1936 lines
		
	
	
		
			44 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1936 lines
		
	
	
		
			44 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| #include "stdafx.h"
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| #include "ttd.h"
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| #include "table/strings.h"
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| #include "viewport.h"
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| #include "town.h"
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| #include "command.h"
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| #include "pathfind.h"
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| #include "gfx.h"
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| #include "industry.h"
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| #include "station.h"
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| #include "player.h"
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| #include "news.h"
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| #include "saveload.h"
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| #include "economy.h"
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| #include "gui.h"
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| #include "network.h"
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| 
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| enum {
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| 	TOWN_HAS_CHURCH     = 0x02,
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| 	TOWN_HAS_STADIUM    = 0x04
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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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| static bool BuildTownHouse(Town *t, uint tile);
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| static void ClearTownHouse(Town *t, uint tile);
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| static void DoBuildTownHouse(Town *t, uint tile);
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| 
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| typedef struct DrawTownTileStruct {
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| 	uint32 sprite_1;
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| 	uint32 sprite_2;
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| 
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| 	byte subtile_x:4;
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| 	byte subtile_y:4;
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| 	byte width:4;
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| 	byte height:4;
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| 	byte dz;
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| 	byte proc;
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| } DrawTownTileStruct;
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| 
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| #include "table/town_land.h"
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| 
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| 
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| static void TownDrawTileProc1(TileInfo *ti)
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| {
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| 	AddChildSpriteScreen(0x5A3, 0xE, 0x3C - (_map_owner[ti->tile]&0x7F));
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| }
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| 
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| typedef void TownDrawTileProc(TileInfo *ti);
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| static TownDrawTileProc * const _town_draw_tile_procs[1] = {
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| 	TownDrawTileProc1
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| };
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| 
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| 
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| static void DrawTile_Town(TileInfo *ti)
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| {
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| 	const DrawTownTileStruct *dcts;
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| 	byte z;
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| 	uint32 image;
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| 
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| 	/* Retrieve pointer to the draw town tile struct */
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| 	{
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| 		/* this "randomizes" on the (up to) 4 variants of a building */
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| 		byte gfx   = _map2[ti->tile];
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| 		byte stage = _map3_lo[ti->tile] >> 6;
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| 		uint variant;
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| 		variant  = ti->x >> 4;
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| 		variant ^= ti->x >> 6;
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| 		variant ^= ti->y >> 4;
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| 		variant -= ti->y >> 6;
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| 		variant &= 3;
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| 		dcts = &_town_draw_tile_data[gfx << 4 | variant << 2 | stage];
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| 	}
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| 
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| 	z = ti->z;
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| 
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| 	/* Add bricks below the house? */
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| 	if (ti->tileh) {
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| 		AddSortableSpriteToDraw(0x3DD + ti->tileh, ti->x, ti->y, 16, 16, 7, z);
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| 		AddChildSpriteScreen(dcts->sprite_1, 0x1F, 1);
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| 		z += 8;
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| 	} else {
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| 		/* Else draw regular ground */
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| 		DrawGroundSprite(dcts->sprite_1);
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| 	}
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| 
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| 	/* Add a house on top of the ground? */
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| 	if ((image = dcts->sprite_2) != 0) {
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| 		if (_display_opt & DO_TRANS_BUILDINGS)
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| 			image = (image & 0x3FFF) | 0x3224000;
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| 
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| 		AddSortableSpriteToDraw(image,
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| 			ti->x + dcts->subtile_x,
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| 			ti->y + dcts->subtile_y,
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| 			dcts->width + 1,
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| 			dcts->height + 1,
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| 			dcts->dz,
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| 			z);
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| 
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| 		if (_display_opt & DO_TRANS_BUILDINGS)
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| 			return;
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| 	}
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| 
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| 	{
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| 		int proc;
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| 		if ((proc=dcts->proc-1) >= 0 )
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| 			_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(TileInfo *ti)
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| {
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| 	uint z = GetPartialZ(ti->x&0xF, ti->y&0xF, ti->tileh) + ti->z;
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| 	if (ti->tileh != 0) z = (z & ~7) + 4;
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| 	return (uint16) z;
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| }
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| 
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| static uint GetSlopeTileh_Town(TileInfo *ti)
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| {
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| 	return ti->tileh;
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| }
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| 
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| static void AnimateTile_Town(uint tile)
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| {
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| 	int old;
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| 	int i;
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| 	int a,b;
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| 
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| 	if (_tick_counter & 3)
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| 		return;
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| 
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| 	if (_map2[tile] != 4 && _map2[tile] != 5)
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| 		return;
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| 
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| 	if (!((old=_map_owner[tile])&0x80)) {
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| 		_map_owner[tile] |= 0x80;
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| 
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| 		do {
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| 			i = (Random()&7) - 1;
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| 		} while (i < 0 || i == 1 || i*6==old);
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| 
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| 		_map5[tile] = (_map5[tile] & ~0x3F) | i;
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| 	}
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| 
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| 	a = _map_owner[tile]&0x7F;
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| 	b = (_map5[tile]&0x3F) * 6;
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| 	a += (a < b) ? 1 : -1;
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| 	_map_owner[tile] = (_map_owner[tile]&0x80)|a;
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| 
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| 	if (a == b) {
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| 		_map5[tile] &= 0x40;
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| 		_map_owner[tile] &= 0x7F;
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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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| static void UpdateTownRadius(Town *t);
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| 
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| static bool IsCloseToTown(uint tile, uint dist)
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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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| 		if (t->xy != 0 && GetTileDist(tile, t->xy) < dist)
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| 			return true;
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| 	}
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| 	return false;
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| }
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| 
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| 
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| static void ChangePopulation(Town *t, int mod)
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| {
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| 	t->population += mod;
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| 	InvalidateWindow(WC_TOWN_VIEW, t->index);
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| 
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| 	if (_town_sort_order & 2) _town_sort_dirty = true;
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| }
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| 
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| static void MakeSingleHouseBigger(uint tile)
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| {
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| 	byte b;
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| 
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| 	assert(IS_TILETYPE(tile, MP_HOUSE));
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| 
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| 	b = _map5[tile];
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| 	if (b & 0x80)
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| 		return;
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| 
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| 	_map5[tile] = (b & 0xC0) | ((b+1)&7);
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| 
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| 	if ((_map5[tile]&7) != 0)
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| 		return;
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| 
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| 	_map3_lo[tile] = _map3_lo[tile] + 0x40;
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| 
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| 	if ( (_map3_lo[tile] & 0xC0) == 0xC0) {
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| 		Town *t = ClosestTownFromTile(tile, (uint)-1);
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| 		ChangePopulation(t, _housetype_population[_map2[tile]]);
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| 	}
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| 	MarkTileDirtyByTile(tile);
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| }
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| 
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| static void MakeTownHouseBigger(uint tile)
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| {
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| 	uint flags = _house_more_flags[_map2[tile]];
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| 	if (flags & 8) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
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| 	if (flags & 4) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
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| 	if (flags & 2) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
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| 	if (flags & 1) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
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| }
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| 
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| static void TileLoop_Town(uint tile)
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| {
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| 	int house;
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| 	Town *t;
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| 	uint32 r;
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| 
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| 	if ((_map3_lo[tile] & 0xC0) != 0xC0) {
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| 		MakeTownHouseBigger(tile);
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| 		return;
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| 	}
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| 
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| 	house = _map2[tile];
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| 	if (_housetype_extra_flags[house] & 0x20 &&
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| 			!(_map5[tile] & 0x80) &&
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| 			CHANCE16(1,2) &&
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| 			AddAnimatedTile(tile)) {
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| 		_map5[tile] = (_map5[tile] & 0x40)|0x80;
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| 	}
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| 
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| 	t = ClosestTownFromTile(tile, (uint)-1);
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| 
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| 	r = Random();
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| 
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| 	if ( (byte)r < _housetype_population[house] ) {
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| 		uint amt = ((byte)r >> 3) + 1, moved;
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| 		if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
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| 		t->new_max_pass += amt;
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| 		moved = MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
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| 		t->new_act_pass += moved;
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| 	}
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| 
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| 	if ( (byte)(r>>8) < _housetype_mailamount[house] ) {
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| 		uint amt = ((byte)(r>>8) >> 3) + 1, moved;
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| 		if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
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| 		t->new_max_mail += amt;
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| 		moved = MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
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| 		t->new_act_mail += moved;
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| 	}
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| 
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| 	if (_house_more_flags[house]&8 && (t->flags12&1) && --t->time_until_rebuild == 0) {
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| 		r>>=16;
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| 		t->time_until_rebuild = (r & 63) + 130;
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| 
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| 		_current_player = OWNER_TOWN;
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| 
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| 		ClearTownHouse(t, tile);
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| 
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| 		// rebuild with another house?
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| 		if ( (byte) (r >> 8) >= 12) {
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| 			DoBuildTownHouse(t, tile);
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| 		}
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| 
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| 		_current_player = OWNER_NONE;
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| 	}
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| }
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| 
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| static void ClickTile_Town(uint tile)
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| {
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| 	/* not used */
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| }
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| 
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| static int32 ClearTile_Town(uint tile, byte flags)
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| {
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| 	int house, rating;
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| 	int32 cost;
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| 	Town *t;
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| 
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| 	// safety checks
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| 	if (!EnsureNoVehicle(tile)) return CMD_ERROR;
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| 	if (flags&DC_AUTO && !(flags&DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
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| 
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| 	house = _map2[tile];
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| 	cost = _price.remove_house * _housetype_remove_cost[house] >> 8;
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| 
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| 	rating = _housetype_remove_ratingmod[house];
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| 	_cleared_town_rating += rating;
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| 	_cleared_town = t = ClosestTownFromTile(tile, (uint)-1);
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| 
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| 	if (_current_player < MAX_PLAYERS) {
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| 		if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
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| 			SetDParam(0, t->index);
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| 			return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
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| 		}
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| 	}
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| 
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| 	if (flags & DC_EXEC) {
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| 		ChangeTownRating(t, -rating, -1000);
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| 		ClearTownHouse(t, tile);
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| 	}
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| 
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| 	return cost;
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| }
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| 
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| static void GetAcceptedCargo_Town(uint tile, AcceptedCargo ac)
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| {
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| 	int type = _map2[tile];
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| 
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| 	ac[CT_PASSENGERS] = _housetype_cargo_passengers[type];
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| 	ac[CT_MAIL] = _housetype_cargo_mail[type];
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| 	ac[CT_GOODS] = _housetype_cargo_goods[type];
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| 	ac[CT_FOOD] = _housetype_cargo_food[type];
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| }
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| 
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| static void GetTileDesc_Town(uint tile, TileDesc *td)
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| {
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| 	td->str = _town_tile_names[_map2[tile]];
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| 	if ((_map3_lo[tile] & 0xC0) != 0xC0) {
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| 		SetDParamX(td->dparam, 0, td->str);
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| 		td->str = STR_2058_UNDER_CONSTRUCTION;
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| 	}
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| 
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| 	td->owner = OWNER_TOWN;
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| }
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| 
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| static uint32 GetTileTrackStatus_Town(uint tile, TransportType mode)
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| {
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| 	/* not used */
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| 	return 0;
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| }
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| 
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| static void ChangeTileOwner_Town(uint tile, byte old_player, byte new_player)
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| {
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| 	/* not used */
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| }
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| 
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| 
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| static const TileIndexDiff _roadblock_tileadd[4+3] = {
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| 	TILE_XY(0,-1),
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| 	TILE_XY(1,0),
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| 	TILE_XY(0,1),
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| 	TILE_XY(-1,0),
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| 
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| 	// Store the first 3 elements again.
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| 	// Lets us rotate without using &3.
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| 	TILE_XY(0,-1),
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| 	TILE_XY(1,0),
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| 	TILE_XY(0,1),
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| };
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| 
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| static void TownTickHandler(Town *t)
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| {
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| 	if (t->flags12&1) {
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| 		int i = t->grow_counter - 1;
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| 		if (i < 0) {
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| 			if (GrowTown(t)) {
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| 				i = t->growth_rate;
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| 			} else {
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| 				i = 0;
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| 			}
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| 		}
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| 		t->grow_counter = i;
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| 	}
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| 
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| 	UpdateTownRadius(t);
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| }
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| 
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| void OnTick_Town()
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| {
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| 	uint i;
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| 	Town *t;
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| 
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| 	if (_game_mode == GM_EDITOR)
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| 		return;
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| 
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| 	i = _cur_town_ctr;
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| 	t = DEREF_TOWN(i);
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| 	if (++i == lengthof(_towns)) i = 0;
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| 	_cur_town_ctr = i;
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| 
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| 	if (t->xy != 0)
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| 		TownTickHandler(t);
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| 
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| }
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| 
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| static byte GetTownRoadMask(TileIndex tile)
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| {
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| 	byte b = GetRoadBitsByTile(tile);
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| 	byte r=0;
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| 	if (b&1) r|=10;
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| 	if (b&2) r|=5;
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| 	if (b&4) r|=9;
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| 	if (b&8) r|=6;
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| 	if (b&16) r|=3;
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| 	if (b&32) r|=12;
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| 	return r;
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| }
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| 
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| static bool IsRoadAllowedHere(uint tile, int dir)
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| {
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| 	uint k;
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| 	uint slope;
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| 
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| 	// If this assertion fails, it might be because the world contains
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| 	//  land at the edges. This is not ok.
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| 	TILE_ASSERT(tile);
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| 
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| 	for(;;) {
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| 		// Check if there already is a road at this point?
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| 		if (GetRoadBitsByTile(tile) == 0) {
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| 			// No, try to build one in the direction.
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| 			// if that fails clear the land, and if that fails exit.
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| 			// This is to make sure that we can build a road here later.
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| 			if (DoCommandByTile(tile, (dir&1)?0xA:0x5, 0, DC_AUTO, CMD_BUILD_ROAD) == CMD_ERROR &&
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| 					DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR) == CMD_ERROR)
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| 				return false;
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| 		}
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| 
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| 		slope = GetTileSlope(tile, NULL);
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| 		if (slope == 0) {
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| no_slope:
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| 			// Tile has no slope
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| 			// Disallow the road if any neighboring tile has a road.
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| 			if (HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+1])), dir^2) ||
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| 					HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+3])), dir^2) ||
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| 					HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+1] + _roadblock_tileadd[dir+2])), dir) ||
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| 					HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+3] + _roadblock_tileadd[dir+2])), dir))
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| 				return false;
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| 
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| 			// Otherwise allow
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| 			return true;
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| 		}
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| 
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| 		// If the tile is not a slope in the right direction, then
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| 		// maybe terraform some.
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| 		if ((k = (dir&1)?0xC:0x9) != slope && (k^0xF) != slope) {
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| 			uint32 r = Random();
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| 
 | |
| 			if (CHANCE16I(1,8, r) && !_generating_world) {
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| 				int32 res;
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| 
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| 				if (CHANCE16I(1,16,r))
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| 					res = DoCommandByTile(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER,
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| 					                      CMD_TERRAFORM_LAND);
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| 				else
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| 					res = DoCommandByTile(tile, slope^0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER,
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| 					                      CMD_TERRAFORM_LAND);
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| 				if (res == CMD_ERROR && CHANCE16I(1,3,r))
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| 					// We can consider building on the slope, though.
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| 					goto no_slope;
 | |
| 			}
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| 			return false;
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| 		}
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| 
 | |
| 		tile = TILE_ADD(tile, _roadblock_tileadd[dir]);
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| 	}
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| }
 | |
| 
 | |
| static bool TerraformTownTile(uint tile, int edges, int dir)
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| {
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| 	int32 r;
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| 
 | |
| 	TILE_ASSERT(tile);
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| 
 | |
| 	r = DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
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| 	if (r == CMD_ERROR || r >= 126*16)
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| 		return false;
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| 	DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
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| 	return true;
 | |
| }
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| 
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| static void LevelTownLand(uint tile)
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| {
 | |
| 	TileInfo ti;
 | |
| 
 | |
| 	TILE_ASSERT(tile);
 | |
| 
 | |
| 	// Don't terraform if land is plain or if there's a house there.
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| 	FindLandscapeHeightByTile(&ti, tile);
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| 	if (ti.tileh == 0 || ti.type == MP_HOUSE)
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| 		return;
 | |
| 
 | |
| 	// First try up, then down
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| 	if (!TerraformTownTile(tile, ~ti.tileh & 0xF, 1)) {
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| 		TerraformTownTile(tile, ti.tileh & 0xF, 0);
 | |
| 	}
 | |
| }
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| 
 | |
| #define IS_WATER_TILE(t) (IS_TILETYPE((t), MP_WATER) && _map5[(t)] == 0)
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| 
 | |
| static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
 | |
| {
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| 	Town *t2;
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| 	uint16 r;
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| 	int a,b,rcmd;
 | |
| 	uint tmptile;
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| 	TileInfo ti;
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| 	int i;
 | |
| 	int j;
 | |
| 	uint tile = *tile_ptr;
 | |
| 
 | |
| 	TILE_ASSERT(tile);
 | |
| 
 | |
| 	if (mask == 0) {
 | |
| 		// Tile has no road. First reset the status counter
 | |
| 		// to say that this is the last iteration.
 | |
| 		_grow_town_result = 0;
 | |
| 
 | |
| 		// Then check if the tile we are at belongs to the town,
 | |
| 		// if not, bail out.
 | |
| 		t2 = ClosestTownFromTile(tile, (uint)-1);
 | |
| 		if (t2 != t1)
 | |
| 			return;
 | |
| 
 | |
| 		// Remove hills etc
 | |
| 		LevelTownLand(tile);
 | |
| 
 | |
| 		// Is a road allowed here?
 | |
| 		if (!IsRoadAllowedHere(tile, block))
 | |
| 			return;
 | |
| 
 | |
| 		// Randomize new road block numbers
 | |
| 		a = block;
 | |
| 		b = block ^ 2;
 | |
| 		r = (uint16)Random();
 | |
| 		if (r <= 0x4000) do {
 | |
| 			a = (int)Random() & 3;
 | |
| 		} while(a == b);
 | |
| 
 | |
| 		if (!IsRoadAllowedHere(TILE_ADD(tile,_roadblock_tileadd[a]), a)) {
 | |
| 			// A road is not allowed to continue the randomized road,
 | |
| 			//   return if the road we're trying to build is curved.
 | |
| 			if ( a != (b^2))
 | |
| 				return;
 | |
| 
 | |
| 			// Return if neither side of the new road is a house
 | |
| 			if (!IS_TILETYPE(TILE_ADD(tile,_roadblock_tileadd[a+1]), MP_HOUSE) &&
 | |
| 					!IS_TILETYPE(TILE_ADD(tile,_roadblock_tileadd[a+3]), MP_HOUSE))
 | |
| 				return;
 | |
| 
 | |
| 			// That means that the road is only allowed if there is a house
 | |
| 			//  at any side of the new road.
 | |
| 		}
 | |
| 		rcmd = (1 << a) + (1 << b);
 | |
| 
 | |
| 	} else if (block < 5 && !HASBIT(mask,block^2)) {
 | |
| 		// Continue building on a partial road.
 | |
| 		// Always OK.
 | |
| 		_grow_town_result = 0;
 | |
| 		rcmd = 1 << (block^2);
 | |
| 	} else {
 | |
| 
 | |
| 		// Reached a tunnel? Then continue at the other side of it.
 | |
| 		if (IS_TILETYPE(tile, MP_TUNNELBRIDGE) && (_map5[tile]&~3)==4) {
 | |
| 			FindLengthOfTunnelResult flotr = FindLengthOfTunnel(tile, _map5[tile]&3);
 | |
| 			*tile_ptr = flotr.tile;
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		// For any other kind of tunnel/bridge, bail out.
 | |
| 		if (IS_TILETYPE(tile, MP_TUNNELBRIDGE))
 | |
| 			return;
 | |
| 
 | |
| 		// Possibly extend the road in a direction.
 | |
| 		// Randomize a direction and if it has a road, bail out.
 | |
| 		i = (int)Random() & 3;
 | |
| 		if (HASBIT(mask, i))
 | |
| 			return;
 | |
| 
 | |
| 		// This is the tile we will reach if we extend to this direction.
 | |
| 		tmptile = TILE_ADD(tile,_roadblock_tileadd[i]);
 | |
| 
 | |
| 		// Don't do it if it reaches to water.
 | |
| 		if (IS_WATER_TILE(tmptile))
 | |
| 			return;
 | |
| 
 | |
| 		// If the new tile belongs to another town,
 | |
| 		//  then stop the search altogether.
 | |
| 		if (ClosestTownFromTile(tmptile, (uint)-1) != t1) {
 | |
| 			_grow_town_result = 0;
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		// Build a house at the edge. 60% chance or
 | |
| 		//  always ok if no road allowed.
 | |
| 		if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6,10)) {
 | |
| 			// But not if there already is a house there.
 | |
| 			if (!IS_TILETYPE(tmptile, MP_HOUSE)) {
 | |
| 				// Level the land if possible
 | |
| 				LevelTownLand(tmptile);
 | |
| 
 | |
| 				// And build a house.
 | |
| 				// Set result to -1 if we managed to build it.
 | |
| 				if (BuildTownHouse(t1, tmptile))
 | |
| 					_grow_town_result = -1;
 | |
| 			}
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		_grow_town_result = 0;
 | |
| 		rcmd = 1 << i;
 | |
| 	}
 | |
| 
 | |
| 	FindLandscapeHeightByTile(&ti, tile);
 | |
| 
 | |
| 	// Return if a water tile
 | |
| 	if (ti.type == MP_WATER && ti.map5==0)
 | |
| 		return;
 | |
| 
 | |
| 	// Determine direction of slope,
 | |
| 	//  and build a road if not a special slope.
 | |
| 	if ((i=0,ti.tileh != 3) &&
 | |
| 			(i++,ti.tileh != 9) &&
 | |
| 			(i++,ti.tileh != 12) &&
 | |
| 			(i++,ti.tileh != 6)) {
 | |
| build_road_and_exit:
 | |
| 		if (DoCommandByTile(tile, rcmd, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD) != CMD_ERROR)
 | |
| 			_grow_town_result = -1;
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	tmptile = tile;
 | |
| 
 | |
| 	// Now it contains the direction of the slope
 | |
| 	j = -11;	// max 11 tile long bridges
 | |
| 	do {
 | |
| 		if (++j == 0)
 | |
| 			goto build_road_and_exit;
 | |
| 		tmptile = TILE_MASK(tmptile + _tileoffs_by_dir[i]);
 | |
| 	} while (IS_WATER_TILE(tmptile));
 | |
| 
 | |
| 	// no water tiles in between?
 | |
| 	if (j == -10)
 | |
| 		goto build_road_and_exit;
 | |
| 
 | |
| 	// Quit if it selecting an appropiate bridge type fails a large number of times.
 | |
| 	j = 22;
 | |
| 	{
 | |
| 		int32 bridge_len = GetBridgeLength(tile, tmptile);
 | |
| 		do {
 | |
| 			byte bridge_type = RandomRange(MAX_BRIDGES - 1);
 | |
| 			if (CheckBridge_Stuff(bridge_type, bridge_len)) {
 | |
| 				if (DoCommandByTile(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE) != CMD_ERROR)
 | |
| 					_grow_town_result = -1;
 | |
| 
 | |
| 				// obviously, if building any bridge would fail, there is no need to try other bridge-types
 | |
| 				return;
 | |
| 			}
 | |
| 		} while(--j != 0);
 | |
| 	}
 | |
| }
 | |
| #undef IS_WATER_TILE
 | |
| 
 | |
| 
 | |
| // Returns true if a house was built, or no if the build failed.
 | |
| static int GrowTownAtRoad(Town *t, uint tile)
 | |
| {
 | |
| 	uint mask;
 | |
| 	int block = 5; // special case
 | |
| 
 | |
| 	TILE_ASSERT(tile);
 | |
| 
 | |
| 	// Number of times to search.
 | |
| 	_grow_town_result = 10 + t->num_houses * 4 / 9;
 | |
| 
 | |
| 	do {
 | |
| 		// Get a bitmask of the road blocks on a tile
 | |
| 		mask = GetTownRoadMask(tile);
 | |
| 
 | |
| 		// Try to grow the town from this point
 | |
| 		GrowTownInTile(&tile,mask,block,t);
 | |
| 
 | |
| 		// Exclude the source position from the bitmask
 | |
| 		// and return if no more road blocks available
 | |
| 		CLRBIT(mask, (block ^ 2));
 | |
| 		if (mask == 0)
 | |
| 			return _grow_town_result;
 | |
| 
 | |
| 		// Select a random bit from the blockmask, walk a step
 | |
| 		// and continue the search from there.
 | |
| 		do block = Random() & 3; while (!HASBIT(mask,block));
 | |
| 		tile += _roadblock_tileadd[block];
 | |
| 
 | |
| 		// Max number of times is checked.
 | |
| 	} while (--_grow_town_result >= 0);
 | |
| 
 | |
| 	return (_grow_town_result == -2);
 | |
| }
 | |
| 
 | |
| // Generate a random road block
 | |
| // The probability of a straight road
 | |
| // is somewhat higher than a curved.
 | |
| static int GenRandomRoadBits()
 | |
| {
 | |
| 	uint32 r = Random();
 | |
| 	int a = r&3, b = (r >> 8) & 3;
 | |
| 	if (a == b) b ^= 2;
 | |
| 	return (1<<a)+(1<<b);
 | |
| }
 | |
| 
 | |
| // Grow the town
 | |
| // Returns true if a house was built, or no if the build failed.
 | |
| bool GrowTown(Town *t)
 | |
| {
 | |
| 	uint tile;
 | |
| 	const TileIndexDiff *ptr;
 | |
| 	int offs;
 | |
| 	TileInfo ti;
 | |
| 	byte old_player;
 | |
| 
 | |
| 	static const TileIndexDiff _town_coord_mod[] = {
 | |
| 		TILE_XY(-1,0),
 | |
| 		TILE_XY(1,1),
 | |
| 		TILE_XY(1,-1),
 | |
| 		TILE_XY(-1,-1),
 | |
| 		TILE_XY(-1,0),
 | |
| 		TILE_XY(0,2),
 | |
| 		TILE_XY(2,0),
 | |
| 		TILE_XY(0,-2),
 | |
| 		TILE_XY(-1,-1),
 | |
| 		TILE_XY(-2,2),
 | |
| 		TILE_XY(2,2),
 | |
| 		TILE_XY(2,-2),
 | |
| 		0,
 | |
| 	};
 | |
| 
 | |
| 	// Current player is a town
 | |
| 	old_player = _current_player;
 | |
| 	_current_player = OWNER_TOWN;
 | |
| 
 | |
| 	// Find a road that we can base the construction on.
 | |
| 	tile = t->xy;
 | |
| 	ptr = _town_coord_mod;
 | |
| 	do {
 | |
| 		if (GetRoadBitsByTile(tile) != 0) {
 | |
| 			int r = GrowTownAtRoad(t, tile);
 | |
| 			_current_player = old_player;
 | |
| 			return r;
 | |
| 		}
 | |
| 		offs = *ptr++;
 | |
| 
 | |
| 		tile = TILE_ADD(tile, offs);
 | |
| 	} while (offs);
 | |
| 
 | |
| 	// No road available, try to build a random road block by
 | |
| 	// clearing some land and then building a road there.
 | |
| 	tile = t->xy;
 | |
| 	ptr = _town_coord_mod;
 | |
| 	do {
 | |
| 		FindLandscapeHeightByTile(&ti, tile);
 | |
| 
 | |
| 		// Only work with plain land that not already has a house with map5=0
 | |
| 		if (ti.tileh == 0 && !(ti.type==MP_HOUSE && ti.map5==0)) {
 | |
| 			if (DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR) != CMD_ERROR) {
 | |
| 				DoCommandByTile(tile, GenRandomRoadBits(), 0, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
 | |
| 				_current_player = old_player;
 | |
| 				return true;
 | |
| 			}
 | |
| 		}
 | |
| 		offs = *ptr++;
 | |
| 		tile = TILE_ADD(tile, offs);
 | |
| 	} while (offs != 0);
 | |
| 
 | |
| 	_current_player = old_player;
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| static void UpdateTownRadius(Town *t)
 | |
| {
 | |
| 	static const uint16 _town_radius_data[23][5] = {
 | |
| 		{ 4,  0,  0,  0,  0}, // 0
 | |
| 		{16,  0,  0,  0,  0},
 | |
| 		{25,  0,  0,  0,  0},
 | |
| 		{36,  0,  0,  0,  0},
 | |
| 		{49,  0,  4,  0,  0},
 | |
| 		{64,  0,  4,  0,  0}, // 20
 | |
| 		{64,  0,  9,  0,  1},
 | |
| 		{64,  0,  9,  0,  4},
 | |
| 		{64,  0, 16,  0,  4},
 | |
| 		{81,  0, 16,  0,  4},
 | |
| 		{81,  0, 16,  0,  4}, // 40
 | |
| 		{81,  0, 25,  0,  9},
 | |
| 		{81, 36, 25,  0,  9},
 | |
| 		{81, 36, 25, 16,  9},
 | |
| 		{81, 49,  0, 25,  9},
 | |
| 		{81, 64,  0, 25,  9}, // 60
 | |
| 		{81, 64,  0, 36,  9},
 | |
| 		{81, 64,  0, 36, 16},
 | |
| 		{100, 81,  0, 49, 16},
 | |
| 		{100, 81,  0, 49, 25},
 | |
| 		{121, 81,  0, 49, 25}, // 80
 | |
| 		{121, 81,  0, 49, 25},
 | |
| 		{121, 81,  0, 49, 36}, // 88
 | |
| 	};
 | |
| 
 | |
| 	if (t->num_houses < 92) {
 | |
| 		memcpy(t->radius, _town_radius_data[t->num_houses / 4], sizeof(t->radius));
 | |
| 	} else {
 | |
| 		int mass = t->num_houses / 8;
 | |
| 		// At least very roughly extrapolate. Empirical numbers dancing between
 | |
| 		// overwhelming by cottages and skyscrapers outskirts.
 | |
| 		t->radius[0] = mass * mass;
 | |
| 		// Actually we are proportional to sqrt() but that's right because
 | |
| 		// we are covering an area.
 | |
| 		t->radius[1] = mass * 7;
 | |
| 		t->radius[2] = 0;
 | |
| 		t->radius[3] = mass * 4;
 | |
| 		t->radius[4] = mass * 3;
 | |
| 		//debug("%d (->%d): %d %d %d %d\n", t->num_houses, mass, t->radius[0], t->radius[1], t->radius[3], t->radius[4]);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void UpdateTownVirtCoord(Town *t)
 | |
| {
 | |
| 	Point pt = RemapCoords2(GET_TILE_X(t->xy)*16, GET_TILE_Y(t->xy)*16);
 | |
| 	SetDParam(0, t->townnameparts);
 | |
| 	UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24, t->townnametype);
 | |
| }
 | |
| 
 | |
| static void CreateTownName(Town *t1)
 | |
| {
 | |
| 	Town *t2;
 | |
| 	char buf1[64];
 | |
| 	char buf2[64];
 | |
| 	uint32 r;
 | |
| 
 | |
| 	t1->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
 | |
| 
 | |
| 	for(;;) {
 | |
| restart:
 | |
| 		r = Random();
 | |
| 
 | |
| 		SetDParam(0, r);
 | |
| 		GetString(buf1, t1->townnametype);
 | |
| 
 | |
| 		// Check size and width
 | |
| 		if (strlen(buf1) >= 31 || GetStringWidth(buf1) > 130)
 | |
| 			continue;
 | |
| 
 | |
| 		FOR_ALL_TOWNS(t2) {
 | |
| 			if (t2->xy != 0) {
 | |
| 				SetDParam(0, t2->townnameparts);
 | |
| 				GetString(buf2, t2->townnametype);
 | |
| 				if (str_eq(buf1, buf2))
 | |
| 					goto restart;
 | |
| 			}
 | |
| 		}
 | |
| 		t1->townnameparts = r;
 | |
| 
 | |
| 		return;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void UpdateTownMaxPass(Town *t)
 | |
| {
 | |
| 	t->max_pass = t->population >> 3;
 | |
| 	t->max_mail = t->population >> 4;
 | |
| }
 | |
| 
 | |
| static void DoCreateTown(Town *t, TileIndex tile)
 | |
| {
 | |
| 	int x, i;
 | |
| 
 | |
| 	// clear the town struct
 | |
| 	i = t->index;
 | |
| 	memset(t, 0, sizeof(Town));
 | |
| 	t->index = i;
 | |
| 
 | |
| 	t->xy = tile;
 | |
| 	t->num_houses = 0;
 | |
| 	t->time_until_rebuild = 10;
 | |
| 	UpdateTownRadius(t);
 | |
| 	t->flags12 = 0;
 | |
| 	t->population = 0;
 | |
| 	t->grow_counter = 0;
 | |
| 	t->growth_rate = 250;
 | |
| 	t->new_max_pass = 0;
 | |
| 	t->new_max_mail = 0;
 | |
| 	t->new_act_pass = 0;
 | |
| 	t->new_act_mail = 0;
 | |
| 	t->max_pass = 0;
 | |
| 	t->max_mail = 0;
 | |
| 	t->act_pass = 0;
 | |
| 	t->act_mail = 0;
 | |
| 
 | |
| 	t->pct_pass_transported = 0;
 | |
| 	t->pct_mail_transported = 0;
 | |
| 	t->fund_buildings_months = 0;
 | |
| 	t->new_act_food = 0;
 | |
| 	t->new_act_water = 0;
 | |
| 	t->act_food = 0;
 | |
| 	t->act_water = 0;
 | |
| 
 | |
| 	for(i = 0; i != MAX_PLAYERS; i++)
 | |
| 		t->ratings[i] = 500;
 | |
| 
 | |
| 	t->have_ratings = 0;
 | |
| 	t->exclusivity = (byte)-1;
 | |
| 	t->exclusive_counter = 0;
 | |
| 	t->statues = 0;
 | |
| 
 | |
| 	CreateTownName(t);
 | |
| 
 | |
| 	UpdateTownVirtCoord(t);
 | |
| 	_town_sort_dirty = true;
 | |
| 
 | |
| 	x = (Random() & 0xF) + 8;
 | |
| 	if (_game_mode == GM_EDITOR)
 | |
| 		x = _new_town_size * 16 + 3;
 | |
| 
 | |
| 	t->num_houses += x;
 | |
| 	UpdateTownRadius(t);
 | |
| 
 | |
| 	i = x * 4;
 | |
| 	do {
 | |
| 		GrowTown(t);
 | |
| 	} while (--i);
 | |
| 
 | |
| 	t->num_houses -= x;
 | |
| 	UpdateTownRadius(t);
 | |
| 	UpdateTownMaxPass(t);
 | |
| }
 | |
| 
 | |
| static Town *AllocateTown()
 | |
| {
 | |
| 	Town *t;
 | |
| 	FOR_ALL_TOWNS(t) {
 | |
| 		if (t->xy == 0) {
 | |
| 			if (t->index > _total_towns) _total_towns = t->index;
 | |
| 			return t;
 | |
| 		}
 | |
| 	}
 | |
| 	return NULL;
 | |
| }
 | |
| 
 | |
| int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
 | |
| {
 | |
| 	uint tile = TILE_FROM_XY(x,y);
 | |
| 	TileInfo ti;
 | |
| 	Town *t;
 | |
| 
 | |
| 	SET_EXPENSES_TYPE(EXPENSES_OTHER);
 | |
| 
 | |
| 	// Check if too close to the edge of map
 | |
| 	if (!CheckDistanceFromEdge(tile, 12))
 | |
| 		return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
 | |
| 
 | |
| 	// Can only build on clear flat areas.
 | |
| 	FindLandscapeHeightByTile(&ti, tile);
 | |
| 	if (ti.type != MP_CLEAR || ti.tileh != 0)
 | |
| 		return_cmd_error(STR_0239_SITE_UNSUITABLE);
 | |
| 
 | |
| 	// Check distance to all other towns.
 | |
| 	if (IsCloseToTown(tile, 20))
 | |
| 		return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
 | |
| 
 | |
| 	// Allocate town struct
 | |
| 	t = AllocateTown();
 | |
| 	if (t == NULL)
 | |
| 		return_cmd_error(STR_023A_TOO_MANY_TOWNS);
 | |
| 
 | |
| 	// Create the town
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		_generating_world = true;
 | |
| 		DoCreateTown(t, tile);
 | |
| 		_generating_world = false;
 | |
| 	}
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| Town *CreateRandomTown()
 | |
| {
 | |
| 	uint tile;
 | |
| 	TileInfo ti;
 | |
| 	Town *t;
 | |
| 	int n;
 | |
| 
 | |
| 	// Try 20 times.
 | |
| 	n = 20;
 | |
| 	do {
 | |
| 		// Generate a tile index not too close from the edge
 | |
| 		tile = TILE_MASK(Random());
 | |
| 		if (!CheckDistanceFromEdge(tile, 20))
 | |
| 			continue;
 | |
| 
 | |
| 		// Make sure the tile is plain
 | |
| 		FindLandscapeHeightByTile(&ti, tile);
 | |
| 		if (ti.type != MP_CLEAR || ti.tileh != 0)
 | |
| 			continue;
 | |
| 
 | |
| 		// Check not too close to a town
 | |
| 		if (IsCloseToTown(tile, 20))
 | |
| 			continue;
 | |
| 
 | |
| 		// Allocate a town struct
 | |
| 		t = AllocateTown();
 | |
| 		if (t == NULL)
 | |
| 			break;
 | |
| 
 | |
| 		DoCreateTown(t, tile);
 | |
| 		return t;
 | |
| 	} while (--n);
 | |
| 	return NULL;
 | |
| }
 | |
| 
 | |
| static const byte _num_initial_towns[3] = {
 | |
| 	11, 23, 46
 | |
| };
 | |
| 
 | |
| void GenerateTowns()
 | |
| {
 | |
| 	uint n;
 | |
| 	n = _num_initial_towns[_opt.diff.number_towns] + (Random()&7);
 | |
| 	do CreateRandomTown(); while (--n);
 | |
| }
 | |
| 
 | |
| static bool CheckBuildHouseMode(Town *t1, uint tile, uint tileh, int mode) {
 | |
| 	Town *t2 = ClosestTownFromTile(tile, (uint)-1);
 | |
| 	int b;
 | |
| 	uint slope;
 | |
| 
 | |
| 	static const byte _masks[8] = {
 | |
| 		0xC,0x3,0x9,0x6,
 | |
| 		0x3,0xC,0x6,0x9,
 | |
| 	};
 | |
| 
 | |
| 	if (t2 != t1)
 | |
| 		return false;
 | |
| 
 | |
| 	slope = GetTileSlope(tile, NULL);
 | |
| 	if (slope & 0x10)
 | |
| 		return false;
 | |
| 
 | |
| 	b = 0;
 | |
| 	if ((slope & 0xF && ~slope & _masks[mode])) b = ~b;
 | |
| 	if ((tileh & 0xF && ~tileh & _masks[mode+4])) b = ~b;
 | |
| 	if (b)
 | |
| 		return false;
 | |
| 
 | |
| 	return DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR) != CMD_ERROR;
 | |
| }
 | |
| 
 | |
| int GetTownRadiusGroup(Town *t, uint tile)
 | |
| {
 | |
| 	uint dist;
 | |
| 	int i,smallest;
 | |
| 
 | |
| 	dist = GetTileDistAdv(tile, t->xy);
 | |
| 	if (t->fund_buildings_months && dist <= 25)
 | |
| 		return 4;
 | |
| 
 | |
| 	smallest = 0;
 | |
| 	for(i=0; i!=lengthof(t->radius); i++) {
 | |
| 		if (dist < t->radius[i])
 | |
| 			smallest = i;
 | |
| 	}
 | |
| 
 | |
| 	return smallest;
 | |
| }
 | |
| 
 | |
| static bool CheckFree2x2Area(Town *t1, uint tile)
 | |
| {
 | |
| 	Town *t;
 | |
| 	int i;
 | |
| 
 | |
| 	static const TileIndexDiff _tile_add[4] = {
 | |
| 		TILE_XY(0,0),
 | |
| 		TILE_XY(0,1) - TILE_XY(0,0),
 | |
| 		TILE_XY(1,0) - TILE_XY(0,1),
 | |
| 		TILE_XY(1,1) - TILE_XY(1,0),
 | |
| 	};
 | |
| 
 | |
| 	for(i=0; i!=4; i++) {
 | |
| 		tile += _tile_add[i];
 | |
| 
 | |
| 		t = ClosestTownFromTile(tile, (uint)-1);
 | |
| 		if (t1 != t)
 | |
| 			return false;
 | |
| 
 | |
| 		if (GetTileSlope(tile, NULL))
 | |
| 			return false;
 | |
| 
 | |
| 		if (DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR) == CMD_ERROR)
 | |
| 			return false;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| static void DoBuildTownHouse(Town *t, uint tile)
 | |
| {
 | |
| 	int i;
 | |
| 	uint bitmask;
 | |
| 	int house;
 | |
| 	uint slope;
 | |
| 	int z;
 | |
| 	uint oneof;
 | |
| 
 | |
| 	// Above snow?
 | |
| 	slope = GetTileSlope(tile, &z);
 | |
| 
 | |
| 	// Get the town zone type
 | |
| 	{
 | |
| 		uint rad = GetTownRadiusGroup(t, tile);
 | |
| 
 | |
| 		int land = _opt.landscape;
 | |
| 		if (land == LT_HILLY && z >= _opt.snow_line)
 | |
| 			land = -1;
 | |
| 
 | |
| 		bitmask = (1 << rad) + (1 << (land + 12));
 | |
| 	}
 | |
| 
 | |
| 	// bits 0-4 are used
 | |
| 	// bits 11-15 are used
 | |
| 	// bits 5-10 are not used.
 | |
| 	{
 | |
| 		byte houses[lengthof(_housetype_flags)];
 | |
| 		int num = 0;
 | |
| 
 | |
| 		// Generate a list of all possible houses that can be built.
 | |
| 		for(i=0; i!=lengthof(_housetype_flags); i++) {
 | |
| 			if ((~_housetype_flags[i] & bitmask) == 0)
 | |
| 				houses[num++] = (byte)i;
 | |
| 		}
 | |
| 
 | |
| 		for(;;) {
 | |
| 			house = houses[RandomRange(num)];
 | |
| 
 | |
| 			if (_cur_year < _housetype_years[house].min || _cur_year > _housetype_years[house].max)
 | |
| 				continue;
 | |
| 
 | |
| 			// Special houses that there can be only one of.
 | |
| 			switch (house) {
 | |
| 				case HOUSE_TEMP_CHURCH:
 | |
| 				case HOUSE_ARCT_CHURCH:
 | |
| 				case HOUSE_SNOW_CHURCH:
 | |
| 				case HOUSE_TROP_CHURCH:
 | |
| 				case HOUSE_TOY_CHURCH:
 | |
| 					oneof = TOWN_HAS_CHURCH;
 | |
| 					break;
 | |
| 				case HOUSE_STADIUM:
 | |
| 				case HOUSE_MODERN_STADIUM:
 | |
| 					oneof = TOWN_HAS_STADIUM;
 | |
| 					break;
 | |
| 				default:
 | |
| 					oneof = 0;
 | |
| 					break;
 | |
| 			}
 | |
| 
 | |
| 			if (t->flags12 & oneof)
 | |
| 				continue;
 | |
| 
 | |
| 			// Make sure there is no slope?
 | |
| 			if (_housetype_extra_flags[house]&0x12 && slope)
 | |
| 				continue;
 | |
| 
 | |
| 			if (_housetype_extra_flags[house]&0x10) {
 | |
| 				if (CheckFree2x2Area(t,tile) ||
 | |
| 						CheckFree2x2Area(t,(tile+=TILE_XY(-1,0))) ||
 | |
| 						CheckFree2x2Area(t,(tile+=TILE_XY(0,-1))) ||
 | |
| 						CheckFree2x2Area(t,(tile+=TILE_XY(1,0))))
 | |
| 							break;
 | |
| 				tile += TILE_XY(0,1);
 | |
| 			} else if (_housetype_extra_flags[house]&4) {
 | |
| 				if (CheckBuildHouseMode(t, tile+TILE_XY(1,0), slope, 0))
 | |
| 					break;
 | |
| 
 | |
| 				if (CheckBuildHouseMode(t, tile+TILE_XY(-1,0), slope, 1)) {
 | |
| 					tile += TILE_XY(-1,0);
 | |
| 					break;
 | |
| 				}
 | |
| 			} else if (_housetype_extra_flags[house]&8) {
 | |
| 				if (CheckBuildHouseMode(t, tile+TILE_XY(0,1), slope, 2))
 | |
| 					break;
 | |
| 
 | |
| 				if (CheckBuildHouseMode(t, tile+TILE_XY(0,-1), slope, 3)) {
 | |
| 					tile += TILE_XY(0,-1);
 | |
| 					break;
 | |
| 				}
 | |
| 			} else
 | |
| 				break;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	t->num_houses++;
 | |
| 
 | |
| 	// Special houses that there can be only one of.
 | |
| 	t->flags12 |= oneof;
 | |
| 
 | |
| 	{
 | |
| 		int m3lo,m5,eflags;
 | |
| 
 | |
| 		// ENDING_2
 | |
| 		m3lo = 0;
 | |
| 		m5 = 0;
 | |
| 		if (_generating_world) {
 | |
| 			uint32 r = Random();
 | |
| 
 | |
| 			// Value for map3lo
 | |
| 			m3lo = 0xC0;
 | |
| 			if ((byte)r >= 220) m3lo &= (r>>8);
 | |
| 
 | |
| 			if (m3lo == 0xC0)
 | |
| 				ChangePopulation(t, _housetype_population[house]);
 | |
| 
 | |
| 			// Initial value for map5.
 | |
| 			m5 = (r >> 16) & 0x3F;
 | |
| 		}
 | |
| 
 | |
| 		assert(IS_TILETYPE(tile, MP_CLEAR));
 | |
| 
 | |
| 		ModifyTile(tile,
 | |
| 			MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
 | |
| 			house, /* map2 */
 | |
| 			m3lo,  /* map3_lo */
 | |
| 			0,     /* map_owner */
 | |
| 			m5		 /* map5 */
 | |
| 		);
 | |
| 
 | |
| 		eflags = _housetype_extra_flags[house];
 | |
| 
 | |
| 		if (eflags&0x18) {
 | |
| 			assert(IS_TILETYPE(tile + TILE_XY(0,1), MP_CLEAR));
 | |
| 			ModifyTile(tile + TILE_XY(0,1),
 | |
| 				MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
 | |
| 				++house,	/* map2 */
 | |
| 				m3lo,			/* map3_lo */
 | |
| 				0,				/* map_owner */
 | |
| 				m5				/* map5 */
 | |
| 			);
 | |
| 		}
 | |
| 
 | |
| 		if (eflags&0x14) {
 | |
| 			assert(IS_TILETYPE(tile + TILE_XY(1,0), MP_CLEAR));
 | |
| 			ModifyTile(tile + TILE_XY(1,0),
 | |
| 				MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
 | |
| 				++house,	/* map2 */
 | |
| 				m3lo,			/* map3_lo */
 | |
| 				0,				/* map_owner */
 | |
| 				m5				/* map5 */
 | |
| 			);
 | |
| 		}
 | |
| 
 | |
| 		if (eflags&0x10) {
 | |
| 			assert(IS_TILETYPE(tile + TILE_XY(1,1), MP_CLEAR));
 | |
| 			ModifyTile(tile + TILE_XY(1,1),
 | |
| 				MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
 | |
| 				++house,	/* map2 */
 | |
| 				m3lo,			/* map3_lo */
 | |
| 				0,				/* map_owner */
 | |
| 				m5				/* map5 */
 | |
| 			);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// ENDING
 | |
| }
 | |
| 
 | |
| static bool BuildTownHouse(Town *t, uint tile)
 | |
| {
 | |
| 	int32 r;
 | |
| 
 | |
| 	// make sure it's possible
 | |
| 	if (!EnsureNoVehicle(tile)) return false;
 | |
| 	if (GetTileSlope(tile, NULL) & 0x10) return false;
 | |
| 
 | |
| 	r = DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
 | |
| 	if (r == CMD_ERROR) return false;
 | |
| 
 | |
| 	DoBuildTownHouse(t, tile);
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| 
 | |
| static void DoClearTownHouseHelper(uint tile)
 | |
| {
 | |
| 	assert(IS_TILETYPE(tile, MP_HOUSE));
 | |
| 	DoClearSquare(tile);
 | |
| 	DeleteAnimatedTile(tile);
 | |
| }
 | |
| 
 | |
| static void ClearTownHouse(Town *t, uint tile) {
 | |
| 	uint house = _map2[tile];
 | |
| 	uint eflags;
 | |
| 
 | |
| 	assert(IS_TILETYPE(tile, MP_HOUSE));
 | |
| 
 | |
| 	// need to align the tile to point to the upper left corner of the house
 | |
| 	if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
 | |
| 		if (_housetype_extra_flags[house-1] & 0x04) {
 | |
| 			house--;
 | |
| 			tile += TILE_XY(-1,0);
 | |
| 		} else if (_housetype_extra_flags[house-1] & 0x18) {
 | |
| 			house--;
 | |
| 			tile += TILE_XY(0,-1);
 | |
| 		} else if (_housetype_extra_flags[house-2] & 0x10) {
 | |
| 			house-=2;
 | |
| 			tile += TILE_XY(-1,0);
 | |
| 		} else if (_housetype_extra_flags[house-3] & 0x10) {
 | |
| 			house-=3;
 | |
| 			tile += TILE_XY(-1,-1);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// Remove population from the town if the
 | |
| 	// house is finished.
 | |
| 	if ((~_map3_lo[tile] & 0xC0) == 0) {
 | |
| 		ChangePopulation(t, -_housetype_population[house]);
 | |
| 	}
 | |
| 
 | |
| 	t->num_houses--;
 | |
| 
 | |
| 	// Clear flags for houses that only may exist once/town.
 | |
| 	switch (house) {
 | |
| 		case HOUSE_TEMP_CHURCH:
 | |
| 		case HOUSE_ARCT_CHURCH:
 | |
| 		case HOUSE_SNOW_CHURCH:
 | |
| 		case HOUSE_TROP_CHURCH:
 | |
| 		case HOUSE_TOY_CHURCH:
 | |
| 			t->flags12 &= ~TOWN_HAS_CHURCH;
 | |
| 			break;
 | |
| 		case HOUSE_STADIUM:
 | |
| 		case HOUSE_MODERN_STADIUM:
 | |
| 			t->flags12 &= ~TOWN_HAS_STADIUM;
 | |
| 			break;
 | |
| 		default:
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	// Do the actual clearing of tiles
 | |
| 	eflags = _housetype_extra_flags[house];
 | |
| 	DoClearTownHouseHelper(tile);
 | |
| 	if (eflags & 0x14) DoClearTownHouseHelper(tile + TILE_XY(1,0));
 | |
| 	if (eflags & 0x18) DoClearTownHouseHelper(tile + TILE_XY(0,1));
 | |
| 	if (eflags & 0x10) DoClearTownHouseHelper(tile + TILE_XY(1,1));
 | |
| }
 | |
| 
 | |
| int32 CmdRenameTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
 | |
| {
 | |
| 	StringID str;
 | |
| 	Town *t = DEREF_TOWN(p1);
 | |
| 
 | |
| 	str = AllocateNameUnique((byte*)_decode_parameters, 4);
 | |
| 	if (str == 0)
 | |
| 		return CMD_ERROR;
 | |
| 
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		StringID old_str = t->townnametype;
 | |
| 		t->townnametype = str;
 | |
| 		DeleteName(old_str);
 | |
| 
 | |
| 		UpdateTownVirtCoord(t);
 | |
| 		_town_sort_dirty = true;
 | |
| 		UpdateAllStationVirtCoord();
 | |
| 		MarkWholeScreenDirty();
 | |
| 	} else {
 | |
| 		DeleteName(str);
 | |
| 	}
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| // Called from GUI
 | |
| void DeleteTown(Town *t)
 | |
| {
 | |
| 	Industry *i;
 | |
| 	uint tile;
 | |
| 
 | |
| 	// Delete town authority window
 | |
| 	//  and remove from list of sorted towns
 | |
| 	DeleteWindowById(WC_TOWN_VIEW, t->index);
 | |
| 	_town_sort_dirty = true;
 | |
| 
 | |
| 	// Delete all industries belonging to the town
 | |
| 	for(i=_industries; i != endof(_industries); i++) {
 | |
| 		if (i->xy && i->town == t)
 | |
| 			DeleteIndustry(i);
 | |
| 	}
 | |
| 
 | |
| 	// Go through all tiles and delete those belonging to the town
 | |
| 	tile = 0;
 | |
| 	do {
 | |
| 		if (IS_TILETYPE(tile, MP_HOUSE)) {
 | |
| 			if (ClosestTownFromTile(tile, (uint)-1) == t) {
 | |
| 				DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
 | |
| 			}
 | |
| 		} else if (IS_TILETYPE(tile, MP_TUNNELBRIDGE) || IS_TILETYPE(tile, MP_STREET)) {
 | |
| 			if (_map_owner[tile] == OWNER_TOWN && ClosestTownFromTile(tile, (uint)-1) == t) {
 | |
| 				DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
 | |
| 			}
 | |
| 		}
 | |
| 	} while (++tile != TILES_X * TILES_Y);
 | |
| 
 | |
| 	t->xy = 0;
 | |
| 	DeleteName(t->townnametype);
 | |
| 
 | |
| 	MarkWholeScreenDirty();
 | |
| }
 | |
| 
 | |
| // Called from GUI
 | |
| void ExpandTown(Town *t)
 | |
| {
 | |
| 	int amount, n;
 | |
| 
 | |
| 	_generating_world = true;
 | |
| 
 | |
| 	amount = ((int)Random()&3) + 3;
 | |
| 	t->num_houses += amount;
 | |
| 	UpdateTownRadius(t);
 | |
| 
 | |
| 	n = amount * 4;
 | |
| 	do GrowTown(t); while (--n);
 | |
| 
 | |
| 	t->num_houses -= amount;
 | |
| 	UpdateTownRadius(t);
 | |
| 
 | |
| 	UpdateTownMaxPass(t);
 | |
| 	_generating_world = false;
 | |
| }
 | |
| 
 | |
| const byte _town_action_costs[8] = {
 | |
| 	2, 4, 9, 35, 48, 53, 117, 175
 | |
| };
 | |
| 
 | |
| typedef void TownActionProc(Town *t, int action);
 | |
| 
 | |
| static void TownActionAdvertise(Town *t, int action)
 | |
| {
 | |
| 	static const byte _advertising_amount[3] = {0x40, 0x70, 0xA0};
 | |
| 	static const byte _advertising_radius[3] = {10,15,20};
 | |
| 	ModifyStationRatingAround(t->xy, _current_player,
 | |
| 		_advertising_amount[action],
 | |
| 		_advertising_radius[action]);
 | |
| }
 | |
| 
 | |
| static void TownActionRoadRebuild(Town *t, int action)
 | |
| {
 | |
| 	Player *p;
 | |
| 
 | |
| 	t->road_build_months = 6;
 | |
| 
 | |
| 	SetDParam(0, t->index);
 | |
| 
 | |
| 	p = DEREF_PLAYER(_current_player);
 | |
| 	SetDParam(1, p->name_1);
 | |
| 	SetDParam(2, p->name_2);
 | |
| 
 | |
| 	AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING,
 | |
| 		NEWS_FLAGS(NM_NORMAL, NF_TILE, NT_GENERAL, 0), t->xy, 0);
 | |
| }
 | |
| 
 | |
| static bool DoBuildStatueOfCompany(uint tile)
 | |
| {
 | |
| 	TileInfo ti;
 | |
| 	byte old;
 | |
| 	int32 r;
 | |
| 
 | |
| 	FindLandscapeHeightByTile(&ti, tile);
 | |
| 	if (ti.tileh != 0)
 | |
| 		return false;
 | |
| 
 | |
| 	if (ti.type != MP_HOUSE && ti.type != MP_CLEAR && ti.type != MP_TREES)
 | |
| 		return false;
 | |
| 
 | |
| 
 | |
| 	old = _current_player;
 | |
| 	_current_player = OWNER_NONE;
 | |
| 	r = DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
 | |
| 	_current_player = old;
 | |
| 
 | |
| 	if (r == CMD_ERROR)
 | |
| 		return false;
 | |
| 
 | |
| 	ModifyTile(tile, MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5,
 | |
| 		2 /* map5 */
 | |
| 	);
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| static void TownActionBuildStatue(Town *t, int action)
 | |
| {
 | |
| 	// Layouted as an outward spiral
 | |
| 	static const TileIndexDiff _statue_tiles[] = {
 | |
| 	  TILE_XY(-1,0), TILE_XY(0,1),  TILE_XY(1,0),  TILE_XY(1,0),
 | |
| 	  TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(-1,0), TILE_XY(-1,0),
 | |
| 	  TILE_XY(-1,0), TILE_XY(0,1),  TILE_XY(0,1),  TILE_XY(0,1),
 | |
| 	  TILE_XY(1,0),  TILE_XY(1,0),  TILE_XY(1,0),  TILE_XY(1,0),
 | |
| 	  TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
 | |
| 	  TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
 | |
| 	  TILE_XY(-1,0), TILE_XY(0,1),  TILE_XY(0,1),  TILE_XY(0,1),
 | |
| 	  TILE_XY(0,1),  TILE_XY(0,1),  TILE_XY(1,0),  TILE_XY(1,0),
 | |
| 	  TILE_XY(1,0),  TILE_XY(1,0),  TILE_XY(1,0),  TILE_XY(1,0),
 | |
| 	  TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
 | |
| 	  TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(-1,0), TILE_XY(-1,0),
 | |
| 	  TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
 | |
| 	  TILE_XY(-1,0), TILE_XY(0,1),  TILE_XY(0,1),  TILE_XY(0,1),
 | |
| 	  TILE_XY(0,1),  TILE_XY(0,1),  TILE_XY(0,1),  TILE_XY(0,1),
 | |
| 	  TILE_XY(1,0),  TILE_XY(1,0),  TILE_XY(1,0),  TILE_XY(1,0),
 | |
| 	  TILE_XY(1,0),  TILE_XY(1,0),  TILE_XY(1,0),  TILE_XY(1,0),
 | |
| 	  TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
 | |
| 	  TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
 | |
| 	  TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
 | |
| 	  TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
 | |
| 	  0,
 | |
|     };
 | |
| 	int offs;
 | |
| 	uint tile = t->xy;
 | |
| 	const TileIndexDiff *p = _statue_tiles;
 | |
| 
 | |
| 	SETBIT(t->statues, _current_player);
 | |
| 
 | |
| 	do {
 | |
| 		if (DoBuildStatueOfCompany(tile))
 | |
| 			return;
 | |
| 		offs = *p++;
 | |
| 		tile = TILE_ADD(tile, offs);
 | |
| 	} while (offs);
 | |
| }
 | |
| 
 | |
| static void TownActionFundBuildings(Town *t, int action)
 | |
| {
 | |
| 	t->grow_counter = 1;
 | |
| 	t->flags12 |= 1;
 | |
| 	t->fund_buildings_months = 3;
 | |
| }
 | |
| 
 | |
| static void TownActionBuyRights(Town *t, int action)
 | |
| {
 | |
| 	t->exclusive_counter = 12;
 | |
| 	t->exclusivity = _current_player;
 | |
| 
 | |
| 	ModifyStationRatingAround(t->xy, _current_player, 130, 17);
 | |
| }
 | |
| 
 | |
| static void TownActionBribe(Town *t, int action)
 | |
| {
 | |
| 	if (!RandomRange(15)) {
 | |
| 		GoodsEntry *ge;
 | |
| 		Station *st;
 | |
| 		int i, rating;
 | |
| 
 | |
| 		// set as unwanted for 6 months
 | |
| 		t->unwanted[_current_player] = 6;
 | |
| 
 | |
| 		// set all close by station ratings to 0
 | |
| 		FOR_ALL_STATIONS(st) {
 | |
| 			if (st->town == t && st->owner == _current_player) {
 | |
| 				for (i=0, ge = st->goods; i != NUM_CARGO; i++, ge++)
 | |
| 					ge->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 (!_networking || (_current_player == _local_player))
 | |
| 			ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
 | |
| 
 | |
| 		/*	decrease by a lot!
 | |
| 		 *	ChangeTownRating is only for stuff in demolishing. Bribe failure should
 | |
| 		 *	be independent of any cheat settings
 | |
| 		 *	ChangeTownRating(c, -1000, -50);
 | |
| 		 */
 | |
| 		rating = t->ratings[_current_player];
 | |
| 		if (rating > -50)
 | |
| 			t->ratings[_current_player] = -50;
 | |
| 	} else {
 | |
| 		ChangeTownRating(t, 200, 800);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static TownActionProc * const _town_action_proc[] = {
 | |
| 	TownActionAdvertise,
 | |
| 	TownActionAdvertise,
 | |
| 	TownActionAdvertise,
 | |
| 	TownActionRoadRebuild,
 | |
| 	TownActionBuildStatue,
 | |
| 	TownActionFundBuildings,
 | |
| 	TownActionBuyRights,
 | |
| 	TownActionBribe
 | |
| };
 | |
| 
 | |
| // p1 = town
 | |
| // p2 = action
 | |
| int32 CmdDoTownAction(int x, int y, uint32 flags, uint32 p1, uint32 p2)
 | |
| {
 | |
| 	int32 cost;
 | |
| 
 | |
| 	SET_EXPENSES_TYPE(EXPENSES_OTHER);
 | |
| 
 | |
| 	cost = (_price.build_industry >> 8) * _town_action_costs[p2];
 | |
| 
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		_town_action_proc[p2](DEREF_TOWN(p1), p2);
 | |
| 		InvalidateWindow(WC_TOWN_AUTHORITY, p1);
 | |
| 	}
 | |
| 
 | |
| 	return cost;
 | |
| }
 | |
| 
 | |
| static void UpdateTownGrowRate(Town *t)
 | |
| {
 | |
| 	int n;
 | |
| 	Station *st;
 | |
| 	byte m;
 | |
| 	Player *p;
 | |
| 
 | |
| 	// Reset player ratings if they're low
 | |
| 	FOR_ALL_PLAYERS(p) {
 | |
| 		if (p->is_active && t->ratings[p->index] <= 200) {
 | |
| 			t->ratings[p->index] += 5;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	n = 0;
 | |
| 	FOR_ALL_STATIONS(st) {
 | |
| 		if (GetTileDistAdv(st->xy, t->xy) <= t->radius[0]) {
 | |
| 			if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
 | |
| 				n++;
 | |
| 				if (st->owner < MAX_PLAYERS && t->ratings[st->owner] <= 1000-12)
 | |
| 					t->ratings[st->owner] += 12;
 | |
| 			} else {
 | |
| 				if (st->owner < MAX_PLAYERS && t->ratings[st->owner] >= -1000+15)
 | |
| 					t->ratings[st->owner] -= 15;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	t->flags12 &= ~1;
 | |
| 
 | |
| 	if (t->fund_buildings_months != 0) {
 | |
| 		static const byte _grow_count_values[6] = {
 | |
| 			60, 60, 60, 50, 40, 30
 | |
| 		};
 | |
| 		m = _grow_count_values[min(n, 5)];
 | |
| 		t->fund_buildings_months--;
 | |
| 	} else if (n == 0) {
 | |
| 		m = 160;
 | |
| 		if (!CHANCE16(1, 12))
 | |
| 			return;
 | |
| 	} else {
 | |
| 		static const byte _grow_count_values[5] = {
 | |
| 			210, 150, 110, 80, 50
 | |
| 		};
 | |
| 		m = _grow_count_values[min(n, 5) - 1];
 | |
| 	}
 | |
| 
 | |
| 	if (_opt.landscape == LT_HILLY) {
 | |
|  		if (GET_TILEHEIGHT(t->xy) >= _opt.snow_line && t->act_food == 0 && t->population > 90)
 | |
| 			return;
 | |
| 	} else if (_opt.landscape == LT_DESERT) {
 | |
|  		if (GetMapExtraBits(t->xy) == 1 && (t->act_food==0 || t->act_water==0) && t->population > 60)
 | |
| 			return;
 | |
| 	}
 | |
| 
 | |
|   	t->growth_rate = m / (t->num_houses / 50 + 1);
 | |
| 	if (m <= t->grow_counter)
 | |
| 		t->grow_counter = m;
 | |
| 
 | |
| 	t->flags12 |= 1;
 | |
| }
 | |
| 
 | |
| static void UpdateTownAmounts(Town *t)
 | |
| {
 | |
| 	// Using +1 here to prevent overflow and division by zero
 | |
| 	t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
 | |
| 
 | |
| 	t->max_pass = t->new_max_pass; t->new_max_pass = 0;
 | |
| 	t->act_pass = t->new_act_pass; t->new_act_pass = 0;
 | |
| 	t->act_food = t->new_act_food; t->new_act_food = 0;
 | |
| 	t->act_water = t->new_act_water; t->new_act_water = 0;
 | |
| 
 | |
| 	// Using +1 here to prevent overflow and division by zero
 | |
| 	t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
 | |
| 	t->max_mail = t->new_max_mail; t->new_max_mail = 0;
 | |
| 	t->act_mail = t->new_act_mail; t->new_act_mail = 0;
 | |
| 
 | |
| 	InvalidateWindow(WC_TOWN_VIEW, t->index);
 | |
| }
 | |
| 
 | |
| static void UpdateTownUnwanted(Town *t)
 | |
| {
 | |
| 	Player *p;
 | |
| 
 | |
| 	FOR_ALL_PLAYERS(p) {
 | |
| 		if (t->unwanted[p->index] > 0)
 | |
| 			t->unwanted[p->index]--;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool CheckIfAuthorityAllows(uint tile)
 | |
| {
 | |
| 	Town *t;
 | |
| 
 | |
| 	if (_current_player >= MAX_PLAYERS)
 | |
| 		return true;
 | |
| 
 | |
| 	t = ClosestTownFromTile(tile, _patches.dist_local_authority);
 | |
| 	if (t == NULL)
 | |
| 		return true;
 | |
| 
 | |
| 	if (t->ratings[_current_player] > -200)
 | |
| 		return true;
 | |
| 
 | |
| 	_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
 | |
| 	SetDParam(0, t->index);
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| 
 | |
| Town *ClosestTownFromTile(uint tile, uint threshold)
 | |
| {
 | |
| 	Town *t;
 | |
| 	uint dist, best = threshold;
 | |
| 	Town *best_town = NULL;
 | |
| 
 | |
| 	FOR_ALL_TOWNS(t) {
 | |
| 		if (t->xy != 0) {
 | |
| 			dist = GetTileDist(tile, t->xy);
 | |
| 			if (dist < best) {
 | |
| 				best = dist;
 | |
| 				best_town = t;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return best_town;
 | |
| }
 | |
| 
 | |
| void ChangeTownRating(Town *t, int add, int max)
 | |
| {
 | |
| 	int rating;
 | |
| 
 | |
| 	//	if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff
 | |
| 	if (t == NULL || _current_player >= MAX_PLAYERS || (_cheats.magic_bulldozer.value && add < 0)	)
 | |
| 		return;
 | |
| 
 | |
| 	SETBIT(t->have_ratings, _current_player);
 | |
| 
 | |
| 	rating = t->ratings[_current_player];
 | |
| 
 | |
| 	if (add < 0) {
 | |
| 		if (rating > max) {
 | |
| 			rating += add;
 | |
| 			if (rating < max) rating = max;
 | |
| 		}
 | |
| 	} else {
 | |
| 		if (rating < max) {
 | |
| 			rating += add;
 | |
| 			if (rating > max) rating = max;
 | |
| 		}
 | |
| 	}
 | |
| 	t->ratings[_current_player] = rating;
 | |
| }
 | |
| 
 | |
| /*	penalty for removing town-owned stuff */
 | |
| static const int _default_rating_settings [3][3] = {
 | |
| 	// ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE
 | |
| 	{  0, 128, 384},	// Permissive
 | |
| 	{ 48, 192, 480},	// Neutral
 | |
| 	{ 96, 384, 768},	// Hostile
 | |
| };
 | |
| 
 | |
| bool CheckforTownRating(uint tile, uint32 flags, Town *t, byte type)
 | |
| {
 | |
| 	int modemod;
 | |
| 
 | |
| 	//	if magic_bulldozer cheat is active, town doesn't restrict your destructive actions
 | |
| 	if (t == NULL || _current_player >= MAX_PLAYERS || _cheats.magic_bulldozer.value)
 | |
| 		return true;
 | |
| 
 | |
| 	/*	check if you're allowed to remove the street/bridge/tunnel/industry
 | |
| 	 *	owned by a town	no removal if rating is lower than ... depends now on
 | |
| 	 *	difficulty setting. Minimum town rating selected by difficulty level
 | |
| 	 */
 | |
| 	modemod = _default_rating_settings[_opt_mod_ptr->diff.town_council_tolerance][type];
 | |
| 
 | |
| 	if (t->ratings[_current_player] < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) {
 | |
| 		SetDParam(0, t->index);
 | |
| 		_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| void TownsMonthlyLoop()
 | |
| {
 | |
| 	Town *t;
 | |
| 
 | |
| 	FOR_ALL_TOWNS(t) if (t->xy != 0) {
 | |
| 		if (t->road_build_months != 0)
 | |
| 			t->road_build_months--;
 | |
| 
 | |
| 		if (t->exclusive_counter != 0)
 | |
| 			if(--t->exclusive_counter==0)
 | |
| 				t->exclusivity = (byte)-1;
 | |
| 
 | |
| 		UpdateTownGrowRate(t);
 | |
| 		UpdateTownAmounts(t);
 | |
| 		UpdateTownUnwanted(t);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void InitializeTowns()
 | |
| {
 | |
| 	Subsidy *s;
 | |
| 	int i;
 | |
| 
 | |
| 	memset(_towns, 0, sizeof(_towns));
 | |
| 	for(i=0; i!=lengthof(_towns); i++)
 | |
| 		_towns[i].index = i;
 | |
| 
 | |
| 	memset(_subsidies, 0, sizeof(_subsidies));
 | |
| 	for (s=_subsidies; s != endof(_subsidies); s++)
 | |
| 		s->cargo_type = 0xFF;
 | |
| 
 | |
| 	_cur_town_ctr = 0;
 | |
| 	_town_sort_dirty = true;
 | |
| 	_total_towns = 0;
 | |
| }
 | |
| 
 | |
| const TileTypeProcs _tile_type_town_procs = {
 | |
| 	DrawTile_Town,						/* draw_tile_proc */
 | |
| 	GetSlopeZ_Town,						/* get_slope_z_proc */
 | |
| 	ClearTile_Town,						/* clear_tile_proc */
 | |
| 	GetAcceptedCargo_Town,		/* get_accepted_cargo_proc */
 | |
| 	GetTileDesc_Town,					/* get_tile_desc_proc */
 | |
| 	GetTileTrackStatus_Town,	/* get_tile_track_status_proc */
 | |
| 	ClickTile_Town,						/* click_tile_proc */
 | |
| 	AnimateTile_Town,					/* animate_tile_proc */
 | |
| 	TileLoop_Town,						/* tile_loop_clear */
 | |
| 	ChangeTileOwner_Town,			/* change_tile_owner_clear */
 | |
| 	NULL,											/* get_produced_cargo_proc */
 | |
| 	NULL,											/* vehicle_enter_tile_proc */
 | |
| 	NULL,											/* vehicle_leave_tile_proc */
 | |
| 	GetSlopeTileh_Town,				/* get_slope_tileh_proc */
 | |
| };
 | |
| 
 | |
| 
 | |
| // Save and load of towns.
 | |
| static const byte _town_desc[] = {
 | |
| 	SLE_VAR(Town,xy,					SLE_UINT16),
 | |
| 
 | |
| 	SLE_CONDVAR(Town,population,	SLE_FILE_U16 | SLE_VAR_U32, 0, 2),
 | |
| 	SLE_CONDVAR(Town,population,	SLE_UINT32, 3, 255),
 | |
| 
 | |
| 
 | |
| 	SLE_VAR(Town,num_houses,	SLE_UINT16),
 | |
| 	SLE_VAR(Town,townnametype,SLE_UINT16),
 | |
| 	SLE_VAR(Town,townnameparts,SLE_UINT32),
 | |
| 
 | |
| 	SLE_VAR(Town,flags12,			SLE_UINT8),
 | |
| 	SLE_VAR(Town,statues,			SLE_UINT8),
 | |
| 
 | |
| 	// sort_index_obsolete was stored here in savegame format 0 - 1
 | |
| 	SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 1, 0, 1),
 | |
| 
 | |
| 	SLE_VAR(Town,have_ratings,SLE_UINT8),
 | |
| 	SLE_ARR(Town,ratings,			SLE_INT16, 8),
 | |
| 	// failed bribe attempts are stored since savegame format 4
 | |
| 	SLE_CONDARR(Town,unwanted,			SLE_INT8, 8, 4,255),
 | |
| 
 | |
| 	SLE_VAR(Town,max_pass,		SLE_UINT16),
 | |
| 	SLE_VAR(Town,max_mail,		SLE_UINT16),
 | |
| 	SLE_VAR(Town,new_max_pass,SLE_UINT16),
 | |
| 	SLE_VAR(Town,new_max_mail,SLE_UINT16),
 | |
| 	SLE_VAR(Town,act_pass,		SLE_UINT16),
 | |
| 	SLE_VAR(Town,act_mail,		SLE_UINT16),
 | |
| 	SLE_VAR(Town,new_act_pass,SLE_UINT16),
 | |
| 	SLE_VAR(Town,new_act_mail,SLE_UINT16),
 | |
| 
 | |
| 	SLE_VAR(Town,pct_pass_transported,SLE_UINT8),
 | |
| 	SLE_VAR(Town,pct_mail_transported,SLE_UINT8),
 | |
| 
 | |
| 	SLE_VAR(Town,act_food,		SLE_UINT16),
 | |
| 	SLE_VAR(Town,act_water,		SLE_UINT16),
 | |
| 	SLE_VAR(Town,new_act_food,SLE_UINT16),
 | |
| 	SLE_VAR(Town,new_act_water,SLE_UINT16),
 | |
| 
 | |
| 	SLE_VAR(Town,time_until_rebuild,		SLE_UINT8),
 | |
| 	SLE_VAR(Town,grow_counter,					SLE_UINT8),
 | |
| 	SLE_VAR(Town,growth_rate,						SLE_UINT8),
 | |
| 	SLE_VAR(Town,fund_buildings_months,	SLE_UINT8),
 | |
| 	SLE_VAR(Town,road_build_months,			SLE_UINT8),
 | |
| 
 | |
| 	SLE_VAR(Town,exclusivity,						SLE_UINT8),
 | |
| 	SLE_VAR(Town,exclusive_counter,			SLE_UINT8),
 | |
| 	// reserve extra space in savegame here. (currently 30 bytes)
 | |
| 	SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 30, 2, 255),
 | |
| 
 | |
| 	SLE_END()
 | |
| };
 | |
| 
 | |
| static void Save_TOWN()
 | |
| {
 | |
| 	Town *t;
 | |
| 
 | |
| 	FOR_ALL_TOWNS(t) if (t->xy != 0) {
 | |
| 		SlSetArrayIndex(t->index);
 | |
| 		SlObject(t, _town_desc);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void Load_TOWN()
 | |
| {
 | |
| 	int index;
 | |
| 	while ((index = SlIterateArray()) != -1) {
 | |
| 		Town *t = DEREF_TOWN(index);
 | |
| 		SlObject(t, _town_desc);
 | |
| 		if (index > _total_towns) _total_towns = index;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void AfterLoadTown()
 | |
| {
 | |
| 	Town *t;
 | |
| 	FOR_ALL_TOWNS(t) {
 | |
| 		if (t->xy != 0) {
 | |
| 			UpdateTownRadius(t);
 | |
| 			UpdateTownVirtCoord(t);
 | |
| 		}
 | |
| 	}
 | |
| 	_town_sort_dirty = true;
 | |
| }
 | |
| 
 | |
| 
 | |
| const ChunkHandler _town_chunk_handlers[] = {
 | |
| 	{ 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},
 | |
| };
 | |
| 
 | |
| 
 | 
