Files
@ r576:e61bea4d738a
Branch filter:
Location: cpp/openttd-patchpack/source/town_cmd.c
r576:e61bea4d738a
44.1 KiB
text/x-c
(svn r988) Removed the JAM file stuff since it turned out that nobody uses it anymore and it is not maintained anymore
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 | #include "stdafx.h"
#include "ttd.h"
#include "table/strings.h"
#include "viewport.h"
#include "town.h"
#include "command.h"
#include "pathfind.h"
#include "gfx.h"
#include "industry.h"
#include "station.h"
#include "player.h"
#include "news.h"
#include "saveload.h"
#include "economy.h"
#include "gui.h"
#include "network.h"
enum {
TOWN_HAS_CHURCH = 0x02,
TOWN_HAS_STADIUM = 0x04
};
// Local
static int _grow_town_result;
static bool BuildTownHouse(Town *t, uint tile);
static void ClearTownHouse(Town *t, uint tile);
static void DoBuildTownHouse(Town *t, uint tile);
typedef struct DrawTownTileStruct {
uint32 sprite_1;
uint32 sprite_2;
byte subtile_x:4;
byte subtile_y:4;
byte width:4;
byte height:4;
byte dz;
byte proc;
} DrawTownTileStruct;
#include "table/town_land.h"
static void TownDrawTileProc1(TileInfo *ti)
{
AddChildSpriteScreen(0x5A3, 0xE, 0x3C - (_map_owner[ti->tile]&0x7F));
}
typedef void TownDrawTileProc(TileInfo *ti);
static TownDrawTileProc * const _town_draw_tile_procs[1] = {
TownDrawTileProc1
};
static void DrawTile_Town(TileInfo *ti)
{
const DrawTownTileStruct *dcts;
byte z;
uint32 image;
/* Retrieve pointer to the draw town tile struct */
{
/* this "randomizes" on the (up to) 4 variants of a building */
byte gfx = _map2[ti->tile];
byte stage = _map3_lo[ti->tile] >> 6;
uint variant;
variant = ti->x >> 4;
variant ^= ti->x >> 6;
variant ^= ti->y >> 4;
variant -= ti->y >> 6;
variant &= 3;
dcts = &_town_draw_tile_data[gfx << 4 | variant << 2 | stage];
}
z = ti->z;
/* Add bricks below the house? */
if (ti->tileh) {
AddSortableSpriteToDraw(0x3DD + ti->tileh, ti->x, ti->y, 16, 16, 7, z);
AddChildSpriteScreen(dcts->sprite_1, 0x1F, 1);
z += 8;
} else {
/* Else draw regular ground */
DrawGroundSprite(dcts->sprite_1);
}
/* Add a house on top of the ground? */
if ((image = dcts->sprite_2) != 0) {
if (_display_opt & DO_TRANS_BUILDINGS)
image = (image & 0x3FFF) | 0x3224000;
AddSortableSpriteToDraw(image,
ti->x + dcts->subtile_x,
ti->y + dcts->subtile_y,
dcts->width + 1,
dcts->height + 1,
dcts->dz,
z);
if (_display_opt & DO_TRANS_BUILDINGS)
return;
}
{
int proc;
if ((proc=dcts->proc-1) >= 0 )
_town_draw_tile_procs[proc](ti);
}
}
static uint GetSlopeZ_Town(TileInfo *ti)
{
uint z = GetPartialZ(ti->x&0xF, ti->y&0xF, ti->tileh) + ti->z;
if (ti->tileh != 0) z = (z & ~7) + 4;
return (uint16) z;
}
static uint GetSlopeTileh_Town(TileInfo *ti)
{
return ti->tileh;
}
static void AnimateTile_Town(uint tile)
{
int old;
int i;
int a,b;
if (_tick_counter & 3)
return;
if (_map2[tile] != 4 && _map2[tile] != 5)
return;
if (!((old=_map_owner[tile])&0x80)) {
_map_owner[tile] |= 0x80;
do {
i = (Random()&7) - 1;
} while (i < 0 || i == 1 || i*6==old);
_map5[tile] = (_map5[tile] & ~0x3F) | i;
}
a = _map_owner[tile]&0x7F;
b = (_map5[tile]&0x3F) * 6;
a += (a < b) ? 1 : -1;
_map_owner[tile] = (_map_owner[tile]&0x80)|a;
if (a == b) {
_map5[tile] &= 0x40;
_map_owner[tile] &= 0x7F;
DeleteAnimatedTile(tile);
}
MarkTileDirtyByTile(tile);
}
static void UpdateTownRadius(Town *t);
static bool IsCloseToTown(uint tile, uint dist)
{
Town *t;
FOR_ALL_TOWNS(t) {
if (t->xy != 0 && GetTileDist(tile, t->xy) < dist)
return true;
}
return false;
}
static void ChangePopulation(Town *t, int mod)
{
t->population += mod;
InvalidateWindow(WC_TOWN_VIEW, t->index);
if (_town_sort_order & 2) _town_sort_dirty = true;
}
static void MakeSingleHouseBigger(uint tile)
{
byte b;
assert(IS_TILETYPE(tile, MP_HOUSE));
b = _map5[tile];
if (b & 0x80)
return;
_map5[tile] = (b & 0xC0) | ((b+1)&7);
if ((_map5[tile]&7) != 0)
return;
_map3_lo[tile] = _map3_lo[tile] + 0x40;
if ( (_map3_lo[tile] & 0xC0) == 0xC0) {
Town *t = ClosestTownFromTile(tile, (uint)-1);
ChangePopulation(t, _housetype_population[_map2[tile]]);
}
MarkTileDirtyByTile(tile);
}
static void MakeTownHouseBigger(uint tile)
{
uint flags = _house_more_flags[_map2[tile]];
if (flags & 8) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
if (flags & 4) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
if (flags & 2) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
if (flags & 1) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
}
static void TileLoop_Town(uint tile)
{
int house;
Town *t;
uint32 r;
if ((_map3_lo[tile] & 0xC0) != 0xC0) {
MakeTownHouseBigger(tile);
return;
}
house = _map2[tile];
if (_housetype_extra_flags[house] & 0x20 &&
!(_map5[tile] & 0x80) &&
CHANCE16(1,2) &&
AddAnimatedTile(tile)) {
_map5[tile] = (_map5[tile] & 0x40)|0x80;
}
t = ClosestTownFromTile(tile, (uint)-1);
r = Random();
if ( (byte)r < _housetype_population[house] ) {
uint amt = ((byte)r >> 3) + 1, moved;
if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
t->new_max_pass += amt;
moved = MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
t->new_act_pass += moved;
}
if ( (byte)(r>>8) < _housetype_mailamount[house] ) {
uint amt = ((byte)(r>>8) >> 3) + 1, moved;
if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
t->new_max_mail += amt;
moved = MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
t->new_act_mail += moved;
}
if (_house_more_flags[house]&8 && (t->flags12&1) && --t->time_until_rebuild == 0) {
r>>=16;
t->time_until_rebuild = (r & 63) + 130;
_current_player = OWNER_TOWN;
ClearTownHouse(t, tile);
// rebuild with another house?
if ( (byte) (r >> 8) >= 12) {
DoBuildTownHouse(t, tile);
}
_current_player = OWNER_NONE;
}
}
static void ClickTile_Town(uint tile)
{
/* not used */
}
static int32 ClearTile_Town(uint tile, byte flags)
{
int house, rating;
int32 cost;
Town *t;
// safety checks
if (!EnsureNoVehicle(tile)) return CMD_ERROR;
if (flags&DC_AUTO && !(flags&DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
house = _map2[tile];
cost = _price.remove_house * _housetype_remove_cost[house] >> 8;
rating = _housetype_remove_ratingmod[house];
_cleared_town_rating += rating;
_cleared_town = t = ClosestTownFromTile(tile, (uint)-1);
if (_current_player < MAX_PLAYERS) {
if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
SetDParam(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
}
}
if (flags & DC_EXEC) {
ChangeTownRating(t, -rating, -1000);
ClearTownHouse(t, tile);
}
return cost;
}
static void GetAcceptedCargo_Town(uint tile, AcceptedCargo ac)
{
int type = _map2[tile];
ac[CT_PASSENGERS] = _housetype_cargo_passengers[type];
ac[CT_MAIL] = _housetype_cargo_mail[type];
ac[CT_GOODS] = _housetype_cargo_goods[type];
ac[CT_FOOD] = _housetype_cargo_food[type];
}
static void GetTileDesc_Town(uint tile, TileDesc *td)
{
td->str = _town_tile_names[_map2[tile]];
if ((_map3_lo[tile] & 0xC0) != 0xC0) {
SetDParamX(td->dparam, 0, td->str);
td->str = STR_2058_UNDER_CONSTRUCTION;
}
td->owner = OWNER_TOWN;
}
static uint32 GetTileTrackStatus_Town(uint tile, TransportType mode)
{
/* not used */
return 0;
}
static void ChangeTileOwner_Town(uint tile, byte old_player, byte new_player)
{
/* not used */
}
static const TileIndexDiff _roadblock_tileadd[4+3] = {
TILE_XY(0,-1),
TILE_XY(1,0),
TILE_XY(0,1),
TILE_XY(-1,0),
// Store the first 3 elements again.
// Lets us rotate without using &3.
TILE_XY(0,-1),
TILE_XY(1,0),
TILE_XY(0,1),
};
static void TownTickHandler(Town *t)
{
if (t->flags12&1) {
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()
{
uint i;
Town *t;
if (_game_mode == GM_EDITOR)
return;
i = _cur_town_ctr;
t = DEREF_TOWN(i);
if (++i == lengthof(_towns)) i = 0;
_cur_town_ctr = i;
if (t->xy != 0)
TownTickHandler(t);
}
static byte GetTownRoadMask(TileIndex tile)
{
byte b = GetRoadBitsByTile(tile);
byte r=0;
if (b&1) r|=10;
if (b&2) r|=5;
if (b&4) r|=9;
if (b&8) r|=6;
if (b&16) r|=3;
if (b&32) r|=12;
return r;
}
static bool IsRoadAllowedHere(uint tile, int dir)
{
uint k;
uint slope;
// If this assertion fails, it might be because the world contains
// land at the edges. This is not ok.
TILE_ASSERT(tile);
for(;;) {
// Check if there already is a road at this point?
if (GetRoadBitsByTile(tile) == 0) {
// No, try to build one in the direction.
// 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 (DoCommandByTile(tile, (dir&1)?0xA:0x5, 0, DC_AUTO, CMD_BUILD_ROAD) == CMD_ERROR &&
DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR) == CMD_ERROR)
return false;
}
slope = GetTileSlope(tile, NULL);
if (slope == 0) {
no_slope:
// Tile has no slope
// Disallow the road if any neighboring tile has a road.
if (HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+1])), dir^2) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+3])), dir^2) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+1] + _roadblock_tileadd[dir+2])), dir) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+3] + _roadblock_tileadd[dir+2])), dir))
return false;
// Otherwise allow
return true;
}
// If the tile is not a slope in the right direction, then
// maybe terraform some.
if ((k = (dir&1)?0xC:0x9) != slope && (k^0xF) != slope) {
uint32 r = Random();
if (CHANCE16I(1,8, r) && !_generating_world) {
int32 res;
if (CHANCE16I(1,16,r))
res = DoCommandByTile(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER,
CMD_TERRAFORM_LAND);
else
res = DoCommandByTile(tile, slope^0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER,
CMD_TERRAFORM_LAND);
if (res == CMD_ERROR && CHANCE16I(1,3,r))
// We can consider building on the slope, though.
goto no_slope;
}
return false;
}
tile = TILE_ADD(tile, _roadblock_tileadd[dir]);
}
}
static bool TerraformTownTile(uint tile, int edges, int dir)
{
int32 r;
TILE_ASSERT(tile);
r = DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
if (r == CMD_ERROR || r >= 126*16)
return false;
DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
return true;
}
static void LevelTownLand(uint tile)
{
TileInfo ti;
TILE_ASSERT(tile);
// Don't terraform if land is plain or if there's a house there.
FindLandscapeHeightByTile(&ti, tile);
if (ti.tileh == 0 || ti.type == MP_HOUSE)
return;
// First try up, then down
if (!TerraformTownTile(tile, ~ti.tileh & 0xF, 1)) {
TerraformTownTile(tile, ti.tileh & 0xF, 0);
}
}
#define IS_WATER_TILE(t) (IS_TILETYPE((t), MP_WATER) && _map5[(t)] == 0)
static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
{
Town *t2;
uint16 r;
int a,b,rcmd;
uint tmptile;
TileInfo ti;
int i;
int j;
uint tile = *tile_ptr;
TILE_ASSERT(tile);
if (mask == 0) {
// Tile has no road. First reset the status counter
// to say that this is the last iteration.
_grow_town_result = 0;
// Then check if the tile we are at belongs to the town,
// if not, bail out.
t2 = ClosestTownFromTile(tile, (uint)-1);
if (t2 != t1)
return;
// Remove hills etc
LevelTownLand(tile);
// Is a road allowed here?
if (!IsRoadAllowedHere(tile, block))
return;
// Randomize new road block numbers
a = block;
b = block ^ 2;
r = (uint16)Random();
if (r <= 0x4000) do {
a = (int)Random() & 3;
} while(a == b);
if (!IsRoadAllowedHere(TILE_ADD(tile,_roadblock_tileadd[a]), a)) {
// A road is not allowed to continue the randomized road,
// return if the road we're trying to build is curved.
if ( a != (b^2))
return;
// Return if neither side of the new road is a house
if (!IS_TILETYPE(TILE_ADD(tile,_roadblock_tileadd[a+1]), MP_HOUSE) &&
!IS_TILETYPE(TILE_ADD(tile,_roadblock_tileadd[a+3]), MP_HOUSE))
return;
// That means that the road is only allowed if there is a house
// at any side of the new road.
}
rcmd = (1 << a) + (1 << b);
} else if (block < 5 && !HASBIT(mask,block^2)) {
// Continue building on a partial road.
// Always OK.
_grow_town_result = 0;
rcmd = 1 << (block^2);
} else {
// Reached a tunnel? Then continue at the other side of it.
if (IS_TILETYPE(tile, MP_TUNNELBRIDGE) && (_map5[tile]&~3)==4) {
FindLengthOfTunnelResult flotr = FindLengthOfTunnel(tile, _map5[tile]&3);
*tile_ptr = flotr.tile;
return;
}
// For any other kind of tunnel/bridge, bail out.
if (IS_TILETYPE(tile, MP_TUNNELBRIDGE))
return;
// Possibly extend the road in a direction.
// Randomize a direction and if it has a road, bail out.
i = (int)Random() & 3;
if (HASBIT(mask, i))
return;
// This is the tile we will reach if we extend to this direction.
tmptile = TILE_ADD(tile,_roadblock_tileadd[i]);
// Don't do it if it reaches to water.
if (IS_WATER_TILE(tmptile))
return;
// If the new tile belongs to another town,
// then stop the search altogether.
if (ClosestTownFromTile(tmptile, (uint)-1) != t1) {
_grow_town_result = 0;
return;
}
// Build a house at the edge. 60% chance or
// always ok if no road allowed.
if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6,10)) {
// But not if there already is a house there.
if (!IS_TILETYPE(tmptile, MP_HOUSE)) {
// Level the land if possible
LevelTownLand(tmptile);
// And build a house.
// Set result to -1 if we managed to build it.
if (BuildTownHouse(t1, tmptile))
_grow_town_result = -1;
}
return;
}
_grow_town_result = 0;
rcmd = 1 << i;
}
FindLandscapeHeightByTile(&ti, tile);
// Return if a water tile
if (ti.type == MP_WATER && ti.map5==0)
return;
// Determine direction of slope,
// and build a road if not a special slope.
if ((i=0,ti.tileh != 3) &&
(i++,ti.tileh != 9) &&
(i++,ti.tileh != 12) &&
(i++,ti.tileh != 6)) {
build_road_and_exit:
if (DoCommandByTile(tile, rcmd, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD) != CMD_ERROR)
_grow_town_result = -1;
return;
}
tmptile = tile;
// Now it contains the direction of the slope
j = -11; // max 11 tile long bridges
do {
if (++j == 0)
goto build_road_and_exit;
tmptile = TILE_MASK(tmptile + _tileoffs_by_dir[i]);
} while (IS_WATER_TILE(tmptile));
// no water tiles in between?
if (j == -10)
goto build_road_and_exit;
// Quit if it selecting an appropiate bridge type fails a large number of times.
j = 22;
{
int32 bridge_len = GetBridgeLength(tile, tmptile);
do {
byte bridge_type = RandomRange(MAX_BRIDGES - 1);
if (CheckBridge_Stuff(bridge_type, bridge_len)) {
if (DoCommandByTile(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE) != CMD_ERROR)
_grow_town_result = -1;
// obviously, if building any bridge would fail, there is no need to try other bridge-types
return;
}
} while(--j != 0);
}
}
#undef IS_WATER_TILE
// Returns true if a house was built, or no if the build failed.
static int GrowTownAtRoad(Town *t, uint tile)
{
uint mask;
int block = 5; // special case
TILE_ASSERT(tile);
// Number of times to search.
_grow_town_result = 10 + t->num_houses * 4 / 9;
do {
// Get a bitmask of the road blocks on a tile
mask = GetTownRoadMask(tile);
// Try to grow the town from this point
GrowTownInTile(&tile,mask,block,t);
// Exclude the source position from the bitmask
// and return if no more road blocks available
CLRBIT(mask, (block ^ 2));
if (mask == 0)
return _grow_town_result;
// Select a random bit from the blockmask, walk a step
// and continue the search from there.
do block = Random() & 3; while (!HASBIT(mask,block));
tile += _roadblock_tileadd[block];
// Max number of times is checked.
} while (--_grow_town_result >= 0);
return (_grow_town_result == -2);
}
// Generate a random road block
// The probability of a straight road
// is somewhat higher than a curved.
static int GenRandomRoadBits()
{
uint32 r = Random();
int a = r&3, b = (r >> 8) & 3;
if (a == b) b ^= 2;
return (1<<a)+(1<<b);
}
// Grow the town
// Returns true if a house was built, or no if the build failed.
bool GrowTown(Town *t)
{
uint tile;
const TileIndexDiff *ptr;
int offs;
TileInfo ti;
byte old_player;
static const TileIndexDiff _town_coord_mod[] = {
TILE_XY(-1,0),
TILE_XY(1,1),
TILE_XY(1,-1),
TILE_XY(-1,-1),
TILE_XY(-1,0),
TILE_XY(0,2),
TILE_XY(2,0),
TILE_XY(0,-2),
TILE_XY(-1,-1),
TILE_XY(-2,2),
TILE_XY(2,2),
TILE_XY(2,-2),
0,
};
// Current player is a town
old_player = _current_player;
_current_player = OWNER_TOWN;
// Find a road that we can base the construction on.
tile = t->xy;
ptr = _town_coord_mod;
do {
if (GetRoadBitsByTile(tile) != 0) {
int r = GrowTownAtRoad(t, tile);
_current_player = old_player;
return r;
}
offs = *ptr++;
tile = TILE_ADD(tile, offs);
} while (offs);
// No road available, try to build a random road block by
// clearing some land and then building a road there.
tile = t->xy;
ptr = _town_coord_mod;
do {
FindLandscapeHeightByTile(&ti, tile);
// Only work with plain land that not already has a house with map5=0
if (ti.tileh == 0 && !(ti.type==MP_HOUSE && ti.map5==0)) {
if (DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR) != CMD_ERROR) {
DoCommandByTile(tile, GenRandomRoadBits(), 0, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
_current_player = old_player;
return true;
}
}
offs = *ptr++;
tile = TILE_ADD(tile, offs);
} while (offs != 0);
_current_player = old_player;
return false;
}
static void UpdateTownRadius(Town *t)
{
static const uint16 _town_radius_data[23][5] = {
{ 4, 0, 0, 0, 0}, // 0
{16, 0, 0, 0, 0},
{25, 0, 0, 0, 0},
{36, 0, 0, 0, 0},
{49, 0, 4, 0, 0},
{64, 0, 4, 0, 0}, // 20
{64, 0, 9, 0, 1},
{64, 0, 9, 0, 4},
{64, 0, 16, 0, 4},
{81, 0, 16, 0, 4},
{81, 0, 16, 0, 4}, // 40
{81, 0, 25, 0, 9},
{81, 36, 25, 0, 9},
{81, 36, 25, 16, 9},
{81, 49, 0, 25, 9},
{81, 64, 0, 25, 9}, // 60
{81, 64, 0, 36, 9},
{81, 64, 0, 36, 16},
{100, 81, 0, 49, 16},
{100, 81, 0, 49, 25},
{121, 81, 0, 49, 25}, // 80
{121, 81, 0, 49, 25},
{121, 81, 0, 49, 36}, // 88
};
if (t->num_houses < 92) {
memcpy(t->radius, _town_radius_data[t->num_houses / 4], sizeof(t->radius));
} else {
int mass = t->num_houses / 8;
// At least very roughly extrapolate. Empirical numbers dancing between
// overwhelming by cottages and skyscrapers outskirts.
t->radius[0] = mass * mass;
// Actually we are proportional to sqrt() but that's right because
// we are covering an area.
t->radius[1] = mass * 7;
t->radius[2] = 0;
t->radius[3] = mass * 4;
t->radius[4] = mass * 3;
//debug("%d (->%d): %d %d %d %d\n", t->num_houses, mass, t->radius[0], t->radius[1], t->radius[3], t->radius[4]);
}
}
static void UpdateTownVirtCoord(Town *t)
{
Point pt = RemapCoords2(GET_TILE_X(t->xy)*16, GET_TILE_Y(t->xy)*16);
SetDParam(0, t->townnameparts);
UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24, t->townnametype);
}
static void CreateTownName(Town *t1)
{
Town *t2;
char buf1[64];
char buf2[64];
uint32 r;
t1->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
for(;;) {
restart:
r = Random();
SetDParam(0, r);
GetString(buf1, t1->townnametype);
// Check size and width
if (strlen(buf1) >= 31 || GetStringWidth(buf1) > 130)
continue;
FOR_ALL_TOWNS(t2) {
if (t2->xy != 0) {
SetDParam(0, t2->townnameparts);
GetString(buf2, t2->townnametype);
if (str_eq(buf1, buf2))
goto restart;
}
}
t1->townnameparts = r;
return;
}
}
static void UpdateTownMaxPass(Town *t)
{
t->max_pass = t->population >> 3;
t->max_mail = t->population >> 4;
}
static void DoCreateTown(Town *t, TileIndex tile)
{
int x, i;
// clear the town struct
i = t->index;
memset(t, 0, sizeof(Town));
t->index = i;
t->xy = tile;
t->num_houses = 0;
t->time_until_rebuild = 10;
UpdateTownRadius(t);
t->flags12 = 0;
t->population = 0;
t->grow_counter = 0;
t->growth_rate = 250;
t->new_max_pass = 0;
t->new_max_mail = 0;
t->new_act_pass = 0;
t->new_act_mail = 0;
t->max_pass = 0;
t->max_mail = 0;
t->act_pass = 0;
t->act_mail = 0;
t->pct_pass_transported = 0;
t->pct_mail_transported = 0;
t->fund_buildings_months = 0;
t->new_act_food = 0;
t->new_act_water = 0;
t->act_food = 0;
t->act_water = 0;
for(i = 0; i != MAX_PLAYERS; i++)
t->ratings[i] = 500;
t->have_ratings = 0;
t->exclusivity = (byte)-1;
t->exclusive_counter = 0;
t->statues = 0;
CreateTownName(t);
UpdateTownVirtCoord(t);
_town_sort_dirty = true;
x = (Random() & 0xF) + 8;
if (_game_mode == GM_EDITOR)
x = _new_town_size * 16 + 3;
t->num_houses += x;
UpdateTownRadius(t);
i = x * 4;
do {
GrowTown(t);
} while (--i);
t->num_houses -= x;
UpdateTownRadius(t);
UpdateTownMaxPass(t);
}
static Town *AllocateTown()
{
Town *t;
FOR_ALL_TOWNS(t) {
if (t->xy == 0) {
if (t->index > _total_towns) _total_towns = t->index;
return t;
}
}
return NULL;
}
int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
uint tile = TILE_FROM_XY(x,y);
TileInfo ti;
Town *t;
SET_EXPENSES_TYPE(EXPENSES_OTHER);
// Check if too close to the edge of map
if (!CheckDistanceFromEdge(tile, 12))
return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
// Can only build on clear flat areas.
FindLandscapeHeightByTile(&ti, tile);
if (ti.type != MP_CLEAR || ti.tileh != 0)
return_cmd_error(STR_0239_SITE_UNSUITABLE);
// Check distance to all other towns.
if (IsCloseToTown(tile, 20))
return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
// Allocate town struct
t = AllocateTown();
if (t == NULL)
return_cmd_error(STR_023A_TOO_MANY_TOWNS);
// Create the town
if (flags & DC_EXEC) {
_generating_world = true;
DoCreateTown(t, tile);
_generating_world = false;
}
return 0;
}
Town *CreateRandomTown()
{
uint tile;
TileInfo ti;
Town *t;
int n;
// Try 20 times.
n = 20;
do {
// Generate a tile index not too close from the edge
tile = TILE_MASK(Random());
if (!CheckDistanceFromEdge(tile, 20))
continue;
// Make sure the tile is plain
FindLandscapeHeightByTile(&ti, tile);
if (ti.type != MP_CLEAR || ti.tileh != 0)
continue;
// Check not too close to a town
if (IsCloseToTown(tile, 20))
continue;
// Allocate a town struct
t = AllocateTown();
if (t == NULL)
break;
DoCreateTown(t, tile);
return t;
} while (--n);
return NULL;
}
static const byte _num_initial_towns[3] = {
11, 23, 46
};
void GenerateTowns()
{
uint n;
n = _num_initial_towns[_opt.diff.number_towns] + (Random()&7);
do CreateRandomTown(); while (--n);
}
static bool CheckBuildHouseMode(Town *t1, uint tile, uint tileh, int mode) {
Town *t2 = ClosestTownFromTile(tile, (uint)-1);
int b;
uint slope;
static const byte _masks[8] = {
0xC,0x3,0x9,0x6,
0x3,0xC,0x6,0x9,
};
if (t2 != t1)
return false;
slope = GetTileSlope(tile, NULL);
if (slope & 0x10)
return false;
b = 0;
if ((slope & 0xF && ~slope & _masks[mode])) b = ~b;
if ((tileh & 0xF && ~tileh & _masks[mode+4])) b = ~b;
if (b)
return false;
return DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR) != CMD_ERROR;
}
int GetTownRadiusGroup(Town *t, uint tile)
{
uint dist;
int i,smallest;
dist = GetTileDistAdv(tile, t->xy);
if (t->fund_buildings_months && dist <= 25)
return 4;
smallest = 0;
for(i=0; i!=lengthof(t->radius); i++) {
if (dist < t->radius[i])
smallest = i;
}
return smallest;
}
static bool CheckFree2x2Area(Town *t1, uint tile)
{
Town *t;
int i;
static const TileIndexDiff _tile_add[4] = {
TILE_XY(0,0),
TILE_XY(0,1) - TILE_XY(0,0),
TILE_XY(1,0) - TILE_XY(0,1),
TILE_XY(1,1) - TILE_XY(1,0),
};
for(i=0; i!=4; i++) {
tile += _tile_add[i];
t = ClosestTownFromTile(tile, (uint)-1);
if (t1 != t)
return false;
if (GetTileSlope(tile, NULL))
return false;
if (DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR) == CMD_ERROR)
return false;
}
return true;
}
static void DoBuildTownHouse(Town *t, uint tile)
{
int i;
uint bitmask;
int house;
uint slope;
int z;
uint oneof;
// Above snow?
slope = GetTileSlope(tile, &z);
// Get the town zone type
{
uint rad = GetTownRadiusGroup(t, tile);
int land = _opt.landscape;
if (land == LT_HILLY && z >= _opt.snow_line)
land = -1;
bitmask = (1 << rad) + (1 << (land + 12));
}
// bits 0-4 are used
// bits 11-15 are used
// bits 5-10 are not used.
{
byte houses[lengthof(_housetype_flags)];
int num = 0;
// Generate a list of all possible houses that can be built.
for(i=0; i!=lengthof(_housetype_flags); i++) {
if ((~_housetype_flags[i] & bitmask) == 0)
houses[num++] = (byte)i;
}
for(;;) {
house = houses[RandomRange(num)];
if (_cur_year < _housetype_years[house].min || _cur_year > _housetype_years[house].max)
continue;
// Special houses that there can be only one of.
switch (house) {
case HOUSE_TEMP_CHURCH:
case HOUSE_ARCT_CHURCH:
case HOUSE_SNOW_CHURCH:
case HOUSE_TROP_CHURCH:
case HOUSE_TOY_CHURCH:
oneof = TOWN_HAS_CHURCH;
break;
case HOUSE_STADIUM:
case HOUSE_MODERN_STADIUM:
oneof = TOWN_HAS_STADIUM;
break;
default:
oneof = 0;
break;
}
if (t->flags12 & oneof)
continue;
// Make sure there is no slope?
if (_housetype_extra_flags[house]&0x12 && slope)
continue;
if (_housetype_extra_flags[house]&0x10) {
if (CheckFree2x2Area(t,tile) ||
CheckFree2x2Area(t,(tile+=TILE_XY(-1,0))) ||
CheckFree2x2Area(t,(tile+=TILE_XY(0,-1))) ||
CheckFree2x2Area(t,(tile+=TILE_XY(1,0))))
break;
tile += TILE_XY(0,1);
} else if (_housetype_extra_flags[house]&4) {
if (CheckBuildHouseMode(t, tile+TILE_XY(1,0), slope, 0))
break;
if (CheckBuildHouseMode(t, tile+TILE_XY(-1,0), slope, 1)) {
tile += TILE_XY(-1,0);
break;
}
} else if (_housetype_extra_flags[house]&8) {
if (CheckBuildHouseMode(t, tile+TILE_XY(0,1), slope, 2))
break;
if (CheckBuildHouseMode(t, tile+TILE_XY(0,-1), slope, 3)) {
tile += TILE_XY(0,-1);
break;
}
} else
break;
}
}
t->num_houses++;
// Special houses that there can be only one of.
t->flags12 |= oneof;
{
int m3lo,m5,eflags;
// ENDING_2
m3lo = 0;
m5 = 0;
if (_generating_world) {
uint32 r = Random();
// Value for map3lo
m3lo = 0xC0;
if ((byte)r >= 220) m3lo &= (r>>8);
if (m3lo == 0xC0)
ChangePopulation(t, _housetype_population[house]);
// Initial value for map5.
m5 = (r >> 16) & 0x3F;
}
assert(IS_TILETYPE(tile, MP_CLEAR));
ModifyTile(tile,
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
house, /* map2 */
m3lo, /* map3_lo */
0, /* map_owner */
m5 /* map5 */
);
eflags = _housetype_extra_flags[house];
if (eflags&0x18) {
assert(IS_TILETYPE(tile + TILE_XY(0,1), MP_CLEAR));
ModifyTile(tile + TILE_XY(0,1),
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
++house, /* map2 */
m3lo, /* map3_lo */
0, /* map_owner */
m5 /* map5 */
);
}
if (eflags&0x14) {
assert(IS_TILETYPE(tile + TILE_XY(1,0), MP_CLEAR));
ModifyTile(tile + TILE_XY(1,0),
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
++house, /* map2 */
m3lo, /* map3_lo */
0, /* map_owner */
m5 /* map5 */
);
}
if (eflags&0x10) {
assert(IS_TILETYPE(tile + TILE_XY(1,1), MP_CLEAR));
ModifyTile(tile + TILE_XY(1,1),
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
++house, /* map2 */
m3lo, /* map3_lo */
0, /* map_owner */
m5 /* map5 */
);
}
}
// ENDING
}
static bool BuildTownHouse(Town *t, uint tile)
{
int32 r;
// make sure it's possible
if (!EnsureNoVehicle(tile)) return false;
if (GetTileSlope(tile, NULL) & 0x10) return false;
r = DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
if (r == CMD_ERROR) return false;
DoBuildTownHouse(t, tile);
return true;
}
static void DoClearTownHouseHelper(uint tile)
{
assert(IS_TILETYPE(tile, MP_HOUSE));
DoClearSquare(tile);
DeleteAnimatedTile(tile);
}
static void ClearTownHouse(Town *t, uint tile) {
uint house = _map2[tile];
uint eflags;
assert(IS_TILETYPE(tile, MP_HOUSE));
// need to align the tile to point to the upper left corner of the house
if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
if (_housetype_extra_flags[house-1] & 0x04) {
house--;
tile += TILE_XY(-1,0);
} else if (_housetype_extra_flags[house-1] & 0x18) {
house--;
tile += TILE_XY(0,-1);
} else if (_housetype_extra_flags[house-2] & 0x10) {
house-=2;
tile += TILE_XY(-1,0);
} else if (_housetype_extra_flags[house-3] & 0x10) {
house-=3;
tile += TILE_XY(-1,-1);
}
}
// Remove population from the town if the
// house is finished.
if ((~_map3_lo[tile] & 0xC0) == 0) {
ChangePopulation(t, -_housetype_population[house]);
}
t->num_houses--;
// Clear flags for houses that only may exist once/town.
switch (house) {
case HOUSE_TEMP_CHURCH:
case HOUSE_ARCT_CHURCH:
case HOUSE_SNOW_CHURCH:
case HOUSE_TROP_CHURCH:
case HOUSE_TOY_CHURCH:
t->flags12 &= ~TOWN_HAS_CHURCH;
break;
case HOUSE_STADIUM:
case HOUSE_MODERN_STADIUM:
t->flags12 &= ~TOWN_HAS_STADIUM;
break;
default:
break;
}
// Do the actual clearing of tiles
eflags = _housetype_extra_flags[house];
DoClearTownHouseHelper(tile);
if (eflags & 0x14) DoClearTownHouseHelper(tile + TILE_XY(1,0));
if (eflags & 0x18) DoClearTownHouseHelper(tile + TILE_XY(0,1));
if (eflags & 0x10) DoClearTownHouseHelper(tile + TILE_XY(1,1));
}
int32 CmdRenameTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
StringID str;
Town *t = DEREF_TOWN(p1);
str = AllocateNameUnique((byte*)_decode_parameters, 4);
if (str == 0)
return CMD_ERROR;
if (flags & DC_EXEC) {
StringID old_str = t->townnametype;
t->townnametype = str;
DeleteName(old_str);
UpdateTownVirtCoord(t);
_town_sort_dirty = true;
UpdateAllStationVirtCoord();
MarkWholeScreenDirty();
} else {
DeleteName(str);
}
return 0;
}
// Called from GUI
void DeleteTown(Town *t)
{
Industry *i;
uint tile;
// Delete town authority window
// and remove from list of sorted towns
DeleteWindowById(WC_TOWN_VIEW, t->index);
_town_sort_dirty = true;
// Delete all industries belonging to the town
for(i=_industries; i != endof(_industries); i++) {
if (i->xy && i->town == t)
DeleteIndustry(i);
}
// Go through all tiles and delete those belonging to the town
tile = 0;
do {
if (IS_TILETYPE(tile, MP_HOUSE)) {
if (ClosestTownFromTile(tile, (uint)-1) == t) {
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
} else if (IS_TILETYPE(tile, MP_TUNNELBRIDGE) || IS_TILETYPE(tile, MP_STREET)) {
if (_map_owner[tile] == OWNER_TOWN && ClosestTownFromTile(tile, (uint)-1) == t) {
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
}
} while (++tile != TILES_X * TILES_Y);
t->xy = 0;
DeleteName(t->townnametype);
MarkWholeScreenDirty();
}
// Called from GUI
void ExpandTown(Town *t)
{
int amount, n;
_generating_world = true;
amount = ((int)Random()&3) + 3;
t->num_houses += amount;
UpdateTownRadius(t);
n = amount * 4;
do GrowTown(t); while (--n);
t->num_houses -= amount;
UpdateTownRadius(t);
UpdateTownMaxPass(t);
_generating_world = false;
}
const byte _town_action_costs[8] = {
2, 4, 9, 35, 48, 53, 117, 175
};
typedef void TownActionProc(Town *t, int action);
static void TownActionAdvertise(Town *t, int action)
{
static const byte _advertising_amount[3] = {0x40, 0x70, 0xA0};
static const byte _advertising_radius[3] = {10,15,20};
ModifyStationRatingAround(t->xy, _current_player,
_advertising_amount[action],
_advertising_radius[action]);
}
static void TownActionRoadRebuild(Town *t, int action)
{
Player *p;
t->road_build_months = 6;
SetDParam(0, t->index);
p = DEREF_PLAYER(_current_player);
SetDParam(1, p->name_1);
SetDParam(2, p->name_2);
AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING,
NEWS_FLAGS(NM_NORMAL, NF_TILE, NT_GENERAL, 0), t->xy, 0);
}
static bool DoBuildStatueOfCompany(uint tile)
{
TileInfo ti;
byte old;
int32 r;
FindLandscapeHeightByTile(&ti, tile);
if (ti.tileh != 0)
return false;
if (ti.type != MP_HOUSE && ti.type != MP_CLEAR && ti.type != MP_TREES)
return false;
old = _current_player;
_current_player = OWNER_NONE;
r = DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
_current_player = old;
if (r == CMD_ERROR)
return false;
ModifyTile(tile, MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5,
2 /* map5 */
);
return true;
}
static void TownActionBuildStatue(Town *t, int action)
{
// Layouted as an outward spiral
static const TileIndexDiff _statue_tiles[] = {
TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(-1,0), TILE_XY(-1,0),
TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
TILE_XY(0,1), TILE_XY(0,1), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(-1,0), TILE_XY(-1,0),
TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
0,
};
int offs;
uint tile = t->xy;
const TileIndexDiff *p = _statue_tiles;
SETBIT(t->statues, _current_player);
do {
if (DoBuildStatueOfCompany(tile))
return;
offs = *p++;
tile = TILE_ADD(tile, offs);
} while (offs);
}
static void TownActionFundBuildings(Town *t, int action)
{
t->grow_counter = 1;
t->flags12 |= 1;
t->fund_buildings_months = 3;
}
static void TownActionBuyRights(Town *t, int action)
{
t->exclusive_counter = 12;
t->exclusivity = _current_player;
ModifyStationRatingAround(t->xy, _current_player, 130, 17);
}
static void TownActionBribe(Town *t, int action)
{
if (!RandomRange(15)) {
GoodsEntry *ge;
Station *st;
int i, rating;
// set as unwanted for 6 months
t->unwanted[_current_player] = 6;
// set all close by station ratings to 0
FOR_ALL_STATIONS(st) {
if (st->town == t && st->owner == _current_player) {
for (i=0, ge = st->goods; i != NUM_CARGO; i++, ge++)
ge->rating = 0;
}
}
// only show errormessage to the executing player. All errors are handled command.c
// but this is special, because it can only 'fail' on a DC_EXEC
if (!_networking || (_current_player == _local_player))
ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
/* decrease by a lot!
* ChangeTownRating is only for stuff in demolishing. Bribe failure should
* be independent of any cheat settings
* ChangeTownRating(c, -1000, -50);
*/
rating = t->ratings[_current_player];
if (rating > -50)
t->ratings[_current_player] = -50;
} else {
ChangeTownRating(t, 200, 800);
}
}
static TownActionProc * const _town_action_proc[] = {
TownActionAdvertise,
TownActionAdvertise,
TownActionAdvertise,
TownActionRoadRebuild,
TownActionBuildStatue,
TownActionFundBuildings,
TownActionBuyRights,
TownActionBribe
};
// p1 = town
// p2 = action
int32 CmdDoTownAction(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
int32 cost;
SET_EXPENSES_TYPE(EXPENSES_OTHER);
cost = (_price.build_industry >> 8) * _town_action_costs[p2];
if (flags & DC_EXEC) {
_town_action_proc[p2](DEREF_TOWN(p1), p2);
InvalidateWindow(WC_TOWN_AUTHORITY, p1);
}
return cost;
}
static void UpdateTownGrowRate(Town *t)
{
int n;
Station *st;
byte m;
Player *p;
// Reset player ratings if they're low
FOR_ALL_PLAYERS(p) {
if (p->is_active && t->ratings[p->index] <= 200) {
t->ratings[p->index] += 5;
}
}
n = 0;
FOR_ALL_STATIONS(st) {
if (GetTileDistAdv(st->xy, t->xy) <= t->radius[0]) {
if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
n++;
if (st->owner < MAX_PLAYERS && t->ratings[st->owner] <= 1000-12)
t->ratings[st->owner] += 12;
} else {
if (st->owner < MAX_PLAYERS && t->ratings[st->owner] >= -1000+15)
t->ratings[st->owner] -= 15;
}
}
}
t->flags12 &= ~1;
if (t->fund_buildings_months != 0) {
static const byte _grow_count_values[6] = {
60, 60, 60, 50, 40, 30
};
m = _grow_count_values[min(n, 5)];
t->fund_buildings_months--;
} else if (n == 0) {
m = 160;
if (!CHANCE16(1, 12))
return;
} else {
static const byte _grow_count_values[5] = {
210, 150, 110, 80, 50
};
m = _grow_count_values[min(n, 5) - 1];
}
if (_opt.landscape == LT_HILLY) {
if (GET_TILEHEIGHT(t->xy) >= _opt.snow_line && t->act_food == 0 && t->population > 90)
return;
} else if (_opt.landscape == LT_DESERT) {
if (GetMapExtraBits(t->xy) == 1 && (t->act_food==0 || t->act_water==0) && t->population > 60)
return;
}
t->growth_rate = m / (t->num_houses / 50 + 1);
if (m <= t->grow_counter)
t->grow_counter = m;
t->flags12 |= 1;
}
static void UpdateTownAmounts(Town *t)
{
// Using +1 here to prevent overflow and division by zero
t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
t->max_pass = t->new_max_pass; t->new_max_pass = 0;
t->act_pass = t->new_act_pass; t->new_act_pass = 0;
t->act_food = t->new_act_food; t->new_act_food = 0;
t->act_water = t->new_act_water; t->new_act_water = 0;
// Using +1 here to prevent overflow and division by zero
t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
t->max_mail = t->new_max_mail; t->new_max_mail = 0;
t->act_mail = t->new_act_mail; t->new_act_mail = 0;
InvalidateWindow(WC_TOWN_VIEW, t->index);
}
static void UpdateTownUnwanted(Town *t)
{
Player *p;
FOR_ALL_PLAYERS(p) {
if (t->unwanted[p->index] > 0)
t->unwanted[p->index]--;
}
}
bool CheckIfAuthorityAllows(uint tile)
{
Town *t;
if (_current_player >= MAX_PLAYERS)
return true;
t = ClosestTownFromTile(tile, _patches.dist_local_authority);
if (t == NULL)
return true;
if (t->ratings[_current_player] > -200)
return true;
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
SetDParam(0, t->index);
return false;
}
Town *ClosestTownFromTile(uint tile, uint threshold)
{
Town *t;
uint dist, best = threshold;
Town *best_town = NULL;
FOR_ALL_TOWNS(t) {
if (t->xy != 0) {
dist = GetTileDist(tile, t->xy);
if (dist < best) {
best = dist;
best_town = t;
}
}
}
return best_town;
}
void ChangeTownRating(Town *t, int add, int max)
{
int rating;
// if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff
if (t == NULL || _current_player >= MAX_PLAYERS || (_cheats.magic_bulldozer.value && add < 0) )
return;
SETBIT(t->have_ratings, _current_player);
rating = t->ratings[_current_player];
if (add < 0) {
if (rating > max) {
rating += add;
if (rating < max) rating = max;
}
} else {
if (rating < max) {
rating += add;
if (rating > max) rating = max;
}
}
t->ratings[_current_player] = rating;
}
/* penalty for removing town-owned stuff */
static const int _default_rating_settings [3][3] = {
// ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE
{ 0, 128, 384}, // Permissive
{ 48, 192, 480}, // Neutral
{ 96, 384, 768}, // Hostile
};
bool CheckforTownRating(uint tile, uint32 flags, Town *t, byte type)
{
int modemod;
// if magic_bulldozer cheat is active, town doesn't restrict your destructive actions
if (t == NULL || _current_player >= MAX_PLAYERS || _cheats.magic_bulldozer.value)
return true;
/* check if you're allowed to remove the street/bridge/tunnel/industry
* owned by a town no removal if rating is lower than ... depends now on
* difficulty setting. Minimum town rating selected by difficulty level
*/
modemod = _default_rating_settings[_opt_mod_ptr->diff.town_council_tolerance][type];
if (t->ratings[_current_player] < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) {
SetDParam(0, t->index);
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
return false;
}
return true;
}
void TownsMonthlyLoop()
{
Town *t;
FOR_ALL_TOWNS(t) if (t->xy != 0) {
if (t->road_build_months != 0)
t->road_build_months--;
if (t->exclusive_counter != 0)
if(--t->exclusive_counter==0)
t->exclusivity = (byte)-1;
UpdateTownGrowRate(t);
UpdateTownAmounts(t);
UpdateTownUnwanted(t);
}
}
void InitializeTowns()
{
Subsidy *s;
int i;
memset(_towns, 0, sizeof(_towns));
for(i=0; i!=lengthof(_towns); i++)
_towns[i].index = i;
memset(_subsidies, 0, sizeof(_subsidies));
for (s=_subsidies; s != endof(_subsidies); s++)
s->cargo_type = 0xFF;
_cur_town_ctr = 0;
_town_sort_dirty = true;
_total_towns = 0;
}
const TileTypeProcs _tile_type_town_procs = {
DrawTile_Town, /* draw_tile_proc */
GetSlopeZ_Town, /* get_slope_z_proc */
ClearTile_Town, /* clear_tile_proc */
GetAcceptedCargo_Town, /* get_accepted_cargo_proc */
GetTileDesc_Town, /* get_tile_desc_proc */
GetTileTrackStatus_Town, /* get_tile_track_status_proc */
ClickTile_Town, /* click_tile_proc */
AnimateTile_Town, /* animate_tile_proc */
TileLoop_Town, /* tile_loop_clear */
ChangeTileOwner_Town, /* change_tile_owner_clear */
NULL, /* get_produced_cargo_proc */
NULL, /* vehicle_enter_tile_proc */
NULL, /* vehicle_leave_tile_proc */
GetSlopeTileh_Town, /* get_slope_tileh_proc */
};
// Save and load of towns.
static const byte _town_desc[] = {
SLE_VAR(Town,xy, SLE_UINT16),
SLE_CONDVAR(Town,population, SLE_FILE_U16 | SLE_VAR_U32, 0, 2),
SLE_CONDVAR(Town,population, SLE_UINT32, 3, 255),
SLE_VAR(Town,num_houses, SLE_UINT16),
SLE_VAR(Town,townnametype,SLE_UINT16),
SLE_VAR(Town,townnameparts,SLE_UINT32),
SLE_VAR(Town,flags12, SLE_UINT8),
SLE_VAR(Town,statues, SLE_UINT8),
// sort_index_obsolete was stored here in savegame format 0 - 1
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 1, 0, 1),
SLE_VAR(Town,have_ratings,SLE_UINT8),
SLE_ARR(Town,ratings, SLE_INT16, 8),
// failed bribe attempts are stored since savegame format 4
SLE_CONDARR(Town,unwanted, SLE_INT8, 8, 4,255),
SLE_VAR(Town,max_pass, SLE_UINT16),
SLE_VAR(Town,max_mail, SLE_UINT16),
SLE_VAR(Town,new_max_pass,SLE_UINT16),
SLE_VAR(Town,new_max_mail,SLE_UINT16),
SLE_VAR(Town,act_pass, SLE_UINT16),
SLE_VAR(Town,act_mail, SLE_UINT16),
SLE_VAR(Town,new_act_pass,SLE_UINT16),
SLE_VAR(Town,new_act_mail,SLE_UINT16),
SLE_VAR(Town,pct_pass_transported,SLE_UINT8),
SLE_VAR(Town,pct_mail_transported,SLE_UINT8),
SLE_VAR(Town,act_food, SLE_UINT16),
SLE_VAR(Town,act_water, SLE_UINT16),
SLE_VAR(Town,new_act_food,SLE_UINT16),
SLE_VAR(Town,new_act_water,SLE_UINT16),
SLE_VAR(Town,time_until_rebuild, SLE_UINT8),
SLE_VAR(Town,grow_counter, SLE_UINT8),
SLE_VAR(Town,growth_rate, SLE_UINT8),
SLE_VAR(Town,fund_buildings_months, SLE_UINT8),
SLE_VAR(Town,road_build_months, SLE_UINT8),
SLE_VAR(Town,exclusivity, SLE_UINT8),
SLE_VAR(Town,exclusive_counter, SLE_UINT8),
// reserve extra space in savegame here. (currently 30 bytes)
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 30, 2, 255),
SLE_END()
};
static void Save_TOWN()
{
Town *t;
FOR_ALL_TOWNS(t) if (t->xy != 0) {
SlSetArrayIndex(t->index);
SlObject(t, _town_desc);
}
}
static void Load_TOWN()
{
int index;
while ((index = SlIterateArray()) != -1) {
Town *t = DEREF_TOWN(index);
SlObject(t, _town_desc);
if (index > _total_towns) _total_towns = index;
}
}
void AfterLoadTown()
{
Town *t;
FOR_ALL_TOWNS(t) {
if (t->xy != 0) {
UpdateTownRadius(t);
UpdateTownVirtCoord(t);
}
}
_town_sort_dirty = true;
}
const ChunkHandler _town_chunk_handlers[] = {
{ 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},
};
|