town_cmd.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "road_internal.h" /* Cleaning up road bits */
00014 #include "road_cmd.h"
00015 #include "landscape.h"
00016 #include "viewport_func.h"
00017 #include "cmd_helper.h"
00018 #include "command_func.h"
00019 #include "industry.h"
00020 #include "station_base.h"
00021 #include "company_base.h"
00022 #include "news_func.h"
00023 #include "gui.h"
00024 #include "object.h"
00025 #include "genworld.h"
00026 #include "newgrf_debug.h"
00027 #include "newgrf_house.h"
00028 #include "newgrf_text.h"
00029 #include "newgrf_config.h"
00030 #include "autoslope.h"
00031 #include "tunnelbridge_map.h"
00032 #include "strings_func.h"
00033 #include "window_func.h"
00034 #include "string_func.h"
00035 #include "newgrf_cargo.h"
00036 #include "cheat_type.h"
00037 #include "functions.h"
00038 #include "animated_tile_func.h"
00039 #include "date_func.h"
00040 #include "subsidy_func.h"
00041 #include "core/pool_func.hpp"
00042 #include "town.h"
00043 #include "townname_func.h"
00044 #include "townname_type.h"
00045 #include "core/random_func.hpp"
00046 #include "core/backup_type.hpp"
00047 #include "depot_base.h"
00048 #include "object_map.h"
00049 #include "object_base.h"
00050 #include "ai/ai.hpp"
00051 
00052 #include "table/strings.h"
00053 #include "table/town_land.h"
00054 
00055 TownID _new_town_id;
00056 
00057 /* Initialize the town-pool */
00058 TownPool _town_pool("Town");
00059 INSTANTIATE_POOL_METHODS(Town)
00060 
00061 Town::~Town()
00062 {
00063   free(this->name);
00064 
00065   if (CleaningPool()) return;
00066 
00067   /* Delete town authority window
00068    * and remove from list of sorted towns */
00069   DeleteWindowById(WC_TOWN_VIEW, this->index);
00070 
00071   /* Check no industry is related to us. */
00072   const Industry *i;
00073   FOR_ALL_INDUSTRIES(i) assert(i->town != this);
00074 
00075   /* ... and no object is related to us. */
00076   const Object *o;
00077   FOR_ALL_OBJECTS(o) assert(o->town != this);
00078 
00079   /* Check no tile is related to us. */
00080   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
00081     switch (GetTileType(tile)) {
00082       case MP_HOUSE:
00083         assert(GetTownIndex(tile) != this->index);
00084         break;
00085 
00086       case MP_ROAD:
00087         assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
00088         break;
00089 
00090       case MP_TUNNELBRIDGE:
00091         assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
00092         break;
00093 
00094       default:
00095         break;
00096     }
00097   }
00098 
00099   DeleteSubsidyWith(ST_TOWN, this->index);
00100   DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
00101   CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
00102   MarkWholeScreenDirty();
00103 }
00104 
00105 
00111 void Town::PostDestructor(size_t index)
00112 {
00113   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
00114   UpdateNearestTownForRoadTiles(false);
00115 
00116   /* Give objects a new home! */
00117   Object *o;
00118   FOR_ALL_OBJECTS(o) {
00119     if (o->town == NULL) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
00120   }
00121 }
00122 
00126 void Town::InitializeLayout(TownLayout layout)
00127 {
00128   if (layout != TL_RANDOM) {
00129     this->layout = layout;
00130     return;
00131   }
00132 
00133   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
00134 }
00135 
00140 /* static */ Town *Town::GetRandom()
00141 {
00142   if (Town::GetNumItems() == 0) return NULL;
00143   int num = RandomRange((uint16)Town::GetNumItems());
00144   size_t index = MAX_UVALUE(size_t);
00145 
00146   while (num >= 0) {
00147     num--;
00148     index++;
00149 
00150     /* Make sure we have a valid town */
00151     while (!Town::IsValidID(index)) {
00152       index++;
00153       assert(index < Town::GetPoolSize());
00154     }
00155   }
00156 
00157   return Town::Get(index);
00158 }
00159 
00164 Money HouseSpec::GetRemovalCost() const
00165 {
00166   return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
00167 }
00168 
00169 // Local
00170 static int _grow_town_result;
00171 
00172 /* Describe the possible states */
00173 enum TownGrowthResult {
00174   GROWTH_SUCCEED         = -1,
00175   GROWTH_SEARCH_STOPPED  =  0
00176 //  GROWTH_SEARCH_RUNNING >=  1
00177 };
00178 
00179 static bool BuildTownHouse(Town *t, TileIndex tile);
00180 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
00181 
00182 static void TownDrawHouseLift(const TileInfo *ti)
00183 {
00184   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
00185 }
00186 
00187 typedef void TownDrawTileProc(const TileInfo *ti);
00188 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
00189   TownDrawHouseLift
00190 };
00191 
00197 static inline DiagDirection RandomDiagDir()
00198 {
00199   return (DiagDirection)(3 & Random());
00200 }
00201 
00207 static void DrawTile_Town(TileInfo *ti)
00208 {
00209   HouseID house_id = GetHouseType(ti->tile);
00210 
00211   if (house_id >= NEW_HOUSE_OFFSET) {
00212     /* Houses don't necessarily need new graphics. If they don't have a
00213      * spritegroup associated with them, then the sprite for the substitute
00214      * house id is drawn instead. */
00215     if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != NULL) {
00216       DrawNewHouseTile(ti, house_id);
00217       return;
00218     } else {
00219       house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
00220     }
00221   }
00222 
00223   /* Retrieve pointer to the draw town tile struct */
00224   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
00225 
00226   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00227 
00228   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
00229 
00230   /* If houses are invisible, do not draw the upper part */
00231   if (IsInvisibilitySet(TO_HOUSES)) return;
00232 
00233   /* Add a house on top of the ground? */
00234   SpriteID image = dcts->building.sprite;
00235   if (image != 0) {
00236     AddSortableSpriteToDraw(image, dcts->building.pal,
00237       ti->x + dcts->subtile_x,
00238       ti->y + dcts->subtile_y,
00239       dcts->width,
00240       dcts->height,
00241       dcts->dz,
00242       ti->z,
00243       IsTransparencySet(TO_HOUSES)
00244     );
00245 
00246     if (IsTransparencySet(TO_HOUSES)) return;
00247   }
00248 
00249   {
00250     int proc = dcts->draw_proc - 1;
00251 
00252     if (proc >= 0) _town_draw_tile_procs[proc](ti);
00253   }
00254 }
00255 
00256 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
00257 {
00258   return GetTileMaxZ(tile);
00259 }
00260 
00262 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
00263 {
00264   HouseID hid = GetHouseType(tile);
00265 
00266   /* For NewGRF house tiles we might not be drawing a foundation. We need to
00267    * account for this, as other structures should
00268    * draw the wall of the foundation in this case.
00269    */
00270   if (hid >= NEW_HOUSE_OFFSET) {
00271     const HouseSpec *hs = HouseSpec::Get(hid);
00272     if (hs->grf_prop.spritegroup[0] != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
00273       uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
00274       if (callback_res == 0) return FOUNDATION_NONE;
00275     }
00276   }
00277   return FlatteningFoundation(tileh);
00278 }
00279 
00286 static void AnimateTile_Town(TileIndex tile)
00287 {
00288   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
00289     AnimateNewHouseTile(tile);
00290     return;
00291   }
00292 
00293   if (_tick_counter & 3) return;
00294 
00295   /* If the house is not one with a lift anymore, then stop this animating.
00296    * Not exactly sure when this happens, but probably when a house changes.
00297    * Before this was just a return...so it'd leak animated tiles..
00298    * That bug seems to have been here since day 1?? */
00299   if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
00300     DeleteAnimatedTile(tile);
00301     return;
00302   }
00303 
00304   if (!LiftHasDestination(tile)) {
00305     uint i;
00306 
00307     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
00308      * This is due to the fact that the first floor is, in the graphics,
00309      *  the height of 2 'normal' floors.
00310      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
00311     do {
00312       i = RandomRange(7);
00313     } while (i == 1 || i * 6 == GetLiftPosition(tile));
00314 
00315     SetLiftDestination(tile, i);
00316   }
00317 
00318   int pos = GetLiftPosition(tile);
00319   int dest = GetLiftDestination(tile) * 6;
00320   pos += (pos < dest) ? 1 : -1;
00321   SetLiftPosition(tile, pos);
00322 
00323   if (pos == dest) {
00324     HaltLift(tile);
00325     DeleteAnimatedTile(tile);
00326   }
00327 
00328   MarkTileDirtyByTile(tile);
00329 }
00330 
00337 static bool IsCloseToTown(TileIndex tile, uint dist)
00338 {
00339   const Town *t;
00340 
00341   FOR_ALL_TOWNS(t) {
00342     if (DistanceManhattan(tile, t->xy) < dist) return true;
00343   }
00344   return false;
00345 }
00346 
00351 void Town::UpdateVirtCoord()
00352 {
00353   Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
00354   SetDParam(0, this->index);
00355   SetDParam(1, this->population);
00356   this->sign.UpdatePosition(pt.x, pt.y - 24,
00357     _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
00358 
00359   SetWindowDirty(WC_TOWN_VIEW, this->index);
00360 }
00361 
00363 void UpdateAllTownVirtCoords()
00364 {
00365   Town *t;
00366 
00367   FOR_ALL_TOWNS(t) {
00368     t->UpdateVirtCoord();
00369   }
00370 }
00371 
00377 static void ChangePopulation(Town *t, int mod)
00378 {
00379   t->population += mod;
00380   SetWindowDirty(WC_TOWN_VIEW, t->index);
00381   t->UpdateVirtCoord();
00382 
00383   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
00384 }
00385 
00391 uint32 GetWorldPopulation()
00392 {
00393   uint32 pop = 0;
00394   const Town *t;
00395 
00396   FOR_ALL_TOWNS(t) pop += t->population;
00397   return pop;
00398 }
00399 
00404 static void MakeSingleHouseBigger(TileIndex tile)
00405 {
00406   assert(IsTileType(tile, MP_HOUSE));
00407 
00408   /* progress in construction stages */
00409   IncHouseConstructionTick(tile);
00410   if (GetHouseConstructionTick(tile) != 0) return;
00411 
00412   AnimateNewHouseConstruction(tile);
00413 
00414   if (IsHouseCompleted(tile)) {
00415     /* Now that construction is complete, we can add the population of the
00416      * building to the town. */
00417     ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
00418     ResetHouseAge(tile);
00419   }
00420   MarkTileDirtyByTile(tile);
00421 }
00422 
00427 static void MakeTownHouseBigger(TileIndex tile)
00428 {
00429   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
00430   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
00431   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
00432   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
00433   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
00434 }
00435 
00442 static void TileLoop_Town(TileIndex tile)
00443 {
00444   HouseID house_id = GetHouseType(tile);
00445 
00446   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
00447    * doesn't exist any more, so don't continue here. */
00448   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
00449 
00450   if (!IsHouseCompleted(tile)) {
00451     /* Construction is not completed. See if we can go further in construction*/
00452     MakeTownHouseBigger(tile);
00453     return;
00454   }
00455 
00456   const HouseSpec *hs = HouseSpec::Get(house_id);
00457 
00458   /* If the lift has a destination, it is already an animated tile. */
00459   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
00460       house_id < NEW_HOUSE_OFFSET &&
00461       !LiftHasDestination(tile) &&
00462       Chance16(1, 2)) {
00463     AddAnimatedTile(tile);
00464   }
00465 
00466   Town *t = Town::GetByTile(tile);
00467   uint32 r = Random();
00468 
00469   StationFinder stations(TileArea(tile, 1, 1));
00470 
00471   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00472     for (uint i = 0; i < 256; i++) {
00473       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
00474 
00475       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00476 
00477       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
00478       if (cargo == CT_INVALID) continue;
00479 
00480       uint amt = GB(callback, 0, 8);
00481       if (amt == 0) continue;
00482 
00483       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
00484 
00485       const CargoSpec *cs = CargoSpec::Get(cargo);
00486       switch (cs->town_effect) {
00487         case TE_PASSENGERS:
00488           t->new_max_pass += amt;
00489           t->new_act_pass += moved;
00490           break;
00491 
00492         case TE_MAIL:
00493           t->new_max_mail += amt;
00494           t->new_act_mail += moved;
00495           break;
00496 
00497         default:
00498           break;
00499       }
00500     }
00501   } else {
00502     if (GB(r, 0, 8) < hs->population) {
00503       uint amt = GB(r, 0, 8) / 8 + 1;
00504 
00505       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
00506       t->new_max_pass += amt;
00507       t->new_act_pass += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
00508     }
00509 
00510     if (GB(r, 8, 8) < hs->mail_generation) {
00511       uint amt = GB(r, 8, 8) / 8 + 1;
00512 
00513       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
00514       t->new_max_mail += amt;
00515       t->new_act_mail += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
00516     }
00517   }
00518 
00519   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
00520 
00521   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
00522       HasBit(t->flags, TOWN_IS_FUNDED) &&
00523       CanDeleteHouse(tile) &&
00524       GetHouseAge(tile) >= hs->minimum_life &&
00525       --t->time_until_rebuild == 0) {
00526     t->time_until_rebuild = GB(r, 16, 8) + 192;
00527 
00528     ClearTownHouse(t, tile);
00529 
00530     /* Rebuild with another house? */
00531     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
00532   }
00533 
00534   cur_company.Restore();
00535 }
00536 
00537 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
00538 {
00539   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
00540   if (!CanDeleteHouse(tile)) return CMD_ERROR;
00541 
00542   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00543 
00544   CommandCost cost(EXPENSES_CONSTRUCTION);
00545   cost.AddCost(hs->GetRemovalCost());
00546 
00547   int rating = hs->remove_rating_decrease;
00548   Town *t = Town::GetByTile(tile);
00549 
00550   if (Company::IsValidID(_current_company)) {
00551     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
00552       SetDParam(0, t->index);
00553       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00554     }
00555   }
00556 
00557   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
00558   if (flags & DC_EXEC) {
00559     ClearTownHouse(t, tile);
00560   }
00561 
00562   return cost;
00563 }
00564 
00565 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
00566 {
00567   HouseID house_id = GetHouseType(tile);
00568   const HouseSpec *hs = HouseSpec::Get(house_id);
00569   Town *t = Town::GetByTile(tile);
00570 
00571   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00572     for (uint i = 0; i < 256; i++) {
00573       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
00574 
00575       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00576 
00577       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
00578 
00579       if (cargo == CT_INVALID) continue;
00580       produced[cargo]++;
00581     }
00582   } else {
00583     if (hs->population > 0) {
00584       produced[CT_PASSENGERS]++;
00585     }
00586     if (hs->mail_generation > 0) {
00587       produced[CT_MAIL]++;
00588     }
00589   }
00590 }
00591 
00592 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
00593 {
00594   if (cargo == CT_INVALID || amount == 0) return;
00595   acceptance[cargo] += amount;
00596   SetBit(*always_accepted, cargo);
00597 }
00598 
00599 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
00600 {
00601   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00602   CargoID accepts[3];
00603 
00604   /* Set the initial accepted cargo types */
00605   for (uint8 i = 0; i < lengthof(accepts); i++) {
00606     accepts[i] = hs->accepts_cargo[i];
00607   }
00608 
00609   /* Check for custom accepted cargo types */
00610   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
00611     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00612     if (callback != CALLBACK_FAILED) {
00613       /* Replace accepted cargo types with translated values from callback */
00614       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grf_prop.grffile);
00615       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grf_prop.grffile);
00616       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
00617     }
00618   }
00619 
00620   /* Check for custom cargo acceptance */
00621   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
00622     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00623     if (callback != CALLBACK_FAILED) {
00624       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
00625       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
00626       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
00627         /* The 'S' bit indicates food instead of goods */
00628         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
00629       } else {
00630         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
00631       }
00632       return;
00633     }
00634   }
00635 
00636   /* No custom acceptance, so fill in with the default values */
00637   for (uint8 i = 0; i < lengthof(accepts); i++) {
00638     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
00639   }
00640 }
00641 
00642 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
00643 {
00644   const HouseID house = GetHouseType(tile);
00645   const HouseSpec *hs = HouseSpec::Get(house);
00646   bool house_completed = IsHouseCompleted(tile);
00647 
00648   td->str = hs->building_name;
00649 
00650   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
00651   if (callback_res != CALLBACK_FAILED) {
00652     StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
00653     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
00654       td->str = new_name;
00655     }
00656   }
00657 
00658   if (!house_completed) {
00659     SetDParamX(td->dparam, 0, td->str);
00660     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
00661   }
00662 
00663   if (hs->grf_prop.grffile != NULL) {
00664     const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
00665     td->grf = gc->GetName();
00666   }
00667 
00668   td->owner[0] = OWNER_TOWN;
00669 }
00670 
00671 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00672 {
00673   /* not used */
00674   return 0;
00675 }
00676 
00677 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
00678 {
00679   /* not used */
00680 }
00681 
00682 static bool GrowTown(Town *t);
00683 
00684 static void TownTickHandler(Town *t)
00685 {
00686   if (HasBit(t->flags, TOWN_IS_FUNDED)) {
00687     int i = t->grow_counter - 1;
00688     if (i < 0) {
00689       if (GrowTown(t)) {
00690         i = t->growth_rate;
00691       } else {
00692         i = 0;
00693       }
00694     }
00695     t->grow_counter = i;
00696   }
00697 
00698   UpdateTownRadius(t);
00699 }
00700 
00701 void OnTick_Town()
00702 {
00703   if (_game_mode == GM_EDITOR) return;
00704 
00705   Town *t;
00706   FOR_ALL_TOWNS(t) {
00707     /* Run town tick at regular intervals, but not all at once. */
00708     if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
00709       TownTickHandler(t);
00710     }
00711   }
00712 }
00713 
00722 static RoadBits GetTownRoadBits(TileIndex tile)
00723 {
00724   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
00725 
00726   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
00727 }
00728 
00739 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
00740 {
00741   if (!IsValidTile(tile)) return false;
00742 
00743   /* Lookup table for the used diff values */
00744   const TileIndexDiff tid_lt[3] = {
00745     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
00746     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
00747     TileOffsByDiagDir(ReverseDiagDir(dir)),
00748   };
00749 
00750   dist_multi = (dist_multi + 1) * 4;
00751   for (uint pos = 4; pos < dist_multi; pos++) {
00752     /* Go (pos / 4) tiles to the left or the right */
00753     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
00754 
00755     /* Use the current tile as origin, or go one tile backwards */
00756     if (pos & 2) cur += tid_lt[2];
00757 
00758     /* Test for roadbit parallel to dir and facing towards the middle axis */
00759     if (IsValidTile(tile + cur) &&
00760         GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
00761   }
00762   return false;
00763 }
00764 
00773 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
00774 {
00775   if (DistanceFromEdge(tile) == 0) return false;
00776 
00777   Slope cur_slope, desired_slope;
00778 
00779   for (;;) {
00780     /* Check if there already is a road at this point? */
00781     if (GetTownRoadBits(tile) == ROAD_NONE) {
00782       /* No, try if we are able to build a road piece there.
00783        * If that fails clear the land, and if that fails exit.
00784        * This is to make sure that we can build a road here later. */
00785       if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
00786           DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed())
00787         return false;
00788     }
00789 
00790     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
00791     bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
00792     if (cur_slope == SLOPE_FLAT) return ret;
00793 
00794     /* If the tile is not a slope in the right direction, then
00795      * maybe terraform some. */
00796     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
00797     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
00798       if (Chance16(1, 8)) {
00799         CommandCost res = CMD_ERROR;
00800         if (!_generating_world && Chance16(1, 10)) {
00801           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
00802           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
00803               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00804         }
00805         if (res.Failed() && Chance16(1, 3)) {
00806           /* We can consider building on the slope, though. */
00807           return ret;
00808         }
00809       }
00810       return false;
00811     }
00812     return ret;
00813   }
00814 }
00815 
00816 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
00817 {
00818   assert(tile < MapSize());
00819 
00820   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00821   if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
00822   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
00823   return true;
00824 }
00825 
00826 static void LevelTownLand(TileIndex tile)
00827 {
00828   assert(tile < MapSize());
00829 
00830   /* Don't terraform if land is plain or if there's a house there. */
00831   if (IsTileType(tile, MP_HOUSE)) return;
00832   Slope tileh = GetTileSlope(tile, NULL);
00833   if (tileh == SLOPE_FLAT) return;
00834 
00835   /* First try up, then down */
00836   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
00837     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
00838   }
00839 }
00840 
00850 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
00851 {
00852   /* align the grid to the downtown */
00853   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
00854   RoadBits rcmd = ROAD_NONE;
00855 
00856   switch (t->layout) {
00857     default: NOT_REACHED();
00858 
00859     case TL_2X2_GRID:
00860       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
00861       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
00862       break;
00863 
00864     case TL_3X3_GRID:
00865       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
00866       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
00867       break;
00868   }
00869 
00870   /* Optimise only X-junctions */
00871   if (rcmd != ROAD_ALL) return rcmd;
00872 
00873   RoadBits rb_template;
00874 
00875   switch (GetTileSlope(tile, NULL)) {
00876     default:       rb_template = ROAD_ALL; break;
00877     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
00878     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
00879     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
00880     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
00881     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
00882     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
00883     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
00884     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
00885     case SLOPE_STEEP_W:
00886     case SLOPE_STEEP_S:
00887     case SLOPE_STEEP_E:
00888     case SLOPE_STEEP_N:
00889       rb_template = ROAD_NONE;
00890       break;
00891   }
00892 
00893   /* Stop if the template is compatible to the growth dir */
00894   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
00895   /* If not generate a straight road in the direction of the growth */
00896   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
00897 }
00898 
00909 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
00910 {
00911   /* We can't look further than that. */
00912   if (DistanceFromEdge(tile) == 0) return false;
00913 
00914   uint counter = 0; // counts the house neighbor tiles
00915 
00916   /* Check the tiles E,N,W and S of the current tile for houses */
00917   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
00918     /* Count both void and house tiles for checking whether there
00919      * are enough houses in the area. This to make it likely that
00920      * houses get build up to the edge of the map. */
00921     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
00922       case MP_HOUSE:
00923       case MP_VOID:
00924         counter++;
00925         break;
00926 
00927       default:
00928         break;
00929     }
00930 
00931     /* If there are enough neighbors stop here */
00932     if (counter >= 3) {
00933       if (BuildTownHouse(t, tile)) {
00934         _grow_town_result = GROWTH_SUCCEED;
00935         return true;
00936       }
00937       return false;
00938     }
00939   }
00940   return false;
00941 }
00942 
00951 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
00952 {
00953   if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
00954     _grow_town_result = GROWTH_SUCCEED;
00955     return true;
00956   }
00957   return false;
00958 }
00959 
00970 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
00971 {
00972   assert(bridge_dir < DIAGDIR_END);
00973 
00974   const Slope slope = GetTileSlope(tile, NULL);
00975   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
00976 
00977   /* Make sure the direction is compatible with the slope.
00978    * Well we check if the slope has an up bit set in the
00979    * reverse direction. */
00980   if (slope & InclinedSlope(bridge_dir)) return false;
00981 
00982   /* Assure that the bridge is connectable to the start side */
00983   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
00984 
00985   /* We are in the right direction */
00986   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
00987   TileIndex bridge_tile = tile; // Used to store the other waterside
00988 
00989   const int delta = TileOffsByDiagDir(bridge_dir);
00990   do {
00991     if (bridge_length++ >= 11) {
00992       /* Max 11 tile long bridges */
00993       return false;
00994     }
00995     bridge_tile += delta;
00996   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
00997 
00998   /* no water tiles in between? */
00999   if (bridge_length == 1) return false;
01000 
01001   for (uint8 times = 0; times <= 22; times++) {
01002     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
01003 
01004     /* Can we actually build the bridge? */
01005     if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
01006       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
01007       _grow_town_result = GROWTH_SUCCEED;
01008       return true;
01009     }
01010   }
01011   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
01012   return false;
01013 }
01014 
01032 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
01033 {
01034   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
01035   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
01036 
01037   assert(tile < MapSize());
01038 
01039   if (cur_rb == ROAD_NONE) {
01040     /* Tile has no road. First reset the status counter
01041      * to say that this is the last iteration. */
01042     _grow_town_result = GROWTH_SEARCH_STOPPED;
01043 
01044     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01045     if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
01046 
01047     /* Remove hills etc */
01048     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
01049 
01050     /* Is a road allowed here? */
01051     switch (t1->layout) {
01052       default: NOT_REACHED();
01053 
01054       case TL_3X3_GRID:
01055       case TL_2X2_GRID:
01056         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01057         if (rcmd == ROAD_NONE) return;
01058         break;
01059 
01060       case TL_BETTER_ROADS:
01061       case TL_ORIGINAL:
01062         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
01063 
01064         DiagDirection source_dir = ReverseDiagDir(target_dir);
01065 
01066         if (Chance16(1, 4)) {
01067           /* Randomize a new target dir */
01068           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
01069         }
01070 
01071         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
01072           /* A road is not allowed to continue the randomized road,
01073            *  return if the road we're trying to build is curved. */
01074           if (target_dir != ReverseDiagDir(source_dir)) return;
01075 
01076           /* Return if neither side of the new road is a house */
01077           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
01078               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
01079             return;
01080           }
01081 
01082           /* That means that the road is only allowed if there is a house
01083            *  at any side of the new road. */
01084         }
01085 
01086         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
01087         break;
01088     }
01089 
01090   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
01091     /* Continue building on a partial road.
01092      * Should be allways OK, so we only generate
01093      * the fitting RoadBits */
01094     _grow_town_result = GROWTH_SEARCH_STOPPED;
01095 
01096     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01097 
01098     switch (t1->layout) {
01099       default: NOT_REACHED();
01100 
01101       case TL_3X3_GRID:
01102       case TL_2X2_GRID:
01103         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01104         break;
01105 
01106       case TL_BETTER_ROADS:
01107       case TL_ORIGINAL:
01108         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
01109         break;
01110     }
01111   } else {
01112     bool allow_house = true; // Value which decides if we want to construct a house
01113 
01114     /* Reached a tunnel/bridge? Then continue at the other side of it. */
01115     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01116       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
01117         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
01118       }
01119       return;
01120     }
01121 
01122     /* Possibly extend the road in a direction.
01123      * Randomize a direction and if it has a road, bail out. */
01124     target_dir = RandomDiagDir();
01125     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
01126 
01127     /* This is the tile we will reach if we extend to this direction. */
01128     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
01129 
01130     /* Don't walk into water. */
01131     if (HasTileWaterGround(house_tile)) return;
01132 
01133     if (!IsValidTile(house_tile)) return;
01134 
01135     if (_settings_game.economy.allow_town_roads || _generating_world) {
01136       switch (t1->layout) {
01137         default: NOT_REACHED();
01138 
01139         case TL_3X3_GRID: // Use 2x2 grid afterwards!
01140           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01141           /* FALL THROUGH */
01142 
01143         case TL_2X2_GRID:
01144           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
01145           allow_house = (rcmd == ROAD_NONE);
01146           break;
01147 
01148         case TL_BETTER_ROADS: // Use original afterwards!
01149           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01150           /* FALL THROUGH */
01151 
01152         case TL_ORIGINAL:
01153           /* Allow a house at the edge. 60% chance or
01154            * always ok if no road allowed. */
01155           rcmd = DiagDirToRoadBits(target_dir);
01156           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
01157           break;
01158       }
01159     }
01160 
01161     if (allow_house) {
01162       /* Build a house, but not if there already is a house there. */
01163       if (!IsTileType(house_tile, MP_HOUSE)) {
01164         /* Level the land if possible */
01165         if (Chance16(1, 6)) LevelTownLand(house_tile);
01166 
01167         /* And build a house.
01168          * Set result to -1 if we managed to build it. */
01169         if (BuildTownHouse(t1, house_tile)) {
01170           _grow_town_result = GROWTH_SUCCEED;
01171         }
01172       }
01173       return;
01174     }
01175 
01176     _grow_town_result = GROWTH_SEARCH_STOPPED;
01177   }
01178 
01179   /* Return if a water tile */
01180   if (HasTileWaterGround(tile)) return;
01181 
01182   /* Make the roads look nicer */
01183   rcmd = CleanUpRoadBits(tile, rcmd);
01184   if (rcmd == ROAD_NONE) return;
01185 
01186   /* Only use the target direction for bridges to ensure they're connected.
01187    * The target_dir is as computed previously according to town layout, so
01188    * it will match it perfectly. */
01189   if (GrowTownWithBridge(t1, tile, target_dir)) return;
01190 
01191   GrowTownWithRoad(t1, tile, rcmd);
01192 }
01193 
01200 static int GrowTownAtRoad(Town *t, TileIndex tile)
01201 {
01202   /* Special case.
01203    * @see GrowTownInTile Check the else if
01204    */
01205   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
01206 
01207   assert(tile < MapSize());
01208 
01209   /* Number of times to search.
01210    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
01211    * them a little handicap. */
01212   switch (t->layout) {
01213     case TL_BETTER_ROADS:
01214       _grow_town_result = 10 + t->num_houses * 2 / 9;
01215       break;
01216 
01217     case TL_3X3_GRID:
01218     case TL_2X2_GRID:
01219       _grow_town_result = 10 + t->num_houses * 1 / 9;
01220       break;
01221 
01222     default:
01223       _grow_town_result = 10 + t->num_houses * 4 / 9;
01224       break;
01225   }
01226 
01227   do {
01228     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
01229 
01230     /* Try to grow the town from this point */
01231     GrowTownInTile(&tile, cur_rb, target_dir, t);
01232 
01233     /* Exclude the source position from the bitmask
01234      * and return if no more road blocks available */
01235     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
01236     if (cur_rb == ROAD_NONE) {
01237       return _grow_town_result;
01238     }
01239 
01240     /* Select a random bit from the blockmask, walk a step
01241      * and continue the search from there. */
01242     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
01243     tile = TileAddByDiagDir(tile, target_dir);
01244 
01245     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
01246       /* Don't allow building over roads of other cities */
01247       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
01248         _grow_town_result = GROWTH_SUCCEED;
01249       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
01250         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
01251          * owner :) (happy happy happy road now) */
01252         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
01253         SetTownIndex(tile, t->index);
01254       }
01255     }
01256 
01257     /* Max number of times is checked. */
01258   } while (--_grow_town_result >= 0);
01259 
01260   return (_grow_town_result == -2);
01261 }
01262 
01270 static RoadBits GenRandomRoadBits()
01271 {
01272   uint32 r = Random();
01273   uint a = GB(r, 0, 2);
01274   uint b = GB(r, 8, 2);
01275   if (a == b) b ^= 2;
01276   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
01277 }
01278 
01284 static bool GrowTown(Town *t)
01285 {
01286   static const TileIndexDiffC _town_coord_mod[] = {
01287     {-1,  0},
01288     { 1,  1},
01289     { 1, -1},
01290     {-1, -1},
01291     {-1,  0},
01292     { 0,  2},
01293     { 2,  0},
01294     { 0, -2},
01295     {-1, -1},
01296     {-2,  2},
01297     { 2,  2},
01298     { 2, -2},
01299     { 0,  0}
01300   };
01301 
01302   /* Current "company" is a town */
01303   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
01304 
01305   TileIndex tile = t->xy; // The tile we are working with ATM
01306 
01307   /* Find a road that we can base the construction on. */
01308   const TileIndexDiffC *ptr;
01309   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01310     if (GetTownRoadBits(tile) != ROAD_NONE) {
01311       int r = GrowTownAtRoad(t, tile);
01312       cur_company.Restore();
01313       return r != 0;
01314     }
01315     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01316   }
01317 
01318   /* No road available, try to build a random road block by
01319    * clearing some land and then building a road there. */
01320   if (_settings_game.economy.allow_town_roads || _generating_world) {
01321     tile = t->xy;
01322     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01323       /* Only work with plain land that not already has a house */
01324       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
01325         if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
01326           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
01327           cur_company.Restore();
01328           return true;
01329         }
01330       }
01331       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01332     }
01333   }
01334 
01335   cur_company.Restore();
01336   return false;
01337 }
01338 
01339 void UpdateTownRadius(Town *t)
01340 {
01341   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
01342     {  4,  0,  0,  0,  0}, // 0
01343     { 16,  0,  0,  0,  0},
01344     { 25,  0,  0,  0,  0},
01345     { 36,  0,  0,  0,  0},
01346     { 49,  0,  4,  0,  0},
01347     { 64,  0,  4,  0,  0}, // 20
01348     { 64,  0,  9,  0,  1},
01349     { 64,  0,  9,  0,  4},
01350     { 64,  0, 16,  0,  4},
01351     { 81,  0, 16,  0,  4},
01352     { 81,  0, 16,  0,  4}, // 40
01353     { 81,  0, 25,  0,  9},
01354     { 81, 36, 25,  0,  9},
01355     { 81, 36, 25, 16,  9},
01356     { 81, 49,  0, 25,  9},
01357     { 81, 64,  0, 25,  9}, // 60
01358     { 81, 64,  0, 36,  9},
01359     { 81, 64,  0, 36, 16},
01360     {100, 81,  0, 49, 16},
01361     {100, 81,  0, 49, 25},
01362     {121, 81,  0, 49, 25}, // 80
01363     {121, 81,  0, 49, 25},
01364     {121, 81,  0, 49, 36}, // 88
01365   };
01366 
01367   if (t->num_houses < 92) {
01368     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
01369   } else {
01370     int mass = t->num_houses / 8;
01371     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
01372      * The offsets are to make sure the radii do not decrease in size when going from the table
01373      * to the calculated value.*/
01374     t->squared_town_zone_radius[0] = mass * 15 - 40;
01375     t->squared_town_zone_radius[1] = mass * 9 - 15;
01376     t->squared_town_zone_radius[2] = 0;
01377     t->squared_town_zone_radius[3] = mass * 5 - 5;
01378     t->squared_town_zone_radius[4] = mass * 3 + 5;
01379   }
01380 }
01381 
01382 void UpdateTownMaxPass(Town *t)
01383 {
01384   t->max_pass = t->population >> 3;
01385   t->max_mail = t->population >> 4;
01386 }
01387 
01399 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
01400 {
01401   t->xy = tile;
01402   t->num_houses = 0;
01403   t->time_until_rebuild = 10;
01404   UpdateTownRadius(t);
01405   t->flags = 0;
01406   t->population = 0;
01407   t->grow_counter = 0;
01408   t->growth_rate = 250;
01409   t->new_max_pass = 0;
01410   t->new_max_mail = 0;
01411   t->new_act_pass = 0;
01412   t->new_act_mail = 0;
01413   t->max_pass = 0;
01414   t->max_mail = 0;
01415   t->act_pass = 0;
01416   t->act_mail = 0;
01417 
01418   t->pct_pass_transported = 0;
01419   t->pct_mail_transported = 0;
01420   t->fund_buildings_months = 0;
01421   t->new_act_food = 0;
01422   t->new_act_water = 0;
01423   t->act_food = 0;
01424   t->act_water = 0;
01425 
01426   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
01427 
01428   t->have_ratings = 0;
01429   t->exclusivity = INVALID_COMPANY;
01430   t->exclusive_counter = 0;
01431   t->statues = 0;
01432 
01433   extern int _nb_orig_names;
01434   if (_settings_game.game_creation.town_name < _nb_orig_names) {
01435     /* Original town name */
01436     t->townnamegrfid = 0;
01437     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
01438   } else {
01439     /* Newgrf town name */
01440     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
01441     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
01442   }
01443   t->townnameparts = townnameparts;
01444 
01445   t->UpdateVirtCoord();
01446   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
01447 
01448   t->InitializeLayout(layout);
01449 
01450   t->larger_town = city;
01451 
01452   int x = (int)size * 16 + 3;
01453   if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
01454   /* Don't create huge cities when founding town in-game */
01455   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
01456 
01457   t->num_houses += x;
01458   UpdateTownRadius(t);
01459 
01460   int i = x * 4;
01461   do {
01462     GrowTown(t);
01463   } while (--i);
01464 
01465   t->num_houses -= x;
01466   UpdateTownRadius(t);
01467   UpdateTownMaxPass(t);
01468   UpdateAirportsNoise();
01469 }
01470 
01476 static CommandCost TownCanBePlacedHere(TileIndex tile)
01477 {
01478   /* Check if too close to the edge of map */
01479   if (DistanceFromEdge(tile) < 12) {
01480     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
01481   }
01482 
01483   /* Check distance to all other towns. */
01484   if (IsCloseToTown(tile, 20)) {
01485     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
01486   }
01487 
01488   /* Can only build on clear flat areas, possibly with trees. */
01489   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
01490     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01491   }
01492 
01493   return CommandCost(EXPENSES_OTHER);
01494 }
01495 
01501 static bool IsUniqueTownName(const char *name)
01502 {
01503   const Town *t;
01504 
01505   FOR_ALL_TOWNS(t) {
01506     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
01507   }
01508 
01509   return true;
01510 }
01511 
01524 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01525 {
01526   TownSize size = Extract<TownSize, 0, 2>(p1);
01527   bool city = HasBit(p1, 2);
01528   TownLayout layout = Extract<TownLayout, 3, 3>(p1);
01529   TownNameParams par(_settings_game.game_creation.town_name);
01530   bool random = HasBit(p1, 6);
01531   uint32 townnameparts = p2;
01532 
01533   if (size >= TSZ_END) return CMD_ERROR;
01534   if (layout >= NUM_TLS) return CMD_ERROR;
01535 
01536   /* Some things are allowed only in the scenario editor */
01537   if (_game_mode != GM_EDITOR) {
01538     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
01539     if (size == TSZ_LARGE) return CMD_ERROR;
01540     if (random) return CMD_ERROR;
01541     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
01542       return CMD_ERROR;
01543     }
01544   }
01545 
01546   if (StrEmpty(text)) {
01547     /* If supplied name is empty, townnameparts has to generate unique automatic name */
01548     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01549   } else {
01550     /* If name is not empty, it has to be unique custom name */
01551     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
01552     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01553   }
01554 
01555   /* Allocate town struct */
01556   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
01557 
01558   if (!random) {
01559     CommandCost ret = TownCanBePlacedHere(tile);
01560     if (ret.Failed()) return ret;
01561   }
01562 
01563   static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
01564   /* multidimensional arrays have to have defined length of non-first dimension */
01565   assert_compile(lengthof(price_mult[0]) == 4);
01566 
01567   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
01568   byte mult = price_mult[city][size];
01569 
01570   cost.MultiplyCost(mult);
01571 
01572   /* Create the town */
01573   if (flags & DC_EXEC) {
01574     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
01575       _additional_cash_required = cost.GetCost();
01576       return CommandCost(EXPENSES_OTHER);
01577     }
01578 
01579     _generating_world = true;
01580     UpdateNearestTownForRoadTiles(true);
01581     Town *t;
01582     if (random) {
01583       t = CreateRandomTown(20, townnameparts, size, city, layout);
01584       if (t == NULL) {
01585         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
01586       } else {
01587         _new_town_id = t->index;
01588       }
01589     } else {
01590       t = new Town(tile);
01591       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
01592     }
01593     UpdateNearestTownForRoadTiles(false);
01594     _generating_world = false;
01595 
01596     if (t != NULL && !StrEmpty(text)) {
01597       t->name = strdup(text);
01598       t->UpdateVirtCoord();
01599     }
01600 
01601     if (_game_mode != GM_EDITOR) {
01602       /* 't' can't be NULL since 'random' is false outside scenedit */
01603       assert(!random);
01604       char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
01605       SetDParam(0, _current_company);
01606       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
01607 
01608       char *cn = strdup(company_name);
01609       SetDParamStr(0, cn);
01610       SetDParam(1, t->index);
01611 
01612       AddNewsItem(STR_NEWS_NEW_TOWN, NS_INDUSTRY_OPEN, NR_TILE, tile, NR_NONE, UINT32_MAX, cn);
01613       AI::BroadcastNewEvent(new AIEventTownFounded(t->index));
01614     }
01615   }
01616   return cost;
01617 }
01618 
01628 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
01629 {
01630   switch (layout) {
01631     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
01632     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
01633     default:          return tile;
01634   }
01635 }
01636 
01646 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
01647 {
01648   switch (layout) {
01649     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
01650     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
01651     default:          return true;
01652   }
01653 }
01654 
01658 struct SpotData {
01659   TileIndex tile; 
01660   uint max_dist;  
01661   TownLayout layout; 
01662 };
01663 
01680 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
01681 {
01682   SpotData *sp = (SpotData*)user_data;
01683   uint dist = GetClosestWaterDistance(tile, true);
01684 
01685   if (IsTileType(tile, MP_CLEAR) &&
01686       GetTileSlope(tile, NULL) == SLOPE_FLAT &&
01687       IsTileAlignedToGrid(tile, sp->layout) &&
01688       dist > sp->max_dist) {
01689     sp->tile = tile;
01690     sp->max_dist = dist;
01691   }
01692 
01693   return false;
01694 }
01695 
01702 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
01703 {
01704   return IsTileType(tile, MP_CLEAR);
01705 }
01706 
01719 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
01720 {
01721   SpotData sp = { INVALID_TILE, 0, layout };
01722 
01723   TileIndex coast = tile;
01724   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
01725     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
01726     return sp.tile;
01727   }
01728 
01729   /* if we get here just give up */
01730   return INVALID_TILE;
01731 }
01732 
01733 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
01734 {
01735   if (!Town::CanAllocateItem()) return NULL;
01736 
01737   do {
01738     /* Generate a tile index not too close from the edge */
01739     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
01740 
01741     /* if we tried to place the town on water, slide it over onto
01742      * the nearest likely-looking spot */
01743     if (IsTileType(tile, MP_WATER)) {
01744       tile = FindNearestGoodCoastalTownSpot(tile, layout);
01745       if (tile == INVALID_TILE) continue;
01746     }
01747 
01748     /* Make sure town can be placed here */
01749     if (TownCanBePlacedHere(tile).Failed()) continue;
01750 
01751     /* Allocate a town struct */
01752     Town *t = new Town(tile);
01753 
01754     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
01755 
01756     /* if the population is still 0 at the point, then the
01757      * placement is so bad it couldn't grow at all */
01758     if (t->population > 0) return t;
01759     DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
01760   } while (--attempts != 0);
01761 
01762   return NULL;
01763 }
01764 
01765 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
01766 
01774 bool GenerateTowns(TownLayout layout)
01775 {
01776   uint current_number = 0;
01777   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
01778   uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
01779   uint32 townnameparts;
01780 
01781   SetGeneratingWorldProgress(GWP_TOWN, total);
01782 
01783   /* First attempt will be made at creating the suggested number of towns.
01784    * Note that this is really a suggested value, not a required one.
01785    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
01786   do {
01787     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
01788     IncreaseGeneratingWorldProgress(GWP_TOWN);
01789     /* Get a unique name for the town. */
01790     if (!GenerateTownName(&townnameparts)) continue;
01791     /* try 20 times to create a random-sized town for the first loop. */
01792     if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
01793   } while (--total);
01794 
01795   if (current_number != 0) return true;
01796 
01797   /* If current_number is still zero at this point, it means that not a single town has been created.
01798    * So give it a last try, but now more aggressive */
01799   if (GenerateTownName(&townnameparts) &&
01800       CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
01801     return true;
01802   }
01803 
01804   /* If there are no towns at all and we are generating new game, bail out */
01805   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
01806     extern StringID _switch_mode_errorstr;
01807     _switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
01808   }
01809 
01810   return false;  // we are still without a town? we failed, simply
01811 }
01812 
01813 
01820 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
01821 {
01822   uint dist = DistanceSquare(tile, t->xy);
01823 
01824   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
01825 
01826   HouseZonesBits smallest = HZB_TOWN_EDGE;
01827   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
01828     if (dist < t->squared_town_zone_radius[i]) smallest = i;
01829   }
01830 
01831   return smallest;
01832 }
01833 
01844 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
01845 {
01846   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
01847 
01848   assert(cc.Succeeded());
01849 
01850   IncreaseBuildingCount(t, type);
01851   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
01852   if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
01853 
01854   MarkTileDirtyByTile(tile);
01855 }
01856 
01857 
01868 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
01869 {
01870   BuildingFlags size = HouseSpec::Get(type)->building_flags;
01871 
01872   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
01873   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
01874   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
01875   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
01876 }
01877 
01878 
01887 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
01888 {
01889   /* cannot build on these slopes... */
01890   Slope slope = GetTileSlope(tile, NULL);
01891   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
01892 
01893   /* building under a bridge? */
01894   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
01895 
01896   /* do not try to build over house owned by another town */
01897   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
01898 
01899   /* can we clear the land? */
01900   return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
01901 }
01902 
01903 
01913 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
01914 {
01915   if (!CanBuildHouseHere(tile, town, noslope)) return false;
01916 
01917   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
01918   if (GetTileMaxZ(tile) != z) return false;
01919 
01920   return true;
01921 }
01922 
01923 
01933 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
01934 {
01935   /* we need to check this tile too because we can be at different tile now */
01936   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01937 
01938   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
01939     tile += TileOffsByDiagDir(d);
01940     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01941   }
01942 
01943   return true;
01944 }
01945 
01946 
01954 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
01955 {
01956   /* Allow towns everywhere when we don't build roads */
01957   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01958 
01959   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
01960 
01961   switch (t->layout) {
01962     case TL_2X2_GRID:
01963       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
01964       break;
01965 
01966     case TL_3X3_GRID:
01967       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
01968       break;
01969 
01970     default:
01971       break;
01972   }
01973 
01974   return true;
01975 }
01976 
01977 
01985 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
01986 {
01987   /* Allow towns everywhere when we don't build roads */
01988   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01989 
01990   /* Compute relative position of tile. (Positive offsets are towards north) */
01991   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
01992 
01993   switch (t->layout) {
01994     case TL_2X2_GRID:
01995       grid_pos.x %= 3;
01996       grid_pos.y %= 3;
01997       if ((grid_pos.x != 2 && grid_pos.x != -1) ||
01998         (grid_pos.y != 2 && grid_pos.y != -1)) return false;
01999       break;
02000 
02001     case TL_3X3_GRID:
02002       if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
02003       break;
02004 
02005     default:
02006       break;
02007   }
02008 
02009   return true;
02010 }
02011 
02012 
02022 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
02023 {
02024   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
02025 
02026   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
02027   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
02028 
02029   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
02030   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
02031     *tile = tile2;
02032     return true;
02033   }
02034 
02035   return false;
02036 }
02037 
02038 
02047 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
02048 {
02049   TileIndex tile2 = *tile;
02050 
02051   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
02052     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
02053       *tile = tile2;
02054       return true;
02055     }
02056     if (d == DIAGDIR_END) break;
02057     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
02058   }
02059 
02060   return false;
02061 }
02062 
02063 
02070 static bool BuildTownHouse(Town *t, TileIndex tile)
02071 {
02072   /* forbidden building here by town layout */
02073   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
02074 
02075   /* no house allowed at all, bail out */
02076   if (!CanBuildHouseHere(tile, t->index, false)) return false;
02077 
02078   uint z;
02079   Slope slope = GetTileSlope(tile, &z);
02080 
02081   /* Get the town zone type of the current tile, as well as the climate.
02082    * This will allow to easily compare with the specs of the new house to build */
02083   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
02084 
02085   /* Above snow? */
02086   int land = _settings_game.game_creation.landscape;
02087   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
02088 
02089   uint bitmask = (1 << rad) + (1 << (land + 12));
02090 
02091   /* bits 0-4 are used
02092    * bits 11-15 are used
02093    * bits 5-10 are not used. */
02094   HouseID houses[HOUSE_MAX];
02095   uint num = 0;
02096   uint probs[HOUSE_MAX];
02097   uint probability_max = 0;
02098 
02099   /* Generate a list of all possible houses that can be built. */
02100   for (uint i = 0; i < HOUSE_MAX; i++) {
02101     const HouseSpec *hs = HouseSpec::Get(i);
02102 
02103     /* Verify that the candidate house spec matches the current tile status */
02104     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
02105 
02106     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
02107     if (hs->class_id != HOUSE_NO_CLASS) {
02108       /* id_count is always <= class_count, so it doesn't need to be checked */
02109       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
02110     } else {
02111       /* If the house has no class, check id_count instead */
02112       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
02113     }
02114 
02115     /* Without NewHouses, all houses have probability '1' */
02116     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
02117     probability_max += cur_prob;
02118     probs[num] = cur_prob;
02119     houses[num++] = (HouseID)i;
02120   }
02121 
02122   uint maxz = GetTileMaxZ(tile);
02123 
02124   while (probability_max > 0) {
02125     uint r = RandomRange(probability_max);
02126     uint i;
02127     for (i = 0; i < num; i++) {
02128       if (probs[i] > r) break;
02129       r -= probs[i];
02130     }
02131 
02132     HouseID house = houses[i];
02133     probability_max -= probs[i];
02134 
02135     /* remove tested house from the set */
02136     num--;
02137     houses[i] = houses[num];
02138     probs[i] = probs[num];
02139 
02140     const HouseSpec *hs = HouseSpec::Get(house);
02141 
02142     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
02143         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
02144       continue;
02145     }
02146 
02147     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
02148 
02149     /* Special houses that there can be only one of. */
02150     uint oneof = 0;
02151 
02152     if (hs->building_flags & BUILDING_IS_CHURCH) {
02153       SetBit(oneof, TOWN_HAS_CHURCH);
02154     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02155       SetBit(oneof, TOWN_HAS_STADIUM);
02156     }
02157 
02158     if (t->flags & oneof) continue;
02159 
02160     /* Make sure there is no slope? */
02161     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
02162     if (noslope && slope != SLOPE_FLAT) continue;
02163 
02164     if (hs->building_flags & TILE_SIZE_2x2) {
02165       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
02166     } else if (hs->building_flags & TILE_SIZE_2x1) {
02167       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
02168     } else if (hs->building_flags & TILE_SIZE_1x2) {
02169       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
02170     } else {
02171       /* 1x1 house checks are already done */
02172     }
02173 
02174     byte random_bits = Random();
02175 
02176     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
02177       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
02178       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
02179     }
02180 
02181     /* build the house */
02182     t->num_houses++;
02183 
02184     /* Special houses that there can be only one of. */
02185     t->flags |= oneof;
02186 
02187     byte construction_counter = 0;
02188     byte construction_stage = 0;
02189 
02190     if (_generating_world || _game_mode == GM_EDITOR) {
02191       uint32 r = Random();
02192 
02193       construction_stage = TOWN_HOUSE_COMPLETED;
02194       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
02195 
02196       if (construction_stage == TOWN_HOUSE_COMPLETED) {
02197         ChangePopulation(t, hs->population);
02198       } else {
02199         construction_counter = GB(r, 2, 2);
02200       }
02201     }
02202 
02203     MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
02204 
02205     return true;
02206   }
02207 
02208   return false;
02209 }
02210 
02217 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
02218 {
02219   assert(IsTileType(tile, MP_HOUSE));
02220   DecreaseBuildingCount(t, house);
02221   DoClearSquare(tile);
02222   DeleteAnimatedTile(tile);
02223 
02224   DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
02225 }
02226 
02234 TileIndexDiff GetHouseNorthPart(HouseID &house)
02235 {
02236   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
02237     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
02238       house--;
02239       return TileDiffXY(-1, 0);
02240     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
02241       house--;
02242       return TileDiffXY(0, -1);
02243     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
02244       house -= 2;
02245       return TileDiffXY(-1, 0);
02246     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
02247       house -= 3;
02248       return TileDiffXY(-1, -1);
02249     }
02250   }
02251   return 0;
02252 }
02253 
02254 void ClearTownHouse(Town *t, TileIndex tile)
02255 {
02256   assert(IsTileType(tile, MP_HOUSE));
02257 
02258   HouseID house = GetHouseType(tile);
02259 
02260   /* need to align the tile to point to the upper left corner of the house */
02261   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
02262 
02263   const HouseSpec *hs = HouseSpec::Get(house);
02264 
02265   /* Remove population from the town if the house is finished. */
02266   if (IsHouseCompleted(tile)) {
02267     ChangePopulation(t, -hs->population);
02268   }
02269 
02270   t->num_houses--;
02271 
02272   /* Clear flags for houses that only may exist once/town. */
02273   if (hs->building_flags & BUILDING_IS_CHURCH) {
02274     ClrBit(t->flags, TOWN_HAS_CHURCH);
02275   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02276     ClrBit(t->flags, TOWN_HAS_STADIUM);
02277   }
02278 
02279   /* Do the actual clearing of tiles */
02280   uint eflags = hs->building_flags;
02281   DoClearTownHouseHelper(tile, t, house);
02282   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
02283   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
02284   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
02285 }
02286 
02296 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02297 {
02298   Town *t = Town::GetIfValid(p1);
02299   if (t == NULL) return CMD_ERROR;
02300 
02301   bool reset = StrEmpty(text);
02302 
02303   if (!reset) {
02304     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
02305     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
02306   }
02307 
02308   if (flags & DC_EXEC) {
02309     free(t->name);
02310     t->name = reset ? NULL : strdup(text);
02311 
02312     t->UpdateVirtCoord();
02313     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
02314     UpdateAllStationVirtCoords();
02315   }
02316   return CommandCost();
02317 }
02318 
02328 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02329 {
02330   if (_game_mode != GM_EDITOR) return CMD_ERROR;
02331   Town *t = Town::GetIfValid(p1);
02332   if (t == NULL) return CMD_ERROR;
02333 
02334   if (flags & DC_EXEC) {
02335     /* The more houses, the faster we grow */
02336     uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
02337     t->num_houses += amount;
02338     UpdateTownRadius(t);
02339 
02340     uint n = amount * 10;
02341     do GrowTown(t); while (--n);
02342 
02343     t->num_houses -= amount;
02344     UpdateTownRadius(t);
02345 
02346     UpdateTownMaxPass(t);
02347   }
02348 
02349   return CommandCost();
02350 }
02351 
02361 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02362 {
02363   if (_game_mode != GM_EDITOR) return CMD_ERROR;
02364   Town *t = Town::GetIfValid(p1);
02365   if (t == NULL) return CMD_ERROR;
02366 
02367   /* Stations refer to towns. */
02368   const Station *st;
02369   FOR_ALL_STATIONS(st) {
02370     if (st->town == t) {
02371       /* Non-oil rig stations are always a problem. */
02372       if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
02373       /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
02374       CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02375       if (ret.Failed()) return ret;
02376     }
02377   }
02378 
02379   /* Depots refer to towns. */
02380   const Depot *d;
02381   FOR_ALL_DEPOTS(d) {
02382     if (d->town == t) return CMD_ERROR;
02383   }
02384 
02385   /* Check all tiles for town ownership. */
02386   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
02387     bool try_clear = false;
02388     switch (GetTileType(tile)) {
02389       case MP_ROAD:
02390         try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
02391         break;
02392 
02393       case MP_TUNNELBRIDGE:
02394         try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
02395         break;
02396 
02397       case MP_HOUSE:
02398         try_clear = GetTownIndex(tile) == t->index;
02399         break;
02400 
02401       case MP_INDUSTRY:
02402         try_clear = Industry::GetByTile(tile)->town == t;
02403         break;
02404 
02405       case MP_OBJECT:
02406         if (Town::GetNumItems() == 1) {
02407           /* No towns will be left, remove it! */
02408           try_clear = true;
02409         } else {
02410           Object *o = Object::GetByTile(tile);
02411           if (o->town == t) {
02412             if (GetObjectType(tile) == OBJECT_STATUE) {
02413               /* Statue... always remove. */
02414               try_clear = true;
02415             } else {
02416               /* Tell to find a new town. */
02417               o->town = NULL;
02418             }
02419           }
02420         }
02421         break;
02422 
02423       default:
02424         break;
02425     }
02426     if (try_clear) {
02427       CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02428       if (ret.Failed()) return ret;
02429     }
02430   }
02431 
02432   /* The town destructor will delete the other things related to the town. */
02433   if (flags & DC_EXEC) delete t;
02434 
02435   return CommandCost();
02436 }
02437 
02442 const byte _town_action_costs[TACT_COUNT] = {
02443   2, 4, 9, 35, 48, 53, 117, 175
02444 };
02445 
02446 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
02447 {
02448   if (flags & DC_EXEC) {
02449     ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
02450   }
02451   return CommandCost();
02452 }
02453 
02454 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
02455 {
02456   if (flags & DC_EXEC) {
02457     ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
02458   }
02459   return CommandCost();
02460 }
02461 
02462 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
02463 {
02464   if (flags & DC_EXEC) {
02465     ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
02466   }
02467   return CommandCost();
02468 }
02469 
02470 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
02471 {
02472   if (flags & DC_EXEC) {
02473     t->road_build_months = 6;
02474 
02475     char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
02476     SetDParam(0, _current_company);
02477     GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
02478 
02479     char *cn = strdup(company_name);
02480     SetDParam(0, t->index);
02481     SetDParamStr(1, cn);
02482 
02483     AddNewsItem(STR_NEWS_ROAD_REBUILDING, NS_GENERAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
02484   }
02485   return CommandCost();
02486 }
02487 
02494 static bool SearchTileForStatue(TileIndex tile, void *user_data)
02495 {
02496   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
02497   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
02498   /* Don't build statues under bridges. */
02499   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
02500 
02501   if (!IsTileType(tile, MP_HOUSE) &&
02502       !IsTileType(tile, MP_CLEAR) &&
02503       !IsTileType(tile, MP_TREES)) {
02504     return false;
02505   }
02506 
02507   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02508   CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
02509   cur_company.Restore();
02510 
02511   if (r.Failed()) return false;
02512 
02513   return true;
02514 }
02515 
02523 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
02524 {
02525   TileIndex tile = t->xy;
02526   if (CircularTileSearch(&tile, 9, SearchTileForStatue, NULL)) {
02527     if (flags & DC_EXEC) {
02528       Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02529       DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
02530       cur_company.Restore();
02531       BuildObject(OBJECT_STATUE, tile, _current_company, t);
02532       SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
02533       MarkTileDirtyByTile(tile);
02534     }
02535     return CommandCost();
02536   }
02537   return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
02538 }
02539 
02540 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
02541 {
02542   if (flags & DC_EXEC) {
02543     /* Build next tick */
02544     t->grow_counter = 1;
02545     /* If we were not already growing */
02546     SetBit(t->flags, TOWN_IS_FUNDED);
02547     /* And grow for 3 months */
02548     t->fund_buildings_months = 3;
02549   }
02550   return CommandCost();
02551 }
02552 
02553 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
02554 {
02555   /* Check if it's allowed to buy the rights */
02556   if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
02557 
02558   if (flags & DC_EXEC) {
02559     t->exclusive_counter = 12;
02560     t->exclusivity = _current_company;
02561 
02562     ModifyStationRatingAround(t->xy, _current_company, 130, 17);
02563   }
02564   return CommandCost();
02565 }
02566 
02567 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
02568 {
02569   if (flags & DC_EXEC) {
02570     if (Chance16(1, 14)) {
02571       /* set as unwanted for 6 months */
02572       t->unwanted[_current_company] = 6;
02573 
02574       /* set all close by station ratings to 0 */
02575       Station *st;
02576       FOR_ALL_STATIONS(st) {
02577         if (st->town == t && st->owner == _current_company) {
02578           for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
02579         }
02580       }
02581 
02582       /* only show errormessage to the executing player. All errors are handled command.c
02583        * but this is special, because it can only 'fail' on a DC_EXEC */
02584       if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, STR_ERROR_BRIBE_FAILED_2, WL_INFO);
02585 
02586       /* decrease by a lot!
02587        * ChangeTownRating is only for stuff in demolishing. Bribe failure should
02588        * be independent of any cheat settings
02589        */
02590       if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
02591         t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
02592         SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02593       }
02594     } else {
02595       ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
02596     }
02597   }
02598   return CommandCost();
02599 }
02600 
02601 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
02602 static TownActionProc * const _town_action_proc[] = {
02603   TownActionAdvertiseSmall,
02604   TownActionAdvertiseMedium,
02605   TownActionAdvertiseLarge,
02606   TownActionRoadRebuild,
02607   TownActionBuildStatue,
02608   TownActionFundBuildings,
02609   TownActionBuyRights,
02610   TownActionBribe
02611 };
02612 
02620 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
02621 {
02622   int num = 0;
02623   TownActions buttons = TACT_NONE;
02624 
02625   /* Spectators and unwanted have no options */
02626   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
02627 
02628     /* Things worth more than this are not shown */
02629     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
02630 
02631     /* Check the action bits for validity and
02632      * if they are valid add them */
02633     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
02634       const TownActions cur = (TownActions)(1 << i);
02635 
02636       /* Is the company not able to bribe ? */
02637       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
02638 
02639       /* Is the company not able to buy exclusive rights ? */
02640       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
02641 
02642       /* Is the company not able to build a statue ? */
02643       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
02644 
02645       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
02646         buttons |= cur;
02647         num++;
02648       }
02649     }
02650   }
02651 
02652   if (nump != NULL) *nump = num;
02653   return buttons;
02654 }
02655 
02667 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02668 {
02669   Town *t = Town::GetIfValid(p1);
02670   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
02671 
02672   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
02673 
02674   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
02675 
02676   CommandCost ret = _town_action_proc[p2](t, flags);
02677   if (ret.Failed()) return ret;
02678 
02679   if (flags & DC_EXEC) {
02680     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
02681   }
02682 
02683   return cost;
02684 }
02685 
02686 static void UpdateTownGrowRate(Town *t)
02687 {
02688   /* Increase company ratings if they're low */
02689   const Company *c;
02690   FOR_ALL_COMPANIES(c) {
02691     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
02692       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
02693     }
02694   }
02695 
02696   int n = 0;
02697 
02698   const Station *st;
02699   FOR_ALL_STATIONS(st) {
02700     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
02701       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
02702         n++;
02703         if (Company::IsValidID(st->owner)) {
02704           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
02705           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
02706         }
02707       } else {
02708         if (Company::IsValidID(st->owner)) {
02709           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
02710           t->ratings[st->owner] = max(new_rating, INT16_MIN);
02711         }
02712       }
02713     }
02714   }
02715 
02716   /* clamp all ratings to valid values */
02717   for (uint i = 0; i < MAX_COMPANIES; i++) {
02718     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
02719   }
02720 
02721   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02722 
02723   ClrBit(t->flags, TOWN_IS_FUNDED);
02724   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
02725 
02730   static const uint16 _grow_count_values[2][6] = {
02731     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
02732     { 320, 420, 300, 220, 160, 100 }  // Normal values
02733   };
02734 
02735   uint16 m;
02736 
02737   if (t->fund_buildings_months != 0) {
02738     m = _grow_count_values[0][min(n, 5)];
02739     t->fund_buildings_months--;
02740   } else {
02741     m = _grow_count_values[1][min(n, 5)];
02742     if (n == 0 && !Chance16(1, 12)) return;
02743   }
02744 
02745   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
02746     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90) return;
02747 
02748   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
02749     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60) return;
02750   }
02751 
02752   /* Use the normal growth rate values if new buildings have been funded in
02753    * this town and the growth rate is set to none. */
02754   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
02755 
02756   m >>= growth_multiplier;
02757   if (t->larger_town) m /= 2;
02758 
02759   t->growth_rate = m / (t->num_houses / 50 + 1);
02760   if (m <= t->grow_counter) {
02761     t->grow_counter = m;
02762   }
02763 
02764   SetBit(t->flags, TOWN_IS_FUNDED);
02765 }
02766 
02767 static void UpdateTownAmounts(Town *t)
02768 {
02769   /* Using +1 here to prevent overflow and division by zero */
02770   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
02771 
02772   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
02773   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
02774   t->act_food = t->new_act_food; t->new_act_food = 0;
02775   t->act_water = t->new_act_water; t->new_act_water = 0;
02776 
02777   /* Using +1 here to prevent overflow and division by zero */
02778   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
02779   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
02780   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
02781 
02782   SetWindowDirty(WC_TOWN_VIEW, t->index);
02783 }
02784 
02785 static void UpdateTownUnwanted(Town *t)
02786 {
02787   const Company *c;
02788 
02789   FOR_ALL_COMPANIES(c) {
02790     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
02791   }
02792 }
02793 
02800 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
02801 {
02802   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
02803 
02804   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
02805   if (t == NULL) return CommandCost();
02806 
02807   if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
02808 
02809   SetDParam(0, t->index);
02810   return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
02811 }
02812 
02821 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
02822 {
02823   Town *t;
02824   uint best = threshold;
02825   Town *best_town = NULL;
02826 
02827   FOR_ALL_TOWNS(t) {
02828     uint dist = DistanceManhattan(tile, t->xy);
02829     if (dist < best) {
02830       best = dist;
02831       best_town = t;
02832     }
02833   }
02834 
02835   return best_town;
02836 }
02837 
02846 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
02847 {
02848   switch (GetTileType(tile)) {
02849     case MP_ROAD:
02850       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
02851 
02852       if (!HasTownOwnedRoad(tile)) {
02853         TownID tid = GetTownIndex(tile);
02854 
02855         if (tid == (TownID)INVALID_TOWN) {
02856           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
02857           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
02858           assert(Town::GetNumItems() == 0);
02859           return NULL;
02860         }
02861 
02862         assert(Town::IsValidID(tid));
02863         Town *town = Town::Get(tid);
02864 
02865         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
02866 
02867         return town;
02868       }
02869       /* FALL THROUGH */
02870 
02871     case MP_HOUSE:
02872       return Town::GetByTile(tile);
02873 
02874     default:
02875       return CalcClosestTownFromTile(tile, threshold);
02876   }
02877 }
02878 
02879 static bool _town_rating_test = false; 
02880 static SmallMap<const Town *, int, 4> _town_test_ratings; 
02881 
02887 void SetTownRatingTestMode(bool mode)
02888 {
02889   static int ref_count = 0; // Number of times test-mode is switched on.
02890   if (mode) {
02891     if (ref_count == 0) {
02892       _town_test_ratings.Clear();
02893     }
02894     ref_count++;
02895   } else {
02896     assert(ref_count > 0);
02897     ref_count--;
02898   }
02899   _town_rating_test = !(ref_count == 0);
02900 }
02901 
02907 static int GetRating(const Town *t)
02908 {
02909   if (_town_rating_test) {
02910     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
02911     if (it != _town_test_ratings.End()) {
02912       return it->second;
02913     }
02914   }
02915   return t->ratings[_current_company];
02916 }
02917 
02925 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
02926 {
02927   /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
02928   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
02929       !Company::IsValidID(_current_company) ||
02930       (_cheats.magic_bulldozer.value && add < 0)) {
02931     return;
02932   }
02933 
02934   int rating = GetRating(t);
02935   if (add < 0) {
02936     if (rating > max) {
02937       rating += add;
02938       if (rating < max) rating = max;
02939     }
02940   } else {
02941     if (rating < max) {
02942       rating += add;
02943       if (rating > max) rating = max;
02944     }
02945   }
02946   if (_town_rating_test) {
02947     _town_test_ratings[t] = rating;
02948   } else {
02949     SetBit(t->have_ratings, _current_company);
02950     t->ratings[_current_company] = rating;
02951     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02952   }
02953 }
02954 
02962 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
02963 {
02964   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
02965   if (t == NULL || !Company::IsValidID(_current_company) ||
02966       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
02967     return CommandCost();
02968   }
02969 
02970   /* minimum rating needed to be allowed to remove stuff */
02971   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
02972     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
02973     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
02974     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
02975     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
02976   };
02977 
02978   /* check if you're allowed to remove the road/bridge/tunnel
02979    * owned by a town no removal if rating is lower than ... depends now on
02980    * difficulty setting. Minimum town rating selected by difficulty level
02981    */
02982   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
02983 
02984   if (GetRating(t) < needed) {
02985     SetDParam(0, t->index);
02986     return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
02987   }
02988 
02989   return CommandCost();
02990 }
02991 
02992 void TownsMonthlyLoop()
02993 {
02994   Town *t;
02995 
02996   FOR_ALL_TOWNS(t) {
02997     if (t->road_build_months != 0) t->road_build_months--;
02998 
02999     if (t->exclusive_counter != 0) {
03000       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
03001     }
03002 
03003     UpdateTownGrowRate(t);
03004     UpdateTownAmounts(t);
03005     UpdateTownUnwanted(t);
03006   }
03007 }
03008 
03009 void TownsYearlyLoop()
03010 {
03011   /* Increment house ages */
03012   for (TileIndex t = 0; t < MapSize(); t++) {
03013     if (!IsTileType(t, MP_HOUSE)) continue;
03014     IncrementHouseAge(t);
03015   }
03016 }
03017 
03018 void InitializeTowns()
03019 {
03020   _town_pool.CleanPool();
03021 }
03022 
03023 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
03024 {
03025   if (AutoslopeEnabled()) {
03026     HouseID house = GetHouseType(tile);
03027     GetHouseNorthPart(house); // modifies house to the ID of the north tile
03028     const HouseSpec *hs = HouseSpec::Get(house);
03029 
03030     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
03031     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
03032         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
03033       bool allow_terraform = true;
03034 
03035       /* Call the autosloping callback per tile, not for the whole building at once. */
03036       house = GetHouseType(tile);
03037       hs = HouseSpec::Get(house);
03038       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
03039         /* If the callback fails, allow autoslope. */
03040         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
03041         if ((res != 0) && (res != CALLBACK_FAILED)) allow_terraform = false;
03042       }
03043 
03044       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
03045     }
03046   }
03047 
03048   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
03049 }
03050 
03052 extern const TileTypeProcs _tile_type_town_procs = {
03053   DrawTile_Town,           // draw_tile_proc
03054   GetSlopeZ_Town,          // get_slope_z_proc
03055   ClearTile_Town,          // clear_tile_proc
03056   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
03057   GetTileDesc_Town,        // get_tile_desc_proc
03058   GetTileTrackStatus_Town, // get_tile_track_status_proc
03059   NULL,                    // click_tile_proc
03060   AnimateTile_Town,        // animate_tile_proc
03061   TileLoop_Town,           // tile_loop_clear
03062   ChangeTileOwner_Town,    // change_tile_owner_clear
03063   AddProducedCargo_Town,   // add_produced_cargo_proc
03064   NULL,                    // vehicle_enter_tile_proc
03065   GetFoundation_Town,      // get_foundation_proc
03066   TerraformTile_Town,      // terraform_tile_proc
03067 };
03068 
03069 
03070 HouseSpec _house_specs[HOUSE_MAX];
03071 
03072 void ResetHouses()
03073 {
03074   memset(&_house_specs, 0, sizeof(_house_specs));
03075   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
03076 
03077   /* Reset any overrides that have been set. */
03078   _house_mngr.ResetOverride();
03079 }

Generated on Sun Jan 23 01:49:11 2011 for OpenTTD by  doxygen 1.6.1