVAR(Town, population,            SLE_UINT32,                 3, SL_MAX_VERSION),
 | |
| 
 | |
| 
 | |
| 	    SLE_VAR(Town, num_houses,            SLE_UINT16),
 | |
| 	    SLE_VAR(Town, townnametype,          SLE_UINT16),
 | |
| 	    SLE_VAR(Town, townnameparts,         SLE_UINT32),
 | |
| 
 | |
| 	    SLE_VAR(Town, flags12,               SLE_UINT8),
 | |
| 	    SLE_VAR(Town, statues,               SLE_UINT8),
 | |
| 
 | |
| 	// sort_index_obsolete was stored here in savegame format 0 - 1
 | |
| 	SLE_CONDNULL(1, 0, 1),
 | |
| 
 | |
| 	    SLE_VAR(Town, have_ratings,          SLE_UINT8),
 | |
| 	    SLE_ARR(Town, ratings,               SLE_INT16, 8),
 | |
| 	// failed bribe attempts are stored since savegame format 4
 | |
| 	SLE_CONDARR(Town, unwanted,              SLE_INT8, 8, 4,SL_MAX_VERSION),
 | |
| 
 | |
| 	SLE_CONDVAR(Town, max_pass,              SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
 | |
| 	SLE_CONDVAR(Town, max_mail,              SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
 | |
| 	SLE_CONDVAR(Town, new_max_pass,          SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
 | |
| 	SLE_CONDVAR(Town, new_max_mail,          SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
 | |
| 	SLE_CONDVAR(Town, act_pass,              SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
 | |
| 	SLE_CONDVAR(Town, act_mail,              SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
 | |
| 	SLE_CONDVAR(Town, new_act_pass,          SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
 | |
| 	SLE_CONDVAR(Town, new_act_mail,          SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
 | |
| 
 | |
| 	SLE_CONDVAR(Town, max_pass,              SLE_UINT32,                 9, SL_MAX_VERSION),
 | |
| 	SLE_CONDVAR(Town, max_mail,              SLE_UINT32,                 9, SL_MAX_VERSION),
 | |
| 	SLE_CONDVAR(Town, new_max_pass,          SLE_UINT32,                 9, SL_MAX_VERSION),
 | |
| 	SLE_CONDVAR(Town, new_max_mail,          SLE_UINT32,                 9, SL_MAX_VERSION),
 | |
| 	SLE_CONDVAR(Town, act_pass,              SLE_UINT32,                 9, SL_MAX_VERSION),
 | |
| 	SLE_CONDVAR(Town, act_mail,              SLE_UINT32,                 9, SL_MAX_VERSION),
 | |
| 	SLE_CONDVAR(Town, new_act_pass,          SLE_UINT32,                 9, SL_MAX_VERSION),
 | |
| 	SLE_CONDVAR(Town, new_act_mail,          SLE_UINT32,                 9, SL_MAX_VERSION),
 | |
| 
 | |
| 	    SLE_VAR(Town, pct_pass_transported,  SLE_UINT8),
 | |
| 	    SLE_VAR(Town, pct_mail_transported,  SLE_UINT8),
 | |
| 
 | |
| 	    SLE_VAR(Town, act_food,              SLE_UINT16),
 | |
| 	    SLE_VAR(Town, act_water,             SLE_UINT16),
 | |
| 	    SLE_VAR(Town, new_act_food,          SLE_UINT16),
 | |
| 	    SLE_VAR(Town, new_act_water,         SLE_UINT16),
 | |
| 
 | |
| 	    SLE_VAR(Town, time_until_rebuild,    SLE_UINT8),
 | |
| 	    SLE_VAR(Town, grow_counter,          SLE_UINT8),
 | |
| 	    SLE_VAR(Town, growth_rate,           SLE_UINT8),
 | |
| 	    SLE_VAR(Town, fund_buildings_months, SLE_UINT8),
 | |
| 	    SLE_VAR(Town, road_build_months,     SLE_UINT8),
 | |
| 
 | |
| 	    SLE_VAR(Town, exclusivity,           SLE_UINT8),
 | |
| 	    SLE_VAR(Town, exclusive_counter,     SLE_UINT8),
 | |
| 	// reserve extra space in savegame here. (currently 30 bytes)
 | |
| 	SLE_CONDNULL(30, 2, SL_MAX_VERSION),
 | |
| 
 | |
| 	SLE_END()
 | |
| };
 | |
| 
 | |
| static void Save_TOWN(void)
 | |
| {
 | |
| 	Town *t;
 | |
| 
 | |
| 	FOR_ALL_TOWNS(t) {
 | |
| 		SlSetArrayIndex(t->index);
 | |
| 		SlObject(t, _town_desc);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void Load_TOWN(void)
 | |
| {
 | |
| 	int index;
 | |
| 
 | |
| 	_total_towns = 0;
 | |
| 
 | |
| 	while ((index = SlIterateArray()) != -1) {
 | |
| 		Town *t;
 | |
| 
 | |
| 		if (!AddBlockIfNeeded(&_Town_pool, index))
 | |
| 			error("Towns: failed loading savegame: too many towns");
 | |
| 
 | |
| 		t = GetTown(index);
 | |
| 		SlObject(t, _town_desc);
 | |
| 
 | |
| 		_total_towns++;
 | |
| 	}
 | |
| 
 | |
| 	/* This is to ensure all pointers are within the limits of
 | |
| 	 *  the size of the TownPool */
 | |
| 	if (_cur_town_ctr > GetMaxTownIndex())
 | |
| 		_cur_town_ctr = 0;
 | |
| }
 | |
| 
 | |
| void AfterLoadTown(void)
 | |
| {
 | |
| 	Town *t;
 | |
| 	FOR_ALL_TOWNS(t) {
 | |
| 		UpdateTownRadius(t);
 | |
| 		UpdateTownVirtCoord(t);
 | |
| 	}
 | |
| 	_town_sort_dirty = true;
 | |
| }
 | |
| 
 | |
| 
 | |
| const ChunkHandler _town_chunk_handlers[] = {
 | |
| 	{ 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},
 | |
| };
 | 
