3087 lines
		
	
	
		
			92 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			3087 lines
		
	
	
		
			92 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* $Id$ */
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| 
 | |
| /*
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|  * This file is part of OpenTTD.
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|  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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|  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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|  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 | |
|  */
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| 
 | |
| /** @file town_cmd.cpp Handling of town tiles. */
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| 
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| #include "stdafx.h"
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| #include "road_internal.h" /* Cleaning up road bits */
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| #include "road_cmd.h"
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| #include "landscape.h"
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| #include "viewport_func.h"
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| #include "cmd_helper.h"
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| #include "command_func.h"
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| #include "industry.h"
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| #include "station_base.h"
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| #include "company_base.h"
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| #include "news_func.h"
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| #include "gui.h"
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| #include "object.h"
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| #include "genworld.h"
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| #include "newgrf_debug.h"
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| #include "newgrf_house.h"
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| #include "newgrf_commons.h"
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| #include "newgrf_text.h"
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| #include "newgrf_config.h"
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| #include "autoslope.h"
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| #include "tunnelbridge_map.h"
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| #include "strings_func.h"
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| #include "window_func.h"
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| #include "string_func.h"
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| #include "newgrf_cargo.h"
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| #include "cheat_type.h"
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| #include "functions.h"
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| #include "animated_tile_func.h"
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| #include "date_func.h"
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| #include "subsidy_func.h"
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| #include "core/smallmap_type.hpp"
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| #include "core/pool_func.hpp"
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| #include "town.h"
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| #include "townname_func.h"
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| #include "townname_type.h"
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| #include "core/random_func.hpp"
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| #include "core/backup_type.hpp"
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| #include "depot_base.h"
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| #include "object_map.h"
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| #include "object_base.h"
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| 
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| #include "table/strings.h"
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| #include "table/town_land.h"
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| 
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| static Town *_cleared_town;
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| static int _cleared_town_rating;
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| TownID _new_town_id;
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| 
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| /* Initialize the town-pool */
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| TownPool _town_pool("Town");
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| INSTANTIATE_POOL_METHODS(Town)
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| 
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| Town::~Town()
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| {
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| 	free(this->name);
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| 
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| 	if (CleaningPool()) return;
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| 
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| 	/* Delete town authority window
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| 	 * and remove from list of sorted towns */
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| 	DeleteWindowById(WC_TOWN_VIEW, this->index);
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| 
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| 	/* Check no industry is related to us. */
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| 	const Industry *i;
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| 	FOR_ALL_INDUSTRIES(i) assert(i->town != this);
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| 
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| 	/* ... and no object is related to us. */
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| 	const Object *o;
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| 	FOR_ALL_OBJECTS(o) assert(o->town != this);
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| 
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| 	/* Check no tile is related to us. */
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| 	for (TileIndex tile = 0; tile < MapSize(); ++tile) {
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| 		switch (GetTileType(tile)) {
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| 			case MP_HOUSE:
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| 				assert(GetTownIndex(tile) != this->index);
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| 				break;
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| 
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| 			case MP_ROAD:
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| 				assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
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| 				break;
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| 
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| 			case MP_TUNNELBRIDGE:
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| 				assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
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| 				break;
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| 
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| 			default:
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| 				break;
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| 		}
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| 	}
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| 
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| 	DeleteSubsidyWith(ST_TOWN, this->index);
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| 	DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
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| 	CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
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| 	MarkWholeScreenDirty();
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| }
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| 
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| 
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| /**
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|  * Invalidating of the "nearest town cache" has to be done
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|  * after removing item from the pool.
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|  * @param index index of deleted item
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|  */
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| void Town::PostDestructor(size_t index)
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| {
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| 	InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
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| 	UpdateNearestTownForRoadTiles(false);
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| 
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| 	/* Give objects a new home! */
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| 	Object *o;
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| 	FOR_ALL_OBJECTS(o) {
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| 		if (o->town == NULL) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
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| 	}
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| }
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| 
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| /**
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|  * Assigns town layout. If Random, generates one based on TileHash.
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|  */
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| void Town::InitializeLayout(TownLayout layout)
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| {
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| 	if (layout != TL_RANDOM) {
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| 		this->layout = layout;
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| 		return;
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| 	}
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| 
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| 	this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
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| }
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| 
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| /**
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|  * Return a random valid town.
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|  * @return random town, NULL if there are no towns
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|  */
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| /* static */ Town *Town::GetRandom()
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| {
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| 	if (Town::GetNumItems() == 0) return NULL;
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| 	int num = RandomRange((uint16)Town::GetNumItems());
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| 	size_t index = MAX_UVALUE(size_t);
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| 
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| 	while (num >= 0) {
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| 		num--;
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| 		index++;
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| 
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| 		/* Make sure we have a valid town */
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| 		while (!Town::IsValidID(index)) {
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| 			index++;
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| 			assert(index < Town::GetPoolSize());
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| 		}
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| 	}
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| 
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| 	return Town::Get(index);
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| }
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| 
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| Money HouseSpec::GetRemovalCost() const
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| {
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| 	return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
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| }
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| 
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| // Local
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| static int _grow_town_result;
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| 
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| /* Describe the possible states */
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| enum TownGrowthResult {
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| 	GROWTH_SUCCEED         = -1,
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| 	GROWTH_SEARCH_STOPPED  =  0
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| //	GROWTH_SEARCH_RUNNING >=  1
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| };
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| 
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| static bool BuildTownHouse(Town *t, TileIndex tile);
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| static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
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| 
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| static void TownDrawHouseLift(const TileInfo *ti)
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| {
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| 	AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
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| }
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| 
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| typedef void TownDrawTileProc(const TileInfo *ti);
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| static TownDrawTileProc * const _town_draw_tile_procs[1] = {
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| 	TownDrawHouseLift
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| };
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| 
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| /**
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|  * Return a random direction
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|  *
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|  * @return a random direction
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|  */
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| static inline DiagDirection RandomDiagDir()
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| {
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| 	return (DiagDirection)(3 & Random());
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| }
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| 
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| /**
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|  * House Tile drawing handler.
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|  * Part of the tile loop process
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|  * @param ti TileInfo of the tile to draw
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|  */
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| static void DrawTile_Town(TileInfo *ti)
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| {
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| 	HouseID house_id = GetHouseType(ti->tile);
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| 
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| 	if (house_id >= NEW_HOUSE_OFFSET) {
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| 		/* Houses don't necessarily need new graphics. If they don't have a
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| 		 * spritegroup associated with them, then the sprite for the substitute
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| 		 * house id is drawn instead. */
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| 		if (HouseSpec::Get(house_id)->grf_prop.spritegroup != NULL) {
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| 			DrawNewHouseTile(ti, house_id);
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| 			return;
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| 		} else {
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| 			house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
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| 		}
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| 	}
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| 
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| 	/* Retrieve pointer to the draw town tile struct */
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| 	const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
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| 
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| 	if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
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| 
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| 	DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
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| 
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| 	/* If houses are invisible, do not draw the upper part */
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| 	if (IsInvisibilitySet(TO_HOUSES)) return;
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| 
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| 	/* Add a house on top of the ground? */
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| 	SpriteID image = dcts->building.sprite;
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| 	if (image != 0) {
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| 		AddSortableSpriteToDraw(image, dcts->building.pal,
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| 			ti->x + dcts->subtile_x,
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| 			ti->y + dcts->subtile_y,
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| 			dcts->width,
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| 			dcts->height,
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| 			dcts->dz,
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| 			ti->z,
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| 			IsTransparencySet(TO_HOUSES)
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| 		);
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| 
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| 		if (IsTransparencySet(TO_HOUSES)) return;
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| 	}
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| 
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| 	{
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| 		int proc = dcts->draw_proc - 1;
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| 
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| 		if (proc >= 0) _town_draw_tile_procs[proc](ti);
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| 	}
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| }
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| 
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| static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
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| {
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| 	return GetTileMaxZ(tile);
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| }
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| 
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| /** Tile callback routine */
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| static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
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| {
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| 	HouseID hid = GetHouseType(tile);
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| 
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| 	/* For NewGRF house tiles we might not be drawing a foundation. We need to
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| 	 * account for this, as other structures should
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| 	 * draw the wall of the foundation in this case.
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| 	 */
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| 	if (hid >= NEW_HOUSE_OFFSET) {
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| 		const HouseSpec *hs = HouseSpec::Get(hid);
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| 		if (hs->grf_prop.spritegroup != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
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| 			uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
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| 			if (callback_res == 0) return FOUNDATION_NONE;
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| 		}
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| 	}
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| 	return FlatteningFoundation(tileh);
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| }
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| 
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| /**
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|  * Animate a tile for a town
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|  * Only certain houses can be animated
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|  * The newhouses animation superseeds regular ones
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|  * @param tile TileIndex of the house to animate
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|  */
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| static void AnimateTile_Town(TileIndex tile)
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| {
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| 	if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
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| 		AnimateNewHouseTile(tile);
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| 		return;
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| 	}
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| 
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| 	if (_tick_counter & 3) return;
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| 
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| 	/* If the house is not one with a lift anymore, then stop this animating.
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| 	 * Not exactly sure when this happens, but probably when a house changes.
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| 	 * Before this was just a return...so it'd leak animated tiles..
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| 	 * That bug seems to have been here since day 1?? */
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| 	if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
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| 		DeleteAnimatedTile(tile);
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| 		return;
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| 	}
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| 
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| 	if (!LiftHasDestination(tile)) {
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| 		uint i;
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| 
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| 		/* Building has 6 floors, number 0 .. 6, where 1 is illegal.
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| 		 * This is due to the fact that the first floor is, in the graphics,
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| 		 *  the height of 2 'normal' floors.
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| 		 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
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| 		do {
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| 			i = RandomRange(7);
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| 		} while (i == 1 || i * 6 == GetLiftPosition(tile));
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| 
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| 		SetLiftDestination(tile, i);
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| 	}
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| 
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| 	int pos = GetLiftPosition(tile);
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| 	int dest = GetLiftDestination(tile) * 6;
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| 	pos += (pos < dest) ? 1 : -1;
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| 	SetLiftPosition(tile, pos);
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| 
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| 	if (pos == dest) {
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| 		HaltLift(tile);
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| 		DeleteAnimatedTile(tile);
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| 	}
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| 
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| 	MarkTileDirtyByTile(tile);
 | |
| }
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| 
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| /**
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|  * Determines if a town is close to a tile
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|  * @param tile TileIndex of the tile to query
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|  * @param dist maximum distance to be accepted
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|  * @returns true if the tile correspond to the distance criteria
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|  */
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| static bool IsCloseToTown(TileIndex tile, uint dist)
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| {
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| 	const Town *t;
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| 
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| 	FOR_ALL_TOWNS(t) {
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| 		if (DistanceManhattan(tile, t->xy) < dist) return true;
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| 	}
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| 	return false;
 | |
| }
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| 
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| /**
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|  * Resize the sign(label) of the town after changes in
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|  * population (creation or growth or else)
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|  */
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| void Town::UpdateVirtCoord()
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| {
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| 	Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
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| 	SetDParam(0, this->index);
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| 	SetDParam(1, this->population);
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| 	this->sign.UpdatePosition(pt.x, pt.y - 24,
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| 		_settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
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| 
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| 	SetWindowDirty(WC_TOWN_VIEW, this->index);
 | |
| }
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| 
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| /** Update the virtual coords needed to draw the town sign for all towns. */
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| void UpdateAllTownVirtCoords()
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| {
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| 	Town *t;
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| 
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| 	FOR_ALL_TOWNS(t) {
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| 		t->UpdateVirtCoord();
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| 	}
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| }
 | |
| 
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| /**
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|  * Change the towns population
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|  * @param t Town which polulation has changed
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|  * @param mod polulation change (can be positive or negative)
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|  */
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| static void ChangePopulation(Town *t, int mod)
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| {
 | |
| 	t->population += mod;
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| 	SetWindowDirty(WC_TOWN_VIEW, t->index);
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| 	t->UpdateVirtCoord();
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| 
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| 	InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
 | |
| }
 | |
| 
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| /**
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|  * Determines the world population
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|  * Basically, count population of all towns, one by one
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|  * @return uint32 the calculated population of the world
 | |
|  */
 | |
| uint32 GetWorldPopulation()
 | |
| {
 | |
| 	uint32 pop = 0;
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| 	const Town *t;
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| 
 | |
| 	FOR_ALL_TOWNS(t) pop += t->population;
 | |
| 	return pop;
 | |
| }
 | |
| 
 | |
| /**
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|  * Helper function for house completion stages progression
 | |
|  * @param tile TileIndex of the house (or parts of it) to "grow"
 | |
|  */
 | |
| static void MakeSingleHouseBigger(TileIndex tile)
 | |
| {
 | |
| 	assert(IsTileType(tile, MP_HOUSE));
 | |
| 
 | |
| 	/* means it is completed, get out. */
 | |
| 	if (LiftHasDestination(tile)) return;
 | |
| 
 | |
| 	/* progress in construction stages */
 | |
| 	IncHouseConstructionTick(tile);
 | |
| 	if (GetHouseConstructionTick(tile) != 0) return;
 | |
| 
 | |
| 	const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
 | |
| 
 | |
| 	/* Check and/or  */
 | |
| 	if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
 | |
| 		uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
 | |
| 		if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grf_prop.grffile, tile, callback_res);
 | |
| 	}
 | |
| 
 | |
| 	if (IsHouseCompleted(tile)) {
 | |
| 		/* Now that construction is complete, we can add the population of the
 | |
| 		 * building to the town. */
 | |
| 		ChangePopulation(Town::GetByTile(tile), hs->population);
 | |
| 		ResetHouseAge(tile);
 | |
| 	}
 | |
| 	MarkTileDirtyByTile(tile);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Make the house advance in its construction stages until completion
 | |
|  * @param tile TileIndex of house
 | |
|  */
 | |
| static void MakeTownHouseBigger(TileIndex tile)
 | |
| {
 | |
| 	uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
 | |
| 	if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
 | |
| 	if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
 | |
| 	if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
 | |
| 	if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Tile callback function.
 | |
|  *
 | |
|  * Periodic tic handler for houses and town
 | |
|  * @param tile been asked to do its stuff
 | |
|  */
 | |
| static void TileLoop_Town(TileIndex tile)
 | |
| {
 | |
| 	HouseID house_id = GetHouseType(tile);
 | |
| 
 | |
| 	/* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
 | |
| 	 * doesn't exist any more, so don't continue here. */
 | |
| 	if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
 | |
| 
 | |
| 	if (!IsHouseCompleted(tile)) {
 | |
| 		/* Construction is not completed. See if we can go further in construction*/
 | |
| 		MakeTownHouseBigger(tile);
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	const HouseSpec *hs = HouseSpec::Get(house_id);
 | |
| 
 | |
| 	/* If the lift has a destination, it is already an animated tile. */
 | |
| 	if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
 | |
| 			house_id < NEW_HOUSE_OFFSET &&
 | |
| 			!LiftHasDestination(tile) &&
 | |
| 			Chance16(1, 2)) {
 | |
| 		AddAnimatedTile(tile);
 | |
| 	}
 | |
| 
 | |
| 	Town *t = Town::GetByTile(tile);
 | |
| 	uint32 r = Random();
 | |
| 
 | |
| 	StationFinder stations(TileArea(tile, 1, 1));
 | |
| 
 | |
| 	if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
 | |
| 		for (uint i = 0; i < 256; i++) {
 | |
| 			uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
 | |
| 
 | |
| 			if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
 | |
| 
 | |
| 			CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
 | |
| 			if (cargo == CT_INVALID) continue;
 | |
| 
 | |
| 			uint amt = GB(callback, 0, 8);
 | |
| 			if (amt == 0) continue;
 | |
| 
 | |
| 			uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
 | |
| 
 | |
| 			const CargoSpec *cs = CargoSpec::Get(cargo);
 | |
| 			switch (cs->town_effect) {
 | |
| 				case TE_PASSENGERS:
 | |
| 					t->new_max_pass += amt;
 | |
| 					t->new_act_pass += moved;
 | |
| 					break;
 | |
| 
 | |
| 				case TE_MAIL:
 | |
| 					t->new_max_mail += amt;
 | |
| 					t->new_act_mail += moved;
 | |
| 					break;
 | |
| 
 | |
| 				default:
 | |
| 					break;
 | |
| 			}
 | |
| 		}
 | |
| 	} else {
 | |
| 		if (GB(r, 0, 8) < hs->population) {
 | |
| 			uint amt = GB(r, 0, 8) / 8 + 1;
 | |
| 
 | |
| 			if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
 | |
| 			t->new_max_pass += amt;
 | |
| 			t->new_act_pass += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
 | |
| 		}
 | |
| 
 | |
| 		if (GB(r, 8, 8) < hs->mail_generation) {
 | |
| 			uint amt = GB(r, 8, 8) / 8 + 1;
 | |
| 
 | |
| 			if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
 | |
| 			t->new_max_mail += amt;
 | |
| 			t->new_act_mail += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
 | |
| 
 | |
| 	if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
 | |
| 			HasBit(t->flags, TOWN_IS_FUNDED) &&
 | |
| 			CanDeleteHouse(tile) &&
 | |
| 			GetHouseAge(tile) >= hs->minimum_life &&
 | |
| 			--t->time_until_rebuild == 0) {
 | |
| 		t->time_until_rebuild = GB(r, 16, 8) + 192;
 | |
| 
 | |
| 		ClearTownHouse(t, tile);
 | |
| 
 | |
| 		/* Rebuild with another house? */
 | |
| 		if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
 | |
| 	}
 | |
| 
 | |
| 	cur_company.Restore();
 | |
| }
 | |
| 
 | |
| static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
 | |
| {
 | |
| 	if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
 | |
| 	if (!CanDeleteHouse(tile)) return CMD_ERROR;
 | |
| 
 | |
| 	const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
 | |
| 
 | |
| 	CommandCost cost(EXPENSES_CONSTRUCTION);
 | |
| 	cost.AddCost(hs->GetRemovalCost());
 | |
| 
 | |
| 	int rating = hs->remove_rating_decrease;
 | |
| 	_cleared_town_rating += rating;
 | |
| 	Town *t = _cleared_town = Town::GetByTile(tile);
 | |
| 
 | |
| 	if (Company::IsValidID(_current_company)) {
 | |
| 		if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
 | |
| 			SetDParam(0, t->index);
 | |
| 			return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		ClearTownHouse(t, tile);
 | |
| 	}
 | |
| 
 | |
| 	return cost;
 | |
| }
 | |
| 
 | |
| static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
 | |
| {
 | |
| 	HouseID house_id = GetHouseType(tile);
 | |
| 	const HouseSpec *hs = HouseSpec::Get(house_id);
 | |
| 	Town *t = Town::GetByTile(tile);
 | |
| 
 | |
| 	if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
 | |
| 		for (uint i = 0; i < 256; i++) {
 | |
| 			uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
 | |
| 
 | |
| 			if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
 | |
| 
 | |
| 			CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
 | |
| 
 | |
| 			if (cargo == CT_INVALID) continue;
 | |
| 			produced[cargo]++;
 | |
| 		}
 | |
| 	} else {
 | |
| 		if (hs->population > 0) {
 | |
| 			produced[CT_PASSENGERS]++;
 | |
| 		}
 | |
| 		if (hs->mail_generation > 0) {
 | |
| 			produced[CT_MAIL]++;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
 | |
| {
 | |
| 	if (cargo == CT_INVALID || amount == 0) return;
 | |
| 	acceptance[cargo] += amount;
 | |
| 	SetBit(*always_accepted, cargo);
 | |
| }
 | |
| 
 | |
| static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
 | |
| {
 | |
| 	const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
 | |
| 	CargoID accepts[3];
 | |
| 
 | |
| 	/* Set the initial accepted cargo types */
 | |
| 	for (uint8 i = 0; i < lengthof(accepts); i++) {
 | |
| 		accepts[i] = hs->accepts_cargo[i];
 | |
| 	}
 | |
| 
 | |
| 	/* Check for custom accepted cargo types */
 | |
| 	if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
 | |
| 		uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
 | |
| 		if (callback != CALLBACK_FAILED) {
 | |
| 			/* Replace accepted cargo types with translated values from callback */
 | |
| 			accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grf_prop.grffile);
 | |
| 			accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grf_prop.grffile);
 | |
| 			accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Check for custom cargo acceptance */
 | |
| 	if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
 | |
| 		uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
 | |
| 		if (callback != CALLBACK_FAILED) {
 | |
| 			AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
 | |
| 			AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
 | |
| 			if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
 | |
| 				/* The 'S' bit indicates food instead of goods */
 | |
| 				AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
 | |
| 			} else {
 | |
| 				AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
 | |
| 			}
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* No custom acceptance, so fill in with the default values */
 | |
| 	for (uint8 i = 0; i < lengthof(accepts); i++) {
 | |
| 		AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
 | |
| {
 | |
| 	const HouseID house = GetHouseType(tile);
 | |
| 	const HouseSpec *hs = HouseSpec::Get(house);
 | |
| 	bool house_completed = IsHouseCompleted(tile);
 | |
| 
 | |
| 	td->str = hs->building_name;
 | |
| 
 | |
| 	uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
 | |
| 	if (callback_res != CALLBACK_FAILED) {
 | |
| 		StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
 | |
| 		if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
 | |
| 			td->str = new_name;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (!house_completed) {
 | |
| 		SetDParamX(td->dparam, 0, td->str);
 | |
| 		td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
 | |
| 	}
 | |
| 
 | |
| 	if (hs->grf_prop.grffile != NULL) {
 | |
| 		const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
 | |
| 		td->grf = gc->GetName();
 | |
| 	}
 | |
| 
 | |
| 	td->owner[0] = OWNER_TOWN;
 | |
| }
 | |
| 
 | |
| static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
 | |
| {
 | |
| 	/* not used */
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
 | |
| {
 | |
| 	/* not used */
 | |
| }
 | |
| 
 | |
| static bool GrowTown(Town *t);
 | |
| 
 | |
| static void TownTickHandler(Town *t)
 | |
| {
 | |
| 	if (HasBit(t->flags, 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;
 | |
| 
 | |
| 	Town *t;
 | |
| 	FOR_ALL_TOWNS(t) {
 | |
| 		/* Run town tick at regular intervals, but not all at once. */
 | |
| 		if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
 | |
| 			TownTickHandler(t);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Return the RoadBits of a tile
 | |
|  *
 | |
|  * @note There are many other functions doing things like that.
 | |
|  * @note Needs to be checked for needlessness.
 | |
|  * @param tile The tile we want to analyse
 | |
|  * @return The roadbits of the given tile
 | |
|  */
 | |
| static RoadBits GetTownRoadBits(TileIndex tile)
 | |
| {
 | |
| 	if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
 | |
| 
 | |
| 	return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Check for parallel road inside a given distance.
 | |
|  *   Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
 | |
|  *   is there a parallel road left or right of it within distance dist_multi?
 | |
|  *
 | |
|  * @param tile curent tile
 | |
|  * @param dir target direction
 | |
|  * @param dist_multi distance multiplyer
 | |
|  * @return true if there is a parallel road
 | |
|  */
 | |
| static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
 | |
| {
 | |
| 	if (!IsValidTile(tile)) return false;
 | |
| 
 | |
| 	/* Lookup table for the used diff values */
 | |
| 	const TileIndexDiff tid_lt[3] = {
 | |
| 		TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
 | |
| 		TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
 | |
| 		TileOffsByDiagDir(ReverseDiagDir(dir)),
 | |
| 	};
 | |
| 
 | |
| 	dist_multi = (dist_multi + 1) * 4;
 | |
| 	for (uint pos = 4; pos < dist_multi; pos++) {
 | |
| 		/* Go (pos / 4) tiles to the left or the right */
 | |
| 		TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
 | |
| 
 | |
| 		/* Use the current tile as origin, or go one tile backwards */
 | |
| 		if (pos & 2) cur += tid_lt[2];
 | |
| 
 | |
| 		/* Test for roadbit parallel to dir and facing towards the middle axis */
 | |
| 		if (IsValidTile(tile + cur) &&
 | |
| 				GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Check if a Road is allowed on a given tile
 | |
|  *
 | |
|  * @param t The current town
 | |
|  * @param tile The target tile
 | |
|  * @param dir The direction in which we want to extend the town
 | |
|  * @return true if it is allowed else false
 | |
|  */
 | |
| static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
 | |
| {
 | |
| 	if (DistanceFromEdge(tile) == 0) return false;
 | |
| 
 | |
| 	Slope cur_slope, desired_slope;
 | |
| 
 | |
| 	for (;;) {
 | |
| 		/* Check if there already is a road at this point? */
 | |
| 		if (GetTownRoadBits(tile) == ROAD_NONE) {
 | |
| 			/* No, try if we are able to build a road piece there.
 | |
| 			 * If that fails clear the land, and if that fails exit.
 | |
| 			 * This is to make sure that we can build a road here later. */
 | |
| 			if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
 | |
| 					DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed())
 | |
| 				return false;
 | |
| 		}
 | |
| 
 | |
| 		cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
 | |
| 		bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
 | |
| 		if (cur_slope == SLOPE_FLAT) return ret;
 | |
| 
 | |
| 		/* If the tile is not a slope in the right direction, then
 | |
| 		 * maybe terraform some. */
 | |
| 		desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
 | |
| 		if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
 | |
| 			if (Chance16(1, 8)) {
 | |
| 				CommandCost res = CMD_ERROR;
 | |
| 				if (!_generating_world && Chance16(1, 10)) {
 | |
| 					/* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
 | |
| 					res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
 | |
| 							DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
 | |
| 				}
 | |
| 				if (res.Failed() && Chance16(1, 3)) {
 | |
| 					/* We can consider building on the slope, though. */
 | |
| 					return ret;
 | |
| 				}
 | |
| 			}
 | |
| 			return false;
 | |
| 		}
 | |
| 		return ret;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static bool TerraformTownTile(TileIndex tile, int edges, int dir)
 | |
| {
 | |
| 	assert(tile < MapSize());
 | |
| 
 | |
| 	CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
 | |
| 	if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
 | |
| 	DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| static void LevelTownLand(TileIndex tile)
 | |
| {
 | |
| 	assert(tile < MapSize());
 | |
| 
 | |
| 	/* Don't terraform if land is plain or if there's a house there. */
 | |
| 	if (IsTileType(tile, MP_HOUSE)) return;
 | |
| 	Slope tileh = GetTileSlope(tile, NULL);
 | |
| 	if (tileh == SLOPE_FLAT) return;
 | |
| 
 | |
| 	/* First try up, then down */
 | |
| 	if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
 | |
| 		TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Generate the RoadBits of a grid tile
 | |
|  *
 | |
|  * @param t current town
 | |
|  * @param tile tile in reference to the town
 | |
|  * @param dir The direction to which we are growing ATM
 | |
|  * @return the RoadBit of the current tile regarding
 | |
|  *  the selected town layout
 | |
|  */
 | |
| static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
 | |
| {
 | |
| 	/* align the grid to the downtown */
 | |
| 	TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
 | |
| 	RoadBits rcmd = ROAD_NONE;
 | |
| 
 | |
| 	switch (t->layout) {
 | |
| 		default: NOT_REACHED();
 | |
| 
 | |
| 		case TL_2X2_GRID:
 | |
| 			if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
 | |
| 			if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
 | |
| 			break;
 | |
| 
 | |
| 		case TL_3X3_GRID:
 | |
| 			if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
 | |
| 			if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	/* Optimise only X-junctions */
 | |
| 	if (rcmd != ROAD_ALL) return rcmd;
 | |
| 
 | |
| 	RoadBits rb_template;
 | |
| 
 | |
| 	switch (GetTileSlope(tile, NULL)) {
 | |
| 		default:       rb_template = ROAD_ALL; break;
 | |
| 		case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
 | |
| 		case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
 | |
| 		case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
 | |
| 		case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
 | |
| 		case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
 | |
| 		case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
 | |
| 		case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
 | |
| 		case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
 | |
| 		case SLOPE_STEEP_W:
 | |
| 		case SLOPE_STEEP_S:
 | |
| 		case SLOPE_STEEP_E:
 | |
| 		case SLOPE_STEEP_N:
 | |
| 			rb_template = ROAD_NONE;
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	/* Stop if the template is compatible to the growth dir */
 | |
| 	if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
 | |
| 	/* If not generate a straight road in the direction of the growth */
 | |
| 	return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Grows the town with an extra house.
 | |
|  *  Check if there are enough neighbor house tiles
 | |
|  *  next to the current tile. If there are enough
 | |
|  *  add another house.
 | |
|  *
 | |
|  * @param t The current town
 | |
|  * @param tile The target tile for the extra house
 | |
|  * @return true if an extra house has been added
 | |
|  */
 | |
| static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
 | |
| {
 | |
| 	/* We can't look further than that. */
 | |
| 	if (DistanceFromEdge(tile) == 0) return false;
 | |
| 
 | |
| 	uint counter = 0; // counts the house neighbor tiles
 | |
| 
 | |
| 	/* Check the tiles E,N,W and S of the current tile for houses */
 | |
| 	for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
 | |
| 		/* Count both void and house tiles for checking whether there
 | |
| 		 * are enough houses in the area. This to make it likely that
 | |
| 		 * houses get build up to the edge of the map. */
 | |
| 		switch (GetTileType(TileAddByDiagDir(tile, dir))) {
 | |
| 			case MP_HOUSE:
 | |
| 			case MP_VOID:
 | |
| 				counter++;
 | |
| 				break;
 | |
| 
 | |
| 			default:
 | |
| 				break;
 | |
| 		}
 | |
| 
 | |
| 		/* If there are enough neighbors stop here */
 | |
| 		if (counter >= 3) {
 | |
| 			if (BuildTownHouse(t, tile)) {
 | |
| 				_grow_town_result = GROWTH_SUCCEED;
 | |
| 				return true;
 | |
| 			}
 | |
| 			return false;
 | |
| 		}
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Grows the town with a road piece.
 | |
|  *
 | |
|  * @param t The current town
 | |
|  * @param tile The current tile
 | |
|  * @param rcmd The RoadBits we want to build on the tile
 | |
|  * @return true if the RoadBits have been added else false
 | |
|  */
 | |
| static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
 | |
| {
 | |
| 	if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
 | |
| 		_grow_town_result = GROWTH_SUCCEED;
 | |
| 		return true;
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Grows the town with a bridge.
 | |
|  *  At first we check if a bridge is reasonable.
 | |
|  *  If so we check if we are able to build it.
 | |
|  *
 | |
|  * @param t The current town
 | |
|  * @param tile The current tile
 | |
|  * @param bridge_dir The valid direction in which to grow a bridge
 | |
|  * @return true if a bridge has been build else false
 | |
|  */
 | |
| static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
 | |
| {
 | |
| 	assert(bridge_dir < DIAGDIR_END);
 | |
| 
 | |
| 	const Slope slope = GetTileSlope(tile, NULL);
 | |
| 	if (slope == SLOPE_FLAT) return false; // no slope, no bridge
 | |
| 
 | |
| 	/* Make sure the direction is compatible with the slope.
 | |
| 	 * Well we check if the slope has an up bit set in the
 | |
| 	 * reverse direction. */
 | |
| 	if (slope & InclinedSlope(bridge_dir)) return false;
 | |
| 
 | |
| 	/* Assure that the bridge is connectable to the start side */
 | |
| 	if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
 | |
| 
 | |
| 	/* We are in the right direction */
 | |
| 	uint8 bridge_length = 0;      // This value stores the length of the possible bridge
 | |
| 	TileIndex bridge_tile = tile; // Used to store the other waterside
 | |
| 
 | |
| 	const int delta = TileOffsByDiagDir(bridge_dir);
 | |
| 	do {
 | |
| 		if (bridge_length++ >= 11) {
 | |
| 			/* Max 11 tile long bridges */
 | |
| 			return false;
 | |
| 		}
 | |
| 		bridge_tile += delta;
 | |
| 	} while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
 | |
| 
 | |
| 	/* no water tiles in between? */
 | |
| 	if (bridge_length == 1) return false;
 | |
| 
 | |
| 	for (uint8 times = 0; times <= 22; times++) {
 | |
| 		byte bridge_type = RandomRange(MAX_BRIDGES - 1);
 | |
| 
 | |
| 		/* Can we actually build the bridge? */
 | |
| 		if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE).Succeeded()) {
 | |
| 			DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
 | |
| 			_grow_town_result = GROWTH_SUCCEED;
 | |
| 			return true;
 | |
| 		}
 | |
| 	}
 | |
| 	/* Quit if it selecting an appropiate bridge type fails a large number of times. */
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Grows the given town.
 | |
|  * There are at the moment 3 possible way's for
 | |
|  * the town expansion:
 | |
|  *  @li Generate a random tile and check if there is a road allowed
 | |
|  *  @li TL_ORIGINAL
 | |
|  *  @li TL_BETTER_ROADS
 | |
|  *  @li Check if the town geometry allows a road and which one
 | |
|  *  @li TL_2X2_GRID
 | |
|  *  @li TL_3X3_GRID
 | |
|  *  @li Forbid roads, only build houses
 | |
|  *
 | |
|  * @param tile_ptr The current tile
 | |
|  * @param cur_rb The current tiles RoadBits
 | |
|  * @param target_dir The target road dir
 | |
|  * @param t1 The current town
 | |
|  */
 | |
| static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
 | |
| {
 | |
| 	RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
 | |
| 	TileIndex tile = *tile_ptr; // The main tile on which we base our growth
 | |
| 
 | |
| 	assert(tile < MapSize());
 | |
| 
 | |
| 	if (cur_rb == ROAD_NONE) {
 | |
| 		/* Tile has no road. First reset the status counter
 | |
| 		 * to say that this is the last iteration. */
 | |
| 		_grow_town_result = GROWTH_SEARCH_STOPPED;
 | |
| 
 | |
| 		if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
 | |
| 		if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
 | |
| 
 | |
| 		/* Remove hills etc */
 | |
| 		if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
 | |
| 
 | |
| 		/* Is a road allowed here? */
 | |
| 		switch (t1->layout) {
 | |
| 			default: NOT_REACHED();
 | |
| 
 | |
| 			case TL_3X3_GRID:
 | |
| 			case TL_2X2_GRID:
 | |
| 				rcmd = GetTownRoadGridElement(t1, tile, target_dir);
 | |
| 				if (rcmd == ROAD_NONE) return;
 | |
| 				break;
 | |
| 
 | |
| 			case TL_BETTER_ROADS:
 | |
| 			case TL_ORIGINAL:
 | |
| 				if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
 | |
| 
 | |
| 				DiagDirection source_dir = ReverseDiagDir(target_dir);
 | |
| 
 | |
| 				if (Chance16(1, 4)) {
 | |
| 					/* Randomize a new target dir */
 | |
| 					do target_dir = RandomDiagDir(); while (target_dir == source_dir);
 | |
| 				}
 | |
| 
 | |
| 				if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
 | |
| 					/* A road is not allowed to continue the randomized road,
 | |
| 					 *  return if the road we're trying to build is curved. */
 | |
| 					if (target_dir != ReverseDiagDir(source_dir)) return;
 | |
| 
 | |
| 					/* Return if neither side of the new road is a house */
 | |
| 					if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
 | |
| 							!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
 | |
| 						return;
 | |
| 					}
 | |
| 
 | |
| 					/* That means that the road is only allowed if there is a house
 | |
| 					 *  at any side of the new road. */
 | |
| 				}
 | |
| 
 | |
| 				rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
 | |
| 				break;
 | |
| 		}
 | |
| 
 | |
| 	} else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
 | |
| 		/* Continue building on a partial road.
 | |
| 		 * Should be allways OK, so we only generate
 | |
| 		 * the fitting RoadBits */
 | |
| 		_grow_town_result = GROWTH_SEARCH_STOPPED;
 | |
| 
 | |
| 		if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
 | |
| 
 | |
| 		switch (t1->layout) {
 | |
| 			default: NOT_REACHED();
 | |
| 
 | |
| 			case TL_3X3_GRID:
 | |
| 			case TL_2X2_GRID:
 | |
| 				rcmd = GetTownRoadGridElement(t1, tile, target_dir);
 | |
| 				break;
 | |
| 
 | |
| 			case TL_BETTER_ROADS:
 | |
| 			case TL_ORIGINAL:
 | |
| 				rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
 | |
| 				break;
 | |
| 		}
 | |
| 	} else {
 | |
| 		bool allow_house = true; // Value which decides if we want to construct a house
 | |
| 
 | |
| 		/* Reached a tunnel/bridge? Then continue at the other side of it. */
 | |
| 		if (IsTileType(tile, MP_TUNNELBRIDGE)) {
 | |
| 			if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
 | |
| 				*tile_ptr = GetOtherTunnelBridgeEnd(tile);
 | |
| 			}
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		/* Possibly extend the road in a direction.
 | |
| 		 * Randomize a direction and if it has a road, bail out. */
 | |
| 		target_dir = RandomDiagDir();
 | |
| 		if (cur_rb & DiagDirToRoadBits(target_dir)) return;
 | |
| 
 | |
| 		/* This is the tile we will reach if we extend to this direction. */
 | |
| 		TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
 | |
| 
 | |
| 		/* Don't walk into water. */
 | |
| 		if (IsWaterTile(house_tile)) return;
 | |
| 
 | |
| 		if (!IsValidTile(house_tile)) return;
 | |
| 
 | |
| 		if (_settings_game.economy.allow_town_roads || _generating_world) {
 | |
| 			switch (t1->layout) {
 | |
| 				default: NOT_REACHED();
 | |
| 
 | |
| 				case TL_3X3_GRID: // Use 2x2 grid afterwards!
 | |
| 					GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
 | |
| 					/* FALL THROUGH */
 | |
| 
 | |
| 				case TL_2X2_GRID:
 | |
| 					rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
 | |
| 					allow_house = (rcmd == ROAD_NONE);
 | |
| 					break;
 | |
| 
 | |
| 				case TL_BETTER_ROADS: // Use original afterwards!
 | |
| 					GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
 | |
| 					/* FALL THROUGH */
 | |
| 
 | |
| 				case TL_ORIGINAL:
 | |
| 					/* Allow a house at the edge. 60% chance or
 | |
| 					 * always ok if no road allowed. */
 | |
| 					rcmd = DiagDirToRoadBits(target_dir);
 | |
| 					allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
 | |
| 					break;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (allow_house) {
 | |
| 			/* Build a house, but not if there already is a house there. */
 | |
| 			if (!IsTileType(house_tile, MP_HOUSE)) {
 | |
| 				/* Level the land if possible */
 | |
| 				if (Chance16(1, 6)) LevelTownLand(house_tile);
 | |
| 
 | |
| 				/* And build a house.
 | |
| 				 * Set result to -1 if we managed to build it. */
 | |
| 				if (BuildTownHouse(t1, house_tile)) {
 | |
| 					_grow_town_result = GROWTH_SUCCEED;
 | |
| 				}
 | |
| 			}
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		_grow_town_result = GROWTH_SEARCH_STOPPED;
 | |
| 	}
 | |
| 
 | |
| 	/* Return if a water tile */
 | |
| 	if (IsWaterTile(tile)) return;
 | |
| 
 | |
| 	/* Make the roads look nicer */
 | |
| 	rcmd = CleanUpRoadBits(tile, rcmd);
 | |
| 	if (rcmd == ROAD_NONE) return;
 | |
| 
 | |
| 	/* Only use the target direction for bridges to ensure they're connected.
 | |
| 	 * The target_dir is as computed previously according to town layout, so
 | |
| 	 * it will match it perfectly. */
 | |
| 	if (GrowTownWithBridge(t1, tile, target_dir)) return;
 | |
| 
 | |
| 	GrowTownWithRoad(t1, tile, rcmd);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Returns "growth" if a house was built, or no if the build failed.
 | |
|  * @param t town to inquiry
 | |
|  * @param tile to inquiry
 | |
|  * @return something other than zero(0)if town expansion was possible
 | |
|  */
 | |
| static int GrowTownAtRoad(Town *t, TileIndex tile)
 | |
| {
 | |
| 	/* Special case.
 | |
| 	 * @see GrowTownInTile Check the else if
 | |
| 	 */
 | |
| 	DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
 | |
| 
 | |
| 	assert(tile < MapSize());
 | |
| 
 | |
| 	/* Number of times to search.
 | |
| 	 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
 | |
| 	 * them a little handicap. */
 | |
| 	switch (t->layout) {
 | |
| 		case TL_BETTER_ROADS:
 | |
| 			_grow_town_result = 10 + t->num_houses * 2 / 9;
 | |
| 			break;
 | |
| 
 | |
| 		case TL_3X3_GRID:
 | |
| 		case TL_2X2_GRID:
 | |
| 			_grow_town_result = 10 + t->num_houses * 1 / 9;
 | |
| 			break;
 | |
| 
 | |
| 		default:
 | |
| 			_grow_town_result = 10 + t->num_houses * 4 / 9;
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	do {
 | |
| 		RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
 | |
| 
 | |
| 		/* Try to grow the town from this point */
 | |
| 		GrowTownInTile(&tile, cur_rb, target_dir, t);
 | |
| 
 | |
| 		/* Exclude the source position from the bitmask
 | |
| 		 * and return if no more road blocks available */
 | |
| 		cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
 | |
| 		if (cur_rb == ROAD_NONE) {
 | |
| 			return _grow_town_result;
 | |
| 		}
 | |
| 
 | |
| 		/* Select a random bit from the blockmask, walk a step
 | |
| 		 * and continue the search from there. */
 | |
| 		do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
 | |
| 		tile = TileAddByDiagDir(tile, target_dir);
 | |
| 
 | |
| 		if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
 | |
| 			/* Don't allow building over roads of other cities */
 | |
| 			if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
 | |
| 				_grow_town_result = GROWTH_SUCCEED;
 | |
| 			} else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
 | |
| 				/* If we are in the SE, and this road-piece has no town owner yet, it just found an
 | |
| 				 * owner :) (happy happy happy road now) */
 | |
| 				SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
 | |
| 				SetTownIndex(tile, t->index);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		/* Max number of times is checked. */
 | |
| 	} while (--_grow_town_result >= 0);
 | |
| 
 | |
| 	return (_grow_town_result == -2);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Generate a random road block.
 | |
|  * The probability of a straight road
 | |
|  * is somewhat higher than a curved.
 | |
|  *
 | |
|  * @return A RoadBits value with 2 bits set
 | |
|  */
 | |
| static RoadBits GenRandomRoadBits()
 | |
| {
 | |
| 	uint32 r = Random();
 | |
| 	uint a = GB(r, 0, 2);
 | |
| 	uint b = GB(r, 8, 2);
 | |
| 	if (a == b) b ^= 2;
 | |
| 	return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Grow the town
 | |
|  * @param t town to grow
 | |
|  * @return true iff a house was built
 | |
|  */
 | |
| static bool GrowTown(Town *t)
 | |
| {
 | |
| 	static const TileIndexDiffC _town_coord_mod[] = {
 | |
| 		{-1,  0},
 | |
| 		{ 1,  1},
 | |
| 		{ 1, -1},
 | |
| 		{-1, -1},
 | |
| 		{-1,  0},
 | |
| 		{ 0,  2},
 | |
| 		{ 2,  0},
 | |
| 		{ 0, -2},
 | |
| 		{-1, -1},
 | |
| 		{-2,  2},
 | |
| 		{ 2,  2},
 | |
| 		{ 2, -2},
 | |
| 		{ 0,  0}
 | |
| 	};
 | |
| 
 | |
| 	/* Current "company" is a town */
 | |
| 	Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
 | |
| 
 | |
| 	TileIndex tile = t->xy; // The tile we are working with ATM
 | |
| 
 | |
| 	/* Find a road that we can base the construction on. */
 | |
| 	const TileIndexDiffC *ptr;
 | |
| 	for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
 | |
| 		if (GetTownRoadBits(tile) != ROAD_NONE) {
 | |
| 			int r = GrowTownAtRoad(t, tile);
 | |
| 			cur_company.Restore();
 | |
| 			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. */
 | |
| 	if (_settings_game.economy.allow_town_roads || _generating_world) {
 | |
| 		tile = t->xy;
 | |
| 		for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
 | |
| 			/* Only work with plain land that not already has a house */
 | |
| 			if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
 | |
| 				if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
 | |
| 					DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
 | |
| 					cur_company.Restore();
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 			tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	cur_company.Restore();
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| void UpdateTownRadius(Town *t)
 | |
| {
 | |
| 	static const uint32 _town_squared_town_zone_radius_data[23][5] = {
 | |
| 		{  4,  0,  0,  0,  0}, // 0
 | |
| 		{ 16,  0,  0,  0,  0},
 | |
| 		{ 25,  0,  0,  0,  0},
 | |
| 		{ 36,  0,  0,  0,  0},
 | |
| 		{ 49,  0,  4,  0,  0},
 | |
| 		{ 64,  0,  4,  0,  0}, // 20
 | |
| 		{ 64,  0,  9,  0,  1},
 | |
| 		{ 64,  0,  9,  0,  4},
 | |
| 		{ 64,  0, 16,  0,  4},
 | |
| 		{ 81,  0, 16,  0,  4},
 | |
| 		{ 81,  0, 16,  0,  4}, // 40
 | |
| 		{ 81,  0, 25,  0,  9},
 | |
| 		{ 81, 36, 25,  0,  9},
 | |
| 		{ 81, 36, 25, 16,  9},
 | |
| 		{ 81, 49,  0, 25,  9},
 | |
| 		{ 81, 64,  0, 25,  9}, // 60
 | |
| 		{ 81, 64,  0, 36,  9},
 | |
| 		{ 81, 64,  0, 36, 16},
 | |
| 		{100, 81,  0, 49, 16},
 | |
| 		{100, 81,  0, 49, 25},
 | |
| 		{121, 81,  0, 49, 25}, // 80
 | |
| 		{121, 81,  0, 49, 25},
 | |
| 		{121, 81,  0, 49, 36}, // 88
 | |
| 	};
 | |
| 
 | |
| 	if (t->num_houses < 92) {
 | |
| 		memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
 | |
| 	} else {
 | |
| 		int mass = t->num_houses / 8;
 | |
| 		/* Actually we are proportional to sqrt() but that's right because we are covering an area.
 | |
| 		 * The offsets are to make sure the radii do not decrease in size when going from the table
 | |
| 		 * to the calculated value.*/
 | |
| 		t->squared_town_zone_radius[0] = mass * 15 - 40;
 | |
| 		t->squared_town_zone_radius[1] = mass * 9 - 15;
 | |
| 		t->squared_town_zone_radius[2] = 0;
 | |
| 		t->squared_town_zone_radius[3] = mass * 5 - 5;
 | |
| 		t->squared_town_zone_radius[4] = mass * 3 + 5;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 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 Parameter for size determination
 | |
|  * @param city whether to build a city or town
 | |
|  * @param layout the (road) layout of the town
 | |
|  * @param manual was the town placed manually?
 | |
|  */
 | |
| static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
 | |
| {
 | |
| 	t->xy = tile;
 | |
| 	t->num_houses = 0;
 | |
| 	t->time_until_rebuild = 10;
 | |
| 	UpdateTownRadius(t);
 | |
| 	t->flags = 0;
 | |
| 	t->population = 0;
 | |
| 	t->grow_counter = 0;
 | |
| 	t->growth_rate = 250;
 | |
| 	t->new_max_pass = 0;
 | |
| 	t->new_max_mail = 0;
 | |
| 	t->new_act_pass = 0;
 | |
| 	t->new_act_mail = 0;
 | |
| 	t->max_pass = 0;
 | |
| 	t->max_mail = 0;
 | |
| 	t->act_pass = 0;
 | |
| 	t->act_mail = 0;
 | |
| 
 | |
| 	t->pct_pass_transported = 0;
 | |
| 	t->pct_mail_transported = 0;
 | |
| 	t->fund_buildings_months = 0;
 | |
| 	t->new_act_food = 0;
 | |
| 	t->new_act_water = 0;
 | |
| 	t->act_food = 0;
 | |
| 	t->act_water = 0;
 | |
| 
 | |
| 	for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
 | |
| 
 | |
| 	t->have_ratings = 0;
 | |
| 	t->exclusivity = INVALID_COMPANY;
 | |
| 	t->exclusive_counter = 0;
 | |
| 	t->statues = 0;
 | |
| 
 | |
| 	extern int _nb_orig_names;
 | |
| 	if (_settings_game.game_creation.town_name < _nb_orig_names) {
 | |
| 		/* Original town name */
 | |
| 		t->townnamegrfid = 0;
 | |
| 		t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
 | |
| 	} else {
 | |
| 		/* Newgrf town name */
 | |
| 		t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
 | |
| 		t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
 | |
| 	}
 | |
| 	t->townnameparts = townnameparts;
 | |
| 
 | |
| 	t->UpdateVirtCoord();
 | |
| 	InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
 | |
| 
 | |
| 	t->InitializeLayout(layout);
 | |
| 
 | |
| 	t->larger_town = city;
 | |
| 
 | |
| 	int x = (int)size * 16 + 3;
 | |
| 	if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
 | |
| 	/* Don't create huge cities when founding town in-game */
 | |
| 	if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
 | |
| 
 | |
| 	t->num_houses += x;
 | |
| 	UpdateTownRadius(t);
 | |
| 
 | |
| 	int i = x * 4;
 | |
| 	do {
 | |
| 		GrowTown(t);
 | |
| 	} while (--i);
 | |
| 
 | |
| 	t->num_houses -= x;
 | |
| 	UpdateTownRadius(t);
 | |
| 	UpdateTownMaxPass(t);
 | |
| 	UpdateAirportsNoise();
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Checks if it's possible to place a town at given tile
 | |
|  * @param tile tile to check
 | |
|  * @return error value or zero cost
 | |
|  */
 | |
| static CommandCost TownCanBePlacedHere(TileIndex tile)
 | |
| {
 | |
| 	/* Check if too close to the edge of map */
 | |
| 	if (DistanceFromEdge(tile) < 12) {
 | |
| 		return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
 | |
| 	}
 | |
| 
 | |
| 	/* Check distance to all other towns. */
 | |
| 	if (IsCloseToTown(tile, 20)) {
 | |
| 		return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
 | |
| 	}
 | |
| 
 | |
| 	/* Can only build on clear flat areas, possibly with trees. */
 | |
| 	if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
 | |
| 		return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
 | |
| 	}
 | |
| 
 | |
| 	return CommandCost(EXPENSES_OTHER);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Verifies this custom name is unique. Only custom names are checked.
 | |
|  * @param name name to check
 | |
|  * @return is this name unique?
 | |
|  */
 | |
| static bool IsUniqueTownName(const char *name)
 | |
| {
 | |
| 	const Town *t;
 | |
| 
 | |
| 	FOR_ALL_TOWNS(t) {
 | |
| 		if (t->name != NULL && strcmp(t->name, name) == 0) return false;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Create a new town.
 | |
|  * @param tile coordinates where town is built
 | |
|  * @param flags type of operation
 | |
|  * @param p1  0..1 size of the town (@see TownSize)
 | |
|  *               2 true iff it should be a city
 | |
|  *            3..5 town road layout (@see TownLayout)
 | |
|  *               6 use random location (randomize \c tile )
 | |
|  * @param p2 town name parts
 | |
|  * @param text unused
 | |
|  * @return the cost of this operation or an error
 | |
|  */
 | |
| CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
 | |
| {
 | |
| 	TownSize size = Extract<TownSize, 0, 2>(p1);
 | |
| 	bool city = HasBit(p1, 2);
 | |
| 	TownLayout layout = Extract<TownLayout, 3, 3>(p1);
 | |
| 	TownNameParams par(_settings_game.game_creation.town_name);
 | |
| 	bool random = HasBit(p1, 6);
 | |
| 	uint32 townnameparts = p2;
 | |
| 
 | |
| 	if (size >= TSZ_END) return CMD_ERROR;
 | |
| 	if (layout >= NUM_TLS) return CMD_ERROR;
 | |
| 
 | |
| 	/* Some things are allowed only in the scenario editor */
 | |
| 	if (_game_mode != GM_EDITOR) {
 | |
| 		if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
 | |
| 		if (size == TSZ_LARGE) return CMD_ERROR;
 | |
| 		if (random) return CMD_ERROR;
 | |
| 		if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
 | |
| 			return CMD_ERROR;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (StrEmpty(text)) {
 | |
| 		/* If supplied name is empty, townnameparts has to generate unique automatic name */
 | |
| 		if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
 | |
| 	} else {
 | |
| 		/* If name is not empty, it has to be unique custom name */
 | |
| 		if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
 | |
| 		if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
 | |
| 	}
 | |
| 
 | |
| 	/* Allocate town struct */
 | |
| 	if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
 | |
| 
 | |
| 	if (!random) {
 | |
| 		CommandCost ret = TownCanBePlacedHere(tile);
 | |
| 		if (ret.Failed()) return ret;
 | |
| 	}
 | |
| 
 | |
| 	static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
 | |
| 	/* multidimensional arrays have to have defined length of non-first dimension */
 | |
| 	assert_compile(lengthof(price_mult[0]) == 4);
 | |
| 
 | |
| 	CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
 | |
| 	byte mult = price_mult[city][size];
 | |
| 
 | |
| 	cost.MultiplyCost(mult);
 | |
| 
 | |
| 	/* Create the town */
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		if (cost.GetCost() > GetAvailableMoneyForCommand()) {
 | |
| 			_additional_cash_required = cost.GetCost();
 | |
| 			return CommandCost(EXPENSES_OTHER);
 | |
| 		}
 | |
| 
 | |
| 		_generating_world = true;
 | |
| 		UpdateNearestTownForRoadTiles(true);
 | |
| 		Town *t;
 | |
| 		if (random) {
 | |
| 			t = CreateRandomTown(20, townnameparts, size, city, layout);
 | |
| 			if (t == NULL) {
 | |
| 				cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
 | |
| 			} else {
 | |
| 				_new_town_id = t->index;
 | |
| 			}
 | |
| 		} else {
 | |
| 			t = new Town(tile);
 | |
| 			DoCreateTown(t, tile, townnameparts, size, city, layout, true);
 | |
| 		}
 | |
| 		UpdateNearestTownForRoadTiles(false);
 | |
| 		_generating_world = false;
 | |
| 
 | |
| 		if (t != NULL && !StrEmpty(text)) {
 | |
| 			t->name = strdup(text);
 | |
| 			t->UpdateVirtCoord();
 | |
| 		}
 | |
| 
 | |
| 		if (_game_mode != GM_EDITOR) {
 | |
| 			/* 't' can't be NULL since 'random' is false outside scenedit */
 | |
| 			assert(!random);
 | |
| 			char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
 | |
| 			SetDParam(0, _current_company);
 | |
| 			GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
 | |
| 
 | |
| 			char *cn = strdup(company_name);
 | |
| 			SetDParamStr(0, cn);
 | |
| 			SetDParam(1, t->index);
 | |
| 
 | |
| 			AddNewsItem(STR_NEWS_NEW_TOWN, NS_INDUSTRY_OPEN, NR_TILE, tile, NR_NONE, UINT32_MAX, cn);
 | |
| 		}
 | |
| 	}
 | |
| 	return cost;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Towns must all be placed on the same grid or when they eventually
 | |
|  * interpenetrate their road networks will not mesh nicely; this
 | |
|  * function adjusts a tile so that it aligns properly.
 | |
|  *
 | |
|  * @param tile the tile to start at
 | |
|  * @param layout which town layout algo is in effect
 | |
|  * @return the adjusted tile
 | |
|  */
 | |
| static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
 | |
| {
 | |
| 	switch (layout) {
 | |
| 		case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
 | |
| 		case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
 | |
| 		default:          return tile;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Towns must all be placed on the same grid or when they eventually
 | |
|  * interpenetrate their road networks will not mesh nicely; this
 | |
|  * function tells you if a tile is properly aligned.
 | |
|  *
 | |
|  * @param tile the tile to start at
 | |
|  * @param layout which town layout algo is in effect
 | |
|  * @return true if the tile is in the correct location
 | |
|  */
 | |
| static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
 | |
| {
 | |
| 	switch (layout) {
 | |
| 		case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
 | |
| 		case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
 | |
| 		default:          return true;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Used as the user_data for FindFurthestFromWater
 | |
|  */
 | |
| struct SpotData {
 | |
| 	TileIndex tile; ///< holds the tile that was found
 | |
| 	uint max_dist;  ///< holds the distance that tile is from the water
 | |
| 	TownLayout layout; ///< tells us what kind of town we're building
 | |
| };
 | |
| 
 | |
| /**
 | |
|  * CircularTileSearch callback; finds the tile furthest from any
 | |
|  * water. slightly bit tricky, since it has to do a search of its own
 | |
|  * in order to find the distance to the water from each square in the
 | |
|  * radius.
 | |
|  *
 | |
|  * Also, this never returns true, because it needs to take into
 | |
|  * account all locations being searched before it knows which is the
 | |
|  * furthest.
 | |
|  *
 | |
|  * @param tile Start looking from this tile
 | |
|  * @param user_data Storage area for data that must last across calls;
 | |
|  * must be a pointer to struct SpotData
 | |
|  *
 | |
|  * @return always false
 | |
|  */
 | |
| static bool FindFurthestFromWater(TileIndex tile, void *user_data)
 | |
| {
 | |
| 	SpotData *sp = (SpotData*)user_data;
 | |
| 	uint dist = GetClosestWaterDistance(tile, true);
 | |
| 
 | |
| 	if (IsTileType(tile, MP_CLEAR) &&
 | |
| 			GetTileSlope(tile, NULL) == SLOPE_FLAT &&
 | |
| 			IsTileAlignedToGrid(tile, sp->layout) &&
 | |
| 			dist > sp->max_dist) {
 | |
| 		sp->tile = tile;
 | |
| 		sp->max_dist = dist;
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * CircularTileSearch callback; finds the nearest land tile
 | |
|  *
 | |
|  * @param tile Start looking from this tile
 | |
|  * @param user_data not used
 | |
|  */
 | |
| static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
 | |
| {
 | |
| 	return IsTileType(tile, MP_CLEAR);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Given a spot on the map (presumed to be a water tile), find a good
 | |
|  * coastal spot to build a city. We don't want to build too close to
 | |
|  * the edge if we can help it (since that retards city growth) hence
 | |
|  * the search within a search within a search. O(n*m^2), where n is
 | |
|  * how far to search for land, and m is how far inland to look for a
 | |
|  * flat spot.
 | |
|  *
 | |
|  * @param tile Start looking from this spot.
 | |
|  * @param layout the road layout to search for
 | |
|  * @return tile that was found
 | |
|  */
 | |
| static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
 | |
| {
 | |
| 	SpotData sp = { INVALID_TILE, 0, layout };
 | |
| 
 | |
| 	TileIndex coast = tile;
 | |
| 	if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
 | |
| 		CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
 | |
| 		return sp.tile;
 | |
| 	}
 | |
| 
 | |
| 	/* if we get here just give up */
 | |
| 	return INVALID_TILE;
 | |
| }
 | |
| 
 | |
| static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
 | |
| {
 | |
| 	if (!Town::CanAllocateItem()) return NULL;
 | |
| 
 | |
| 	do {
 | |
| 		/* Generate a tile index not too close from the edge */
 | |
| 		TileIndex tile = AlignTileToGrid(RandomTile(), layout);
 | |
| 
 | |
| 		/* if we tried to place the town on water, slide it over onto
 | |
| 		 * the nearest likely-looking spot */
 | |
| 		if (IsTileType(tile, MP_WATER)) {
 | |
| 			tile = FindNearestGoodCoastalTownSpot(tile, layout);
 | |
| 			if (tile == INVALID_TILE) continue;
 | |
| 		}
 | |
| 
 | |
| 		/* Make sure town can be placed here */
 | |
| 		if (TownCanBePlacedHere(tile).Failed()) continue;
 | |
| 
 | |
| 		/* Allocate a town struct */
 | |
| 		Town *t = new Town(tile);
 | |
| 
 | |
| 		DoCreateTown(t, tile, townnameparts, size, city, layout, false);
 | |
| 
 | |
| 		/* if the population is still 0 at the point, then the
 | |
| 		 * placement is so bad it couldn't grow at all */
 | |
| 		if (t->population > 0) return t;
 | |
| 		DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
 | |
| 	} while (--attempts != 0);
 | |
| 
 | |
| 	return NULL;
 | |
| }
 | |
| 
 | |
| static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
 | |
| 
 | |
| /**
 | |
|  * This function will generate a certain amount of towns, with a certain layout
 | |
|  * It can be called from the scenario editor (i.e.: generate Random Towns)
 | |
|  * as well as from world creation.
 | |
|  * @param layout which towns will be set to, when created
 | |
|  * @return true if towns have been successfully created
 | |
|  */
 | |
| bool GenerateTowns(TownLayout layout)
 | |
| {
 | |
| 	uint num = 0;
 | |
| 	uint difficulty = _settings_game.difficulty.number_towns;
 | |
| 	uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
 | |
| 	uint32 townnameparts;
 | |
| 
 | |
| 	SetGeneratingWorldProgress(GWP_TOWN, n);
 | |
| 
 | |
| 	/* First attempt will be made at creating the suggested number of towns.
 | |
| 	 * Note that this is really a suggested value, not a required one.
 | |
| 	 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
 | |
| 	do {
 | |
| 		bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
 | |
| 		IncreaseGeneratingWorldProgress(GWP_TOWN);
 | |
| 		/* Get a unique name for the town. */
 | |
| 		if (!GenerateTownName(&townnameparts)) continue;
 | |
| 		/* try 20 times to create a random-sized town for the first loop. */
 | |
| 		if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) num++; // If creation was successful, raise a flag.
 | |
| 	} while (--n);
 | |
| 
 | |
| 	if (num != 0) return true;
 | |
| 
 | |
| 	/* If num is still zero at this point, it means that not a single town has been created.
 | |
| 	 * So give it a last try, but now more aggressive */
 | |
| 	if (GenerateTownName(&townnameparts) &&
 | |
| 			CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	/* If there are no towns at all and we are generating new game, bail out */
 | |
| 	if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
 | |
| 		extern StringID _switch_mode_errorstr;
 | |
| 		_switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
 | |
| 	}
 | |
| 
 | |
| 	return false;  // we are still without a town? we failed, simply
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Returns the bit corresponding to the town zone of the specified tile
 | |
|  * @param t Town on which town zone is to be found
 | |
|  * @param tile TileIndex where town zone needs to be found
 | |
|  * @return the bit position of the given zone, as defined in HouseZones
 | |
|  */
 | |
| HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
 | |
| {
 | |
| 	uint dist = DistanceSquare(tile, t->xy);
 | |
| 
 | |
| 	if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
 | |
| 
 | |
| 	HouseZonesBits smallest = HZB_TOWN_EDGE;
 | |
| 	for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
 | |
| 		if (dist < t->squared_town_zone_radius[i]) smallest = i;
 | |
| 	}
 | |
| 
 | |
| 	return smallest;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Clears tile and builds a house or house part.
 | |
|  * @param tile tile index
 | |
|  * @param t The town to clear the house for
 | |
|  * @param counter of construction step
 | |
|  * @param stage of construction (used for drawing)
 | |
|  * @param type of house. Index into house specs array
 | |
|  * @param random_bits required for newgrf houses
 | |
|  * @pre house can be built here
 | |
|  */
 | |
| static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
 | |
| {
 | |
| 	CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
 | |
| 
 | |
| 	assert(cc.Succeeded());
 | |
| 
 | |
| 	IncreaseBuildingCount(t, type);
 | |
| 	MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
 | |
| 	if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
 | |
| 
 | |
| 	MarkTileDirtyByTile(tile);
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Write house information into the map. For houses > 1 tile, all tiles are marked.
 | |
|  * @param t tile index
 | |
|  * @param town The town related to this house
 | |
|  * @param counter of construction step
 | |
|  * @param stage of construction (used for drawing)
 | |
|  * @param type of house. Index into house specs array
 | |
|  * @param random_bits required for newgrf houses
 | |
|  * @pre house can be built here
 | |
|  */
 | |
| static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
 | |
| {
 | |
| 	BuildingFlags size = HouseSpec::Get(type)->building_flags;
 | |
| 
 | |
| 	ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
 | |
| 	if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
 | |
| 	if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
 | |
| 	if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Checks if a house can be built here. Important is slope, bridge above
 | |
|  * and ability to clear the land.
 | |
|  * @param tile tile to check
 | |
|  * @param town town that is checking
 | |
|  * @param noslope are slopes (foundations) allowed?
 | |
|  * @return true iff house can be built here
 | |
|  */
 | |
| static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
 | |
| {
 | |
| 	/* cannot build on these slopes... */
 | |
| 	Slope slope = GetTileSlope(tile, NULL);
 | |
| 	if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
 | |
| 
 | |
| 	/* building under a bridge? */
 | |
| 	if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
 | |
| 
 | |
| 	/* do not try to build over house owned by another town */
 | |
| 	if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
 | |
| 
 | |
| 	/* can we clear the land? */
 | |
| 	return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Checks if a house can be built at this tile, must have the same max z as parameter.
 | |
|  * @param tile tile to check
 | |
|  * @param town town that is checking
 | |
|  * @param z max z of this tile so more parts of a house are at the same height (with foundation)
 | |
|  * @param noslope are slopes (foundations) allowed?
 | |
|  * @return true iff house can be built here
 | |
|  * @see CanBuildHouseHere()
 | |
|  */
 | |
| static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
 | |
| {
 | |
| 	if (!CanBuildHouseHere(tile, town, noslope)) return false;
 | |
| 
 | |
| 	/* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
 | |
| 	if (GetTileMaxZ(tile) != z) return false;
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Checks if a house of size 2x2 can be built at this tile
 | |
|  * @param tile tile, N corner
 | |
|  * @param town town that is checking
 | |
|  * @param z maximum tile z so all tile have the same max z
 | |
|  * @param noslope are slopes (foundations) allowed?
 | |
|  * @return true iff house can be built
 | |
|  * @see CheckBuildHouseSameZ()
 | |
|  */
 | |
| static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
 | |
| {
 | |
| 	/* we need to check this tile too because we can be at different tile now */
 | |
| 	if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
 | |
| 
 | |
| 	for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
 | |
| 		tile += TileOffsByDiagDir(d);
 | |
| 		if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Checks if current town layout allows building here
 | |
|  * @param t town
 | |
|  * @param tile tile to check
 | |
|  * @return true iff town layout allows building here
 | |
|  * @note see layouts
 | |
|  */
 | |
| static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
 | |
| {
 | |
| 	/* Allow towns everywhere when we don't build roads */
 | |
| 	if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
 | |
| 
 | |
| 	TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
 | |
| 
 | |
| 	switch (t->layout) {
 | |
| 		case TL_2X2_GRID:
 | |
| 			if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
 | |
| 			break;
 | |
| 
 | |
| 		case TL_3X3_GRID:
 | |
| 			if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
 | |
| 			break;
 | |
| 
 | |
| 		default:
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Checks if current town layout allows 2x2 building here
 | |
|  * @param t town
 | |
|  * @param tile tile to check
 | |
|  * @return true iff town layout allows 2x2 building here
 | |
|  * @note see layouts
 | |
|  */
 | |
| static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
 | |
| {
 | |
| 	/* Allow towns everywhere when we don't build roads */
 | |
| 	if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
 | |
| 
 | |
| 	/* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
 | |
| 	 * so to do only one memory access, use MapSize() */
 | |
| 	uint dx = MapSize() + TileX(t->xy) - TileX(tile);
 | |
| 	uint dy = MapSize() + TileY(t->xy) - TileY(tile);
 | |
| 
 | |
| 	switch (t->layout) {
 | |
| 		case TL_2X2_GRID:
 | |
| 			if ((dx % 3) != 0 || (dy % 3) != 0) return false;
 | |
| 			break;
 | |
| 
 | |
| 		case TL_3X3_GRID:
 | |
| 			if ((dx % 4) < 2 || (dy % 4) < 2) return false;
 | |
| 			break;
 | |
| 
 | |
| 		default:
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout
 | |
|  * Also, tests both building positions that occupy this tile
 | |
|  * @param tile tile where the building should be built
 | |
|  * @param t town
 | |
|  * @param maxz all tiles should have the same height
 | |
|  * @param noslope are slopes forbidden?
 | |
|  * @param second diagdir from first tile to second tile
 | |
|  */
 | |
| static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
 | |
| {
 | |
| 	/* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
 | |
| 
 | |
| 	TileIndex tile2 = *tile + TileOffsByDiagDir(second);
 | |
| 	if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
 | |
| 
 | |
| 	tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
 | |
| 	if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
 | |
| 		*tile = tile2;
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Checks if 2x2 building is allowed here, also takes into account current town layout
 | |
|  * Also, tests all four building positions that occupy this tile
 | |
|  * @param tile tile where the building should be built
 | |
|  * @param t town
 | |
|  * @param maxz all tiles should have the same height
 | |
|  * @param noslope are slopes forbidden?
 | |
|  */
 | |
| static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
 | |
| {
 | |
| 	TileIndex tile2 = *tile;
 | |
| 
 | |
| 	for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
 | |
| 		if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
 | |
| 			*tile = tile2;
 | |
| 			return true;
 | |
| 		}
 | |
| 		if (d == DIAGDIR_END) break;
 | |
| 		tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Tries to build a house at this tile
 | |
|  * @param t town the house will belong to
 | |
|  * @param tile where the house will be built
 | |
|  * @return false iff no house can be built at this tile
 | |
|  */
 | |
| static bool BuildTownHouse(Town *t, TileIndex tile)
 | |
| {
 | |
| 	/* forbidden building here by town layout */
 | |
| 	if (!TownLayoutAllowsHouseHere(t, tile)) return false;
 | |
| 
 | |
| 	/* no house allowed at all, bail out */
 | |
| 	if (!CanBuildHouseHere(tile, t->index, false)) return false;
 | |
| 
 | |
| 	uint z;
 | |
| 	Slope slope = GetTileSlope(tile, &z);
 | |
| 
 | |
| 	/* Get the town zone type of the current tile, as well as the climate.
 | |
| 	 * This will allow to easily compare with the specs of the new house to build */
 | |
| 	HouseZonesBits rad = GetTownRadiusGroup(t, tile);
 | |
| 
 | |
| 	/* Above snow? */
 | |
| 	int land = _settings_game.game_creation.landscape;
 | |
| 	if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
 | |
| 
 | |
| 	uint bitmask = (1 << rad) + (1 << (land + 12));
 | |
| 
 | |
| 	/* bits 0-4 are used
 | |
| 	 * bits 11-15 are used
 | |
| 	 * bits 5-10 are not used. */
 | |
| 	HouseID houses[HOUSE_MAX];
 | |
| 	uint num = 0;
 | |
| 	uint probs[HOUSE_MAX];
 | |
| 	uint probability_max = 0;
 | |
| 
 | |
| 	/* Generate a list of all possible houses that can be built. */
 | |
| 	for (uint i = 0; i < HOUSE_MAX; i++) {
 | |
| 		const HouseSpec *hs = HouseSpec::Get(i);
 | |
| 
 | |
| 		/* Verify that the candidate house spec matches the current tile status */
 | |
| 		if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
 | |
| 
 | |
| 		/* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
 | |
| 		if (hs->class_id != HOUSE_NO_CLASS) {
 | |
| 			/* id_count is always <= class_count, so it doesn't need to be checked */
 | |
| 			if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
 | |
| 		} else {
 | |
| 			/* If the house has no class, check id_count instead */
 | |
| 			if (t->building_counts.id_count[i] == UINT16_MAX) continue;
 | |
| 		}
 | |
| 
 | |
| 		/* Without NewHouses, all houses have probability '1' */
 | |
| 		uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
 | |
| 		probability_max += cur_prob;
 | |
| 		probs[num] = cur_prob;
 | |
| 		houses[num++] = (HouseID)i;
 | |
| 	}
 | |
| 
 | |
| 	uint maxz = GetTileMaxZ(tile);
 | |
| 
 | |
| 	while (probability_max > 0) {
 | |
| 		uint r = RandomRange(probability_max);
 | |
| 		uint i;
 | |
| 		for (i = 0; i < num; i++) {
 | |
| 			if (probs[i] > r) break;
 | |
| 			r -= probs[i];
 | |
| 		}
 | |
| 
 | |
| 		HouseID house = houses[i];
 | |
| 		probability_max -= probs[i];
 | |
| 
 | |
| 		/* remove tested house from the set */
 | |
| 		num--;
 | |
| 		houses[i] = houses[num];
 | |
| 		probs[i] = probs[num];
 | |
| 
 | |
| 		const HouseSpec *hs = HouseSpec::Get(house);
 | |
| 
 | |
| 		if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
 | |
| 				_game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
 | |
| 			continue;
 | |
| 		}
 | |
| 
 | |
| 		if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
 | |
| 
 | |
| 		/* Special houses that there can be only one of. */
 | |
| 		uint oneof = 0;
 | |
| 
 | |
| 		if (hs->building_flags & BUILDING_IS_CHURCH) {
 | |
| 			SetBit(oneof, TOWN_HAS_CHURCH);
 | |
| 		} else if (hs->building_flags & BUILDING_IS_STADIUM) {
 | |
| 			SetBit(oneof, TOWN_HAS_STADIUM);
 | |
| 		}
 | |
| 
 | |
| 		if (t->flags & oneof) continue;
 | |
| 
 | |
| 		/* Make sure there is no slope? */
 | |
| 		bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
 | |
| 		if (noslope && slope != SLOPE_FLAT) continue;
 | |
| 
 | |
| 		if (hs->building_flags & TILE_SIZE_2x2) {
 | |
| 			if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
 | |
| 		} else if (hs->building_flags & TILE_SIZE_2x1) {
 | |
| 			if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
 | |
| 		} else if (hs->building_flags & TILE_SIZE_1x2) {
 | |
| 			if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
 | |
| 		} else {
 | |
| 			/* 1x1 house checks are already done */
 | |
| 		}
 | |
| 
 | |
| 		byte random_bits = Random();
 | |
| 
 | |
| 		if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
 | |
| 			uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
 | |
| 			if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
 | |
| 		}
 | |
| 
 | |
| 		/* build the house */
 | |
| 		t->num_houses++;
 | |
| 
 | |
| 		/* Special houses that there can be only one of. */
 | |
| 		t->flags |= oneof;
 | |
| 
 | |
| 		byte construction_counter = 0;
 | |
| 		byte construction_stage = 0;
 | |
| 
 | |
| 		if (_generating_world || _game_mode == GM_EDITOR) {
 | |
| 			uint32 r = Random();
 | |
| 
 | |
| 			construction_stage = TOWN_HOUSE_COMPLETED;
 | |
| 			if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
 | |
| 
 | |
| 			if (construction_stage == TOWN_HOUSE_COMPLETED) {
 | |
| 				ChangePopulation(t, hs->population);
 | |
| 			} else {
 | |
| 				construction_counter = GB(r, 2, 2);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
 | |
| 
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Update data structures when a house is removed
 | |
|  * @param tile  Tile of the house
 | |
|  * @param t     Town owning the house
 | |
|  * @param house House type
 | |
|  */
 | |
| static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
 | |
| {
 | |
| 	assert(IsTileType(tile, MP_HOUSE));
 | |
| 	DecreaseBuildingCount(t, house);
 | |
| 	DoClearSquare(tile);
 | |
| 	DeleteAnimatedTile(tile);
 | |
| 
 | |
| 	DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Determines if a given HouseID is part of a multitile house.
 | |
|  * The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned.
 | |
|  *
 | |
|  * @param house Is changed to the HouseID of the north tile of the same house
 | |
|  * @return TileDiff from the tile of the given HouseID to the north tile
 | |
|  */
 | |
| TileIndexDiff GetHouseNorthPart(HouseID &house)
 | |
| {
 | |
| 	if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
 | |
| 		if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
 | |
| 			house--;
 | |
| 			return TileDiffXY(-1, 0);
 | |
| 		} else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
 | |
| 			house--;
 | |
| 			return TileDiffXY(0, -1);
 | |
| 		} else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
 | |
| 			house -= 2;
 | |
| 			return TileDiffXY(-1, 0);
 | |
| 		} else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
 | |
| 			house -= 3;
 | |
| 			return TileDiffXY(-1, -1);
 | |
| 		}
 | |
| 	}
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| void ClearTownHouse(Town *t, TileIndex tile)
 | |
| {
 | |
| 	assert(IsTileType(tile, MP_HOUSE));
 | |
| 
 | |
| 	HouseID house = GetHouseType(tile);
 | |
| 
 | |
| 	/* need to align the tile to point to the upper left corner of the house */
 | |
| 	tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
 | |
| 
 | |
| 	const HouseSpec *hs = HouseSpec::Get(house);
 | |
| 
 | |
| 	/* Remove population from the town if the house is finished. */
 | |
| 	if (IsHouseCompleted(tile)) {
 | |
| 		ChangePopulation(t, -hs->population);
 | |
| 	}
 | |
| 
 | |
| 	t->num_houses--;
 | |
| 
 | |
| 	/* Clear flags for houses that only may exist once/town. */
 | |
| 	if (hs->building_flags & BUILDING_IS_CHURCH) {
 | |
| 		ClrBit(t->flags, TOWN_HAS_CHURCH);
 | |
| 	} else if (hs->building_flags & BUILDING_IS_STADIUM) {
 | |
| 		ClrBit(t->flags, TOWN_HAS_STADIUM);
 | |
| 	}
 | |
| 
 | |
| 	/* Do the actual clearing of tiles */
 | |
| 	uint eflags = hs->building_flags;
 | |
| 	DoClearTownHouseHelper(tile, t, house);
 | |
| 	if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
 | |
| 	if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
 | |
| 	if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Rename a town (server-only).
 | |
|  * @param tile unused
 | |
|  * @param flags type of operation
 | |
|  * @param p1 town ID to rename
 | |
|  * @param p2 unused
 | |
|  * @param text the new name or an empty string when resetting to the default
 | |
|  * @return the cost of this operation or an error
 | |
|  */
 | |
| CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
 | |
| {
 | |
| 	Town *t = Town::GetIfValid(p1);
 | |
| 	if (t == NULL) return CMD_ERROR;
 | |
| 
 | |
| 	bool reset = StrEmpty(text);
 | |
| 
 | |
| 	if (!reset) {
 | |
| 		if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
 | |
| 		if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
 | |
| 	}
 | |
| 
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		free(t->name);
 | |
| 		t->name = reset ? NULL : strdup(text);
 | |
| 
 | |
| 		t->UpdateVirtCoord();
 | |
| 		InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
 | |
| 		UpdateAllStationVirtCoords();
 | |
| 	}
 | |
| 	return CommandCost();
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Expand a town (scenario editor only).
 | |
|  * @param tile Unused.
 | |
|  * @param flags Type of operation.
 | |
|  * @param p1 Town ID to expand.
 | |
|  * @param p2 Unused.
 | |
|  * @param text Unused.
 | |
|  * @return Empty cost or an error.
 | |
|  */
 | |
| CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
 | |
| {
 | |
| 	if (_game_mode != GM_EDITOR) return CMD_ERROR;
 | |
| 	Town *t = Town::GetIfValid(p1);
 | |
| 	if (t == NULL) return CMD_ERROR;
 | |
| 
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		/* The more houses, the faster we grow */
 | |
| 		uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
 | |
| 		t->num_houses += amount;
 | |
| 		UpdateTownRadius(t);
 | |
| 
 | |
| 		uint n = amount * 10;
 | |
| 		do GrowTown(t); while (--n);
 | |
| 
 | |
| 		t->num_houses -= amount;
 | |
| 		UpdateTownRadius(t);
 | |
| 
 | |
| 		UpdateTownMaxPass(t);
 | |
| 	}
 | |
| 
 | |
| 	return CommandCost();
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Delete a town (scenario editor only).
 | |
|  * @param tile Unused.
 | |
|  * @param flags Type of operation.
 | |
|  * @param p1 Town ID to delete.
 | |
|  * @param p2 Unused.
 | |
|  * @param text Unused.
 | |
|  * @return Empty cost or an error.
 | |
|  */
 | |
| CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
 | |
| {
 | |
| 	if (_game_mode != GM_EDITOR) return CMD_ERROR;
 | |
| 	Town *t = Town::GetIfValid(p1);
 | |
| 	if (t == NULL) return CMD_ERROR;
 | |
| 
 | |
| 	/* Stations refer to towns. */
 | |
| 	const Station *st;
 | |
| 	FOR_ALL_STATIONS(st) {
 | |
| 		if (st->town == t) {
 | |
| 			/* Non-oil rig stations are always a problem. */
 | |
| 			if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
 | |
| 			/* We can only automatically delete oil rigs *if* there's no vehicle on them. */
 | |
| 			CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 | |
| 			if (ret.Failed()) return ret;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Depots refer to towns. */
 | |
| 	const Depot *d;
 | |
| 	FOR_ALL_DEPOTS(d) {
 | |
| 		if (d->town == t) return CMD_ERROR;
 | |
| 	}
 | |
| 
 | |
| 	/* Check all tiles for town ownership. */
 | |
| 	for (TileIndex tile = 0; tile < MapSize(); ++tile) {
 | |
| 		bool try_clear = false;
 | |
| 		switch (GetTileType(tile)) {
 | |
| 			case MP_ROAD:
 | |
| 				try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
 | |
| 				break;
 | |
| 
 | |
| 			case MP_TUNNELBRIDGE:
 | |
| 				try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
 | |
| 				break;
 | |
| 
 | |
| 			case MP_HOUSE:
 | |
| 				try_clear = GetTownIndex(tile) == t->index;
 | |
| 				break;
 | |
| 
 | |
| 			case MP_INDUSTRY:
 | |
| 				try_clear = Industry::GetByTile(tile)->town == t;
 | |
| 				break;
 | |
| 
 | |
| 			case MP_OBJECT:
 | |
| 				if (Town::GetNumItems() == 1) {
 | |
| 					/* No towns will be left, remove it! */
 | |
| 					try_clear = true;
 | |
| 				} else {
 | |
| 					Object *o = Object::GetByTile(tile);
 | |
| 					if (o->town == t) {
 | |
| 						if (GetObjectType(tile) == OBJECT_STATUE) {
 | |
| 							/* Statue... always remove. */
 | |
| 							try_clear = true;
 | |
| 						} else {
 | |
| 							/* Tell to find a new town. */
 | |
| 							o->town = NULL;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 				break;
 | |
| 
 | |
| 			default:
 | |
| 				break;
 | |
| 		}
 | |
| 		if (try_clear) {
 | |
| 			CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 | |
| 			if (ret.Failed()) return ret;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* The town destructor will delete the other things related to the town. */
 | |
| 	if (flags & DC_EXEC) delete t;
 | |
| 
 | |
| 	return CommandCost();
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Factor in the cost of each town action.
 | |
|  * @see TownActions
 | |
|  */
 | |
| const byte _town_action_costs[TACT_COUNT] = {
 | |
| 	2, 4, 9, 35, 48, 53, 117, 175
 | |
| };
 | |
| 
 | |
| static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
 | |
| {
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
 | |
| 	}
 | |
| 	return CommandCost();
 | |
| }
 | |
| 
 | |
| static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
 | |
| {
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
 | |
| 	}
 | |
| 	return CommandCost();
 | |
| }
 | |
| 
 | |
| static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
 | |
| {
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
 | |
| 	}
 | |
| 	return CommandCost();
 | |
| }
 | |
| 
 | |
| static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
 | |
| {
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		t->road_build_months = 6;
 | |
| 
 | |
| 		char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
 | |
| 		SetDParam(0, _current_company);
 | |
| 		GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
 | |
| 
 | |
| 		char *cn = strdup(company_name);
 | |
| 		SetDParam(0, t->index);
 | |
| 		SetDParamStr(1, cn);
 | |
| 
 | |
| 		AddNewsItem(STR_NEWS_ROAD_REBUILDING, NS_GENERAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
 | |
| 	}
 | |
| 	return CommandCost();
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Search callback function for TownActionBuildStatue.
 | |
|  * @param tile Tile on which to perform the search.
 | |
|  * @param user_data Unused.
 | |
|  * @return Result of the test.
 | |
|  */
 | |
| static bool SearchTileForStatue(TileIndex tile, void *user_data)
 | |
| {
 | |
| 	/* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
 | |
| 	if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
 | |
| 	/* Don't build statues under bridges. */
 | |
| 	if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
 | |
| 
 | |
| 	if (!IsTileType(tile, MP_HOUSE) &&
 | |
| 			!IsTileType(tile, MP_CLEAR) &&
 | |
| 			!IsTileType(tile, MP_TREES)) {
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
 | |
| 	CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
 | |
| 	cur_company.Restore();
 | |
| 
 | |
| 	if (r.Failed()) return false;
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Perform a 9x9 tiles circular search from the center of the town
 | |
|  * in order to find a free tile to place a statue
 | |
|  * @param t town to search in
 | |
|  * @param flags Used to check if the statue must be built or not.
 | |
|  * @return Empty cost or an error.
 | |
|  */
 | |
| static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
 | |
| {
 | |
| 	TileIndex tile = t->xy;
 | |
| 	if (CircularTileSearch(&tile, 9, SearchTileForStatue, NULL)) {
 | |
| 		if (flags & DC_EXEC) {
 | |
| 			Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
 | |
| 			DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
 | |
| 			cur_company.Restore();
 | |
| 			BuildObject(OBJECT_STATUE, tile, _current_company, t);
 | |
| 			SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
 | |
| 			MarkTileDirtyByTile(tile);
 | |
| 		}
 | |
| 		return CommandCost();
 | |
| 	}
 | |
| 	return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
 | |
| }
 | |
| 
 | |
| static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
 | |
| {
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		/* Build next tick */
 | |
| 		t->grow_counter = 1;
 | |
| 		/* If we were not already growing */
 | |
| 		SetBit(t->flags, TOWN_IS_FUNDED);
 | |
| 		/* And grow for 3 months */
 | |
| 		t->fund_buildings_months = 3;
 | |
| 	}
 | |
| 	return CommandCost();
 | |
| }
 | |
| 
 | |
| static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
 | |
| {
 | |
| 	/* Check if it's allowed to buy the rights */
 | |
| 	if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
 | |
| 
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		t->exclusive_counter = 12;
 | |
| 		t->exclusivity = _current_company;
 | |
| 
 | |
| 		ModifyStationRatingAround(t->xy, _current_company, 130, 17);
 | |
| 	}
 | |
| 	return CommandCost();
 | |
| }
 | |
| 
 | |
| static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
 | |
| {
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		if (Chance16(1, 14)) {
 | |
| 			/* set as unwanted for 6 months */
 | |
| 			t->unwanted[_current_company] = 6;
 | |
| 
 | |
| 			/* set all close by station ratings to 0 */
 | |
| 			Station *st;
 | |
| 			FOR_ALL_STATIONS(st) {
 | |
| 				if (st->town == t && st->owner == _current_company) {
 | |
| 					for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			/* only show 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 (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, STR_ERROR_BRIBE_FAILED_2, WL_INFO);
 | |
| 
 | |
| 			/* decrease by a lot!
 | |
| 			 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
 | |
| 			 * be independent of any cheat settings
 | |
| 			 */
 | |
| 			if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
 | |
| 				t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
 | |
| 				SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
 | |
| 			}
 | |
| 		} else {
 | |
| 			ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
 | |
| 		}
 | |
| 	}
 | |
| 	return CommandCost();
 | |
| }
 | |
| 
 | |
| typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
 | |
| static TownActionProc * const _town_action_proc[] = {
 | |
| 	TownActionAdvertiseSmall,
 | |
| 	TownActionAdvertiseMedium,
 | |
| 	TownActionAdvertiseLarge,
 | |
| 	TownActionRoadRebuild,
 | |
| 	TownActionBuildStatue,
 | |
| 	TownActionFundBuildings,
 | |
| 	TownActionBuyRights,
 | |
| 	TownActionBribe
 | |
| };
 | |
| 
 | |
| /**
 | |
|  * Get a list of available actions to do at a town.
 | |
|  * @param nump if not NULL add put the number of available actions in it
 | |
|  * @param cid the company that is querying the town
 | |
|  * @param t the town that is queried
 | |
|  * @return bitmasked value of enabled actions
 | |
|  */
 | |
| uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
 | |
| {
 | |
| 	int num = 0;
 | |
| 	TownActions buttons = TACT_NONE;
 | |
| 
 | |
| 	/* Spectators and unwanted have no options */
 | |
| 	if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
 | |
| 
 | |
| 		/* Things worth more than this are not shown */
 | |
| 		Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
 | |
| 
 | |
| 		/* Check the action bits for validity and
 | |
| 		 * if they are valid add them */
 | |
| 		for (uint i = 0; i != lengthof(_town_action_costs); i++) {
 | |
| 			const TownActions cur = (TownActions)(1 << i);
 | |
| 
 | |
| 			/* Is the company not able to bribe ? */
 | |
| 			if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
 | |
| 
 | |
| 			/* Is the company not able to buy exclusive rights ? */
 | |
| 			if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
 | |
| 
 | |
| 			/* Is the company not able to build a statue ? */
 | |
| 			if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
 | |
| 
 | |
| 			if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
 | |
| 				buttons |= cur;
 | |
| 				num++;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (nump != NULL) *nump = num;
 | |
| 	return buttons;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Do a town action.
 | |
|  * This performs an action such as advertising, building a statue, funding buildings,
 | |
|  * but also bribing the town-council
 | |
|  * @param tile unused
 | |
|  * @param flags type of operation
 | |
|  * @param p1 town to do the action at
 | |
|  * @param p2 action to perform, @see _town_action_proc for the list of available actions
 | |
|  * @param text unused
 | |
|  * @return the cost of this operation or an error
 | |
|  */
 | |
| CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
 | |
| {
 | |
| 	Town *t = Town::GetIfValid(p1);
 | |
| 	if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
 | |
| 
 | |
| 	if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
 | |
| 
 | |
| 	CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
 | |
| 
 | |
| 	CommandCost ret = _town_action_proc[p2](t, flags);
 | |
| 	if (ret.Failed()) return ret;
 | |
| 
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		SetWindowDirty(WC_TOWN_AUTHORITY, p1);
 | |
| 	}
 | |
| 
 | |
| 	return cost;
 | |
| }
 | |
| 
 | |
| static void UpdateTownGrowRate(Town *t)
 | |
| {
 | |
| 	/* Increase company ratings if they're low */
 | |
| 	const Company *c;
 | |
| 	FOR_ALL_COMPANIES(c) {
 | |
| 		if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
 | |
| 			t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	int n = 0;
 | |
| 
 | |
| 	const Station *st;
 | |
| 	FOR_ALL_STATIONS(st) {
 | |
| 		if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
 | |
| 			if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
 | |
| 				n++;
 | |
| 				if (Company::IsValidID(st->owner)) {
 | |
| 					int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
 | |
| 					t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
 | |
| 				}
 | |
| 			} else {
 | |
| 				if (Company::IsValidID(st->owner)) {
 | |
| 					int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
 | |
| 					t->ratings[st->owner] = max(new_rating, INT16_MIN);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* clamp all ratings to valid values */
 | |
| 	for (uint i = 0; i < MAX_COMPANIES; i++) {
 | |
| 		t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
 | |
| 	}
 | |
| 
 | |
| 	SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
 | |
| 
 | |
| 	ClrBit(t->flags, TOWN_IS_FUNDED);
 | |
| 	if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
 | |
| 
 | |
| 	/**
 | |
| 	 * Towns are processed every TOWN_GROWTH_FREQUENCY ticks, and this is the
 | |
| 	 * number of times towns are processed before a new building is built.
 | |
| 	 */
 | |
| 	static const uint16 _grow_count_values[2][6] = {
 | |
| 		{ 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
 | |
| 		{ 320, 420, 300, 220, 160, 100 }  // Normal values
 | |
| 	};
 | |
| 
 | |
| 	uint16 m;
 | |
| 
 | |
| 	if (t->fund_buildings_months != 0) {
 | |
| 		m = _grow_count_values[0][min(n, 5)];
 | |
| 		t->fund_buildings_months--;
 | |
| 	} else {
 | |
| 		m = _grow_count_values[1][min(n, 5)];
 | |
| 		if (n == 0 && !Chance16(1, 12)) return;
 | |
| 	}
 | |
| 
 | |
| 	if (_settings_game.game_creation.landscape == LT_ARCTIC) {
 | |
| 		if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90) return;
 | |
| 
 | |
| 	} else if (_settings_game.game_creation.landscape == LT_TROPIC) {
 | |
| 		if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60) return;
 | |
| 	}
 | |
| 
 | |
| 	/* Use the normal growth rate values if new buildings have been funded in
 | |
| 	 * this town and the growth rate is set to none. */
 | |
| 	uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
 | |
| 
 | |
| 	m >>= growth_multiplier;
 | |
| 	if (t->larger_town) m /= 2;
 | |
| 
 | |
| 	t->growth_rate = m / (t->num_houses / 50 + 1);
 | |
| 	if (m <= t->grow_counter) {
 | |
| 		t->grow_counter = m;
 | |
| 	}
 | |
| 
 | |
| 	SetBit(t->flags, 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;
 | |
| 
 | |
| 	SetWindowDirty(WC_TOWN_VIEW, t->index);
 | |
| }
 | |
| 
 | |
| static void UpdateTownUnwanted(Town *t)
 | |
| {
 | |
| 	const Company *c;
 | |
| 
 | |
| 	FOR_ALL_COMPANIES(c) {
 | |
| 		if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile
 | |
|  * @param tile The tile where the station shall be constructed.
 | |
|  * @param flags Command flags. DC_NO_TEST_TOWN_RATING is tested.
 | |
|  * @return Succeeded or failed command.
 | |
|  */
 | |
| CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
 | |
| {
 | |
| 	if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
 | |
| 
 | |
| 	Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
 | |
| 	if (t == NULL) return CommandCost();
 | |
| 
 | |
| 	if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
 | |
| 
 | |
| 	SetDParam(0, t->index);
 | |
| 	return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Return the town closest to the given tile within \a threshold.
 | |
|  * @param tile      Starting point of the search.
 | |
|  * @param threshold Biggest allowed distance to the town.
 | |
|  * @return Closest town to \a tile within \a threshold, or \c NULL if there is no such town.
 | |
|  *
 | |
|  * @note This function only uses distance, the #ClosestTownFromTile function also takes town ownership into account.
 | |
|  */
 | |
| Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
 | |
| {
 | |
| 	Town *t;
 | |
| 	uint best = threshold;
 | |
| 	Town *best_town = NULL;
 | |
| 
 | |
| 	FOR_ALL_TOWNS(t) {
 | |
| 		uint dist = DistanceManhattan(tile, t->xy);
 | |
| 		if (dist < best) {
 | |
| 			best = dist;
 | |
| 			best_town = t;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return best_town;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Return the town closest (in distance or ownership) to a given tile, within a given threshold.
 | |
|  * @param tile      Starting point of the search.
 | |
|  * @param threshold Biggest allowed distance to the town.
 | |
|  * @return Closest town to \a tile within \a threshold, or \c NULL if there is no such town.
 | |
|  *
 | |
|  * @note If you only care about distance, you can use the #CalcClosestTownFromTile function.
 | |
|  */
 | |
| Town *ClosestTownFromTile(TileIndex tile, uint threshold)
 | |
| {
 | |
| 	switch (GetTileType(tile)) {
 | |
| 		case MP_ROAD:
 | |
| 			if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
 | |
| 
 | |
| 			if (!HasTownOwnedRoad(tile)) {
 | |
| 				TownID tid = GetTownIndex(tile);
 | |
| 
 | |
| 				if (tid == (TownID)INVALID_TOWN) {
 | |
| 					/* in the case we are generating "many random towns", this value may be INVALID_TOWN */
 | |
| 					if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
 | |
| 					assert(Town::GetNumItems() == 0);
 | |
| 					return NULL;
 | |
| 				}
 | |
| 
 | |
| 				assert(Town::IsValidID(tid));
 | |
| 				Town *town = Town::Get(tid);
 | |
| 
 | |
| 				if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
 | |
| 
 | |
| 				return town;
 | |
| 			}
 | |
| 			/* FALL THROUGH */
 | |
| 
 | |
| 		case MP_HOUSE:
 | |
| 			return Town::GetByTile(tile);
 | |
| 
 | |
| 		default:
 | |
| 			return CalcClosestTownFromTile(tile, threshold);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static bool _town_rating_test = false; ///< If \c true, town rating is in test-mode.
 | |
| static SmallMap<const Town *, int, 4> _town_test_ratings; ///< Map of towns to modified ratings, while in town rating test-mode.
 | |
| 
 | |
| /**
 | |
|  * Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings.
 | |
|  * The function is safe to use in nested calls.
 | |
|  * @param mode Test mode switch (\c true means go to test-mode, \c false means leave test-mode).
 | |
|  */
 | |
| void SetTownRatingTestMode(bool mode)
 | |
| {
 | |
| 	static int ref_count = 0; // Number of times test-mode is switched on.
 | |
| 	if (mode) {
 | |
| 		if (ref_count == 0) {
 | |
| 			_town_test_ratings.Clear();
 | |
| 		}
 | |
| 		ref_count++;
 | |
| 	} else {
 | |
| 		assert(ref_count > 0);
 | |
| 		ref_count--;
 | |
| 	}
 | |
| 	_town_rating_test = !(ref_count == 0);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Get the rating of a town for the #_current_company.
 | |
|  * @param t Town to get the rating from.
 | |
|  * @return Rating of the current company in the given town.
 | |
|  */
 | |
| static int GetRating(const Town *t)
 | |
| {
 | |
| 	if (_town_rating_test) {
 | |
| 		SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
 | |
| 		if (it != _town_test_ratings.End()) {
 | |
| 			return it->second;
 | |
| 		}
 | |
| 	}
 | |
| 	return t->ratings[_current_company];
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Changes town rating of the current company
 | |
|  * @param t Town to affect
 | |
|  * @param add Value to add
 | |
|  * @param max Minimum (add < 0) resp. maximum (add > 0) rating that should be achievable with this change.
 | |
|  * @param flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested
 | |
|  */
 | |
| void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
 | |
| {
 | |
| 	/* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
 | |
| 	if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
 | |
| 			!Company::IsValidID(_current_company) ||
 | |
| 			(_cheats.magic_bulldozer.value && add < 0)) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	int rating = GetRating(t);
 | |
| 	if (add < 0) {
 | |
| 		if (rating > max) {
 | |
| 			rating += add;
 | |
| 			if (rating < max) rating = max;
 | |
| 		}
 | |
| 	} else {
 | |
| 		if (rating < max) {
 | |
| 			rating += add;
 | |
| 			if (rating > max) rating = max;
 | |
| 		}
 | |
| 	}
 | |
| 	if (_town_rating_test) {
 | |
| 		_town_test_ratings[t] = rating;
 | |
| 	} else {
 | |
| 		SetBit(t->have_ratings, _current_company);
 | |
| 		t->ratings[_current_company] = rating;
 | |
| 		SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Does the town authority allow the (destructive) action of the current company?
 | |
|  * @param flags Checking flags of the command.
 | |
|  * @param t     Town that must allow the company action.
 | |
|  * @param type  Type of action that is wanted.
 | |
|  * @return A succeeded command if the action is allowed, a failed command if it is not allowed.
 | |
|  */
 | |
| CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
 | |
| {
 | |
| 	/* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
 | |
| 	if (t == NULL || !Company::IsValidID(_current_company) ||
 | |
| 			_cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
 | |
| 		return CommandCost();
 | |
| 	}
 | |
| 
 | |
| 	/* minimum rating needed to be allowed to remove stuff */
 | |
| 	static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
 | |
| 		/*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
 | |
| 		{ RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
 | |
| 		{    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
 | |
| 		{    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
 | |
| 	};
 | |
| 
 | |
| 	/* check if you're allowed to remove the road/bridge/tunnel
 | |
| 	 * owned by a town no removal if rating is lower than ... depends now on
 | |
| 	 * difficulty setting. Minimum town rating selected by difficulty level
 | |
| 	 */
 | |
| 	int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
 | |
| 
 | |
| 	if (GetRating(t) < needed) {
 | |
| 		SetDParam(0, t->index);
 | |
| 		return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
 | |
| 	}
 | |
| 
 | |
| 	return CommandCost();
 | |
| }
 | |
| 
 | |
| void TownsMonthlyLoop()
 | |
| {
 | |
| 	Town *t;
 | |
| 
 | |
| 	FOR_ALL_TOWNS(t) {
 | |
| 		if (t->road_build_months != 0) t->road_build_months--;
 | |
| 
 | |
| 		if (t->exclusive_counter != 0) {
 | |
| 			if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
 | |
| 		}
 | |
| 
 | |
| 		UpdateTownGrowRate(t);
 | |
| 		UpdateTownAmounts(t);
 | |
| 		UpdateTownUnwanted(t);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void TownsYearlyLoop()
 | |
| {
 | |
| 	/* Increment house ages */
 | |
| 	for (TileIndex t = 0; t < MapSize(); t++) {
 | |
| 		if (!IsTileType(t, MP_HOUSE)) continue;
 | |
| 		IncrementHouseAge(t);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void InitializeTowns()
 | |
| {
 | |
| 	_town_pool.CleanPool();
 | |
| }
 | |
| 
 | |
| static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
 | |
| {
 | |
| 	if (AutoslopeEnabled()) {
 | |
| 		HouseID house = GetHouseType(tile);
 | |
| 		GetHouseNorthPart(house); // modifies house to the ID of the north tile
 | |
| 		const HouseSpec *hs = HouseSpec::Get(house);
 | |
| 
 | |
| 		/* Here we differ from TTDP by checking TILE_NOT_SLOPED */
 | |
| 		if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
 | |
| 				(GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
 | |
| 			bool allow_terraform = true;
 | |
| 
 | |
| 			/* Call the autosloping callback per tile, not for the whole building at once. */
 | |
| 			house = GetHouseType(tile);
 | |
| 			hs = HouseSpec::Get(house);
 | |
| 			if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
 | |
| 				/* If the callback fails, allow autoslope. */
 | |
| 				uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
 | |
| 				if ((res != 0) && (res != CALLBACK_FAILED)) allow_terraform = false;
 | |
| 			}
 | |
| 
 | |
| 			if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 | |
| }
 | |
| 
 | |
| /** Tile callback functions for a town */
 | |
| extern const TileTypeProcs _tile_type_town_procs = {
 | |
| 	DrawTile_Town,           // draw_tile_proc
 | |
| 	GetSlopeZ_Town,          // get_slope_z_proc
 | |
| 	ClearTile_Town,          // clear_tile_proc
 | |
| 	AddAcceptedCargo_Town,   // add_accepted_cargo_proc
 | |
| 	GetTileDesc_Town,        // get_tile_desc_proc
 | |
| 	GetTileTrackStatus_Town, // get_tile_track_status_proc
 | |
| 	NULL,                    // click_tile_proc
 | |
| 	AnimateTile_Town,        // animate_tile_proc
 | |
| 	TileLoop_Town,           // tile_loop_clear
 | |
| 	ChangeTileOwner_Town,    // change_tile_owner_clear
 | |
| 	AddProducedCargo_Town,   // add_produced_cargo_proc
 | |
| 	NULL,                    // vehicle_enter_tile_proc
 | |
| 	GetFoundation_Town,      // get_foundation_proc
 | |
| 	TerraformTile_Town,      // terraform_tile_proc
 | |
| };
 | |
| 
 | |
| 
 | |
| HouseSpec _house_specs[HOUSE_MAX];
 | |
| 
 | |
| void ResetHouses()
 | |
| {
 | |
| 	memset(&_house_specs, 0, sizeof(_house_specs));
 | |
| 	memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
 | |
| 
 | |
| 	/* Reset any overrides that have been set. */
 | |
| 	_house_mngr.ResetOverride();
 | |
| }
 | 
