town_cmd.cpp

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00001 /* $Id: town_cmd.cpp 19855 2010-05-18 21:30:56Z 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 "cmd_helper.h"
00018 #include "command_func.h"
00019 #include "industry.h"
00020 #include "station_base.h"
00021 #include "company_base.h"
00022 #include "news_func.h"
00023 #include "gui.h"
00024 #include "unmovable_map.h"
00025 #include "variables.h"
00026 #include "genworld.h"
00027 #include "newgrf.h"
00028 #include "newgrf_house.h"
00029 #include "newgrf_commons.h"
00030 #include "newgrf_text.h"
00031 #include "autoslope.h"
00032 #include "tunnelbridge_map.h"
00033 #include "strings_func.h"
00034 #include "window_func.h"
00035 #include "string_func.h"
00036 #include "newgrf_cargo.h"
00037 #include "cheat_type.h"
00038 #include "functions.h"
00039 #include "animated_tile_func.h"
00040 #include "date_func.h"
00041 #include "subsidy_func.h"
00042 #include "core/smallmap_type.hpp"
00043 #include "core/pool_func.hpp"
00044 #include "town.h"
00045 #include "townname_func.h"
00046 #include "townname_type.h"
00047 #include "core/random_func.hpp"
00048 
00049 #include "table/strings.h"
00050 #include "table/town_land.h"
00051 
00052 static Town *_cleared_town;
00053 static int _cleared_town_rating;
00054 TownID _new_town_id;
00055 
00056 /* Initialize the town-pool */
00057 TownPool _town_pool("Town");
00058 INSTANTIATE_POOL_METHODS(Town)
00059 
00060 Town::~Town()
00061 {
00062   free(this->name);
00063 
00064   if (CleaningPool()) return;
00065 
00066   Industry *i;
00067 
00068   /* Delete town authority window
00069    * and remove from list of sorted towns */
00070   DeleteWindowById(WC_TOWN_VIEW, this->index);
00071 
00072   /* Delete all industries belonging to the town */
00073   FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
00074 
00075   /* Go through all tiles and delete those belonging to the town */
00076   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
00077     switch (GetTileType(tile)) {
00078       case MP_HOUSE:
00079         if (Town::GetByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00080         break;
00081 
00082       case MP_ROAD:
00083         /* Cached nearest town is updated later (after this town has been deleted) */
00084         if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->index) {
00085           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00086         }
00087         break;
00088 
00089       case MP_TUNNELBRIDGE:
00090         if (IsTileOwner(tile, OWNER_TOWN) &&
00091             ClosestTownFromTile(tile, UINT_MAX) == this)
00092           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00093         break;
00094 
00095       default:
00096         break;
00097     }
00098   }
00099 
00100   DeleteSubsidyWith(ST_TOWN, this->index);
00101   CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
00102   MarkWholeScreenDirty();
00103 }
00104 
00105 
00111 void Town::PostDestructor(size_t index)
00112 {
00113   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
00114   UpdateNearestTownForRoadTiles(false);
00115 }
00116 
00120 void Town::InitializeLayout(TownLayout layout)
00121 {
00122   if (layout != TL_RANDOM) {
00123     this->layout = layout;
00124     return;
00125   }
00126 
00127   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
00128 }
00129 
00134 /* static */ Town *Town::GetRandom()
00135 {
00136   if (Town::GetNumItems() == 0) return NULL;
00137   int num = RandomRange((uint16)Town::GetNumItems());
00138   size_t index = MAX_UVALUE(size_t);
00139 
00140   while (num >= 0) {
00141     num--;
00142     index++;
00143 
00144     /* Make sure we have a valid town */
00145     while (!Town::IsValidID(index)) {
00146       index++;
00147       assert(index < Town::GetPoolSize());
00148     }
00149   }
00150 
00151   return Town::Get(index);
00152 }
00153 
00154 Money HouseSpec::GetRemovalCost() const
00155 {
00156   return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
00157 }
00158 
00159 // Local
00160 static int _grow_town_result;
00161 
00162 /* Describe the possible states */
00163 enum TownGrowthResult {
00164   GROWTH_SUCCEED         = -1,
00165   GROWTH_SEARCH_STOPPED  =  0
00166 //  GROWTH_SEARCH_RUNNING >=  1
00167 };
00168 
00169 static bool BuildTownHouse(Town *t, TileIndex tile);
00170 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
00171 
00172 static void TownDrawHouseLift(const TileInfo *ti)
00173 {
00174   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
00175 }
00176 
00177 typedef void TownDrawTileProc(const TileInfo *ti);
00178 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
00179   TownDrawHouseLift
00180 };
00181 
00187 static inline DiagDirection RandomDiagDir()
00188 {
00189   return (DiagDirection)(3 & Random());
00190 }
00191 
00197 static void DrawTile_Town(TileInfo *ti)
00198 {
00199   HouseID house_id = GetHouseType(ti->tile);
00200 
00201   if (house_id >= NEW_HOUSE_OFFSET) {
00202     /* Houses don't necessarily need new graphics. If they don't have a
00203      * spritegroup associated with them, then the sprite for the substitute
00204      * house id is drawn instead. */
00205     if (HouseSpec::Get(house_id)->spritegroup != NULL) {
00206       DrawNewHouseTile(ti, house_id);
00207       return;
00208     } else {
00209       house_id = HouseSpec::Get(house_id)->substitute_id;
00210     }
00211   }
00212 
00213   /* Retrieve pointer to the draw town tile struct */
00214   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
00215 
00216   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00217 
00218   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
00219 
00220   /* If houses are invisible, do not draw the upper part */
00221   if (IsInvisibilitySet(TO_HOUSES)) return;
00222 
00223   /* Add a house on top of the ground? */
00224   SpriteID image = dcts->building.sprite;
00225   if (image != 0) {
00226     AddSortableSpriteToDraw(image, dcts->building.pal,
00227       ti->x + dcts->subtile_x,
00228       ti->y + dcts->subtile_y,
00229       dcts->width,
00230       dcts->height,
00231       dcts->dz,
00232       ti->z,
00233       IsTransparencySet(TO_HOUSES)
00234     );
00235 
00236     if (IsTransparencySet(TO_HOUSES)) return;
00237   }
00238 
00239   {
00240     int proc = dcts->draw_proc - 1;
00241 
00242     if (proc >= 0) _town_draw_tile_procs[proc](ti);
00243   }
00244 }
00245 
00246 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
00247 {
00248   return GetTileMaxZ(tile);
00249 }
00250 
00252 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
00253 {
00254   HouseID hid = GetHouseType(tile);
00255 
00256   /* For NewGRF house tiles we might not be drawing a foundation. We need to
00257    * account for this, as other structures should
00258    * draw the wall of the foundation in this case.
00259    */
00260   if (hid >= NEW_HOUSE_OFFSET) {
00261     const HouseSpec *hs = HouseSpec::Get(hid);
00262     if (hs->spritegroup != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
00263       uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
00264       if (callback_res == 0) return FOUNDATION_NONE;
00265     }
00266   }
00267   return FlatteningFoundation(tileh);
00268 }
00269 
00276 static void AnimateTile_Town(TileIndex tile)
00277 {
00278   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
00279     AnimateNewHouseTile(tile);
00280     return;
00281   }
00282 
00283   if (_tick_counter & 3) return;
00284 
00285   /* If the house is not one with a lift anymore, then stop this animating.
00286    * Not exactly sure when this happens, but probably when a house changes.
00287    * Before this was just a return...so it'd leak animated tiles..
00288    * That bug seems to have been here since day 1?? */
00289   if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
00290     DeleteAnimatedTile(tile);
00291     return;
00292   }
00293 
00294   if (!LiftHasDestination(tile)) {
00295     uint i;
00296 
00297     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
00298      * This is due to the fact that the first floor is, in the graphics,
00299      *  the height of 2 'normal' floors.
00300      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
00301     do {
00302       i = RandomRange(7);
00303     } while (i == 1 || i * 6 == GetLiftPosition(tile));
00304 
00305     SetLiftDestination(tile, i);
00306   }
00307 
00308   int pos = GetLiftPosition(tile);
00309   int dest = GetLiftDestination(tile) * 6;
00310   pos += (pos < dest) ? 1 : -1;
00311   SetLiftPosition(tile, pos);
00312 
00313   if (pos == dest) {
00314     HaltLift(tile);
00315     DeleteAnimatedTile(tile);
00316   }
00317 
00318   MarkTileDirtyByTile(tile);
00319 }
00320 
00327 static bool IsCloseToTown(TileIndex tile, uint dist)
00328 {
00329   const Town *t;
00330 
00331   FOR_ALL_TOWNS(t) {
00332     if (DistanceManhattan(tile, t->xy) < dist) return true;
00333   }
00334   return false;
00335 }
00336 
00341 void Town::UpdateVirtCoord()
00342 {
00343   Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
00344   SetDParam(0, this->index);
00345   SetDParam(1, this->population);
00346   this->sign.UpdatePosition(pt.x, pt.y - 24,
00347     _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
00348 
00349   SetWindowDirty(WC_TOWN_VIEW, this->index);
00350 }
00351 
00353 void UpdateAllTownVirtCoords()
00354 {
00355   Town *t;
00356 
00357   FOR_ALL_TOWNS(t) {
00358     t->UpdateVirtCoord();
00359   }
00360 }
00361 
00367 static void ChangePopulation(Town *t, int mod)
00368 {
00369   t->population += mod;
00370   SetWindowDirty(WC_TOWN_VIEW, t->index);
00371   t->UpdateVirtCoord();
00372 
00373   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
00374 }
00375 
00381 uint32 GetWorldPopulation()
00382 {
00383   uint32 pop = 0;
00384   const Town *t;
00385 
00386   FOR_ALL_TOWNS(t) pop += t->population;
00387   return pop;
00388 }
00389 
00394 static void MakeSingleHouseBigger(TileIndex tile)
00395 {
00396   assert(IsTileType(tile, MP_HOUSE));
00397 
00398   /* means it is completed, get out. */
00399   if (LiftHasDestination(tile)) return;
00400 
00401   /* progress in construction stages */
00402   IncHouseConstructionTick(tile);
00403   if (GetHouseConstructionTick(tile) != 0) return;
00404 
00405   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00406 
00407   /* Check and/or  */
00408   if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
00409     uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00410     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
00411   }
00412 
00413   if (IsHouseCompleted(tile)) {
00414     /* Now that construction is complete, we can add the population of the
00415      * building to the town. */
00416     ChangePopulation(Town::GetByTile(tile), hs->population);
00417     ResetHouseAge(tile);
00418   }
00419   MarkTileDirtyByTile(tile);
00420 }
00421 
00425 static void MakeTownHouseBigger(TileIndex tile)
00426 {
00427   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
00428   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
00429   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
00430   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
00431   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
00432 }
00433 
00440 static void TileLoop_Town(TileIndex tile)
00441 {
00442   HouseID house_id = GetHouseType(tile);
00443 
00444   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
00445    * doesn't exist any more, so don't continue here. */
00446   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
00447 
00448   if (!IsHouseCompleted(tile)) {
00449     /* Construction is not completed. See if we can go further in construction*/
00450     MakeTownHouseBigger(tile);
00451     return;
00452   }
00453 
00454   const HouseSpec *hs = HouseSpec::Get(house_id);
00455 
00456   /* If the lift has a destination, it is already an animated tile. */
00457   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
00458       house_id < NEW_HOUSE_OFFSET &&
00459       !LiftHasDestination(tile) &&
00460       Chance16(1, 2)) {
00461     AddAnimatedTile(tile);
00462   }
00463 
00464   Town *t = Town::GetByTile(tile);
00465   uint32 r = Random();
00466 
00467   StationFinder stations(TileArea(tile, 1, 1));
00468 
00469   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00470     for (uint i = 0; i < 256; i++) {
00471       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
00472 
00473       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00474 
00475       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
00476       if (cargo == CT_INVALID) continue;
00477 
00478       uint amt = GB(callback, 0, 8);
00479       if (amt == 0) continue;
00480 
00481       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
00482 
00483       const CargoSpec *cs = CargoSpec::Get(cargo);
00484       switch (cs->town_effect) {
00485         case TE_PASSENGERS:
00486           t->new_max_pass += amt;
00487           t->new_act_pass += moved;
00488           break;
00489 
00490         case TE_MAIL:
00491           t->new_max_mail += amt;
00492           t->new_act_mail += moved;
00493           break;
00494 
00495         default:
00496           break;
00497       }
00498     }
00499   } else {
00500     if (GB(r, 0, 8) < hs->population) {
00501       uint amt = GB(r, 0, 8) / 8 + 1;
00502 
00503       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
00504       t->new_max_pass += amt;
00505       t->new_act_pass += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
00506     }
00507 
00508     if (GB(r, 8, 8) < hs->mail_generation) {
00509       uint amt = GB(r, 8, 8) / 8 + 1;
00510 
00511       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
00512       t->new_max_mail += amt;
00513       t->new_act_mail += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
00514     }
00515   }
00516 
00517   _current_company = OWNER_TOWN;
00518 
00519   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
00520       HasBit(t->flags, TOWN_IS_FUNDED) &&
00521       CanDeleteHouse(tile) &&
00522       GetHouseAge(tile) >= hs->minimum_life &&
00523       --t->time_until_rebuild == 0) {
00524     t->time_until_rebuild = GB(r, 16, 8) + 192;
00525 
00526     ClearTownHouse(t, tile);
00527 
00528     /* Rebuild with another house? */
00529     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
00530   }
00531 
00532   _current_company = OWNER_NONE;
00533 }
00534 
00535 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
00536 {
00537   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
00538   if (!CanDeleteHouse(tile)) return CMD_ERROR;
00539 
00540   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00541 
00542   CommandCost cost(EXPENSES_CONSTRUCTION);
00543   cost.AddCost(hs->GetRemovalCost());
00544 
00545   int rating = hs->remove_rating_decrease;
00546   _cleared_town_rating += rating;
00547   Town *t = _cleared_town = Town::GetByTile(tile);
00548 
00549   if (Company::IsValidID(_current_company)) {
00550     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
00551       SetDParam(0, t->index);
00552       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00553     }
00554   }
00555 
00556   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
00557   if (flags & DC_EXEC) {
00558     ClearTownHouse(t, tile);
00559   }
00560 
00561   return cost;
00562 }
00563 
00564 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
00565 {
00566   HouseID house_id = GetHouseType(tile);
00567   const HouseSpec *hs = HouseSpec::Get(house_id);
00568   Town *t = Town::GetByTile(tile);
00569 
00570   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00571     for (uint i = 0; i < 256; i++) {
00572       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
00573 
00574       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00575 
00576       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
00577 
00578       if (cargo == CT_INVALID) continue;
00579       produced[cargo]++;
00580     }
00581   } else {
00582     if (hs->population > 0) {
00583       produced[CT_PASSENGERS]++;
00584     }
00585     if (hs->mail_generation > 0) {
00586       produced[CT_MAIL]++;
00587     }
00588   }
00589 }
00590 
00591 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
00592 {
00593   if (cargo == CT_INVALID || amount == 0) return;
00594   acceptance[cargo] += amount;
00595   SetBit(*always_accepted, cargo);
00596 }
00597 
00598 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
00599 {
00600   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00601   CargoID accepts[3];
00602 
00603   /* Set the initial accepted cargo types */
00604   for (uint8 i = 0; i < lengthof(accepts); i++) {
00605     accepts[i] = hs->accepts_cargo[i];
00606   }
00607 
00608   /* Check for custom accepted cargo types */
00609   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
00610     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00611     if (callback != CALLBACK_FAILED) {
00612       /* Replace accepted cargo types with translated values from callback */
00613       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grffile);
00614       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grffile);
00615       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
00616     }
00617   }
00618 
00619   /* Check for custom cargo acceptance */
00620   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
00621     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00622     if (callback != CALLBACK_FAILED) {
00623       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
00624       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
00625       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
00626         /* The 'S' bit indicates food instead of goods */
00627         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
00628       } else {
00629         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
00630       }
00631       return;
00632     }
00633   }
00634 
00635   /* No custom acceptance, so fill in with the default values */
00636   for (uint8 i = 0; i < lengthof(accepts); i++) {
00637     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
00638   }
00639 }
00640 
00641 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
00642 {
00643   const HouseID house = GetHouseType(tile);
00644   const HouseSpec *hs = HouseSpec::Get(house);
00645   bool house_completed = IsHouseCompleted(tile);
00646 
00647   td->str = hs->building_name;
00648 
00649   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
00650   if (callback_res != CALLBACK_FAILED) {
00651     StringID new_name = GetGRFStringID(hs->grffile->grfid, 0xD000 + callback_res);
00652     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
00653       td->str = new_name;
00654     }
00655   }
00656 
00657   if (!house_completed) {
00658     SetDParamX(td->dparam, 0, td->str);
00659     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
00660   }
00661 
00662   if (hs->grffile != NULL) {
00663     const GRFConfig *gc = GetGRFConfig(hs->grffile->grfid);
00664     td->grf = gc->name;
00665   }
00666 
00667   td->owner[0] = OWNER_TOWN;
00668 }
00669 
00670 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00671 {
00672   /* not used */
00673   return 0;
00674 }
00675 
00676 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
00677 {
00678   /* not used */
00679 }
00680 
00681 static bool GrowTown(Town *t);
00682 
00683 static void TownTickHandler(Town *t)
00684 {
00685   if (HasBit(t->flags, TOWN_IS_FUNDED)) {
00686     int i = t->grow_counter - 1;
00687     if (i < 0) {
00688       if (GrowTown(t)) {
00689         i = t->growth_rate;
00690       } else {
00691         i = 0;
00692       }
00693     }
00694     t->grow_counter = i;
00695   }
00696 
00697   UpdateTownRadius(t);
00698 }
00699 
00700 void OnTick_Town()
00701 {
00702   if (_game_mode == GM_EDITOR) return;
00703 
00704   Town *t;
00705   FOR_ALL_TOWNS(t) {
00706     /* Run town tick at regular intervals, but not all at once. */
00707     if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
00708       TownTickHandler(t);
00709     }
00710   }
00711 }
00712 
00721 static RoadBits GetTownRoadBits(TileIndex tile)
00722 {
00723   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
00724 
00725   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
00726 }
00727 
00738 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
00739 {
00740   if (!IsValidTile(tile)) return false;
00741 
00742   /* Lookup table for the used diff values */
00743   const TileIndexDiff tid_lt[3] = {
00744     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
00745     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
00746     TileOffsByDiagDir(ReverseDiagDir(dir)),
00747   };
00748 
00749   dist_multi = (dist_multi + 1) * 4;
00750   for (uint pos = 4; pos < dist_multi; pos++) {
00751     /* Go (pos / 4) tiles to the left or the right */
00752     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
00753 
00754     /* Use the current tile as origin, or go one tile backwards */
00755     if (pos & 2) cur += tid_lt[2];
00756 
00757     /* Test for roadbit parallel to dir and facing towards the middle axis */
00758     if (IsValidTile(tile + cur) &&
00759       GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
00760   }
00761   return false;
00762 }
00763 
00772 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
00773 {
00774   if (DistanceFromEdge(tile) == 0) return false;
00775 
00776   Slope cur_slope, desired_slope;
00777 
00778   for (;;) {
00779     /* Check if there already is a road at this point? */
00780     if (GetTownRoadBits(tile) == ROAD_NONE) {
00781       /* No, try if we are able to build a road piece there.
00782        * If that fails clear the land, and if that fails exit.
00783        * This is to make sure that we can build a road here later. */
00784       if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
00785           DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed())
00786         return false;
00787     }
00788 
00789     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
00790     bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
00791     if (cur_slope == SLOPE_FLAT) return ret;
00792 
00793     /* If the tile is not a slope in the right direction, then
00794      * maybe terraform some. */
00795     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
00796     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
00797       if (Chance16(1, 8)) {
00798         CommandCost res = CMD_ERROR;
00799         if (!_generating_world && Chance16(1, 10)) {
00800           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
00801           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
00802               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00803         }
00804         if (res.Failed() && Chance16(1, 3)) {
00805           /* We can consider building on the slope, though. */
00806           return ret;
00807         }
00808       }
00809       return false;
00810     }
00811     return ret;
00812   }
00813 }
00814 
00815 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
00816 {
00817   assert(tile < MapSize());
00818 
00819   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00820   if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
00821   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
00822   return true;
00823 }
00824 
00825 static void LevelTownLand(TileIndex tile)
00826 {
00827   assert(tile < MapSize());
00828 
00829   /* Don't terraform if land is plain or if there's a house there. */
00830   if (IsTileType(tile, MP_HOUSE)) return;
00831   Slope tileh = GetTileSlope(tile, NULL);
00832   if (tileh == SLOPE_FLAT) return;
00833 
00834   /* First try up, then down */
00835   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
00836     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
00837   }
00838 }
00839 
00849 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
00850 {
00851   /* align the grid to the downtown */
00852   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
00853   RoadBits rcmd = ROAD_NONE;
00854 
00855   switch (t->layout) {
00856     default: NOT_REACHED();
00857 
00858     case TL_2X2_GRID:
00859       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
00860       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
00861       break;
00862 
00863     case TL_3X3_GRID:
00864       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
00865       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
00866       break;
00867   }
00868 
00869   /* Optimise only X-junctions */
00870   if (rcmd != ROAD_ALL) return rcmd;
00871 
00872   RoadBits rb_template;
00873 
00874   switch (GetTileSlope(tile, NULL)) {
00875     default:       rb_template = ROAD_ALL; break;
00876     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
00877     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
00878     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
00879     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
00880     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
00881     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
00882     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
00883     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
00884     case SLOPE_STEEP_W:
00885     case SLOPE_STEEP_S:
00886     case SLOPE_STEEP_E:
00887     case SLOPE_STEEP_N:
00888       rb_template = ROAD_NONE;
00889       break;
00890   }
00891 
00892   /* Stop if the template is compatible to the growth dir */
00893   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
00894   /* If not generate a straight road in the direction of the growth */
00895   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
00896 }
00897 
00908 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
00909 {
00910   /* We can't look further than that. */
00911   if (DistanceFromEdge(tile) == 0) return false;
00912 
00913   uint counter = 0; // counts the house neighbor tiles
00914 
00915   /* Check the tiles E,N,W and S of the current tile for houses */
00916   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
00917     /* Count both void and house tiles for checking whether there
00918      * are enough houses in the area. This to make it likely that
00919      * houses get build up to the edge of the map. */
00920     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
00921       case MP_HOUSE:
00922       case MP_VOID:
00923         counter++;
00924         break;
00925 
00926       default:
00927         break;
00928     }
00929 
00930     /* If there are enough neighbors stop here */
00931     if (counter >= 3) {
00932       if (BuildTownHouse(t, tile)) {
00933         _grow_town_result = GROWTH_SUCCEED;
00934         return true;
00935       }
00936       return false;
00937     }
00938   }
00939   return false;
00940 }
00941 
00950 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
00951 {
00952   if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
00953     _grow_town_result = GROWTH_SUCCEED;
00954     return true;
00955   }
00956   return false;
00957 }
00958 
00969 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
00970 {
00971   assert(bridge_dir < DIAGDIR_END);
00972 
00973   const Slope slope = GetTileSlope(tile, NULL);
00974   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
00975 
00976   /* Make sure the direction is compatible with the slope.
00977    * Well we check if the slope has an up bit set in the
00978    * reverse direction. */
00979   if (slope & InclinedSlope(bridge_dir)) return false;
00980 
00981   /* Assure that the bridge is connectable to the start side */
00982   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
00983 
00984   /* We are in the right direction */
00985   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
00986   TileIndex bridge_tile = tile; // Used to store the other waterside
00987 
00988   const int delta = TileOffsByDiagDir(bridge_dir);
00989   do {
00990     if (bridge_length++ >= 11) {
00991       /* Max 11 tile long bridges */
00992       return false;
00993     }
00994     bridge_tile += delta;
00995   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
00996 
00997   /* no water tiles in between? */
00998   if (bridge_length == 1) return false;
00999 
01000   for (uint8 times = 0; times <= 22; times++) {
01001     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
01002 
01003     /* Can we actually build the bridge? */
01004     if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE).Succeeded()) {
01005       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
01006       _grow_town_result = GROWTH_SUCCEED;
01007       return true;
01008     }
01009   }
01010   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
01011   return false;
01012 }
01013 
01031 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
01032 {
01033   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
01034   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
01035 
01036   assert(tile < MapSize());
01037 
01038   if (cur_rb == ROAD_NONE) {
01039     /* Tile has no road. First reset the status counter
01040      * to say that this is the last iteration. */
01041     _grow_town_result = GROWTH_SEARCH_STOPPED;
01042 
01043     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01044 
01045     /* Remove hills etc */
01046     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
01047 
01048     /* Is a road allowed here? */
01049     switch (t1->layout) {
01050       default: NOT_REACHED();
01051 
01052       case TL_3X3_GRID:
01053       case TL_2X2_GRID:
01054         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01055         if (rcmd == ROAD_NONE) return;
01056         break;
01057 
01058       case TL_BETTER_ROADS:
01059       case TL_ORIGINAL:
01060         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
01061 
01062         DiagDirection source_dir = ReverseDiagDir(target_dir);
01063 
01064         if (Chance16(1, 4)) {
01065           /* Randomize a new target dir */
01066           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
01067         }
01068 
01069         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
01070           /* A road is not allowed to continue the randomized road,
01071            *  return if the road we're trying to build is curved. */
01072           if (target_dir != ReverseDiagDir(source_dir)) return;
01073 
01074           /* Return if neither side of the new road is a house */
01075           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
01076               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
01077             return;
01078           }
01079 
01080           /* That means that the road is only allowed if there is a house
01081            *  at any side of the new road. */
01082         }
01083 
01084         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
01085         break;
01086     }
01087 
01088   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
01089     /* Continue building on a partial road.
01090      * Should be allways OK, so we only generate
01091      * the fitting RoadBits */
01092     _grow_town_result = GROWTH_SEARCH_STOPPED;
01093 
01094     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01095 
01096     switch (t1->layout) {
01097       default: NOT_REACHED();
01098 
01099       case TL_3X3_GRID:
01100       case TL_2X2_GRID:
01101         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01102         break;
01103 
01104       case TL_BETTER_ROADS:
01105       case TL_ORIGINAL:
01106         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
01107         break;
01108     }
01109   } else {
01110     bool allow_house = true; // Value which decides if we want to construct a house
01111 
01112     /* Reached a tunnel/bridge? Then continue at the other side of it. */
01113     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01114       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
01115         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
01116       }
01117       return;
01118     }
01119 
01120     /* Possibly extend the road in a direction.
01121      * Randomize a direction and if it has a road, bail out. */
01122     target_dir = RandomDiagDir();
01123     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
01124 
01125     /* This is the tile we will reach if we extend to this direction. */
01126     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
01127 
01128     /* Don't walk into water. */
01129     if (IsWaterTile(house_tile)) return;
01130 
01131     if (!IsValidTile(house_tile)) return;
01132 
01133     if (_settings_game.economy.allow_town_roads || _generating_world) {
01134       switch (t1->layout) {
01135         default: NOT_REACHED();
01136 
01137         case TL_3X3_GRID: // Use 2x2 grid afterwards!
01138           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01139           /* FALL THROUGH */
01140 
01141         case TL_2X2_GRID:
01142           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
01143           allow_house = (rcmd == ROAD_NONE);
01144           break;
01145 
01146         case TL_BETTER_ROADS: // Use original afterwards!
01147           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01148           /* FALL THROUGH */
01149 
01150         case TL_ORIGINAL:
01151           /* Allow a house at the edge. 60% chance or
01152            * always ok if no road allowed. */
01153           rcmd = DiagDirToRoadBits(target_dir);
01154           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
01155           break;
01156       }
01157     }
01158 
01159     if (allow_house) {
01160       /* Build a house, but not if there already is a house there. */
01161       if (!IsTileType(house_tile, MP_HOUSE)) {
01162         /* Level the land if possible */
01163         if (Chance16(1, 6)) LevelTownLand(house_tile);
01164 
01165         /* And build a house.
01166          * Set result to -1 if we managed to build it. */
01167         if (BuildTownHouse(t1, house_tile)) {
01168           _grow_town_result = GROWTH_SUCCEED;
01169         }
01170       }
01171       return;
01172     }
01173 
01174     _grow_town_result = GROWTH_SEARCH_STOPPED;
01175   }
01176 
01177   /* Return if a water tile */
01178   if (IsWaterTile(tile)) return;
01179 
01180   /* Make the roads look nicer */
01181   rcmd = CleanUpRoadBits(tile, rcmd);
01182   if (rcmd == ROAD_NONE) return;
01183 
01184   /* Only use the target direction for bridges to ensure they're connected.
01185    * The target_dir is as computed previously according to town layout, so
01186    * it will match it perfectly. */
01187   if (GrowTownWithBridge(t1, tile, target_dir)) return;
01188 
01189   GrowTownWithRoad(t1, tile, rcmd);
01190 }
01191 
01197 static int GrowTownAtRoad(Town *t, TileIndex tile)
01198 {
01199   /* Special case.
01200    * @see GrowTownInTile Check the else if
01201    */
01202   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
01203 
01204   assert(tile < MapSize());
01205 
01206   /* Number of times to search.
01207    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
01208    * them a little handicap. */
01209   switch (t->layout) {
01210     case TL_BETTER_ROADS:
01211       _grow_town_result = 10 + t->num_houses * 2 / 9;
01212       break;
01213 
01214     case TL_3X3_GRID:
01215     case TL_2X2_GRID:
01216       _grow_town_result = 10 + t->num_houses * 1 / 9;
01217       break;
01218 
01219     default:
01220       _grow_town_result = 10 + t->num_houses * 4 / 9;
01221       break;
01222   }
01223 
01224   do {
01225     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
01226 
01227     /* Try to grow the town from this point */
01228     GrowTownInTile(&tile, cur_rb, target_dir, t);
01229 
01230     /* Exclude the source position from the bitmask
01231      * and return if no more road blocks available */
01232     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
01233     if (cur_rb == ROAD_NONE)
01234       return _grow_town_result;
01235 
01236     /* Select a random bit from the blockmask, walk a step
01237      * and continue the search from there. */
01238     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
01239     tile = TileAddByDiagDir(tile, target_dir);
01240 
01241     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
01242       /* Don't allow building over roads of other cities */
01243       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
01244         _grow_town_result = GROWTH_SUCCEED;
01245       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
01246         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
01247          * owner :) (happy happy happy road now) */
01248         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
01249         SetTownIndex(tile, t->index);
01250       }
01251     }
01252 
01253     /* Max number of times is checked. */
01254   } while (--_grow_town_result >= 0);
01255 
01256   return (_grow_town_result == -2);
01257 }
01258 
01266 static RoadBits GenRandomRoadBits()
01267 {
01268   uint32 r = Random();
01269   uint a = GB(r, 0, 2);
01270   uint b = GB(r, 8, 2);
01271   if (a == b) b ^= 2;
01272   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
01273 }
01274 
01279 static bool GrowTown(Town *t)
01280 {
01281   static const TileIndexDiffC _town_coord_mod[] = {
01282     {-1,  0},
01283     { 1,  1},
01284     { 1, -1},
01285     {-1, -1},
01286     {-1,  0},
01287     { 0,  2},
01288     { 2,  0},
01289     { 0, -2},
01290     {-1, -1},
01291     {-2,  2},
01292     { 2,  2},
01293     { 2, -2},
01294     { 0,  0}
01295   };
01296 
01297   /* Current "company" is a town */
01298   CompanyID old_company = _current_company;
01299   _current_company = OWNER_TOWN;
01300 
01301   TileIndex tile = t->xy; // The tile we are working with ATM
01302 
01303   /* Find a road that we can base the construction on. */
01304   const TileIndexDiffC *ptr;
01305   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01306     if (GetTownRoadBits(tile) != ROAD_NONE) {
01307       int r = GrowTownAtRoad(t, tile);
01308       _current_company = old_company;
01309       return r != 0;
01310     }
01311     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01312   }
01313 
01314   /* No road available, try to build a random road block by
01315    * clearing some land and then building a road there. */
01316   if (_settings_game.economy.allow_town_roads || _generating_world) {
01317     tile = t->xy;
01318     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01319       /* Only work with plain land that not already has a house */
01320       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
01321         if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
01322           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
01323           _current_company = old_company;
01324           return true;
01325         }
01326       }
01327       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01328     }
01329   }
01330 
01331   _current_company = old_company;
01332   return false;
01333 }
01334 
01335 void UpdateTownRadius(Town *t)
01336 {
01337   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
01338     {  4,  0,  0,  0,  0}, // 0
01339     { 16,  0,  0,  0,  0},
01340     { 25,  0,  0,  0,  0},
01341     { 36,  0,  0,  0,  0},
01342     { 49,  0,  4,  0,  0},
01343     { 64,  0,  4,  0,  0}, // 20
01344     { 64,  0,  9,  0,  1},
01345     { 64,  0,  9,  0,  4},
01346     { 64,  0, 16,  0,  4},
01347     { 81,  0, 16,  0,  4},
01348     { 81,  0, 16,  0,  4}, // 40
01349     { 81,  0, 25,  0,  9},
01350     { 81, 36, 25,  0,  9},
01351     { 81, 36, 25, 16,  9},
01352     { 81, 49,  0, 25,  9},
01353     { 81, 64,  0, 25,  9}, // 60
01354     { 81, 64,  0, 36,  9},
01355     { 81, 64,  0, 36, 16},
01356     {100, 81,  0, 49, 16},
01357     {100, 81,  0, 49, 25},
01358     {121, 81,  0, 49, 25}, // 80
01359     {121, 81,  0, 49, 25},
01360     {121, 81,  0, 49, 36}, // 88
01361   };
01362 
01363   if (t->num_houses < 92) {
01364     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
01365   } else {
01366     int mass = t->num_houses / 8;
01367     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
01368      * The offsets are to make sure the radii do not decrease in size when going from the table
01369      * to the calculated value.*/
01370     t->squared_town_zone_radius[0] = mass * 15 - 40;
01371     t->squared_town_zone_radius[1] = mass * 9 - 15;
01372     t->squared_town_zone_radius[2] = 0;
01373     t->squared_town_zone_radius[3] = mass * 5 - 5;
01374     t->squared_town_zone_radius[4] = mass * 3 + 5;
01375   }
01376 }
01377 
01378 void UpdateTownMaxPass(Town *t)
01379 {
01380   t->max_pass = t->population >> 3;
01381   t->max_mail = t->population >> 4;
01382 }
01383 
01395 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
01396 {
01397   t->xy = tile;
01398   t->num_houses = 0;
01399   t->time_until_rebuild = 10;
01400   UpdateTownRadius(t);
01401   t->flags = 0;
01402   t->population = 0;
01403   t->grow_counter = 0;
01404   t->growth_rate = 250;
01405   t->new_max_pass = 0;
01406   t->new_max_mail = 0;
01407   t->new_act_pass = 0;
01408   t->new_act_mail = 0;
01409   t->max_pass = 0;
01410   t->max_mail = 0;
01411   t->act_pass = 0;
01412   t->act_mail = 0;
01413 
01414   t->pct_pass_transported = 0;
01415   t->pct_mail_transported = 0;
01416   t->fund_buildings_months = 0;
01417   t->new_act_food = 0;
01418   t->new_act_water = 0;
01419   t->act_food = 0;
01420   t->act_water = 0;
01421 
01422   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
01423 
01424   t->have_ratings = 0;
01425   t->exclusivity = INVALID_COMPANY;
01426   t->exclusive_counter = 0;
01427   t->statues = 0;
01428 
01429   extern int _nb_orig_names;
01430   if (_settings_game.game_creation.town_name < _nb_orig_names) {
01431     /* Original town name */
01432     t->townnamegrfid = 0;
01433     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
01434   } else {
01435     /* Newgrf town name */
01436     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
01437     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
01438   }
01439   t->townnameparts = townnameparts;
01440 
01441   t->UpdateVirtCoord();
01442   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
01443 
01444   t->InitializeLayout(layout);
01445 
01446   t->larger_town = city;
01447 
01448   int x = (int)size * 16 + 3;
01449   if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
01450   /* Don't create huge cities when founding town in-game */
01451   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
01452 
01453   t->num_houses += x;
01454   UpdateTownRadius(t);
01455 
01456   int i = x * 4;
01457   do {
01458     GrowTown(t);
01459   } while (--i);
01460 
01461   t->num_houses -= x;
01462   UpdateTownRadius(t);
01463   UpdateTownMaxPass(t);
01464   UpdateAirportsNoise();
01465 }
01466 
01472 static CommandCost TownCanBePlacedHere(TileIndex tile)
01473 {
01474   /* Check if too close to the edge of map */
01475   if (DistanceFromEdge(tile) < 12) {
01476     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
01477   }
01478 
01479   /* Check distance to all other towns. */
01480   if (IsCloseToTown(tile, 20)) {
01481     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
01482   }
01483 
01484   /* Can only build on clear flat areas, possibly with trees. */
01485   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
01486     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01487   }
01488 
01489   return CommandCost(EXPENSES_OTHER);
01490 }
01491 
01497 static bool IsUniqueTownName(const char *name)
01498 {
01499   const Town *t;
01500 
01501   FOR_ALL_TOWNS(t) {
01502     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
01503   }
01504 
01505   return true;
01506 }
01507 
01520 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01521 {
01522   TownSize size = Extract<TownSize, 0, 2>(p1);
01523   bool city = HasBit(p1, 2);
01524   TownLayout layout = Extract<TownLayout, 3, 3>(p1);
01525   TownNameParams par(_settings_game.game_creation.town_name);
01526   bool random = HasBit(p1, 6);
01527   uint32 townnameparts = p2;
01528 
01529   if (size > TSZ_RANDOM) return CMD_ERROR;
01530   if (layout > TL_RANDOM) return CMD_ERROR;
01531 
01532   /* Some things are allowed only in the scenario editor */
01533   if (_game_mode != GM_EDITOR) {
01534     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
01535     if (size == TSZ_LARGE) return CMD_ERROR;
01536     if (random) return CMD_ERROR;
01537     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
01538       return CMD_ERROR;
01539     }
01540   }
01541 
01542   if (StrEmpty(text)) {
01543     /* If supplied name is empty, townnameparts has to generate unique automatic name */
01544     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01545   } else {
01546     /* If name is not empty, it has to be unique custom name */
01547     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
01548     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01549   }
01550 
01551   /* Allocate town struct */
01552   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
01553 
01554   if (!random) {
01555     CommandCost ret = TownCanBePlacedHere(tile);
01556     if (ret.Failed()) return ret;
01557   }
01558 
01559   static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
01560   /* multidimensional arrays have to have defined length of non-first dimension */
01561   assert_compile(lengthof(price_mult[0]) == 4);
01562 
01563   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
01564   byte mult = price_mult[city][size];
01565 
01566   cost.MultiplyCost(mult);
01567 
01568   /* Create the town */
01569   if (flags & DC_EXEC) {
01570     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
01571       _additional_cash_required = cost.GetCost();
01572       return CommandCost(EXPENSES_OTHER);
01573     }
01574 
01575     _generating_world = true;
01576     UpdateNearestTownForRoadTiles(true);
01577     Town *t;
01578     if (random) {
01579       t = CreateRandomTown(20, townnameparts, size, city, layout);
01580       if (t == NULL) {
01581         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
01582       } else {
01583         _new_town_id = t->index;
01584       }
01585     } else {
01586       t = new Town(tile);
01587       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
01588     }
01589     UpdateNearestTownForRoadTiles(false);
01590     _generating_world = false;
01591 
01592     if (t != NULL && !StrEmpty(text)) {
01593       t->name = strdup(text);
01594       t->UpdateVirtCoord();
01595     }
01596 
01597     if (_game_mode != GM_EDITOR) {
01598       /* 't' can't be NULL since 'random' is false outside scenedit */
01599       assert(!random);
01600       char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
01601       SetDParam(0, _current_company);
01602       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
01603 
01604       char *cn = strdup(company_name);
01605       SetDParamStr(0, cn);
01606       SetDParam(1, t->index);
01607 
01608       AddNewsItem(STR_NEWS_NEW_TOWN, NS_INDUSTRY_OPEN, NR_TILE, tile, NR_NONE, UINT32_MAX, cn);
01609     }
01610   }
01611   return cost;
01612 }
01613 
01623 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
01624 {
01625   switch (layout) {
01626     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
01627     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
01628     default:          return tile;
01629   }
01630 }
01631 
01641 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
01642 {
01643   switch (layout) {
01644     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
01645     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
01646     default:          return true;
01647   }
01648 }
01649 
01653 struct SpotData {
01654   TileIndex tile; 
01655   uint max_dist;  
01656   TownLayout layout; 
01657 };
01658 
01675 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
01676 {
01677   SpotData *sp = (SpotData*)user_data;
01678   uint dist = GetClosestWaterDistance(tile, true);
01679 
01680   if (IsTileType(tile, MP_CLEAR) &&
01681       GetTileSlope(tile, NULL) == SLOPE_FLAT &&
01682       IsTileAlignedToGrid(tile, sp->layout) &&
01683       dist > sp->max_dist) {
01684     sp->tile = tile;
01685     sp->max_dist = dist;
01686   }
01687 
01688   return false;
01689 }
01690 
01697 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
01698 {
01699   return IsTileType(tile, MP_CLEAR);
01700 }
01701 
01714 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
01715 {
01716   SpotData sp = { INVALID_TILE, 0, layout };
01717 
01718   TileIndex coast = tile;
01719   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
01720     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
01721     return sp.tile;
01722   }
01723 
01724   /* if we get here just give up */
01725   return INVALID_TILE;
01726 }
01727 
01728 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
01729 {
01730   if (!Town::CanAllocateItem()) return NULL;
01731 
01732   do {
01733     /* Generate a tile index not too close from the edge */
01734     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
01735 
01736     /* if we tried to place the town on water, slide it over onto
01737      * the nearest likely-looking spot */
01738     if (IsTileType(tile, MP_WATER)) {
01739       tile = FindNearestGoodCoastalTownSpot(tile, layout);
01740       if (tile == INVALID_TILE) continue;
01741     }
01742 
01743     /* Make sure town can be placed here */
01744     if (TownCanBePlacedHere(tile).Failed()) continue;
01745 
01746     /* Allocate a town struct */
01747     Town *t = new Town(tile);
01748 
01749     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
01750 
01751     /* if the population is still 0 at the point, then the
01752      * placement is so bad it couldn't grow at all */
01753     if (t->population > 0) return t;
01754     delete t;
01755   } while (--attempts != 0);
01756 
01757   return NULL;
01758 }
01759 
01760 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
01761 
01768 bool GenerateTowns(TownLayout layout)
01769 {
01770   uint num = 0;
01771   uint difficulty = _settings_game.difficulty.number_towns;
01772   uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
01773   uint32 townnameparts;
01774 
01775   SetGeneratingWorldProgress(GWP_TOWN, n);
01776 
01777   /* First attempt will be made at creating the suggested number of towns.
01778    * Note that this is really a suggested value, not a required one.
01779    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
01780   do {
01781     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
01782     IncreaseGeneratingWorldProgress(GWP_TOWN);
01783     /* Get a unique name for the town. */
01784     if (!GenerateTownName(&townnameparts)) continue;
01785     /* try 20 times to create a random-sized town for the first loop. */
01786     if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) num++; // If creation was successful, raise a flag.
01787   } while (--n);
01788 
01789   if (num != 0) return true;
01790 
01791   /* If num is still zero at this point, it means that not a single town has been created.
01792    * So give it a last try, but now more aggressive */
01793   if (GenerateTownName(&townnameparts) &&
01794       CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
01795     return true;
01796   }
01797 
01798   /* If there are no towns at all and we are generating new game, bail out */
01799   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
01800     extern StringID _switch_mode_errorstr;
01801     _switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
01802   }
01803 
01804   return false;  // we are still without a town? we failed, simply
01805 }
01806 
01807 
01813 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
01814 {
01815   uint dist = DistanceSquare(tile, t->xy);
01816 
01817   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
01818 
01819   HouseZonesBits smallest = HZB_TOWN_EDGE;
01820   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
01821     if (dist < t->squared_town_zone_radius[i]) smallest = i;
01822   }
01823 
01824   return smallest;
01825 }
01826 
01837 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
01838 {
01839   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
01840 
01841   assert(cc.Succeeded());
01842 
01843   IncreaseBuildingCount(t, type);
01844   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
01845   if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
01846 
01847   MarkTileDirtyByTile(tile);
01848 }
01849 
01850 
01861 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
01862 {
01863   BuildingFlags size = HouseSpec::Get(type)->building_flags;
01864 
01865   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
01866   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
01867   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
01868   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
01869 }
01870 
01871 
01880 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
01881 {
01882   /* cannot build on these slopes... */
01883   Slope slope = GetTileSlope(tile, NULL);
01884   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
01885 
01886   /* building under a bridge? */
01887   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
01888 
01889   /* do not try to build over house owned by another town */
01890   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
01891 
01892   /* can we clear the land? */
01893   return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
01894 }
01895 
01896 
01906 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
01907 {
01908   if (!CanBuildHouseHere(tile, town, noslope)) return false;
01909 
01910   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
01911   if (GetTileMaxZ(tile) != z) return false;
01912 
01913   return true;
01914 }
01915 
01916 
01926 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
01927 {
01928   /* we need to check this tile too because we can be at different tile now */
01929   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01930 
01931   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
01932     tile += TileOffsByDiagDir(d);
01933     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01934   }
01935 
01936   return true;
01937 }
01938 
01939 
01947 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
01948 {
01949   /* Allow towns everywhere when we don't build roads */
01950   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01951 
01952   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
01953 
01954   switch (t->layout) {
01955     case TL_2X2_GRID:
01956       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
01957       break;
01958 
01959     case TL_3X3_GRID:
01960       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
01961       break;
01962 
01963     default:
01964       break;
01965   }
01966 
01967   return true;
01968 }
01969 
01970 
01978 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
01979 {
01980   /* Allow towns everywhere when we don't build roads */
01981   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01982 
01983   /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
01984    * so to do only one memory access, use MapSize() */
01985   uint dx = MapSize() + TileX(t->xy) - TileX(tile);
01986   uint dy = MapSize() + TileY(t->xy) - TileY(tile);
01987 
01988   switch (t->layout) {
01989     case TL_2X2_GRID:
01990       if ((dx % 3) != 0 || (dy % 3) != 0) return false;
01991       break;
01992 
01993     case TL_3X3_GRID:
01994       if ((dx % 4) < 2 || (dy % 4) < 2) return false;
01995       break;
01996 
01997     default:
01998       break;
01999   }
02000 
02001   return true;
02002 }
02003 
02004 
02014 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
02015 {
02016   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
02017 
02018   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
02019   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
02020 
02021   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
02022   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
02023     *tile = tile2;
02024     return true;
02025   }
02026 
02027   return false;
02028 }
02029 
02030 
02039 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
02040 {
02041   TileIndex tile2 = *tile;
02042 
02043   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
02044     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
02045       *tile = tile2;
02046       return true;
02047     }
02048     if (d == DIAGDIR_END) break;
02049     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
02050   }
02051 
02052   return false;
02053 }
02054 
02055 
02062 static bool BuildTownHouse(Town *t, TileIndex tile)
02063 {
02064   /* forbidden building here by town layout */
02065   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
02066 
02067   /* no house allowed at all, bail out */
02068   if (!CanBuildHouseHere(tile, t->index, false)) return false;
02069 
02070   uint z;
02071   Slope slope = GetTileSlope(tile, &z);
02072 
02073   /* Get the town zone type of the current tile, as well as the climate.
02074    * This will allow to easily compare with the specs of the new house to build */
02075   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
02076 
02077   /* Above snow? */
02078   int land = _settings_game.game_creation.landscape;
02079   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
02080 
02081   uint bitmask = (1 << rad) + (1 << (land + 12));
02082 
02083   /* bits 0-4 are used
02084    * bits 11-15 are used
02085    * bits 5-10 are not used. */
02086   HouseID houses[HOUSE_MAX];
02087   uint num = 0;
02088   uint probs[HOUSE_MAX];
02089   uint probability_max = 0;
02090 
02091   /* Generate a list of all possible houses that can be built. */
02092   for (uint i = 0; i < HOUSE_MAX; i++) {
02093     const HouseSpec *hs = HouseSpec::Get(i);
02094 
02095     /* Verify that the candidate house spec matches the current tile status */
02096     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->override != INVALID_HOUSE_ID) continue;
02097 
02098     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
02099     if (hs->class_id != HOUSE_NO_CLASS) {
02100       /* id_count is always <= class_count, so it doesn't need to be checked */
02101       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
02102     } else {
02103       /* If the house has no class, check id_count instead */
02104       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
02105     }
02106 
02107     /* Without NewHouses, all houses have probability '1' */
02108     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
02109     probability_max += cur_prob;
02110     probs[num] = cur_prob;
02111     houses[num++] = (HouseID)i;
02112   }
02113 
02114   uint maxz = GetTileMaxZ(tile);
02115 
02116   while (probability_max > 0) {
02117     uint r = RandomRange(probability_max);
02118     uint i;
02119     for (i = 0; i < num; i++) {
02120       if (probs[i] > r) break;
02121       r -= probs[i];
02122     }
02123 
02124     HouseID house = houses[i];
02125     probability_max -= probs[i];
02126 
02127     /* remove tested house from the set */
02128     num--;
02129     houses[i] = houses[num];
02130     probs[i] = probs[num];
02131 
02132     const HouseSpec *hs = HouseSpec::Get(house);
02133 
02134     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
02135         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
02136       continue;
02137     }
02138 
02139     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
02140 
02141     /* Special houses that there can be only one of. */
02142     uint oneof = 0;
02143 
02144     if (hs->building_flags & BUILDING_IS_CHURCH) {
02145       SetBit(oneof, TOWN_HAS_CHURCH);
02146     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02147       SetBit(oneof, TOWN_HAS_STADIUM);
02148     }
02149 
02150     if (t->flags & oneof) continue;
02151 
02152     /* Make sure there is no slope? */
02153     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
02154     if (noslope && slope != SLOPE_FLAT) continue;
02155 
02156     if (hs->building_flags & TILE_SIZE_2x2) {
02157       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
02158     } else if (hs->building_flags & TILE_SIZE_2x1) {
02159       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
02160     } else if (hs->building_flags & TILE_SIZE_1x2) {
02161       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
02162     } else {
02163       /* 1x1 house checks are already done */
02164     }
02165 
02166     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
02167       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true);
02168       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
02169     }
02170 
02171     /* build the house */
02172     t->num_houses++;
02173 
02174     /* Special houses that there can be only one of. */
02175     t->flags |= oneof;
02176 
02177     byte construction_counter = 0;
02178     byte construction_stage = 0;
02179 
02180     if (_generating_world || _game_mode == GM_EDITOR) {
02181       uint32 r = Random();
02182 
02183       construction_stage = TOWN_HOUSE_COMPLETED;
02184       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
02185 
02186       if (construction_stage == TOWN_HOUSE_COMPLETED) {
02187         ChangePopulation(t, hs->population);
02188       } else {
02189         construction_counter = GB(r, 2, 2);
02190       }
02191     }
02192 
02193     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
02194 
02195     return true;
02196   }
02197 
02198   return false;
02199 }
02200 
02207 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
02208 {
02209   assert(IsTileType(tile, MP_HOUSE));
02210   DecreaseBuildingCount(t, house);
02211   DoClearSquare(tile);
02212   DeleteAnimatedTile(tile);
02213 }
02214 
02222 TileIndexDiff GetHouseNorthPart(HouseID &house)
02223 {
02224   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
02225     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
02226       house--;
02227       return TileDiffXY(-1, 0);
02228     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
02229       house--;
02230       return TileDiffXY(0, -1);
02231     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
02232       house -= 2;
02233       return TileDiffXY(-1, 0);
02234     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
02235       house -= 3;
02236       return TileDiffXY(-1, -1);
02237     }
02238   }
02239   return 0;
02240 }
02241 
02242 void ClearTownHouse(Town *t, TileIndex tile)
02243 {
02244   assert(IsTileType(tile, MP_HOUSE));
02245 
02246   HouseID house = GetHouseType(tile);
02247 
02248   /* need to align the tile to point to the upper left corner of the house */
02249   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
02250 
02251   const HouseSpec *hs = HouseSpec::Get(house);
02252 
02253   /* Remove population from the town if the house is finished. */
02254   if (IsHouseCompleted(tile)) {
02255     ChangePopulation(t, -hs->population);
02256   }
02257 
02258   t->num_houses--;
02259 
02260   /* Clear flags for houses that only may exist once/town. */
02261   if (hs->building_flags & BUILDING_IS_CHURCH) {
02262     ClrBit(t->flags, TOWN_HAS_CHURCH);
02263   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02264     ClrBit(t->flags, TOWN_HAS_STADIUM);
02265   }
02266 
02267   /* Do the actual clearing of tiles */
02268   uint eflags = hs->building_flags;
02269   DoClearTownHouseHelper(tile, t, house);
02270   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
02271   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
02272   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
02273 }
02274 
02283 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02284 {
02285   Town *t = Town::GetIfValid(p1);
02286   if (t == NULL) return CMD_ERROR;
02287 
02288   bool reset = StrEmpty(text);
02289 
02290   if (!reset) {
02291     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
02292     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
02293   }
02294 
02295   if (flags & DC_EXEC) {
02296     free(t->name);
02297     t->name = reset ? NULL : strdup(text);
02298 
02299     t->UpdateVirtCoord();
02300     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
02301     UpdateAllStationVirtCoords();
02302   }
02303   return CommandCost();
02304 }
02305 
02307 void ExpandTown(Town *t)
02308 {
02309   /* Warn the users if towns are not allowed to build roads,
02310    * but do this only onces per openttd run. */
02311   static bool warned_no_roads = false;
02312   if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
02313     ShowErrorMessage(STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS, INVALID_STRING_ID, 0, 0);
02314     warned_no_roads = true;
02315   }
02316 
02317   /* The more houses, the faster we grow */
02318   uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
02319   t->num_houses += amount;
02320   UpdateTownRadius(t);
02321 
02322   uint n = amount * 10;
02323   do GrowTown(t); while (--n);
02324 
02325   t->num_houses -= amount;
02326   UpdateTownRadius(t);
02327 
02328   UpdateTownMaxPass(t);
02329 }
02330 
02334 const byte _town_action_costs[TACT_COUNT] = {
02335   2, 4, 9, 35, 48, 53, 117, 175
02336 };
02337 
02338 static void TownActionAdvertiseSmall(Town *t)
02339 {
02340   ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
02341 }
02342 
02343 static void TownActionAdvertiseMedium(Town *t)
02344 {
02345   ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
02346 }
02347 
02348 static void TownActionAdvertiseLarge(Town *t)
02349 {
02350   ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
02351 }
02352 
02353 static void TownActionRoadRebuild(Town *t)
02354 {
02355   t->road_build_months = 6;
02356 
02357   char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
02358   SetDParam(0, _current_company);
02359   GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
02360 
02361   char *cn = strdup(company_name);
02362   SetDParam(0, t->index);
02363   SetDParamStr(1, cn);
02364 
02365   AddNewsItem(STR_NEWS_ROAD_REBUILDING, NS_GENERAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
02366 }
02367 
02368 static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
02369 {
02370   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
02371   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
02372   /* Don't build statues under bridges. */
02373   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
02374 
02375   if (!IsTileType(tile, MP_HOUSE) &&
02376       !IsTileType(tile, MP_CLEAR) &&
02377       !IsTileType(tile, MP_TREES)) {
02378     return false;
02379   }
02380 
02381   CompanyID old = _current_company;
02382   _current_company = OWNER_NONE;
02383   CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
02384   _current_company = old;
02385 
02386   if (r.Failed()) return false;
02387 
02388   MakeStatue(tile, _current_company, town_id);
02389   MarkTileDirtyByTile(tile);
02390 
02391   return true;
02392 }
02393 
02400 static bool SearchTileForStatue(TileIndex tile, void *user_data)
02401 {
02402   TownID *town_id = (TownID *)user_data;
02403   return DoBuildStatueOfCompany(tile, *town_id);
02404 }
02405 
02411 static void TownActionBuildStatue(Town *t)
02412 {
02413   TileIndex tile = t->xy;
02414 
02415   if (CircularTileSearch(&tile, 9, SearchTileForStatue, &t->index)) {
02416     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town
02417   }
02418 }
02419 
02420 static void TownActionFundBuildings(Town *t)
02421 {
02422   /* Build next tick */
02423   t->grow_counter = 1;
02424   /* If we were not already growing */
02425   SetBit(t->flags, TOWN_IS_FUNDED);
02426   /* And grow for 3 months */
02427   t->fund_buildings_months = 3;
02428 }
02429 
02430 static void TownActionBuyRights(Town *t)
02431 {
02432   /* Check if it's allowed to by the rights */
02433   if (!_settings_game.economy.exclusive_rights) return;
02434 
02435   t->exclusive_counter = 12;
02436   t->exclusivity = _current_company;
02437 
02438   ModifyStationRatingAround(t->xy, _current_company, 130, 17);
02439 }
02440 
02441 static void TownActionBribe(Town *t)
02442 {
02443   if (Chance16(1, 14)) {
02444     /* set as unwanted for 6 months */
02445     t->unwanted[_current_company] = 6;
02446 
02447     /* set all close by station ratings to 0 */
02448     Station *st;
02449     FOR_ALL_STATIONS(st) {
02450       if (st->town == t && st->owner == _current_company) {
02451         for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
02452       }
02453     }
02454 
02455     /* only show errormessage to the executing player. All errors are handled command.c
02456      * but this is special, because it can only 'fail' on a DC_EXEC */
02457     if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, STR_ERROR_BRIBE_FAILED_2, 0, 0);
02458 
02459     /* decrease by a lot!
02460      * ChangeTownRating is only for stuff in demolishing. Bribe failure should
02461      * be independent of any cheat settings
02462      */
02463     if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
02464       t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
02465       SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02466     }
02467   } else {
02468     ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
02469   }
02470 }
02471 
02472 typedef void TownActionProc(Town *t);
02473 static TownActionProc * const _town_action_proc[] = {
02474   TownActionAdvertiseSmall,
02475   TownActionAdvertiseMedium,
02476   TownActionAdvertiseLarge,
02477   TownActionRoadRebuild,
02478   TownActionBuildStatue,
02479   TownActionFundBuildings,
02480   TownActionBuyRights,
02481   TownActionBribe
02482 };
02483 
02490 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
02491 {
02492   int num = 0;
02493   TownActions buttons = TACT_NONE;
02494 
02495   /* Spectators and unwanted have no options */
02496   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
02497 
02498     /* Things worth more than this are not shown */
02499     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
02500 
02501     /* Check the action bits for validity and
02502      * if they are valid add them */
02503     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
02504       const TownActions cur = (TownActions)(1 << i);
02505 
02506       /* Is the company not able to bribe ? */
02507       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
02508         continue;
02509 
02510       /* Is the company not able to buy exclusive rights ? */
02511       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
02512         continue;
02513 
02514       /* Is the company not able to build a statue ? */
02515       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
02516         continue;
02517 
02518       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
02519         buttons |= cur;
02520         num++;
02521       }
02522     }
02523   }
02524 
02525   if (nump != NULL) *nump = num;
02526   return buttons;
02527 }
02528 
02539 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02540 {
02541   Town *t = Town::GetIfValid(p1);
02542   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
02543 
02544   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
02545 
02546   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
02547 
02548   if (flags & DC_EXEC) {
02549     _town_action_proc[p2](t);
02550     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
02551   }
02552 
02553   return cost;
02554 }
02555 
02556 static void UpdateTownGrowRate(Town *t)
02557 {
02558   /* Increase company ratings if they're low */
02559   const Company *c;
02560   FOR_ALL_COMPANIES(c) {
02561     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
02562       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
02563     }
02564   }
02565 
02566   int n = 0;
02567 
02568   const Station *st;
02569   FOR_ALL_STATIONS(st) {
02570     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
02571       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
02572         n++;
02573         if (Company::IsValidID(st->owner)) {
02574           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
02575           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
02576         }
02577       } else {
02578         if (Company::IsValidID(st->owner)) {
02579           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
02580           t->ratings[st->owner] = max(new_rating, INT16_MIN);
02581         }
02582       }
02583     }
02584   }
02585 
02586   /* clamp all ratings to valid values */
02587   for (uint i = 0; i < MAX_COMPANIES; i++) {
02588     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
02589   }
02590 
02591   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02592 
02593   ClrBit(t->flags, TOWN_IS_FUNDED);
02594   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
02595 
02598   static const uint16 _grow_count_values[2][6] = {
02599     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
02600     { 320, 420, 300, 220, 160, 100 }  // Normal values
02601   };
02602 
02603   uint16 m;
02604 
02605   if (t->fund_buildings_months != 0) {
02606     m = _grow_count_values[0][min(n, 5)];
02607     t->fund_buildings_months--;
02608   } else {
02609     m = _grow_count_values[1][min(n, 5)];
02610     if (n == 0 && !Chance16(1, 12)) return;
02611   }
02612 
02613   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
02614     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
02615       return;
02616   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
02617     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
02618       return;
02619   }
02620 
02621   /* Use the normal growth rate values if new buildings have been funded in
02622    * this town and the growth rate is set to none. */
02623   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
02624 
02625   m >>= growth_multiplier;
02626   if (t->larger_town) m /= 2;
02627 
02628   t->growth_rate = m / (t->num_houses / 50 + 1);
02629   if (m <= t->grow_counter)
02630     t->grow_counter = m;
02631 
02632   SetBit(t->flags, TOWN_IS_FUNDED);
02633 }
02634 
02635 static void UpdateTownAmounts(Town *t)
02636 {
02637   /* Using +1 here to prevent overflow and division by zero */
02638   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
02639 
02640   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
02641   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
02642   t->act_food = t->new_act_food; t->new_act_food = 0;
02643   t->act_water = t->new_act_water; t->new_act_water = 0;
02644 
02645   /* Using +1 here to prevent overflow and division by zero */
02646   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
02647   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
02648   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
02649 
02650   SetWindowDirty(WC_TOWN_VIEW, t->index);
02651 }
02652 
02653 static void UpdateTownUnwanted(Town *t)
02654 {
02655   const Company *c;
02656 
02657   FOR_ALL_COMPANIES(c) {
02658     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
02659   }
02660 }
02661 
02667 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
02668 {
02669   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
02670 
02671   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
02672   if (t == NULL) return true;
02673 
02674   if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
02675 
02676   _error_message = STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
02677   SetDParam(0, t->index);
02678 
02679   return false;
02680 }
02681 
02682 
02683 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
02684 {
02685   Town *t;
02686   uint best = threshold;
02687   Town *best_town = NULL;
02688 
02689   FOR_ALL_TOWNS(t) {
02690     uint dist = DistanceManhattan(tile, t->xy);
02691     if (dist < best) {
02692       best = dist;
02693       best_town = t;
02694     }
02695   }
02696 
02697   return best_town;
02698 }
02699 
02700 
02701 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
02702 {
02703   switch (GetTileType(tile)) {
02704     case MP_ROAD:
02705       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
02706 
02707       if (!HasTownOwnedRoad(tile)) {
02708         TownID tid = GetTownIndex(tile);
02709 
02710         if (tid == (TownID)INVALID_TOWN) {
02711           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
02712           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
02713           assert(Town::GetNumItems() == 0);
02714           return NULL;
02715         }
02716 
02717         assert(Town::IsValidID(tid));
02718         Town *town = Town::Get(tid);
02719 
02720         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
02721 
02722         return town;
02723       }
02724       /* FALL THROUGH */
02725 
02726     case MP_HOUSE:
02727       return Town::GetByTile(tile);
02728 
02729     default:
02730       return CalcClosestTownFromTile(tile, threshold);
02731   }
02732 }
02733 
02734 static bool _town_rating_test = false;
02735 static SmallMap<const Town *, int, 4> _town_test_ratings;
02736 
02737 void SetTownRatingTestMode(bool mode)
02738 {
02739   static int ref_count = 0;
02740   if (mode) {
02741     if (ref_count == 0) {
02742       _town_test_ratings.Clear();
02743     }
02744     ref_count++;
02745   } else {
02746     assert(ref_count > 0);
02747     ref_count--;
02748   }
02749   _town_rating_test = !(ref_count == 0);
02750 }
02751 
02752 static int GetRating(const Town *t)
02753 {
02754   if (_town_rating_test) {
02755     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
02756     if (it != _town_test_ratings.End()) {
02757       return it->second;
02758     }
02759   }
02760   return t->ratings[_current_company];
02761 }
02762 
02770 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
02771 {
02772   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
02773   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
02774       !Company::IsValidID(_current_company) ||
02775       (_cheats.magic_bulldozer.value && add < 0)) {
02776     return;
02777   }
02778 
02779   int rating = GetRating(t);
02780   if (add < 0) {
02781     if (rating > max) {
02782       rating += add;
02783       if (rating < max) rating = max;
02784     }
02785   } else {
02786     if (rating < max) {
02787       rating += add;
02788       if (rating > max) rating = max;
02789     }
02790   }
02791   if (_town_rating_test) {
02792     _town_test_ratings[t] = rating;
02793   } else {
02794     SetBit(t->have_ratings, _current_company);
02795     t->ratings[_current_company] = rating;
02796     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02797   }
02798 }
02799 
02800 bool CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
02801 {
02802   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
02803   if (t == NULL || !Company::IsValidID(_current_company) ||
02804       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
02805     return true;
02806   }
02807 
02808   /* minimum rating needed to be allowed to remove stuff */
02809   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
02810     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
02811     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
02812     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
02813     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
02814   };
02815 
02816   /* check if you're allowed to remove the road/bridge/tunnel
02817    * owned by a town no removal if rating is lower than ... depends now on
02818    * difficulty setting. Minimum town rating selected by difficulty level
02819    */
02820   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
02821 
02822   if (GetRating(t) < needed) {
02823     SetDParam(0, t->index);
02824     _error_message = STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
02825     return false;
02826   }
02827 
02828   return true;
02829 }
02830 
02831 void TownsMonthlyLoop()
02832 {
02833   Town *t;
02834 
02835   FOR_ALL_TOWNS(t) {
02836     if (t->road_build_months != 0) t->road_build_months--;
02837 
02838     if (t->exclusive_counter != 0)
02839       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
02840 
02841     UpdateTownGrowRate(t);
02842     UpdateTownAmounts(t);
02843     UpdateTownUnwanted(t);
02844   }
02845 }
02846 
02847 void TownsYearlyLoop()
02848 {
02849   /* Increment house ages */
02850   for (TileIndex t = 0; t < MapSize(); t++) {
02851     if (!IsTileType(t, MP_HOUSE)) continue;
02852     IncrementHouseAge(t);
02853   }
02854 }
02855 
02856 void InitializeTowns()
02857 {
02858   _town_pool.CleanPool();
02859 }
02860 
02861 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
02862 {
02863   if (AutoslopeEnabled()) {
02864     HouseID house = GetHouseType(tile);
02865     GetHouseNorthPart(house); // modifies house to the ID of the north tile
02866     const HouseSpec *hs = HouseSpec::Get(house);
02867 
02868     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
02869     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
02870         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
02871       bool allow_terraform = true;
02872 
02873       /* Call the autosloping callback per tile, not for the whole building at once. */
02874       house = GetHouseType(tile);
02875       hs = HouseSpec::Get(house);
02876       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
02877         /* If the callback fails, allow autoslope. */
02878         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
02879         if ((res != 0) && (res != CALLBACK_FAILED)) allow_terraform = false;
02880       }
02881 
02882       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
02883     }
02884   }
02885 
02886   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02887 }
02888 
02890 extern const TileTypeProcs _tile_type_town_procs = {
02891   DrawTile_Town,           // draw_tile_proc
02892   GetSlopeZ_Town,          // get_slope_z_proc
02893   ClearTile_Town,          // clear_tile_proc
02894   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
02895   GetTileDesc_Town,        // get_tile_desc_proc
02896   GetTileTrackStatus_Town, // get_tile_track_status_proc
02897   NULL,                    // click_tile_proc
02898   AnimateTile_Town,        // animate_tile_proc
02899   TileLoop_Town,           // tile_loop_clear
02900   ChangeTileOwner_Town,    // change_tile_owner_clear
02901   AddProducedCargo_Town,   // add_produced_cargo_proc
02902   NULL,                    // vehicle_enter_tile_proc
02903   GetFoundation_Town,      // get_foundation_proc
02904   TerraformTile_Town,      // terraform_tile_proc
02905 };
02906 
02907 
02908 HouseSpec _house_specs[HOUSE_MAX];
02909 
02910 void ResetHouses()
02911 {
02912   memset(&_house_specs, 0, sizeof(_house_specs));
02913   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
02914 
02915   /* Reset any overrides that have been set. */
02916   _house_mngr.ResetOverride();
02917 }

Generated on Sat Jul 17 18:43:25 2010 for OpenTTD by  doxygen 1.6.1