town_cmd.cpp

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00001 /* $Id: town_cmd.cpp 24776 2012-12-01 13:12:39Z alberth $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "road_internal.h" /* Cleaning up road bits */
00014 #include "road_cmd.h"
00015 #include "landscape.h"
00016 #include "viewport_func.h"
00017 #include "cmd_helper.h"
00018 #include "command_func.h"
00019 #include "industry.h"
00020 #include "station_base.h"
00021 #include "company_base.h"
00022 #include "news_func.h"
00023 #include "error.h"
00024 #include "object.h"
00025 #include "genworld.h"
00026 #include "newgrf_debug.h"
00027 #include "newgrf_house.h"
00028 #include "newgrf_text.h"
00029 #include "autoslope.h"
00030 #include "tunnelbridge_map.h"
00031 #include "strings_func.h"
00032 #include "window_func.h"
00033 #include "string_func.h"
00034 #include "newgrf_cargo.h"
00035 #include "cheat_type.h"
00036 #include "animated_tile_func.h"
00037 #include "date_func.h"
00038 #include "subsidy_func.h"
00039 #include "core/pool_func.hpp"
00040 #include "town.h"
00041 #include "townname_func.h"
00042 #include "core/random_func.hpp"
00043 #include "core/backup_type.hpp"
00044 #include "depot_base.h"
00045 #include "object_map.h"
00046 #include "object_base.h"
00047 #include "ai/ai.hpp"
00048 #include "game/game.hpp"
00049 
00050 #include "table/strings.h"
00051 #include "table/town_land.h"
00052 
00053 TownID _new_town_id;
00054 uint32 _town_cargoes_accepted; 
00055 
00056 /* Initialize the town-pool */
00057 TownPool _town_pool("Town");
00058 INSTANTIATE_POOL_METHODS(Town)
00059 
00060 Town::~Town()
00061 {
00062   free(this->name);
00063   free(this->text);
00064 
00065   if (CleaningPool()) return;
00066 
00067   /* Delete town authority window
00068    * and remove from list of sorted towns */
00069   DeleteWindowById(WC_TOWN_VIEW, this->index);
00070 
00071   /* Check no industry is related to us. */
00072   const Industry *i;
00073   FOR_ALL_INDUSTRIES(i) assert(i->town != this);
00074 
00075   /* ... and no object is related to us. */
00076   const Object *o;
00077   FOR_ALL_OBJECTS(o) assert(o->town != this);
00078 
00079   /* Check no tile is related to us. */
00080   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
00081     switch (GetTileType(tile)) {
00082       case MP_HOUSE:
00083         assert(GetTownIndex(tile) != this->index);
00084         break;
00085 
00086       case MP_ROAD:
00087         assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
00088         break;
00089 
00090       case MP_TUNNELBRIDGE:
00091         assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
00092         break;
00093 
00094       default:
00095         break;
00096     }
00097   }
00098 
00099   /* Clear the persistent storage list. */
00100   this->psa_list.clear();
00101 
00102   DeleteSubsidyWith(ST_TOWN, this->index);
00103   DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
00104   CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
00105   MarkWholeScreenDirty();
00106 }
00107 
00108 
00114 void Town::PostDestructor(size_t index)
00115 {
00116   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
00117   UpdateNearestTownForRoadTiles(false);
00118 
00119   /* Give objects a new home! */
00120   Object *o;
00121   FOR_ALL_OBJECTS(o) {
00122     if (o->town == NULL) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
00123   }
00124 }
00125 
00129 void Town::InitializeLayout(TownLayout layout)
00130 {
00131   if (layout != TL_RANDOM) {
00132     this->layout = layout;
00133     return;
00134   }
00135 
00136   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
00137 }
00138 
00143 /* static */ Town *Town::GetRandom()
00144 {
00145   if (Town::GetNumItems() == 0) return NULL;
00146   int num = RandomRange((uint16)Town::GetNumItems());
00147   size_t index = MAX_UVALUE(size_t);
00148 
00149   while (num >= 0) {
00150     num--;
00151     index++;
00152 
00153     /* Make sure we have a valid town */
00154     while (!Town::IsValidID(index)) {
00155       index++;
00156       assert(index < Town::GetPoolSize());
00157     }
00158   }
00159 
00160   return Town::Get(index);
00161 }
00162 
00167 Money HouseSpec::GetRemovalCost() const
00168 {
00169   return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
00170 }
00171 
00172 // Local
00173 static int _grow_town_result;
00174 
00175 /* Describe the possible states */
00176 enum TownGrowthResult {
00177   GROWTH_SUCCEED         = -1,
00178   GROWTH_SEARCH_STOPPED  =  0
00179 //  GROWTH_SEARCH_RUNNING >=  1
00180 };
00181 
00182 static bool BuildTownHouse(Town *t, TileIndex tile);
00183 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
00184 
00185 static void TownDrawHouseLift(const TileInfo *ti)
00186 {
00187   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
00188 }
00189 
00190 typedef void TownDrawTileProc(const TileInfo *ti);
00191 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
00192   TownDrawHouseLift
00193 };
00194 
00200 static inline DiagDirection RandomDiagDir()
00201 {
00202   return (DiagDirection)(3 & Random());
00203 }
00204 
00210 static void DrawTile_Town(TileInfo *ti)
00211 {
00212   HouseID house_id = GetHouseType(ti->tile);
00213 
00214   if (house_id >= NEW_HOUSE_OFFSET) {
00215     /* Houses don't necessarily need new graphics. If they don't have a
00216      * spritegroup associated with them, then the sprite for the substitute
00217      * house id is drawn instead. */
00218     if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != NULL) {
00219       DrawNewHouseTile(ti, house_id);
00220       return;
00221     } else {
00222       house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
00223     }
00224   }
00225 
00226   /* Retrieve pointer to the draw town tile struct */
00227   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
00228 
00229   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00230 
00231   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
00232 
00233   /* If houses are invisible, do not draw the upper part */
00234   if (IsInvisibilitySet(TO_HOUSES)) return;
00235 
00236   /* Add a house on top of the ground? */
00237   SpriteID image = dcts->building.sprite;
00238   if (image != 0) {
00239     AddSortableSpriteToDraw(image, dcts->building.pal,
00240       ti->x + dcts->subtile_x,
00241       ti->y + dcts->subtile_y,
00242       dcts->width,
00243       dcts->height,
00244       dcts->dz,
00245       ti->z,
00246       IsTransparencySet(TO_HOUSES)
00247     );
00248 
00249     if (IsTransparencySet(TO_HOUSES)) return;
00250   }
00251 
00252   {
00253     int proc = dcts->draw_proc - 1;
00254 
00255     if (proc >= 0) _town_draw_tile_procs[proc](ti);
00256   }
00257 }
00258 
00259 static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
00260 {
00261   return GetTileMaxPixelZ(tile);
00262 }
00263 
00265 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
00266 {
00267   HouseID hid = GetHouseType(tile);
00268 
00269   /* For NewGRF house tiles we might not be drawing a foundation. We need to
00270    * account for this, as other structures should
00271    * draw the wall of the foundation in this case.
00272    */
00273   if (hid >= NEW_HOUSE_OFFSET) {
00274     const HouseSpec *hs = HouseSpec::Get(hid);
00275     if (hs->grf_prop.spritegroup[0] != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
00276       uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
00277       if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
00278     }
00279   }
00280   return FlatteningFoundation(tileh);
00281 }
00282 
00289 static void AnimateTile_Town(TileIndex tile)
00290 {
00291   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
00292     AnimateNewHouseTile(tile);
00293     return;
00294   }
00295 
00296   if (_tick_counter & 3) return;
00297 
00298   /* If the house is not one with a lift anymore, then stop this animating.
00299    * Not exactly sure when this happens, but probably when a house changes.
00300    * Before this was just a return...so it'd leak animated tiles..
00301    * That bug seems to have been here since day 1?? */
00302   if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
00303     DeleteAnimatedTile(tile);
00304     return;
00305   }
00306 
00307   if (!LiftHasDestination(tile)) {
00308     uint i;
00309 
00310     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
00311      * This is due to the fact that the first floor is, in the graphics,
00312      *  the height of 2 'normal' floors.
00313      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
00314     do {
00315       i = RandomRange(7);
00316     } while (i == 1 || i * 6 == GetLiftPosition(tile));
00317 
00318     SetLiftDestination(tile, i);
00319   }
00320 
00321   int pos = GetLiftPosition(tile);
00322   int dest = GetLiftDestination(tile) * 6;
00323   pos += (pos < dest) ? 1 : -1;
00324   SetLiftPosition(tile, pos);
00325 
00326   if (pos == dest) {
00327     HaltLift(tile);
00328     DeleteAnimatedTile(tile);
00329   }
00330 
00331   MarkTileDirtyByTile(tile);
00332 }
00333 
00340 static bool IsCloseToTown(TileIndex tile, uint dist)
00341 {
00342   const Town *t;
00343 
00344   FOR_ALL_TOWNS(t) {
00345     if (DistanceManhattan(tile, t->xy) < dist) return true;
00346   }
00347   return false;
00348 }
00349 
00354 void Town::UpdateVirtCoord()
00355 {
00356   Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
00357   SetDParam(0, this->index);
00358   SetDParam(1, this->cache.population);
00359   this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
00360     _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
00361 
00362   SetWindowDirty(WC_TOWN_VIEW, this->index);
00363 }
00364 
00366 void UpdateAllTownVirtCoords()
00367 {
00368   Town *t;
00369 
00370   FOR_ALL_TOWNS(t) {
00371     t->UpdateVirtCoord();
00372   }
00373 }
00374 
00380 static void ChangePopulation(Town *t, int mod)
00381 {
00382   t->cache.population += mod;
00383   InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
00384   t->UpdateVirtCoord();
00385 
00386   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
00387 }
00388 
00394 uint32 GetWorldPopulation()
00395 {
00396   uint32 pop = 0;
00397   const Town *t;
00398 
00399   FOR_ALL_TOWNS(t) pop += t->cache.population;
00400   return pop;
00401 }
00402 
00407 static void MakeSingleHouseBigger(TileIndex tile)
00408 {
00409   assert(IsTileType(tile, MP_HOUSE));
00410 
00411   /* progress in construction stages */
00412   IncHouseConstructionTick(tile);
00413   if (GetHouseConstructionTick(tile) != 0) return;
00414 
00415   AnimateNewHouseConstruction(tile);
00416 
00417   if (IsHouseCompleted(tile)) {
00418     /* Now that construction is complete, we can add the population of the
00419      * building to the town. */
00420     ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
00421     ResetHouseAge(tile);
00422   }
00423   MarkTileDirtyByTile(tile);
00424 }
00425 
00430 static void MakeTownHouseBigger(TileIndex tile)
00431 {
00432   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
00433   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
00434   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
00435   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
00436   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
00437 }
00438 
00445 static void TileLoop_Town(TileIndex tile)
00446 {
00447   HouseID house_id = GetHouseType(tile);
00448 
00449   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
00450    * doesn't exist any more, so don't continue here. */
00451   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
00452 
00453   if (!IsHouseCompleted(tile)) {
00454     /* Construction is not completed. See if we can go further in construction*/
00455     MakeTownHouseBigger(tile);
00456     return;
00457   }
00458 
00459   const HouseSpec *hs = HouseSpec::Get(house_id);
00460 
00461   /* If the lift has a destination, it is already an animated tile. */
00462   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
00463       house_id < NEW_HOUSE_OFFSET &&
00464       !LiftHasDestination(tile) &&
00465       Chance16(1, 2)) {
00466     AddAnimatedTile(tile);
00467   }
00468 
00469   Town *t = Town::GetByTile(tile);
00470   uint32 r = Random();
00471 
00472   StationFinder stations(TileArea(tile, 1, 1));
00473 
00474   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00475     for (uint i = 0; i < 256; i++) {
00476       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
00477 
00478       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00479 
00480       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
00481       if (cargo == CT_INVALID) continue;
00482 
00483       uint amt = GB(callback, 0, 8);
00484       if (amt == 0) continue;
00485 
00486       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
00487 
00488       const CargoSpec *cs = CargoSpec::Get(cargo);
00489       t->supplied[cs->Index()].new_max += amt;
00490       t->supplied[cs->Index()].new_act += moved;
00491     }
00492   } else {
00493     if (GB(r, 0, 8) < hs->population) {
00494       uint amt = GB(r, 0, 8) / 8 + 1;
00495 
00496       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
00497       t->supplied[CT_PASSENGERS].new_max += amt;
00498       t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
00499     }
00500 
00501     if (GB(r, 8, 8) < hs->mail_generation) {
00502       uint amt = GB(r, 8, 8) / 8 + 1;
00503 
00504       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
00505       t->supplied[CT_MAIL].new_max += amt;
00506       t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
00507     }
00508   }
00509 
00510   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
00511 
00512   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
00513       HasBit(t->flags, TOWN_IS_FUNDED) &&
00514       CanDeleteHouse(tile) &&
00515       GetHouseAge(tile) >= hs->minimum_life &&
00516       --t->time_until_rebuild == 0) {
00517     t->time_until_rebuild = GB(r, 16, 8) + 192;
00518 
00519     ClearTownHouse(t, tile);
00520 
00521     /* Rebuild with another house? */
00522     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
00523   }
00524 
00525   cur_company.Restore();
00526 }
00527 
00528 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
00529 {
00530   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
00531   if (!CanDeleteHouse(tile)) return CMD_ERROR;
00532 
00533   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00534 
00535   CommandCost cost(EXPENSES_CONSTRUCTION);
00536   cost.AddCost(hs->GetRemovalCost());
00537 
00538   int rating = hs->remove_rating_decrease;
00539   Town *t = Town::GetByTile(tile);
00540 
00541   if (Company::IsValidID(_current_company)) {
00542     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
00543       SetDParam(0, t->index);
00544       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00545     }
00546   }
00547 
00548   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
00549   if (flags & DC_EXEC) {
00550     ClearTownHouse(t, tile);
00551   }
00552 
00553   return cost;
00554 }
00555 
00556 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
00557 {
00558   HouseID house_id = GetHouseType(tile);
00559   const HouseSpec *hs = HouseSpec::Get(house_id);
00560   Town *t = Town::GetByTile(tile);
00561 
00562   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00563     for (uint i = 0; i < 256; i++) {
00564       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
00565 
00566       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00567 
00568       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
00569 
00570       if (cargo == CT_INVALID) continue;
00571       produced[cargo]++;
00572     }
00573   } else {
00574     if (hs->population > 0) {
00575       produced[CT_PASSENGERS]++;
00576     }
00577     if (hs->mail_generation > 0) {
00578       produced[CT_MAIL]++;
00579     }
00580   }
00581 }
00582 
00583 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
00584 {
00585   if (cargo == CT_INVALID || amount == 0) return;
00586   acceptance[cargo] += amount;
00587   SetBit(*always_accepted, cargo);
00588 }
00589 
00590 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
00591 {
00592   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00593   CargoID accepts[3];
00594 
00595   /* Set the initial accepted cargo types */
00596   for (uint8 i = 0; i < lengthof(accepts); i++) {
00597     accepts[i] = hs->accepts_cargo[i];
00598   }
00599 
00600   /* Check for custom accepted cargo types */
00601   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
00602     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00603     if (callback != CALLBACK_FAILED) {
00604       /* Replace accepted cargo types with translated values from callback */
00605       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grf_prop.grffile);
00606       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grf_prop.grffile);
00607       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
00608     }
00609   }
00610 
00611   /* Check for custom cargo acceptance */
00612   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
00613     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00614     if (callback != CALLBACK_FAILED) {
00615       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
00616       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
00617       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
00618         /* The 'S' bit indicates food instead of goods */
00619         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
00620       } else {
00621         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
00622       }
00623       return;
00624     }
00625   }
00626 
00627   /* No custom acceptance, so fill in with the default values */
00628   for (uint8 i = 0; i < lengthof(accepts); i++) {
00629     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
00630   }
00631 }
00632 
00633 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
00634 {
00635   const HouseID house = GetHouseType(tile);
00636   const HouseSpec *hs = HouseSpec::Get(house);
00637   bool house_completed = IsHouseCompleted(tile);
00638 
00639   td->str = hs->building_name;
00640 
00641   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
00642   if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
00643     if (callback_res > 0x400) {
00644       ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
00645     } else {
00646       StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
00647       if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
00648         td->str = new_name;
00649       }
00650     }
00651   }
00652 
00653   if (!house_completed) {
00654     SetDParamX(td->dparam, 0, td->str);
00655     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
00656   }
00657 
00658   if (hs->grf_prop.grffile != NULL) {
00659     const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
00660     td->grf = gc->GetName();
00661   }
00662 
00663   td->owner[0] = OWNER_TOWN;
00664 }
00665 
00666 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00667 {
00668   /* not used */
00669   return 0;
00670 }
00671 
00672 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
00673 {
00674   /* not used */
00675 }
00676 
00680 void UpdateTownCargoTotal(Town *t)
00681 {
00682   t->cargo_accepted_total = 0;
00683 
00684   const TileArea &area = t->cargo_accepted.GetArea();
00685   TILE_AREA_LOOP(tile, area) {
00686     if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
00687       t->cargo_accepted_total |= t->cargo_accepted[tile];
00688     }
00689   }
00690 }
00691 
00698 static void UpdateTownCargoes(Town *t, TileIndex start, bool update_total = true)
00699 {
00700   CargoArray accepted, produced;
00701   uint32 dummy;
00702 
00703   /* Gather acceptance for all houses in an area around the start tile.
00704    * The area is composed of the square the tile is in, extended one square in all
00705    * directions as the coverage area of a single station is bigger than just one square. */
00706   TileArea area = AcceptanceMatrix::GetAreaForTile(start, 1);
00707   TILE_AREA_LOOP(tile, area) {
00708     if (!IsTileType(tile, MP_HOUSE) || GetTownIndex(tile) != t->index) continue;
00709 
00710     AddAcceptedCargo_Town(tile, accepted, &dummy);
00711     AddProducedCargo_Town(tile, produced);
00712   }
00713 
00714   /* Create bitmap of produced and accepted cargoes. */
00715   uint32 acc = 0;
00716   for (uint cid = 0; cid < NUM_CARGO; cid++) {
00717     if (accepted[cid] >= 8) SetBit(acc, cid);
00718     if (produced[cid] > 0) SetBit(t->cargo_produced, cid);
00719   }
00720   t->cargo_accepted[start] = acc;
00721 
00722   if (update_total) UpdateTownCargoTotal(t);
00723 }
00724 
00728 void UpdateTownCargoes(Town *t)
00729 {
00730   t->cargo_produced = 0;
00731 
00732   const TileArea &area = t->cargo_accepted.GetArea();
00733   if (area.tile == INVALID_TILE) return;
00734 
00735   /* Update acceptance for each grid square. */
00736   TILE_AREA_LOOP(tile, area) {
00737     if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
00738       UpdateTownCargoes(t, tile, false);
00739     }
00740   }
00741 
00742   /* Update the total acceptance. */
00743   UpdateTownCargoTotal(t);
00744 }
00745 
00747 void UpdateTownCargoBitmap()
00748 {
00749   Town *town;
00750   _town_cargoes_accepted = 0;
00751 
00752   FOR_ALL_TOWNS(town) {
00753     _town_cargoes_accepted |= town->cargo_accepted_total;
00754   }
00755 }
00756 
00757 static bool GrowTown(Town *t);
00758 
00759 static void TownTickHandler(Town *t)
00760 {
00761   if (HasBit(t->flags, TOWN_IS_FUNDED)) {
00762     int i = t->grow_counter - 1;
00763     if (i < 0) {
00764       if (GrowTown(t)) {
00765         i = t->growth_rate & (~TOWN_GROW_RATE_CUSTOM);
00766       } else {
00767         i = 0;
00768       }
00769     }
00770     t->grow_counter = i;
00771   }
00772 }
00773 
00774 void OnTick_Town()
00775 {
00776   if (_game_mode == GM_EDITOR) return;
00777 
00778   Town *t;
00779   FOR_ALL_TOWNS(t) {
00780     /* Run town tick at regular intervals, but not all at once. */
00781     if ((_tick_counter + t->index) % TOWN_GROWTH_TICKS == 0) {
00782       TownTickHandler(t);
00783     }
00784   }
00785 }
00786 
00795 static RoadBits GetTownRoadBits(TileIndex tile)
00796 {
00797   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
00798 
00799   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
00800 }
00801 
00812 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
00813 {
00814   if (!IsValidTile(tile)) return false;
00815 
00816   /* Lookup table for the used diff values */
00817   const TileIndexDiff tid_lt[3] = {
00818     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
00819     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
00820     TileOffsByDiagDir(ReverseDiagDir(dir)),
00821   };
00822 
00823   dist_multi = (dist_multi + 1) * 4;
00824   for (uint pos = 4; pos < dist_multi; pos++) {
00825     /* Go (pos / 4) tiles to the left or the right */
00826     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
00827 
00828     /* Use the current tile as origin, or go one tile backwards */
00829     if (pos & 2) cur += tid_lt[2];
00830 
00831     /* Test for roadbit parallel to dir and facing towards the middle axis */
00832     if (IsValidTile(tile + cur) &&
00833         GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
00834   }
00835   return false;
00836 }
00837 
00846 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
00847 {
00848   if (DistanceFromEdge(tile) == 0) return false;
00849 
00850   /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
00851   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
00852 
00853   /* Check if there already is a road at this point? */
00854   if (GetTownRoadBits(tile) == ROAD_NONE) {
00855     /* No, try if we are able to build a road piece there.
00856      * If that fails clear the land, and if that fails exit.
00857      * This is to make sure that we can build a road here later. */
00858     if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
00859         DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
00860       return false;
00861     }
00862   }
00863 
00864   Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile) : GetTileSlope(tile);
00865   bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
00866   if (cur_slope == SLOPE_FLAT) return ret;
00867 
00868   /* If the tile is not a slope in the right direction, then
00869    * maybe terraform some. */
00870   Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
00871   if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
00872     if (Chance16(1, 8)) {
00873       CommandCost res = CMD_ERROR;
00874       if (!_generating_world && Chance16(1, 10)) {
00875         /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
00876         res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
00877             DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00878       }
00879       if (res.Failed() && Chance16(1, 3)) {
00880         /* We can consider building on the slope, though. */
00881         return ret;
00882       }
00883     }
00884     return false;
00885   }
00886   return ret;
00887 }
00888 
00889 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
00890 {
00891   assert(tile < MapSize());
00892 
00893   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00894   if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
00895   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
00896   return true;
00897 }
00898 
00899 static void LevelTownLand(TileIndex tile)
00900 {
00901   assert(tile < MapSize());
00902 
00903   /* Don't terraform if land is plain or if there's a house there. */
00904   if (IsTileType(tile, MP_HOUSE)) return;
00905   Slope tileh = GetTileSlope(tile);
00906   if (tileh == SLOPE_FLAT) return;
00907 
00908   /* First try up, then down */
00909   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
00910     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
00911   }
00912 }
00913 
00923 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
00924 {
00925   /* align the grid to the downtown */
00926   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
00927   RoadBits rcmd = ROAD_NONE;
00928 
00929   switch (t->layout) {
00930     default: NOT_REACHED();
00931 
00932     case TL_2X2_GRID:
00933       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
00934       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
00935       break;
00936 
00937     case TL_3X3_GRID:
00938       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
00939       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
00940       break;
00941   }
00942 
00943   /* Optimise only X-junctions */
00944   if (rcmd != ROAD_ALL) return rcmd;
00945 
00946   RoadBits rb_template;
00947 
00948   switch (GetTileSlope(tile)) {
00949     default:       rb_template = ROAD_ALL; break;
00950     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
00951     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
00952     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
00953     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
00954     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
00955     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
00956     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
00957     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
00958     case SLOPE_STEEP_W:
00959     case SLOPE_STEEP_S:
00960     case SLOPE_STEEP_E:
00961     case SLOPE_STEEP_N:
00962       rb_template = ROAD_NONE;
00963       break;
00964   }
00965 
00966   /* Stop if the template is compatible to the growth dir */
00967   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
00968   /* If not generate a straight road in the direction of the growth */
00969   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
00970 }
00971 
00982 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
00983 {
00984   /* We can't look further than that. */
00985   if (DistanceFromEdge(tile) == 0) return false;
00986 
00987   uint counter = 0; // counts the house neighbor tiles
00988 
00989   /* Check the tiles E,N,W and S of the current tile for houses */
00990   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
00991     /* Count both void and house tiles for checking whether there
00992      * are enough houses in the area. This to make it likely that
00993      * houses get build up to the edge of the map. */
00994     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
00995       case MP_HOUSE:
00996       case MP_VOID:
00997         counter++;
00998         break;
00999 
01000       default:
01001         break;
01002     }
01003 
01004     /* If there are enough neighbors stop here */
01005     if (counter >= 3) {
01006       if (BuildTownHouse(t, tile)) {
01007         _grow_town_result = GROWTH_SUCCEED;
01008         return true;
01009       }
01010       return false;
01011     }
01012   }
01013   return false;
01014 }
01015 
01024 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
01025 {
01026   if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
01027     _grow_town_result = GROWTH_SUCCEED;
01028     return true;
01029   }
01030   return false;
01031 }
01032 
01043 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
01044 {
01045   assert(bridge_dir < DIAGDIR_END);
01046 
01047   const Slope slope = GetTileSlope(tile);
01048 
01049   /* Make sure the direction is compatible with the slope.
01050    * Well we check if the slope has an up bit set in the
01051    * reverse direction. */
01052   if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
01053 
01054   /* Assure that the bridge is connectable to the start side */
01055   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
01056 
01057   /* We are in the right direction */
01058   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
01059   TileIndex bridge_tile = tile; // Used to store the other waterside
01060 
01061   const int delta = TileOffsByDiagDir(bridge_dir);
01062 
01063   if (slope == SLOPE_FLAT) {
01064     /* Bridges starting on flat tiles are only allowed when crossing rivers. */
01065     do {
01066       if (bridge_length++ >= 4) {
01067         /* Allow to cross rivers, not big lakes. */
01068         return false;
01069       }
01070       bridge_tile += delta;
01071     } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile) && !IsSea(bridge_tile));
01072   } else {
01073     do {
01074       if (bridge_length++ >= 11) {
01075         /* Max 11 tile long bridges */
01076         return false;
01077       }
01078       bridge_tile += delta;
01079     } while (IsValidTile(bridge_tile) && IsWaterTile(bridge_tile));
01080   }
01081 
01082   /* no water tiles in between? */
01083   if (bridge_length == 1) return false;
01084 
01085   for (uint8 times = 0; times <= 22; times++) {
01086     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
01087 
01088     /* Can we actually build the bridge? */
01089     if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
01090       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
01091       _grow_town_result = GROWTH_SUCCEED;
01092       return true;
01093     }
01094   }
01095   /* Quit if it selecting an appropriate bridge type fails a large number of times. */
01096   return false;
01097 }
01098 
01116 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
01117 {
01118   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
01119   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
01120 
01121   assert(tile < MapSize());
01122 
01123   if (cur_rb == ROAD_NONE) {
01124     /* Tile has no road. First reset the status counter
01125      * to say that this is the last iteration. */
01126     _grow_town_result = GROWTH_SEARCH_STOPPED;
01127 
01128     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01129     if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
01130 
01131     /* Remove hills etc */
01132     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
01133 
01134     /* Is a road allowed here? */
01135     switch (t1->layout) {
01136       default: NOT_REACHED();
01137 
01138       case TL_3X3_GRID:
01139       case TL_2X2_GRID:
01140         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01141         if (rcmd == ROAD_NONE) return;
01142         break;
01143 
01144       case TL_BETTER_ROADS:
01145       case TL_ORIGINAL:
01146         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
01147 
01148         DiagDirection source_dir = ReverseDiagDir(target_dir);
01149 
01150         if (Chance16(1, 4)) {
01151           /* Randomize a new target dir */
01152           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
01153         }
01154 
01155         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
01156           /* A road is not allowed to continue the randomized road,
01157            *  return if the road we're trying to build is curved. */
01158           if (target_dir != ReverseDiagDir(source_dir)) return;
01159 
01160           /* Return if neither side of the new road is a house */
01161           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
01162               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
01163             return;
01164           }
01165 
01166           /* That means that the road is only allowed if there is a house
01167            *  at any side of the new road. */
01168         }
01169 
01170         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
01171         break;
01172     }
01173 
01174   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
01175     /* Continue building on a partial road.
01176      * Should be allways OK, so we only generate
01177      * the fitting RoadBits */
01178     _grow_town_result = GROWTH_SEARCH_STOPPED;
01179 
01180     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01181 
01182     switch (t1->layout) {
01183       default: NOT_REACHED();
01184 
01185       case TL_3X3_GRID:
01186       case TL_2X2_GRID:
01187         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01188         break;
01189 
01190       case TL_BETTER_ROADS:
01191       case TL_ORIGINAL:
01192         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
01193         break;
01194     }
01195   } else {
01196     bool allow_house = true; // Value which decides if we want to construct a house
01197 
01198     /* Reached a tunnel/bridge? Then continue at the other side of it, unless
01199      * it is the starting tile. Half the time, we stay on this side then.*/
01200     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01201       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
01202         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
01203       }
01204       return;
01205     }
01206 
01207     /* Possibly extend the road in a direction.
01208      * Randomize a direction and if it has a road, bail out. */
01209     target_dir = RandomDiagDir();
01210     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
01211 
01212     /* This is the tile we will reach if we extend to this direction. */
01213     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
01214 
01215     /* Don't walk into water. */
01216     if (HasTileWaterGround(house_tile)) return;
01217 
01218     if (!IsValidTile(house_tile)) return;
01219 
01220     if (_settings_game.economy.allow_town_roads || _generating_world) {
01221       switch (t1->layout) {
01222         default: NOT_REACHED();
01223 
01224         case TL_3X3_GRID: // Use 2x2 grid afterwards!
01225           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01226           /* FALL THROUGH */
01227 
01228         case TL_2X2_GRID:
01229           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
01230           allow_house = (rcmd == ROAD_NONE);
01231           break;
01232 
01233         case TL_BETTER_ROADS: // Use original afterwards!
01234           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01235           /* FALL THROUGH */
01236 
01237         case TL_ORIGINAL:
01238           /* Allow a house at the edge. 60% chance or
01239            * always ok if no road allowed. */
01240           rcmd = DiagDirToRoadBits(target_dir);
01241           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
01242           break;
01243       }
01244     }
01245 
01246     if (allow_house) {
01247       /* Build a house, but not if there already is a house there. */
01248       if (!IsTileType(house_tile, MP_HOUSE)) {
01249         /* Level the land if possible */
01250         if (Chance16(1, 6)) LevelTownLand(house_tile);
01251 
01252         /* And build a house.
01253          * Set result to -1 if we managed to build it. */
01254         if (BuildTownHouse(t1, house_tile)) {
01255           _grow_town_result = GROWTH_SUCCEED;
01256         }
01257       }
01258       return;
01259     }
01260 
01261     _grow_town_result = GROWTH_SEARCH_STOPPED;
01262   }
01263 
01264   /* Return if a water tile */
01265   if (HasTileWaterGround(tile)) return;
01266 
01267   /* Make the roads look nicer */
01268   rcmd = CleanUpRoadBits(tile, rcmd);
01269   if (rcmd == ROAD_NONE) return;
01270 
01271   /* Only use the target direction for bridges to ensure they're connected.
01272    * The target_dir is as computed previously according to town layout, so
01273    * it will match it perfectly. */
01274   if (GrowTownWithBridge(t1, tile, target_dir)) return;
01275 
01276   GrowTownWithRoad(t1, tile, rcmd);
01277 }
01278 
01285 static int GrowTownAtRoad(Town *t, TileIndex tile)
01286 {
01287   /* Special case.
01288    * @see GrowTownInTile Check the else if
01289    */
01290   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
01291 
01292   assert(tile < MapSize());
01293 
01294   /* Number of times to search.
01295    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
01296    * them a little handicap. */
01297   switch (t->layout) {
01298     case TL_BETTER_ROADS:
01299       _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
01300       break;
01301 
01302     case TL_3X3_GRID:
01303     case TL_2X2_GRID:
01304       _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
01305       break;
01306 
01307     default:
01308       _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
01309       break;
01310   }
01311 
01312   do {
01313     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
01314 
01315     /* Try to grow the town from this point */
01316     GrowTownInTile(&tile, cur_rb, target_dir, t);
01317 
01318     /* Exclude the source position from the bitmask
01319      * and return if no more road blocks available */
01320     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
01321     if (cur_rb == ROAD_NONE) {
01322       return _grow_town_result;
01323     }
01324 
01325     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01326       /* Only build in the direction away from the tunnel or bridge. */
01327       target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
01328     } else {
01329       /* Select a random bit from the blockmask, walk a step
01330        * and continue the search from there. */
01331       do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
01332     }
01333     tile = TileAddByDiagDir(tile, target_dir);
01334 
01335     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
01336       /* Don't allow building over roads of other cities */
01337       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
01338         _grow_town_result = GROWTH_SUCCEED;
01339       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
01340         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
01341          * owner :) (happy happy happy road now) */
01342         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
01343         SetTownIndex(tile, t->index);
01344       }
01345     }
01346 
01347     /* Max number of times is checked. */
01348   } while (--_grow_town_result >= 0);
01349 
01350   return (_grow_town_result == -2);
01351 }
01352 
01360 static RoadBits GenRandomRoadBits()
01361 {
01362   uint32 r = Random();
01363   uint a = GB(r, 0, 2);
01364   uint b = GB(r, 8, 2);
01365   if (a == b) b ^= 2;
01366   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
01367 }
01368 
01374 static bool GrowTown(Town *t)
01375 {
01376   static const TileIndexDiffC _town_coord_mod[] = {
01377     {-1,  0},
01378     { 1,  1},
01379     { 1, -1},
01380     {-1, -1},
01381     {-1,  0},
01382     { 0,  2},
01383     { 2,  0},
01384     { 0, -2},
01385     {-1, -1},
01386     {-2,  2},
01387     { 2,  2},
01388     { 2, -2},
01389     { 0,  0}
01390   };
01391 
01392   /* Current "company" is a town */
01393   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
01394 
01395   TileIndex tile = t->xy; // The tile we are working with ATM
01396 
01397   /* Find a road that we can base the construction on. */
01398   const TileIndexDiffC *ptr;
01399   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01400     if (GetTownRoadBits(tile) != ROAD_NONE) {
01401       int r = GrowTownAtRoad(t, tile);
01402       cur_company.Restore();
01403       return r != 0;
01404     }
01405     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01406   }
01407 
01408   /* No road available, try to build a random road block by
01409    * clearing some land and then building a road there. */
01410   if (_settings_game.economy.allow_town_roads || _generating_world) {
01411     tile = t->xy;
01412     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01413       /* Only work with plain land that not already has a house */
01414       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile) == SLOPE_FLAT) {
01415         if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
01416           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
01417           cur_company.Restore();
01418           return true;
01419         }
01420       }
01421       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01422     }
01423   }
01424 
01425   cur_company.Restore();
01426   return false;
01427 }
01428 
01429 void UpdateTownRadius(Town *t)
01430 {
01431   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
01432     {  4,  0,  0,  0,  0}, // 0
01433     { 16,  0,  0,  0,  0},
01434     { 25,  0,  0,  0,  0},
01435     { 36,  0,  0,  0,  0},
01436     { 49,  0,  4,  0,  0},
01437     { 64,  0,  4,  0,  0}, // 20
01438     { 64,  0,  9,  0,  1},
01439     { 64,  0,  9,  0,  4},
01440     { 64,  0, 16,  0,  4},
01441     { 81,  0, 16,  0,  4},
01442     { 81,  0, 16,  0,  4}, // 40
01443     { 81,  0, 25,  0,  9},
01444     { 81, 36, 25,  0,  9},
01445     { 81, 36, 25, 16,  9},
01446     { 81, 49,  0, 25,  9},
01447     { 81, 64,  0, 25,  9}, // 60
01448     { 81, 64,  0, 36,  9},
01449     { 81, 64,  0, 36, 16},
01450     {100, 81,  0, 49, 16},
01451     {100, 81,  0, 49, 25},
01452     {121, 81,  0, 49, 25}, // 80
01453     {121, 81,  0, 49, 25},
01454     {121, 81,  0, 49, 36}, // 88
01455   };
01456 
01457   if (t->cache.num_houses < 92) {
01458     memcpy(t->cache.squared_town_zone_radius, _town_squared_town_zone_radius_data[t->cache.num_houses / 4], sizeof(t->cache.squared_town_zone_radius));
01459   } else {
01460     int mass = t->cache.num_houses / 8;
01461     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
01462      * The offsets are to make sure the radii do not decrease in size when going from the table
01463      * to the calculated value.*/
01464     t->cache.squared_town_zone_radius[0] = mass * 15 - 40;
01465     t->cache.squared_town_zone_radius[1] = mass * 9 - 15;
01466     t->cache.squared_town_zone_radius[2] = 0;
01467     t->cache.squared_town_zone_radius[3] = mass * 5 - 5;
01468     t->cache.squared_town_zone_radius[4] = mass * 3 + 5;
01469   }
01470 }
01471 
01472 void UpdateTownMaxPass(Town *t)
01473 {
01474   t->supplied[CT_PASSENGERS].old_max = t->cache.population >> 3;
01475   t->supplied[CT_MAIL].old_max = t->cache.population >> 4;
01476 }
01477 
01489 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
01490 {
01491   t->xy = tile;
01492   t->cache.num_houses = 0;
01493   t->time_until_rebuild = 10;
01494   UpdateTownRadius(t);
01495   t->flags = 0;
01496   t->cache.population = 0;
01497   t->grow_counter = 0;
01498   t->growth_rate = 250;
01499 
01500   /* Set the default cargo requirement for town growth */
01501   switch (_settings_game.game_creation.landscape) {
01502     case LT_ARCTIC:
01503       if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER;
01504       break;
01505 
01506     case LT_TROPIC:
01507       if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT;
01508       if (FindFirstCargoWithTownEffect(TE_WATER) != NULL) t->goal[TE_WATER] = TOWN_GROWTH_DESERT;
01509       break;
01510   }
01511 
01512   t->fund_buildings_months = 0;
01513 
01514   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
01515 
01516   t->have_ratings = 0;
01517   t->exclusivity = INVALID_COMPANY;
01518   t->exclusive_counter = 0;
01519   t->statues = 0;
01520 
01521   extern int _nb_orig_names;
01522   if (_settings_game.game_creation.town_name < _nb_orig_names) {
01523     /* Original town name */
01524     t->townnamegrfid = 0;
01525     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
01526   } else {
01527     /* Newgrf town name */
01528     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
01529     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
01530   }
01531   t->townnameparts = townnameparts;
01532 
01533   t->UpdateVirtCoord();
01534   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
01535 
01536   t->InitializeLayout(layout);
01537 
01538   t->larger_town = city;
01539 
01540   int x = (int)size * 16 + 3;
01541   if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
01542   /* Don't create huge cities when founding town in-game */
01543   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
01544 
01545   t->cache.num_houses += x;
01546   UpdateTownRadius(t);
01547 
01548   int i = x * 4;
01549   do {
01550     GrowTown(t);
01551   } while (--i);
01552 
01553   t->cache.num_houses -= x;
01554   UpdateTownRadius(t);
01555   UpdateTownMaxPass(t);
01556   UpdateAirportsNoise();
01557 }
01558 
01564 static CommandCost TownCanBePlacedHere(TileIndex tile)
01565 {
01566   /* Check if too close to the edge of map */
01567   if (DistanceFromEdge(tile) < 12) {
01568     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
01569   }
01570 
01571   /* Check distance to all other towns. */
01572   if (IsCloseToTown(tile, 20)) {
01573     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
01574   }
01575 
01576   /* Can only build on clear flat areas, possibly with trees. */
01577   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile) != SLOPE_FLAT) {
01578     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01579   }
01580 
01581   return CommandCost(EXPENSES_OTHER);
01582 }
01583 
01589 static bool IsUniqueTownName(const char *name)
01590 {
01591   const Town *t;
01592 
01593   FOR_ALL_TOWNS(t) {
01594     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
01595   }
01596 
01597   return true;
01598 }
01599 
01612 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01613 {
01614   TownSize size = Extract<TownSize, 0, 2>(p1);
01615   bool city = HasBit(p1, 2);
01616   TownLayout layout = Extract<TownLayout, 3, 3>(p1);
01617   TownNameParams par(_settings_game.game_creation.town_name);
01618   bool random = HasBit(p1, 6);
01619   uint32 townnameparts = p2;
01620 
01621   if (size >= TSZ_END) return CMD_ERROR;
01622   if (layout >= NUM_TLS) return CMD_ERROR;
01623 
01624   /* Some things are allowed only in the scenario editor */
01625   if (_game_mode != GM_EDITOR) {
01626     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
01627     if (size == TSZ_LARGE) return CMD_ERROR;
01628     if (random) return CMD_ERROR;
01629     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
01630       return CMD_ERROR;
01631     }
01632   }
01633 
01634   if (StrEmpty(text)) {
01635     /* If supplied name is empty, townnameparts has to generate unique automatic name */
01636     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01637   } else {
01638     /* If name is not empty, it has to be unique custom name */
01639     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
01640     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01641   }
01642 
01643   /* Allocate town struct */
01644   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
01645 
01646   if (!random) {
01647     CommandCost ret = TownCanBePlacedHere(tile);
01648     if (ret.Failed()) return ret;
01649   }
01650 
01651   static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
01652   /* multidimensional arrays have to have defined length of non-first dimension */
01653   assert_compile(lengthof(price_mult[0]) == 4);
01654 
01655   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
01656   byte mult = price_mult[city][size];
01657 
01658   cost.MultiplyCost(mult);
01659 
01660   /* Create the town */
01661   if (flags & DC_EXEC) {
01662     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
01663       _additional_cash_required = cost.GetCost();
01664       return CommandCost(EXPENSES_OTHER);
01665     }
01666 
01667     _generating_world = true;
01668     UpdateNearestTownForRoadTiles(true);
01669     Town *t;
01670     if (random) {
01671       t = CreateRandomTown(20, townnameparts, size, city, layout);
01672       if (t == NULL) {
01673         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
01674       } else {
01675         _new_town_id = t->index;
01676       }
01677     } else {
01678       t = new Town(tile);
01679       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
01680     }
01681     UpdateNearestTownForRoadTiles(false);
01682     _generating_world = false;
01683 
01684     if (t != NULL && !StrEmpty(text)) {
01685       t->name = strdup(text);
01686       t->UpdateVirtCoord();
01687     }
01688 
01689     if (_game_mode != GM_EDITOR) {
01690       /* 't' can't be NULL since 'random' is false outside scenedit */
01691       assert(!random);
01692       char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
01693       SetDParam(0, _current_company);
01694       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
01695 
01696       char *cn = strdup(company_name);
01697       SetDParamStr(0, cn);
01698       SetDParam(1, t->index);
01699 
01700       AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, cn);
01701       AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
01702       Game::NewEvent(new ScriptEventTownFounded(t->index));
01703     }
01704   }
01705   return cost;
01706 }
01707 
01717 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
01718 {
01719   switch (layout) {
01720     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
01721     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
01722     default:          return tile;
01723   }
01724 }
01725 
01735 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
01736 {
01737   switch (layout) {
01738     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
01739     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
01740     default:          return true;
01741   }
01742 }
01743 
01747 struct SpotData {
01748   TileIndex tile; 
01749   uint max_dist;  
01750   TownLayout layout; 
01751 };
01752 
01769 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
01770 {
01771   SpotData *sp = (SpotData*)user_data;
01772   uint dist = GetClosestWaterDistance(tile, true);
01773 
01774   if (IsTileType(tile, MP_CLEAR) &&
01775       GetTileSlope(tile) == SLOPE_FLAT &&
01776       IsTileAlignedToGrid(tile, sp->layout) &&
01777       dist > sp->max_dist) {
01778     sp->tile = tile;
01779     sp->max_dist = dist;
01780   }
01781 
01782   return false;
01783 }
01784 
01791 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
01792 {
01793   return IsTileType(tile, MP_CLEAR);
01794 }
01795 
01808 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
01809 {
01810   SpotData sp = { INVALID_TILE, 0, layout };
01811 
01812   TileIndex coast = tile;
01813   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
01814     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
01815     return sp.tile;
01816   }
01817 
01818   /* if we get here just give up */
01819   return INVALID_TILE;
01820 }
01821 
01822 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
01823 {
01824   assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
01825 
01826   if (!Town::CanAllocateItem()) return NULL;
01827 
01828   do {
01829     /* Generate a tile index not too close from the edge */
01830     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
01831 
01832     /* if we tried to place the town on water, slide it over onto
01833      * the nearest likely-looking spot */
01834     if (IsTileType(tile, MP_WATER)) {
01835       tile = FindNearestGoodCoastalTownSpot(tile, layout);
01836       if (tile == INVALID_TILE) continue;
01837     }
01838 
01839     /* Make sure town can be placed here */
01840     if (TownCanBePlacedHere(tile).Failed()) continue;
01841 
01842     /* Allocate a town struct */
01843     Town *t = new Town(tile);
01844 
01845     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
01846 
01847     /* if the population is still 0 at the point, then the
01848      * placement is so bad it couldn't grow at all */
01849     if (t->cache.population > 0) return t;
01850     CommandCost rc = DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
01851     assert(rc.Succeeded());
01852 
01853     /* We already know that we can allocate a single town when
01854      * entering this function. However, we create and delete
01855      * a town which "resets" the allocation checks. As such we
01856      * need to check again when assertions are enabled. */
01857     assert(Town::CanAllocateItem());
01858   } while (--attempts != 0);
01859 
01860   return NULL;
01861 }
01862 
01863 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
01864 
01872 bool GenerateTowns(TownLayout layout)
01873 {
01874   uint current_number = 0;
01875   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
01876   uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
01877   uint32 townnameparts;
01878 
01879   SetGeneratingWorldProgress(GWP_TOWN, total);
01880 
01881   /* First attempt will be made at creating the suggested number of towns.
01882    * Note that this is really a suggested value, not a required one.
01883    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
01884   do {
01885     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
01886     IncreaseGeneratingWorldProgress(GWP_TOWN);
01887     /* Get a unique name for the town. */
01888     if (!GenerateTownName(&townnameparts)) continue;
01889     /* try 20 times to create a random-sized town for the first loop. */
01890     if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
01891   } while (--total);
01892 
01893   if (current_number != 0) return true;
01894 
01895   /* If current_number is still zero at this point, it means that not a single town has been created.
01896    * So give it a last try, but now more aggressive */
01897   if (GenerateTownName(&townnameparts) &&
01898       CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
01899     return true;
01900   }
01901 
01902   /* If there are no towns at all and we are generating new game, bail out */
01903   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
01904     ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
01905   }
01906 
01907   return false;  // we are still without a town? we failed, simply
01908 }
01909 
01910 
01917 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
01918 {
01919   uint dist = DistanceSquare(tile, t->xy);
01920 
01921   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
01922 
01923   HouseZonesBits smallest = HZB_TOWN_EDGE;
01924   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
01925     if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
01926   }
01927 
01928   return smallest;
01929 }
01930 
01941 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
01942 {
01943   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
01944 
01945   assert(cc.Succeeded());
01946 
01947   IncreaseBuildingCount(t, type);
01948   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
01949   if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
01950 
01951   MarkTileDirtyByTile(tile);
01952 }
01953 
01954 
01965 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
01966 {
01967   BuildingFlags size = HouseSpec::Get(type)->building_flags;
01968 
01969   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
01970   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
01971   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
01972   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
01973 }
01974 
01975 
01984 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
01985 {
01986   /* cannot build on these slopes... */
01987   Slope slope = GetTileSlope(tile);
01988   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
01989 
01990   /* building under a bridge? */
01991   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
01992 
01993   /* do not try to build over house owned by another town */
01994   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
01995 
01996   /* can we clear the land? */
01997   return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
01998 }
01999 
02000 
02010 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, int z, bool noslope)
02011 {
02012   if (!CanBuildHouseHere(tile, town, noslope)) return false;
02013 
02014   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
02015   if (GetTileMaxZ(tile) != z) return false;
02016 
02017   return true;
02018 }
02019 
02020 
02030 static bool CheckFree2x2Area(TileIndex tile, TownID town, int z, bool noslope)
02031 {
02032   /* we need to check this tile too because we can be at different tile now */
02033   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
02034 
02035   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
02036     tile += TileOffsByDiagDir(d);
02037     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
02038   }
02039 
02040   return true;
02041 }
02042 
02043 
02051 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
02052 {
02053   /* Allow towns everywhere when we don't build roads */
02054   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
02055 
02056   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
02057 
02058   switch (t->layout) {
02059     case TL_2X2_GRID:
02060       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
02061       break;
02062 
02063     case TL_3X3_GRID:
02064       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
02065       break;
02066 
02067     default:
02068       break;
02069   }
02070 
02071   return true;
02072 }
02073 
02074 
02082 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
02083 {
02084   /* Allow towns everywhere when we don't build roads */
02085   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
02086 
02087   /* Compute relative position of tile. (Positive offsets are towards north) */
02088   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
02089 
02090   switch (t->layout) {
02091     case TL_2X2_GRID:
02092       grid_pos.x %= 3;
02093       grid_pos.y %= 3;
02094       if ((grid_pos.x != 2 && grid_pos.x != -1) ||
02095         (grid_pos.y != 2 && grid_pos.y != -1)) return false;
02096       break;
02097 
02098     case TL_3X3_GRID:
02099       if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
02100       break;
02101 
02102     default:
02103       break;
02104   }
02105 
02106   return true;
02107 }
02108 
02109 
02119 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
02120 {
02121   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
02122 
02123   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
02124   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
02125 
02126   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
02127   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
02128     *tile = tile2;
02129     return true;
02130   }
02131 
02132   return false;
02133 }
02134 
02135 
02144 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
02145 {
02146   TileIndex tile2 = *tile;
02147 
02148   for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
02149     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
02150       *tile = tile2;
02151       return true;
02152     }
02153     if (d == DIAGDIR_END) break;
02154     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
02155   }
02156 
02157   return false;
02158 }
02159 
02160 
02167 static bool BuildTownHouse(Town *t, TileIndex tile)
02168 {
02169   /* forbidden building here by town layout */
02170   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
02171 
02172   /* no house allowed at all, bail out */
02173   if (!CanBuildHouseHere(tile, t->index, false)) return false;
02174 
02175   Slope slope = GetTileSlope(tile);
02176   int maxz = GetTileMaxZ(tile);
02177 
02178   /* Get the town zone type of the current tile, as well as the climate.
02179    * This will allow to easily compare with the specs of the new house to build */
02180   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
02181 
02182   /* Above snow? */
02183   int land = _settings_game.game_creation.landscape;
02184   if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
02185 
02186   uint bitmask = (1 << rad) + (1 << (land + 12));
02187 
02188   /* bits 0-4 are used
02189    * bits 11-15 are used
02190    * bits 5-10 are not used. */
02191   HouseID houses[HOUSE_MAX];
02192   uint num = 0;
02193   uint probs[HOUSE_MAX];
02194   uint probability_max = 0;
02195 
02196   /* Generate a list of all possible houses that can be built. */
02197   for (uint i = 0; i < HOUSE_MAX; i++) {
02198     const HouseSpec *hs = HouseSpec::Get(i);
02199 
02200     /* Verify that the candidate house spec matches the current tile status */
02201     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
02202 
02203     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
02204     if (hs->class_id != HOUSE_NO_CLASS) {
02205       /* id_count is always <= class_count, so it doesn't need to be checked */
02206       if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
02207     } else {
02208       /* If the house has no class, check id_count instead */
02209       if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
02210     }
02211 
02212     /* Without NewHouses, all houses have probability '1' */
02213     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
02214     probability_max += cur_prob;
02215     probs[num] = cur_prob;
02216     houses[num++] = (HouseID)i;
02217   }
02218 
02219   TileIndex baseTile = tile;
02220 
02221   while (probability_max > 0) {
02222     /* Building a multitile building can change the location of tile.
02223      * The building would still be built partially on that tile, but
02224      * its nothern tile would be elsewere. However, if the callback
02225      * fails we would be basing further work from the changed tile.
02226      * So a next 1x1 tile building could be built on the wrong tile. */
02227     tile = baseTile;
02228 
02229     uint r = RandomRange(probability_max);
02230     uint i;
02231     for (i = 0; i < num; i++) {
02232       if (probs[i] > r) break;
02233       r -= probs[i];
02234     }
02235 
02236     HouseID house = houses[i];
02237     probability_max -= probs[i];
02238 
02239     /* remove tested house from the set */
02240     num--;
02241     houses[i] = houses[num];
02242     probs[i] = probs[num];
02243 
02244     const HouseSpec *hs = HouseSpec::Get(house);
02245 
02246     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
02247         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
02248       continue;
02249     }
02250 
02251     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
02252 
02253     /* Special houses that there can be only one of. */
02254     uint oneof = 0;
02255 
02256     if (hs->building_flags & BUILDING_IS_CHURCH) {
02257       SetBit(oneof, TOWN_HAS_CHURCH);
02258     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02259       SetBit(oneof, TOWN_HAS_STADIUM);
02260     }
02261 
02262     if (t->flags & oneof) continue;
02263 
02264     /* Make sure there is no slope? */
02265     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
02266     if (noslope && slope != SLOPE_FLAT) continue;
02267 
02268     if (hs->building_flags & TILE_SIZE_2x2) {
02269       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
02270     } else if (hs->building_flags & TILE_SIZE_2x1) {
02271       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
02272     } else if (hs->building_flags & TILE_SIZE_1x2) {
02273       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
02274     } else {
02275       /* 1x1 house checks are already done */
02276     }
02277 
02278     byte random_bits = Random();
02279 
02280     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
02281       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
02282       if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
02283     }
02284 
02285     /* build the house */
02286     t->cache.num_houses++;
02287 
02288     /* Special houses that there can be only one of. */
02289     t->flags |= oneof;
02290 
02291     byte construction_counter = 0;
02292     byte construction_stage = 0;
02293 
02294     if (_generating_world || _game_mode == GM_EDITOR) {
02295       uint32 r = Random();
02296 
02297       construction_stage = TOWN_HOUSE_COMPLETED;
02298       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
02299 
02300       if (construction_stage == TOWN_HOUSE_COMPLETED) {
02301         ChangePopulation(t, hs->population);
02302       } else {
02303         construction_counter = GB(r, 2, 2);
02304       }
02305     }
02306 
02307     MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
02308     UpdateTownRadius(t);
02309     UpdateTownCargoes(t, tile);
02310 
02311     return true;
02312   }
02313 
02314   return false;
02315 }
02316 
02323 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
02324 {
02325   assert(IsTileType(tile, MP_HOUSE));
02326   DecreaseBuildingCount(t, house);
02327   DoClearSquare(tile);
02328   DeleteAnimatedTile(tile);
02329 
02330   DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
02331 }
02332 
02340 TileIndexDiff GetHouseNorthPart(HouseID &house)
02341 {
02342   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
02343     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
02344       house--;
02345       return TileDiffXY(-1, 0);
02346     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
02347       house--;
02348       return TileDiffXY(0, -1);
02349     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
02350       house -= 2;
02351       return TileDiffXY(-1, 0);
02352     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
02353       house -= 3;
02354       return TileDiffXY(-1, -1);
02355     }
02356   }
02357   return 0;
02358 }
02359 
02360 void ClearTownHouse(Town *t, TileIndex tile)
02361 {
02362   assert(IsTileType(tile, MP_HOUSE));
02363 
02364   HouseID house = GetHouseType(tile);
02365 
02366   /* need to align the tile to point to the upper left corner of the house */
02367   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
02368 
02369   const HouseSpec *hs = HouseSpec::Get(house);
02370 
02371   /* Remove population from the town if the house is finished. */
02372   if (IsHouseCompleted(tile)) {
02373     ChangePopulation(t, -hs->population);
02374   }
02375 
02376   t->cache.num_houses--;
02377 
02378   /* Clear flags for houses that only may exist once/town. */
02379   if (hs->building_flags & BUILDING_IS_CHURCH) {
02380     ClrBit(t->flags, TOWN_HAS_CHURCH);
02381   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02382     ClrBit(t->flags, TOWN_HAS_STADIUM);
02383   }
02384 
02385   /* Do the actual clearing of tiles */
02386   uint eflags = hs->building_flags;
02387   DoClearTownHouseHelper(tile, t, house);
02388   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
02389   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
02390   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
02391 
02392   UpdateTownRadius(t);
02393 
02394   /* Update cargo acceptance. */
02395   UpdateTownCargoes(t, tile);
02396 }
02397 
02407 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02408 {
02409   Town *t = Town::GetIfValid(p1);
02410   if (t == NULL) return CMD_ERROR;
02411 
02412   bool reset = StrEmpty(text);
02413 
02414   if (!reset) {
02415     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
02416     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
02417   }
02418 
02419   if (flags & DC_EXEC) {
02420     free(t->name);
02421     t->name = reset ? NULL : strdup(text);
02422 
02423     t->UpdateVirtCoord();
02424     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
02425     UpdateAllStationVirtCoords();
02426   }
02427   return CommandCost();
02428 }
02429 
02435 const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect)
02436 {
02437   const CargoSpec *cs;
02438   FOR_ALL_CARGOSPECS(cs) {
02439     if (cs->town_effect == effect) return cs;
02440   }
02441   return NULL;
02442 }
02443 
02444 static void UpdateTownGrowRate(Town *t);
02445 
02457 CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02458 {
02459   if (_current_company != OWNER_DEITY) return CMD_ERROR;
02460 
02461   TownEffect te = (TownEffect)GB(p1, 16, 8);
02462   if (te < TE_BEGIN || te > TE_END) return CMD_ERROR;
02463 
02464   uint16 index = GB(p1, 0, 16);
02465   Town *t = Town::GetIfValid(index);
02466   if (t == NULL) return CMD_ERROR;
02467 
02468   /* Validate if there is a cargo which is the requested TownEffect */
02469   const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
02470   if (cargo == NULL) return CMD_ERROR;
02471 
02472   if (flags & DC_EXEC) {
02473     t->goal[te] = p2;
02474     UpdateTownGrowRate(t);
02475     InvalidateWindowData(WC_TOWN_VIEW, index);
02476   }
02477 
02478   return CommandCost();
02479 }
02480 
02490 CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02491 {
02492   if (_current_company != OWNER_DEITY) return CMD_ERROR;
02493   Town *t = Town::GetIfValid(p1);
02494   if (t == NULL) return CMD_ERROR;
02495 
02496   if (flags & DC_EXEC) {
02497     free(t->text);
02498     t->text = StrEmpty(text) ? NULL : strdup(text);
02499     InvalidateWindowData(WC_TOWN_VIEW, p1);
02500   }
02501 
02502   return CommandCost();
02503 }
02504 
02514 CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02515 {
02516   if (_current_company != OWNER_DEITY) return CMD_ERROR;
02517   if ((p2 & TOWN_GROW_RATE_CUSTOM) != 0) return CMD_ERROR;
02518   if (GB(p2, 16, 16) != 0) return CMD_ERROR;
02519 
02520   Town *t = Town::GetIfValid(p1);
02521   if (t == NULL) return CMD_ERROR;
02522 
02523   if (flags & DC_EXEC) {
02524     t->growth_rate = (p2 == 0) ? 0 : p2 | TOWN_GROW_RATE_CUSTOM;
02525     UpdateTownGrowRate(t);
02526     InvalidateWindowData(WC_TOWN_VIEW, p1);
02527   }
02528 
02529   return CommandCost();
02530 }
02531 
02541 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02542 {
02543   if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
02544   Town *t = Town::GetIfValid(p1);
02545   if (t == NULL) return CMD_ERROR;
02546 
02547   if (flags & DC_EXEC) {
02548     /* The more houses, the faster we grow */
02549     if (p2 == 0) {
02550       uint amount = RandomRange(ClampToU16(t->cache.num_houses / 10)) + 3;
02551       t->cache.num_houses += amount;
02552       UpdateTownRadius(t);
02553 
02554       uint n = amount * 10;
02555       do GrowTown(t); while (--n);
02556 
02557       t->cache.num_houses -= amount;
02558     } else {
02559       for (; p2 > 0; p2--) {
02560         /* Try several times to grow, as we are really suppose to grow */
02561         for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
02562       }
02563     }
02564     UpdateTownRadius(t);
02565 
02566     UpdateTownMaxPass(t);
02567   }
02568 
02569   return CommandCost();
02570 }
02571 
02581 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02582 {
02583   if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
02584   Town *t = Town::GetIfValid(p1);
02585   if (t == NULL) return CMD_ERROR;
02586 
02587   /* Stations refer to towns. */
02588   const Station *st;
02589   FOR_ALL_STATIONS(st) {
02590     if (st->town == t) {
02591       /* Non-oil rig stations are always a problem. */
02592       if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
02593       /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
02594       CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02595       if (ret.Failed()) return ret;
02596     }
02597   }
02598 
02599   /* Depots refer to towns. */
02600   const Depot *d;
02601   FOR_ALL_DEPOTS(d) {
02602     if (d->town == t) return CMD_ERROR;
02603   }
02604 
02605   /* Check all tiles for town ownership. */
02606   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
02607     bool try_clear = false;
02608     switch (GetTileType(tile)) {
02609       case MP_ROAD:
02610         try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
02611         break;
02612 
02613       case MP_TUNNELBRIDGE:
02614         try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
02615         break;
02616 
02617       case MP_HOUSE:
02618         try_clear = GetTownIndex(tile) == t->index;
02619         break;
02620 
02621       case MP_INDUSTRY:
02622         try_clear = Industry::GetByTile(tile)->town == t;
02623         break;
02624 
02625       case MP_OBJECT:
02626         if (Town::GetNumItems() == 1) {
02627           /* No towns will be left, remove it! */
02628           try_clear = true;
02629         } else {
02630           Object *o = Object::GetByTile(tile);
02631           if (o->town == t) {
02632             if (GetObjectType(tile) == OBJECT_STATUE) {
02633               /* Statue... always remove. */
02634               try_clear = true;
02635             } else {
02636               /* Tell to find a new town. */
02637               if (flags & DC_EXEC) o->town = NULL;
02638             }
02639           }
02640         }
02641         break;
02642 
02643       default:
02644         break;
02645     }
02646     if (try_clear) {
02647       CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02648       if (ret.Failed()) return ret;
02649     }
02650   }
02651 
02652   /* The town destructor will delete the other things related to the town. */
02653   if (flags & DC_EXEC) delete t;
02654 
02655   return CommandCost();
02656 }
02657 
02662 const byte _town_action_costs[TACT_COUNT] = {
02663   2, 4, 9, 35, 48, 53, 117, 175
02664 };
02665 
02666 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
02667 {
02668   if (flags & DC_EXEC) {
02669     ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
02670   }
02671   return CommandCost();
02672 }
02673 
02674 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
02675 {
02676   if (flags & DC_EXEC) {
02677     ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
02678   }
02679   return CommandCost();
02680 }
02681 
02682 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
02683 {
02684   if (flags & DC_EXEC) {
02685     ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
02686   }
02687   return CommandCost();
02688 }
02689 
02690 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
02691 {
02692   /* Check if the company is allowed to fund new roads. */
02693   if (!_settings_game.economy.fund_roads) return CMD_ERROR;
02694 
02695   if (flags & DC_EXEC) {
02696     t->road_build_months = 6;
02697 
02698     char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
02699     SetDParam(0, _current_company);
02700     GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
02701 
02702     char *cn = strdup(company_name);
02703     SetDParam(0, t->index);
02704     SetDParamStr(1, cn);
02705 
02706     AddNewsItem(STR_NEWS_ROAD_REBUILDING, NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
02707     AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
02708     Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
02709   }
02710   return CommandCost();
02711 }
02712 
02718 static bool TryClearTile(TileIndex tile)
02719 {
02720   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02721   CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
02722   cur_company.Restore();
02723   return r.Succeeded();
02724 }
02725 
02727 struct StatueBuildSearchData {
02728   TileIndex best_position; 
02729   int tile_count;          
02730 
02731   StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
02732 };
02733 
02740 static bool SearchTileForStatue(TileIndex tile, void *user_data)
02741 {
02742   static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
02743 
02744   StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
02745   statue_data->tile_count++;
02746 
02747   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
02748   if (IsSteepSlope(GetTileSlope(tile))) return false;
02749   /* Don't build statues under bridges. */
02750   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
02751 
02752   /* A clear-able open space is always preferred. */
02753   if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) {
02754     statue_data->best_position = tile;
02755     return true;
02756   }
02757 
02758   bool house = IsTileType(tile, MP_HOUSE);
02759 
02760   /* Searching inside the inner circle. */
02761   if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
02762     /* Save first house in inner circle. */
02763     if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) {
02764       statue_data->best_position = tile;
02765     }
02766 
02767     /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
02768     return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
02769   }
02770 
02771   /* Searching outside the circle, just pick the first possible spot. */
02772   statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
02773   return house && TryClearTile(tile);
02774 }
02775 
02783 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
02784 {
02785   if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
02786 
02787   TileIndex tile = t->xy;
02788   StatueBuildSearchData statue_data(INVALID_TILE, 0);
02789   if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
02790 
02791   if (flags & DC_EXEC) {
02792     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02793     DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
02794     cur_company.Restore();
02795     BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
02796     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
02797     MarkTileDirtyByTile(statue_data.best_position);
02798   }
02799   return CommandCost();
02800 }
02801 
02802 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
02803 {
02804   /* Check if it's allowed to buy the rights */
02805   if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
02806 
02807   if (flags & DC_EXEC) {
02808     /* Build next tick */
02809     t->grow_counter = 1;
02810     /* If we were not already growing */
02811     SetBit(t->flags, TOWN_IS_FUNDED);
02812     /* And grow for 3 months */
02813     t->fund_buildings_months = 3;
02814 
02815     SetWindowDirty(WC_TOWN_VIEW, t->index);
02816   }
02817   return CommandCost();
02818 }
02819 
02820 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
02821 {
02822   /* Check if it's allowed to buy the rights */
02823   if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
02824 
02825   if (flags & DC_EXEC) {
02826     t->exclusive_counter = 12;
02827     t->exclusivity = _current_company;
02828 
02829     ModifyStationRatingAround(t->xy, _current_company, 130, 17);
02830 
02831     SetWindowClassesDirty(WC_STATION_VIEW);
02832 
02833     /* Spawn news message */
02834     CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
02835     cni->FillData(Company::Get(_current_company));
02836     SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
02837     SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION);
02838     SetDParam(2, t->index);
02839     SetDParamStr(3, cni->company_name);
02840     AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
02841     AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
02842     Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
02843   }
02844   return CommandCost();
02845 }
02846 
02847 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
02848 {
02849   if (flags & DC_EXEC) {
02850     if (Chance16(1, 14)) {
02851       /* set as unwanted for 6 months */
02852       t->unwanted[_current_company] = 6;
02853 
02854       /* set all close by station ratings to 0 */
02855       Station *st;
02856       FOR_ALL_STATIONS(st) {
02857         if (st->town == t && st->owner == _current_company) {
02858           for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
02859         }
02860       }
02861 
02862       /* only show errormessage to the executing player. All errors are handled command.c
02863        * but this is special, because it can only 'fail' on a DC_EXEC */
02864       if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
02865 
02866       /* decrease by a lot!
02867        * ChangeTownRating is only for stuff in demolishing. Bribe failure should
02868        * be independent of any cheat settings
02869        */
02870       if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
02871         t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
02872         SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02873       }
02874     } else {
02875       ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
02876     }
02877   }
02878   return CommandCost();
02879 }
02880 
02881 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
02882 static TownActionProc * const _town_action_proc[] = {
02883   TownActionAdvertiseSmall,
02884   TownActionAdvertiseMedium,
02885   TownActionAdvertiseLarge,
02886   TownActionRoadRebuild,
02887   TownActionBuildStatue,
02888   TownActionFundBuildings,
02889   TownActionBuyRights,
02890   TownActionBribe
02891 };
02892 
02900 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
02901 {
02902   int num = 0;
02903   TownActions buttons = TACT_NONE;
02904 
02905   /* Spectators and unwanted have no options */
02906   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
02907 
02908     /* Things worth more than this are not shown */
02909     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
02910 
02911     /* Check the action bits for validity and
02912      * if they are valid add them */
02913     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
02914       const TownActions cur = (TownActions)(1 << i);
02915 
02916       /* Is the company not able to bribe ? */
02917       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
02918 
02919       /* Is the company not able to buy exclusive rights ? */
02920       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
02921 
02922       /* Is the company not able to fund buildings ? */
02923       if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
02924 
02925       /* Is the company not able to fund local road reconstruction? */
02926       if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
02927 
02928       /* Is the company not able to build a statue ? */
02929       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
02930 
02931       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
02932         buttons |= cur;
02933         num++;
02934       }
02935     }
02936   }
02937 
02938   if (nump != NULL) *nump = num;
02939   return buttons;
02940 }
02941 
02953 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02954 {
02955   Town *t = Town::GetIfValid(p1);
02956   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
02957 
02958   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
02959 
02960   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
02961 
02962   CommandCost ret = _town_action_proc[p2](t, flags);
02963   if (ret.Failed()) return ret;
02964 
02965   if (flags & DC_EXEC) {
02966     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
02967   }
02968 
02969   return cost;
02970 }
02971 
02972 static void UpdateTownRating(Town *t)
02973 {
02974   /* Increase company ratings if they're low */
02975   const Company *c;
02976   FOR_ALL_COMPANIES(c) {
02977     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
02978       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
02979     }
02980   }
02981 
02982   const Station *st;
02983   FOR_ALL_STATIONS(st) {
02984     if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
02985       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
02986         if (Company::IsValidID(st->owner)) {
02987           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
02988           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
02989         }
02990       } else {
02991         if (Company::IsValidID(st->owner)) {
02992           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
02993           t->ratings[st->owner] = max(new_rating, INT16_MIN);
02994         }
02995       }
02996     }
02997   }
02998 
02999   /* clamp all ratings to valid values */
03000   for (uint i = 0; i < MAX_COMPANIES; i++) {
03001     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
03002   }
03003 
03004   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
03005 }
03006 
03007 static void UpdateTownGrowRate(Town *t)
03008 {
03009   ClrBit(t->flags, TOWN_IS_FUNDED);
03010   SetWindowDirty(WC_TOWN_VIEW, t->index);
03011 
03012   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
03013 
03014   if (t->fund_buildings_months == 0) {
03015     /* Check if all goals are reached for this town to grow (given we are not funding it) */
03016     for (int i = TE_BEGIN; i < TE_END; i++) {
03017       switch (t->goal[i]) {
03018         case TOWN_GROWTH_WINTER:
03019           if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
03020           break;
03021         case TOWN_GROWTH_DESERT:
03022           if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
03023           break;
03024         default:
03025           if (t->goal[i] > t->received[i].old_act) return;
03026           break;
03027       }
03028     }
03029   }
03030 
03031   if ((t->growth_rate & TOWN_GROW_RATE_CUSTOM) != 0) {
03032     SetBit(t->flags, TOWN_IS_FUNDED);
03033     SetWindowDirty(WC_TOWN_VIEW, t->index);
03034     return;
03035   }
03036 
03041   static const uint16 _grow_count_values[2][6] = {
03042     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
03043     { 320, 420, 300, 220, 160, 100 }  // Normal values
03044   };
03045 
03046   int n = 0;
03047 
03048   const Station *st;
03049   FOR_ALL_STATIONS(st) {
03050     if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
03051       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
03052         n++;
03053       }
03054     }
03055   }
03056 
03057   uint16 m;
03058 
03059   if (t->fund_buildings_months != 0) {
03060     m = _grow_count_values[0][min(n, 5)];
03061   } else {
03062     m = _grow_count_values[1][min(n, 5)];
03063     if (n == 0 && !Chance16(1, 12)) return;
03064   }
03065 
03066   /* Use the normal growth rate values if new buildings have been funded in
03067    * this town and the growth rate is set to none. */
03068   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
03069 
03070   m >>= growth_multiplier;
03071   if (t->larger_town) m /= 2;
03072 
03073   t->growth_rate = m / (t->cache.num_houses / 50 + 1);
03074   if (m <= t->grow_counter) {
03075     t->grow_counter = m;
03076   }
03077 
03078   SetBit(t->flags, TOWN_IS_FUNDED);
03079   SetWindowDirty(WC_TOWN_VIEW, t->index);
03080 }
03081 
03082 static void UpdateTownAmounts(Town *t)
03083 {
03084   for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
03085   for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
03086   if (t->fund_buildings_months != 0) t->fund_buildings_months--;
03087 
03088   SetWindowDirty(WC_TOWN_VIEW, t->index);
03089 }
03090 
03091 static void UpdateTownUnwanted(Town *t)
03092 {
03093   const Company *c;
03094 
03095   FOR_ALL_COMPANIES(c) {
03096     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
03097   }
03098 }
03099 
03106 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
03107 {
03108   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
03109 
03110   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
03111   if (t == NULL) return CommandCost();
03112 
03113   if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
03114 
03115   SetDParam(0, t->index);
03116   return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
03117 }
03118 
03127 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
03128 {
03129   Town *t;
03130   uint best = threshold;
03131   Town *best_town = NULL;
03132 
03133   FOR_ALL_TOWNS(t) {
03134     uint dist = DistanceManhattan(tile, t->xy);
03135     if (dist < best) {
03136       best = dist;
03137       best_town = t;
03138     }
03139   }
03140 
03141   return best_town;
03142 }
03143 
03152 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
03153 {
03154   switch (GetTileType(tile)) {
03155     case MP_ROAD:
03156       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
03157 
03158       if (!HasTownOwnedRoad(tile)) {
03159         TownID tid = GetTownIndex(tile);
03160 
03161         if (tid == (TownID)INVALID_TOWN) {
03162           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
03163           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
03164           assert(Town::GetNumItems() == 0);
03165           return NULL;
03166         }
03167 
03168         assert(Town::IsValidID(tid));
03169         Town *town = Town::Get(tid);
03170 
03171         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
03172 
03173         return town;
03174       }
03175       /* FALL THROUGH */
03176 
03177     case MP_HOUSE:
03178       return Town::GetByTile(tile);
03179 
03180     default:
03181       return CalcClosestTownFromTile(tile, threshold);
03182   }
03183 }
03184 
03185 static bool _town_rating_test = false; 
03186 static SmallMap<const Town *, int, 4> _town_test_ratings; 
03187 
03193 void SetTownRatingTestMode(bool mode)
03194 {
03195   static int ref_count = 0; // Number of times test-mode is switched on.
03196   if (mode) {
03197     if (ref_count == 0) {
03198       _town_test_ratings.Clear();
03199     }
03200     ref_count++;
03201   } else {
03202     assert(ref_count > 0);
03203     ref_count--;
03204   }
03205   _town_rating_test = !(ref_count == 0);
03206 }
03207 
03213 static int GetRating(const Town *t)
03214 {
03215   if (_town_rating_test) {
03216     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
03217     if (it != _town_test_ratings.End()) {
03218       return it->second;
03219     }
03220   }
03221   return t->ratings[_current_company];
03222 }
03223 
03231 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
03232 {
03233   /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
03234   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
03235       !Company::IsValidID(_current_company) ||
03236       (_cheats.magic_bulldozer.value && add < 0)) {
03237     return;
03238   }
03239 
03240   int rating = GetRating(t);
03241   if (add < 0) {
03242     if (rating > max) {
03243       rating += add;
03244       if (rating < max) rating = max;
03245     }
03246   } else {
03247     if (rating < max) {
03248       rating += add;
03249       if (rating > max) rating = max;
03250     }
03251   }
03252   if (_town_rating_test) {
03253     _town_test_ratings[t] = rating;
03254   } else {
03255     SetBit(t->have_ratings, _current_company);
03256     t->ratings[_current_company] = rating;
03257     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
03258   }
03259 }
03260 
03268 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
03269 {
03270   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
03271   if (t == NULL || !Company::IsValidID(_current_company) ||
03272       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
03273     return CommandCost();
03274   }
03275 
03276   /* minimum rating needed to be allowed to remove stuff */
03277   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
03278     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
03279     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
03280     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
03281     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
03282   };
03283 
03284   /* check if you're allowed to remove the road/bridge/tunnel
03285    * owned by a town no removal if rating is lower than ... depends now on
03286    * difficulty setting. Minimum town rating selected by difficulty level
03287    */
03288   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
03289 
03290   if (GetRating(t) < needed) {
03291     SetDParam(0, t->index);
03292     return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
03293   }
03294 
03295   return CommandCost();
03296 }
03297 
03298 void TownsMonthlyLoop()
03299 {
03300   Town *t;
03301 
03302   FOR_ALL_TOWNS(t) {
03303     if (t->road_build_months != 0) t->road_build_months--;
03304 
03305     if (t->exclusive_counter != 0) {
03306       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
03307     }
03308 
03309     UpdateTownAmounts(t);
03310     UpdateTownRating(t);
03311     UpdateTownGrowRate(t);
03312     UpdateTownUnwanted(t);
03313     UpdateTownCargoes(t);
03314   }
03315 
03316   UpdateTownCargoBitmap();
03317 }
03318 
03319 void TownsYearlyLoop()
03320 {
03321   /* Increment house ages */
03322   for (TileIndex t = 0; t < MapSize(); t++) {
03323     if (!IsTileType(t, MP_HOUSE)) continue;
03324     IncrementHouseAge(t);
03325   }
03326 }
03327 
03328 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
03329 {
03330   if (AutoslopeEnabled()) {
03331     HouseID house = GetHouseType(tile);
03332     GetHouseNorthPart(house); // modifies house to the ID of the north tile
03333     const HouseSpec *hs = HouseSpec::Get(house);
03334 
03335     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
03336     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
03337         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
03338       bool allow_terraform = true;
03339 
03340       /* Call the autosloping callback per tile, not for the whole building at once. */
03341       house = GetHouseType(tile);
03342       hs = HouseSpec::Get(house);
03343       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
03344         /* If the callback fails, allow autoslope. */
03345         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
03346         if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
03347       }
03348 
03349       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
03350     }
03351   }
03352 
03353   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
03354 }
03355 
03357 extern const TileTypeProcs _tile_type_town_procs = {
03358   DrawTile_Town,           // draw_tile_proc
03359   GetSlopePixelZ_Town,     // get_slope_z_proc
03360   ClearTile_Town,          // clear_tile_proc
03361   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
03362   GetTileDesc_Town,        // get_tile_desc_proc
03363   GetTileTrackStatus_Town, // get_tile_track_status_proc
03364   NULL,                    // click_tile_proc
03365   AnimateTile_Town,        // animate_tile_proc
03366   TileLoop_Town,           // tile_loop_proc
03367   ChangeTileOwner_Town,    // change_tile_owner_proc
03368   AddProducedCargo_Town,   // add_produced_cargo_proc
03369   NULL,                    // vehicle_enter_tile_proc
03370   GetFoundation_Town,      // get_foundation_proc
03371   TerraformTile_Town,      // terraform_tile_proc
03372 };
03373 
03374 
03375 HouseSpec _house_specs[HOUSE_MAX];
03376 
03377 void ResetHouses()
03378 {
03379   memset(&_house_specs, 0, sizeof(_house_specs));
03380   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
03381 
03382   /* Reset any overrides that have been set. */
03383   _house_mngr.ResetOverride();
03384 }