town_cmd.cpp

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00001 /* $Id: town_cmd.cpp 15764 2009-03-18 19:47:05Z rubidium $ */
00002 
00005 #include "stdafx.h"
00006 #include "openttd.h"
00007 #include "road_type.h"
00008 #include "road_internal.h" /* Cleaning up road bits */
00009 #include "road_cmd.h"
00010 #include "landscape.h"
00011 #include "town_map.h"
00012 #include "viewport_func.h"
00013 #include "command_func.h"
00014 #include "industry.h"
00015 #include "station_base.h"
00016 #include "company_base.h"
00017 #include "news_func.h"
00018 #include "gui.h"
00019 #include "unmovable_map.h"
00020 #include "water_map.h"
00021 #include "variables.h"
00022 #include "slope_func.h"
00023 #include "genworld.h"
00024 #include "newgrf.h"
00025 #include "newgrf_house.h"
00026 #include "newgrf_commons.h"
00027 #include "newgrf_townname.h"
00028 #include "newgrf_text.h"
00029 #include "autoslope.h"
00030 #include "waypoint.h"
00031 #include "transparency.h"
00032 #include "tunnelbridge_map.h"
00033 #include "strings_func.h"
00034 #include "window_func.h"
00035 #include "string_func.h"
00036 #include "newgrf_cargo.h"
00037 #include "oldpool_func.h"
00038 #include "economy_func.h"
00039 #include "station_func.h"
00040 #include "cheat_type.h"
00041 #include "functions.h"
00042 #include "animated_tile_func.h"
00043 #include "date_func.h"
00044 #include "core/smallmap_type.hpp"
00045 
00046 #include "table/strings.h"
00047 #include "table/town_land.h"
00048 
00049 uint _total_towns;
00050 HouseSpec _house_specs[HOUSE_MAX];
00051 
00052 Town *_cleared_town;
00053 int _cleared_town_rating;
00054 
00055 uint32 _cur_town_ctr;     
00056 uint32 _cur_town_iter;    
00057 
00058 /* Initialize the town-pool */
00059 DEFINE_OLD_POOL_GENERIC(Town, Town)
00060 
00061 Town::Town(TileIndex tile)
00062 {
00063   if (tile != INVALID_TILE) _total_towns++;
00064   this->xy = tile;
00065 }
00066 
00067 Town::~Town()
00068 {
00069   free(this->name);
00070 
00071   if (CleaningPool()) return;
00072 
00073   Industry *i;
00074 
00075   /* Delete town authority window
00076    * and remove from list of sorted towns */
00077   DeleteWindowById(WC_TOWN_VIEW, this->index);
00078   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
00079   _total_towns--;
00080 
00081   /* Delete all industries belonging to the town */
00082   FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
00083 
00084   /* Go through all tiles and delete those belonging to the town */
00085   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
00086     switch (GetTileType(tile)) {
00087       case MP_HOUSE:
00088         if (GetTownByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00089         break;
00090 
00091       case MP_ROAD:
00092         /* Cached nearest town is updated later (after this town has been deleted) */
00093         if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->index) {
00094           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00095         }
00096         break;
00097 
00098       case MP_TUNNELBRIDGE:
00099         if (IsTileOwner(tile, OWNER_TOWN) &&
00100             ClosestTownFromTile(tile, UINT_MAX) == this)
00101           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00102         break;
00103 
00104       default:
00105         break;
00106     }
00107   }
00108 
00109   DeleteSubsidyWithTown(this->index);
00110 
00111   MarkWholeScreenDirty();
00112 
00113   this->xy = INVALID_TILE;
00114 
00115   UpdateNearestTownForRoadTiles(false);
00116 }
00117 
00121 void Town::InitializeLayout(TownLayout layout)
00122 {
00123   if (layout != TL_RANDOM) {
00124     this->layout = layout;
00125     return;
00126   }
00127 
00128   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
00129 }
00130 
00131 Money HouseSpec::GetRemovalCost() const
00132 {
00133   return (_price.remove_house * this->removal_cost) >> 8;
00134 }
00135 
00136 // Local
00137 static int _grow_town_result;
00138 
00139 /* Describe the possible states */
00140 enum TownGrowthResult {
00141   GROWTH_SUCCEED         = -1,
00142   GROWTH_SEARCH_STOPPED  =  0
00143 //  GROWTH_SEARCH_RUNNING >=  1
00144 };
00145 
00146 static bool BuildTownHouse(Town *t, TileIndex tile);
00147 
00148 static void TownDrawHouseLift(const TileInfo *ti)
00149 {
00150   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
00151 }
00152 
00153 typedef void TownDrawTileProc(const TileInfo *ti);
00154 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
00155   TownDrawHouseLift
00156 };
00157 
00163 static inline DiagDirection RandomDiagDir()
00164 {
00165   return (DiagDirection)(3 & Random());
00166 }
00167 
00173 static void DrawTile_Town(TileInfo *ti)
00174 {
00175   HouseID house_id = GetHouseType(ti->tile);
00176 
00177   if (house_id >= NEW_HOUSE_OFFSET) {
00178     /* Houses don't necessarily need new graphics. If they don't have a
00179      * spritegroup associated with them, then the sprite for the substitute
00180      * house id is drawn instead. */
00181     if (GetHouseSpecs(house_id)->spritegroup != NULL) {
00182       DrawNewHouseTile(ti, house_id);
00183       return;
00184     } else {
00185       house_id = GetHouseSpecs(house_id)->substitute_id;
00186     }
00187   }
00188 
00189   /* Retrieve pointer to the draw town tile struct */
00190   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
00191 
00192   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00193 
00194   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
00195 
00196   /* If houses are invisible, do not draw the upper part */
00197   if (IsInvisibilitySet(TO_HOUSES)) return;
00198 
00199   /* Add a house on top of the ground? */
00200   SpriteID image = dcts->building.sprite;
00201   if (image != 0) {
00202     AddSortableSpriteToDraw(image, dcts->building.pal,
00203       ti->x + dcts->subtile_x,
00204       ti->y + dcts->subtile_y,
00205       dcts->width,
00206       dcts->height,
00207       dcts->dz,
00208       ti->z,
00209       IsTransparencySet(TO_HOUSES)
00210     );
00211 
00212     if (IsTransparencySet(TO_HOUSES)) return;
00213   }
00214 
00215   {
00216     int proc = dcts->draw_proc - 1;
00217 
00218     if (proc >= 0) _town_draw_tile_procs[proc](ti);
00219   }
00220 }
00221 
00222 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
00223 {
00224   return GetTileMaxZ(tile);
00225 }
00226 
00228 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
00229 {
00230   return FlatteningFoundation(tileh);
00231 }
00232 
00239 static void AnimateTile_Town(TileIndex tile)
00240 {
00241   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
00242     AnimateNewHouseTile(tile);
00243     return;
00244   }
00245 
00246   if (_tick_counter & 3) return;
00247 
00248   /* If the house is not one with a lift anymore, then stop this animating.
00249    * Not exactly sure when this happens, but probably when a house changes.
00250    * Before this was just a return...so it'd leak animated tiles..
00251    * That bug seems to have been here since day 1?? */
00252   if (!(GetHouseSpecs(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
00253     DeleteAnimatedTile(tile);
00254     return;
00255   }
00256 
00257   if (!LiftHasDestination(tile)) {
00258     uint i;
00259 
00260     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
00261      * This is due to the fact that the first floor is, in the graphics,
00262      *  the height of 2 'normal' floors.
00263      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
00264     do {
00265       i = RandomRange(7);
00266     } while (i == 1 || i * 6 == GetLiftPosition(tile));
00267 
00268     SetLiftDestination(tile, i);
00269   }
00270 
00271   int pos = GetLiftPosition(tile);
00272   int dest = GetLiftDestination(tile) * 6;
00273   pos += (pos < dest) ? 1 : -1;
00274   SetLiftPosition(tile, pos);
00275 
00276   if (pos == dest) {
00277     HaltLift(tile);
00278     DeleteAnimatedTile(tile);
00279   }
00280 
00281   MarkTileDirtyByTile(tile);
00282 }
00283 
00290 static bool IsCloseToTown(TileIndex tile, uint dist)
00291 {
00292   const Town *t;
00293 
00294   FOR_ALL_TOWNS(t) {
00295     if (DistanceManhattan(tile, t->xy) < dist) return true;
00296   }
00297   return false;
00298 }
00299 
00308 static void MarkTownSignDirty(Town *t)
00309 {
00310   MarkAllViewportsDirty(
00311     t->sign.left - 6,
00312     t->sign.top - 3,
00313     t->sign.left + t->sign.width_1 * 4 + 12,
00314     t->sign.top + 45
00315   );
00316 }
00317 
00323 void UpdateTownVirtCoord(Town *t)
00324 {
00325   MarkTownSignDirty(t);
00326   Point pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
00327   SetDParam(0, t->index);
00328   SetDParam(1, t->population);
00329   UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
00330     _settings_client.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
00331   MarkTownSignDirty(t);
00332 }
00333 
00335 void UpdateAllTownVirtCoords()
00336 {
00337   Town *t;
00338   FOR_ALL_TOWNS(t) {
00339     UpdateTownVirtCoord(t);
00340   }
00341 }
00342 
00348 static void ChangePopulation(Town *t, int mod)
00349 {
00350   t->population += mod;
00351   InvalidateWindow(WC_TOWN_VIEW, t->index);
00352   UpdateTownVirtCoord(t);
00353 
00354   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
00355 }
00356 
00362 uint32 GetWorldPopulation()
00363 {
00364   uint32 pop = 0;
00365   const Town *t;
00366 
00367   FOR_ALL_TOWNS(t) pop += t->population;
00368   return pop;
00369 }
00370 
00375 static void MakeSingleHouseBigger(TileIndex tile)
00376 {
00377   assert(IsTileType(tile, MP_HOUSE));
00378 
00379   /* means it is completed, get out. */
00380   if (LiftHasDestination(tile)) return;
00381 
00382   /* progress in construction stages */
00383   IncHouseConstructionTick(tile);
00384   if (GetHouseConstructionTick(tile) != 0) return;
00385 
00386   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00387 
00388   /* Check and/or  */
00389   if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
00390     uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00391     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
00392   }
00393 
00394   if (IsHouseCompleted(tile)) {
00395     /* Now that construction is complete, we can add the population of the
00396      * building to the town. */
00397     ChangePopulation(GetTownByTile(tile), hs->population);
00398     ResetHouseAge(tile);
00399   }
00400   MarkTileDirtyByTile(tile);
00401 }
00402 
00406 static void MakeTownHouseBigger(TileIndex tile)
00407 {
00408   uint flags = GetHouseSpecs(GetHouseType(tile))->building_flags;
00409   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
00410   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
00411   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
00412   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
00413 }
00414 
00421 static void TileLoop_Town(TileIndex tile)
00422 {
00423   HouseID house_id = GetHouseType(tile);
00424 
00425   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
00426    * doesn't exist any more, so don't continue here. */
00427   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
00428 
00429   if (!IsHouseCompleted(tile)) {
00430     /* Construction is not completed. See if we can go further in construction*/
00431     MakeTownHouseBigger(tile);
00432     return;
00433   }
00434 
00435   const HouseSpec *hs = GetHouseSpecs(house_id);
00436 
00437   /* If the lift has a destination, it is already an animated tile. */
00438   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
00439       house_id < NEW_HOUSE_OFFSET &&
00440       !LiftHasDestination(tile) &&
00441       Chance16(1, 2)) {
00442     AddAnimatedTile(tile);
00443   }
00444 
00445   Town *t = GetTownByTile(tile);
00446   uint32 r = Random();
00447 
00448   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00449     for (uint i = 0; i < 256; i++) {
00450       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
00451 
00452       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00453 
00454       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
00455       if (cargo == CT_INVALID) continue;
00456 
00457       uint amt = GB(callback, 0, 8);
00458       uint moved = MoveGoodsToStation(tile, 1, 1, cargo, amt);
00459 
00460       const CargoSpec *cs = GetCargo(cargo);
00461       switch (cs->town_effect) {
00462         case TE_PASSENGERS:
00463           t->new_max_pass += amt;
00464           t->new_act_pass += moved;
00465           break;
00466 
00467         case TE_MAIL:
00468           t->new_max_mail += amt;
00469           t->new_act_mail += moved;
00470           break;
00471 
00472         default:
00473           break;
00474       }
00475     }
00476   } else {
00477     if (GB(r, 0, 8) < hs->population) {
00478       uint amt = GB(r, 0, 8) / 8 + 1;
00479 
00480       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
00481       t->new_max_pass += amt;
00482       t->new_act_pass += MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
00483     }
00484 
00485     if (GB(r, 8, 8) < hs->mail_generation) {
00486       uint amt = GB(r, 8, 8) / 8 + 1;
00487 
00488       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
00489       t->new_max_mail += amt;
00490       t->new_act_mail += MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
00491     }
00492   }
00493 
00494   _current_company = OWNER_TOWN;
00495 
00496   if (hs->building_flags & BUILDING_HAS_1_TILE &&
00497       HasBit(t->flags12, TOWN_IS_FUNDED) &&
00498       CanDeleteHouse(tile) &&
00499       GetHouseAge(tile) >= hs->minimum_life &&
00500       --t->time_until_rebuild == 0) {
00501     t->time_until_rebuild = GB(r, 16, 8) + 192;
00502 
00503     ClearTownHouse(t, tile);
00504 
00505     /* Rebuild with another house? */
00506     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
00507   }
00508 
00509   _current_company = OWNER_NONE;
00510 }
00511 
00516 static bool ClickTile_Town(TileIndex tile)
00517 {
00518   /* not used */
00519   return false;
00520 }
00521 
00522 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
00523 {
00524   if (flags & DC_AUTO) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
00525   if (!CanDeleteHouse(tile)) return CMD_ERROR;
00526 
00527   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00528 
00529   CommandCost cost(EXPENSES_CONSTRUCTION);
00530   cost.AddCost(hs->GetRemovalCost());
00531 
00532   int rating = hs->remove_rating_decrease;
00533   _cleared_town_rating += rating;
00534   Town *t = _cleared_town = GetTownByTile(tile);
00535 
00536   if (IsValidCompanyID(_current_company)) {
00537     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
00538       SetDParam(0, t->index);
00539       return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
00540     }
00541   }
00542 
00543   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
00544   if (flags & DC_EXEC) {
00545     ClearTownHouse(t, tile);
00546   }
00547 
00548   return cost;
00549 }
00550 
00551 static void GetProducedCargo_Town(TileIndex tile, CargoID *b)
00552 {
00553   HouseID house_id = GetHouseType(tile);
00554   const HouseSpec *hs = GetHouseSpecs(house_id);
00555   Town *t = GetTownByTile(tile);
00556 
00557   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00558     for (uint i = 0; i < 256; i++) {
00559       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
00560 
00561       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00562 
00563       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
00564 
00565       if (cargo == CT_INVALID) continue;
00566       *(b++) = cargo;
00567     }
00568   } else {
00569     if (hs->population > 0) {
00570       *(b++) = CT_PASSENGERS;
00571     }
00572     if (hs->mail_generation > 0) {
00573       *(b++) = CT_MAIL;
00574     }
00575   }
00576 }
00577 
00578 static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
00579 {
00580   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00581   CargoID accepts[3];
00582 
00583   /* Set the initial accepted cargo types */
00584   for (uint8 i = 0; i < lengthof(accepts); i++) {
00585     accepts[i] = hs->accepts_cargo[i];
00586   }
00587 
00588   /* Check for custom accepted cargo types */
00589   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
00590     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00591     if (callback != CALLBACK_FAILED) {
00592       /* Replace accepted cargo types with translated values from callback */
00593       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grffile);
00594       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grffile);
00595       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
00596     }
00597   }
00598 
00599   /* Check for custom cargo acceptance */
00600   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
00601     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00602     if (callback != CALLBACK_FAILED) {
00603       if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4);
00604       if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4);
00605       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
00606         /* The 'S' bit indicates food instead of goods */
00607         ac[CT_FOOD] = GB(callback, 8, 4);
00608       } else {
00609         if (accepts[2] != CT_INVALID) ac[accepts[2]] = GB(callback, 8, 4);
00610       }
00611       return;
00612     }
00613   }
00614 
00615   /* No custom acceptance, so fill in with the default values */
00616   for (uint8 i = 0; i < lengthof(accepts); i++) {
00617     if (accepts[i] != CT_INVALID) ac[accepts[i]] = hs->cargo_acceptance[i];
00618   }
00619 }
00620 
00621 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
00622 {
00623   const HouseID house = GetHouseType(tile);
00624   const HouseSpec *hs = GetHouseSpecs(house);
00625   bool house_completed = IsHouseCompleted(tile);
00626 
00627   td->str = hs->building_name;
00628 
00629   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, GetTownByTile(tile), tile);
00630   if (callback_res != CALLBACK_FAILED) {
00631     StringID new_name = GetGRFStringID(hs->grffile->grfid, 0xD000 + callback_res);
00632     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
00633       td->str = new_name;
00634     }
00635   }
00636 
00637   if (!house_completed) {
00638     SetDParamX(td->dparam, 0, td->str);
00639     td->str = STR_2058_UNDER_CONSTRUCTION;
00640   }
00641 
00642   if (hs->grffile != NULL) {
00643     const GRFConfig *gc = GetGRFConfig(hs->grffile->grfid);
00644     td->grf = gc->name;
00645   }
00646 
00647   td->owner[0] = OWNER_TOWN;
00648 }
00649 
00650 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00651 {
00652   /* not used */
00653   return 0;
00654 }
00655 
00656 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
00657 {
00658   /* not used */
00659 }
00660 
00661 static bool GrowTown(Town *t);
00662 
00663 static void TownTickHandler(Town *t)
00664 {
00665   if (HasBit(t->flags12, TOWN_IS_FUNDED)) {
00666     int i = t->grow_counter - 1;
00667     if (i < 0) {
00668       if (GrowTown(t)) {
00669         i = t->growth_rate;
00670       } else {
00671         i = 0;
00672       }
00673     }
00674     t->grow_counter = i;
00675   }
00676 
00677   UpdateTownRadius(t);
00678 }
00679 
00680 void OnTick_Town()
00681 {
00682   if (_game_mode == GM_EDITOR) return;
00683 
00684   /* Make sure each town's tickhandler invocation frequency is about the
00685    * same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */
00686   for (_cur_town_iter += GetMaxTownIndex() + 1;
00687        _cur_town_iter >= TOWN_GROWTH_FREQUENCY;
00688        _cur_town_iter -= TOWN_GROWTH_FREQUENCY) {
00689     uint32 i = _cur_town_ctr;
00690 
00691     if (++_cur_town_ctr > GetMaxTownIndex())
00692       _cur_town_ctr = 0;
00693 
00694     if (IsValidTownID(i)) TownTickHandler(GetTown(i));
00695   }
00696 }
00697 
00706 static RoadBits GetTownRoadBits(TileIndex tile)
00707 {
00708   TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD);
00709   RoadBits r = ROAD_NONE;
00710 
00711   if (b == TRACK_BIT_NONE) return r;
00712   if (b & TRACK_BIT_X)     r |= ROAD_X;
00713   if (b & TRACK_BIT_Y)     r |= ROAD_Y;
00714   if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
00715   if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
00716   if (b & TRACK_BIT_LEFT)  r |= ROAD_NW | ROAD_SW;
00717   if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
00718   return r;
00719 }
00720 
00731 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
00732 {
00733   if (!IsValidTile(tile)) return false;
00734 
00735   /* Lookup table for the used diff values */
00736   const TileIndexDiff tid_lt[3] = {
00737     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
00738     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
00739     TileOffsByDiagDir(ReverseDiagDir(dir)),
00740   };
00741 
00742   dist_multi = (dist_multi + 1) * 4;
00743   for (uint pos = 4; pos < dist_multi; pos++) {
00744     /* Go (pos / 4) tiles to the left or the right */
00745     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
00746 
00747     /* Use the current tile as origin, or go one tile backwards */
00748     if (pos & 2) cur += tid_lt[2];
00749 
00750     /* Test for roadbit parallel to dir and facing towards the middle axis */
00751     if (IsValidTile(tile + cur) &&
00752       GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
00753   }
00754   return false;
00755 }
00756 
00765 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
00766 {
00767   if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false;
00768 
00769   Slope cur_slope, desired_slope;
00770 
00771   for (;;) {
00772     /* Check if there already is a road at this point? */
00773     if (GetTownRoadBits(tile) == ROAD_NONE) {
00774       /* No, try if we are able to build a road piece there.
00775        * If that fails clear the land, and if that fails exit.
00776        * This is to make sure that we can build a road here later. */
00777       if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
00778           CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
00779         return false;
00780     }
00781 
00782     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
00783     if (cur_slope == SLOPE_FLAT) {
00784 no_slope:
00785       /* Tile has no slope */
00786       switch (t->layout) {
00787         default: NOT_REACHED();
00788 
00789         case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1)
00790           return !IsNeighborRoadTile(tile, dir, 1);
00791 
00792         case TL_BETTER_ROADS: // Disallow the road if any neighboring tile has a road (distance: 1 and 2).
00793           return !IsNeighborRoadTile(tile, dir, 2);
00794       }
00795     }
00796 
00797     /* If the tile is not a slope in the right direction, then
00798      * maybe terraform some. */
00799     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
00800     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
00801       if (Chance16(1, 8)) {
00802         CommandCost res = CMD_ERROR;
00803         if (!_generating_world && Chance16(1, 10)) {
00804           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
00805           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
00806               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00807         }
00808         if (CmdFailed(res) && Chance16(1, 3)) {
00809           /* We can consider building on the slope, though. */
00810           goto no_slope;
00811         }
00812       }
00813       return false;
00814     }
00815     return true;
00816   }
00817 }
00818 
00819 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
00820 {
00821   assert(tile < MapSize());
00822 
00823   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00824   if (CmdFailed(r) || r.GetCost() >= (_price.terraform + 2) * 8) return false;
00825   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
00826   return true;
00827 }
00828 
00829 static void LevelTownLand(TileIndex tile)
00830 {
00831   assert(tile < MapSize());
00832 
00833   /* Don't terraform if land is plain or if there's a house there. */
00834   if (IsTileType(tile, MP_HOUSE)) return;
00835   Slope tileh = GetTileSlope(tile, NULL);
00836   if (tileh == SLOPE_FLAT) return;
00837 
00838   /* First try up, then down */
00839   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
00840     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
00841   }
00842 }
00843 
00853 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
00854 {
00855   /* align the grid to the downtown */
00856   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
00857   RoadBits rcmd = ROAD_NONE;
00858 
00859   switch (t->layout) {
00860     default: NOT_REACHED();
00861 
00862     case TL_2X2_GRID:
00863       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
00864       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
00865       break;
00866 
00867     case TL_3X3_GRID:
00868       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
00869       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
00870       break;
00871   }
00872 
00873   /* Optimise only X-junctions */
00874   if (rcmd != ROAD_ALL) return rcmd;
00875 
00876   RoadBits rb_template;
00877 
00878   switch (GetTileSlope(tile, NULL)) {
00879     default:       rb_template = ROAD_ALL; break;
00880     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
00881     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
00882     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
00883     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
00884     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
00885     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
00886     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
00887     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
00888     case SLOPE_STEEP_W:
00889     case SLOPE_STEEP_S:
00890     case SLOPE_STEEP_E:
00891     case SLOPE_STEEP_N:
00892       rb_template = ROAD_NONE;
00893       break;
00894   }
00895 
00896   /* Stop if the template is compatible to the growth dir */
00897   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
00898   /* If not generate a straight road in the direction of the growth */
00899   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
00900 }
00901 
00912 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
00913 {
00914   /* We can't look further than that. */
00915   if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
00916 
00917   uint counter = 0; // counts the house neighbor tiles
00918 
00919   /* Check the tiles E,N,W and S of the current tile for houses */
00920   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
00921 
00922     if (IsTileType(TileAddByDiagDir(tile, dir), MP_HOUSE)) counter++;
00923 
00924     /* If there are enough neighbors stop here */
00925     if (counter >= 3) {
00926       if (BuildTownHouse(t, tile)) {
00927         _grow_town_result = GROWTH_SUCCEED;
00928         return true;
00929       }
00930       return false;
00931     }
00932   }
00933   return false;
00934 }
00935 
00944 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
00945 {
00946   if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
00947     _grow_town_result = GROWTH_SUCCEED;
00948     return true;
00949   }
00950   return false;
00951 }
00952 
00963 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
00964 {
00965   assert(bridge_dir < DIAGDIR_END);
00966 
00967   const Slope slope = GetTileSlope(tile, NULL);
00968   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
00969 
00970   /* Make sure the direction is compatible with the slope.
00971    * Well we check if the slope has an up bit set in the
00972    * reverse direction. */
00973   if (HASBITS(slope, InclinedSlope(bridge_dir))) return false;
00974 
00975   /* Assure that the bridge is connectable to the start side */
00976   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
00977 
00978   /* We are in the right direction */
00979   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
00980   TileIndex bridge_tile = tile; // Used to store the other waterside
00981 
00982   const int delta = TileOffsByDiagDir(bridge_dir);
00983   do {
00984     if (bridge_length++ >= 11) {
00985       /* Max 11 tile long bridges */
00986       return false;
00987     }
00988     bridge_tile += delta;
00989   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
00990 
00991   /* no water tiles in between? */
00992   if (bridge_length == 1) return false;
00993 
00994   for (uint8 times = 0; times <= 22; times++) {
00995     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
00996 
00997     /* Can we actually build the bridge? */
00998     if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE))) {
00999       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
01000       _grow_town_result = GROWTH_SUCCEED;
01001       return true;
01002     }
01003   }
01004   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
01005   return false;
01006 }
01007 
01025 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
01026 {
01027   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
01028   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
01029 
01030   assert(tile < MapSize());
01031 
01032   if (cur_rb == ROAD_NONE) {
01033     /* Tile has no road. First reset the status counter
01034      * to say that this is the last iteration. */
01035     _grow_town_result = GROWTH_SEARCH_STOPPED;
01036 
01037     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01038 
01039     /* Remove hills etc */
01040     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
01041 
01042     /* Is a road allowed here? */
01043     switch (t1->layout) {
01044       default: NOT_REACHED();
01045 
01046       case TL_3X3_GRID:
01047       case TL_2X2_GRID:
01048         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01049         if (rcmd == ROAD_NONE) return;
01050         break;
01051 
01052       case TL_BETTER_ROADS:
01053       case TL_ORIGINAL:
01054         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
01055 
01056         DiagDirection source_dir = ReverseDiagDir(target_dir);
01057 
01058         if (Chance16(1, 4)) {
01059           /* Randomize a new target dir */
01060           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
01061         }
01062 
01063         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
01064           /* A road is not allowed to continue the randomized road,
01065            *  return if the road we're trying to build is curved. */
01066           if (target_dir != ReverseDiagDir(source_dir)) return;
01067 
01068           /* Return if neither side of the new road is a house */
01069           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
01070               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
01071             return;
01072           }
01073 
01074           /* That means that the road is only allowed if there is a house
01075            *  at any side of the new road. */
01076         }
01077 
01078         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
01079         break;
01080     }
01081 
01082   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
01083     /* Continue building on a partial road.
01084      * Should be allways OK, so we only generate
01085      * the fitting RoadBits */
01086     _grow_town_result = GROWTH_SEARCH_STOPPED;
01087 
01088     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01089 
01090     switch (t1->layout) {
01091       default: NOT_REACHED();
01092 
01093       case TL_3X3_GRID:
01094       case TL_2X2_GRID:
01095         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01096         break;
01097 
01098       case TL_BETTER_ROADS:
01099       case TL_ORIGINAL:
01100         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
01101         break;
01102     }
01103   } else {
01104     bool allow_house = true; // Value which decides if we want to construct a house
01105 
01106     /* Reached a tunnel/bridge? Then continue at the other side of it. */
01107     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01108       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
01109         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
01110       }
01111       return;
01112     }
01113 
01114     /* Possibly extend the road in a direction.
01115      * Randomize a direction and if it has a road, bail out. */
01116     target_dir = RandomDiagDir();
01117     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
01118 
01119     /* This is the tile we will reach if we extend to this direction. */
01120     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
01121 
01122     /* Don't walk into water. */
01123     if (IsWaterTile(house_tile)) return;
01124 
01125     if (!IsValidTile(house_tile) || !IsValidTile(house_tile + TileOffsByDiagDir(target_dir))) return;
01126 
01127     if (_settings_game.economy.allow_town_roads || _generating_world) {
01128       switch (t1->layout) {
01129         default: NOT_REACHED();
01130 
01131         case TL_3X3_GRID: // Use 2x2 grid afterwards!
01132           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01133           /* FALL THROUGH */
01134 
01135         case TL_2X2_GRID:
01136           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
01137           allow_house = (rcmd == ROAD_NONE);
01138           break;
01139 
01140         case TL_BETTER_ROADS: // Use original afterwards!
01141           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01142           /* FALL THROUGH */
01143 
01144         case TL_ORIGINAL:
01145           /* Allow a house at the edge. 60% chance or
01146            * always ok if no road allowed. */
01147           rcmd = DiagDirToRoadBits(target_dir);
01148           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
01149           break;
01150       }
01151     }
01152 
01153     if (allow_house) {
01154       /* Build a house, but not if there already is a house there. */
01155       if (!IsTileType(house_tile, MP_HOUSE)) {
01156         /* Level the land if possible */
01157         if (Chance16(1, 6)) LevelTownLand(house_tile);
01158 
01159         /* And build a house.
01160          * Set result to -1 if we managed to build it. */
01161         if (BuildTownHouse(t1, house_tile)) {
01162           _grow_town_result = GROWTH_SUCCEED;
01163         }
01164       }
01165       return;
01166     }
01167 
01168     _grow_town_result = GROWTH_SEARCH_STOPPED;
01169   }
01170 
01171   /* Return if a water tile */
01172   if (IsWaterTile(tile)) return;
01173 
01174   /* Make the roads look nicer */
01175   rcmd = CleanUpRoadBits(tile, rcmd);
01176   if (rcmd == ROAD_NONE) return;
01177 
01178   /* Only use the target direction for bridges to ensure they're connected.
01179    * The target_dir is as computed previously according to town layout, so
01180    * it will match it perfectly. */
01181   if (GrowTownWithBridge(t1, tile, target_dir)) return;
01182 
01183   GrowTownWithRoad(t1, tile, rcmd);
01184 }
01185 
01191 static int GrowTownAtRoad(Town *t, TileIndex tile)
01192 {
01193   /* Special case.
01194    * @see GrowTownInTile Check the else if
01195    */
01196   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
01197 
01198   assert(tile < MapSize());
01199 
01200   /* Number of times to search.
01201    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
01202    * them a little handicap. */
01203   switch (t->layout) {
01204     case TL_BETTER_ROADS:
01205       _grow_town_result = 10 + t->num_houses * 2 / 9;
01206       break;
01207 
01208     case TL_3X3_GRID:
01209     case TL_2X2_GRID:
01210       _grow_town_result = 10 + t->num_houses * 1 / 9;
01211       break;
01212 
01213     default:
01214       _grow_town_result = 10 + t->num_houses * 4 / 9;
01215       break;
01216   }
01217 
01218   do {
01219     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
01220 
01221     /* Try to grow the town from this point */
01222     GrowTownInTile(&tile, cur_rb, target_dir, t);
01223 
01224     /* Exclude the source position from the bitmask
01225      * and return if no more road blocks available */
01226     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
01227     if (cur_rb == ROAD_NONE)
01228       return _grow_town_result;
01229 
01230     /* Select a random bit from the blockmask, walk a step
01231      * and continue the search from there. */
01232     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
01233     tile = TileAddByDiagDir(tile, target_dir);
01234 
01235     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
01236       /* Don't allow building over roads of other cities */
01237       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && GetTownByTile(tile) != t) {
01238         _grow_town_result = GROWTH_SUCCEED;
01239       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
01240         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
01241          * owner :) (happy happy happy road now) */
01242         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
01243         SetTownIndex(tile, t->index);
01244       }
01245     }
01246 
01247     /* Max number of times is checked. */
01248   } while (--_grow_town_result >= 0);
01249 
01250   return (_grow_town_result == -2);
01251 }
01252 
01260 static RoadBits GenRandomRoadBits()
01261 {
01262   uint32 r = Random();
01263   uint a = GB(r, 0, 2);
01264   uint b = GB(r, 8, 2);
01265   if (a == b) b ^= 2;
01266   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
01267 }
01268 
01273 static bool GrowTown(Town *t)
01274 {
01275   static const TileIndexDiffC _town_coord_mod[] = {
01276     {-1,  0},
01277     { 1,  1},
01278     { 1, -1},
01279     {-1, -1},
01280     {-1,  0},
01281     { 0,  2},
01282     { 2,  0},
01283     { 0, -2},
01284     {-1, -1},
01285     {-2,  2},
01286     { 2,  2},
01287     { 2, -2},
01288     { 0,  0}
01289   };
01290 
01291   /* Current "company" is a town */
01292   CompanyID old_company = _current_company;
01293   _current_company = OWNER_TOWN;
01294 
01295   TileIndex tile = t->xy; // The tile we are working with ATM
01296 
01297   /* Find a road that we can base the construction on. */
01298   const TileIndexDiffC *ptr;
01299   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01300     if (GetTownRoadBits(tile) != ROAD_NONE) {
01301       int r = GrowTownAtRoad(t, tile);
01302       _current_company = old_company;
01303       return r != 0;
01304     }
01305     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01306   }
01307 
01308   /* No road available, try to build a random road block by
01309    * clearing some land and then building a road there. */
01310   tile = t->xy;
01311   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01312     /* Only work with plain land that not already has a house */
01313     if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
01314       if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) {
01315         DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
01316         _current_company = old_company;
01317         return true;
01318       }
01319     }
01320     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01321   }
01322 
01323   _current_company = old_company;
01324   return false;
01325 }
01326 
01327 void UpdateTownRadius(Town *t)
01328 {
01329   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
01330     {  4,  0,  0,  0,  0}, // 0
01331     { 16,  0,  0,  0,  0},
01332     { 25,  0,  0,  0,  0},
01333     { 36,  0,  0,  0,  0},
01334     { 49,  0,  4,  0,  0},
01335     { 64,  0,  4,  0,  0}, // 20
01336     { 64,  0,  9,  0,  1},
01337     { 64,  0,  9,  0,  4},
01338     { 64,  0, 16,  0,  4},
01339     { 81,  0, 16,  0,  4},
01340     { 81,  0, 16,  0,  4}, // 40
01341     { 81,  0, 25,  0,  9},
01342     { 81, 36, 25,  0,  9},
01343     { 81, 36, 25, 16,  9},
01344     { 81, 49,  0, 25,  9},
01345     { 81, 64,  0, 25,  9}, // 60
01346     { 81, 64,  0, 36,  9},
01347     { 81, 64,  0, 36, 16},
01348     {100, 81,  0, 49, 16},
01349     {100, 81,  0, 49, 25},
01350     {121, 81,  0, 49, 25}, // 80
01351     {121, 81,  0, 49, 25},
01352     {121, 81,  0, 49, 36}, // 88
01353   };
01354 
01355   if (t->num_houses < 92) {
01356     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
01357   } else {
01358     int mass = t->num_houses / 8;
01359     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
01360      * The offsets are to make sure the radii do not decrease in size when going from the table
01361      * to the calculated value.*/
01362     t->squared_town_zone_radius[0] = mass * 15 - 40;
01363     t->squared_town_zone_radius[1] = mass * 9 - 15;
01364     t->squared_town_zone_radius[2] = 0;
01365     t->squared_town_zone_radius[3] = mass * 5 - 5;
01366     t->squared_town_zone_radius[4] = mass * 3 + 5;
01367   }
01368 }
01369 
01370 extern int _nb_orig_names;
01371 
01376 struct TownNameParams {
01377   uint32 grfid;        
01378   uint16 townnametype; 
01379   bool grf;            
01380 
01381   TownNameParams(byte town_name)
01382   {
01383     this->grf = town_name >= _nb_orig_names;
01384     this->grfid = this->grf ? GetGRFTownNameId(town_name - _nb_orig_names) : 0;
01385     this->townnametype = this->grf ? GetGRFTownNameType(town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + town_name;
01386   }
01387 };
01388 
01395 static bool VerifyTownName(uint32 r, const TownNameParams *par)
01396 {
01397   /* reserve space for extra unicode character and terminating '\0' */
01398   char buf1[MAX_LENGTH_TOWN_NAME_BYTES + 4 + 1];
01399   char buf2[MAX_LENGTH_TOWN_NAME_BYTES + 4 + 1];
01400 
01401   SetDParam(0, r);
01402   if (par->grf && par->grfid != 0) {
01403     GRFTownNameGenerate(buf1, par->grfid, par->townnametype, r, lastof(buf1));
01404   } else {
01405     GetString(buf1, par->townnametype, lastof(buf1));
01406   }
01407 
01408   /* Check size and width */
01409   if (strlen(buf1) >= MAX_LENGTH_TOWN_NAME_BYTES) return false;
01410 
01411   const Town *t;
01412   FOR_ALL_TOWNS(t) {
01413     /* We can't just compare the numbers since
01414      * several numbers may map to a single name. */
01415     SetDParam(0, t->index);
01416     GetString(buf2, STR_TOWN, lastof(buf2));
01417     if (strcmp(buf1, buf2) == 0) return false;
01418   }
01419 
01420   return true;
01421 }
01422 
01428 bool GenerateTownName(uint32 *townnameparts)
01429 {
01430   /* Do not set too low tries, since when we run out of names, we loop
01431    * for #tries only one time anyway - then we stop generating more
01432    * towns. Do not show it too high neither, since looping through all
01433    * the other towns may take considerable amount of time (10000 is
01434    * too much). */
01435   int tries = 1000;
01436   TownNameParams par(_settings_game.game_creation.town_name);
01437 
01438   assert(townnameparts != NULL);
01439 
01440   for (;;) {
01441     uint32 r = InteractiveRandom();
01442 
01443     if (!VerifyTownName(r, &par)) {
01444       if (tries-- < 0) return false;
01445       continue;
01446     }
01447 
01448     *townnameparts = r;
01449     return true;
01450   }
01451 }
01452 
01453 void UpdateTownMaxPass(Town *t)
01454 {
01455   t->max_pass = t->population >> 3;
01456   t->max_mail = t->population >> 4;
01457 }
01458 
01468 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
01469 {
01470   t->xy = tile;
01471   t->num_houses = 0;
01472   t->time_until_rebuild = 10;
01473   UpdateTownRadius(t);
01474   t->flags12 = 0;
01475   t->population = 0;
01476   t->grow_counter = 0;
01477   t->growth_rate = 250;
01478   t->new_max_pass = 0;
01479   t->new_max_mail = 0;
01480   t->new_act_pass = 0;
01481   t->new_act_mail = 0;
01482   t->max_pass = 0;
01483   t->max_mail = 0;
01484   t->act_pass = 0;
01485   t->act_mail = 0;
01486 
01487   t->pct_pass_transported = 0;
01488   t->pct_mail_transported = 0;
01489   t->fund_buildings_months = 0;
01490   t->new_act_food = 0;
01491   t->new_act_water = 0;
01492   t->act_food = 0;
01493   t->act_water = 0;
01494 
01495   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
01496 
01497   t->have_ratings = 0;
01498   t->exclusivity = INVALID_COMPANY;
01499   t->exclusive_counter = 0;
01500   t->statues = 0;
01501 
01502   if (_settings_game.game_creation.town_name < _nb_orig_names) {
01503     /* Original town name */
01504     t->townnamegrfid = 0;
01505     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
01506   } else {
01507     /* Newgrf town name */
01508     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
01509     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
01510   }
01511   t->townnameparts = townnameparts;
01512 
01513   UpdateTownVirtCoord(t);
01514   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
01515 
01516   t->InitializeLayout(layout);
01517 
01518   t->larger_town = city;
01519 
01520   int x = (int)size * 16 + 3;
01521   if (size == TS_RANDOM) x = (Random() & 0xF) + 8;
01522   if (city) x *= _settings_game.economy.initial_city_size;
01523 
01524   t->num_houses += x;
01525   UpdateTownRadius(t);
01526 
01527   int i = x * 4;
01528   do {
01529     GrowTown(t);
01530   } while (--i);
01531 
01532   t->num_houses -= x;
01533   UpdateTownRadius(t);
01534   UpdateTownMaxPass(t);
01535   UpdateAirportsNoise();
01536 }
01537 
01548 CommandCost CmdBuildTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01549 {
01550   /* Only in the scenario editor */
01551   if (_game_mode != GM_EDITOR) return CMD_ERROR;
01552 
01553   TownSize size = (TownSize)GB(p1, 0, 2);
01554   bool city = HasBit(p1, 2);
01555   TownLayout layout = (TownLayout)GB(p1, 3, 3);
01556   TownNameParams par(_settings_game.game_creation.town_name);
01557   uint32 townnameparts = p2;
01558 
01559   if (size > TS_RANDOM) return CMD_ERROR;
01560   if (layout > TL_RANDOM) return CMD_ERROR;
01561   if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
01562 
01563   /* Check if too close to the edge of map */
01564   if (DistanceFromEdge(tile) < 12) {
01565     return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
01566   }
01567 
01568   /* Check distance to all other towns. */
01569   if (IsCloseToTown(tile, 20)) {
01570     return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
01571   }
01572 
01573   /* Can only build on clear flat areas, possibly with trees. */
01574   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
01575     return_cmd_error(STR_0239_SITE_UNSUITABLE);
01576   }
01577 
01578   /* Allocate town struct */
01579   if (!Town::CanAllocateItem()) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
01580 
01581   /* Create the town */
01582   if (flags & DC_EXEC) {
01583     Town *t = new Town(tile);
01584     _generating_world = true;
01585     UpdateNearestTownForRoadTiles(true);
01586     DoCreateTown(t, tile, townnameparts, size, city, layout);
01587     UpdateNearestTownForRoadTiles(false);
01588     _generating_world = false;
01589   }
01590   return CommandCost();
01591 }
01592 
01593 Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout)
01594 {
01595   if (!Town::CanAllocateItem()) return NULL;
01596 
01597   do {
01598     /* Generate a tile index not too close from the edge */
01599     TileIndex tile = RandomTile();
01600     switch (layout) {
01601       case TL_2X2_GRID:
01602         tile = TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
01603         break;
01604       case TL_3X3_GRID:
01605         tile = TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
01606         break;
01607       default: break;
01608     }
01609     if (DistanceFromEdge(tile) < 20) continue;
01610 
01611     /* Make sure the tile is plain */
01612     if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
01613 
01614     /* Check not too close to a town */
01615     if (IsCloseToTown(tile, 20)) continue;
01616 
01617     uint32 townnameparts;
01618 
01619     /* Get a unique name for the town. */
01620     if (!GenerateTownName(&townnameparts)) break;
01621 
01622     /* Allocate a town struct */
01623     Town *t = new Town(tile);
01624 
01625     DoCreateTown(t, tile, townnameparts, size, city, layout);
01626     return t;
01627   } while (--attempts != 0);
01628 
01629   return NULL;
01630 }
01631 
01632 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
01633 
01634 bool GenerateTowns(TownLayout layout)
01635 {
01636   uint num = 0;
01637   uint difficulty = _settings_game.difficulty.number_towns;
01638   uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
01639 
01640   SetGeneratingWorldProgress(GWP_TOWN, n);
01641 
01642   do {
01643     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
01644     IncreaseGeneratingWorldProgress(GWP_TOWN);
01645     /* try 20 times to create a random-sized town for the first loop. */
01646     if (CreateRandomTown(20, TS_RANDOM, city, layout) != NULL) num++;
01647   } while (--n);
01648 
01649   /* give it a last try, but now more aggressive */
01650   if (num == 0 && CreateRandomTown(10000, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) == NULL) {
01651     if (GetNumTowns() == 0) {
01652       if (_game_mode != GM_EDITOR) {
01653         extern StringID _switch_mode_errorstr;
01654         _switch_mode_errorstr = STR_COULD_NOT_CREATE_TOWN;
01655       }
01656 
01657       return false;
01658     }
01659   }
01660 
01661   return true;
01662 }
01663 
01664 
01670 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
01671 {
01672   uint dist = DistanceSquare(tile, t->xy);
01673 
01674   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
01675 
01676   HouseZonesBits smallest = HZB_TOWN_EDGE;
01677   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
01678     if (dist < t->squared_town_zone_radius[i]) smallest = i;
01679   }
01680 
01681   return smallest;
01682 }
01683 
01694 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
01695 {
01696   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
01697 
01698   assert(CmdSucceeded(cc));
01699 
01700   IncreaseBuildingCount(t, type);
01701   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
01702   if (GetHouseSpecs(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
01703 
01704   MarkTileDirtyByTile(tile);
01705 }
01706 
01707 
01718 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
01719 {
01720   BuildingFlags size = GetHouseSpecs(type)->building_flags;
01721 
01722   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
01723   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
01724   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
01725   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
01726 }
01727 
01728 
01737 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
01738 {
01739   /* cannot build on these slopes... */
01740   Slope slope = GetTileSlope(tile, NULL);
01741   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
01742 
01743   /* building under a bridge? */
01744   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
01745 
01746   /* do not try to build over house owned by another town */
01747   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
01748 
01749   /* can we clear the land? */
01750   return CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
01751 }
01752 
01753 
01763 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
01764 {
01765   if (!CanBuildHouseHere(tile, town, noslope)) return false;
01766 
01767   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
01768   if (GetTileMaxZ(tile) != z) return false;
01769 
01770   return true;
01771 }
01772 
01773 
01783 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
01784 {
01785   /* we need to check this tile too because we can be at different tile now */
01786   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01787 
01788   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
01789     tile += TileOffsByDiagDir(d);
01790     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01791   }
01792 
01793   return true;
01794 }
01795 
01796 
01804 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
01805 {
01806   /* Allow towns everywhere when we don't build roads */
01807   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01808 
01809   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
01810 
01811   switch (t->layout) {
01812     case TL_2X2_GRID:
01813       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
01814       break;
01815 
01816     case TL_3X3_GRID:
01817       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
01818       break;
01819 
01820     default:
01821       break;
01822   }
01823 
01824   return true;
01825 }
01826 
01827 
01835 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
01836 {
01837   /* Allow towns everywhere when we don't build roads */
01838   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01839 
01840   /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
01841    * so to do only one memory access, use MapSize() */
01842   uint dx = MapSize() + TileX(t->xy) - TileX(tile);
01843   uint dy = MapSize() + TileY(t->xy) - TileY(tile);
01844 
01845   switch (t->layout) {
01846     case TL_2X2_GRID:
01847       if ((dx % 3) != 0 || (dy % 3) != 0) return false;
01848       break;
01849 
01850     case TL_3X3_GRID:
01851       if ((dx % 4) < 2 || (dy % 4) < 2) return false;
01852       break;
01853 
01854     default:
01855       break;
01856   }
01857 
01858   return true;
01859 }
01860 
01861 
01871 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
01872 {
01873   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
01874 
01875   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
01876   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
01877 
01878   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
01879   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
01880     *tile = tile2;
01881     return true;
01882   }
01883 
01884   return false;
01885 }
01886 
01887 
01896 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
01897 {
01898   TileIndex tile2 = *tile;
01899 
01900   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
01901     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
01902       *tile = tile2;
01903       return true;
01904     }
01905     if (d == DIAGDIR_END) break;
01906     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
01907   }
01908 
01909   return false;
01910 }
01911 
01912 
01919 static bool BuildTownHouse(Town *t, TileIndex tile)
01920 {
01921   /* forbidden building here by town layout */
01922   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
01923 
01924   /* no house allowed at all, bail out */
01925   if (!CanBuildHouseHere(tile, t->index, false)) return false;
01926 
01927   uint z;
01928   Slope slope = GetTileSlope(tile, &z);
01929 
01930   /* Get the town zone type of the current tile, as well as the climate.
01931    * This will allow to easily compare with the specs of the new house to build */
01932   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
01933 
01934   /* Above snow? */
01935   int land = _settings_game.game_creation.landscape;
01936   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
01937 
01938   uint bitmask = (1 << rad) + (1 << (land + 12));
01939 
01940   /* bits 0-4 are used
01941    * bits 11-15 are used
01942    * bits 5-10 are not used. */
01943   HouseID houses[HOUSE_MAX];
01944   uint num = 0;
01945   uint probs[HOUSE_MAX];
01946   uint probability_max = 0;
01947 
01948   /* Generate a list of all possible houses that can be built. */
01949   for (uint i = 0; i < HOUSE_MAX; i++) {
01950     const HouseSpec *hs = GetHouseSpecs(i);
01951     /* Verify that the candidate house spec matches the current tile status */
01952     if ((~hs->building_availability & bitmask) == 0 && hs->enabled) {
01953       /* Without NewHouses, all houses have probability '1' */
01954       uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
01955       probability_max += cur_prob;
01956       probs[num] = cur_prob;
01957       houses[num++] = (HouseID)i;
01958     }
01959   }
01960 
01961   uint maxz = GetTileMaxZ(tile);
01962 
01963   while (probability_max > 0) {
01964     uint r = RandomRange(probability_max);
01965     uint i;
01966     for (i = 0; i < num; i++) {
01967       if (probs[i] > r) break;
01968       r -= probs[i];
01969     }
01970 
01971     HouseID house = houses[i];
01972     probability_max -= probs[i];
01973 
01974     /* remove tested house from the set */
01975     num--;
01976     houses[i] = houses[num];
01977     probs[i] = probs[num];
01978 
01979     const HouseSpec *hs = GetHouseSpecs(house);
01980 
01981     if (_loaded_newgrf_features.has_newhouses) {
01982       if (hs->override != 0) {
01983         house = hs->override;
01984         hs = GetHouseSpecs(house);
01985       }
01986 
01987       if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world && _game_mode != GM_EDITOR) continue;
01988     }
01989 
01990     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
01991 
01992     /* Special houses that there can be only one of. */
01993     uint oneof = 0;
01994 
01995     if (hs->building_flags & BUILDING_IS_CHURCH) {
01996       SetBit(oneof, TOWN_HAS_CHURCH);
01997     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
01998       SetBit(oneof, TOWN_HAS_STADIUM);
01999     }
02000 
02001     if (HASBITS(t->flags12, oneof)) continue;
02002 
02003     /* Make sure there is no slope? */
02004     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
02005     if (noslope && slope != SLOPE_FLAT) continue;
02006 
02007     if (hs->building_flags & TILE_SIZE_2x2) {
02008       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
02009     } else if (hs->building_flags & TILE_SIZE_2x1) {
02010       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
02011     } else if (hs->building_flags & TILE_SIZE_1x2) {
02012       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
02013     } else {
02014       /* 1x1 house checks are already done */
02015     }
02016 
02017     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
02018       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
02019       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
02020     }
02021 
02022     /* build the house */
02023     t->num_houses++;
02024 
02025     /* Special houses that there can be only one of. */
02026     t->flags12 |= oneof;
02027 
02028     byte construction_counter = 0;
02029     byte construction_stage = 0;
02030 
02031     if (_generating_world || _game_mode == GM_EDITOR) {
02032       uint32 r = Random();
02033 
02034       construction_stage = TOWN_HOUSE_COMPLETED;
02035       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
02036 
02037       if (construction_stage == TOWN_HOUSE_COMPLETED) {
02038         ChangePopulation(t, hs->population);
02039       } else {
02040         construction_counter = GB(r, 2, 2);
02041       }
02042     }
02043 
02044     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
02045 
02046     return true;
02047   }
02048 
02049   return false;
02050 }
02051 
02058 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
02059 {
02060   assert(IsTileType(tile, MP_HOUSE));
02061   DecreaseBuildingCount(t, house);
02062   DoClearSquare(tile);
02063   DeleteAnimatedTile(tile);
02064 }
02065 
02073 TileIndexDiff GetHouseNorthPart(HouseID &house)
02074 {
02075   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
02076     if (GetHouseSpecs(house - 1)->building_flags & TILE_SIZE_2x1) {
02077       house--;
02078       return TileDiffXY(-1, 0);
02079     } else if (GetHouseSpecs(house - 1)->building_flags & BUILDING_2_TILES_Y) {
02080       house--;
02081       return TileDiffXY(0, -1);
02082     } else if (GetHouseSpecs(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
02083       house -= 2;
02084       return TileDiffXY(-1, 0);
02085     } else if (GetHouseSpecs(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
02086       house -= 3;
02087       return TileDiffXY(-1, -1);
02088     }
02089   }
02090   return 0;
02091 }
02092 
02093 void ClearTownHouse(Town *t, TileIndex tile)
02094 {
02095   assert(IsTileType(tile, MP_HOUSE));
02096 
02097   HouseID house = GetHouseType(tile);
02098 
02099   /* need to align the tile to point to the upper left corner of the house */
02100   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
02101 
02102   const HouseSpec *hs = GetHouseSpecs(house);
02103 
02104   /* Remove population from the town if the house is finished. */
02105   if (IsHouseCompleted(tile)) {
02106     ChangePopulation(t, -hs->population);
02107   }
02108 
02109   t->num_houses--;
02110 
02111   /* Clear flags for houses that only may exist once/town. */
02112   if (hs->building_flags & BUILDING_IS_CHURCH) {
02113     ClrBit(t->flags12, TOWN_HAS_CHURCH);
02114   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02115     ClrBit(t->flags12, TOWN_HAS_STADIUM);
02116   }
02117 
02118   /* Do the actual clearing of tiles */
02119   uint eflags = hs->building_flags;
02120   DoClearTownHouseHelper(tile, t, house);
02121   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
02122   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
02123   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
02124 }
02125 
02126 static bool IsUniqueTownName(const char *name)
02127 {
02128   const Town *t;
02129 
02130   FOR_ALL_TOWNS(t) {
02131     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
02132   }
02133 
02134   return true;
02135 }
02136 
02143 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02144 {
02145   if (!IsValidTownID(p1)) return CMD_ERROR;
02146 
02147   bool reset = StrEmpty(text);
02148 
02149   if (!reset) {
02150     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
02151     if (!IsUniqueTownName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
02152   }
02153 
02154   if (flags & DC_EXEC) {
02155     Town *t = GetTown(p1);
02156 
02157     free(t->name);
02158     t->name = reset ? NULL : strdup(text);
02159 
02160     UpdateTownVirtCoord(t);
02161     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
02162     UpdateAllStationVirtCoord();
02163     UpdateAllWaypointSigns();
02164     MarkWholeScreenDirty();
02165   }
02166   return CommandCost();
02167 }
02168 
02170 void ExpandTown(Town *t)
02171 {
02172   /* Warn the users if towns are not allowed to build roads,
02173    * but do this only onces per openttd run. */
02174   static bool warned_no_roads = false;
02175   if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
02176     ShowErrorMessage(INVALID_STRING_ID, STR_TOWN_EXPAND_WARN_NO_ROADS, 0, 0);
02177     warned_no_roads = true;
02178   }
02179 
02180   /* The more houses, the faster we grow */
02181   uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
02182   t->num_houses += amount;
02183   UpdateTownRadius(t);
02184 
02185   uint n = amount * 10;
02186   do GrowTown(t); while (--n);
02187 
02188   t->num_houses -= amount;
02189   UpdateTownRadius(t);
02190 
02191   UpdateTownMaxPass(t);
02192 }
02193 
02194 extern const byte _town_action_costs[8] = {
02195   2, 4, 9, 35, 48, 53, 117, 175
02196 };
02197 
02198 static void TownActionAdvertiseSmall(Town *t)
02199 {
02200   ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
02201 }
02202 
02203 static void TownActionAdvertiseMedium(Town *t)
02204 {
02205   ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
02206 }
02207 
02208 static void TownActionAdvertiseLarge(Town *t)
02209 {
02210   ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
02211 }
02212 
02213 static void TownActionRoadRebuild(Town *t)
02214 {
02215   t->road_build_months = 6;
02216 
02217   char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
02218   SetDParam(0, _current_company);
02219   GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
02220 
02221   char *cn = strdup(company_name);
02222   SetDParam(0, t->index);
02223   SetDParamStr(1, cn);
02224 
02225   AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING, NS_GENERAL, t->xy, 0, cn);
02226 }
02227 
02228 static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
02229 {
02230   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
02231   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
02232   /* Don't build statues under bridges. */
02233   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
02234 
02235   if (!IsTileType(tile, MP_HOUSE) &&
02236       !IsTileType(tile, MP_CLEAR) &&
02237       !IsTileType(tile, MP_TREES)) {
02238     return false;
02239   }
02240 
02241   CompanyID old = _current_company;
02242   _current_company = OWNER_NONE;
02243   CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
02244   _current_company = old;
02245 
02246   if (CmdFailed(r)) return false;
02247 
02248   MakeStatue(tile, _current_company, town_id);
02249   MarkTileDirtyByTile(tile);
02250 
02251   return true;
02252 }
02253 
02260 static bool SearchTileForStatue(TileIndex tile, void *user_data)
02261 {
02262   TownID *town_id = (TownID *)user_data;
02263   return DoBuildStatueOfCompany(tile, *town_id);
02264 }
02265 
02271 static void TownActionBuildStatue(Town *t)
02272 {
02273   TileIndex tile = t->xy;
02274 
02275   if (CircularTileSearch(&tile, 9, SearchTileForStatue, &t->index)) {
02276     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town
02277   }
02278 }
02279 
02280 static void TownActionFundBuildings(Town *t)
02281 {
02282   /* Build next tick */
02283   t->grow_counter = 1;
02284   /* If we were not already growing */
02285   SetBit(t->flags12, TOWN_IS_FUNDED);
02286   /* And grow for 3 months */
02287   t->fund_buildings_months = 3;
02288 }
02289 
02290 static void TownActionBuyRights(Town *t)
02291 {
02292   /* Check if it's allowed to by the rights */
02293   if (!_settings_game.economy.exclusive_rights) return;
02294 
02295   t->exclusive_counter = 12;
02296   t->exclusivity = _current_company;
02297 
02298   ModifyStationRatingAround(t->xy, _current_company, 130, 17);
02299 }
02300 
02301 static void TownActionBribe(Town *t)
02302 {
02303   if (Chance16(1, 14)) {
02304     /* set as unwanted for 6 months */
02305     t->unwanted[_current_company] = 6;
02306 
02307     /* set all close by station ratings to 0 */
02308     Station *st;
02309     FOR_ALL_STATIONS(st) {
02310       if (st->town == t && st->owner == _current_company) {
02311         for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
02312       }
02313     }
02314 
02315     /* only show errormessage to the executing player. All errors are handled command.c
02316      * but this is special, because it can only 'fail' on a DC_EXEC */
02317     if (IsLocalCompany()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
02318 
02319     /* decrease by a lot!
02320      * ChangeTownRating is only for stuff in demolishing. Bribe failure should
02321      * be independent of any cheat settings
02322      */
02323     if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
02324       t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
02325       InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
02326     }
02327   } else {
02328     ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
02329   }
02330 }
02331 
02332 typedef void TownActionProc(Town *t);
02333 static TownActionProc * const _town_action_proc[] = {
02334   TownActionAdvertiseSmall,
02335   TownActionAdvertiseMedium,
02336   TownActionAdvertiseLarge,
02337   TownActionRoadRebuild,
02338   TownActionBuildStatue,
02339   TownActionFundBuildings,
02340   TownActionBuyRights,
02341   TownActionBribe
02342 };
02343 
02344 enum TownActions {
02345   TACT_NONE             = 0x00,
02346 
02347   TACT_ADVERTISE_SMALL  = 0x01,
02348   TACT_ADVERTISE_MEDIUM = 0x02,
02349   TACT_ADVERTISE_LARGE  = 0x04,
02350   TACT_ROAD_REBUILD     = 0x08,
02351   TACT_BUILD_STATUE     = 0x10,
02352   TACT_FOUND_BUILDINGS  = 0x20,
02353   TACT_BUY_RIGHTS       = 0x40,
02354   TACT_BRIBE            = 0x80,
02355 
02356   TACT_ADVERTISE        = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE,
02357   TACT_CONSTRUCTION     = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS,
02358   TACT_FUNDS            = TACT_BUY_RIGHTS | TACT_BRIBE,
02359   TACT_ALL              = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS,
02360 };
02361 
02362 DECLARE_ENUM_AS_BIT_SET(TownActions);
02363 
02370 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
02371 {
02372   int num = 0;
02373   TownActions buttons = TACT_NONE;
02374 
02375   /* Spectators and unwanted have no options */
02376   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
02377 
02378     /* Things worth more than this are not shown */
02379     Money avail = GetCompany(cid)->money + _price.station_value * 200;
02380     Money ref = _price.build_industry >> 8;
02381 
02382     /* Check the action bits for validity and
02383      * if they are valid add them */
02384     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
02385       const TownActions cur = (TownActions)(1 << i);
02386 
02387       /* Is the company not able to bribe ? */
02388       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
02389         continue;
02390 
02391       /* Is the company not able to buy exclusive rights ? */
02392       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
02393         continue;
02394 
02395       /* Is the company not able to build a statue ? */
02396       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
02397         continue;
02398 
02399       if (avail >= _town_action_costs[i] * ref) {
02400         buttons |= cur;
02401         num++;
02402       }
02403     }
02404   }
02405 
02406   if (nump != NULL) *nump = num;
02407   return buttons;
02408 }
02409 
02418 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02419 {
02420   if (!IsValidTownID(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR;
02421 
02422   Town *t = GetTown(p1);
02423 
02424   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
02425 
02426   CommandCost cost(EXPENSES_OTHER, (_price.build_industry >> 8) * _town_action_costs[p2]);
02427 
02428   if (flags & DC_EXEC) {
02429     _town_action_proc[p2](t);
02430     InvalidateWindow(WC_TOWN_AUTHORITY, p1);
02431   }
02432 
02433   return cost;
02434 }
02435 
02436 static void UpdateTownGrowRate(Town *t)
02437 {
02438   /* Increase company ratings if they're low */
02439   const Company *c;
02440   FOR_ALL_COMPANIES(c) {
02441     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
02442       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
02443     }
02444   }
02445 
02446   int n = 0;
02447 
02448   const Station *st;
02449   FOR_ALL_STATIONS(st) {
02450     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
02451       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
02452         n++;
02453         if (IsValidCompanyID(st->owner)) {
02454           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
02455           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
02456         }
02457       } else {
02458         if (IsValidCompanyID(st->owner)) {
02459           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
02460           t->ratings[st->owner] = max(new_rating, INT16_MIN);
02461         }
02462       }
02463     }
02464   }
02465 
02466   /* clamp all ratings to valid values */
02467   for (uint i = 0; i < MAX_COMPANIES; i++) {
02468     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
02469   }
02470 
02471   InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
02472 
02473   ClrBit(t->flags12, TOWN_IS_FUNDED);
02474   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
02475 
02478   static const uint16 _grow_count_values[2][6] = {
02479     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
02480     { 320, 420, 300, 220, 160, 100 }  // Normal values
02481   };
02482 
02483   uint16 m;
02484 
02485   if (t->fund_buildings_months != 0) {
02486     m = _grow_count_values[0][min(n, 5)];
02487     t->fund_buildings_months--;
02488   } else {
02489     m = _grow_count_values[1][min(n, 5)];
02490     if (n == 0 && !Chance16(1, 12)) return;
02491   }
02492 
02493   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
02494     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
02495       return;
02496   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
02497     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
02498       return;
02499   }
02500 
02501   /* Use the normal growth rate values if new buildings have been funded in
02502    * this town and the growth rate is set to none. */
02503   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
02504 
02505   m >>= growth_multiplier;
02506   if (t->larger_town) m /= 2;
02507 
02508   t->growth_rate = m / (t->num_houses / 50 + 1);
02509   if (m <= t->grow_counter)
02510     t->grow_counter = m;
02511 
02512   SetBit(t->flags12, TOWN_IS_FUNDED);
02513 }
02514 
02515 static void UpdateTownAmounts(Town *t)
02516 {
02517   /* Using +1 here to prevent overflow and division by zero */
02518   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
02519 
02520   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
02521   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
02522   t->act_food = t->new_act_food; t->new_act_food = 0;
02523   t->act_water = t->new_act_water; t->new_act_water = 0;
02524 
02525   /* Using +1 here to prevent overflow and division by zero */
02526   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
02527   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
02528   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
02529 
02530   InvalidateWindow(WC_TOWN_VIEW, t->index);
02531 }
02532 
02533 static void UpdateTownUnwanted(Town *t)
02534 {
02535   const Company *c;
02536 
02537   FOR_ALL_COMPANIES(c) {
02538     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
02539   }
02540 }
02541 
02547 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
02548 {
02549   if (!IsValidCompanyID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
02550 
02551   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
02552   if (t == NULL) return true;
02553 
02554   if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
02555 
02556   _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
02557   SetDParam(0, t->index);
02558 
02559   return false;
02560 }
02561 
02562 
02563 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
02564 {
02565   Town *t;
02566   uint best = threshold;
02567   Town *best_town = NULL;
02568 
02569   FOR_ALL_TOWNS(t) {
02570     uint dist = DistanceManhattan(tile, t->xy);
02571     if (dist < best) {
02572       best = dist;
02573       best_town = t;
02574     }
02575   }
02576 
02577   return best_town;
02578 }
02579 
02580 
02581 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
02582 {
02583   switch (GetTileType(tile)) {
02584     case MP_ROAD:
02585       if (!HasTownOwnedRoad(tile)) {
02586         TownID tid = GetTownIndex(tile);
02587         if (tid == (TownID)INVALID_TOWN) {
02588           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
02589           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
02590           assert(GetNumTowns() == 0);
02591           return NULL;
02592         }
02593 
02594         Town *town = GetTown(tid);
02595         assert(town->IsValid());
02596         assert(town == CalcClosestTownFromTile(tile));
02597 
02598         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
02599 
02600         return town;
02601       }
02602       /* FALL THROUGH */
02603 
02604     case MP_HOUSE:
02605       return GetTownByTile(tile);
02606 
02607     default:
02608       return CalcClosestTownFromTile(tile, threshold);
02609   }
02610 }
02611 
02612 static bool _town_rating_test = false;
02613 SmallMap<const Town *, int, 4> _town_test_ratings;
02614 
02615 void SetTownRatingTestMode(bool mode)
02616 {
02617   static int ref_count = 0;
02618   if (mode) {
02619     if (ref_count == 0) {
02620       _town_test_ratings.Clear();
02621     }
02622     ref_count++;
02623   } else {
02624     assert(ref_count > 0);
02625     ref_count--;
02626   }
02627   _town_rating_test = !(ref_count == 0);
02628 }
02629 
02630 static int GetRating(const Town *t)
02631 {
02632   if (_town_rating_test) {
02633     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
02634     if (it != _town_test_ratings.End()) {
02635       return it->second;
02636     }
02637   }
02638   return t->ratings[_current_company];
02639 }
02640 
02648 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
02649 {
02650   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
02651   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
02652       !IsValidCompanyID(_current_company) ||
02653       (_cheats.magic_bulldozer.value && add < 0)) {
02654     return;
02655   }
02656 
02657   int rating = GetRating(t);
02658   if (add < 0) {
02659     if (rating > max) {
02660       rating += add;
02661       if (rating < max) rating = max;
02662     }
02663   } else {
02664     if (rating < max) {
02665       rating += add;
02666       if (rating > max) rating = max;
02667     }
02668   }
02669   if (_town_rating_test) {
02670     _town_test_ratings[t] = rating;
02671   } else {
02672     SetBit(t->have_ratings, _current_company);
02673     t->ratings[_current_company] = rating;
02674     InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
02675   }
02676 }
02677 
02678 /* penalty for removing town-owned stuff */
02679 static const int _default_rating_settings [3][3] = {
02680   /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE */
02681   {  0, 128, 384}, // Permissive
02682   { 48, 192, 480}, // Neutral
02683   { 96, 384, 768}, // Hostile
02684 };
02685 
02686 bool CheckforTownRating(DoCommandFlag flags, Town *t, byte type)
02687 {
02688   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
02689   if (t == NULL || !IsValidCompanyID(_current_company) || _cheats.magic_bulldozer.value)
02690     return true;
02691 
02692   /* check if you're allowed to remove the street/bridge/tunnel/industry
02693    * owned by a town no removal if rating is lower than ... depends now on
02694    * difficulty setting. Minimum town rating selected by difficulty level
02695    */
02696   int modemod = _default_rating_settings[_settings_game.difficulty.town_council_tolerance][type];
02697 
02698   if (GetRating(t) < 16 + modemod && !(flags & DC_NO_TEST_TOWN_RATING)) {
02699     SetDParam(0, t->index);
02700     _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
02701     return false;
02702   }
02703 
02704   return true;
02705 }
02706 
02707 void TownsMonthlyLoop()
02708 {
02709   Town *t;
02710 
02711   FOR_ALL_TOWNS(t) {
02712     if (t->road_build_months != 0) t->road_build_months--;
02713 
02714     if (t->exclusive_counter != 0)
02715       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
02716 
02717     UpdateTownGrowRate(t);
02718     UpdateTownAmounts(t);
02719     UpdateTownUnwanted(t);
02720   }
02721 }
02722 
02723 void TownsYearlyLoop()
02724 {
02725   /* Increment house ages */
02726   for (TileIndex t = 0; t < MapSize(); t++) {
02727     if (!IsTileType(t, MP_HOUSE)) continue;
02728     IncrementHouseAge(t);
02729   }
02730 }
02731 
02732 void InitializeTowns()
02733 {
02734   /* Clean the town pool and create 1 block in it */
02735   _Town_pool.CleanPool();
02736   _Town_pool.AddBlockToPool();
02737 
02738   memset(_subsidies, 0, sizeof(_subsidies));
02739   for (Subsidy *s = _subsidies; s != endof(_subsidies); s++) {
02740     s->cargo_type = CT_INVALID;
02741   }
02742 
02743   _cur_town_ctr = 0;
02744   _cur_town_iter = 0;
02745   _total_towns = 0;
02746 }
02747 
02748 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
02749 {
02750   if (AutoslopeEnabled()) {
02751     HouseID house = GetHouseType(tile);
02752     GetHouseNorthPart(house); // modifies house to the ID of the north tile
02753     const HouseSpec *hs = GetHouseSpecs(house);
02754 
02755     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
02756     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
02757       (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
02758   }
02759 
02760   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02761 }
02762 
02764 extern const TileTypeProcs _tile_type_town_procs = {
02765   DrawTile_Town,           // draw_tile_proc
02766   GetSlopeZ_Town,          // get_slope_z_proc
02767   ClearTile_Town,          // clear_tile_proc
02768   GetAcceptedCargo_Town,   // get_accepted_cargo_proc
02769   GetTileDesc_Town,        // get_tile_desc_proc
02770   GetTileTrackStatus_Town, // get_tile_track_status_proc
02771   ClickTile_Town,          // click_tile_proc
02772   AnimateTile_Town,        // animate_tile_proc
02773   TileLoop_Town,           // tile_loop_clear
02774   ChangeTileOwner_Town,    // change_tile_owner_clear
02775   GetProducedCargo_Town,   // get_produced_cargo_proc
02776   NULL,                    // vehicle_enter_tile_proc
02777   GetFoundation_Town,      // get_foundation_proc
02778   TerraformTile_Town,      // terraform_tile_proc
02779 };
02780 
02781 void ResetHouses()
02782 {
02783   memset(&_house_specs, 0, sizeof(_house_specs));
02784   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
02785 
02786   /* Reset any overrides that have been set. */
02787   _house_mngr.ResetOverride();
02788 }

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