town_cmd.cpp

Go to the documentation of this file.
00001 /* $Id: town_cmd.cpp 15454 2009-02-11 20:41:17Z 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 /* Initialize the town-pool */
00056 DEFINE_OLD_POOL_GENERIC(Town, Town)
00057 
00058 Town::Town(TileIndex tile)
00059 {
00060   if (tile != INVALID_TILE) _total_towns++;
00061   this->xy = tile;
00062 }
00063 
00064 Town::~Town()
00065 {
00066   free(this->name);
00067 
00068   if (CleaningPool()) return;
00069 
00070   Industry *i;
00071 
00072   /* Delete town authority window
00073    * and remove from list of sorted towns */
00074   DeleteWindowById(WC_TOWN_VIEW, this->index);
00075   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
00076   _total_towns--;
00077 
00078   /* Delete all industries belonging to the town */
00079   FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
00080 
00081   /* Go through all tiles and delete those belonging to the town */
00082   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
00083     switch (GetTileType(tile)) {
00084       case MP_HOUSE:
00085         if (GetTownByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00086         break;
00087 
00088       case MP_ROAD:
00089         /* Cached nearest town is updated later (after this town has been deleted) */
00090         if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->index) {
00091           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00092         }
00093         break;
00094 
00095       case MP_TUNNELBRIDGE:
00096         if (IsTileOwner(tile, OWNER_TOWN) &&
00097             ClosestTownFromTile(tile, UINT_MAX) == this)
00098           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00099         break;
00100 
00101       default:
00102         break;
00103     }
00104   }
00105 
00106   DeleteSubsidyWithTown(this->index);
00107 
00108   MarkWholeScreenDirty();
00109 
00110   this->xy = INVALID_TILE;
00111 
00112   UpdateNearestTownForRoadTiles(false);
00113 }
00114 
00118 void Town::InitializeLayout(TownLayout layout)
00119 {
00120   if (layout != TL_RANDOM) {
00121     this->layout = layout;
00122     return;
00123   }
00124 
00125   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
00126 }
00127 
00128 Money HouseSpec::GetRemovalCost() const
00129 {
00130   return (_price.remove_house * this->removal_cost) >> 8;
00131 }
00132 
00133 // Local
00134 static int _grow_town_result;
00135 
00136 /* Describe the possible states */
00137 enum TownGrowthResult {
00138   GROWTH_SUCCEED         = -1,
00139   GROWTH_SEARCH_STOPPED  =  0
00140 //  GROWTH_SEARCH_RUNNING >=  1
00141 };
00142 
00143 static bool BuildTownHouse(Town *t, TileIndex tile);
00144 
00145 static void TownDrawHouseLift(const TileInfo *ti)
00146 {
00147   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
00148 }
00149 
00150 typedef void TownDrawTileProc(const TileInfo *ti);
00151 static TownDrawTileProc *const _town_draw_tile_procs[1] = {
00152   TownDrawHouseLift
00153 };
00154 
00160 static inline DiagDirection RandomDiagDir()
00161 {
00162   return (DiagDirection)(3 & Random());
00163 }
00164 
00170 static void DrawTile_Town(TileInfo *ti)
00171 {
00172   HouseID house_id = GetHouseType(ti->tile);
00173 
00174   if (house_id >= NEW_HOUSE_OFFSET) {
00175     /* Houses don't necessarily need new graphics. If they don't have a
00176      * spritegroup associated with them, then the sprite for the substitute
00177      * house id is drawn instead. */
00178     if (GetHouseSpecs(house_id)->spritegroup != NULL) {
00179       DrawNewHouseTile(ti, house_id);
00180       return;
00181     } else {
00182       house_id = GetHouseSpecs(house_id)->substitute_id;
00183     }
00184   }
00185 
00186   /* Retrieve pointer to the draw town tile struct */
00187   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
00188 
00189   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00190 
00191   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
00192 
00193   /* If houses are invisible, do not draw the upper part */
00194   if (IsInvisibilitySet(TO_HOUSES)) return;
00195 
00196   /* Add a house on top of the ground? */
00197   SpriteID image = dcts->building.sprite;
00198   if (image != 0) {
00199     AddSortableSpriteToDraw(image, dcts->building.pal,
00200       ti->x + dcts->subtile_x,
00201       ti->y + dcts->subtile_y,
00202       dcts->width,
00203       dcts->height,
00204       dcts->dz,
00205       ti->z,
00206       IsTransparencySet(TO_HOUSES)
00207     );
00208 
00209     if (IsTransparencySet(TO_HOUSES)) return;
00210   }
00211 
00212   {
00213     int proc = dcts->draw_proc - 1;
00214 
00215     if (proc >= 0) _town_draw_tile_procs[proc](ti);
00216   }
00217 }
00218 
00219 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
00220 {
00221   return GetTileMaxZ(tile);
00222 }
00223 
00225 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
00226 {
00227   return FlatteningFoundation(tileh);
00228 }
00229 
00236 static void AnimateTile_Town(TileIndex tile)
00237 {
00238   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
00239     AnimateNewHouseTile(tile);
00240     return;
00241   }
00242 
00243   if (_tick_counter & 3) return;
00244 
00245   /* If the house is not one with a lift anymore, then stop this animating.
00246    * Not exactly sure when this happens, but probably when a house changes.
00247    * Before this was just a return...so it'd leak animated tiles..
00248    * That bug seems to have been here since day 1?? */
00249   if (!(GetHouseSpecs(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
00250     DeleteAnimatedTile(tile);
00251     return;
00252   }
00253 
00254   if (!LiftHasDestination(tile)) {
00255     uint i;
00256 
00257     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
00258      * This is due to the fact that the first floor is, in the graphics,
00259      *  the height of 2 'normal' floors.
00260      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
00261     do {
00262       i = RandomRange(7);
00263     } while (i == 1 || i * 6 == GetLiftPosition(tile));
00264 
00265     SetLiftDestination(tile, i);
00266   }
00267 
00268   int pos = GetLiftPosition(tile);
00269   int dest = GetLiftDestination(tile) * 6;
00270   pos += (pos < dest) ? 1 : -1;
00271   SetLiftPosition(tile, pos);
00272 
00273   if (pos == dest) {
00274     HaltLift(tile);
00275     DeleteAnimatedTile(tile);
00276   }
00277 
00278   MarkTileDirtyByTile(tile);
00279 }
00280 
00287 static bool IsCloseToTown(TileIndex tile, uint dist)
00288 {
00289   const Town *t;
00290 
00291   FOR_ALL_TOWNS(t) {
00292     if (DistanceManhattan(tile, t->xy) < dist) return true;
00293   }
00294   return false;
00295 }
00296 
00305 static void MarkTownSignDirty(Town *t)
00306 {
00307   MarkAllViewportsDirty(
00308     t->sign.left - 6,
00309     t->sign.top - 3,
00310     t->sign.left + t->sign.width_1 * 4 + 12,
00311     t->sign.top + 45
00312   );
00313 }
00314 
00320 void UpdateTownVirtCoord(Town *t)
00321 {
00322   MarkTownSignDirty(t);
00323   Point pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
00324   SetDParam(0, t->index);
00325   SetDParam(1, t->population);
00326   UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
00327     _settings_client.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
00328   MarkTownSignDirty(t);
00329 }
00330 
00332 void UpdateAllTownVirtCoords()
00333 {
00334   Town *t;
00335   FOR_ALL_TOWNS(t) {
00336     UpdateTownVirtCoord(t);
00337   }
00338 }
00339 
00345 static void ChangePopulation(Town *t, int mod)
00346 {
00347   t->population += mod;
00348   InvalidateWindow(WC_TOWN_VIEW, t->index);
00349   UpdateTownVirtCoord(t);
00350 
00351   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
00352 }
00353 
00359 uint32 GetWorldPopulation()
00360 {
00361   uint32 pop = 0;
00362   const Town *t;
00363 
00364   FOR_ALL_TOWNS(t) pop += t->population;
00365   return pop;
00366 }
00367 
00372 static void MakeSingleHouseBigger(TileIndex tile)
00373 {
00374   assert(IsTileType(tile, MP_HOUSE));
00375 
00376   /* means it is completed, get out. */
00377   if (LiftHasDestination(tile)) return;
00378 
00379   /* progress in construction stages */
00380   IncHouseConstructionTick(tile);
00381   if (GetHouseConstructionTick(tile) != 0) return;
00382 
00383   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00384 
00385   /* Check and/or  */
00386   if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
00387     uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00388     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
00389   }
00390 
00391   if (IsHouseCompleted(tile)) {
00392     /* Now that construction is complete, we can add the population of the
00393      * building to the town. */
00394     ChangePopulation(GetTownByTile(tile), hs->population);
00395     ResetHouseAge(tile);
00396   }
00397   MarkTileDirtyByTile(tile);
00398 }
00399 
00403 static void MakeTownHouseBigger(TileIndex tile)
00404 {
00405   uint flags = GetHouseSpecs(GetHouseType(tile))->building_flags;
00406   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
00407   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
00408   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
00409   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
00410 }
00411 
00418 static void TileLoop_Town(TileIndex tile)
00419 {
00420   HouseID house_id = GetHouseType(tile);
00421 
00422   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
00423    * doesn't exist any more, so don't continue here. */
00424   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
00425 
00426   if (!IsHouseCompleted(tile)) {
00427     /* Construction is not completed. See if we can go further in construction*/
00428     MakeTownHouseBigger(tile);
00429     return;
00430   }
00431 
00432   const HouseSpec *hs = GetHouseSpecs(house_id);
00433 
00434   /* If the lift has a destination, it is already an animated tile. */
00435   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
00436       house_id < NEW_HOUSE_OFFSET &&
00437       !LiftHasDestination(tile) &&
00438       Chance16(1, 2)) {
00439     AddAnimatedTile(tile);
00440   }
00441 
00442   Town *t = GetTownByTile(tile);
00443   uint32 r = Random();
00444 
00445   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00446     for (uint i = 0; i < 256; i++) {
00447       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
00448 
00449       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00450 
00451       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
00452       if (cargo == CT_INVALID) continue;
00453 
00454       uint amt = GB(callback, 0, 8);
00455       uint moved = MoveGoodsToStation(tile, 1, 1, cargo, amt);
00456 
00457       const CargoSpec *cs = GetCargo(cargo);
00458       switch (cs->town_effect) {
00459         case TE_PASSENGERS:
00460           t->new_max_pass += amt;
00461           t->new_act_pass += moved;
00462           break;
00463 
00464         case TE_MAIL:
00465           t->new_max_mail += amt;
00466           t->new_act_mail += moved;
00467           break;
00468 
00469         default:
00470           break;
00471       }
00472     }
00473   } else {
00474     if (GB(r, 0, 8) < hs->population) {
00475       uint amt = GB(r, 0, 8) / 8 + 1;
00476 
00477       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
00478       t->new_max_pass += amt;
00479       t->new_act_pass += MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
00480     }
00481 
00482     if (GB(r, 8, 8) < hs->mail_generation) {
00483       uint amt = GB(r, 8, 8) / 8 + 1;
00484 
00485       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
00486       t->new_max_mail += amt;
00487       t->new_act_mail += MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
00488     }
00489   }
00490 
00491   _current_company = OWNER_TOWN;
00492 
00493   if (hs->building_flags & BUILDING_HAS_1_TILE &&
00494       HasBit(t->flags12, TOWN_IS_FUNDED) &&
00495       CanDeleteHouse(tile) &&
00496       GetHouseAge(tile) >= hs->minimum_life &&
00497       --t->time_until_rebuild == 0) {
00498     t->time_until_rebuild = GB(r, 16, 8) + 192;
00499 
00500     ClearTownHouse(t, tile);
00501 
00502     /* Rebuild with another house? */
00503     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
00504   }
00505 
00506   _current_company = OWNER_NONE;
00507 }
00508 
00513 static bool ClickTile_Town(TileIndex tile)
00514 {
00515   /* not used */
00516   return false;
00517 }
00518 
00519 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
00520 {
00521   if (flags & DC_AUTO) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
00522   if (!CanDeleteHouse(tile)) return CMD_ERROR;
00523 
00524   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00525 
00526   CommandCost cost(EXPENSES_CONSTRUCTION);
00527   cost.AddCost(hs->GetRemovalCost());
00528 
00529   int rating = hs->remove_rating_decrease;
00530   _cleared_town_rating += rating;
00531   Town *t = _cleared_town = GetTownByTile(tile);
00532 
00533   if (IsValidCompanyID(_current_company)) {
00534     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
00535       SetDParam(0, t->index);
00536       return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
00537     }
00538   }
00539 
00540   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
00541   if (flags & DC_EXEC) {
00542     ClearTownHouse(t, tile);
00543   }
00544 
00545   return cost;
00546 }
00547 
00548 static void GetProducedCargo_Town(TileIndex tile, CargoID *b)
00549 {
00550   HouseID house_id = GetHouseType(tile);
00551   const HouseSpec *hs = GetHouseSpecs(house_id);
00552   Town *t = GetTownByTile(tile);
00553 
00554   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00555     for (uint i = 0; i < 256; i++) {
00556       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
00557 
00558       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00559 
00560       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
00561 
00562       if (cargo == CT_INVALID) continue;
00563       *(b++) = cargo;
00564     }
00565   } else {
00566     if (hs->population > 0) {
00567       *(b++) = CT_PASSENGERS;
00568     }
00569     if (hs->mail_generation > 0) {
00570       *(b++) = CT_MAIL;
00571     }
00572   }
00573 }
00574 
00575 static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
00576 {
00577   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00578   CargoID accepts[3];
00579 
00580   /* Set the initial accepted cargo types */
00581   for (uint8 i = 0; i < lengthof(accepts); i++) {
00582     accepts[i] = hs->accepts_cargo[i];
00583   }
00584 
00585   /* Check for custom accepted cargo types */
00586   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
00587     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00588     if (callback != CALLBACK_FAILED) {
00589       /* Replace accepted cargo types with translated values from callback */
00590       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grffile);
00591       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grffile);
00592       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
00593     }
00594   }
00595 
00596   /* Check for custom cargo acceptance */
00597   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
00598     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00599     if (callback != CALLBACK_FAILED) {
00600       if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4);
00601       if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4);
00602       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
00603         /* The 'S' bit indicates food instead of goods */
00604         ac[CT_FOOD] = GB(callback, 8, 4);
00605       } else {
00606         if (accepts[2] != CT_INVALID) ac[accepts[2]] = GB(callback, 8, 4);
00607       }
00608       return;
00609     }
00610   }
00611 
00612   /* No custom acceptance, so fill in with the default values */
00613   for (uint8 i = 0; i < lengthof(accepts); i++) {
00614     if (accepts[i] != CT_INVALID) ac[accepts[i]] = hs->cargo_acceptance[i];
00615   }
00616 }
00617 
00618 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
00619 {
00620   const HouseID house = GetHouseType(tile);
00621   const HouseSpec *hs = GetHouseSpecs(house);
00622   bool house_completed = IsHouseCompleted(tile);
00623 
00624   td->str = hs->building_name;
00625 
00626   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, GetTownByTile(tile), tile);
00627   if (callback_res != CALLBACK_FAILED) {
00628     StringID new_name = GetGRFStringID(hs->grffile->grfid, 0xD000 + callback_res);
00629     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
00630       td->str = new_name;
00631     }
00632   }
00633 
00634   if (!house_completed) {
00635     SetDParamX(td->dparam, 0, td->str);
00636     td->str = STR_2058_UNDER_CONSTRUCTION;
00637   }
00638 
00639   if (hs->grffile != NULL) {
00640     const GRFConfig *gc = GetGRFConfig(hs->grffile->grfid);
00641     td->grf = gc->name;
00642   }
00643 
00644   td->owner[0] = OWNER_TOWN;
00645 }
00646 
00647 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00648 {
00649   /* not used */
00650   return 0;
00651 }
00652 
00653 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
00654 {
00655   /* not used */
00656 }
00657 
00658 static bool GrowTown(Town *t);
00659 
00660 static void TownTickHandler(Town *t)
00661 {
00662   if (HasBit(t->flags12, TOWN_IS_FUNDED)) {
00663     int i = t->grow_counter - 1;
00664     if (i < 0) {
00665       if (GrowTown(t)) {
00666         i = t->growth_rate;
00667       } else {
00668         i = 0;
00669       }
00670     }
00671     t->grow_counter = i;
00672   }
00673 
00674   UpdateTownRadius(t);
00675 }
00676 
00677 void OnTick_Town()
00678 {
00679   if (_game_mode == GM_EDITOR) return;
00680 
00681   /* Make sure each town's tickhandler invocation frequency is about the
00682    * same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */
00683   for (_cur_town_iter += GetMaxTownIndex() + 1;
00684        _cur_town_iter >= TOWN_GROWTH_FREQUENCY;
00685        _cur_town_iter -= TOWN_GROWTH_FREQUENCY) {
00686     uint32 i = _cur_town_ctr;
00687 
00688     if (++_cur_town_ctr > GetMaxTownIndex())
00689       _cur_town_ctr = 0;
00690 
00691     if (IsValidTownID(i)) TownTickHandler(GetTown(i));
00692   }
00693 }
00694 
00703 static RoadBits GetTownRoadBits(TileIndex tile)
00704 {
00705   TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD);
00706   RoadBits r = ROAD_NONE;
00707 
00708   if (b == TRACK_BIT_NONE) return r;
00709   if (b & TRACK_BIT_X)     r |= ROAD_X;
00710   if (b & TRACK_BIT_Y)     r |= ROAD_Y;
00711   if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
00712   if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
00713   if (b & TRACK_BIT_LEFT)  r |= ROAD_NW | ROAD_SW;
00714   if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
00715   return r;
00716 }
00717 
00728 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
00729 {
00730   if (!IsValidTile(tile)) return false;
00731 
00732   /* Lookup table for the used diff values */
00733   const TileIndexDiff tid_lt[3] = {
00734     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
00735     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
00736     TileOffsByDiagDir(ReverseDiagDir(dir)),
00737   };
00738 
00739   dist_multi = (dist_multi + 1) * 4;
00740   for (uint pos = 4; pos < dist_multi; pos++) {
00741     /* Go (pos / 4) tiles to the left or the right */
00742     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
00743 
00744     /* Use the current tile as origin, or go one tile backwards */
00745     if (pos & 2) cur += tid_lt[2];
00746 
00747     /* Test for roadbit parallel to dir and facing towards the middle axis */
00748     if (IsValidTile(tile + cur) &&
00749       GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
00750   }
00751   return false;
00752 }
00753 
00762 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
00763 {
00764   if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false;
00765 
00766   Slope cur_slope, desired_slope;
00767 
00768   for (;;) {
00769     /* Check if there already is a road at this point? */
00770     if (GetTownRoadBits(tile) == ROAD_NONE) {
00771       /* No, try if we are able to build a road piece there.
00772        * If that fails clear the land, and if that fails exit.
00773        * This is to make sure that we can build a road here later. */
00774       if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
00775           CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
00776         return false;
00777     }
00778 
00779     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
00780     if (cur_slope == SLOPE_FLAT) {
00781 no_slope:
00782       /* Tile has no slope */
00783       switch (t->layout) {
00784         default: NOT_REACHED();
00785 
00786         case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1)
00787           return !IsNeighborRoadTile(tile, dir, 1);
00788 
00789         case TL_BETTER_ROADS: // Disallow the road if any neighboring tile has a road (distance: 1 and 2).
00790           return !IsNeighborRoadTile(tile, dir, 2);
00791       }
00792     }
00793 
00794     /* If the tile is not a slope in the right direction, then
00795      * maybe terraform some. */
00796     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
00797     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
00798       if (Chance16(1, 8)) {
00799         CommandCost res = CMD_ERROR;
00800         if (!_generating_world && Chance16(1, 10)) {
00801           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
00802           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
00803               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00804         }
00805         if (CmdFailed(res) && Chance16(1, 3)) {
00806           /* We can consider building on the slope, though. */
00807           goto no_slope;
00808         }
00809       }
00810       return false;
00811     }
00812     return true;
00813   }
00814 }
00815 
00816 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
00817 {
00818   TILE_ASSERT(tile);
00819 
00820   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00821   if (CmdFailed(r) || r.GetCost() >= (_price.terraform + 2) * 8) return false;
00822   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
00823   return true;
00824 }
00825 
00826 static void LevelTownLand(TileIndex tile)
00827 {
00828   TILE_ASSERT(tile);
00829 
00830   /* Don't terraform if land is plain or if there's a house there. */
00831   if (IsTileType(tile, MP_HOUSE)) return;
00832   Slope tileh = GetTileSlope(tile, NULL);
00833   if (tileh == SLOPE_FLAT) return;
00834 
00835   /* First try up, then down */
00836   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
00837     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
00838   }
00839 }
00840 
00850 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
00851 {
00852   /* align the grid to the downtown */
00853   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
00854   RoadBits rcmd = ROAD_NONE;
00855 
00856   switch (t->layout) {
00857     default: NOT_REACHED();
00858 
00859     case TL_2X2_GRID:
00860       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
00861       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
00862       break;
00863 
00864     case TL_3X3_GRID:
00865       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
00866       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
00867       break;
00868   }
00869 
00870   /* Optimise only X-junctions */
00871   if (rcmd != ROAD_ALL) return rcmd;
00872 
00873   RoadBits rb_template;
00874 
00875   switch (GetTileSlope(tile, NULL)) {
00876     default:       rb_template = ROAD_ALL; break;
00877     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
00878     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
00879     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
00880     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
00881     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
00882     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
00883     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
00884     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
00885     case SLOPE_STEEP_W:
00886     case SLOPE_STEEP_S:
00887     case SLOPE_STEEP_E:
00888     case SLOPE_STEEP_N:
00889       rb_template = ROAD_NONE;
00890       break;
00891   }
00892 
00893   /* Stop if the template is compatible to the growth dir */
00894   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
00895   /* If not generate a straight road in the direction of the growth */
00896   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
00897 }
00898 
00909 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
00910 {
00911   /* We can't look further than that. */
00912   if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
00913 
00914   uint counter = 0; // counts the house neighbor tiles
00915 
00916   /* Check the tiles E,N,W and S of the current tile for houses */
00917   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
00918 
00919     if (IsTileType(TileAddByDiagDir(tile, dir), MP_HOUSE)) counter++;
00920 
00921     /* If there are enough neighbors stop here */
00922     if (counter >= 3) {
00923       if (BuildTownHouse(t, tile)) {
00924         _grow_town_result = GROWTH_SUCCEED;
00925         return true;
00926       }
00927       return false;
00928     }
00929   }
00930   return false;
00931 }
00932 
00941 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
00942 {
00943   if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
00944     _grow_town_result = GROWTH_SUCCEED;
00945     return true;
00946   }
00947   return false;
00948 }
00949 
00960 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
00961 {
00962   assert(bridge_dir < DIAGDIR_END);
00963 
00964   const Slope slope = GetTileSlope(tile, NULL);
00965   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
00966 
00967   /* Make sure the direction is compatible with the slope.
00968    * Well we check if the slope has an up bit set in the
00969    * reverse direction. */
00970   if (HASBITS(slope, InclinedSlope(bridge_dir))) return false;
00971 
00972   /* Assure that the bridge is connectable to the start side */
00973   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
00974 
00975   /* We are in the right direction */
00976   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
00977   TileIndex bridge_tile = tile; // Used to store the other waterside
00978 
00979   const int delta = TileOffsByDiagDir(bridge_dir);
00980   do {
00981     if (bridge_length++ >= 11) {
00982       /* Max 11 tile long bridges */
00983       return false;
00984     }
00985     bridge_tile += delta;
00986   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
00987 
00988   /* no water tiles in between? */
00989   if (bridge_length == 1) return false;
00990 
00991   for (uint8 times = 0; times <= 22; times++) {
00992     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
00993 
00994     /* Can we actually build the bridge? */
00995     if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE))) {
00996       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
00997       _grow_town_result = GROWTH_SUCCEED;
00998       return true;
00999     }
01000   }
01001   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
01002   return false;
01003 }
01004 
01022 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
01023 {
01024   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
01025   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
01026 
01027   TILE_ASSERT(tile);
01028 
01029   if (cur_rb == ROAD_NONE) {
01030     /* Tile has no road. First reset the status counter
01031      * to say that this is the last iteration. */
01032     _grow_town_result = GROWTH_SEARCH_STOPPED;
01033 
01034     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01035 
01036     /* Remove hills etc */
01037     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
01038 
01039     /* Is a road allowed here? */
01040     switch (t1->layout) {
01041       default: NOT_REACHED();
01042 
01043       case TL_3X3_GRID:
01044       case TL_2X2_GRID:
01045         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01046         if (rcmd == ROAD_NONE) return;
01047         break;
01048 
01049       case TL_BETTER_ROADS:
01050       case TL_ORIGINAL:
01051         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
01052 
01053         DiagDirection source_dir = ReverseDiagDir(target_dir);
01054 
01055         if (Chance16(1, 4)) {
01056           /* Randomize a new target dir */
01057           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
01058         }
01059 
01060         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
01061           /* A road is not allowed to continue the randomized road,
01062            *  return if the road we're trying to build is curved. */
01063           if (target_dir != ReverseDiagDir(source_dir)) return;
01064 
01065           /* Return if neither side of the new road is a house */
01066           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
01067               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
01068             return;
01069           }
01070 
01071           /* That means that the road is only allowed if there is a house
01072            *  at any side of the new road. */
01073         }
01074 
01075         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
01076         break;
01077     }
01078 
01079   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
01080     /* Continue building on a partial road.
01081      * Should be allways OK, so we only generate
01082      * the fitting RoadBits */
01083     _grow_town_result = GROWTH_SEARCH_STOPPED;
01084 
01085     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01086 
01087     switch (t1->layout) {
01088       default: NOT_REACHED();
01089 
01090       case TL_3X3_GRID:
01091       case TL_2X2_GRID:
01092         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01093         break;
01094 
01095       case TL_BETTER_ROADS:
01096       case TL_ORIGINAL:
01097         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
01098         break;
01099     }
01100   } else {
01101     bool allow_house = true; // Value which decides if we want to construct a house
01102 
01103     /* Reached a tunnel/bridge? Then continue at the other side of it. */
01104     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01105       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
01106         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
01107       }
01108       return;
01109     }
01110 
01111     /* Possibly extend the road in a direction.
01112      * Randomize a direction and if it has a road, bail out. */
01113     target_dir = RandomDiagDir();
01114     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
01115 
01116     /* This is the tile we will reach if we extend to this direction. */
01117     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
01118 
01119     /* Don't walk into water. */
01120     if (IsWaterTile(house_tile)) return;
01121 
01122     if (!IsValidTile(house_tile) || !IsValidTile(house_tile + TileOffsByDiagDir(target_dir))) return;
01123 
01124     if (_settings_game.economy.allow_town_roads || _generating_world) {
01125       switch (t1->layout) {
01126         default: NOT_REACHED();
01127 
01128         case TL_3X3_GRID: /* Use 2x2 grid afterwards! */
01129           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01130           /* FALL THROUGH */
01131 
01132         case TL_2X2_GRID:
01133           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
01134           allow_house = (rcmd == ROAD_NONE);
01135           break;
01136 
01137         case TL_BETTER_ROADS: /* Use original afterwards! */
01138           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01139           /* FALL THROUGH */
01140 
01141         case TL_ORIGINAL:
01142           /* Allow a house at the edge. 60% chance or
01143            * always ok if no road allowed. */
01144           rcmd = DiagDirToRoadBits(target_dir);
01145           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
01146           break;
01147       }
01148     }
01149 
01150     if (allow_house) {
01151       /* Build a house, but not if there already is a house there. */
01152       if (!IsTileType(house_tile, MP_HOUSE)) {
01153         /* Level the land if possible */
01154         if (Chance16(1, 6)) LevelTownLand(house_tile);
01155 
01156         /* And build a house.
01157          * Set result to -1 if we managed to build it. */
01158         if (BuildTownHouse(t1, house_tile)) {
01159           _grow_town_result = GROWTH_SUCCEED;
01160         }
01161       }
01162       return;
01163     }
01164 
01165     _grow_town_result = GROWTH_SEARCH_STOPPED;
01166   }
01167 
01168   /* Return if a water tile */
01169   if (IsWaterTile(tile)) return;
01170 
01171   /* Make the roads look nicer */
01172   rcmd = CleanUpRoadBits(tile, rcmd);
01173   if (rcmd == ROAD_NONE) return;
01174 
01175   /* Only use the target direction for bridges to ensure they're connected.
01176    * The target_dir is as computed previously according to town layout, so
01177    * it will match it perfectly. */
01178   if (GrowTownWithBridge(t1, tile, target_dir)) return;
01179 
01180   GrowTownWithRoad(t1, tile, rcmd);
01181 }
01182 
01188 static int GrowTownAtRoad(Town *t, TileIndex tile)
01189 {
01190   /* Special case.
01191    * @see GrowTownInTile Check the else if
01192    */
01193   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
01194 
01195   TILE_ASSERT(tile);
01196 
01197   /* Number of times to search.
01198    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
01199    * them a little handicap. */
01200   switch (t->layout) {
01201     case TL_BETTER_ROADS:
01202       _grow_town_result = 10 + t->num_houses * 2 / 9;
01203       break;
01204 
01205     case TL_3X3_GRID:
01206     case TL_2X2_GRID:
01207       _grow_town_result = 10 + t->num_houses * 1 / 9;
01208       break;
01209 
01210     default:
01211       _grow_town_result = 10 + t->num_houses * 4 / 9;
01212       break;
01213   }
01214 
01215   do {
01216     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
01217 
01218     /* Try to grow the town from this point */
01219     GrowTownInTile(&tile, cur_rb, target_dir, t);
01220 
01221     /* Exclude the source position from the bitmask
01222      * and return if no more road blocks available */
01223     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
01224     if (cur_rb == ROAD_NONE)
01225       return _grow_town_result;
01226 
01227     /* Select a random bit from the blockmask, walk a step
01228      * and continue the search from there. */
01229     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
01230     tile = TileAddByDiagDir(tile, target_dir);
01231 
01232     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
01233       /* Don't allow building over roads of other cities */
01234       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && GetTownByTile(tile) != t) {
01235         _grow_town_result = GROWTH_SUCCEED;
01236       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
01237         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
01238          * owner :) (happy happy happy road now) */
01239         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
01240         SetTownIndex(tile, t->index);
01241       }
01242     }
01243 
01244     /* Max number of times is checked. */
01245   } while (--_grow_town_result >= 0);
01246 
01247   return (_grow_town_result == -2);
01248 }
01249 
01257 static RoadBits GenRandomRoadBits()
01258 {
01259   uint32 r = Random();
01260   uint a = GB(r, 0, 2);
01261   uint b = GB(r, 8, 2);
01262   if (a == b) b ^= 2;
01263   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
01264 }
01265 
01270 static bool GrowTown(Town *t)
01271 {
01272   static const TileIndexDiffC _town_coord_mod[] = {
01273     {-1,  0},
01274     { 1,  1},
01275     { 1, -1},
01276     {-1, -1},
01277     {-1,  0},
01278     { 0,  2},
01279     { 2,  0},
01280     { 0, -2},
01281     {-1, -1},
01282     {-2,  2},
01283     { 2,  2},
01284     { 2, -2},
01285     { 0,  0}
01286   };
01287 
01288   /* Current "company" is a town */
01289   CompanyID old_company = _current_company;
01290   _current_company = OWNER_TOWN;
01291 
01292   TileIndex tile = t->xy; // The tile we are working with ATM
01293 
01294   /* Find a road that we can base the construction on. */
01295   const TileIndexDiffC *ptr;
01296   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01297     if (GetTownRoadBits(tile) != ROAD_NONE) {
01298       int r = GrowTownAtRoad(t, tile);
01299       _current_company = old_company;
01300       return r != 0;
01301     }
01302     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01303   }
01304 
01305   /* No road available, try to build a random road block by
01306    * clearing some land and then building a road there. */
01307   tile = t->xy;
01308   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01309     /* Only work with plain land that not already has a house */
01310     if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
01311       if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) {
01312         DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
01313         _current_company = old_company;
01314         return true;
01315       }
01316     }
01317     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01318   }
01319 
01320   _current_company = old_company;
01321   return false;
01322 }
01323 
01324 void UpdateTownRadius(Town *t)
01325 {
01326   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
01327     {  4,  0,  0,  0,  0}, // 0
01328     { 16,  0,  0,  0,  0},
01329     { 25,  0,  0,  0,  0},
01330     { 36,  0,  0,  0,  0},
01331     { 49,  0,  4,  0,  0},
01332     { 64,  0,  4,  0,  0}, // 20
01333     { 64,  0,  9,  0,  1},
01334     { 64,  0,  9,  0,  4},
01335     { 64,  0, 16,  0,  4},
01336     { 81,  0, 16,  0,  4},
01337     { 81,  0, 16,  0,  4}, // 40
01338     { 81,  0, 25,  0,  9},
01339     { 81, 36, 25,  0,  9},
01340     { 81, 36, 25, 16,  9},
01341     { 81, 49,  0, 25,  9},
01342     { 81, 64,  0, 25,  9}, // 60
01343     { 81, 64,  0, 36,  9},
01344     { 81, 64,  0, 36, 16},
01345     {100, 81,  0, 49, 16},
01346     {100, 81,  0, 49, 25},
01347     {121, 81,  0, 49, 25}, // 80
01348     {121, 81,  0, 49, 25},
01349     {121, 81,  0, 49, 36}, // 88
01350   };
01351 
01352   if (t->num_houses < 92) {
01353     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
01354   } else {
01355     int mass = t->num_houses / 8;
01356     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
01357      * The offsets are to make sure the radii do not decrease in size when going from the table
01358      * to the calculated value.*/
01359     t->squared_town_zone_radius[0] = mass * 15 - 40;
01360     t->squared_town_zone_radius[1] = mass * 9 - 15;
01361     t->squared_town_zone_radius[2] = 0;
01362     t->squared_town_zone_radius[3] = mass * 5 - 5;
01363     t->squared_town_zone_radius[4] = mass * 3 + 5;
01364   }
01365 }
01366 
01367 static bool CreateTownName(uint32 *townnameparts)
01368 {
01369   extern int _nb_orig_names;
01370   Town *t2;
01371   char buf1[64];
01372   char buf2[64];
01373   uint32 r;
01374   /* Do not set too low tries, since when we run out of names, we loop
01375    * for #tries only one time anyway - then we stop generating more
01376    * towns. Do not show it too high neither, since looping through all
01377    * the other towns may take considerable amount of time (10000 is
01378    * too much). */
01379   int tries = 1000;
01380   bool grf = (_settings_game.game_creation.town_name >= _nb_orig_names);
01381   uint32 grfid = grf ? GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names) : 0;
01382   uint16 townnametype = grf ? GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
01383 
01384   assert(townnameparts != NULL);
01385 
01386   for (;;) {
01387 restart:
01388     r = Random();
01389 
01390     SetDParam(0, r);
01391     if (grf && grfid != 0) {
01392       GRFTownNameGenerate(buf1, grfid, townnametype, r, lastof(buf1));
01393     } else {
01394       GetString(buf1, townnametype, lastof(buf1));
01395     }
01396 
01397     /* Check size and width */
01398     if (strlen(buf1) >= MAX_LENGTH_TOWN_NAME_BYTES || GetStringBoundingBox(buf1).width > MAX_LENGTH_TOWN_NAME_PIXELS) continue;
01399 
01400     FOR_ALL_TOWNS(t2) {
01401       /* We can't just compare the numbers since
01402        * several numbers may map to a single name. */
01403       SetDParam(0, t2->index);
01404       GetString(buf2, STR_TOWN, lastof(buf2));
01405       if (strcmp(buf1, buf2) == 0) {
01406         if (tries-- < 0) return false;
01407         goto restart;
01408       }
01409     }
01410     *townnameparts = r;
01411     return true;
01412   }
01413 }
01414 
01415 void UpdateTownMaxPass(Town *t)
01416 {
01417   t->max_pass = t->population >> 3;
01418   t->max_mail = t->population >> 4;
01419 }
01420 
01430 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
01431 {
01432   extern int _nb_orig_names;
01433 
01434   t->xy = tile;
01435   t->num_houses = 0;
01436   t->time_until_rebuild = 10;
01437   UpdateTownRadius(t);
01438   t->flags12 = 0;
01439   t->population = 0;
01440   t->grow_counter = 0;
01441   t->growth_rate = 250;
01442   t->new_max_pass = 0;
01443   t->new_max_mail = 0;
01444   t->new_act_pass = 0;
01445   t->new_act_mail = 0;
01446   t->max_pass = 0;
01447   t->max_mail = 0;
01448   t->act_pass = 0;
01449   t->act_mail = 0;
01450 
01451   t->pct_pass_transported = 0;
01452   t->pct_mail_transported = 0;
01453   t->fund_buildings_months = 0;
01454   t->new_act_food = 0;
01455   t->new_act_water = 0;
01456   t->act_food = 0;
01457   t->act_water = 0;
01458 
01459   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
01460 
01461   t->have_ratings = 0;
01462   t->exclusivity = INVALID_COMPANY;
01463   t->exclusive_counter = 0;
01464   t->statues = 0;
01465 
01466   if (_settings_game.game_creation.town_name < _nb_orig_names) {
01467     /* Original town name */
01468     t->townnamegrfid = 0;
01469     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
01470   } else {
01471     /* Newgrf town name */
01472     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
01473     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
01474   }
01475   t->townnameparts = townnameparts;
01476 
01477   UpdateTownVirtCoord(t);
01478   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
01479 
01480   t->InitializeLayout(layout);
01481 
01482   t->larger_town = city;
01483 
01484   int x = (int)size * 16 + 3;
01485   if (size == TS_RANDOM) x = (Random() & 0xF) + 8;
01486   if (city) x *= _settings_game.economy.initial_city_size;
01487 
01488   t->noise_reached = 0;
01489 
01490   t->num_houses += x;
01491   UpdateTownRadius(t);
01492 
01493   int i = x * 4;
01494   do {
01495     GrowTown(t);
01496   } while (--i);
01497 
01498   t->num_houses -= x;
01499   UpdateTownRadius(t);
01500   UpdateTownMaxPass(t);
01501 }
01502 
01513 CommandCost CmdBuildTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01514 {
01515   /* Only in the scenario editor */
01516   if (_game_mode != GM_EDITOR) return CMD_ERROR;
01517 
01518   TownSize size = (TownSize)GB(p1, 0, 2);
01519   bool city = HasBit(p1, 2);
01520   TownLayout layout = (TownLayout)GB(p1, 3, 3);
01521 
01522   if (size > TS_RANDOM) return CMD_ERROR;
01523   if (layout > TL_RANDOM) return CMD_ERROR;
01524 
01525   /* Check if too close to the edge of map */
01526   if (DistanceFromEdge(tile) < 12)
01527     return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
01528 
01529   /* Can only build on clear flat areas, possibly with trees. */
01530   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
01531     return_cmd_error(STR_0239_SITE_UNSUITABLE);
01532   }
01533 
01534   /* Check distance to all other towns. */
01535   if (IsCloseToTown(tile, 20))
01536     return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
01537 
01538   uint32 townnameparts;
01539 
01540   /* Get a unique name for the town. */
01541   if (!CreateTownName(&townnameparts))
01542     return_cmd_error(STR_023A_TOO_MANY_TOWNS);
01543 
01544   /* Allocate town struct */
01545   if (!Town::CanAllocateItem()) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
01546 
01547   /* Create the town */
01548   if (flags & DC_EXEC) {
01549     Town *t = new Town(tile);
01550     _generating_world = true;
01551     UpdateNearestTownForRoadTiles(true);
01552     DoCreateTown(t, tile, townnameparts, size, city, layout);
01553     UpdateNearestTownForRoadTiles(false);
01554     _generating_world = false;
01555   }
01556   return CommandCost();
01557 }
01558 
01559 Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout)
01560 {
01561   if (!Town::CanAllocateItem()) return NULL;
01562 
01563   do {
01564     /* Generate a tile index not too close from the edge */
01565     TileIndex tile = RandomTile();
01566     switch (layout) {
01567       case TL_2X2_GRID:
01568         tile = TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
01569         break;
01570       case TL_3X3_GRID:
01571         tile = TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
01572         break;
01573       default: break;
01574     }
01575     if (DistanceFromEdge(tile) < 20) continue;
01576 
01577     /* Make sure the tile is plain */
01578     if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
01579 
01580     /* Check not too close to a town */
01581     if (IsCloseToTown(tile, 20)) continue;
01582 
01583     uint32 townnameparts;
01584 
01585     /* Get a unique name for the town. */
01586     if (!CreateTownName(&townnameparts)) break;
01587 
01588     /* Allocate a town struct */
01589     Town *t = new Town(tile);
01590 
01591     DoCreateTown(t, tile, townnameparts, size, city, layout);
01592     return t;
01593   } while (--attempts != 0);
01594 
01595   return NULL;
01596 }
01597 
01598 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
01599 
01600 bool GenerateTowns(TownLayout layout)
01601 {
01602   uint num = 0;
01603   uint n = ScaleByMapSize(_num_initial_towns[_settings_game.difficulty.number_towns] + (Random() & 7));
01604   uint num_cities = _settings_game.economy.larger_towns == 0 ? 0 : n / _settings_game.economy.larger_towns;
01605 
01606   SetGeneratingWorldProgress(GWP_TOWN, n);
01607 
01608   do {
01609     IncreaseGeneratingWorldProgress(GWP_TOWN);
01610     /* try 20 times to create a random-sized town for the first loop. */
01611     if (CreateRandomTown(20, TS_RANDOM, num_cities > 0, layout) != NULL) num++;
01612     if (num_cities > 0) num_cities--;
01613   } while (--n);
01614 
01615   /* give it a last try, but now more aggressive */
01616   if (num == 0 && CreateRandomTown(10000, TS_RANDOM, false, layout) == NULL) {
01617     if (GetNumTowns() == 0) {
01618       /* XXX - can we handle that more gracefully? */
01619       if (_game_mode != GM_EDITOR) usererror("Could not generate any town");
01620 
01621       return false;
01622     }
01623   }
01624 
01625   return true;
01626 }
01627 
01628 
01634 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
01635 {
01636   uint dist = DistanceSquare(tile, t->xy);
01637 
01638   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
01639 
01640   HouseZonesBits smallest = HZB_TOWN_EDGE;
01641   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
01642     if (dist < t->squared_town_zone_radius[i]) smallest = i;
01643   }
01644 
01645   return smallest;
01646 }
01647 
01658 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
01659 {
01660   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
01661 
01662   assert(CmdSucceeded(cc));
01663 
01664   IncreaseBuildingCount(t, type);
01665   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
01666   if (GetHouseSpecs(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
01667 
01668   MarkTileDirtyByTile(tile);
01669 }
01670 
01671 
01682 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
01683 {
01684   BuildingFlags size = GetHouseSpecs(type)->building_flags;
01685 
01686   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
01687   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
01688   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
01689   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
01690 }
01691 
01692 
01701 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
01702 {
01703   /* cannot build on these slopes... */
01704   Slope slope = GetTileSlope(tile, NULL);
01705   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
01706 
01707   /* building under a bridge? */
01708   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
01709 
01710   /* do not try to build over house owned by another town */
01711   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
01712 
01713   /* can we clear the land? */
01714   return CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
01715 }
01716 
01717 
01727 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
01728 {
01729   if (!CanBuildHouseHere(tile, town, noslope)) return false;
01730 
01731   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
01732   if (GetTileMaxZ(tile) != z) return false;
01733 
01734   return true;
01735 }
01736 
01737 
01747 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
01748 {
01749   /* we need to check this tile too because we can be at different tile now */
01750   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01751 
01752   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
01753     tile += TileOffsByDiagDir(d);
01754     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01755   }
01756 
01757   return true;
01758 }
01759 
01760 
01768 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
01769 {
01770   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
01771 
01772   switch (t->layout) {
01773     case TL_2X2_GRID:
01774       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
01775       break;
01776 
01777     case TL_3X3_GRID:
01778       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
01779       break;
01780 
01781     default:
01782       break;
01783   }
01784 
01785   return true;
01786 }
01787 
01788 
01796 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
01797 {
01798   /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
01799    * so to do only one memory access, use MapSize() */
01800   uint dx = MapSize() + TileX(t->xy) - TileX(tile);
01801   uint dy = MapSize() + TileY(t->xy) - TileY(tile);
01802 
01803   switch (t->layout) {
01804     case TL_2X2_GRID:
01805       if ((dx % 3) != 0 || (dy % 3) != 0) return false;
01806       break;
01807 
01808     case TL_3X3_GRID:
01809       if ((dx % 4) < 2 || (dy % 4) < 2) return false;
01810       break;
01811 
01812     default:
01813       break;
01814   }
01815 
01816   return true;
01817 }
01818 
01819 
01829 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
01830 {
01831   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
01832 
01833   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
01834   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
01835 
01836   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
01837   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
01838     *tile = tile2;
01839     return true;
01840   }
01841 
01842   return false;
01843 }
01844 
01845 
01854 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
01855 {
01856   TileIndex tile2 = *tile;
01857 
01858   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
01859     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
01860       *tile = tile2;
01861       return true;
01862     }
01863     if (d == DIAGDIR_END) break;
01864     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
01865   }
01866 
01867   return false;
01868 }
01869 
01870 
01877 static bool BuildTownHouse(Town *t, TileIndex tile)
01878 {
01879   /* forbidden building here by town layout */
01880   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
01881 
01882   /* no house allowed at all, bail out */
01883   if (!CanBuildHouseHere(tile, t->index, false)) return false;
01884 
01885   uint z;
01886   Slope slope = GetTileSlope(tile, &z);
01887 
01888   /* Get the town zone type of the current tile, as well as the climate.
01889    * This will allow to easily compare with the specs of the new house to build */
01890   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
01891 
01892   /* Above snow? */
01893   int land = _settings_game.game_creation.landscape;
01894   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
01895 
01896   uint bitmask = (1 << rad) + (1 << (land + 12));
01897 
01898   /* bits 0-4 are used
01899    * bits 11-15 are used
01900    * bits 5-10 are not used. */
01901   HouseID houses[HOUSE_MAX];
01902   uint num = 0;
01903   uint probs[HOUSE_MAX];
01904   uint probability_max = 0;
01905 
01906   /* Generate a list of all possible houses that can be built. */
01907   for (uint i = 0; i < HOUSE_MAX; i++) {
01908     const HouseSpec *hs = GetHouseSpecs(i);
01909     /* Verify that the candidate house spec matches the current tile status */
01910     if ((~hs->building_availability & bitmask) == 0 && hs->enabled) {
01911       /* Without NewHouses, all houses have probability '1' */
01912       uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
01913       probability_max += cur_prob;
01914       probs[num] = cur_prob;
01915       houses[num++] = (HouseID)i;
01916     }
01917   }
01918 
01919   uint maxz = GetTileMaxZ(tile);
01920 
01921   while (probability_max > 0) {
01922     uint r = RandomRange(probability_max);
01923     uint i;
01924     for (i = 0; i < num; i++) {
01925       if (probs[i] > r) break;
01926       r -= probs[i];
01927     }
01928 
01929     HouseID house = houses[i];
01930     probability_max -= probs[i];
01931 
01932     /* remove tested house from the set */
01933     num--;
01934     houses[i] = houses[num];
01935     probs[i] = probs[num];
01936 
01937     const HouseSpec *hs = GetHouseSpecs(house);
01938 
01939     if (_loaded_newgrf_features.has_newhouses) {
01940       if (hs->override != 0) {
01941         house = hs->override;
01942         hs = GetHouseSpecs(house);
01943       }
01944 
01945       if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world) continue;
01946     }
01947 
01948     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
01949 
01950     /* Special houses that there can be only one of. */
01951     uint oneof = 0;
01952 
01953     if (hs->building_flags & BUILDING_IS_CHURCH) {
01954       SetBit(oneof, TOWN_HAS_CHURCH);
01955     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
01956       SetBit(oneof, TOWN_HAS_STADIUM);
01957     }
01958 
01959     if (HASBITS(t->flags12, oneof)) continue;
01960 
01961     /* Make sure there is no slope? */
01962     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
01963     if (noslope && slope != SLOPE_FLAT) continue;
01964 
01965     if (hs->building_flags & TILE_SIZE_2x2) {
01966       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
01967     } else if (hs->building_flags & TILE_SIZE_2x1) {
01968       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
01969     } else if (hs->building_flags & TILE_SIZE_1x2) {
01970       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
01971     } else {
01972       /* 1x1 house checks are already done */
01973     }
01974 
01975     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
01976       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
01977       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
01978     }
01979 
01980     /* build the house */
01981     t->num_houses++;
01982 
01983     /* Special houses that there can be only one of. */
01984     t->flags12 |= oneof;
01985 
01986     byte construction_counter = 0;
01987     byte construction_stage = 0;
01988 
01989     if (_generating_world) {
01990       uint32 r = Random();
01991 
01992       construction_stage = TOWN_HOUSE_COMPLETED;
01993       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
01994 
01995       if (construction_stage == TOWN_HOUSE_COMPLETED) {
01996         ChangePopulation(t, hs->population);
01997       } else {
01998         construction_counter = GB(r, 2, 2);
01999       }
02000     }
02001 
02002     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
02003 
02004     return true;
02005   }
02006 
02007   return false;
02008 }
02009 
02016 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
02017 {
02018   assert(IsTileType(tile, MP_HOUSE));
02019   DecreaseBuildingCount(t, house);
02020   DoClearSquare(tile);
02021   DeleteAnimatedTile(tile);
02022 }
02023 
02031 TileIndexDiff GetHouseNorthPart(HouseID &house)
02032 {
02033   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
02034     if (GetHouseSpecs(house - 1)->building_flags & TILE_SIZE_2x1) {
02035       house--;
02036       return TileDiffXY(-1, 0);
02037     } else if (GetHouseSpecs(house - 1)->building_flags & BUILDING_2_TILES_Y) {
02038       house--;
02039       return TileDiffXY(0, -1);
02040     } else if (GetHouseSpecs(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
02041       house -= 2;
02042       return TileDiffXY(-1, 0);
02043     } else if (GetHouseSpecs(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
02044       house -= 3;
02045       return TileDiffXY(-1, -1);
02046     }
02047   }
02048   return 0;
02049 }
02050 
02051 void ClearTownHouse(Town *t, TileIndex tile)
02052 {
02053   assert(IsTileType(tile, MP_HOUSE));
02054 
02055   HouseID house = GetHouseType(tile);
02056 
02057   /* need to align the tile to point to the upper left corner of the house */
02058   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
02059 
02060   const HouseSpec *hs = GetHouseSpecs(house);
02061 
02062   /* Remove population from the town if the house is finished. */
02063   if (IsHouseCompleted(tile)) {
02064     ChangePopulation(t, -hs->population);
02065   }
02066 
02067   t->num_houses--;
02068 
02069   /* Clear flags for houses that only may exist once/town. */
02070   if (hs->building_flags & BUILDING_IS_CHURCH) {
02071     ClrBit(t->flags12, TOWN_HAS_CHURCH);
02072   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02073     ClrBit(t->flags12, TOWN_HAS_STADIUM);
02074   }
02075 
02076   /* Do the actual clearing of tiles */
02077   uint eflags = hs->building_flags;
02078   DoClearTownHouseHelper(tile, t, house);
02079   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
02080   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
02081   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
02082 }
02083 
02084 static bool IsUniqueTownName(const char *name)
02085 {
02086   const Town *t;
02087 
02088   FOR_ALL_TOWNS(t) {
02089     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
02090   }
02091 
02092   return true;
02093 }
02094 
02101 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02102 {
02103   if (!IsValidTownID(p1)) return CMD_ERROR;
02104 
02105   bool reset = StrEmpty(text);
02106 
02107   if (!reset) {
02108     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
02109     if (!IsUniqueTownName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
02110   }
02111 
02112   if (flags & DC_EXEC) {
02113     Town *t = GetTown(p1);
02114 
02115     free(t->name);
02116     t->name = reset ? NULL : strdup(text);
02117 
02118     UpdateTownVirtCoord(t);
02119     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
02120     UpdateAllStationVirtCoord();
02121     UpdateAllWaypointSigns();
02122     MarkWholeScreenDirty();
02123   }
02124   return CommandCost();
02125 }
02126 
02128 void ExpandTown(Town *t)
02129 {
02130   _generating_world = true;
02131 
02132   /* The more houses, the faster we grow */
02133   uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
02134   t->num_houses += amount;
02135   UpdateTownRadius(t);
02136 
02137   uint n = amount * 10;
02138   do GrowTown(t); while (--n);
02139 
02140   t->num_houses -= amount;
02141   UpdateTownRadius(t);
02142 
02143   UpdateTownMaxPass(t);
02144   _generating_world = false;
02145 }
02146 
02147 extern const byte _town_action_costs[8] = {
02148   2, 4, 9, 35, 48, 53, 117, 175
02149 };
02150 
02151 static void TownActionAdvertiseSmall(Town *t)
02152 {
02153   ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
02154 }
02155 
02156 static void TownActionAdvertiseMedium(Town *t)
02157 {
02158   ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
02159 }
02160 
02161 static void TownActionAdvertiseLarge(Town *t)
02162 {
02163   ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
02164 }
02165 
02166 static void TownActionRoadRebuild(Town *t)
02167 {
02168   t->road_build_months = 6;
02169 
02170   char *company_name = MallocT<char>(64);
02171   SetDParam(0, _current_company);
02172   GetString(company_name, STR_COMPANY_NAME, company_name + 64);
02173 
02174   SetDParam(0, t->index);
02175   SetDParamStr(1, company_name);
02176 
02177   AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING,
02178     NS_GENERAL, t->xy, 0, company_name);
02179 }
02180 
02181 static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
02182 {
02183   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
02184   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
02185   /* Don't build statues under bridges. */
02186   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
02187 
02188   if (!IsTileType(tile, MP_HOUSE) &&
02189       !IsTileType(tile, MP_CLEAR) &&
02190       !IsTileType(tile, MP_TREES)) {
02191     return false;
02192   }
02193 
02194   CompanyID old = _current_company;
02195   _current_company = OWNER_NONE;
02196   CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
02197   _current_company = old;
02198 
02199   if (CmdFailed(r)) return false;
02200 
02201   MakeStatue(tile, _current_company, town_id);
02202   MarkTileDirtyByTile(tile);
02203 
02204   return true;
02205 }
02206 
02213 static bool SearchTileForStatue(TileIndex tile, void *user_data)
02214 {
02215   TownID *town_id = (TownID *)user_data;
02216   return DoBuildStatueOfCompany(tile, *town_id);
02217 }
02218 
02224 static void TownActionBuildStatue(Town *t)
02225 {
02226   TileIndex tile = t->xy;
02227 
02228   if (CircularTileSearch(&tile, 9, SearchTileForStatue, &t->index)) {
02229     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town
02230   }
02231 }
02232 
02233 static void TownActionFundBuildings(Town *t)
02234 {
02235   /* Build next tick */
02236   t->grow_counter = 1;
02237   /* If we were not already growing */
02238   SetBit(t->flags12, TOWN_IS_FUNDED);
02239   /* And grow for 3 months */
02240   t->fund_buildings_months = 3;
02241 }
02242 
02243 static void TownActionBuyRights(Town *t)
02244 {
02245   /* Check if it's allowed to by the rights */
02246   if (!_settings_game.economy.exclusive_rights) return;
02247 
02248   t->exclusive_counter = 12;
02249   t->exclusivity = _current_company;
02250 
02251   ModifyStationRatingAround(t->xy, _current_company, 130, 17);
02252 }
02253 
02254 static void TownActionBribe(Town *t)
02255 {
02256   if (Chance16(1, 14)) {
02257     /* set as unwanted for 6 months */
02258     t->unwanted[_current_company] = 6;
02259 
02260     /* set all close by station ratings to 0 */
02261     Station *st;
02262     FOR_ALL_STATIONS(st) {
02263       if (st->town == t && st->owner == _current_company) {
02264         for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
02265       }
02266     }
02267 
02268     /* only show errormessage to the executing player. All errors are handled command.c
02269      * but this is special, because it can only 'fail' on a DC_EXEC */
02270     if (IsLocalCompany()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
02271 
02272     /* decrease by a lot!
02273      * ChangeTownRating is only for stuff in demolishing. Bribe failure should
02274      * be independent of any cheat settings
02275      */
02276     if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
02277       t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
02278       InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
02279     }
02280   } else {
02281     ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
02282   }
02283 }
02284 
02285 typedef void TownActionProc(Town *t);
02286 static TownActionProc *const _town_action_proc[] = {
02287   TownActionAdvertiseSmall,
02288   TownActionAdvertiseMedium,
02289   TownActionAdvertiseLarge,
02290   TownActionRoadRebuild,
02291   TownActionBuildStatue,
02292   TownActionFundBuildings,
02293   TownActionBuyRights,
02294   TownActionBribe
02295 };
02296 
02297 enum TownActions {
02298   TACT_NONE             = 0x00,
02299 
02300   TACT_ADVERTISE_SMALL  = 0x01,
02301   TACT_ADVERTISE_MEDIUM = 0x02,
02302   TACT_ADVERTISE_LARGE  = 0x04,
02303   TACT_ROAD_REBUILD     = 0x08,
02304   TACT_BUILD_STATUE     = 0x10,
02305   TACT_FOUND_BUILDINGS  = 0x20,
02306   TACT_BUY_RIGHTS       = 0x40,
02307   TACT_BRIBE            = 0x80,
02308 
02309   TACT_ADVERTISE        = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE,
02310   TACT_CONSTRUCTION     = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS,
02311   TACT_FUNDS            = TACT_BUY_RIGHTS | TACT_BRIBE,
02312   TACT_ALL              = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS,
02313 };
02314 
02315 DECLARE_ENUM_AS_BIT_SET(TownActions);
02316 
02323 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
02324 {
02325   int num = 0;
02326   TownActions buttons = TACT_NONE;
02327 
02328   /* Spectators and unwanted have no options */
02329   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
02330 
02331     /* Things worth more than this are not shown */
02332     Money avail = GetCompany(cid)->money + _price.station_value * 200;
02333     Money ref = _price.build_industry >> 8;
02334 
02335     /* Check the action bits for validity and
02336      * if they are valid add them */
02337     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
02338       const TownActions cur = (TownActions)(1 << i);
02339 
02340       /* Is the company not able to bribe ? */
02341       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
02342         continue;
02343 
02344       /* Is the company not able to buy exclusive rights ? */
02345       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
02346         continue;
02347 
02348       /* Is the company not able to build a statue ? */
02349       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
02350         continue;
02351 
02352       if (avail >= _town_action_costs[i] * ref) {
02353         buttons |= cur;
02354         num++;
02355       }
02356     }
02357   }
02358 
02359   if (nump != NULL) *nump = num;
02360   return buttons;
02361 }
02362 
02371 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02372 {
02373   if (!IsValidTownID(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR;
02374 
02375   Town *t = GetTown(p1);
02376 
02377   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
02378 
02379   CommandCost cost(EXPENSES_OTHER, (_price.build_industry >> 8) * _town_action_costs[p2]);
02380 
02381   if (flags & DC_EXEC) {
02382     _town_action_proc[p2](t);
02383     InvalidateWindow(WC_TOWN_AUTHORITY, p1);
02384   }
02385 
02386   return cost;
02387 }
02388 
02389 static void UpdateTownGrowRate(Town *t)
02390 {
02391   /* Increase company ratings if they're low */
02392   const Company *c;
02393   FOR_ALL_COMPANIES(c) {
02394     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
02395       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
02396     }
02397   }
02398 
02399   int n = 0;
02400 
02401   const Station *st;
02402   FOR_ALL_STATIONS(st) {
02403     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
02404       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
02405         n++;
02406         if (IsValidCompanyID(st->owner)) {
02407           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
02408           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
02409         }
02410       } else {
02411         if (IsValidCompanyID(st->owner)) {
02412           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
02413           t->ratings[st->owner] = max(new_rating, INT16_MIN);
02414         }
02415       }
02416     }
02417   }
02418 
02419   /* clamp all ratings to valid values */
02420   for (uint i = 0; i < MAX_COMPANIES; i++) {
02421     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
02422   }
02423 
02424   InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
02425 
02426   ClrBit(t->flags12, TOWN_IS_FUNDED);
02427   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
02428 
02431   static const uint16 _grow_count_values[2][6] = {
02432     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
02433     { 320, 420, 300, 220, 160, 100 }  // Normal values
02434   };
02435 
02436   uint16 m;
02437 
02438   if (t->fund_buildings_months != 0) {
02439     m = _grow_count_values[0][min(n, 5)];
02440     t->fund_buildings_months--;
02441   } else {
02442     m = _grow_count_values[1][min(n, 5)];
02443     if (n == 0 && !Chance16(1, 12)) return;
02444   }
02445 
02446   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
02447     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
02448       return;
02449   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
02450     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
02451       return;
02452   }
02453 
02454   /* Use the normal growth rate values if new buildings have been funded in
02455    * this town and the growth rate is set to none. */
02456   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
02457 
02458   m >>= growth_multiplier;
02459   if (t->larger_town) m /= 2;
02460 
02461   t->growth_rate = m / (t->num_houses / 50 + 1);
02462   if (m <= t->grow_counter)
02463     t->grow_counter = m;
02464 
02465   SetBit(t->flags12, TOWN_IS_FUNDED);
02466 }
02467 
02468 static void UpdateTownAmounts(Town *t)
02469 {
02470   /* Using +1 here to prevent overflow and division by zero */
02471   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
02472 
02473   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
02474   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
02475   t->act_food = t->new_act_food; t->new_act_food = 0;
02476   t->act_water = t->new_act_water; t->new_act_water = 0;
02477 
02478   /* Using +1 here to prevent overflow and division by zero */
02479   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
02480   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
02481   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
02482 
02483   InvalidateWindow(WC_TOWN_VIEW, t->index);
02484 }
02485 
02486 static void UpdateTownUnwanted(Town *t)
02487 {
02488   const Company *c;
02489 
02490   FOR_ALL_COMPANIES(c) {
02491     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
02492   }
02493 }
02494 
02500 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
02501 {
02502   if (!IsValidCompanyID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
02503 
02504   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
02505   if (t == NULL) return true;
02506 
02507   if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
02508 
02509   _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
02510   SetDParam(0, t->index);
02511 
02512   return false;
02513 }
02514 
02515 
02516 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
02517 {
02518   Town *t;
02519   uint best = threshold;
02520   Town *best_town = NULL;
02521 
02522   FOR_ALL_TOWNS(t) {
02523     uint dist = DistanceManhattan(tile, t->xy);
02524     if (dist < best) {
02525       best = dist;
02526       best_town = t;
02527     }
02528   }
02529 
02530   return best_town;
02531 }
02532 
02533 
02534 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
02535 {
02536   switch (GetTileType(tile)) {
02537     case MP_ROAD:
02538       if (!HasTownOwnedRoad(tile)) {
02539         TownID tid = GetTownIndex(tile);
02540         if (tid == (TownID)INVALID_TOWN) {
02541           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
02542           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
02543           assert(GetNumTowns() == 0);
02544           return NULL;
02545         }
02546 
02547         Town *town = GetTown(tid);
02548         assert(town->IsValid());
02549         assert(town == CalcClosestTownFromTile(tile, UINT_MAX));
02550 
02551         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
02552 
02553         return town;
02554       }
02555       /* FALL THROUGH */
02556 
02557     case MP_HOUSE:
02558       return GetTownByTile(tile);
02559 
02560     default:
02561       return CalcClosestTownFromTile(tile, threshold);
02562   }
02563 }
02564 
02565 static bool _town_rating_test = false;
02566 SmallMap<const Town *, int, 4> _town_test_ratings;
02567 
02568 void SetTownRatingTestMode(bool mode)
02569 {
02570   static int ref_count = 0;
02571   if (mode) {
02572     if (ref_count == 0) {
02573       _town_test_ratings.Clear();
02574     }
02575     ref_count++;
02576   } else {
02577     assert(ref_count > 0);
02578     ref_count--;
02579   }
02580   _town_rating_test = !(ref_count == 0);
02581 }
02582 
02583 static int GetRating(const Town *t)
02584 {
02585   if (_town_rating_test) {
02586     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
02587     if (it != _town_test_ratings.End()) {
02588       return it->second;
02589     }
02590   }
02591   return t->ratings[_current_company];
02592 }
02593 
02601 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
02602 {
02603   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
02604   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
02605       !IsValidCompanyID(_current_company) ||
02606       (_cheats.magic_bulldozer.value && add < 0)) {
02607     return;
02608   }
02609 
02610   SetBit(t->have_ratings, _current_company);
02611 
02612   int rating = GetRating(t);
02613   if (add < 0) {
02614     if (rating > max) {
02615       rating += add;
02616       if (rating < max) rating = max;
02617     }
02618   } else {
02619     if (rating < max) {
02620       rating += add;
02621       if (rating > max) rating = max;
02622     }
02623   }
02624   if (_town_rating_test) {
02625     _town_test_ratings[t] = rating;
02626   } else {
02627     t->ratings[_current_company] = rating;
02628     InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
02629   }
02630 }
02631 
02632 /* penalty for removing town-owned stuff */
02633 static const int _default_rating_settings [3][3] = {
02634   /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE */
02635   {  0, 128, 384}, // Permissive
02636   { 48, 192, 480}, // Neutral
02637   { 96, 384, 768}, // Hostile
02638 };
02639 
02640 bool CheckforTownRating(DoCommandFlag flags, Town *t, byte type)
02641 {
02642   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
02643   if (t == NULL || !IsValidCompanyID(_current_company) || _cheats.magic_bulldozer.value)
02644     return true;
02645 
02646   /* check if you're allowed to remove the street/bridge/tunnel/industry
02647    * owned by a town no removal if rating is lower than ... depends now on
02648    * difficulty setting. Minimum town rating selected by difficulty level
02649    */
02650   int modemod = _default_rating_settings[_settings_game.difficulty.town_council_tolerance][type];
02651 
02652   if (GetRating(t) < 16 + modemod && !(flags & DC_NO_TEST_TOWN_RATING)) {
02653     SetDParam(0, t->index);
02654     _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
02655     return false;
02656   }
02657 
02658   return true;
02659 }
02660 
02661 void TownsMonthlyLoop()
02662 {
02663   Town *t;
02664 
02665   FOR_ALL_TOWNS(t) {
02666     if (t->road_build_months != 0) t->road_build_months--;
02667 
02668     if (t->exclusive_counter != 0)
02669       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
02670 
02671     UpdateTownGrowRate(t);
02672     UpdateTownAmounts(t);
02673     UpdateTownUnwanted(t);
02674   }
02675 }
02676 
02677 void TownsYearlyLoop()
02678 {
02679   /* Increment house ages */
02680   for (TileIndex t = 0; t < MapSize(); t++) {
02681     if (!IsTileType(t, MP_HOUSE)) continue;
02682     IncrementHouseAge(t);
02683   }
02684 }
02685 
02686 void InitializeTowns()
02687 {
02688   /* Clean the town pool and create 1 block in it */
02689   _Town_pool.CleanPool();
02690   _Town_pool.AddBlockToPool();
02691 
02692   memset(_subsidies, 0, sizeof(_subsidies));
02693   for (Subsidy *s = _subsidies; s != endof(_subsidies); s++) {
02694     s->cargo_type = CT_INVALID;
02695   }
02696 
02697   _cur_town_ctr = 0;
02698   _cur_town_iter = 0;
02699   _total_towns = 0;
02700 }
02701 
02702 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
02703 {
02704   if (AutoslopeEnabled()) {
02705     HouseID house = GetHouseType(tile);
02706     GetHouseNorthPart(house); // modifies house to the ID of the north tile
02707     const HouseSpec *hs = GetHouseSpecs(house);
02708 
02709     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
02710     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
02711       (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
02712   }
02713 
02714   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02715 }
02716 
02718 extern const TileTypeProcs _tile_type_town_procs = {
02719   DrawTile_Town,           // draw_tile_proc
02720   GetSlopeZ_Town,          // get_slope_z_proc
02721   ClearTile_Town,          // clear_tile_proc
02722   GetAcceptedCargo_Town,   // get_accepted_cargo_proc
02723   GetTileDesc_Town,        // get_tile_desc_proc
02724   GetTileTrackStatus_Town, // get_tile_track_status_proc
02725   ClickTile_Town,          // click_tile_proc
02726   AnimateTile_Town,        // animate_tile_proc
02727   TileLoop_Town,           // tile_loop_clear
02728   ChangeTileOwner_Town,    // change_tile_owner_clear
02729   GetProducedCargo_Town,   // get_produced_cargo_proc
02730   NULL,                    // vehicle_enter_tile_proc
02731   GetFoundation_Town,      // get_foundation_proc
02732   TerraformTile_Town,      // terraform_tile_proc
02733 };
02734 
02735 void ResetHouses()
02736 {
02737   memset(&_house_specs, 0, sizeof(_house_specs));
02738   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
02739 
02740   /* Reset any overrides that have been set. */
02741   _house_mngr.ResetOverride();
02742 }

Generated on Mon Feb 16 23:12:11 2009 for openttd by  doxygen 1.5.6