town_cmd.cpp

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00001 /* $Id: town_cmd.cpp 18866 2010-01-18 22:57:21Z rubidium $ */
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 "command_func.h"
00018 #include "industry.h"
00019 #include "station_base.h"
00020 #include "company_base.h"
00021 #include "news_func.h"
00022 #include "gui.h"
00023 #include "unmovable_map.h"
00024 #include "variables.h"
00025 #include "genworld.h"
00026 #include "newgrf.h"
00027 #include "newgrf_house.h"
00028 #include "newgrf_commons.h"
00029 #include "newgrf_text.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/smallmap_type.hpp"
00042 #include "core/pool_func.hpp"
00043 #include "town.h"
00044 #include "townname_func.h"
00045 #include "townname_type.h"
00046 #include "core/random_func.hpp"
00047 
00048 #include "table/strings.h"
00049 #include "table/town_land.h"
00050 
00051 static Town *_cleared_town;
00052 static int _cleared_town_rating;
00053 TownID _new_town_id;
00054 
00055 /* Initialize the town-pool */
00056 TownPool _town_pool("Town");
00057 INSTANTIATE_POOL_METHODS(Town)
00058 
00059 Town::~Town()
00060 {
00061   free(this->name);
00062 
00063   if (CleaningPool()) return;
00064 
00065   Industry *i;
00066 
00067   /* Delete town authority window
00068    * and remove from list of sorted towns */
00069   DeleteWindowById(WC_TOWN_VIEW, this->index);
00070 
00071   /* Delete all industries belonging to the town */
00072   FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
00073 
00074   /* Go through all tiles and delete those belonging to the town */
00075   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
00076     switch (GetTileType(tile)) {
00077       case MP_HOUSE:
00078         if (Town::GetByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00079         break;
00080 
00081       case MP_ROAD:
00082         /* Cached nearest town is updated later (after this town has been deleted) */
00083         if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->index) {
00084           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00085         }
00086         break;
00087 
00088       case MP_TUNNELBRIDGE:
00089         if (IsTileOwner(tile, OWNER_TOWN) &&
00090             ClosestTownFromTile(tile, UINT_MAX) == this)
00091           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00092         break;
00093 
00094       default:
00095         break;
00096     }
00097   }
00098 
00099   DeleteSubsidyWith(ST_TOWN, this->index);
00100   CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
00101   MarkWholeScreenDirty();
00102 }
00103 
00104 
00110 void Town::PostDestructor(size_t index)
00111 {
00112   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
00113   UpdateNearestTownForRoadTiles(false);
00114 }
00115 
00119 void Town::InitializeLayout(TownLayout layout)
00120 {
00121   if (layout != TL_RANDOM) {
00122     this->layout = layout;
00123     return;
00124   }
00125 
00126   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
00127 }
00128 
00133 /* static */ Town *Town::GetRandom()
00134 {
00135   if (Town::GetNumItems() == 0) return NULL;
00136   int num = RandomRange((uint16)Town::GetNumItems());
00137   size_t index = MAX_UVALUE(size_t);
00138 
00139   while (num >= 0) {
00140     num--;
00141     index++;
00142 
00143     /* Make sure we have a valid town */
00144     while (!Town::IsValidID(index)) {
00145       index++;
00146       assert(index < Town::GetPoolSize());
00147     }
00148   }
00149 
00150   return Town::Get(index);
00151 }
00152 
00153 Money HouseSpec::GetRemovalCost() const
00154 {
00155   return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
00156 }
00157 
00158 // Local
00159 static int _grow_town_result;
00160 
00161 /* Describe the possible states */
00162 enum TownGrowthResult {
00163   GROWTH_SUCCEED         = -1,
00164   GROWTH_SEARCH_STOPPED  =  0
00165 //  GROWTH_SEARCH_RUNNING >=  1
00166 };
00167 
00168 static bool BuildTownHouse(Town *t, TileIndex tile);
00169 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
00170 
00171 static void TownDrawHouseLift(const TileInfo *ti)
00172 {
00173   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
00174 }
00175 
00176 typedef void TownDrawTileProc(const TileInfo *ti);
00177 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
00178   TownDrawHouseLift
00179 };
00180 
00186 static inline DiagDirection RandomDiagDir()
00187 {
00188   return (DiagDirection)(3 & Random());
00189 }
00190 
00196 static void DrawTile_Town(TileInfo *ti)
00197 {
00198   HouseID house_id = GetHouseType(ti->tile);
00199 
00200   if (house_id >= NEW_HOUSE_OFFSET) {
00201     /* Houses don't necessarily need new graphics. If they don't have a
00202      * spritegroup associated with them, then the sprite for the substitute
00203      * house id is drawn instead. */
00204     if (HouseSpec::Get(house_id)->spritegroup != NULL) {
00205       DrawNewHouseTile(ti, house_id);
00206       return;
00207     } else {
00208       house_id = HouseSpec::Get(house_id)->substitute_id;
00209     }
00210   }
00211 
00212   /* Retrieve pointer to the draw town tile struct */
00213   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
00214 
00215   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00216 
00217   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
00218 
00219   /* If houses are invisible, do not draw the upper part */
00220   if (IsInvisibilitySet(TO_HOUSES)) return;
00221 
00222   /* Add a house on top of the ground? */
00223   SpriteID image = dcts->building.sprite;
00224   if (image != 0) {
00225     AddSortableSpriteToDraw(image, dcts->building.pal,
00226       ti->x + dcts->subtile_x,
00227       ti->y + dcts->subtile_y,
00228       dcts->width,
00229       dcts->height,
00230       dcts->dz,
00231       ti->z,
00232       IsTransparencySet(TO_HOUSES)
00233     );
00234 
00235     if (IsTransparencySet(TO_HOUSES)) return;
00236   }
00237 
00238   {
00239     int proc = dcts->draw_proc - 1;
00240 
00241     if (proc >= 0) _town_draw_tile_procs[proc](ti);
00242   }
00243 }
00244 
00245 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
00246 {
00247   return GetTileMaxZ(tile);
00248 }
00249 
00251 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
00252 {
00253   HouseID hid = GetHouseType(tile);
00254 
00255   /* For NewGRF house tiles we might not be drawing a foundation. We need to
00256    * account for this, as other structures should
00257    * draw the wall of the foundation in this case.
00258    */
00259   if (hid >= NEW_HOUSE_OFFSET) {
00260     const HouseSpec *hs = HouseSpec::Get(hid);
00261     if (hs->spritegroup != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
00262       uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
00263       if (callback_res == 0) return FOUNDATION_NONE;
00264     }
00265   }
00266   return FlatteningFoundation(tileh);
00267 }
00268 
00275 static void AnimateTile_Town(TileIndex tile)
00276 {
00277   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
00278     AnimateNewHouseTile(tile);
00279     return;
00280   }
00281 
00282   if (_tick_counter & 3) return;
00283 
00284   /* If the house is not one with a lift anymore, then stop this animating.
00285    * Not exactly sure when this happens, but probably when a house changes.
00286    * Before this was just a return...so it'd leak animated tiles..
00287    * That bug seems to have been here since day 1?? */
00288   if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
00289     DeleteAnimatedTile(tile);
00290     return;
00291   }
00292 
00293   if (!LiftHasDestination(tile)) {
00294     uint i;
00295 
00296     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
00297      * This is due to the fact that the first floor is, in the graphics,
00298      *  the height of 2 'normal' floors.
00299      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
00300     do {
00301       i = RandomRange(7);
00302     } while (i == 1 || i * 6 == GetLiftPosition(tile));
00303 
00304     SetLiftDestination(tile, i);
00305   }
00306 
00307   int pos = GetLiftPosition(tile);
00308   int dest = GetLiftDestination(tile) * 6;
00309   pos += (pos < dest) ? 1 : -1;
00310   SetLiftPosition(tile, pos);
00311 
00312   if (pos == dest) {
00313     HaltLift(tile);
00314     DeleteAnimatedTile(tile);
00315   }
00316 
00317   MarkTileDirtyByTile(tile);
00318 }
00319 
00326 static bool IsCloseToTown(TileIndex tile, uint dist)
00327 {
00328   const Town *t;
00329 
00330   FOR_ALL_TOWNS(t) {
00331     if (DistanceManhattan(tile, t->xy) < dist) return true;
00332   }
00333   return false;
00334 }
00335 
00340 void Town::UpdateVirtCoord()
00341 {
00342   Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
00343   SetDParam(0, this->index);
00344   SetDParam(1, this->population);
00345   this->sign.UpdatePosition(pt.x, pt.y - 24,
00346     _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
00347 
00348   SetWindowDirty(WC_TOWN_VIEW, this->index);
00349 }
00350 
00352 void UpdateAllTownVirtCoords()
00353 {
00354   Town *t;
00355 
00356   FOR_ALL_TOWNS(t) {
00357     t->UpdateVirtCoord();
00358   }
00359 }
00360 
00366 static void ChangePopulation(Town *t, int mod)
00367 {
00368   t->population += mod;
00369   SetWindowDirty(WC_TOWN_VIEW, t->index);
00370   t->UpdateVirtCoord();
00371 
00372   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
00373 }
00374 
00380 uint32 GetWorldPopulation()
00381 {
00382   uint32 pop = 0;
00383   const Town *t;
00384 
00385   FOR_ALL_TOWNS(t) pop += t->population;
00386   return pop;
00387 }
00388 
00393 static void MakeSingleHouseBigger(TileIndex tile)
00394 {
00395   assert(IsTileType(tile, MP_HOUSE));
00396 
00397   /* means it is completed, get out. */
00398   if (LiftHasDestination(tile)) return;
00399 
00400   /* progress in construction stages */
00401   IncHouseConstructionTick(tile);
00402   if (GetHouseConstructionTick(tile) != 0) return;
00403 
00404   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00405 
00406   /* Check and/or  */
00407   if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
00408     uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00409     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
00410   }
00411 
00412   if (IsHouseCompleted(tile)) {
00413     /* Now that construction is complete, we can add the population of the
00414      * building to the town. */
00415     ChangePopulation(Town::GetByTile(tile), hs->population);
00416     ResetHouseAge(tile);
00417   }
00418   MarkTileDirtyByTile(tile);
00419 }
00420 
00424 static void MakeTownHouseBigger(TileIndex tile)
00425 {
00426   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
00427   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
00428   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
00429   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
00430   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
00431 }
00432 
00439 static void TileLoop_Town(TileIndex tile)
00440 {
00441   HouseID house_id = GetHouseType(tile);
00442 
00443   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
00444    * doesn't exist any more, so don't continue here. */
00445   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
00446 
00447   if (!IsHouseCompleted(tile)) {
00448     /* Construction is not completed. See if we can go further in construction*/
00449     MakeTownHouseBigger(tile);
00450     return;
00451   }
00452 
00453   const HouseSpec *hs = HouseSpec::Get(house_id);
00454 
00455   /* If the lift has a destination, it is already an animated tile. */
00456   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
00457       house_id < NEW_HOUSE_OFFSET &&
00458       !LiftHasDestination(tile) &&
00459       Chance16(1, 2)) {
00460     AddAnimatedTile(tile);
00461   }
00462 
00463   Town *t = Town::GetByTile(tile);
00464   uint32 r = Random();
00465 
00466   StationFinder stations(TileArea(tile, 1, 1));
00467 
00468   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00469     for (uint i = 0; i < 256; i++) {
00470       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
00471 
00472       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00473 
00474       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
00475       if (cargo == CT_INVALID) continue;
00476 
00477       uint amt = GB(callback, 0, 8);
00478       if (amt == 0) continue;
00479 
00480       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
00481 
00482       const CargoSpec *cs = CargoSpec::Get(cargo);
00483       switch (cs->town_effect) {
00484         case TE_PASSENGERS:
00485           t->new_max_pass += amt;
00486           t->new_act_pass += moved;
00487           break;
00488 
00489         case TE_MAIL:
00490           t->new_max_mail += amt;
00491           t->new_act_mail += moved;
00492           break;
00493 
00494         default:
00495           break;
00496       }
00497     }
00498   } else {
00499     if (GB(r, 0, 8) < hs->population) {
00500       uint amt = GB(r, 0, 8) / 8 + 1;
00501 
00502       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
00503       t->new_max_pass += amt;
00504       t->new_act_pass += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
00505     }
00506 
00507     if (GB(r, 8, 8) < hs->mail_generation) {
00508       uint amt = GB(r, 8, 8) / 8 + 1;
00509 
00510       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
00511       t->new_max_mail += amt;
00512       t->new_act_mail += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
00513     }
00514   }
00515 
00516   _current_company = OWNER_TOWN;
00517 
00518   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
00519       HasBit(t->flags, TOWN_IS_FUNDED) &&
00520       CanDeleteHouse(tile) &&
00521       GetHouseAge(tile) >= hs->minimum_life &&
00522       --t->time_until_rebuild == 0) {
00523     t->time_until_rebuild = GB(r, 16, 8) + 192;
00524 
00525     ClearTownHouse(t, tile);
00526 
00527     /* Rebuild with another house? */
00528     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
00529   }
00530 
00531   _current_company = OWNER_NONE;
00532 }
00533 
00534 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
00535 {
00536   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
00537   if (!CanDeleteHouse(tile)) return CMD_ERROR;
00538 
00539   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00540 
00541   CommandCost cost(EXPENSES_CONSTRUCTION);
00542   cost.AddCost(hs->GetRemovalCost());
00543 
00544   int rating = hs->remove_rating_decrease;
00545   _cleared_town_rating += rating;
00546   Town *t = _cleared_town = Town::GetByTile(tile);
00547 
00548   if (Company::IsValidID(_current_company)) {
00549     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
00550       SetDParam(0, t->index);
00551       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00552     }
00553   }
00554 
00555   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
00556   if (flags & DC_EXEC) {
00557     ClearTownHouse(t, tile);
00558   }
00559 
00560   return cost;
00561 }
00562 
00563 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
00564 {
00565   HouseID house_id = GetHouseType(tile);
00566   const HouseSpec *hs = HouseSpec::Get(house_id);
00567   Town *t = Town::GetByTile(tile);
00568 
00569   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00570     for (uint i = 0; i < 256; i++) {
00571       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
00572 
00573       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00574 
00575       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
00576 
00577       if (cargo == CT_INVALID) continue;
00578       produced[cargo]++;
00579     }
00580   } else {
00581     if (hs->population > 0) {
00582       produced[CT_PASSENGERS]++;
00583     }
00584     if (hs->mail_generation > 0) {
00585       produced[CT_MAIL]++;
00586     }
00587   }
00588 }
00589 
00590 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
00591 {
00592   if (cargo == CT_INVALID || amount == 0) return;
00593   acceptance[cargo] += amount;
00594   SetBit(*always_accepted, cargo);
00595 }
00596 
00597 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
00598 {
00599   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00600   CargoID accepts[3];
00601 
00602   /* Set the initial accepted cargo types */
00603   for (uint8 i = 0; i < lengthof(accepts); i++) {
00604     accepts[i] = hs->accepts_cargo[i];
00605   }
00606 
00607   /* Check for custom accepted cargo types */
00608   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
00609     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00610     if (callback != CALLBACK_FAILED) {
00611       /* Replace accepted cargo types with translated values from callback */
00612       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grffile);
00613       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grffile);
00614       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
00615     }
00616   }
00617 
00618   /* Check for custom cargo acceptance */
00619   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
00620     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00621     if (callback != CALLBACK_FAILED) {
00622       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
00623       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
00624       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
00625         /* The 'S' bit indicates food instead of goods */
00626         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
00627       } else {
00628         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
00629       }
00630       return;
00631     }
00632   }
00633 
00634   /* No custom acceptance, so fill in with the default values */
00635   for (uint8 i = 0; i < lengthof(accepts); i++) {
00636     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
00637   }
00638 }
00639 
00640 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
00641 {
00642   const HouseID house = GetHouseType(tile);
00643   const HouseSpec *hs = HouseSpec::Get(house);
00644   bool house_completed = IsHouseCompleted(tile);
00645 
00646   td->str = hs->building_name;
00647 
00648   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
00649   if (callback_res != CALLBACK_FAILED) {
00650     StringID new_name = GetGRFStringID(hs->grffile->grfid, 0xD000 + callback_res);
00651     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
00652       td->str = new_name;
00653     }
00654   }
00655 
00656   if (!house_completed) {
00657     SetDParamX(td->dparam, 0, td->str);
00658     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
00659   }
00660 
00661   if (hs->grffile != NULL) {
00662     const GRFConfig *gc = GetGRFConfig(hs->grffile->grfid);
00663     td->grf = gc->name;
00664   }
00665 
00666   td->owner[0] = OWNER_TOWN;
00667 }
00668 
00669 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00670 {
00671   /* not used */
00672   return 0;
00673 }
00674 
00675 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
00676 {
00677   /* not used */
00678 }
00679 
00680 static bool GrowTown(Town *t);
00681 
00682 static void TownTickHandler(Town *t)
00683 {
00684   if (HasBit(t->flags, TOWN_IS_FUNDED)) {
00685     int i = t->grow_counter - 1;
00686     if (i < 0) {
00687       if (GrowTown(t)) {
00688         i = t->growth_rate;
00689       } else {
00690         i = 0;
00691       }
00692     }
00693     t->grow_counter = i;
00694   }
00695 
00696   UpdateTownRadius(t);
00697 }
00698 
00699 void OnTick_Town()
00700 {
00701   if (_game_mode == GM_EDITOR) return;
00702 
00703   Town *t;
00704   FOR_ALL_TOWNS(t) {
00705     /* Run town tick at regular intervals, but not all at once. */
00706     if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
00707       TownTickHandler(t);
00708     }
00709   }
00710 }
00711 
00720 static RoadBits GetTownRoadBits(TileIndex tile)
00721 {
00722   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
00723 
00724   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
00725 }
00726 
00737 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
00738 {
00739   if (!IsValidTile(tile)) return false;
00740 
00741   /* Lookup table for the used diff values */
00742   const TileIndexDiff tid_lt[3] = {
00743     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
00744     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
00745     TileOffsByDiagDir(ReverseDiagDir(dir)),
00746   };
00747 
00748   dist_multi = (dist_multi + 1) * 4;
00749   for (uint pos = 4; pos < dist_multi; pos++) {
00750     /* Go (pos / 4) tiles to the left or the right */
00751     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
00752 
00753     /* Use the current tile as origin, or go one tile backwards */
00754     if (pos & 2) cur += tid_lt[2];
00755 
00756     /* Test for roadbit parallel to dir and facing towards the middle axis */
00757     if (IsValidTile(tile + cur) &&
00758       GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
00759   }
00760   return false;
00761 }
00762 
00771 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
00772 {
00773   if (DistanceFromEdge(tile) == 0) return false;
00774 
00775   Slope cur_slope, desired_slope;
00776 
00777   for (;;) {
00778     /* Check if there already is a road at this point? */
00779     if (GetTownRoadBits(tile) == ROAD_NONE) {
00780       /* No, try if we are able to build a road piece there.
00781        * If that fails clear the land, and if that fails exit.
00782        * This is to make sure that we can build a road here later. */
00783       if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
00784           DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed())
00785         return false;
00786     }
00787 
00788     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
00789     bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
00790     if (cur_slope == SLOPE_FLAT) return ret;
00791 
00792     /* If the tile is not a slope in the right direction, then
00793      * maybe terraform some. */
00794     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
00795     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
00796       if (Chance16(1, 8)) {
00797         CommandCost res = CMD_ERROR;
00798         if (!_generating_world && Chance16(1, 10)) {
00799           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
00800           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
00801               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00802         }
00803         if (res.Failed() && Chance16(1, 3)) {
00804           /* We can consider building on the slope, though. */
00805           return ret;
00806         }
00807       }
00808       return false;
00809     }
00810     return ret;
00811   }
00812 }
00813 
00814 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
00815 {
00816   assert(tile < MapSize());
00817 
00818   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00819   if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
00820   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
00821   return true;
00822 }
00823 
00824 static void LevelTownLand(TileIndex tile)
00825 {
00826   assert(tile < MapSize());
00827 
00828   /* Don't terraform if land is plain or if there's a house there. */
00829   if (IsTileType(tile, MP_HOUSE)) return;
00830   Slope tileh = GetTileSlope(tile, NULL);
00831   if (tileh == SLOPE_FLAT) return;
00832 
00833   /* First try up, then down */
00834   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
00835     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
00836   }
00837 }
00838 
00848 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
00849 {
00850   /* align the grid to the downtown */
00851   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
00852   RoadBits rcmd = ROAD_NONE;
00853 
00854   switch (t->layout) {
00855     default: NOT_REACHED();
00856 
00857     case TL_2X2_GRID:
00858       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
00859       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
00860       break;
00861 
00862     case TL_3X3_GRID:
00863       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
00864       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
00865       break;
00866   }
00867 
00868   /* Optimise only X-junctions */
00869   if (rcmd != ROAD_ALL) return rcmd;
00870 
00871   RoadBits rb_template;
00872 
00873   switch (GetTileSlope(tile, NULL)) {
00874     default:       rb_template = ROAD_ALL; break;
00875     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
00876     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
00877     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
00878     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
00879     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
00880     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
00881     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
00882     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
00883     case SLOPE_STEEP_W:
00884     case SLOPE_STEEP_S:
00885     case SLOPE_STEEP_E:
00886     case SLOPE_STEEP_N:
00887       rb_template = ROAD_NONE;
00888       break;
00889   }
00890 
00891   /* Stop if the template is compatible to the growth dir */
00892   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
00893   /* If not generate a straight road in the direction of the growth */
00894   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
00895 }
00896 
00907 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
00908 {
00909   /* We can't look further than that. */
00910   if (DistanceFromEdge(tile) == 0) return false;
00911 
00912   uint counter = 0; // counts the house neighbor tiles
00913 
00914   /* Check the tiles E,N,W and S of the current tile for houses */
00915   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
00916     /* Count both void and house tiles for checking whether there
00917      * are enough houses in the area. This to make it likely that
00918      * houses get build up to the edge of the map. */
00919     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
00920       case MP_HOUSE:
00921       case MP_VOID:
00922         counter++;
00923         break;
00924 
00925       default:
00926         break;
00927     }
00928 
00929     /* If there are enough neighbors stop here */
00930     if (counter >= 3) {
00931       if (BuildTownHouse(t, tile)) {
00932         _grow_town_result = GROWTH_SUCCEED;
00933         return true;
00934       }
00935       return false;
00936     }
00937   }
00938   return false;
00939 }
00940 
00949 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
00950 {
00951   if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
00952     _grow_town_result = GROWTH_SUCCEED;
00953     return true;
00954   }
00955   return false;
00956 }
00957 
00968 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
00969 {
00970   assert(bridge_dir < DIAGDIR_END);
00971 
00972   const Slope slope = GetTileSlope(tile, NULL);
00973   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
00974 
00975   /* Make sure the direction is compatible with the slope.
00976    * Well we check if the slope has an up bit set in the
00977    * reverse direction. */
00978   if (slope & InclinedSlope(bridge_dir)) return false;
00979 
00980   /* Assure that the bridge is connectable to the start side */
00981   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
00982 
00983   /* We are in the right direction */
00984   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
00985   TileIndex bridge_tile = tile; // Used to store the other waterside
00986 
00987   const int delta = TileOffsByDiagDir(bridge_dir);
00988   do {
00989     if (bridge_length++ >= 11) {
00990       /* Max 11 tile long bridges */
00991       return false;
00992     }
00993     bridge_tile += delta;
00994   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
00995 
00996   /* no water tiles in between? */
00997   if (bridge_length == 1) return false;
00998 
00999   for (uint8 times = 0; times <= 22; times++) {
01000     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
01001 
01002     /* Can we actually build the bridge? */
01003     if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE).Succeeded()) {
01004       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
01005       _grow_town_result = GROWTH_SUCCEED;
01006       return true;
01007     }
01008   }
01009   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
01010   return false;
01011 }
01012 
01030 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
01031 {
01032   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
01033   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
01034 
01035   assert(tile < MapSize());
01036 
01037   if (cur_rb == ROAD_NONE) {
01038     /* Tile has no road. First reset the status counter
01039      * to say that this is the last iteration. */
01040     _grow_town_result = GROWTH_SEARCH_STOPPED;
01041 
01042     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01043 
01044     /* Remove hills etc */
01045     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
01046 
01047     /* Is a road allowed here? */
01048     switch (t1->layout) {
01049       default: NOT_REACHED();
01050 
01051       case TL_3X3_GRID:
01052       case TL_2X2_GRID:
01053         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01054         if (rcmd == ROAD_NONE) return;
01055         break;
01056 
01057       case TL_BETTER_ROADS:
01058       case TL_ORIGINAL:
01059         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
01060 
01061         DiagDirection source_dir = ReverseDiagDir(target_dir);
01062 
01063         if (Chance16(1, 4)) {
01064           /* Randomize a new target dir */
01065           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
01066         }
01067 
01068         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
01069           /* A road is not allowed to continue the randomized road,
01070            *  return if the road we're trying to build is curved. */
01071           if (target_dir != ReverseDiagDir(source_dir)) return;
01072 
01073           /* Return if neither side of the new road is a house */
01074           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
01075               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
01076             return;
01077           }
01078 
01079           /* That means that the road is only allowed if there is a house
01080            *  at any side of the new road. */
01081         }
01082 
01083         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
01084         break;
01085     }
01086 
01087   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
01088     /* Continue building on a partial road.
01089      * Should be allways OK, so we only generate
01090      * the fitting RoadBits */
01091     _grow_town_result = GROWTH_SEARCH_STOPPED;
01092 
01093     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01094 
01095     switch (t1->layout) {
01096       default: NOT_REACHED();
01097 
01098       case TL_3X3_GRID:
01099       case TL_2X2_GRID:
01100         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01101         break;
01102 
01103       case TL_BETTER_ROADS:
01104       case TL_ORIGINAL:
01105         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
01106         break;
01107     }
01108   } else {
01109     bool allow_house = true; // Value which decides if we want to construct a house
01110 
01111     /* Reached a tunnel/bridge? Then continue at the other side of it. */
01112     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01113       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
01114         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
01115       }
01116       return;
01117     }
01118 
01119     /* Possibly extend the road in a direction.
01120      * Randomize a direction and if it has a road, bail out. */
01121     target_dir = RandomDiagDir();
01122     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
01123 
01124     /* This is the tile we will reach if we extend to this direction. */
01125     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
01126 
01127     /* Don't walk into water. */
01128     if (IsWaterTile(house_tile)) return;
01129 
01130     if (!IsValidTile(house_tile)) return;
01131 
01132     if (_settings_game.economy.allow_town_roads || _generating_world) {
01133       switch (t1->layout) {
01134         default: NOT_REACHED();
01135 
01136         case TL_3X3_GRID: // Use 2x2 grid afterwards!
01137           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01138           /* FALL THROUGH */
01139 
01140         case TL_2X2_GRID:
01141           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
01142           allow_house = (rcmd == ROAD_NONE);
01143           break;
01144 
01145         case TL_BETTER_ROADS: // Use original afterwards!
01146           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01147           /* FALL THROUGH */
01148 
01149         case TL_ORIGINAL:
01150           /* Allow a house at the edge. 60% chance or
01151            * always ok if no road allowed. */
01152           rcmd = DiagDirToRoadBits(target_dir);
01153           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
01154           break;
01155       }
01156     }
01157 
01158     if (allow_house) {
01159       /* Build a house, but not if there already is a house there. */
01160       if (!IsTileType(house_tile, MP_HOUSE)) {
01161         /* Level the land if possible */
01162         if (Chance16(1, 6)) LevelTownLand(house_tile);
01163 
01164         /* And build a house.
01165          * Set result to -1 if we managed to build it. */
01166         if (BuildTownHouse(t1, house_tile)) {
01167           _grow_town_result = GROWTH_SUCCEED;
01168         }
01169       }
01170       return;
01171     }
01172 
01173     _grow_town_result = GROWTH_SEARCH_STOPPED;
01174   }
01175 
01176   /* Return if a water tile */
01177   if (IsWaterTile(tile)) return;
01178 
01179   /* Make the roads look nicer */
01180   rcmd = CleanUpRoadBits(tile, rcmd);
01181   if (rcmd == ROAD_NONE) return;
01182 
01183   /* Only use the target direction for bridges to ensure they're connected.
01184    * The target_dir is as computed previously according to town layout, so
01185    * it will match it perfectly. */
01186   if (GrowTownWithBridge(t1, tile, target_dir)) return;
01187 
01188   GrowTownWithRoad(t1, tile, rcmd);
01189 }
01190 
01196 static int GrowTownAtRoad(Town *t, TileIndex tile)
01197 {
01198   /* Special case.
01199    * @see GrowTownInTile Check the else if
01200    */
01201   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
01202 
01203   assert(tile < MapSize());
01204 
01205   /* Number of times to search.
01206    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
01207    * them a little handicap. */
01208   switch (t->layout) {
01209     case TL_BETTER_ROADS:
01210       _grow_town_result = 10 + t->num_houses * 2 / 9;
01211       break;
01212 
01213     case TL_3X3_GRID:
01214     case TL_2X2_GRID:
01215       _grow_town_result = 10 + t->num_houses * 1 / 9;
01216       break;
01217 
01218     default:
01219       _grow_town_result = 10 + t->num_houses * 4 / 9;
01220       break;
01221   }
01222 
01223   do {
01224     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
01225 
01226     /* Try to grow the town from this point */
01227     GrowTownInTile(&tile, cur_rb, target_dir, t);
01228 
01229     /* Exclude the source position from the bitmask
01230      * and return if no more road blocks available */
01231     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
01232     if (cur_rb == ROAD_NONE)
01233       return _grow_town_result;
01234 
01235     /* Select a random bit from the blockmask, walk a step
01236      * and continue the search from there. */
01237     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
01238     tile = TileAddByDiagDir(tile, target_dir);
01239 
01240     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
01241       /* Don't allow building over roads of other cities */
01242       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
01243         _grow_town_result = GROWTH_SUCCEED;
01244       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
01245         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
01246          * owner :) (happy happy happy road now) */
01247         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
01248         SetTownIndex(tile, t->index);
01249       }
01250     }
01251 
01252     /* Max number of times is checked. */
01253   } while (--_grow_town_result >= 0);
01254 
01255   return (_grow_town_result == -2);
01256 }
01257 
01265 static RoadBits GenRandomRoadBits()
01266 {
01267   uint32 r = Random();
01268   uint a = GB(r, 0, 2);
01269   uint b = GB(r, 8, 2);
01270   if (a == b) b ^= 2;
01271   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
01272 }
01273 
01278 static bool GrowTown(Town *t)
01279 {
01280   static const TileIndexDiffC _town_coord_mod[] = {
01281     {-1,  0},
01282     { 1,  1},
01283     { 1, -1},
01284     {-1, -1},
01285     {-1,  0},
01286     { 0,  2},
01287     { 2,  0},
01288     { 0, -2},
01289     {-1, -1},
01290     {-2,  2},
01291     { 2,  2},
01292     { 2, -2},
01293     { 0,  0}
01294   };
01295 
01296   /* Current "company" is a town */
01297   CompanyID old_company = _current_company;
01298   _current_company = OWNER_TOWN;
01299 
01300   TileIndex tile = t->xy; // The tile we are working with ATM
01301 
01302   /* Find a road that we can base the construction on. */
01303   const TileIndexDiffC *ptr;
01304   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01305     if (GetTownRoadBits(tile) != ROAD_NONE) {
01306       int r = GrowTownAtRoad(t, tile);
01307       _current_company = old_company;
01308       return r != 0;
01309     }
01310     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01311   }
01312 
01313   /* No road available, try to build a random road block by
01314    * clearing some land and then building a road there. */
01315   if (_settings_game.economy.allow_town_roads || _generating_world) {
01316     tile = t->xy;
01317     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01318       /* Only work with plain land that not already has a house */
01319       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
01320         if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
01321           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
01322           _current_company = old_company;
01323           return true;
01324         }
01325       }
01326       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01327     }
01328   }
01329 
01330   _current_company = old_company;
01331   return false;
01332 }
01333 
01334 void UpdateTownRadius(Town *t)
01335 {
01336   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
01337     {  4,  0,  0,  0,  0}, // 0
01338     { 16,  0,  0,  0,  0},
01339     { 25,  0,  0,  0,  0},
01340     { 36,  0,  0,  0,  0},
01341     { 49,  0,  4,  0,  0},
01342     { 64,  0,  4,  0,  0}, // 20
01343     { 64,  0,  9,  0,  1},
01344     { 64,  0,  9,  0,  4},
01345     { 64,  0, 16,  0,  4},
01346     { 81,  0, 16,  0,  4},
01347     { 81,  0, 16,  0,  4}, // 40
01348     { 81,  0, 25,  0,  9},
01349     { 81, 36, 25,  0,  9},
01350     { 81, 36, 25, 16,  9},
01351     { 81, 49,  0, 25,  9},
01352     { 81, 64,  0, 25,  9}, // 60
01353     { 81, 64,  0, 36,  9},
01354     { 81, 64,  0, 36, 16},
01355     {100, 81,  0, 49, 16},
01356     {100, 81,  0, 49, 25},
01357     {121, 81,  0, 49, 25}, // 80
01358     {121, 81,  0, 49, 25},
01359     {121, 81,  0, 49, 36}, // 88
01360   };
01361 
01362   if (t->num_houses < 92) {
01363     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
01364   } else {
01365     int mass = t->num_houses / 8;
01366     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
01367      * The offsets are to make sure the radii do not decrease in size when going from the table
01368      * to the calculated value.*/
01369     t->squared_town_zone_radius[0] = mass * 15 - 40;
01370     t->squared_town_zone_radius[1] = mass * 9 - 15;
01371     t->squared_town_zone_radius[2] = 0;
01372     t->squared_town_zone_radius[3] = mass * 5 - 5;
01373     t->squared_town_zone_radius[4] = mass * 3 + 5;
01374   }
01375 }
01376 
01377 void UpdateTownMaxPass(Town *t)
01378 {
01379   t->max_pass = t->population >> 3;
01380   t->max_mail = t->population >> 4;
01381 }
01382 
01394 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
01395 {
01396   t->xy = tile;
01397   t->num_houses = 0;
01398   t->time_until_rebuild = 10;
01399   UpdateTownRadius(t);
01400   t->flags = 0;
01401   t->population = 0;
01402   t->grow_counter = 0;
01403   t->growth_rate = 250;
01404   t->new_max_pass = 0;
01405   t->new_max_mail = 0;
01406   t->new_act_pass = 0;
01407   t->new_act_mail = 0;
01408   t->max_pass = 0;
01409   t->max_mail = 0;
01410   t->act_pass = 0;
01411   t->act_mail = 0;
01412 
01413   t->pct_pass_transported = 0;
01414   t->pct_mail_transported = 0;
01415   t->fund_buildings_months = 0;
01416   t->new_act_food = 0;
01417   t->new_act_water = 0;
01418   t->act_food = 0;
01419   t->act_water = 0;
01420 
01421   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
01422 
01423   t->have_ratings = 0;
01424   t->exclusivity = INVALID_COMPANY;
01425   t->exclusive_counter = 0;
01426   t->statues = 0;
01427 
01428   extern int _nb_orig_names;
01429   if (_settings_game.game_creation.town_name < _nb_orig_names) {
01430     /* Original town name */
01431     t->townnamegrfid = 0;
01432     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
01433   } else {
01434     /* Newgrf town name */
01435     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
01436     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
01437   }
01438   t->townnameparts = townnameparts;
01439 
01440   t->UpdateVirtCoord();
01441   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
01442 
01443   t->InitializeLayout(layout);
01444 
01445   t->larger_town = city;
01446 
01447   int x = (int)size * 16 + 3;
01448   if (size == TS_RANDOM) x = (Random() & 0xF) + 8;
01449   /* Don't create huge cities when founding town in-game */
01450   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
01451 
01452   t->num_houses += x;
01453   UpdateTownRadius(t);
01454 
01455   int i = x * 4;
01456   do {
01457     GrowTown(t);
01458   } while (--i);
01459 
01460   t->num_houses -= x;
01461   UpdateTownRadius(t);
01462   UpdateTownMaxPass(t);
01463   UpdateAirportsNoise();
01464 }
01465 
01471 static CommandCost TownCanBePlacedHere(TileIndex tile)
01472 {
01473   /* Check if too close to the edge of map */
01474   if (DistanceFromEdge(tile) < 12) {
01475     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
01476   }
01477 
01478   /* Check distance to all other towns. */
01479   if (IsCloseToTown(tile, 20)) {
01480     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
01481   }
01482 
01483   /* Can only build on clear flat areas, possibly with trees. */
01484   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
01485     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01486   }
01487 
01488   return CommandCost(EXPENSES_OTHER);
01489 }
01490 
01496 static bool IsUniqueTownName(const char *name)
01497 {
01498   const Town *t;
01499 
01500   FOR_ALL_TOWNS(t) {
01501     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
01502   }
01503 
01504   return true;
01505 }
01506 
01519 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01520 {
01521   TownSize size = (TownSize)GB(p1, 0, 2);
01522   bool city = HasBit(p1, 2);
01523   TownLayout layout = (TownLayout)GB(p1, 3, 3);
01524   TownNameParams par(_settings_game.game_creation.town_name);
01525   bool random = HasBit(p1, 6);
01526   uint32 townnameparts = p2;
01527 
01528   if (size > TS_RANDOM) return CMD_ERROR;
01529   if (layout > TL_RANDOM) return CMD_ERROR;
01530 
01531   /* Some things are allowed only in the scenario editor */
01532   if (_game_mode != GM_EDITOR) {
01533     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
01534     if (size == TS_LARGE) return CMD_ERROR;
01535     if (random) return CMD_ERROR;
01536     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
01537       return CMD_ERROR;
01538     }
01539   }
01540 
01541   if (StrEmpty(text)) {
01542     /* If supplied name is empty, townnameparts has to generate unique automatic name */
01543     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01544   } else {
01545     /* If name is not empty, it has to be unique custom name */
01546     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
01547     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01548   }
01549 
01550   /* Allocate town struct */
01551   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
01552 
01553   if (!random) {
01554     CommandCost ret = TownCanBePlacedHere(tile);
01555     if (ret.Failed()) return ret;
01556   }
01557 
01558   static const byte price_mult[][TS_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
01559   /* multidimensional arrays have to have defined length of non-first dimension */
01560   assert_compile(lengthof(price_mult[0]) == 4);
01561 
01562   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
01563   byte mult = price_mult[city][size];
01564 
01565   cost.MultiplyCost(mult);
01566 
01567   /* Create the town */
01568   if (flags & DC_EXEC) {
01569     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
01570       _additional_cash_required = cost.GetCost();
01571       return CommandCost(EXPENSES_OTHER);
01572     }
01573 
01574     _generating_world = true;
01575     UpdateNearestTownForRoadTiles(true);
01576     Town *t;
01577     if (random) {
01578       t = CreateRandomTown(20, townnameparts, size, city, layout);
01579       if (t == NULL) {
01580         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
01581       } else {
01582         _new_town_id = t->index;
01583       }
01584     } else {
01585       t = new Town(tile);
01586       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
01587     }
01588     UpdateNearestTownForRoadTiles(false);
01589     _generating_world = false;
01590 
01591     if (t != NULL && !StrEmpty(text)) {
01592       t->name = strdup(text);
01593       t->UpdateVirtCoord();
01594     }
01595 
01596     if (_game_mode != GM_EDITOR) {
01597       /* 't' can't be NULL since 'random' is false outside scenedit */
01598       assert(!random);
01599       char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
01600       SetDParam(0, _current_company);
01601       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
01602 
01603       char *cn = strdup(company_name);
01604       SetDParamStr(0, cn);
01605       SetDParam(1, t->index);
01606 
01607       AddNewsItem(STR_NEWS_NEW_TOWN, NS_INDUSTRY_OPEN, NR_TILE, tile, NR_NONE, UINT32_MAX, cn);
01608     }
01609   }
01610   return cost;
01611 }
01612 
01622 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
01623 {
01624   switch (layout) {
01625     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
01626     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
01627     default:          return tile;
01628   }
01629 }
01630 
01640 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
01641 {
01642   switch (layout) {
01643     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
01644     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
01645     default:          return true;
01646   }
01647 }
01648 
01652 struct SpotData {
01653   TileIndex tile; 
01654   uint max_dist;  
01655   TownLayout layout; 
01656 };
01657 
01674 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
01675 {
01676   SpotData *sp = (SpotData*)user_data;
01677   uint dist = GetClosestWaterDistance(tile, true);
01678 
01679   if (IsTileType(tile, MP_CLEAR) &&
01680       GetTileSlope(tile, NULL) == SLOPE_FLAT &&
01681       IsTileAlignedToGrid(tile, sp->layout) &&
01682       dist > sp->max_dist) {
01683     sp->tile = tile;
01684     sp->max_dist = dist;
01685   }
01686 
01687   return false;
01688 }
01689 
01696 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
01697 {
01698   return IsTileType(tile, MP_CLEAR);
01699 }
01700 
01713 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
01714 {
01715   SpotData sp = { INVALID_TILE, 0, layout };
01716 
01717   TileIndex coast = tile;
01718   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
01719     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
01720     return sp.tile;
01721   }
01722 
01723   /* if we get here just give up */
01724   return INVALID_TILE;
01725 }
01726 
01727 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
01728 {
01729   if (!Town::CanAllocateItem()) return NULL;
01730 
01731   do {
01732     /* Generate a tile index not too close from the edge */
01733     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
01734 
01735     /* if we tried to place the town on water, slide it over onto
01736      * the nearest likely-looking spot */
01737     if (IsTileType(tile, MP_WATER)) {
01738       tile = FindNearestGoodCoastalTownSpot(tile, layout);
01739       if (tile == INVALID_TILE) continue;
01740     }
01741 
01742     /* Make sure town can be placed here */
01743     if (TownCanBePlacedHere(tile).Failed()) continue;
01744 
01745     /* Allocate a town struct */
01746     Town *t = new Town(tile);
01747 
01748     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
01749 
01750     /* if the population is still 0 at the point, then the
01751      * placement is so bad it couldn't grow at all */
01752     if (t->population > 0) return t;
01753     delete t;
01754   } while (--attempts != 0);
01755 
01756   return NULL;
01757 }
01758 
01759 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
01760 
01767 bool GenerateTowns(TownLayout layout)
01768 {
01769   uint num = 0;
01770   uint difficulty = _settings_game.difficulty.number_towns;
01771   uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
01772   uint32 townnameparts;
01773 
01774   SetGeneratingWorldProgress(GWP_TOWN, n);
01775 
01776   /* First attempt will be made at creating the suggested number of towns.
01777    * Note that this is really a suggested value, not a required one.
01778    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
01779   do {
01780     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
01781     IncreaseGeneratingWorldProgress(GWP_TOWN);
01782     /* Get a unique name for the town. */
01783     if (!GenerateTownName(&townnameparts)) continue;
01784     /* try 20 times to create a random-sized town for the first loop. */
01785     if (CreateRandomTown(20, townnameparts, TS_RANDOM, city, layout) != NULL) num++; // if creation successfull, raise a flag
01786   } while (--n);
01787 
01788   if (num != 0) return true;
01789 
01790   /* If num is still zero at this point, it means that not a single town has been created.
01791    * So give it a last try, but now more aggressive */
01792   if (GenerateTownName(&townnameparts) &&
01793       CreateRandomTown(10000, townnameparts, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
01794     return true;
01795   }
01796 
01797   /* If there are no towns at all and we are generating new game, bail out */
01798   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
01799     extern StringID _switch_mode_errorstr;
01800     _switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
01801   }
01802 
01803   return false;  // we are still without a town? we failed, simply
01804 }
01805 
01806 
01812 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
01813 {
01814   uint dist = DistanceSquare(tile, t->xy);
01815 
01816   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
01817 
01818   HouseZonesBits smallest = HZB_TOWN_EDGE;
01819   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
01820     if (dist < t->squared_town_zone_radius[i]) smallest = i;
01821   }
01822 
01823   return smallest;
01824 }
01825 
01836 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
01837 {
01838   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
01839 
01840   assert(cc.Succeeded());
01841 
01842   IncreaseBuildingCount(t, type);
01843   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
01844   if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
01845 
01846   MarkTileDirtyByTile(tile);
01847 }
01848 
01849 
01860 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
01861 {
01862   BuildingFlags size = HouseSpec::Get(type)->building_flags;
01863 
01864   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
01865   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
01866   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
01867   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
01868 }
01869 
01870 
01879 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
01880 {
01881   /* cannot build on these slopes... */
01882   Slope slope = GetTileSlope(tile, NULL);
01883   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
01884 
01885   /* building under a bridge? */
01886   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
01887 
01888   /* do not try to build over house owned by another town */
01889   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
01890 
01891   /* can we clear the land? */
01892   return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
01893 }
01894 
01895 
01905 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
01906 {
01907   if (!CanBuildHouseHere(tile, town, noslope)) return false;
01908 
01909   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
01910   if (GetTileMaxZ(tile) != z) return false;
01911 
01912   return true;
01913 }
01914 
01915 
01925 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
01926 {
01927   /* we need to check this tile too because we can be at different tile now */
01928   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01929 
01930   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
01931     tile += TileOffsByDiagDir(d);
01932     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01933   }
01934 
01935   return true;
01936 }
01937 
01938 
01946 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
01947 {
01948   /* Allow towns everywhere when we don't build roads */
01949   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01950 
01951   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
01952 
01953   switch (t->layout) {
01954     case TL_2X2_GRID:
01955       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
01956       break;
01957 
01958     case TL_3X3_GRID:
01959       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
01960       break;
01961 
01962     default:
01963       break;
01964   }
01965 
01966   return true;
01967 }
01968 
01969 
01977 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
01978 {
01979   /* Allow towns everywhere when we don't build roads */
01980   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01981 
01982   /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
01983    * so to do only one memory access, use MapSize() */
01984   uint dx = MapSize() + TileX(t->xy) - TileX(tile);
01985   uint dy = MapSize() + TileY(t->xy) - TileY(tile);
01986 
01987   switch (t->layout) {
01988     case TL_2X2_GRID:
01989       if ((dx % 3) != 0 || (dy % 3) != 0) return false;
01990       break;
01991 
01992     case TL_3X3_GRID:
01993       if ((dx % 4) < 2 || (dy % 4) < 2) return false;
01994       break;
01995 
01996     default:
01997       break;
01998   }
01999 
02000   return true;
02001 }
02002 
02003 
02013 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
02014 {
02015   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
02016 
02017   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
02018   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
02019 
02020   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
02021   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
02022     *tile = tile2;
02023     return true;
02024   }
02025 
02026   return false;
02027 }
02028 
02029 
02038 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
02039 {
02040   TileIndex tile2 = *tile;
02041 
02042   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
02043     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
02044       *tile = tile2;
02045       return true;
02046     }
02047     if (d == DIAGDIR_END) break;
02048     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
02049   }
02050 
02051   return false;
02052 }
02053 
02054 
02061 static bool BuildTownHouse(Town *t, TileIndex tile)
02062 {
02063   /* forbidden building here by town layout */
02064   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
02065 
02066   /* no house allowed at all, bail out */
02067   if (!CanBuildHouseHere(tile, t->index, false)) return false;
02068 
02069   uint z;
02070   Slope slope = GetTileSlope(tile, &z);
02071 
02072   /* Get the town zone type of the current tile, as well as the climate.
02073    * This will allow to easily compare with the specs of the new house to build */
02074   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
02075 
02076   /* Above snow? */
02077   int land = _settings_game.game_creation.landscape;
02078   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
02079 
02080   uint bitmask = (1 << rad) + (1 << (land + 12));
02081 
02082   /* bits 0-4 are used
02083    * bits 11-15 are used
02084    * bits 5-10 are not used. */
02085   HouseID houses[HOUSE_MAX];
02086   uint num = 0;
02087   uint probs[HOUSE_MAX];
02088   uint probability_max = 0;
02089 
02090   /* Generate a list of all possible houses that can be built. */
02091   for (uint i = 0; i < HOUSE_MAX; i++) {
02092     const HouseSpec *hs = HouseSpec::Get(i);
02093 
02094     /* Verify that the candidate house spec matches the current tile status */
02095     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->override != INVALID_HOUSE_ID) continue;
02096 
02097     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
02098     if (hs->class_id != HOUSE_NO_CLASS) {
02099       /* id_count is always <= class_count, so it doesn't need to be checked */
02100       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
02101     } else {
02102       /* If the house has no class, check id_count instead */
02103       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
02104     }
02105 
02106     /* Without NewHouses, all houses have probability '1' */
02107     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
02108     probability_max += cur_prob;
02109     probs[num] = cur_prob;
02110     houses[num++] = (HouseID)i;
02111   }
02112 
02113   uint maxz = GetTileMaxZ(tile);
02114 
02115   while (probability_max > 0) {
02116     uint r = RandomRange(probability_max);
02117     uint i;
02118     for (i = 0; i < num; i++) {
02119       if (probs[i] > r) break;
02120       r -= probs[i];
02121     }
02122 
02123     HouseID house = houses[i];
02124     probability_max -= probs[i];
02125 
02126     /* remove tested house from the set */
02127     num--;
02128     houses[i] = houses[num];
02129     probs[i] = probs[num];
02130 
02131     const HouseSpec *hs = HouseSpec::Get(house);
02132 
02133     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
02134         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
02135       continue;
02136     }
02137 
02138     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
02139 
02140     /* Special houses that there can be only one of. */
02141     uint oneof = 0;
02142 
02143     if (hs->building_flags & BUILDING_IS_CHURCH) {
02144       SetBit(oneof, TOWN_HAS_CHURCH);
02145     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02146       SetBit(oneof, TOWN_HAS_STADIUM);
02147     }
02148 
02149     if (t->flags & oneof) continue;
02150 
02151     /* Make sure there is no slope? */
02152     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
02153     if (noslope && slope != SLOPE_FLAT) continue;
02154 
02155     if (hs->building_flags & TILE_SIZE_2x2) {
02156       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
02157     } else if (hs->building_flags & TILE_SIZE_2x1) {
02158       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
02159     } else if (hs->building_flags & TILE_SIZE_1x2) {
02160       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
02161     } else {
02162       /* 1x1 house checks are already done */
02163     }
02164 
02165     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
02166       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
02167       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
02168     }
02169 
02170     /* build the house */
02171     t->num_houses++;
02172 
02173     /* Special houses that there can be only one of. */
02174     t->flags |= oneof;
02175 
02176     byte construction_counter = 0;
02177     byte construction_stage = 0;
02178 
02179     if (_generating_world || _game_mode == GM_EDITOR) {
02180       uint32 r = Random();
02181 
02182       construction_stage = TOWN_HOUSE_COMPLETED;
02183       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
02184 
02185       if (construction_stage == TOWN_HOUSE_COMPLETED) {
02186         ChangePopulation(t, hs->population);
02187       } else {
02188         construction_counter = GB(r, 2, 2);
02189       }
02190     }
02191 
02192     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
02193 
02194     return true;
02195   }
02196 
02197   return false;
02198 }
02199 
02206 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
02207 {
02208   assert(IsTileType(tile, MP_HOUSE));
02209   DecreaseBuildingCount(t, house);
02210   DoClearSquare(tile);
02211   DeleteAnimatedTile(tile);
02212 }
02213 
02221 TileIndexDiff GetHouseNorthPart(HouseID &house)
02222 {
02223   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
02224     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
02225       house--;
02226       return TileDiffXY(-1, 0);
02227     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
02228       house--;
02229       return TileDiffXY(0, -1);
02230     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
02231       house -= 2;
02232       return TileDiffXY(-1, 0);
02233     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
02234       house -= 3;
02235       return TileDiffXY(-1, -1);
02236     }
02237   }
02238   return 0;
02239 }
02240 
02241 void ClearTownHouse(Town *t, TileIndex tile)
02242 {
02243   assert(IsTileType(tile, MP_HOUSE));
02244 
02245   HouseID house = GetHouseType(tile);
02246 
02247   /* need to align the tile to point to the upper left corner of the house */
02248   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
02249 
02250   const HouseSpec *hs = HouseSpec::Get(house);
02251 
02252   /* Remove population from the town if the house is finished. */
02253   if (IsHouseCompleted(tile)) {
02254     ChangePopulation(t, -hs->population);
02255   }
02256 
02257   t->num_houses--;
02258 
02259   /* Clear flags for houses that only may exist once/town. */
02260   if (hs->building_flags & BUILDING_IS_CHURCH) {
02261     ClrBit(t->flags, TOWN_HAS_CHURCH);
02262   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02263     ClrBit(t->flags, TOWN_HAS_STADIUM);
02264   }
02265 
02266   /* Do the actual clearing of tiles */
02267   uint eflags = hs->building_flags;
02268   DoClearTownHouseHelper(tile, t, house);
02269   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
02270   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
02271   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
02272 }
02273 
02282 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02283 {
02284   Town *t = Town::GetIfValid(p1);
02285   if (t == NULL) return CMD_ERROR;
02286 
02287   bool reset = StrEmpty(text);
02288 
02289   if (!reset) {
02290     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
02291     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
02292   }
02293 
02294   if (flags & DC_EXEC) {
02295     free(t->name);
02296     t->name = reset ? NULL : strdup(text);
02297 
02298     t->UpdateVirtCoord();
02299     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
02300     UpdateAllStationVirtCoords();
02301   }
02302   return CommandCost();
02303 }
02304 
02306 void ExpandTown(Town *t)
02307 {
02308   /* Warn the users if towns are not allowed to build roads,
02309    * but do this only onces per openttd run. */
02310   static bool warned_no_roads = false;
02311   if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
02312     ShowErrorMessage(STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS, INVALID_STRING_ID, 0, 0);
02313     warned_no_roads = true;
02314   }
02315 
02316   /* The more houses, the faster we grow */
02317   uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
02318   t->num_houses += amount;
02319   UpdateTownRadius(t);
02320 
02321   uint n = amount * 10;
02322   do GrowTown(t); while (--n);
02323 
02324   t->num_houses -= amount;
02325   UpdateTownRadius(t);
02326 
02327   UpdateTownMaxPass(t);
02328 }
02329 
02333 const byte _town_action_costs[TACT_COUNT] = {
02334   2, 4, 9, 35, 48, 53, 117, 175
02335 };
02336 
02337 static void TownActionAdvertiseSmall(Town *t)
02338 {
02339   ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
02340 }
02341 
02342 static void TownActionAdvertiseMedium(Town *t)
02343 {
02344   ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
02345 }
02346 
02347 static void TownActionAdvertiseLarge(Town *t)
02348 {
02349   ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
02350 }
02351 
02352 static void TownActionRoadRebuild(Town *t)
02353 {
02354   t->road_build_months = 6;
02355 
02356   char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
02357   SetDParam(0, _current_company);
02358   GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
02359 
02360   char *cn = strdup(company_name);
02361   SetDParam(0, t->index);
02362   SetDParamStr(1, cn);
02363 
02364   AddNewsItem(STR_NEWS_ROAD_REBUILDING, NS_GENERAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
02365 }
02366 
02367 static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
02368 {
02369   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
02370   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
02371   /* Don't build statues under bridges. */
02372   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
02373 
02374   if (!IsTileType(tile, MP_HOUSE) &&
02375       !IsTileType(tile, MP_CLEAR) &&
02376       !IsTileType(tile, MP_TREES)) {
02377     return false;
02378   }
02379 
02380   CompanyID old = _current_company;
02381   _current_company = OWNER_NONE;
02382   CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
02383   _current_company = old;
02384 
02385   if (r.Failed()) return false;
02386 
02387   MakeStatue(tile, _current_company, town_id);
02388   MarkTileDirtyByTile(tile);
02389 
02390   return true;
02391 }
02392 
02399 static bool SearchTileForStatue(TileIndex tile, void *user_data)
02400 {
02401   TownID *town_id = (TownID *)user_data;
02402   return DoBuildStatueOfCompany(tile, *town_id);
02403 }
02404 
02410 static void TownActionBuildStatue(Town *t)
02411 {
02412   TileIndex tile = t->xy;
02413 
02414   if (CircularTileSearch(&tile, 9, SearchTileForStatue, &t->index)) {
02415     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town
02416   }
02417 }
02418 
02419 static void TownActionFundBuildings(Town *t)
02420 {
02421   /* Build next tick */
02422   t->grow_counter = 1;
02423   /* If we were not already growing */
02424   SetBit(t->flags, TOWN_IS_FUNDED);
02425   /* And grow for 3 months */
02426   t->fund_buildings_months = 3;
02427 }
02428 
02429 static void TownActionBuyRights(Town *t)
02430 {
02431   /* Check if it's allowed to by the rights */
02432   if (!_settings_game.economy.exclusive_rights) return;
02433 
02434   t->exclusive_counter = 12;
02435   t->exclusivity = _current_company;
02436 
02437   ModifyStationRatingAround(t->xy, _current_company, 130, 17);
02438 }
02439 
02440 static void TownActionBribe(Town *t)
02441 {
02442   if (Chance16(1, 14)) {
02443     /* set as unwanted for 6 months */
02444     t->unwanted[_current_company] = 6;
02445 
02446     /* set all close by station ratings to 0 */
02447     Station *st;
02448     FOR_ALL_STATIONS(st) {
02449       if (st->town == t && st->owner == _current_company) {
02450         for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
02451       }
02452     }
02453 
02454     /* only show errormessage to the executing player. All errors are handled command.c
02455      * but this is special, because it can only 'fail' on a DC_EXEC */
02456     if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, STR_ERROR_BRIBE_FAILED_2, 0, 0);
02457 
02458     /* decrease by a lot!
02459      * ChangeTownRating is only for stuff in demolishing. Bribe failure should
02460      * be independent of any cheat settings
02461      */
02462     if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
02463       t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
02464       SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02465     }
02466   } else {
02467     ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
02468   }
02469 }
02470 
02471 typedef void TownActionProc(Town *t);
02472 static TownActionProc * const _town_action_proc[] = {
02473   TownActionAdvertiseSmall,
02474   TownActionAdvertiseMedium,
02475   TownActionAdvertiseLarge,
02476   TownActionRoadRebuild,
02477   TownActionBuildStatue,
02478   TownActionFundBuildings,
02479   TownActionBuyRights,
02480   TownActionBribe
02481 };
02482 
02489 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
02490 {
02491   int num = 0;
02492   TownActions buttons = TACT_NONE;
02493 
02494   /* Spectators and unwanted have no options */
02495   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
02496 
02497     /* Things worth more than this are not shown */
02498     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
02499 
02500     /* Check the action bits for validity and
02501      * if they are valid add them */
02502     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
02503       const TownActions cur = (TownActions)(1 << i);
02504 
02505       /* Is the company not able to bribe ? */
02506       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
02507         continue;
02508 
02509       /* Is the company not able to buy exclusive rights ? */
02510       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
02511         continue;
02512 
02513       /* Is the company not able to build a statue ? */
02514       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
02515         continue;
02516 
02517       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
02518         buttons |= cur;
02519         num++;
02520       }
02521     }
02522   }
02523 
02524   if (nump != NULL) *nump = num;
02525   return buttons;
02526 }
02527 
02538 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02539 {
02540   Town *t = Town::GetIfValid(p1);
02541   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
02542 
02543   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
02544 
02545   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
02546 
02547   if (flags & DC_EXEC) {
02548     _town_action_proc[p2](t);
02549     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
02550   }
02551 
02552   return cost;
02553 }
02554 
02555 static void UpdateTownGrowRate(Town *t)
02556 {
02557   /* Increase company ratings if they're low */
02558   const Company *c;
02559   FOR_ALL_COMPANIES(c) {
02560     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
02561       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
02562     }
02563   }
02564 
02565   int n = 0;
02566 
02567   const Station *st;
02568   FOR_ALL_STATIONS(st) {
02569     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
02570       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
02571         n++;
02572         if (Company::IsValidID(st->owner)) {
02573           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
02574           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
02575         }
02576       } else {
02577         if (Company::IsValidID(st->owner)) {
02578           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
02579           t->ratings[st->owner] = max(new_rating, INT16_MIN);
02580         }
02581       }
02582     }
02583   }
02584 
02585   /* clamp all ratings to valid values */
02586   for (uint i = 0; i < MAX_COMPANIES; i++) {
02587     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
02588   }
02589 
02590   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02591 
02592   ClrBit(t->flags, TOWN_IS_FUNDED);
02593   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
02594 
02597   static const uint16 _grow_count_values[2][6] = {
02598     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
02599     { 320, 420, 300, 220, 160, 100 }  // Normal values
02600   };
02601 
02602   uint16 m;
02603 
02604   if (t->fund_buildings_months != 0) {
02605     m = _grow_count_values[0][min(n, 5)];
02606     t->fund_buildings_months--;
02607   } else {
02608     m = _grow_count_values[1][min(n, 5)];
02609     if (n == 0 && !Chance16(1, 12)) return;
02610   }
02611 
02612   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
02613     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
02614       return;
02615   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
02616     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
02617       return;
02618   }
02619 
02620   /* Use the normal growth rate values if new buildings have been funded in
02621    * this town and the growth rate is set to none. */
02622   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
02623 
02624   m >>= growth_multiplier;
02625   if (t->larger_town) m /= 2;
02626 
02627   t->growth_rate = m / (t->num_houses / 50 + 1);
02628   if (m <= t->grow_counter)
02629     t->grow_counter = m;
02630 
02631   SetBit(t->flags, TOWN_IS_FUNDED);
02632 }
02633 
02634 static void UpdateTownAmounts(Town *t)
02635 {
02636   /* Using +1 here to prevent overflow and division by zero */
02637   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
02638 
02639   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
02640   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
02641   t->act_food = t->new_act_food; t->new_act_food = 0;
02642   t->act_water = t->new_act_water; t->new_act_water = 0;
02643 
02644   /* Using +1 here to prevent overflow and division by zero */
02645   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
02646   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
02647   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
02648 
02649   SetWindowDirty(WC_TOWN_VIEW, t->index);
02650 }
02651 
02652 static void UpdateTownUnwanted(Town *t)
02653 {
02654   const Company *c;
02655 
02656   FOR_ALL_COMPANIES(c) {
02657     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
02658   }
02659 }
02660 
02666 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
02667 {
02668   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
02669 
02670   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
02671   if (t == NULL) return true;
02672 
02673   if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
02674 
02675   _error_message = STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
02676   SetDParam(0, t->index);
02677 
02678   return false;
02679 }
02680 
02681 
02682 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
02683 {
02684   Town *t;
02685   uint best = threshold;
02686   Town *best_town = NULL;
02687 
02688   FOR_ALL_TOWNS(t) {
02689     uint dist = DistanceManhattan(tile, t->xy);
02690     if (dist < best) {
02691       best = dist;
02692       best_town = t;
02693     }
02694   }
02695 
02696   return best_town;
02697 }
02698 
02699 
02700 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
02701 {
02702   switch (GetTileType(tile)) {
02703     case MP_ROAD:
02704       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
02705 
02706       if (!HasTownOwnedRoad(tile)) {
02707         TownID tid = GetTownIndex(tile);
02708 
02709         if (tid == (TownID)INVALID_TOWN) {
02710           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
02711           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
02712           assert(Town::GetNumItems() == 0);
02713           return NULL;
02714         }
02715 
02716         assert(Town::IsValidID(tid));
02717         Town *town = Town::Get(tid);
02718 
02719         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
02720 
02721         return town;
02722       }
02723       /* FALL THROUGH */
02724 
02725     case MP_HOUSE:
02726       return Town::GetByTile(tile);
02727 
02728     default:
02729       return CalcClosestTownFromTile(tile, threshold);
02730   }
02731 }
02732 
02733 static bool _town_rating_test = false;
02734 static SmallMap<const Town *, int, 4> _town_test_ratings;
02735 
02736 void SetTownRatingTestMode(bool mode)
02737 {
02738   static int ref_count = 0;
02739   if (mode) {
02740     if (ref_count == 0) {
02741       _town_test_ratings.Clear();
02742     }
02743     ref_count++;
02744   } else {
02745     assert(ref_count > 0);
02746     ref_count--;
02747   }
02748   _town_rating_test = !(ref_count == 0);
02749 }
02750 
02751 static int GetRating(const Town *t)
02752 {
02753   if (_town_rating_test) {
02754     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
02755     if (it != _town_test_ratings.End()) {
02756       return it->second;
02757     }
02758   }
02759   return t->ratings[_current_company];
02760 }
02761 
02769 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
02770 {
02771   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
02772   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
02773       !Company::IsValidID(_current_company) ||
02774       (_cheats.magic_bulldozer.value && add < 0)) {
02775     return;
02776   }
02777 
02778   int rating = GetRating(t);
02779   if (add < 0) {
02780     if (rating > max) {
02781       rating += add;
02782       if (rating < max) rating = max;
02783     }
02784   } else {
02785     if (rating < max) {
02786       rating += add;
02787       if (rating > max) rating = max;
02788     }
02789   }
02790   if (_town_rating_test) {
02791     _town_test_ratings[t] = rating;
02792   } else {
02793     SetBit(t->have_ratings, _current_company);
02794     t->ratings[_current_company] = rating;
02795     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02796   }
02797 }
02798 
02799 bool CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
02800 {
02801   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
02802   if (t == NULL || !Company::IsValidID(_current_company) ||
02803       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
02804     return true;
02805   }
02806 
02807   /* minimum rating needed to be allowed to remove stuff */
02808   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
02809     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
02810     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
02811     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
02812     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
02813   };
02814 
02815   /* check if you're allowed to remove the road/bridge/tunnel
02816    * owned by a town no removal if rating is lower than ... depends now on
02817    * difficulty setting. Minimum town rating selected by difficulty level
02818    */
02819   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
02820 
02821   if (GetRating(t) < needed) {
02822     SetDParam(0, t->index);
02823     _error_message = STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
02824     return false;
02825   }
02826 
02827   return true;
02828 }
02829 
02830 void TownsMonthlyLoop()
02831 {
02832   Town *t;
02833 
02834   FOR_ALL_TOWNS(t) {
02835     if (t->road_build_months != 0) t->road_build_months--;
02836 
02837     if (t->exclusive_counter != 0)
02838       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
02839 
02840     UpdateTownGrowRate(t);
02841     UpdateTownAmounts(t);
02842     UpdateTownUnwanted(t);
02843   }
02844 }
02845 
02846 void TownsYearlyLoop()
02847 {
02848   /* Increment house ages */
02849   for (TileIndex t = 0; t < MapSize(); t++) {
02850     if (!IsTileType(t, MP_HOUSE)) continue;
02851     IncrementHouseAge(t);
02852   }
02853 }
02854 
02855 void InitializeTowns()
02856 {
02857   _town_pool.CleanPool();
02858 }
02859 
02860 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
02861 {
02862   if (AutoslopeEnabled()) {
02863     HouseID house = GetHouseType(tile);
02864     GetHouseNorthPart(house); // modifies house to the ID of the north tile
02865     const HouseSpec *hs = HouseSpec::Get(house);
02866 
02867     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
02868     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
02869         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
02870       bool allow_terraform = true;
02871 
02872       /* Call the autosloping callback per tile, not for the whole building at once. */
02873       house = GetHouseType(tile);
02874       hs = HouseSpec::Get(house);
02875       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
02876         /* If the callback fails, allow autoslope. */
02877         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
02878         if ((res != 0) && (res != CALLBACK_FAILED)) allow_terraform = false;
02879       }
02880 
02881       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02882     }
02883   }
02884 
02885   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02886 }
02887 
02889 extern const TileTypeProcs _tile_type_town_procs = {
02890   DrawTile_Town,           // draw_tile_proc
02891   GetSlopeZ_Town,          // get_slope_z_proc
02892   ClearTile_Town,          // clear_tile_proc
02893   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
02894   GetTileDesc_Town,        // get_tile_desc_proc
02895   GetTileTrackStatus_Town, // get_tile_track_status_proc
02896   NULL,                    // click_tile_proc
02897   AnimateTile_Town,        // animate_tile_proc
02898   TileLoop_Town,           // tile_loop_clear
02899   ChangeTileOwner_Town,    // change_tile_owner_clear
02900   AddProducedCargo_Town,   // add_produced_cargo_proc
02901   NULL,                    // vehicle_enter_tile_proc
02902   GetFoundation_Town,      // get_foundation_proc
02903   TerraformTile_Town,      // terraform_tile_proc
02904 };
02905 
02906 
02907 HouseSpec _house_specs[HOUSE_MAX];
02908 
02909 void ResetHouses()
02910 {
02911   memset(&_house_specs, 0, sizeof(_house_specs));
02912   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
02913 
02914   /* Reset any overrides that have been set. */
02915   _house_mngr.ResetOverride();
02916 }

Generated on Wed Mar 31 22:43:30 2010 for OpenTTD by  doxygen 1.6.1