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Location: cpp/openttd-patchpack/source/src/town_cmd.cpp
r12162:c4894f5339c3
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(svn r16583) -Update: the order of the language files so it's in sync with english.txt. Normally WT2 would do this, but only with activity for those languages. Now we'd like to the order to match so we can more easily spot import bugs while developing WT3.
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/** @file town_cmd.cpp Handling of town tiles. */
#include "stdafx.h"
#include "openttd.h"
#include "road_type.h"
#include "road_internal.h" /* Cleaning up road bits */
#include "road_cmd.h"
#include "landscape.h"
#include "town_map.h"
#include "viewport_func.h"
#include "command_func.h"
#include "industry.h"
#include "station_base.h"
#include "company_base.h"
#include "news_func.h"
#include "gui.h"
#include "unmovable_map.h"
#include "water_map.h"
#include "variables.h"
#include "slope_func.h"
#include "genworld.h"
#include "newgrf.h"
#include "newgrf_house.h"
#include "newgrf_commons.h"
#include "newgrf_townname.h"
#include "newgrf_text.h"
#include "autoslope.h"
#include "waypoint.h"
#include "transparency.h"
#include "tunnelbridge_map.h"
#include "strings_func.h"
#include "window_func.h"
#include "string_func.h"
#include "newgrf_cargo.h"
#include "economy_func.h"
#include "station_func.h"
#include "cheat_type.h"
#include "functions.h"
#include "animated_tile_func.h"
#include "date_func.h"
#include "subsidy_func.h"
#include "core/smallmap_type.hpp"
#include "core/pool_func.hpp"
#include "table/strings.h"
#include "table/town_land.h"
HouseSpec _house_specs[HOUSE_MAX];
Town *_cleared_town;
int _cleared_town_rating;
uint32 _cur_town_ctr; ///< iterator through all towns in OnTick_Town
uint32 _cur_town_iter; ///< frequency iterator at the same place
/* Initialize the town-pool */
TownPool _town_pool("Town");
INSTANTIATE_POOL_METHODS(Town)
Town::~Town()
{
free(this->name);
if (CleaningPool()) return;
Industry *i;
/* Delete town authority window
* and remove from list of sorted towns */
DeleteWindowById(WC_TOWN_VIEW, this->index);
InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
/* Delete all industries belonging to the town */
FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
/* Go through all tiles and delete those belonging to the town */
for (TileIndex tile = 0; tile < MapSize(); ++tile) {
switch (GetTileType(tile)) {
case MP_HOUSE:
if (GetTownByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
break;
case MP_ROAD:
/* Cached nearest town is updated later (after this town has been deleted) */
if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->index) {
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
break;
case MP_TUNNELBRIDGE:
if (IsTileOwner(tile, OWNER_TOWN) &&
ClosestTownFromTile(tile, UINT_MAX) == this)
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
break;
default:
break;
}
}
DeleteSubsidyWithTown(this->index);
MarkWholeScreenDirty();
UpdateNearestTownForRoadTiles(false, this);
}
/**
* Assigns town layout. If Random, generates one based on TileHash.
*/
void Town::InitializeLayout(TownLayout layout)
{
if (layout != TL_RANDOM) {
this->layout = layout;
return;
}
this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
}
Money HouseSpec::GetRemovalCost() const
{
return (_price.remove_house * this->removal_cost) >> 8;
}
// Local
static int _grow_town_result;
/* Describe the possible states */
enum TownGrowthResult {
GROWTH_SUCCEED = -1,
GROWTH_SEARCH_STOPPED = 0
// GROWTH_SEARCH_RUNNING >= 1
};
static bool BuildTownHouse(Town *t, TileIndex tile);
static void TownDrawHouseLift(const TileInfo *ti)
{
AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
}
typedef void TownDrawTileProc(const TileInfo *ti);
static TownDrawTileProc * const _town_draw_tile_procs[1] = {
TownDrawHouseLift
};
/**
* Return a random direction
*
* @return a random direction
*/
static inline DiagDirection RandomDiagDir()
{
return (DiagDirection)(3 & Random());
}
/**
* House Tile drawing handler.
* Part of the tile loop process
* @param ti TileInfo of the tile to draw
*/
static void DrawTile_Town(TileInfo *ti)
{
HouseID house_id = GetHouseType(ti->tile);
if (house_id >= NEW_HOUSE_OFFSET) {
/* Houses don't necessarily need new graphics. If they don't have a
* spritegroup associated with them, then the sprite for the substitute
* house id is drawn instead. */
if (GetHouseSpecs(house_id)->spritegroup != NULL) {
DrawNewHouseTile(ti, house_id);
return;
} else {
house_id = GetHouseSpecs(house_id)->substitute_id;
}
}
/* Retrieve pointer to the draw town tile struct */
const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
/* If houses are invisible, do not draw the upper part */
if (IsInvisibilitySet(TO_HOUSES)) return;
/* Add a house on top of the ground? */
SpriteID image = dcts->building.sprite;
if (image != 0) {
AddSortableSpriteToDraw(image, dcts->building.pal,
ti->x + dcts->subtile_x,
ti->y + dcts->subtile_y,
dcts->width,
dcts->height,
dcts->dz,
ti->z,
IsTransparencySet(TO_HOUSES)
);
if (IsTransparencySet(TO_HOUSES)) return;
}
{
int proc = dcts->draw_proc - 1;
if (proc >= 0) _town_draw_tile_procs[proc](ti);
}
}
static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
{
return GetTileMaxZ(tile);
}
/** Tile callback routine */
static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
{
return FlatteningFoundation(tileh);
}
/**
* Animate a tile for a town
* Only certain houses can be animated
* The newhouses animation superseeds regular ones
* @param tile TileIndex of the house to animate
*/
static void AnimateTile_Town(TileIndex tile)
{
if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
AnimateNewHouseTile(tile);
return;
}
if (_tick_counter & 3) return;
/* If the house is not one with a lift anymore, then stop this animating.
* Not exactly sure when this happens, but probably when a house changes.
* Before this was just a return...so it'd leak animated tiles..
* That bug seems to have been here since day 1?? */
if (!(GetHouseSpecs(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
DeleteAnimatedTile(tile);
return;
}
if (!LiftHasDestination(tile)) {
uint i;
/* Building has 6 floors, number 0 .. 6, where 1 is illegal.
* This is due to the fact that the first floor is, in the graphics,
* the height of 2 'normal' floors.
* Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
do {
i = RandomRange(7);
} while (i == 1 || i * 6 == GetLiftPosition(tile));
SetLiftDestination(tile, i);
}
int pos = GetLiftPosition(tile);
int dest = GetLiftDestination(tile) * 6;
pos += (pos < dest) ? 1 : -1;
SetLiftPosition(tile, pos);
if (pos == dest) {
HaltLift(tile);
DeleteAnimatedTile(tile);
}
MarkTileDirtyByTile(tile);
}
/**
* Determines if a town is close to a tile
* @param tile TileIndex of the tile to query
* @param dist maximum distance to be accepted
* @returns true if the tile correspond to the distance criteria
*/
static bool IsCloseToTown(TileIndex tile, uint dist)
{
const Town *t;
FOR_ALL_TOWNS(t) {
if (DistanceManhattan(tile, t->xy) < dist) return true;
}
return false;
}
/**
* Marks the town sign as needing a repaint.
*
* This function marks the area of the sign of a town as dirty for repaint.
*
* @param t Town requesting town sign for repaint
* @ingroup dirty
*/
static void MarkTownSignDirty(Town *t)
{
MarkAllViewportsDirty(
t->sign.left - 6,
t->sign.top - 3,
t->sign.left + t->sign.width_1 * 4 + 12,
t->sign.top + 45
);
}
/**
* Resize the sign(label) of the town after changes in
* population (creation or growth or else)
* @param t Town to update
*/
void UpdateTownVirtCoord(Town *t)
{
MarkTownSignDirty(t);
Point pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
SetDParam(0, t->index);
SetDParam(1, t->population);
UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
_settings_client.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
MarkTownSignDirty(t);
}
/** Update the virtual coords needed to draw the town sign for all towns. */
void UpdateAllTownVirtCoords()
{
Town *t;
FOR_ALL_TOWNS(t) {
UpdateTownVirtCoord(t);
}
}
/**
* Change the towns population
* @param t Town which polulation has changed
* @param mod polulation change (can be positive or negative)
*/
static void ChangePopulation(Town *t, int mod)
{
t->population += mod;
InvalidateWindow(WC_TOWN_VIEW, t->index);
UpdateTownVirtCoord(t);
InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
}
/**
* Determines the world population
* Basically, count population of all towns, one by one
* @return uint32 the calculated population of the world
*/
uint32 GetWorldPopulation()
{
uint32 pop = 0;
const Town *t;
FOR_ALL_TOWNS(t) pop += t->population;
return pop;
}
/**
* Helper function for house completion stages progression
* @param tile TileIndex of the house (or parts of it) to "grow"
*/
static void MakeSingleHouseBigger(TileIndex tile)
{
assert(IsTileType(tile, MP_HOUSE));
/* means it is completed, get out. */
if (LiftHasDestination(tile)) return;
/* progress in construction stages */
IncHouseConstructionTick(tile);
if (GetHouseConstructionTick(tile) != 0) return;
const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
/* Check and/or */
if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
}
if (IsHouseCompleted(tile)) {
/* Now that construction is complete, we can add the population of the
* building to the town. */
ChangePopulation(GetTownByTile(tile), hs->population);
ResetHouseAge(tile);
}
MarkTileDirtyByTile(tile);
}
/** Make the house advance in its construction stages until completion
* @param tile TileIndex of house
*/
static void MakeTownHouseBigger(TileIndex tile)
{
uint flags = GetHouseSpecs(GetHouseType(tile))->building_flags;
if (flags & BUILDING_HAS_1_TILE) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
if (flags & BUILDING_2_TILES_Y) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
if (flags & BUILDING_2_TILES_X) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
}
/**
* Tile callback function.
*
* Periodic tic handler for houses and town
* @param tile been asked to do its stuff
*/
static void TileLoop_Town(TileIndex tile)
{
HouseID house_id = GetHouseType(tile);
/* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
* doesn't exist any more, so don't continue here. */
if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
if (!IsHouseCompleted(tile)) {
/* Construction is not completed. See if we can go further in construction*/
MakeTownHouseBigger(tile);
return;
}
const HouseSpec *hs = GetHouseSpecs(house_id);
/* If the lift has a destination, it is already an animated tile. */
if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
house_id < NEW_HOUSE_OFFSET &&
!LiftHasDestination(tile) &&
Chance16(1, 2)) {
AddAnimatedTile(tile);
}
Town *t = GetTownByTile(tile);
uint32 r = Random();
if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
for (uint i = 0; i < 256; i++) {
uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
if (cargo == CT_INVALID) continue;
uint amt = GB(callback, 0, 8);
if (amt == 0) continue;
uint moved = MoveGoodsToStation(tile, 1, 1, cargo, amt);
const CargoSpec *cs = GetCargo(cargo);
switch (cs->town_effect) {
case TE_PASSENGERS:
t->new_max_pass += amt;
t->new_act_pass += moved;
break;
case TE_MAIL:
t->new_max_mail += amt;
t->new_act_mail += moved;
break;
default:
break;
}
}
} else {
if (GB(r, 0, 8) < hs->population) {
uint amt = GB(r, 0, 8) / 8 + 1;
if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
t->new_max_pass += amt;
t->new_act_pass += MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
}
if (GB(r, 8, 8) < hs->mail_generation) {
uint amt = GB(r, 8, 8) / 8 + 1;
if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
t->new_max_mail += amt;
t->new_act_mail += MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
}
}
_current_company = OWNER_TOWN;
if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
HasBit(t->flags12, TOWN_IS_FUNDED) &&
CanDeleteHouse(tile) &&
GetHouseAge(tile) >= hs->minimum_life &&
--t->time_until_rebuild == 0) {
t->time_until_rebuild = GB(r, 16, 8) + 192;
ClearTownHouse(t, tile);
/* Rebuild with another house? */
if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
}
_current_company = OWNER_NONE;
}
/**
* Dummy tile callback function for handling tile clicks in towns
* @param tile unused
*/
static bool ClickTile_Town(TileIndex tile)
{
/* not used */
return false;
}
static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
{
if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
if (!CanDeleteHouse(tile)) return CMD_ERROR;
const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
CommandCost cost(EXPENSES_CONSTRUCTION);
cost.AddCost(hs->GetRemovalCost());
int rating = hs->remove_rating_decrease;
_cleared_town_rating += rating;
Town *t = _cleared_town = GetTownByTile(tile);
if (Company::IsValidID(_current_company)) {
if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
SetDParam(0, t->index);
return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
}
}
ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
if (flags & DC_EXEC) {
ClearTownHouse(t, tile);
}
return cost;
}
static void GetProducedCargo_Town(TileIndex tile, CargoID *b)
{
HouseID house_id = GetHouseType(tile);
const HouseSpec *hs = GetHouseSpecs(house_id);
Town *t = GetTownByTile(tile);
if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
for (uint i = 0; i < 256; i++) {
uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
if (cargo == CT_INVALID) continue;
*(b++) = cargo;
}
} else {
if (hs->population > 0) {
*(b++) = CT_PASSENGERS;
}
if (hs->mail_generation > 0) {
*(b++) = CT_MAIL;
}
}
}
static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
{
const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
CargoID accepts[3];
/* Set the initial accepted cargo types */
for (uint8 i = 0; i < lengthof(accepts); i++) {
accepts[i] = hs->accepts_cargo[i];
}
/* Check for custom accepted cargo types */
if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
if (callback != CALLBACK_FAILED) {
/* Replace accepted cargo types with translated values from callback */
accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grffile);
accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grffile);
accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
}
}
/* Check for custom cargo acceptance */
if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
if (callback != CALLBACK_FAILED) {
if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4);
if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4);
if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
/* The 'S' bit indicates food instead of goods */
ac[CT_FOOD] = GB(callback, 8, 4);
} else {
if (accepts[2] != CT_INVALID) ac[accepts[2]] = GB(callback, 8, 4);
}
return;
}
}
/* No custom acceptance, so fill in with the default values */
for (uint8 i = 0; i < lengthof(accepts); i++) {
if (accepts[i] != CT_INVALID) ac[accepts[i]] = hs->cargo_acceptance[i];
}
}
static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
{
const HouseID house = GetHouseType(tile);
const HouseSpec *hs = GetHouseSpecs(house);
bool house_completed = IsHouseCompleted(tile);
td->str = hs->building_name;
uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, GetTownByTile(tile), tile);
if (callback_res != CALLBACK_FAILED) {
StringID new_name = GetGRFStringID(hs->grffile->grfid, 0xD000 + callback_res);
if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
td->str = new_name;
}
}
if (!house_completed) {
SetDParamX(td->dparam, 0, td->str);
td->str = STR_TOWN_DESCRIPTION_UNDER_CONSTRUCTION;
}
if (hs->grffile != NULL) {
const GRFConfig *gc = GetGRFConfig(hs->grffile->grfid);
td->grf = gc->name;
}
td->owner[0] = OWNER_TOWN;
}
static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
/* not used */
return 0;
}
static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
{
/* not used */
}
static bool GrowTown(Town *t);
static void TownTickHandler(Town *t)
{
if (HasBit(t->flags12, TOWN_IS_FUNDED)) {
int i = t->grow_counter - 1;
if (i < 0) {
if (GrowTown(t)) {
i = t->growth_rate;
} else {
i = 0;
}
}
t->grow_counter = i;
}
UpdateTownRadius(t);
}
void OnTick_Town()
{
if (_game_mode == GM_EDITOR) return;
Town *t;
FOR_ALL_TOWNS(t) {
/* Run town tick at regular intervals, but not all at once. */
if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
TownTickHandler(t);
}
}
}
/**
* Return the RoadBits of a tile
*
* @note There are many other functions doing things like that.
* @note Needs to be checked for needlessness.
* @param tile The tile we want to analyse
* @return The roadbits of the given tile
*/
static RoadBits GetTownRoadBits(TileIndex tile)
{
TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD);
RoadBits r = ROAD_NONE;
if (b == TRACK_BIT_NONE) return r;
if (b & TRACK_BIT_X) r |= ROAD_X;
if (b & TRACK_BIT_Y) r |= ROAD_Y;
if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
if (b & TRACK_BIT_LEFT) r |= ROAD_NW | ROAD_SW;
if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
return r;
}
/**
* Check for parallel road inside a given distance.
* Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
* is there a parallel road left or right of it within distance dist_multi?
*
* @param tile curent tile
* @param dir target direction
* @param dist_multi distance multiplyer
* @return true if there is a parallel road
*/
static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
{
if (!IsValidTile(tile)) return false;
/* Lookup table for the used diff values */
const TileIndexDiff tid_lt[3] = {
TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
TileOffsByDiagDir(ReverseDiagDir(dir)),
};
dist_multi = (dist_multi + 1) * 4;
for (uint pos = 4; pos < dist_multi; pos++) {
/* Go (pos / 4) tiles to the left or the right */
TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
/* Use the current tile as origin, or go one tile backwards */
if (pos & 2) cur += tid_lt[2];
/* Test for roadbit parallel to dir and facing towards the middle axis */
if (IsValidTile(tile + cur) &&
GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
}
return false;
}
/**
* Check if a Road is allowed on a given tile
*
* @param t The current town
* @param tile The target tile
* @param dir The direction in which we want to extend the town
* @return true if it is allowed else false
*/
static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
{
if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false;
Slope cur_slope, desired_slope;
for (;;) {
/* Check if there already is a road at this point? */
if (GetTownRoadBits(tile) == ROAD_NONE) {
/* No, try if we are able to build a road piece there.
* If that fails clear the land, and if that fails exit.
* This is to make sure that we can build a road here later. */
if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
return false;
}
cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
if (cur_slope == SLOPE_FLAT) {
no_slope:
/* Tile has no slope */
switch (t->layout) {
default: NOT_REACHED();
case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1)
return !IsNeighborRoadTile(tile, dir, 1);
case TL_BETTER_ROADS: // Disallow the road if any neighboring tile has a road (distance: 1 and 2).
return !IsNeighborRoadTile(tile, dir, 2);
}
}
/* If the tile is not a slope in the right direction, then
* maybe terraform some. */
desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
if (Chance16(1, 8)) {
CommandCost res = CMD_ERROR;
if (!_generating_world && Chance16(1, 10)) {
/* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
}
if (CmdFailed(res) && Chance16(1, 3)) {
/* We can consider building on the slope, though. */
goto no_slope;
}
}
return false;
}
return true;
}
}
static bool TerraformTownTile(TileIndex tile, int edges, int dir)
{
assert(tile < MapSize());
CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
if (CmdFailed(r) || r.GetCost() >= (_price.terraform + 2) * 8) return false;
DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
return true;
}
static void LevelTownLand(TileIndex tile)
{
assert(tile < MapSize());
/* Don't terraform if land is plain or if there's a house there. */
if (IsTileType(tile, MP_HOUSE)) return;
Slope tileh = GetTileSlope(tile, NULL);
if (tileh == SLOPE_FLAT) return;
/* First try up, then down */
if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
}
}
/**
* Generate the RoadBits of a grid tile
*
* @param t current town
* @param tile tile in reference to the town
* @param dir The direction to which we are growing ATM
* @return the RoadBit of the current tile regarding
* the selected town layout
*/
static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
{
/* align the grid to the downtown */
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
RoadBits rcmd = ROAD_NONE;
switch (t->layout) {
default: NOT_REACHED();
case TL_2X2_GRID:
if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
break;
case TL_3X3_GRID:
if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
break;
}
/* Optimise only X-junctions */
if (rcmd != ROAD_ALL) return rcmd;
RoadBits rb_template;
switch (GetTileSlope(tile, NULL)) {
default: rb_template = ROAD_ALL; break;
case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
case SLOPE_STEEP_W:
case SLOPE_STEEP_S:
case SLOPE_STEEP_E:
case SLOPE_STEEP_N:
rb_template = ROAD_NONE;
break;
}
/* Stop if the template is compatible to the growth dir */
if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
/* If not generate a straight road in the direction of the growth */
return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
}
/**
* Grows the town with an extra house.
* Check if there are enough neighbor house tiles
* next to the current tile. If there are enough
* add another house.
*
* @param t The current town
* @param tile The target tile for the extra house
* @return true if an extra house has been added
*/
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
{
/* We can't look further than that. */
if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
uint counter = 0; // counts the house neighbor tiles
/* Check the tiles E,N,W and S of the current tile for houses */
for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
if (IsTileType(TileAddByDiagDir(tile, dir), MP_HOUSE)) counter++;
/* If there are enough neighbors stop here */
if (counter >= 3) {
if (BuildTownHouse(t, tile)) {
_grow_town_result = GROWTH_SUCCEED;
return true;
}
return false;
}
}
return false;
}
/**
* Grows the town with a road piece.
*
* @param t The current town
* @param tile The current tile
* @param rcmd The RoadBits we want to build on the tile
* @return true if the RoadBits have been added else false
*/
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
{
if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
_grow_town_result = GROWTH_SUCCEED;
return true;
}
return false;
}
/**
* Grows the town with a bridge.
* At first we check if a bridge is reasonable.
* If so we check if we are able to build it.
*
* @param t The current town
* @param tile The current tile
* @param bridge_dir The valid direction in which to grow a bridge
* @return true if a bridge has been build else false
*/
static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
{
assert(bridge_dir < DIAGDIR_END);
const Slope slope = GetTileSlope(tile, NULL);
if (slope == SLOPE_FLAT) return false; // no slope, no bridge
/* Make sure the direction is compatible with the slope.
* Well we check if the slope has an up bit set in the
* reverse direction. */
if (slope & InclinedSlope(bridge_dir)) return false;
/* Assure that the bridge is connectable to the start side */
if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
/* We are in the right direction */
uint8 bridge_length = 0; // This value stores the length of the possible bridge
TileIndex bridge_tile = tile; // Used to store the other waterside
const int delta = TileOffsByDiagDir(bridge_dir);
do {
if (bridge_length++ >= 11) {
/* Max 11 tile long bridges */
return false;
}
bridge_tile += delta;
} while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
/* no water tiles in between? */
if (bridge_length == 1) return false;
for (uint8 times = 0; times <= 22; times++) {
byte bridge_type = RandomRange(MAX_BRIDGES - 1);
/* Can we actually build the bridge? */
if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE))) {
DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
_grow_town_result = GROWTH_SUCCEED;
return true;
}
}
/* Quit if it selecting an appropiate bridge type fails a large number of times. */
return false;
}
/**
* Grows the given town.
* There are at the moment 3 possible way's for
* the town expansion:
* @li Generate a random tile and check if there is a road allowed
* @li TL_ORIGINAL
* @li TL_BETTER_ROADS
* @li Check if the town geometry allows a road and which one
* @li TL_2X2_GRID
* @li TL_3X3_GRID
* @li Forbid roads, only build houses
*
* @param tile_ptr The current tile
* @param cur_rb The current tiles RoadBits
* @param target_dir The target road dir
* @param t1 The current town
*/
static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
{
RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
TileIndex tile = *tile_ptr; // The main tile on which we base our growth
assert(tile < MapSize());
if (cur_rb == ROAD_NONE) {
/* Tile has no road. First reset the status counter
* to say that this is the last iteration. */
_grow_town_result = GROWTH_SEARCH_STOPPED;
if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
/* Remove hills etc */
if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
/* Is a road allowed here? */
switch (t1->layout) {
default: NOT_REACHED();
case TL_3X3_GRID:
case TL_2X2_GRID:
rcmd = GetTownRoadGridElement(t1, tile, target_dir);
if (rcmd == ROAD_NONE) return;
break;
case TL_BETTER_ROADS:
case TL_ORIGINAL:
if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
DiagDirection source_dir = ReverseDiagDir(target_dir);
if (Chance16(1, 4)) {
/* Randomize a new target dir */
do target_dir = RandomDiagDir(); while (target_dir == source_dir);
}
if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
/* A road is not allowed to continue the randomized road,
* return if the road we're trying to build is curved. */
if (target_dir != ReverseDiagDir(source_dir)) return;
/* Return if neither side of the new road is a house */
if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
return;
}
/* That means that the road is only allowed if there is a house
* at any side of the new road. */
}
rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
break;
}
} else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
/* Continue building on a partial road.
* Should be allways OK, so we only generate
* the fitting RoadBits */
_grow_town_result = GROWTH_SEARCH_STOPPED;
if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
switch (t1->layout) {
default: NOT_REACHED();
case TL_3X3_GRID:
case TL_2X2_GRID:
rcmd = GetTownRoadGridElement(t1, tile, target_dir);
break;
case TL_BETTER_ROADS:
case TL_ORIGINAL:
rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
break;
}
} else {
bool allow_house = true; // Value which decides if we want to construct a house
/* Reached a tunnel/bridge? Then continue at the other side of it. */
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
*tile_ptr = GetOtherTunnelBridgeEnd(tile);
}
return;
}
/* Possibly extend the road in a direction.
* Randomize a direction and if it has a road, bail out. */
target_dir = RandomDiagDir();
if (cur_rb & DiagDirToRoadBits(target_dir)) return;
/* This is the tile we will reach if we extend to this direction. */
TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
/* Don't walk into water. */
if (IsWaterTile(house_tile)) return;
if (!IsValidTile(house_tile) || !IsValidTile(house_tile + TileOffsByDiagDir(target_dir))) return;
if (_settings_game.economy.allow_town_roads || _generating_world) {
switch (t1->layout) {
default: NOT_REACHED();
case TL_3X3_GRID: // Use 2x2 grid afterwards!
GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
/* FALL THROUGH */
case TL_2X2_GRID:
rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
allow_house = (rcmd == ROAD_NONE);
break;
case TL_BETTER_ROADS: // Use original afterwards!
GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
/* FALL THROUGH */
case TL_ORIGINAL:
/* Allow a house at the edge. 60% chance or
* always ok if no road allowed. */
rcmd = DiagDirToRoadBits(target_dir);
allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
break;
}
}
if (allow_house) {
/* Build a house, but not if there already is a house there. */
if (!IsTileType(house_tile, MP_HOUSE)) {
/* Level the land if possible */
if (Chance16(1, 6)) LevelTownLand(house_tile);
/* And build a house.
* Set result to -1 if we managed to build it. */
if (BuildTownHouse(t1, house_tile)) {
_grow_town_result = GROWTH_SUCCEED;
}
}
return;
}
_grow_town_result = GROWTH_SEARCH_STOPPED;
}
/* Return if a water tile */
if (IsWaterTile(tile)) return;
/* Make the roads look nicer */
rcmd = CleanUpRoadBits(tile, rcmd);
if (rcmd == ROAD_NONE) return;
/* Only use the target direction for bridges to ensure they're connected.
* The target_dir is as computed previously according to town layout, so
* it will match it perfectly. */
if (GrowTownWithBridge(t1, tile, target_dir)) return;
GrowTownWithRoad(t1, tile, rcmd);
}
/** Returns "growth" if a house was built, or no if the build failed.
* @param t town to inquiry
* @param tile to inquiry
* @return something other than zero(0)if town expansion was possible
*/
static int GrowTownAtRoad(Town *t, TileIndex tile)
{
/* Special case.
* @see GrowTownInTile Check the else if
*/
DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
assert(tile < MapSize());
/* Number of times to search.
* Better roads, 2X2 and 3X3 grid grow quite fast so we give
* them a little handicap. */
switch (t->layout) {
case TL_BETTER_ROADS:
_grow_town_result = 10 + t->num_houses * 2 / 9;
break;
case TL_3X3_GRID:
case TL_2X2_GRID:
_grow_town_result = 10 + t->num_houses * 1 / 9;
break;
default:
_grow_town_result = 10 + t->num_houses * 4 / 9;
break;
}
do {
RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
/* Try to grow the town from this point */
GrowTownInTile(&tile, cur_rb, target_dir, t);
/* Exclude the source position from the bitmask
* and return if no more road blocks available */
cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
if (cur_rb == ROAD_NONE)
return _grow_town_result;
/* Select a random bit from the blockmask, walk a step
* and continue the search from there. */
do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
tile = TileAddByDiagDir(tile, target_dir);
if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
/* Don't allow building over roads of other cities */
if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && GetTownByTile(tile) != t) {
_grow_town_result = GROWTH_SUCCEED;
} else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
/* If we are in the SE, and this road-piece has no town owner yet, it just found an
* owner :) (happy happy happy road now) */
SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
SetTownIndex(tile, t->index);
}
}
/* Max number of times is checked. */
} while (--_grow_town_result >= 0);
return (_grow_town_result == -2);
}
/**
* Generate a random road block.
* The probability of a straight road
* is somewhat higher than a curved.
*
* @return A RoadBits value with 2 bits set
*/
static RoadBits GenRandomRoadBits()
{
uint32 r = Random();
uint a = GB(r, 0, 2);
uint b = GB(r, 8, 2);
if (a == b) b ^= 2;
return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
}
/** Grow the town
* @param t town to grow
* @return true iff a house was built
*/
static bool GrowTown(Town *t)
{
static const TileIndexDiffC _town_coord_mod[] = {
{-1, 0},
{ 1, 1},
{ 1, -1},
{-1, -1},
{-1, 0},
{ 0, 2},
{ 2, 0},
{ 0, -2},
{-1, -1},
{-2, 2},
{ 2, 2},
{ 2, -2},
{ 0, 0}
};
/* Current "company" is a town */
CompanyID old_company = _current_company;
_current_company = OWNER_TOWN;
TileIndex tile = t->xy; // The tile we are working with ATM
/* Find a road that we can base the construction on. */
const TileIndexDiffC *ptr;
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
if (GetTownRoadBits(tile) != ROAD_NONE) {
int r = GrowTownAtRoad(t, tile);
_current_company = old_company;
return r != 0;
}
tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
}
/* No road available, try to build a random road block by
* clearing some land and then building a road there. */
tile = t->xy;
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
/* Only work with plain land that not already has a house */
if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) {
DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
_current_company = old_company;
return true;
}
}
tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
}
_current_company = old_company;
return false;
}
void UpdateTownRadius(Town *t)
{
static const uint32 _town_squared_town_zone_radius_data[23][5] = {
{ 4, 0, 0, 0, 0}, // 0
{ 16, 0, 0, 0, 0},
{ 25, 0, 0, 0, 0},
{ 36, 0, 0, 0, 0},
{ 49, 0, 4, 0, 0},
{ 64, 0, 4, 0, 0}, // 20
{ 64, 0, 9, 0, 1},
{ 64, 0, 9, 0, 4},
{ 64, 0, 16, 0, 4},
{ 81, 0, 16, 0, 4},
{ 81, 0, 16, 0, 4}, // 40
{ 81, 0, 25, 0, 9},
{ 81, 36, 25, 0, 9},
{ 81, 36, 25, 16, 9},
{ 81, 49, 0, 25, 9},
{ 81, 64, 0, 25, 9}, // 60
{ 81, 64, 0, 36, 9},
{ 81, 64, 0, 36, 16},
{100, 81, 0, 49, 16},
{100, 81, 0, 49, 25},
{121, 81, 0, 49, 25}, // 80
{121, 81, 0, 49, 25},
{121, 81, 0, 49, 36}, // 88
};
if (t->num_houses < 92) {
memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
} else {
int mass = t->num_houses / 8;
/* Actually we are proportional to sqrt() but that's right because we are covering an area.
* The offsets are to make sure the radii do not decrease in size when going from the table
* to the calculated value.*/
t->squared_town_zone_radius[0] = mass * 15 - 40;
t->squared_town_zone_radius[1] = mass * 9 - 15;
t->squared_town_zone_radius[2] = 0;
t->squared_town_zone_radius[3] = mass * 5 - 5;
t->squared_town_zone_radius[4] = mass * 3 + 5;
}
}
extern int _nb_orig_names;
/**
* Struct holding a parameters used to generate town name.
* Speeds things up a bit because these values are computed only once per name generation.
*/
struct TownNameParams {
uint32 grfid; ///< newgrf ID
uint16 townnametype; ///< town name style
bool grf; ///< true iff a newgrf is used to generate town name
TownNameParams(byte town_name)
{
this->grf = town_name >= _nb_orig_names;
this->grfid = this->grf ? GetGRFTownNameId(town_name - _nb_orig_names) : 0;
this->townnametype = this->grf ? GetGRFTownNameType(town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + town_name;
}
};
/**
* Verifies the town name is valid and unique.
* @param r random bits
* @param par town name parameters
* @return true iff name is valid and unique
*/
static bool VerifyTownName(uint32 r, const TownNameParams *par)
{
/* reserve space for extra unicode character and terminating '\0' */
char buf1[MAX_LENGTH_TOWN_NAME_BYTES + 4 + 1];
char buf2[MAX_LENGTH_TOWN_NAME_BYTES + 4 + 1];
SetDParam(0, r);
if (par->grf && par->grfid != 0) {
GRFTownNameGenerate(buf1, par->grfid, par->townnametype, r, lastof(buf1));
} else {
GetString(buf1, par->townnametype, lastof(buf1));
}
/* Check size and width */
if (strlen(buf1) >= MAX_LENGTH_TOWN_NAME_BYTES) return false;
const Town *t;
FOR_ALL_TOWNS(t) {
/* We can't just compare the numbers since
* several numbers may map to a single name. */
SetDParam(0, t->index);
GetString(buf2, STR_TOWN, lastof(buf2));
if (strcmp(buf1, buf2) == 0) return false;
}
return true;
}
/**
* Generates valid town name.
* @param townnameparts if a name is generated, it's stored there
* @return true iff a name was generated
*/
bool GenerateTownName(uint32 *townnameparts)
{
/* Do not set too low tries, since when we run out of names, we loop
* for #tries only one time anyway - then we stop generating more
* towns. Do not show it too high neither, since looping through all
* the other towns may take considerable amount of time (10000 is
* too much). */
int tries = 1000;
TownNameParams par(_settings_game.game_creation.town_name);
assert(townnameparts != NULL);
for (;;) {
uint32 r = InteractiveRandom();
if (!VerifyTownName(r, &par)) {
if (tries-- < 0) return false;
continue;
}
*townnameparts = r;
return true;
}
}
void UpdateTownMaxPass(Town *t)
{
t->max_pass = t->population >> 3;
t->max_mail = t->population >> 4;
}
/**
* Does the actual town creation.
*
* @param t The town
* @param tile Where to put it
* @param townnameparts The town name
* @param size_mode How the size should be determined
* @param size Parameter for size determination
*/
static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
{
t->xy = tile;
t->num_houses = 0;
t->time_until_rebuild = 10;
UpdateTownRadius(t);
t->flags12 = 0;
t->population = 0;
t->grow_counter = 0;
t->growth_rate = 250;
t->new_max_pass = 0;
t->new_max_mail = 0;
t->new_act_pass = 0;
t->new_act_mail = 0;
t->max_pass = 0;
t->max_mail = 0;
t->act_pass = 0;
t->act_mail = 0;
t->pct_pass_transported = 0;
t->pct_mail_transported = 0;
t->fund_buildings_months = 0;
t->new_act_food = 0;
t->new_act_water = 0;
t->act_food = 0;
t->act_water = 0;
for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
t->have_ratings = 0;
t->exclusivity = INVALID_COMPANY;
t->exclusive_counter = 0;
t->statues = 0;
if (_settings_game.game_creation.town_name < _nb_orig_names) {
/* Original town name */
t->townnamegrfid = 0;
t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
} else {
/* Newgrf town name */
t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names);
t->townnametype = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
}
t->townnameparts = townnameparts;
UpdateTownVirtCoord(t);
InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
t->InitializeLayout(layout);
t->larger_town = city;
int x = (int)size * 16 + 3;
if (size == TS_RANDOM) x = (Random() & 0xF) + 8;
if (city) x *= _settings_game.economy.initial_city_size;
t->num_houses += x;
UpdateTownRadius(t);
int i = x * 4;
do {
GrowTown(t);
} while (--i);
t->num_houses -= x;
UpdateTownRadius(t);
UpdateTownMaxPass(t);
UpdateAirportsNoise();
}
/**
* Checks if it's possible to place a town at given tile
* @param tile tile to check
* @return error value or zero cost
*/
static CommandCost TownCanBePlacedHere(TileIndex tile)
{
/* Check if too close to the edge of map */
if (DistanceFromEdge(tile) < 12) {
return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
}
/* Check distance to all other towns. */
if (IsCloseToTown(tile, 20)) {
return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
}
/* Can only build on clear flat areas, possibly with trees. */
if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
}
return CommandCost();
}
/** Create a new town.
* This obviously only works in the scenario editor. Function not removed
* as it might be possible in the future to fund your own town :)
* @param tile coordinates where town is built
* @param flags type of operation
* @param p1 0..1 size of the town (@see TownSize)
* 2 true iff it should be a city
* 3..5 town road layout (@see TownLayout)
* @param p2 town name parts
*/
CommandCost CmdBuildTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
/* Only in the scenario editor */
if (_game_mode != GM_EDITOR) return CMD_ERROR;
TownSize size = (TownSize)GB(p1, 0, 2);
bool city = HasBit(p1, 2);
TownLayout layout = (TownLayout)GB(p1, 3, 3);
TownNameParams par(_settings_game.game_creation.town_name);
uint32 townnameparts = p2;
if (size > TS_RANDOM) return CMD_ERROR;
if (layout > TL_RANDOM) return CMD_ERROR;
if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
CommandCost cost = TownCanBePlacedHere(tile);
if (CmdFailed(cost)) return cost;
/* Allocate town struct */
if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
/* Create the town */
if (flags & DC_EXEC) {
Town *t = new Town(tile);
_generating_world = true;
UpdateNearestTownForRoadTiles(true);
DoCreateTown(t, tile, townnameparts, size, city, layout);
UpdateNearestTownForRoadTiles(false);
_generating_world = false;
}
return CommandCost();
}
/**
* Towns must all be placed on the same grid or when they eventually
* interpenetrate their road networks will not mesh nicely; this
* function adjusts a tile so that it aligns properly.
*
* @param tile the tile to start at
* @param layout which town layout algo is in effect
* @return the adjusted tile
*/
static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
{
switch (layout) {
case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
default: return tile;
}
}
/**
* Towns must all be placed on the same grid or when they eventually
* interpenetrate their road networks will not mesh nicely; this
* function tells you if a tile is properly aligned.
*
* @param tile the tile to start at
* @param layout which town layout algo is in effect
* @return true if the tile is in the correct location
*/
static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
{
switch (layout) {
case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
default: return true;
}
}
/**
* Used as the user_data for FindFurthestFromWater
*/
struct SpotData {
TileIndex tile; ///< holds the tile that was found
uint max_dist; ///< holds the distance that tile is from the water
TownLayout layout; ///< tells us what kind of town we're building
};
/**
* CircularTileSearch callback; finds the tile furthest from any
* water. slightly bit tricky, since it has to do a search of it's own
* in order to find the distance to the water from each square in the
* radius.
*
* Also, this never returns true, because it needs to take into
* account all locations being searched before it knows which is the
* furthest.
*
* @param tile Start looking from this tile
* @param user_data Storage area for data that must last across calls;
* must be a pointer to struct SpotData
*
* @return always false
*/
static bool FindFurthestFromWater(TileIndex tile, void *user_data)
{
SpotData *sp = (SpotData*)user_data;
uint dist = GetClosestWaterDistance(tile, true);
if (IsTileType(tile, MP_CLEAR) &&
GetTileSlope(tile, NULL) == SLOPE_FLAT &&
IsTileAlignedToGrid(tile, sp->layout) &&
dist > sp->max_dist) {
sp->tile = tile;
sp->max_dist = dist;
}
return false;
}
/**
* CircularTileSearch callback; finds the nearest land tile
*
* @param tile Start looking from this tile
* @param user_data not used
*/
static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
{
return IsTileType(tile, MP_CLEAR);
}
/**
* Given a spot on the map (presumed to be a water tile), find a good
* coastal spot to build a city. We don't want to build too close to
* the edge if we can help it (since that retards city growth) hence
* the search within a search within a search. O(n*m^2), where n is
* how far to search for land, and m is how far inland to look for a
* flat spot.
*
* @param tile Start looking from this spot.
* @return tile that was found
*/
static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
{
SpotData sp = { INVALID_TILE, 0, layout };
TileIndex coast = tile;
if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
return sp.tile;
}
/* if we get here just give up */
return INVALID_TILE;
}
Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout)
{
if (!Town::CanAllocateItem()) return NULL;
do {
/* Generate a tile index not too close from the edge */
TileIndex tile = AlignTileToGrid(RandomTile(), layout);
/* if we tried to place the town on water, slide it over onto
* the nearest likely-looking spot */
if (IsTileType(tile, MP_WATER)) {
tile = FindNearestGoodCoastalTownSpot(tile, layout);
if (tile == INVALID_TILE) continue;
}
/* Make sure town can be placed here */
if (CmdFailed(TownCanBePlacedHere(tile))) continue;
uint32 townnameparts;
/* Get a unique name for the town. */
if (!GenerateTownName(&townnameparts)) break;
/* Allocate a town struct */
Town *t = new Town(tile);
DoCreateTown(t, tile, townnameparts, size, city, layout);
/* if the population is still 0 at the point, then the
* placement is so bad it couldn't grow at all */
if (t->population > 0) return t;
delete t;
} while (--attempts != 0);
return NULL;
}
static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
bool GenerateTowns(TownLayout layout)
{
uint num = 0;
uint difficulty = _settings_game.difficulty.number_towns;
uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
SetGeneratingWorldProgress(GWP_TOWN, n);
do {
bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
IncreaseGeneratingWorldProgress(GWP_TOWN);
/* try 20 times to create a random-sized town for the first loop. */
if (CreateRandomTown(20, TS_RANDOM, city, layout) != NULL) num++;
} while (--n);
/* give it a last try, but now more aggressive */
if (num == 0 && CreateRandomTown(10000, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) == NULL) {
if (Town::GetNumItems() == 0) {
if (_game_mode != GM_EDITOR) {
extern StringID _switch_mode_errorstr;
_switch_mode_errorstr = STR_COULD_NOT_CREATE_TOWN;
}
return false;
}
}
return true;
}
/** Returns the bit corresponding to the town zone of the specified tile
* @param t Town on which town zone is to be found
* @param tile TileIndex where town zone needs to be found
* @return the bit position of the given zone, as defined in HouseZones
*/
HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
{
uint dist = DistanceSquare(tile, t->xy);
if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
HouseZonesBits smallest = HZB_TOWN_EDGE;
for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
if (dist < t->squared_town_zone_radius[i]) smallest = i;
}
return smallest;
}
/**
* Clears tile and builds a house or house part.
* @param t tile index
* @param tid Town index
* @param counter of construction step
* @param stage of construction (used for drawing)
* @param type of house. Index into house specs array
* @param random_bits required for newgrf houses
* @pre house can be built here
*/
static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
{
CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
assert(CmdSucceeded(cc));
IncreaseBuildingCount(t, type);
MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
if (GetHouseSpecs(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
MarkTileDirtyByTile(tile);
}
/**
* Write house information into the map. For houses > 1 tile, all tiles are marked.
* @param t tile index
* @param tid Town index
* @param counter of construction step
* @param stage of construction (used for drawing)
* @param type of house. Index into house specs array
* @param random_bits required for newgrf houses
* @pre house can be built here
*/
static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
{
BuildingFlags size = GetHouseSpecs(type)->building_flags;
ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
}
/**
* Checks if a house can be built here. Important is slope, bridge above
* and ability to clear the land.
* @param tile tile to check
* @param town town that is checking
* @param noslope are slopes (foundations) allowed?
* @return true iff house can be built here
*/
static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
{
/* cannot build on these slopes... */
Slope slope = GetTileSlope(tile, NULL);
if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
/* building under a bridge? */
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
/* do not try to build over house owned by another town */
if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
/* can we clear the land? */
return CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
}
/**
* Checks if a house can be built at this tile, must have the same max z as parameter.
* @param tile tile to check
* @param town town that is checking
* @param z max z of this tile so more parts of a house are at the same height (with foundation)
* @param noslope are slopes (foundations) allowed?
* @return true iff house can be built here
* @see CanBuildHouseHere()
*/
static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
{
if (!CanBuildHouseHere(tile, town, noslope)) return false;
/* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
if (GetTileMaxZ(tile) != z) return false;
return true;
}
/**
* Checks if a house of size 2x2 can be built at this tile
* @param tile tile, N corner
* @param town town that is checking
* @param z maximum tile z so all tile have the same max z
* @param noslope are slopes (foundations) allowed?
* @return true iff house can be built
* @see CheckBuildHouseSameZ()
*/
static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
{
/* we need to check this tile too because we can be at different tile now */
if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
tile += TileOffsByDiagDir(d);
if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
}
return true;
}
/**
* Checks if current town layout allows building here
* @param t town
* @param tile tile to check
* @return true iff town layout allows building here
* @note see layouts
*/
static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
{
/* Allow towns everywhere when we don't build roads */
if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
switch (t->layout) {
case TL_2X2_GRID:
if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
break;
case TL_3X3_GRID:
if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
break;
default:
break;
}
return true;
}
/**
* Checks if current town layout allows 2x2 building here
* @param t town
* @param tile tile to check
* @return true iff town layout allows 2x2 building here
* @note see layouts
*/
static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
{
/* Allow towns everywhere when we don't build roads */
if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
/* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
* so to do only one memory access, use MapSize() */
uint dx = MapSize() + TileX(t->xy) - TileX(tile);
uint dy = MapSize() + TileY(t->xy) - TileY(tile);
switch (t->layout) {
case TL_2X2_GRID:
if ((dx % 3) != 0 || (dy % 3) != 0) return false;
break;
case TL_3X3_GRID:
if ((dx % 4) < 2 || (dy % 4) < 2) return false;
break;
default:
break;
}
return true;
}
/**
* Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout
* Also, tests both building positions that occupy this tile
* @param tile tile where the building should be built
* @param t town
* @param maxz all tiles should have the same height
* @param noslope are slopes forbidden?
* @param second diagdir from first tile to second tile
**/
static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
{
/* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
TileIndex tile2 = *tile + TileOffsByDiagDir(second);
if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
*tile = tile2;
return true;
}
return false;
}
/**
* Checks if 2x2 building is allowed here, also takes into account current town layout
* Also, tests all four building positions that occupy this tile
* @param tile tile where the building should be built
* @param t town
* @param maxz all tiles should have the same height
* @param noslope are slopes forbidden?
**/
static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
{
TileIndex tile2 = *tile;
for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
*tile = tile2;
return true;
}
if (d == DIAGDIR_END) break;
tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
}
return false;
}
/**
* Tries to build a house at this tile
* @param t town the house will belong to
* @param tile where the house will be built
* @return false iff no house can be built at this tile
*/
static bool BuildTownHouse(Town *t, TileIndex tile)
{
/* forbidden building here by town layout */
if (!TownLayoutAllowsHouseHere(t, tile)) return false;
/* no house allowed at all, bail out */
if (!CanBuildHouseHere(tile, t->index, false)) return false;
uint z;
Slope slope = GetTileSlope(tile, &z);
/* Get the town zone type of the current tile, as well as the climate.
* This will allow to easily compare with the specs of the new house to build */
HouseZonesBits rad = GetTownRadiusGroup(t, tile);
/* Above snow? */
int land = _settings_game.game_creation.landscape;
if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
uint bitmask = (1 << rad) + (1 << (land + 12));
/* bits 0-4 are used
* bits 11-15 are used
* bits 5-10 are not used. */
HouseID houses[HOUSE_MAX];
uint num = 0;
uint probs[HOUSE_MAX];
uint probability_max = 0;
/* Generate a list of all possible houses that can be built. */
for (uint i = 0; i < HOUSE_MAX; i++) {
const HouseSpec *hs = GetHouseSpecs(i);
/* Verify that the candidate house spec matches the current tile status */
if ((~hs->building_availability & bitmask) != 0 || !hs->enabled) continue;
/* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
if (hs->class_id != HOUSE_NO_CLASS) {
/* id_count is always <= class_count, so it doesn't need to be checked */
if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
} else {
/* If the house has no class, check id_count instead */
if (t->building_counts.id_count[i] == UINT16_MAX) continue;
}
/* Without NewHouses, all houses have probability '1' */
uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
probability_max += cur_prob;
probs[num] = cur_prob;
houses[num++] = (HouseID)i;
}
uint maxz = GetTileMaxZ(tile);
while (probability_max > 0) {
uint r = RandomRange(probability_max);
uint i;
for (i = 0; i < num; i++) {
if (probs[i] > r) break;
r -= probs[i];
}
HouseID house = houses[i];
probability_max -= probs[i];
/* remove tested house from the set */
num--;
houses[i] = houses[num];
probs[i] = probs[num];
const HouseSpec *hs = GetHouseSpecs(house);
if (_loaded_newgrf_features.has_newhouses) {
if (hs->override != 0) {
house = hs->override;
hs = GetHouseSpecs(house);
}
if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world && _game_mode != GM_EDITOR) continue;
}
if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
/* Special houses that there can be only one of. */
uint oneof = 0;
if (hs->building_flags & BUILDING_IS_CHURCH) {
SetBit(oneof, TOWN_HAS_CHURCH);
} else if (hs->building_flags & BUILDING_IS_STADIUM) {
SetBit(oneof, TOWN_HAS_STADIUM);
}
if (t->flags12 & oneof) continue;
/* Make sure there is no slope? */
bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
if (noslope && slope != SLOPE_FLAT) continue;
if (hs->building_flags & TILE_SIZE_2x2) {
if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
} else if (hs->building_flags & TILE_SIZE_2x1) {
if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
} else if (hs->building_flags & TILE_SIZE_1x2) {
if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
} else {
/* 1x1 house checks are already done */
}
if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
}
/* build the house */
t->num_houses++;
/* Special houses that there can be only one of. */
t->flags12 |= oneof;
byte construction_counter = 0;
byte construction_stage = 0;
if (_generating_world || _game_mode == GM_EDITOR) {
uint32 r = Random();
construction_stage = TOWN_HOUSE_COMPLETED;
if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
if (construction_stage == TOWN_HOUSE_COMPLETED) {
ChangePopulation(t, hs->population);
} else {
construction_counter = GB(r, 2, 2);
}
}
MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
return true;
}
return false;
}
/**
* Update data structures when a house is removed
* @param tile Tile of the house
* @param t Town owning the house
* @param house House type
*/
static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
{
assert(IsTileType(tile, MP_HOUSE));
DecreaseBuildingCount(t, house);
DoClearSquare(tile);
DeleteAnimatedTile(tile);
}
/**
* Determines if a given HouseID is part of a multitile house.
* The given ID is set to the ID of the north tile and the TileDiff to the north tile is returned.
*
* @param house Is changed to the HouseID of the north tile of the same house
* @return TileDiff from the tile of the given HouseID to the north tile
*/
TileIndexDiff GetHouseNorthPart(HouseID &house)
{
if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
if (GetHouseSpecs(house - 1)->building_flags & TILE_SIZE_2x1) {
house--;
return TileDiffXY(-1, 0);
} else if (GetHouseSpecs(house - 1)->building_flags & BUILDING_2_TILES_Y) {
house--;
return TileDiffXY(0, -1);
} else if (GetHouseSpecs(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
house -= 2;
return TileDiffXY(-1, 0);
} else if (GetHouseSpecs(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
house -= 3;
return TileDiffXY(-1, -1);
}
}
return 0;
}
void ClearTownHouse(Town *t, TileIndex tile)
{
assert(IsTileType(tile, MP_HOUSE));
HouseID house = GetHouseType(tile);
/* need to align the tile to point to the upper left corner of the house */
tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
const HouseSpec *hs = GetHouseSpecs(house);
/* Remove population from the town if the house is finished. */
if (IsHouseCompleted(tile)) {
ChangePopulation(t, -hs->population);
}
t->num_houses--;
/* Clear flags for houses that only may exist once/town. */
if (hs->building_flags & BUILDING_IS_CHURCH) {
ClrBit(t->flags12, TOWN_HAS_CHURCH);
} else if (hs->building_flags & BUILDING_IS_STADIUM) {
ClrBit(t->flags12, TOWN_HAS_STADIUM);
}
/* Do the actual clearing of tiles */
uint eflags = hs->building_flags;
DoClearTownHouseHelper(tile, t, house);
if (eflags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
}
static bool IsUniqueTownName(const char *name)
{
const Town *t;
FOR_ALL_TOWNS(t) {
if (t->name != NULL && strcmp(t->name, name) == 0) return false;
}
return true;
}
/** Rename a town (server-only).
* @param tile unused
* @param flags type of operation
* @param p1 town ID to rename
* @param p2 unused
*/
CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Town *t = Town::GetIfValid(p1);
if (t == NULL) return CMD_ERROR;
bool reset = StrEmpty(text);
if (!reset) {
if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
if (!IsUniqueTownName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
}
if (flags & DC_EXEC) {
free(t->name);
t->name = reset ? NULL : strdup(text);
UpdateTownVirtCoord(t);
InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
UpdateAllStationVirtCoord();
UpdateAllWaypointSigns();
MarkWholeScreenDirty();
}
return CommandCost();
}
/** Called from GUI */
void ExpandTown(Town *t)
{
/* Warn the users if towns are not allowed to build roads,
* but do this only onces per openttd run. */
static bool warned_no_roads = false;
if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
ShowErrorMessage(INVALID_STRING_ID, STR_TOWN_EXPAND_WARN_NO_ROADS, 0, 0);
warned_no_roads = true;
}
/* The more houses, the faster we grow */
uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
t->num_houses += amount;
UpdateTownRadius(t);
uint n = amount * 10;
do GrowTown(t); while (--n);
t->num_houses -= amount;
UpdateTownRadius(t);
UpdateTownMaxPass(t);
}
extern const byte _town_action_costs[8] = {
2, 4, 9, 35, 48, 53, 117, 175
};
static void TownActionAdvertiseSmall(Town *t)
{
ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
}
static void TownActionAdvertiseMedium(Town *t)
{
ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
}
static void TownActionAdvertiseLarge(Town *t)
{
ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
}
static void TownActionRoadRebuild(Town *t)
{
t->road_build_months = 6;
char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
SetDParam(0, _current_company);
GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
char *cn = strdup(company_name);
SetDParam(0, t->index);
SetDParamStr(1, cn);
AddNewsItem(STR_NEWS_ROAD_REBUILDING, NS_GENERAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
}
static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
{
/* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
/* Don't build statues under bridges. */
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
if (!IsTileType(tile, MP_HOUSE) &&
!IsTileType(tile, MP_CLEAR) &&
!IsTileType(tile, MP_TREES)) {
return false;
}
CompanyID old = _current_company;
_current_company = OWNER_NONE;
CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
_current_company = old;
if (CmdFailed(r)) return false;
MakeStatue(tile, _current_company, town_id);
MarkTileDirtyByTile(tile);
return true;
}
/**
* Search callback function for TownActionBuildStatue
* @param tile on which to perform the search
* @param user_data The town_id for which we want a statue
* @return the result of the test
*/
static bool SearchTileForStatue(TileIndex tile, void *user_data)
{
TownID *town_id = (TownID *)user_data;
return DoBuildStatueOfCompany(tile, *town_id);
}
/**
* Perform a 9x9 tiles circular search from the center of the town
* in order to find a free tile to place a statue
* @param t town to search in
*/
static void TownActionBuildStatue(Town *t)
{
TileIndex tile = t->xy;
if (CircularTileSearch(&tile, 9, SearchTileForStatue, &t->index)) {
SetBit(t->statues, _current_company); // Once found and built, "inform" the Town
}
}
static void TownActionFundBuildings(Town *t)
{
/* Build next tick */
t->grow_counter = 1;
/* If we were not already growing */
SetBit(t->flags12, TOWN_IS_FUNDED);
/* And grow for 3 months */
t->fund_buildings_months = 3;
}
static void TownActionBuyRights(Town *t)
{
/* Check if it's allowed to by the rights */
if (!_settings_game.economy.exclusive_rights) return;
t->exclusive_counter = 12;
t->exclusivity = _current_company;
ModifyStationRatingAround(t->xy, _current_company, 130, 17);
}
static void TownActionBribe(Town *t)
{
if (Chance16(1, 14)) {
/* set as unwanted for 6 months */
t->unwanted[_current_company] = 6;
/* set all close by station ratings to 0 */
Station *st;
FOR_ALL_STATIONS(st) {
if (st->town == t && st->owner == _current_company) {
for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
}
}
/* only show errormessage to the executing player. All errors are handled command.c
* but this is special, because it can only 'fail' on a DC_EXEC */
if (IsLocalCompany()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
/* decrease by a lot!
* ChangeTownRating is only for stuff in demolishing. Bribe failure should
* be independent of any cheat settings
*/
if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
}
} else {
ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
}
}
typedef void TownActionProc(Town *t);
static TownActionProc * const _town_action_proc[] = {
TownActionAdvertiseSmall,
TownActionAdvertiseMedium,
TownActionAdvertiseLarge,
TownActionRoadRebuild,
TownActionBuildStatue,
TownActionFundBuildings,
TownActionBuyRights,
TownActionBribe
};
enum TownActions {
TACT_NONE = 0x00,
TACT_ADVERTISE_SMALL = 0x01,
TACT_ADVERTISE_MEDIUM = 0x02,
TACT_ADVERTISE_LARGE = 0x04,
TACT_ROAD_REBUILD = 0x08,
TACT_BUILD_STATUE = 0x10,
TACT_FOUND_BUILDINGS = 0x20,
TACT_BUY_RIGHTS = 0x40,
TACT_BRIBE = 0x80,
TACT_ADVERTISE = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE,
TACT_CONSTRUCTION = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS,
TACT_FUNDS = TACT_BUY_RIGHTS | TACT_BRIBE,
TACT_ALL = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS,
};
DECLARE_ENUM_AS_BIT_SET(TownActions);
/** Get a list of available actions to do at a town.
* @param nump if not NULL add put the number of available actions in it
* @param cid the company that is querying the town
* @param t the town that is queried
* @return bitmasked value of enabled actions
*/
uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
{
int num = 0;
TownActions buttons = TACT_NONE;
/* Spectators and unwanted have no options */
if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
/* Things worth more than this are not shown */
Money avail = Company::Get(cid)->money + _price.station_value * 200;
Money ref = _price.build_industry >> 8;
/* Check the action bits for validity and
* if they are valid add them */
for (uint i = 0; i != lengthof(_town_action_costs); i++) {
const TownActions cur = (TownActions)(1 << i);
/* Is the company not able to bribe ? */
if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
continue;
/* Is the company not able to buy exclusive rights ? */
if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
continue;
/* Is the company not able to build a statue ? */
if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
continue;
if (avail >= _town_action_costs[i] * ref) {
buttons |= cur;
num++;
}
}
}
if (nump != NULL) *nump = num;
return buttons;
}
/** Do a town action.
* This performs an action such as advertising, building a statue, funding buildings,
* but also bribing the town-council
* @param tile unused
* @param flags type of operation
* @param p1 town to do the action at
* @param p2 action to perform, @see _town_action_proc for the list of available actions
*/
CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Town *t = Town::GetIfValid(p1);
if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
CommandCost cost(EXPENSES_OTHER, (_price.build_industry >> 8) * _town_action_costs[p2]);
if (flags & DC_EXEC) {
_town_action_proc[p2](t);
InvalidateWindow(WC_TOWN_AUTHORITY, p1);
}
return cost;
}
static void UpdateTownGrowRate(Town *t)
{
/* Increase company ratings if they're low */
const Company *c;
FOR_ALL_COMPANIES(c) {
if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
}
}
int n = 0;
const Station *st;
FOR_ALL_STATIONS(st) {
if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
n++;
if (Company::IsValidID(st->owner)) {
int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
}
} else {
if (Company::IsValidID(st->owner)) {
int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
t->ratings[st->owner] = max(new_rating, INT16_MIN);
}
}
}
}
/* clamp all ratings to valid values */
for (uint i = 0; i < MAX_COMPANIES; i++) {
t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
}
InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
ClrBit(t->flags12, TOWN_IS_FUNDED);
if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
/** Towns are processed every TOWN_GROWTH_FREQUENCY ticks, and this is the
* number of times towns are processed before a new building is built. */
static const uint16 _grow_count_values[2][6] = {
{ 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
{ 320, 420, 300, 220, 160, 100 } // Normal values
};
uint16 m;
if (t->fund_buildings_months != 0) {
m = _grow_count_values[0][min(n, 5)];
t->fund_buildings_months--;
} else {
m = _grow_count_values[1][min(n, 5)];
if (n == 0 && !Chance16(1, 12)) return;
}
if (_settings_game.game_creation.landscape == LT_ARCTIC) {
if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
return;
} else if (_settings_game.game_creation.landscape == LT_TROPIC) {
if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
return;
}
/* Use the normal growth rate values if new buildings have been funded in
* this town and the growth rate is set to none. */
uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
m >>= growth_multiplier;
if (t->larger_town) m /= 2;
t->growth_rate = m / (t->num_houses / 50 + 1);
if (m <= t->grow_counter)
t->grow_counter = m;
SetBit(t->flags12, TOWN_IS_FUNDED);
}
static void UpdateTownAmounts(Town *t)
{
/* Using +1 here to prevent overflow and division by zero */
t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
t->max_pass = t->new_max_pass; t->new_max_pass = 0;
t->act_pass = t->new_act_pass; t->new_act_pass = 0;
t->act_food = t->new_act_food; t->new_act_food = 0;
t->act_water = t->new_act_water; t->new_act_water = 0;
/* Using +1 here to prevent overflow and division by zero */
t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
t->max_mail = t->new_max_mail; t->new_max_mail = 0;
t->act_mail = t->new_act_mail; t->new_act_mail = 0;
InvalidateWindow(WC_TOWN_VIEW, t->index);
}
static void UpdateTownUnwanted(Town *t)
{
const Company *c;
FOR_ALL_COMPANIES(c) {
if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
}
}
/**
* Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile
* @param tile The tile where the station shall be constructed.
* @param flags Command flags. DC_NO_TEST_TOWN_RATING is tested.
*/
bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
{
if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
if (t == NULL) return true;
if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
_error_message = STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
SetDParam(0, t->index);
return false;
}
Town *CalcClosestTownFromTile(TileIndex tile, uint threshold, const Town *ignore)
{
Town *t;
uint best = threshold;
Town *best_town = NULL;
FOR_ALL_TOWNS(t) {
if (t == ignore) continue;
uint dist = DistanceManhattan(tile, t->xy);
if (dist < best) {
best = dist;
best_town = t;
}
}
return best_town;
}
Town *ClosestTownFromTile(TileIndex tile, uint threshold)
{
switch (GetTileType(tile)) {
case MP_ROAD:
if (!HasTownOwnedRoad(tile)) {
TownID tid = GetTownIndex(tile);
if (tid == (TownID)INVALID_TOWN) {
/* in the case we are generating "many random towns", this value may be INVALID_TOWN */
if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
assert(Town::GetNumItems() == 0);
return NULL;
}
assert(Town::IsValidID(tid));
Town *town = Town::Get(tid);
if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
return town;
}
/* FALL THROUGH */
case MP_HOUSE:
return GetTownByTile(tile);
default:
return CalcClosestTownFromTile(tile, threshold);
}
}
static bool _town_rating_test = false;
SmallMap<const Town *, int, 4> _town_test_ratings;
void SetTownRatingTestMode(bool mode)
{
static int ref_count = 0;
if (mode) {
if (ref_count == 0) {
_town_test_ratings.Clear();
}
ref_count++;
} else {
assert(ref_count > 0);
ref_count--;
}
_town_rating_test = !(ref_count == 0);
}
static int GetRating(const Town *t)
{
if (_town_rating_test) {
SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
if (it != _town_test_ratings.End()) {
return it->second;
}
}
return t->ratings[_current_company];
}
/**
* Changes town rating of the current company
* @param t Town to affect
* @param add Value to add
* @param max Minimum (add < 0) resp. maximum (add > 0) rating that should be archievable with this change
* @param flags Command flags, especially DC_NO_MODIFY_TOWN_RATING is tested
*/
void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
{
/* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
!Company::IsValidID(_current_company) ||
(_cheats.magic_bulldozer.value && add < 0)) {
return;
}
int rating = GetRating(t);
if (add < 0) {
if (rating > max) {
rating += add;
if (rating < max) rating = max;
}
} else {
if (rating < max) {
rating += add;
if (rating > max) rating = max;
}
}
if (_town_rating_test) {
_town_test_ratings[t] = rating;
} else {
SetBit(t->have_ratings, _current_company);
t->ratings[_current_company] = rating;
InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
}
}
bool CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
{
/* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
if (t == NULL || !Company::IsValidID(_current_company) ||
_cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
return true;
}
/* minimum rating needed to be allowed to remove stuff */
static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
/* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
{ RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
{ RATING_ROAD_NEEDED_NEUTRAL, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
{ RATING_ROAD_NEEDED_HOSTILE, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
};
/* check if you're allowed to remove the road/bridge/tunnel
* owned by a town no removal if rating is lower than ... depends now on
* difficulty setting. Minimum town rating selected by difficulty level
*/
int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
if (GetRating(t) < needed) {
SetDParam(0, t->index);
_error_message = STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
return false;
}
return true;
}
void TownsMonthlyLoop()
{
Town *t;
FOR_ALL_TOWNS(t) {
if (t->road_build_months != 0) t->road_build_months--;
if (t->exclusive_counter != 0)
if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
UpdateTownGrowRate(t);
UpdateTownAmounts(t);
UpdateTownUnwanted(t);
}
}
void TownsYearlyLoop()
{
/* Increment house ages */
for (TileIndex t = 0; t < MapSize(); t++) {
if (!IsTileType(t, MP_HOUSE)) continue;
IncrementHouseAge(t);
}
}
void InitializeTowns()
{
_town_pool.CleanPool();
memset(_subsidies, 0, sizeof(_subsidies));
for (Subsidy *s = _subsidies; s != endof(_subsidies); s++) {
s->cargo_type = CT_INVALID;
}
}
static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
{
if (AutoslopeEnabled()) {
HouseID house = GetHouseType(tile);
GetHouseNorthPart(house); // modifies house to the ID of the north tile
const HouseSpec *hs = GetHouseSpecs(house);
/* Here we differ from TTDP by checking TILE_NOT_SLOPED */
if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
(GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
}
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
/** Tile callback functions for a town */
extern const TileTypeProcs _tile_type_town_procs = {
DrawTile_Town, // draw_tile_proc
GetSlopeZ_Town, // get_slope_z_proc
ClearTile_Town, // clear_tile_proc
GetAcceptedCargo_Town, // get_accepted_cargo_proc
GetTileDesc_Town, // get_tile_desc_proc
GetTileTrackStatus_Town, // get_tile_track_status_proc
ClickTile_Town, // click_tile_proc
AnimateTile_Town, // animate_tile_proc
TileLoop_Town, // tile_loop_clear
ChangeTileOwner_Town, // change_tile_owner_clear
GetProducedCargo_Town, // get_produced_cargo_proc
NULL, // vehicle_enter_tile_proc
GetFoundation_Town, // get_foundation_proc
TerraformTile_Town, // terraform_tile_proc
};
void ResetHouses()
{
memset(&_house_specs, 0, sizeof(_house_specs));
memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
/* Reset any overrides that have been set. */
_house_mngr.ResetOverride();
}
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