town_cmd.cpp

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00001 /* $Id: town_cmd.cpp 18477 2009-12-13 00:24:53Z rubidium $ */
00002 
00005 #include "stdafx.h"
00006 #include "openttd.h"
00007 #include "road_type.h"
00008 #include "road_internal.h" /* Cleaning up road bits */
00009 #include "road_cmd.h"
00010 #include "landscape.h"
00011 #include "town_map.h"
00012 #include "viewport_func.h"
00013 #include "command_func.h"
00014 #include "industry.h"
00015 #include "station_base.h"
00016 #include "company_base.h"
00017 #include "news_func.h"
00018 #include "gui.h"
00019 #include "unmovable_map.h"
00020 #include "water_map.h"
00021 #include "variables.h"
00022 #include "slope_func.h"
00023 #include "genworld.h"
00024 #include "newgrf.h"
00025 #include "newgrf_house.h"
00026 #include "newgrf_commons.h"
00027 #include "newgrf_townname.h"
00028 #include "newgrf_text.h"
00029 #include "autoslope.h"
00030 #include "waypoint.h"
00031 #include "transparency.h"
00032 #include "tunnelbridge_map.h"
00033 #include "strings_func.h"
00034 #include "window_func.h"
00035 #include "string_func.h"
00036 #include "newgrf_cargo.h"
00037 #include "oldpool_func.h"
00038 #include "economy_func.h"
00039 #include "station_func.h"
00040 #include "station_map.h"
00041 #include "cheat_type.h"
00042 #include "functions.h"
00043 #include "animated_tile_func.h"
00044 #include "date_func.h"
00045 #include "core/smallmap_type.hpp"
00046 
00047 #include "table/strings.h"
00048 #include "table/town_land.h"
00049 
00050 uint _total_towns;
00051 HouseSpec _house_specs[HOUSE_MAX];
00052 
00053 Town *_cleared_town;
00054 int _cleared_town_rating;
00055 
00056 uint32 _cur_town_ctr;     
00057 uint32 _cur_town_iter;    
00058 
00059 /* Initialize the town-pool */
00060 DEFINE_OLD_POOL_GENERIC(Town, Town)
00061 
00062 Town::Town(TileIndex tile)
00063 {
00064   if (tile != INVALID_TILE) _total_towns++;
00065   this->xy = tile;
00066 }
00067 
00068 Town::~Town()
00069 {
00070   free(this->name);
00071 
00072   if (CleaningPool()) return;
00073 
00074   Industry *i;
00075 
00076   /* Delete town authority window
00077    * and remove from list of sorted towns */
00078   DeleteWindowById(WC_TOWN_VIEW, this->index);
00079   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
00080   _total_towns--;
00081 
00082   /* Delete all industries belonging to the town */
00083   FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
00084 
00085   /* Go through all tiles and delete those belonging to the town */
00086   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
00087     switch (GetTileType(tile)) {
00088       case MP_HOUSE:
00089         if (GetTownByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00090         break;
00091 
00092       case MP_ROAD:
00093         /* Cached nearest town is updated later (after this town has been deleted) */
00094         if (HasTownOwnedRoad(tile) && GetTownIndex(tile) == this->index) {
00095           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00096         }
00097         break;
00098 
00099       case MP_TUNNELBRIDGE:
00100         if (IsTileOwner(tile, OWNER_TOWN) &&
00101             ClosestTownFromTile(tile, UINT_MAX) == this)
00102           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
00103         break;
00104 
00105       default:
00106         break;
00107     }
00108   }
00109 
00110   DeleteSubsidyWithTown(this->index);
00111 
00112   MarkWholeScreenDirty();
00113 
00114   this->xy = INVALID_TILE;
00115 
00116   UpdateNearestTownForRoadTiles(false);
00117 }
00118 
00122 void Town::InitializeLayout(TownLayout layout)
00123 {
00124   if (layout != TL_RANDOM) {
00125     this->layout = layout;
00126     return;
00127   }
00128 
00129   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
00130 }
00131 
00132 Money HouseSpec::GetRemovalCost() const
00133 {
00134   return (_price.remove_house * this->removal_cost) >> 8;
00135 }
00136 
00137 // Local
00138 static int _grow_town_result;
00139 
00140 /* Describe the possible states */
00141 enum TownGrowthResult {
00142   GROWTH_SUCCEED         = -1,
00143   GROWTH_SEARCH_STOPPED  =  0
00144 //  GROWTH_SEARCH_RUNNING >=  1
00145 };
00146 
00147 static bool BuildTownHouse(Town *t, TileIndex tile);
00148 
00149 static void TownDrawHouseLift(const TileInfo *ti)
00150 {
00151   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
00152 }
00153 
00154 typedef void TownDrawTileProc(const TileInfo *ti);
00155 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
00156   TownDrawHouseLift
00157 };
00158 
00164 static inline DiagDirection RandomDiagDir()
00165 {
00166   return (DiagDirection)(3 & Random());
00167 }
00168 
00174 static void DrawTile_Town(TileInfo *ti)
00175 {
00176   HouseID house_id = GetHouseType(ti->tile);
00177 
00178   if (house_id >= NEW_HOUSE_OFFSET) {
00179     /* Houses don't necessarily need new graphics. If they don't have a
00180      * spritegroup associated with them, then the sprite for the substitute
00181      * house id is drawn instead. */
00182     if (GetHouseSpecs(house_id)->spritegroup != NULL) {
00183       DrawNewHouseTile(ti, house_id);
00184       return;
00185     } else {
00186       house_id = GetHouseSpecs(house_id)->substitute_id;
00187     }
00188   }
00189 
00190   /* Retrieve pointer to the draw town tile struct */
00191   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
00192 
00193   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00194 
00195   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
00196 
00197   /* If houses are invisible, do not draw the upper part */
00198   if (IsInvisibilitySet(TO_HOUSES)) return;
00199 
00200   /* Add a house on top of the ground? */
00201   SpriteID image = dcts->building.sprite;
00202   if (image != 0) {
00203     AddSortableSpriteToDraw(image, dcts->building.pal,
00204       ti->x + dcts->subtile_x,
00205       ti->y + dcts->subtile_y,
00206       dcts->width,
00207       dcts->height,
00208       dcts->dz,
00209       ti->z,
00210       IsTransparencySet(TO_HOUSES)
00211     );
00212 
00213     if (IsTransparencySet(TO_HOUSES)) return;
00214   }
00215 
00216   {
00217     int proc = dcts->draw_proc - 1;
00218 
00219     if (proc >= 0) _town_draw_tile_procs[proc](ti);
00220   }
00221 }
00222 
00223 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
00224 {
00225   return GetTileMaxZ(tile);
00226 }
00227 
00229 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
00230 {
00231   return FlatteningFoundation(tileh);
00232 }
00233 
00240 static void AnimateTile_Town(TileIndex tile)
00241 {
00242   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
00243     AnimateNewHouseTile(tile);
00244     return;
00245   }
00246 
00247   if (_tick_counter & 3) return;
00248 
00249   /* If the house is not one with a lift anymore, then stop this animating.
00250    * Not exactly sure when this happens, but probably when a house changes.
00251    * Before this was just a return...so it'd leak animated tiles..
00252    * That bug seems to have been here since day 1?? */
00253   if (!(GetHouseSpecs(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
00254     DeleteAnimatedTile(tile);
00255     return;
00256   }
00257 
00258   if (!LiftHasDestination(tile)) {
00259     uint i;
00260 
00261     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
00262      * This is due to the fact that the first floor is, in the graphics,
00263      *  the height of 2 'normal' floors.
00264      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
00265     do {
00266       i = RandomRange(7);
00267     } while (i == 1 || i * 6 == GetLiftPosition(tile));
00268 
00269     SetLiftDestination(tile, i);
00270   }
00271 
00272   int pos = GetLiftPosition(tile);
00273   int dest = GetLiftDestination(tile) * 6;
00274   pos += (pos < dest) ? 1 : -1;
00275   SetLiftPosition(tile, pos);
00276 
00277   if (pos == dest) {
00278     HaltLift(tile);
00279     DeleteAnimatedTile(tile);
00280   }
00281 
00282   MarkTileDirtyByTile(tile);
00283 }
00284 
00291 static bool IsCloseToTown(TileIndex tile, uint dist)
00292 {
00293   const Town *t;
00294 
00295   FOR_ALL_TOWNS(t) {
00296     if (DistanceManhattan(tile, t->xy) < dist) return true;
00297   }
00298   return false;
00299 }
00300 
00309 static void MarkTownSignDirty(Town *t)
00310 {
00311   MarkAllViewportsDirty(
00312     t->sign.left - 6,
00313     t->sign.top - 3,
00314     t->sign.left + t->sign.width_1 * 4 + 12,
00315     t->sign.top + 45
00316   );
00317 }
00318 
00324 void UpdateTownVirtCoord(Town *t)
00325 {
00326   MarkTownSignDirty(t);
00327   Point pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
00328   SetDParam(0, t->index);
00329   SetDParam(1, t->population);
00330   UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
00331     _settings_client.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
00332   MarkTownSignDirty(t);
00333 }
00334 
00336 void UpdateAllTownVirtCoords()
00337 {
00338   Town *t;
00339   FOR_ALL_TOWNS(t) {
00340     UpdateTownVirtCoord(t);
00341   }
00342 }
00343 
00349 static void ChangePopulation(Town *t, int mod)
00350 {
00351   t->population += mod;
00352   InvalidateWindow(WC_TOWN_VIEW, t->index);
00353   UpdateTownVirtCoord(t);
00354 
00355   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
00356 }
00357 
00363 uint32 GetWorldPopulation()
00364 {
00365   uint32 pop = 0;
00366   const Town *t;
00367 
00368   FOR_ALL_TOWNS(t) pop += t->population;
00369   return pop;
00370 }
00371 
00376 static void MakeSingleHouseBigger(TileIndex tile)
00377 {
00378   assert(IsTileType(tile, MP_HOUSE));
00379 
00380   /* means it is completed, get out. */
00381   if (LiftHasDestination(tile)) return;
00382 
00383   /* progress in construction stages */
00384   IncHouseConstructionTick(tile);
00385   if (GetHouseConstructionTick(tile) != 0) return;
00386 
00387   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00388 
00389   /* Check and/or  */
00390   if (HasBit(hs->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
00391     uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00392     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(hs->grffile, tile, callback_res);
00393   }
00394 
00395   if (IsHouseCompleted(tile)) {
00396     /* Now that construction is complete, we can add the population of the
00397      * building to the town. */
00398     ChangePopulation(GetTownByTile(tile), hs->population);
00399     ResetHouseAge(tile);
00400   }
00401   MarkTileDirtyByTile(tile);
00402 }
00403 
00407 static void MakeTownHouseBigger(TileIndex tile)
00408 {
00409   uint flags = GetHouseSpecs(GetHouseType(tile))->building_flags;
00410   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
00411   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
00412   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
00413   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
00414 }
00415 
00422 static void TileLoop_Town(TileIndex tile)
00423 {
00424   HouseID house_id = GetHouseType(tile);
00425 
00426   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
00427    * doesn't exist any more, so don't continue here. */
00428   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
00429 
00430   if (!IsHouseCompleted(tile)) {
00431     /* Construction is not completed. See if we can go further in construction*/
00432     MakeTownHouseBigger(tile);
00433     return;
00434   }
00435 
00436   const HouseSpec *hs = GetHouseSpecs(house_id);
00437 
00438   /* If the lift has a destination, it is already an animated tile. */
00439   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
00440       house_id < NEW_HOUSE_OFFSET &&
00441       !LiftHasDestination(tile) &&
00442       Chance16(1, 2)) {
00443     AddAnimatedTile(tile);
00444   }
00445 
00446   Town *t = GetTownByTile(tile);
00447   uint32 r = Random();
00448 
00449   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00450     for (uint i = 0; i < 256; i++) {
00451       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
00452 
00453       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00454 
00455       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
00456       if (cargo == CT_INVALID) continue;
00457 
00458       uint amt = GB(callback, 0, 8);
00459       if (amt == 0) continue;
00460 
00461       uint moved = MoveGoodsToStation(tile, 1, 1, cargo, amt);
00462 
00463       const CargoSpec *cs = GetCargo(cargo);
00464       switch (cs->town_effect) {
00465         case TE_PASSENGERS:
00466           t->new_max_pass += amt;
00467           t->new_act_pass += moved;
00468           break;
00469 
00470         case TE_MAIL:
00471           t->new_max_mail += amt;
00472           t->new_act_mail += moved;
00473           break;
00474 
00475         default:
00476           break;
00477       }
00478     }
00479   } else {
00480     if (GB(r, 0, 8) < hs->population) {
00481       uint amt = GB(r, 0, 8) / 8 + 1;
00482 
00483       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
00484       t->new_max_pass += amt;
00485       t->new_act_pass += MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
00486     }
00487 
00488     if (GB(r, 8, 8) < hs->mail_generation) {
00489       uint amt = GB(r, 8, 8) / 8 + 1;
00490 
00491       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
00492       t->new_max_mail += amt;
00493       t->new_act_mail += MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
00494     }
00495   }
00496 
00497   _current_company = OWNER_TOWN;
00498 
00499   if (hs->building_flags & BUILDING_HAS_1_TILE &&
00500       HasBit(t->flags12, TOWN_IS_FUNDED) &&
00501       CanDeleteHouse(tile) &&
00502       GetHouseAge(tile) >= hs->minimum_life &&
00503       --t->time_until_rebuild == 0) {
00504     t->time_until_rebuild = GB(r, 16, 8) + 192;
00505 
00506     ClearTownHouse(t, tile);
00507 
00508     /* Rebuild with another house? */
00509     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
00510   }
00511 
00512   _current_company = OWNER_NONE;
00513 }
00514 
00515 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
00516 {
00517   if (flags & DC_AUTO) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
00518   if (!CanDeleteHouse(tile)) return CMD_ERROR;
00519 
00520   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00521 
00522   CommandCost cost(EXPENSES_CONSTRUCTION);
00523   cost.AddCost(hs->GetRemovalCost());
00524 
00525   int rating = hs->remove_rating_decrease;
00526   _cleared_town_rating += rating;
00527   Town *t = _cleared_town = GetTownByTile(tile);
00528 
00529   if (IsValidCompanyID(_current_company)) {
00530     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
00531       SetDParam(0, t->index);
00532       return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
00533     }
00534   }
00535 
00536   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
00537   if (flags & DC_EXEC) {
00538     ClearTownHouse(t, tile);
00539   }
00540 
00541   return cost;
00542 }
00543 
00544 static void GetProducedCargo_Town(TileIndex tile, CargoID *b)
00545 {
00546   HouseID house_id = GetHouseType(tile);
00547   const HouseSpec *hs = GetHouseSpecs(house_id);
00548   Town *t = GetTownByTile(tile);
00549 
00550   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00551     for (uint i = 0; i < 256; i++) {
00552       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
00553 
00554       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00555 
00556       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
00557 
00558       if (cargo == CT_INVALID) continue;
00559       *(b++) = cargo;
00560     }
00561   } else {
00562     if (hs->population > 0) {
00563       *(b++) = CT_PASSENGERS;
00564     }
00565     if (hs->mail_generation > 0) {
00566       *(b++) = CT_MAIL;
00567     }
00568   }
00569 }
00570 
00571 static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
00572 {
00573   const HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
00574   CargoID accepts[3];
00575 
00576   /* Set the initial accepted cargo types */
00577   for (uint8 i = 0; i < lengthof(accepts); i++) {
00578     accepts[i] = hs->accepts_cargo[i];
00579   }
00580 
00581   /* Check for custom accepted cargo types */
00582   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
00583     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00584     if (callback != CALLBACK_FAILED) {
00585       /* Replace accepted cargo types with translated values from callback */
00586       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grffile);
00587       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grffile);
00588       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
00589     }
00590   }
00591 
00592   /* Check for custom cargo acceptance */
00593   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
00594     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
00595     if (callback != CALLBACK_FAILED) {
00596       if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4);
00597       if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4);
00598       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
00599         /* The 'S' bit indicates food instead of goods */
00600         ac[CT_FOOD] = GB(callback, 8, 4);
00601       } else {
00602         if (accepts[2] != CT_INVALID) ac[accepts[2]] = GB(callback, 8, 4);
00603       }
00604       return;
00605     }
00606   }
00607 
00608   /* No custom acceptance, so fill in with the default values */
00609   for (uint8 i = 0; i < lengthof(accepts); i++) {
00610     if (accepts[i] != CT_INVALID) ac[accepts[i]] = hs->cargo_acceptance[i];
00611   }
00612 }
00613 
00614 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
00615 {
00616   const HouseID house = GetHouseType(tile);
00617   const HouseSpec *hs = GetHouseSpecs(house);
00618   bool house_completed = IsHouseCompleted(tile);
00619 
00620   td->str = hs->building_name;
00621 
00622   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, GetTownByTile(tile), tile);
00623   if (callback_res != CALLBACK_FAILED) {
00624     StringID new_name = GetGRFStringID(hs->grffile->grfid, 0xD000 + callback_res);
00625     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
00626       td->str = new_name;
00627     }
00628   }
00629 
00630   if (!house_completed) {
00631     SetDParamX(td->dparam, 0, td->str);
00632     td->str = STR_2058_UNDER_CONSTRUCTION;
00633   }
00634 
00635   if (hs->grffile != NULL) {
00636     const GRFConfig *gc = GetGRFConfig(hs->grffile->grfid);
00637     td->grf = gc->name;
00638   }
00639 
00640   td->owner[0] = OWNER_TOWN;
00641 }
00642 
00643 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00644 {
00645   /* not used */
00646   return 0;
00647 }
00648 
00649 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
00650 {
00651   /* not used */
00652 }
00653 
00654 static bool GrowTown(Town *t);
00655 
00656 static void TownTickHandler(Town *t)
00657 {
00658   if (HasBit(t->flags12, TOWN_IS_FUNDED)) {
00659     int i = t->grow_counter - 1;
00660     if (i < 0) {
00661       if (GrowTown(t)) {
00662         i = t->growth_rate;
00663       } else {
00664         i = 0;
00665       }
00666     }
00667     t->grow_counter = i;
00668   }
00669 
00670   UpdateTownRadius(t);
00671 }
00672 
00673 void OnTick_Town()
00674 {
00675   if (_game_mode == GM_EDITOR) return;
00676 
00677   Town *t;
00678   FOR_ALL_TOWNS(t) {
00679     /* Run town tick at regular intervals, but not all at once. */
00680     if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
00681       TownTickHandler(t);
00682     }
00683   }
00684 }
00685 
00694 static RoadBits GetTownRoadBits(TileIndex tile)
00695 {
00696   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
00697 
00698   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
00699 }
00700 
00711 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
00712 {
00713   if (!IsValidTile(tile)) return false;
00714 
00715   /* Lookup table for the used diff values */
00716   const TileIndexDiff tid_lt[3] = {
00717     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
00718     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
00719     TileOffsByDiagDir(ReverseDiagDir(dir)),
00720   };
00721 
00722   dist_multi = (dist_multi + 1) * 4;
00723   for (uint pos = 4; pos < dist_multi; pos++) {
00724     /* Go (pos / 4) tiles to the left or the right */
00725     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
00726 
00727     /* Use the current tile as origin, or go one tile backwards */
00728     if (pos & 2) cur += tid_lt[2];
00729 
00730     /* Test for roadbit parallel to dir and facing towards the middle axis */
00731     if (IsValidTile(tile + cur) &&
00732       GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
00733   }
00734   return false;
00735 }
00736 
00745 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
00746 {
00747   if (DistanceFromEdge(tile) == 0) return false;
00748 
00749   Slope cur_slope, desired_slope;
00750 
00751   for (;;) {
00752     /* Check if there already is a road at this point? */
00753     if (GetTownRoadBits(tile) == ROAD_NONE) {
00754       /* No, try if we are able to build a road piece there.
00755        * If that fails clear the land, and if that fails exit.
00756        * This is to make sure that we can build a road here later. */
00757       if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
00758           CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
00759         return false;
00760     }
00761 
00762     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
00763     bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
00764     if (cur_slope == SLOPE_FLAT) return ret;
00765 
00766     /* If the tile is not a slope in the right direction, then
00767      * maybe terraform some. */
00768     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
00769     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
00770       if (Chance16(1, 8)) {
00771         CommandCost res = CMD_ERROR;
00772         if (!_generating_world && Chance16(1, 10)) {
00773           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
00774           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
00775               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00776         }
00777         if (CmdFailed(res) && Chance16(1, 3)) {
00778           /* We can consider building on the slope, though. */
00779           return ret;
00780         }
00781       }
00782       return false;
00783     }
00784     return ret;
00785   }
00786 }
00787 
00788 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
00789 {
00790   assert(tile < MapSize());
00791 
00792   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00793   if (CmdFailed(r) || r.GetCost() >= (_price.terraform + 2) * 8) return false;
00794   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
00795   return true;
00796 }
00797 
00798 static void LevelTownLand(TileIndex tile)
00799 {
00800   assert(tile < MapSize());
00801 
00802   /* Don't terraform if land is plain or if there's a house there. */
00803   if (IsTileType(tile, MP_HOUSE)) return;
00804   Slope tileh = GetTileSlope(tile, NULL);
00805   if (tileh == SLOPE_FLAT) return;
00806 
00807   /* First try up, then down */
00808   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
00809     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
00810   }
00811 }
00812 
00822 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
00823 {
00824   /* align the grid to the downtown */
00825   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
00826   RoadBits rcmd = ROAD_NONE;
00827 
00828   switch (t->layout) {
00829     default: NOT_REACHED();
00830 
00831     case TL_2X2_GRID:
00832       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
00833       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
00834       break;
00835 
00836     case TL_3X3_GRID:
00837       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
00838       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
00839       break;
00840   }
00841 
00842   /* Optimise only X-junctions */
00843   if (rcmd != ROAD_ALL) return rcmd;
00844 
00845   RoadBits rb_template;
00846 
00847   switch (GetTileSlope(tile, NULL)) {
00848     default:       rb_template = ROAD_ALL; break;
00849     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
00850     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
00851     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
00852     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
00853     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
00854     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
00855     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
00856     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
00857     case SLOPE_STEEP_W:
00858     case SLOPE_STEEP_S:
00859     case SLOPE_STEEP_E:
00860     case SLOPE_STEEP_N:
00861       rb_template = ROAD_NONE;
00862       break;
00863   }
00864 
00865   /* Stop if the template is compatible to the growth dir */
00866   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
00867   /* If not generate a straight road in the direction of the growth */
00868   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
00869 }
00870 
00881 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
00882 {
00883   /* We can't look further than that. */
00884   if (DistanceFromEdge(tile) == 0) return false;
00885 
00886   uint counter = 0; // counts the house neighbor tiles
00887 
00888   /* Check the tiles E,N,W and S of the current tile for houses */
00889   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
00890     /* Count both void and house tiles for checking whether there
00891      * are enough houses in the area. This to make it likely that
00892      * houses get build up to the edge of the map. */
00893     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
00894       case MP_HOUSE:
00895       case MP_VOID:
00896         counter++;
00897         break;
00898 
00899       default:
00900         break;
00901     }
00902 
00903     /* If there are enough neighbors stop here */
00904     if (counter >= 3) {
00905       if (BuildTownHouse(t, tile)) {
00906         _grow_town_result = GROWTH_SUCCEED;
00907         return true;
00908       }
00909       return false;
00910     }
00911   }
00912   return false;
00913 }
00914 
00923 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
00924 {
00925   if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
00926     _grow_town_result = GROWTH_SUCCEED;
00927     return true;
00928   }
00929   return false;
00930 }
00931 
00942 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
00943 {
00944   assert(bridge_dir < DIAGDIR_END);
00945 
00946   const Slope slope = GetTileSlope(tile, NULL);
00947   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
00948 
00949   /* Make sure the direction is compatible with the slope.
00950    * Well we check if the slope has an up bit set in the
00951    * reverse direction. */
00952   if (HASBITS(slope, InclinedSlope(bridge_dir))) return false;
00953 
00954   /* Assure that the bridge is connectable to the start side */
00955   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
00956 
00957   /* We are in the right direction */
00958   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
00959   TileIndex bridge_tile = tile; // Used to store the other waterside
00960 
00961   const int delta = TileOffsByDiagDir(bridge_dir);
00962   do {
00963     if (bridge_length++ >= 11) {
00964       /* Max 11 tile long bridges */
00965       return false;
00966     }
00967     bridge_tile += delta;
00968   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
00969 
00970   /* no water tiles in between? */
00971   if (bridge_length == 1) return false;
00972 
00973   for (uint8 times = 0; times <= 22; times++) {
00974     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
00975 
00976     /* Can we actually build the bridge? */
00977     if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_AUTO, CMD_BUILD_BRIDGE))) {
00978       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
00979       _grow_town_result = GROWTH_SUCCEED;
00980       return true;
00981     }
00982   }
00983   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
00984   return false;
00985 }
00986 
01004 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
01005 {
01006   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
01007   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
01008 
01009   assert(tile < MapSize());
01010 
01011   if (cur_rb == ROAD_NONE) {
01012     /* Tile has no road. First reset the status counter
01013      * to say that this is the last iteration. */
01014     _grow_town_result = GROWTH_SEARCH_STOPPED;
01015 
01016     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01017 
01018     /* Remove hills etc */
01019     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
01020 
01021     /* Is a road allowed here? */
01022     switch (t1->layout) {
01023       default: NOT_REACHED();
01024 
01025       case TL_3X3_GRID:
01026       case TL_2X2_GRID:
01027         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01028         if (rcmd == ROAD_NONE) return;
01029         break;
01030 
01031       case TL_BETTER_ROADS:
01032       case TL_ORIGINAL:
01033         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
01034 
01035         DiagDirection source_dir = ReverseDiagDir(target_dir);
01036 
01037         if (Chance16(1, 4)) {
01038           /* Randomize a new target dir */
01039           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
01040         }
01041 
01042         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
01043           /* A road is not allowed to continue the randomized road,
01044            *  return if the road we're trying to build is curved. */
01045           if (target_dir != ReverseDiagDir(source_dir)) return;
01046 
01047           /* Return if neither side of the new road is a house */
01048           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
01049               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
01050             return;
01051           }
01052 
01053           /* That means that the road is only allowed if there is a house
01054            *  at any side of the new road. */
01055         }
01056 
01057         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
01058         break;
01059     }
01060 
01061   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
01062     /* Continue building on a partial road.
01063      * Should be allways OK, so we only generate
01064      * the fitting RoadBits */
01065     _grow_town_result = GROWTH_SEARCH_STOPPED;
01066 
01067     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01068 
01069     switch (t1->layout) {
01070       default: NOT_REACHED();
01071 
01072       case TL_3X3_GRID:
01073       case TL_2X2_GRID:
01074         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01075         break;
01076 
01077       case TL_BETTER_ROADS:
01078       case TL_ORIGINAL:
01079         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
01080         break;
01081     }
01082   } else {
01083     bool allow_house = true; // Value which decides if we want to construct a house
01084 
01085     /* Reached a tunnel/bridge? Then continue at the other side of it. */
01086     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01087       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
01088         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
01089       }
01090       return;
01091     }
01092 
01093     /* Possibly extend the road in a direction.
01094      * Randomize a direction and if it has a road, bail out. */
01095     target_dir = RandomDiagDir();
01096     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
01097 
01098     /* This is the tile we will reach if we extend to this direction. */
01099     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
01100 
01101     /* Don't walk into water. */
01102     if (IsWaterTile(house_tile)) return;
01103 
01104     if (!IsValidTile(house_tile)) return;
01105 
01106     if (_settings_game.economy.allow_town_roads || _generating_world) {
01107       switch (t1->layout) {
01108         default: NOT_REACHED();
01109 
01110         case TL_3X3_GRID: // Use 2x2 grid afterwards!
01111           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01112           /* FALL THROUGH */
01113 
01114         case TL_2X2_GRID:
01115           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
01116           allow_house = (rcmd == ROAD_NONE);
01117           break;
01118 
01119         case TL_BETTER_ROADS: // Use original afterwards!
01120           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01121           /* FALL THROUGH */
01122 
01123         case TL_ORIGINAL:
01124           /* Allow a house at the edge. 60% chance or
01125            * always ok if no road allowed. */
01126           rcmd = DiagDirToRoadBits(target_dir);
01127           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
01128           break;
01129       }
01130     }
01131 
01132     if (allow_house) {
01133       /* Build a house, but not if there already is a house there. */
01134       if (!IsTileType(house_tile, MP_HOUSE)) {
01135         /* Level the land if possible */
01136         if (Chance16(1, 6)) LevelTownLand(house_tile);
01137 
01138         /* And build a house.
01139          * Set result to -1 if we managed to build it. */
01140         if (BuildTownHouse(t1, house_tile)) {
01141           _grow_town_result = GROWTH_SUCCEED;
01142         }
01143       }
01144       return;
01145     }
01146 
01147     _grow_town_result = GROWTH_SEARCH_STOPPED;
01148   }
01149 
01150   /* Return if a water tile */
01151   if (IsWaterTile(tile)) return;
01152 
01153   /* Make the roads look nicer */
01154   rcmd = CleanUpRoadBits(tile, rcmd);
01155   if (rcmd == ROAD_NONE) return;
01156 
01157   /* Only use the target direction for bridges to ensure they're connected.
01158    * The target_dir is as computed previously according to town layout, so
01159    * it will match it perfectly. */
01160   if (GrowTownWithBridge(t1, tile, target_dir)) return;
01161 
01162   GrowTownWithRoad(t1, tile, rcmd);
01163 }
01164 
01170 static int GrowTownAtRoad(Town *t, TileIndex tile)
01171 {
01172   /* Special case.
01173    * @see GrowTownInTile Check the else if
01174    */
01175   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
01176 
01177   assert(tile < MapSize());
01178 
01179   /* Number of times to search.
01180    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
01181    * them a little handicap. */
01182   switch (t->layout) {
01183     case TL_BETTER_ROADS:
01184       _grow_town_result = 10 + t->num_houses * 2 / 9;
01185       break;
01186 
01187     case TL_3X3_GRID:
01188     case TL_2X2_GRID:
01189       _grow_town_result = 10 + t->num_houses * 1 / 9;
01190       break;
01191 
01192     default:
01193       _grow_town_result = 10 + t->num_houses * 4 / 9;
01194       break;
01195   }
01196 
01197   do {
01198     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
01199 
01200     /* Try to grow the town from this point */
01201     GrowTownInTile(&tile, cur_rb, target_dir, t);
01202 
01203     /* Exclude the source position from the bitmask
01204      * and return if no more road blocks available */
01205     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
01206     if (cur_rb == ROAD_NONE)
01207       return _grow_town_result;
01208 
01209     /* Select a random bit from the blockmask, walk a step
01210      * and continue the search from there. */
01211     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
01212     tile = TileAddByDiagDir(tile, target_dir);
01213 
01214     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
01215       /* Don't allow building over roads of other cities */
01216       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && GetTownByTile(tile) != t) {
01217         _grow_town_result = GROWTH_SUCCEED;
01218       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
01219         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
01220          * owner :) (happy happy happy road now) */
01221         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
01222         SetTownIndex(tile, t->index);
01223       }
01224     }
01225 
01226     /* Max number of times is checked. */
01227   } while (--_grow_town_result >= 0);
01228 
01229   return (_grow_town_result == -2);
01230 }
01231 
01239 static RoadBits GenRandomRoadBits()
01240 {
01241   uint32 r = Random();
01242   uint a = GB(r, 0, 2);
01243   uint b = GB(r, 8, 2);
01244   if (a == b) b ^= 2;
01245   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
01246 }
01247 
01252 static bool GrowTown(Town *t)
01253 {
01254   static const TileIndexDiffC _town_coord_mod[] = {
01255     {-1,  0},
01256     { 1,  1},
01257     { 1, -1},
01258     {-1, -1},
01259     {-1,  0},
01260     { 0,  2},
01261     { 2,  0},
01262     { 0, -2},
01263     {-1, -1},
01264     {-2,  2},
01265     { 2,  2},
01266     { 2, -2},
01267     { 0,  0}
01268   };
01269 
01270   /* Current "company" is a town */
01271   CompanyID old_company = _current_company;
01272   _current_company = OWNER_TOWN;
01273 
01274   TileIndex tile = t->xy; // The tile we are working with ATM
01275 
01276   /* Find a road that we can base the construction on. */
01277   const TileIndexDiffC *ptr;
01278   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01279     if (GetTownRoadBits(tile) != ROAD_NONE) {
01280       int r = GrowTownAtRoad(t, tile);
01281       _current_company = old_company;
01282       return r != 0;
01283     }
01284     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01285   }
01286 
01287   /* No road available, try to build a random road block by
01288    * clearing some land and then building a road there. */
01289   if (_settings_game.economy.allow_town_roads || _generating_world) {
01290     tile = t->xy;
01291     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01292       /* Only work with plain land that not already has a house */
01293       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
01294         if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) {
01295           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
01296           _current_company = old_company;
01297           return true;
01298         }
01299       }
01300       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01301     }
01302   }
01303 
01304   _current_company = old_company;
01305   return false;
01306 }
01307 
01308 void UpdateTownRadius(Town *t)
01309 {
01310   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
01311     {  4,  0,  0,  0,  0}, // 0
01312     { 16,  0,  0,  0,  0},
01313     { 25,  0,  0,  0,  0},
01314     { 36,  0,  0,  0,  0},
01315     { 49,  0,  4,  0,  0},
01316     { 64,  0,  4,  0,  0}, // 20
01317     { 64,  0,  9,  0,  1},
01318     { 64,  0,  9,  0,  4},
01319     { 64,  0, 16,  0,  4},
01320     { 81,  0, 16,  0,  4},
01321     { 81,  0, 16,  0,  4}, // 40
01322     { 81,  0, 25,  0,  9},
01323     { 81, 36, 25,  0,  9},
01324     { 81, 36, 25, 16,  9},
01325     { 81, 49,  0, 25,  9},
01326     { 81, 64,  0, 25,  9}, // 60
01327     { 81, 64,  0, 36,  9},
01328     { 81, 64,  0, 36, 16},
01329     {100, 81,  0, 49, 16},
01330     {100, 81,  0, 49, 25},
01331     {121, 81,  0, 49, 25}, // 80
01332     {121, 81,  0, 49, 25},
01333     {121, 81,  0, 49, 36}, // 88
01334   };
01335 
01336   if (t->num_houses < 92) {
01337     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
01338   } else {
01339     int mass = t->num_houses / 8;
01340     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
01341      * The offsets are to make sure the radii do not decrease in size when going from the table
01342      * to the calculated value.*/
01343     t->squared_town_zone_radius[0] = mass * 15 - 40;
01344     t->squared_town_zone_radius[1] = mass * 9 - 15;
01345     t->squared_town_zone_radius[2] = 0;
01346     t->squared_town_zone_radius[3] = mass * 5 - 5;
01347     t->squared_town_zone_radius[4] = mass * 3 + 5;
01348   }
01349 }
01350 
01351 extern int _nb_orig_names;
01352 
01357 struct TownNameParams {
01358   uint32 grfid;        
01359   uint16 townnametype; 
01360   bool grf;            
01361 
01362   TownNameParams(byte town_name)
01363   {
01364     this->grf = town_name >= _nb_orig_names;
01365     this->grfid = this->grf ? GetGRFTownNameId(town_name - _nb_orig_names) : 0;
01366     this->townnametype = this->grf ? GetGRFTownNameType(town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + town_name;
01367   }
01368 };
01369 
01376 static bool VerifyTownName(uint32 r, const TownNameParams *par)
01377 {
01378   /* Reserve space for extra unicode character. We need to do this to be able
01379    * to detect too long town name. */
01380   char buf1[MAX_LENGTH_TOWN_NAME_BYTES + MAX_CHAR_LENGTH];
01381   char buf2[MAX_LENGTH_TOWN_NAME_BYTES + MAX_CHAR_LENGTH];
01382 
01383   SetDParam(0, r);
01384   if (par->grf && par->grfid != 0) {
01385     GRFTownNameGenerate(buf1, par->grfid, par->townnametype, r, lastof(buf1));
01386   } else {
01387     GetString(buf1, par->townnametype, lastof(buf1));
01388   }
01389 
01390   /* Check size and width */
01391   if (strlen(buf1) >= MAX_LENGTH_TOWN_NAME_BYTES) return false;
01392 
01393   const Town *t;
01394   FOR_ALL_TOWNS(t) {
01395     /* We can't just compare the numbers since
01396      * several numbers may map to a single name. */
01397     SetDParam(0, t->index);
01398     GetString(buf2, STR_TOWN, lastof(buf2));
01399     if (strcmp(buf1, buf2) == 0) return false;
01400   }
01401 
01402   return true;
01403 }
01404 
01410 bool GenerateTownName(uint32 *townnameparts)
01411 {
01412   /* Do not set too low tries, since when we run out of names, we loop
01413    * for #tries only one time anyway - then we stop generating more
01414    * towns. Do not show it too high neither, since looping through all
01415    * the other towns may take considerable amount of time (10000 is
01416    * too much). */
01417   int tries = 1000;
01418   TownNameParams par(_settings_game.game_creation.town_name);
01419 
01420   assert(townnameparts != NULL);
01421 
01422   for (;;) {
01423     uint32 r = InteractiveRandom();
01424 
01425     if (!VerifyTownName(r, &par)) {
01426       if (tries-- < 0) return false;
01427       continue;
01428     }
01429 
01430     *townnameparts = r;
01431     return true;
01432   }
01433 }
01434 
01435 void UpdateTownMaxPass(Town *t)
01436 {
01437   t->max_pass = t->population >> 3;
01438   t->max_mail = t->population >> 4;
01439 }
01440 
01450 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
01451 {
01452   t->xy = tile;
01453   t->num_houses = 0;
01454   t->time_until_rebuild = 10;
01455   UpdateTownRadius(t);
01456   t->flags12 = 0;
01457   t->population = 0;
01458   t->grow_counter = 0;
01459   t->growth_rate = 250;
01460   t->new_max_pass = 0;
01461   t->new_max_mail = 0;
01462   t->new_act_pass = 0;
01463   t->new_act_mail = 0;
01464   t->max_pass = 0;
01465   t->max_mail = 0;
01466   t->act_pass = 0;
01467   t->act_mail = 0;
01468 
01469   t->pct_pass_transported = 0;
01470   t->pct_mail_transported = 0;
01471   t->fund_buildings_months = 0;
01472   t->new_act_food = 0;
01473   t->new_act_water = 0;
01474   t->act_food = 0;
01475   t->act_water = 0;
01476 
01477   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
01478 
01479   t->have_ratings = 0;
01480   t->exclusivity = INVALID_COMPANY;
01481   t->exclusive_counter = 0;
01482   t->statues = 0;
01483 
01484   if (_settings_game.game_creation.town_name < _nb_orig_names) {
01485     /* Original town name */
01486     t->townnamegrfid = 0;
01487     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
01488   } else {
01489     /* Newgrf town name */
01490     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
01491     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
01492   }
01493   t->townnameparts = townnameparts;
01494 
01495   UpdateTownVirtCoord(t);
01496   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
01497 
01498   t->InitializeLayout(layout);
01499 
01500   t->larger_town = city;
01501 
01502   int x = (int)size * 16 + 3;
01503   if (size == TS_RANDOM) x = (Random() & 0xF) + 8;
01504   if (city) x *= _settings_game.economy.initial_city_size;
01505 
01506   t->num_houses += x;
01507   UpdateTownRadius(t);
01508 
01509   int i = x * 4;
01510   do {
01511     GrowTown(t);
01512   } while (--i);
01513 
01514   t->num_houses -= x;
01515   UpdateTownRadius(t);
01516   UpdateTownMaxPass(t);
01517   UpdateAirportsNoise();
01518 }
01519 
01530 CommandCost CmdBuildTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01531 {
01532   /* Only in the scenario editor */
01533   if (_game_mode != GM_EDITOR) return CMD_ERROR;
01534 
01535   TownSize size = (TownSize)GB(p1, 0, 2);
01536   bool city = HasBit(p1, 2);
01537   TownLayout layout = (TownLayout)GB(p1, 3, 3);
01538   TownNameParams par(_settings_game.game_creation.town_name);
01539   uint32 townnameparts = p2;
01540 
01541   if (size > TS_RANDOM) return CMD_ERROR;
01542   if (layout > TL_RANDOM) return CMD_ERROR;
01543   if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
01544 
01545   /* Check if too close to the edge of map */
01546   if (DistanceFromEdge(tile) < 12) {
01547     return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
01548   }
01549 
01550   /* Check distance to all other towns. */
01551   if (IsCloseToTown(tile, 20)) {
01552     return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
01553   }
01554 
01555   /* Can only build on clear flat areas, possibly with trees. */
01556   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
01557     return_cmd_error(STR_0239_SITE_UNSUITABLE);
01558   }
01559 
01560   /* Allocate town struct */
01561   if (!Town::CanAllocateItem()) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
01562 
01563   /* Create the town */
01564   if (flags & DC_EXEC) {
01565     Town *t = new Town(tile);
01566     _generating_world = true;
01567     UpdateNearestTownForRoadTiles(true);
01568     DoCreateTown(t, tile, townnameparts, size, city, layout);
01569     UpdateNearestTownForRoadTiles(false);
01570     _generating_world = false;
01571   }
01572   return CommandCost();
01573 }
01574 
01575 Town *CreateRandomTown(uint attempts, TownSize size, bool city, TownLayout layout)
01576 {
01577   if (!Town::CanAllocateItem()) return NULL;
01578 
01579   do {
01580     /* Generate a tile index not too close from the edge */
01581     TileIndex tile = RandomTile();
01582     switch (layout) {
01583       case TL_2X2_GRID:
01584         tile = TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
01585         break;
01586       case TL_3X3_GRID:
01587         tile = TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
01588         break;
01589       default: break;
01590     }
01591     if (DistanceFromEdge(tile) < 20) continue;
01592 
01593     /* Make sure the tile is plain */
01594     if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
01595 
01596     /* Check not too close to a town */
01597     if (IsCloseToTown(tile, 20)) continue;
01598 
01599     uint32 townnameparts;
01600 
01601     /* Get a unique name for the town. */
01602     if (!GenerateTownName(&townnameparts)) break;
01603 
01604     /* Allocate a town struct */
01605     Town *t = new Town(tile);
01606 
01607     DoCreateTown(t, tile, townnameparts, size, city, layout);
01608     return t;
01609   } while (--attempts != 0);
01610 
01611   return NULL;
01612 }
01613 
01614 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
01615 
01622 bool GenerateTowns(TownLayout layout)
01623 {
01624   uint num = 0;
01625   uint difficulty = _settings_game.difficulty.number_towns;
01626   uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
01627 
01628   SetGeneratingWorldProgress(GWP_TOWN, n);
01629 
01630   /* First attempt will be made at creating the suggested number of towns.
01631    * Note that this is really a suggested value, not a required one.
01632    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
01633   do {
01634     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
01635     IncreaseGeneratingWorldProgress(GWP_TOWN);
01636     /* try 20 times to create a random-sized town for the first loop. */
01637     if (CreateRandomTown(20, TS_RANDOM, city, layout) != NULL) num++; // if creation successfull, raise a flag
01638   } while (--n);
01639 
01640   /* If num is still zero at this point, it means that not a single town has been created.
01641    * So give it a last try, but now more aggressive */
01642   if (num == 0 && CreateRandomTown(10000, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) == NULL) {
01643     if (GetNumTowns() == 0) {
01644       if (_game_mode != GM_EDITOR) {
01645         extern StringID _switch_mode_errorstr;
01646         _switch_mode_errorstr = STR_COULD_NOT_CREATE_TOWN;
01647       }
01648     }
01649     return false;  // we are still without a town? we failed, simply
01650   }
01651   return true;
01652 }
01653 
01654 
01660 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
01661 {
01662   uint dist = DistanceSquare(tile, t->xy);
01663 
01664   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
01665 
01666   HouseZonesBits smallest = HZB_TOWN_EDGE;
01667   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
01668     if (dist < t->squared_town_zone_radius[i]) smallest = i;
01669   }
01670 
01671   return smallest;
01672 }
01673 
01684 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
01685 {
01686   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
01687 
01688   assert(CmdSucceeded(cc));
01689 
01690   IncreaseBuildingCount(t, type);
01691   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
01692   if (GetHouseSpecs(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
01693 
01694   MarkTileDirtyByTile(tile);
01695 }
01696 
01697 
01708 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
01709 {
01710   BuildingFlags size = GetHouseSpecs(type)->building_flags;
01711 
01712   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
01713   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
01714   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
01715   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
01716 }
01717 
01718 
01727 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
01728 {
01729   /* cannot build on these slopes... */
01730   Slope slope = GetTileSlope(tile, NULL);
01731   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
01732 
01733   /* building under a bridge? */
01734   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
01735 
01736   /* do not try to build over house owned by another town */
01737   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
01738 
01739   /* can we clear the land? */
01740   return CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
01741 }
01742 
01743 
01753 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
01754 {
01755   if (!CanBuildHouseHere(tile, town, noslope)) return false;
01756 
01757   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
01758   if (GetTileMaxZ(tile) != z) return false;
01759 
01760   return true;
01761 }
01762 
01763 
01773 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
01774 {
01775   /* we need to check this tile too because we can be at different tile now */
01776   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01777 
01778   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
01779     tile += TileOffsByDiagDir(d);
01780     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01781   }
01782 
01783   return true;
01784 }
01785 
01786 
01794 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
01795 {
01796   /* Allow towns everywhere when we don't build roads */
01797   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01798 
01799   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
01800 
01801   switch (t->layout) {
01802     case TL_2X2_GRID:
01803       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
01804       break;
01805 
01806     case TL_3X3_GRID:
01807       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
01808       break;
01809 
01810     default:
01811       break;
01812   }
01813 
01814   return true;
01815 }
01816 
01817 
01825 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
01826 {
01827   /* Allow towns everywhere when we don't build roads */
01828   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01829 
01830   /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
01831    * so to do only one memory access, use MapSize() */
01832   uint dx = MapSize() + TileX(t->xy) - TileX(tile);
01833   uint dy = MapSize() + TileY(t->xy) - TileY(tile);
01834 
01835   switch (t->layout) {
01836     case TL_2X2_GRID:
01837       if ((dx % 3) != 0 || (dy % 3) != 0) return false;
01838       break;
01839 
01840     case TL_3X3_GRID:
01841       if ((dx % 4) < 2 || (dy % 4) < 2) return false;
01842       break;
01843 
01844     default:
01845       break;
01846   }
01847 
01848   return true;
01849 }
01850 
01851 
01861 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
01862 {
01863   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
01864 
01865   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
01866   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
01867 
01868   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
01869   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
01870     *tile = tile2;
01871     return true;
01872   }
01873 
01874   return false;
01875 }
01876 
01877 
01886 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
01887 {
01888   TileIndex tile2 = *tile;
01889 
01890   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
01891     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
01892       *tile = tile2;
01893       return true;
01894     }
01895     if (d == DIAGDIR_END) break;
01896     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
01897   }
01898 
01899   return false;
01900 }
01901 
01902 
01909 static bool BuildTownHouse(Town *t, TileIndex tile)
01910 {
01911   /* forbidden building here by town layout */
01912   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
01913 
01914   /* no house allowed at all, bail out */
01915   if (!CanBuildHouseHere(tile, t->index, false)) return false;
01916 
01917   uint z;
01918   Slope slope = GetTileSlope(tile, &z);
01919 
01920   /* Get the town zone type of the current tile, as well as the climate.
01921    * This will allow to easily compare with the specs of the new house to build */
01922   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
01923 
01924   /* Above snow? */
01925   int land = _settings_game.game_creation.landscape;
01926   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
01927 
01928   uint bitmask = (1 << rad) + (1 << (land + 12));
01929 
01930   /* bits 0-4 are used
01931    * bits 11-15 are used
01932    * bits 5-10 are not used. */
01933   HouseID houses[HOUSE_MAX];
01934   uint num = 0;
01935   uint probs[HOUSE_MAX];
01936   uint probability_max = 0;
01937 
01938   /* Generate a list of all possible houses that can be built. */
01939   for (uint i = 0; i < HOUSE_MAX; i++) {
01940     const HouseSpec *hs = GetHouseSpecs(i);
01941 
01942     /* Verify that the candidate house spec matches the current tile status */
01943     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled) continue;
01944 
01945     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
01946     if (hs->class_id != HOUSE_NO_CLASS) {
01947       /* id_count is always <= class_count, so it doesn't need to be checked */
01948       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
01949     } else {
01950       /* If the house has no class, check id_count instead */
01951       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
01952     }
01953 
01954     /* Without NewHouses, all houses have probability '1' */
01955     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
01956     probability_max += cur_prob;
01957     probs[num] = cur_prob;
01958     houses[num++] = (HouseID)i;
01959   }
01960 
01961   uint maxz = GetTileMaxZ(tile);
01962 
01963   while (probability_max > 0) {
01964     uint r = RandomRange(probability_max);
01965     uint i;
01966     for (i = 0; i < num; i++) {
01967       if (probs[i] > r) break;
01968       r -= probs[i];
01969     }
01970 
01971     HouseID house = houses[i];
01972     probability_max -= probs[i];
01973 
01974     /* remove tested house from the set */
01975     num--;
01976     houses[i] = houses[num];
01977     probs[i] = probs[num];
01978 
01979     const HouseSpec *hs = GetHouseSpecs(house);
01980 
01981     if (_loaded_newgrf_features.has_newhouses) {
01982       if (hs->override != 0) {
01983         house = hs->override;
01984         hs = GetHouseSpecs(house);
01985       }
01986 
01987       if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world && _game_mode != GM_EDITOR) continue;
01988     }
01989 
01990     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
01991 
01992     /* Special houses that there can be only one of. */
01993     uint oneof = 0;
01994 
01995     if (hs->building_flags & BUILDING_IS_CHURCH) {
01996       SetBit(oneof, TOWN_HAS_CHURCH);
01997     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
01998       SetBit(oneof, TOWN_HAS_STADIUM);
01999     }
02000 
02001     if (HASBITS(t->flags12, oneof)) continue;
02002 
02003     /* Make sure there is no slope? */
02004     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
02005     if (noslope && slope != SLOPE_FLAT) continue;
02006 
02007     if (hs->building_flags & TILE_SIZE_2x2) {
02008       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
02009     } else if (hs->building_flags & TILE_SIZE_2x1) {
02010       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
02011     } else if (hs->building_flags & TILE_SIZE_1x2) {
02012       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
02013     } else {
02014       /* 1x1 house checks are already done */
02015     }
02016 
02017     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
02018       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
02019       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
02020     }
02021 
02022     /* build the house */
02023     t->num_houses++;
02024 
02025     /* Special houses that there can be only one of. */
02026     t->flags12 |= oneof;
02027 
02028     byte construction_counter = 0;
02029     byte construction_stage = 0;
02030 
02031     if (_generating_world || _game_mode == GM_EDITOR) {
02032       uint32 r = Random();
02033 
02034       construction_stage = TOWN_HOUSE_COMPLETED;
02035       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
02036 
02037       if (construction_stage == TOWN_HOUSE_COMPLETED) {
02038         ChangePopulation(t, hs->population);
02039       } else {
02040         construction_counter = GB(r, 2, 2);
02041       }
02042     }
02043 
02044     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
02045 
02046     return true;
02047   }
02048 
02049   return false;
02050 }
02051 
02058 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
02059 {
02060   assert(IsTileType(tile, MP_HOUSE));
02061   DecreaseBuildingCount(t, house);
02062   DoClearSquare(tile);
02063   DeleteAnimatedTile(tile);
02064 }
02065 
02073 TileIndexDiff GetHouseNorthPart(HouseID &house)
02074 {
02075   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
02076     if (GetHouseSpecs(house - 1)->building_flags & TILE_SIZE_2x1) {
02077       house--;
02078       return TileDiffXY(-1, 0);
02079     } else if (GetHouseSpecs(house - 1)->building_flags & BUILDING_2_TILES_Y) {
02080       house--;
02081       return TileDiffXY(0, -1);
02082     } else if (GetHouseSpecs(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
02083       house -= 2;
02084       return TileDiffXY(-1, 0);
02085     } else if (GetHouseSpecs(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
02086       house -= 3;
02087       return TileDiffXY(-1, -1);
02088     }
02089   }
02090   return 0;
02091 }
02092 
02093 void ClearTownHouse(Town *t, TileIndex tile)
02094 {
02095   assert(IsTileType(tile, MP_HOUSE));
02096 
02097   HouseID house = GetHouseType(tile);
02098 
02099   /* need to align the tile to point to the upper left corner of the house */
02100   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
02101 
02102   const HouseSpec *hs = GetHouseSpecs(house);
02103 
02104   /* Remove population from the town if the house is finished. */
02105   if (IsHouseCompleted(tile)) {
02106     ChangePopulation(t, -hs->population);
02107   }
02108 
02109   t->num_houses--;
02110 
02111   /* Clear flags for houses that only may exist once/town. */
02112   if (hs->building_flags & BUILDING_IS_CHURCH) {
02113     ClrBit(t->flags12, TOWN_HAS_CHURCH);
02114   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02115     ClrBit(t->flags12, TOWN_HAS_STADIUM);
02116   }
02117 
02118   /* Do the actual clearing of tiles */
02119   uint eflags = hs->building_flags;
02120   DoClearTownHouseHelper(tile, t, house);
02121   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
02122   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
02123   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
02124 }
02125 
02126 static bool IsUniqueTownName(const char *name)
02127 {
02128   const Town *t;
02129 
02130   FOR_ALL_TOWNS(t) {
02131     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
02132   }
02133 
02134   return true;
02135 }
02136 
02143 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02144 {
02145   if (!IsValidTownID(p1)) return CMD_ERROR;
02146 
02147   bool reset = StrEmpty(text);
02148 
02149   if (!reset) {
02150     if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
02151     if (!IsUniqueTownName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
02152   }
02153 
02154   if (flags & DC_EXEC) {
02155     Town *t = GetTown(p1);
02156 
02157     free(t->name);
02158     t->name = reset ? NULL : strdup(text);
02159 
02160     UpdateTownVirtCoord(t);
02161     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
02162     UpdateAllStationVirtCoord();
02163     UpdateAllWaypointSigns();
02164     MarkWholeScreenDirty();
02165   }
02166   return CommandCost();
02167 }
02168 
02170 void ExpandTown(Town *t)
02171 {
02172   /* Warn the users if towns are not allowed to build roads,
02173    * but do this only onces per openttd run. */
02174   static bool warned_no_roads = false;
02175   if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
02176     ShowErrorMessage(INVALID_STRING_ID, STR_TOWN_EXPAND_WARN_NO_ROADS, 0, 0);
02177     warned_no_roads = true;
02178   }
02179 
02180   /* The more houses, the faster we grow */
02181   uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
02182   t->num_houses += amount;
02183   UpdateTownRadius(t);
02184 
02185   uint n = amount * 10;
02186   do GrowTown(t); while (--n);
02187 
02188   t->num_houses -= amount;
02189   UpdateTownRadius(t);
02190 
02191   UpdateTownMaxPass(t);
02192 }
02193 
02194 extern const byte _town_action_costs[8] = {
02195   2, 4, 9, 35, 48, 53, 117, 175
02196 };
02197 
02198 static void TownActionAdvertiseSmall(Town *t)
02199 {
02200   ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
02201 }
02202 
02203 static void TownActionAdvertiseMedium(Town *t)
02204 {
02205   ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
02206 }
02207 
02208 static void TownActionAdvertiseLarge(Town *t)
02209 {
02210   ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
02211 }
02212 
02213 static void TownActionRoadRebuild(Town *t)
02214 {
02215   t->road_build_months = 6;
02216 
02217   char company_name[MAX_LENGTH_COMPANY_NAME_BYTES];
02218   SetDParam(0, _current_company);
02219   GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
02220 
02221   char *cn = strdup(company_name);
02222   SetDParam(0, t->index);
02223   SetDParamStr(1, cn);
02224 
02225   AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING, NS_GENERAL, t->xy, 0, cn);
02226 }
02227 
02228 static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
02229 {
02230   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
02231   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
02232   /* Don't build statues under bridges. */
02233   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
02234 
02235   if (!IsTileType(tile, MP_HOUSE) &&
02236       !IsTileType(tile, MP_CLEAR) &&
02237       !IsTileType(tile, MP_TREES)) {
02238     return false;
02239   }
02240 
02241   CompanyID old = _current_company;
02242   _current_company = OWNER_NONE;
02243   CommandCost r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
02244   _current_company = old;
02245 
02246   if (CmdFailed(r)) return false;
02247 
02248   MakeStatue(tile, _current_company, town_id);
02249   MarkTileDirtyByTile(tile);
02250 
02251   return true;
02252 }
02253 
02260 static bool SearchTileForStatue(TileIndex tile, void *user_data)
02261 {
02262   TownID *town_id = (TownID *)user_data;
02263   return DoBuildStatueOfCompany(tile, *town_id);
02264 }
02265 
02271 static void TownActionBuildStatue(Town *t)
02272 {
02273   TileIndex tile = t->xy;
02274 
02275   if (CircularTileSearch(&tile, 9, SearchTileForStatue, &t->index)) {
02276     SetBit(t->statues, _current_company); // Once found and built, "inform" the Town
02277   }
02278 }
02279 
02280 static void TownActionFundBuildings(Town *t)
02281 {
02282   /* Build next tick */
02283   t->grow_counter = 1;
02284   /* If we were not already growing */
02285   SetBit(t->flags12, TOWN_IS_FUNDED);
02286   /* And grow for 3 months */
02287   t->fund_buildings_months = 3;
02288 }
02289 
02290 static void TownActionBuyRights(Town *t)
02291 {
02292   /* Check if it's allowed to by the rights */
02293   if (!_settings_game.economy.exclusive_rights) return;
02294 
02295   t->exclusive_counter = 12;
02296   t->exclusivity = _current_company;
02297 
02298   ModifyStationRatingAround(t->xy, _current_company, 130, 17);
02299 }
02300 
02301 static void TownActionBribe(Town *t)
02302 {
02303   if (Chance16(1, 14)) {
02304     /* set as unwanted for 6 months */
02305     t->unwanted[_current_company] = 6;
02306 
02307     /* set all close by station ratings to 0 */
02308     Station *st;
02309     FOR_ALL_STATIONS(st) {
02310       if (st->town == t && st->owner == _current_company) {
02311         for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
02312       }
02313     }
02314 
02315     /* only show errormessage to the executing player. All errors are handled command.c
02316      * but this is special, because it can only 'fail' on a DC_EXEC */
02317     if (IsLocalCompany()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
02318 
02319     /* decrease by a lot!
02320      * ChangeTownRating is only for stuff in demolishing. Bribe failure should
02321      * be independent of any cheat settings
02322      */
02323     if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
02324       t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
02325       InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
02326     }
02327   } else {
02328     ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
02329   }
02330 }
02331 
02332 typedef void TownActionProc(Town *t);
02333 static TownActionProc * const _town_action_proc[] = {
02334   TownActionAdvertiseSmall,
02335   TownActionAdvertiseMedium,
02336   TownActionAdvertiseLarge,
02337   TownActionRoadRebuild,
02338   TownActionBuildStatue,
02339   TownActionFundBuildings,
02340   TownActionBuyRights,
02341   TownActionBribe
02342 };
02343 
02344 enum TownActions {
02345   TACT_NONE             = 0x00,
02346 
02347   TACT_ADVERTISE_SMALL  = 0x01,
02348   TACT_ADVERTISE_MEDIUM = 0x02,
02349   TACT_ADVERTISE_LARGE  = 0x04,
02350   TACT_ROAD_REBUILD     = 0x08,
02351   TACT_BUILD_STATUE     = 0x10,
02352   TACT_FOUND_BUILDINGS  = 0x20,
02353   TACT_BUY_RIGHTS       = 0x40,
02354   TACT_BRIBE            = 0x80,
02355 
02356   TACT_ADVERTISE        = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE,
02357   TACT_CONSTRUCTION     = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS,
02358   TACT_FUNDS            = TACT_BUY_RIGHTS | TACT_BRIBE,
02359   TACT_ALL              = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS,
02360 };
02361 
02362 DECLARE_ENUM_AS_BIT_SET(TownActions);
02363 
02370 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
02371 {
02372   int num = 0;
02373   TownActions buttons = TACT_NONE;
02374 
02375   /* Spectators and unwanted have no options */
02376   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
02377 
02378     /* Things worth more than this are not shown */
02379     Money avail = GetCompany(cid)->money + _price.station_value * 200;
02380     Money ref = _price.build_industry >> 8;
02381 
02382     /* Check the action bits for validity and
02383      * if they are valid add them */
02384     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
02385       const TownActions cur = (TownActions)(1 << i);
02386 
02387       /* Is the company not able to bribe ? */
02388       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
02389         continue;
02390 
02391       /* Is the company not able to buy exclusive rights ? */
02392       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
02393         continue;
02394 
02395       /* Is the company not able to build a statue ? */
02396       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
02397         continue;
02398 
02399       if (avail >= _town_action_costs[i] * ref) {
02400         buttons |= cur;
02401         num++;
02402       }
02403     }
02404   }
02405 
02406   if (nump != NULL) *nump = num;
02407   return buttons;
02408 }
02409 
02418 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02419 {
02420   if (!IsValidTownID(p1) || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
02421 
02422   Town *t = GetTown(p1);
02423 
02424   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
02425 
02426   CommandCost cost(EXPENSES_OTHER, (_price.build_industry >> 8) * _town_action_costs[p2]);
02427 
02428   if (flags & DC_EXEC) {
02429     _town_action_proc[p2](t);
02430     InvalidateWindow(WC_TOWN_AUTHORITY, p1);
02431   }
02432 
02433   return cost;
02434 }
02435 
02436 static void UpdateTownGrowRate(Town *t)
02437 {
02438   /* Increase company ratings if they're low */
02439   const Company *c;
02440   FOR_ALL_COMPANIES(c) {
02441     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
02442       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
02443     }
02444   }
02445 
02446   int n = 0;
02447 
02448   const Station *st;
02449   FOR_ALL_STATIONS(st) {
02450     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
02451       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
02452         n++;
02453         if (IsValidCompanyID(st->owner)) {
02454           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
02455           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
02456         }
02457       } else {
02458         if (IsValidCompanyID(st->owner)) {
02459           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
02460           t->ratings[st->owner] = max(new_rating, INT16_MIN);
02461         }
02462       }
02463     }
02464   }
02465 
02466   /* clamp all ratings to valid values */
02467   for (uint i = 0; i < MAX_COMPANIES; i++) {
02468     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
02469   }
02470 
02471   InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
02472 
02473   ClrBit(t->flags12, TOWN_IS_FUNDED);
02474   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
02475 
02478   static const uint16 _grow_count_values[2][6] = {
02479     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
02480     { 320, 420, 300, 220, 160, 100 }  // Normal values
02481   };
02482 
02483   uint16 m;
02484 
02485   if (t->fund_buildings_months != 0) {
02486     m = _grow_count_values[0][min(n, 5)];
02487     t->fund_buildings_months--;
02488   } else {
02489     m = _grow_count_values[1][min(n, 5)];
02490     if (n == 0 && !Chance16(1, 12)) return;
02491   }
02492 
02493   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
02494     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
02495       return;
02496   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
02497     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60)
02498       return;
02499   }
02500 
02501   /* Use the normal growth rate values if new buildings have been funded in
02502    * this town and the growth rate is set to none. */
02503   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
02504 
02505   m >>= growth_multiplier;
02506   if (t->larger_town) m /= 2;
02507 
02508   t->growth_rate = m / (t->num_houses / 50 + 1);
02509   if (m <= t->grow_counter)
02510     t->grow_counter = m;
02511 
02512   SetBit(t->flags12, TOWN_IS_FUNDED);
02513 }
02514 
02515 static void UpdateTownAmounts(Town *t)
02516 {
02517   /* Using +1 here to prevent overflow and division by zero */
02518   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
02519 
02520   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
02521   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
02522   t->act_food = t->new_act_food; t->new_act_food = 0;
02523   t->act_water = t->new_act_water; t->new_act_water = 0;
02524 
02525   /* Using +1 here to prevent overflow and division by zero */
02526   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
02527   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
02528   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
02529 
02530   InvalidateWindow(WC_TOWN_VIEW, t->index);
02531 }
02532 
02533 static void UpdateTownUnwanted(Town *t)
02534 {
02535   const Company *c;
02536 
02537   FOR_ALL_COMPANIES(c) {
02538     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
02539   }
02540 }
02541 
02547 bool CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
02548 {
02549   if (!IsValidCompanyID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return true;
02550 
02551   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
02552   if (t == NULL) return true;
02553 
02554   if (t->ratings[_current_company] > RATING_VERYPOOR) return true;
02555 
02556   _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
02557   SetDParam(0, t->index);
02558 
02559   return false;
02560 }
02561 
02562 
02563 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
02564 {
02565   Town *t;
02566   uint best = threshold;
02567   Town *best_town = NULL;
02568 
02569   FOR_ALL_TOWNS(t) {
02570     uint dist = DistanceManhattan(tile, t->xy);
02571     if (dist < best) {
02572       best = dist;
02573       best_town = t;
02574     }
02575   }
02576 
02577   return best_town;
02578 }
02579 
02580 
02581 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
02582 {
02583   switch (GetTileType(tile)) {
02584     case MP_ROAD:
02585       if (!HasTownOwnedRoad(tile)) {
02586         TownID tid = GetTownIndex(tile);
02587         if (tid == (TownID)INVALID_TOWN) {
02588           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
02589           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
02590           assert(GetNumTowns() == 0);
02591           return NULL;
02592         }
02593 
02594         Town *town = GetTown(tid);
02595         assert(town->IsValid());
02596 
02597         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
02598 
02599         return town;
02600       }
02601       /* FALL THROUGH */
02602 
02603     case MP_HOUSE:
02604       return GetTownByTile(tile);
02605 
02606     default:
02607       return CalcClosestTownFromTile(tile, threshold);
02608   }
02609 }
02610 
02611 static bool _town_rating_test = false;
02612 SmallMap<const Town *, int, 4> _town_test_ratings;
02613 
02614 void SetTownRatingTestMode(bool mode)
02615 {
02616   static int ref_count = 0;
02617   if (mode) {
02618     if (ref_count == 0) {
02619       _town_test_ratings.Clear();
02620     }
02621     ref_count++;
02622   } else {
02623     assert(ref_count > 0);
02624     ref_count--;
02625   }
02626   _town_rating_test = !(ref_count == 0);
02627 }
02628 
02629 static int GetRating(const Town *t)
02630 {
02631   if (_town_rating_test) {
02632     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
02633     if (it != _town_test_ratings.End()) {
02634       return it->second;
02635     }
02636   }
02637   return t->ratings[_current_company];
02638 }
02639 
02647 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
02648 {
02649   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
02650   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
02651       !IsValidCompanyID(_current_company) ||
02652       (_cheats.magic_bulldozer.value && add < 0)) {
02653     return;
02654   }
02655 
02656   int rating = GetRating(t);
02657   if (add < 0) {
02658     if (rating > max) {
02659       rating += add;
02660       if (rating < max) rating = max;
02661     }
02662   } else {
02663     if (rating < max) {
02664       rating += add;
02665       if (rating > max) rating = max;
02666     }
02667   }
02668   if (_town_rating_test) {
02669     _town_test_ratings[t] = rating;
02670   } else {
02671     SetBit(t->have_ratings, _current_company);
02672     t->ratings[_current_company] = rating;
02673     InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
02674   }
02675 }
02676 
02677 /* penalty for removing town-owned stuff */
02678 static const int _default_rating_settings [3][3] = {
02679   /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE */
02680   {  0, 128, 384}, // Permissive
02681   { 48, 192, 480}, // Neutral
02682   { 96, 384, 768}, // Hostile
02683 };
02684 
02685 bool CheckforTownRating(DoCommandFlag flags, Town *t, byte type)
02686 {
02687   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
02688   if (t == NULL || !IsValidCompanyID(_current_company) || _cheats.magic_bulldozer.value)
02689     return true;
02690 
02691   /* check if you're allowed to remove the street/bridge/tunnel/industry
02692    * owned by a town no removal if rating is lower than ... depends now on
02693    * difficulty setting. Minimum town rating selected by difficulty level
02694    */
02695   int modemod = _default_rating_settings[_settings_game.difficulty.town_council_tolerance][type];
02696 
02697   if (GetRating(t) < 16 + modemod && !(flags & DC_NO_TEST_TOWN_RATING)) {
02698     SetDParam(0, t->index);
02699     _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
02700     return false;
02701   }
02702 
02703   return true;
02704 }
02705 
02706 void TownsMonthlyLoop()
02707 {
02708   Town *t;
02709 
02710   FOR_ALL_TOWNS(t) {
02711     if (t->road_build_months != 0) t->road_build_months--;
02712 
02713     if (t->exclusive_counter != 0)
02714       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
02715 
02716     UpdateTownGrowRate(t);
02717     UpdateTownAmounts(t);
02718     UpdateTownUnwanted(t);
02719   }
02720 }
02721 
02722 void TownsYearlyLoop()
02723 {
02724   /* Increment house ages */
02725   for (TileIndex t = 0; t < MapSize(); t++) {
02726     if (!IsTileType(t, MP_HOUSE)) continue;
02727     IncrementHouseAge(t);
02728   }
02729 }
02730 
02731 void InitializeTowns()
02732 {
02733   /* Clean the town pool and create 1 block in it */
02734   _Town_pool.CleanPool();
02735   _Town_pool.AddBlockToPool();
02736 
02737   memset(_subsidies, 0, sizeof(_subsidies));
02738   for (Subsidy *s = _subsidies; s != endof(_subsidies); s++) {
02739     s->cargo_type = CT_INVALID;
02740   }
02741 
02742   _total_towns = 0;
02743 }
02744 
02745 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
02746 {
02747   if (AutoslopeEnabled()) {
02748     HouseID house = GetHouseType(tile);
02749     GetHouseNorthPart(house); // modifies house to the ID of the north tile
02750     const HouseSpec *hs = GetHouseSpecs(house);
02751 
02752     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
02753     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
02754       (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
02755   }
02756 
02757   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02758 }
02759 
02761 extern const TileTypeProcs _tile_type_town_procs = {
02762   DrawTile_Town,           // draw_tile_proc
02763   GetSlopeZ_Town,          // get_slope_z_proc
02764   ClearTile_Town,          // clear_tile_proc
02765   GetAcceptedCargo_Town,   // get_accepted_cargo_proc
02766   GetTileDesc_Town,        // get_tile_desc_proc
02767   GetTileTrackStatus_Town, // get_tile_track_status_proc
02768   NULL,                    // click_tile_proc
02769   AnimateTile_Town,        // animate_tile_proc
02770   TileLoop_Town,           // tile_loop_clear
02771   ChangeTileOwner_Town,    // change_tile_owner_clear
02772   GetProducedCargo_Town,   // get_produced_cargo_proc
02773   NULL,                    // vehicle_enter_tile_proc
02774   GetFoundation_Town,      // get_foundation_proc
02775   TerraformTile_Town,      // terraform_tile_proc
02776 };
02777 
02778 void ResetHouses()
02779 {
02780   memset(&_house_specs, 0, sizeof(_house_specs));
02781   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
02782 
02783   /* Reset any overrides that have been set. */
02784   _house_mngr.ResetOverride();
02785 }

Generated on Mon Dec 14 21:00:04 2009 for OpenTTD by  doxygen 1.5.6