town_cmd.cpp

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00001 /* $Id: town_cmd.cpp 22099 2011-02-18 20:35:40Z rubidium $ */
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 "gui.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 "newgrf_config.h"
00030 #include "autoslope.h"
00031 #include "tunnelbridge_map.h"
00032 #include "strings_func.h"
00033 #include "window_func.h"
00034 #include "string_func.h"
00035 #include "newgrf_cargo.h"
00036 #include "cheat_type.h"
00037 #include "animated_tile_func.h"
00038 #include "date_func.h"
00039 #include "subsidy_func.h"
00040 #include "core/pool_func.hpp"
00041 #include "town.h"
00042 #include "townname_func.h"
00043 #include "townname_type.h"
00044 #include "core/random_func.hpp"
00045 #include "core/backup_type.hpp"
00046 #include "depot_base.h"
00047 #include "object_map.h"
00048 #include "object_base.h"
00049 #include "ai/ai.hpp"
00050 
00051 #include "table/strings.h"
00052 #include "table/town_land.h"
00053 
00054 TownID _new_town_id;
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 
00064   if (CleaningPool()) return;
00065 
00066   /* Delete town authority window
00067    * and remove from list of sorted towns */
00068   DeleteWindowById(WC_TOWN_VIEW, this->index);
00069 
00070   /* Check no industry is related to us. */
00071   const Industry *i;
00072   FOR_ALL_INDUSTRIES(i) assert(i->town != this);
00073 
00074   /* ... and no object is related to us. */
00075   const Object *o;
00076   FOR_ALL_OBJECTS(o) assert(o->town != this);
00077 
00078   /* Check no tile is related to us. */
00079   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
00080     switch (GetTileType(tile)) {
00081       case MP_HOUSE:
00082         assert(GetTownIndex(tile) != this->index);
00083         break;
00084 
00085       case MP_ROAD:
00086         assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
00087         break;
00088 
00089       case MP_TUNNELBRIDGE:
00090         assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
00091         break;
00092 
00093       default:
00094         break;
00095     }
00096   }
00097 
00098   DeleteSubsidyWith(ST_TOWN, this->index);
00099   DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
00100   CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
00101   MarkWholeScreenDirty();
00102 }
00103 
00104 
00110 void Town::PostDestructor(size_t index)
00111 {
00112   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
00113   UpdateNearestTownForRoadTiles(false);
00114 
00115   /* Give objects a new home! */
00116   Object *o;
00117   FOR_ALL_OBJECTS(o) {
00118     if (o->town == NULL) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
00119   }
00120 }
00121 
00125 void Town::InitializeLayout(TownLayout layout)
00126 {
00127   if (layout != TL_RANDOM) {
00128     this->layout = layout;
00129     return;
00130   }
00131 
00132   this->layout = TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1);
00133 }
00134 
00139 /* static */ Town *Town::GetRandom()
00140 {
00141   if (Town::GetNumItems() == 0) return NULL;
00142   int num = RandomRange((uint16)Town::GetNumItems());
00143   size_t index = MAX_UVALUE(size_t);
00144 
00145   while (num >= 0) {
00146     num--;
00147     index++;
00148 
00149     /* Make sure we have a valid town */
00150     while (!Town::IsValidID(index)) {
00151       index++;
00152       assert(index < Town::GetPoolSize());
00153     }
00154   }
00155 
00156   return Town::Get(index);
00157 }
00158 
00163 Money HouseSpec::GetRemovalCost() const
00164 {
00165   return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
00166 }
00167 
00168 // Local
00169 static int _grow_town_result;
00170 
00171 /* Describe the possible states */
00172 enum TownGrowthResult {
00173   GROWTH_SUCCEED         = -1,
00174   GROWTH_SEARCH_STOPPED  =  0
00175 //  GROWTH_SEARCH_RUNNING >=  1
00176 };
00177 
00178 static bool BuildTownHouse(Town *t, TileIndex tile);
00179 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
00180 
00181 static void TownDrawHouseLift(const TileInfo *ti)
00182 {
00183   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
00184 }
00185 
00186 typedef void TownDrawTileProc(const TileInfo *ti);
00187 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
00188   TownDrawHouseLift
00189 };
00190 
00196 static inline DiagDirection RandomDiagDir()
00197 {
00198   return (DiagDirection)(3 & Random());
00199 }
00200 
00206 static void DrawTile_Town(TileInfo *ti)
00207 {
00208   HouseID house_id = GetHouseType(ti->tile);
00209 
00210   if (house_id >= NEW_HOUSE_OFFSET) {
00211     /* Houses don't necessarily need new graphics. If they don't have a
00212      * spritegroup associated with them, then the sprite for the substitute
00213      * house id is drawn instead. */
00214     if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != NULL) {
00215       DrawNewHouseTile(ti, house_id);
00216       return;
00217     } else {
00218       house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
00219     }
00220   }
00221 
00222   /* Retrieve pointer to the draw town tile struct */
00223   const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
00224 
00225   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
00226 
00227   DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
00228 
00229   /* If houses are invisible, do not draw the upper part */
00230   if (IsInvisibilitySet(TO_HOUSES)) return;
00231 
00232   /* Add a house on top of the ground? */
00233   SpriteID image = dcts->building.sprite;
00234   if (image != 0) {
00235     AddSortableSpriteToDraw(image, dcts->building.pal,
00236       ti->x + dcts->subtile_x,
00237       ti->y + dcts->subtile_y,
00238       dcts->width,
00239       dcts->height,
00240       dcts->dz,
00241       ti->z,
00242       IsTransparencySet(TO_HOUSES)
00243     );
00244 
00245     if (IsTransparencySet(TO_HOUSES)) return;
00246   }
00247 
00248   {
00249     int proc = dcts->draw_proc - 1;
00250 
00251     if (proc >= 0) _town_draw_tile_procs[proc](ti);
00252   }
00253 }
00254 
00255 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
00256 {
00257   return GetTileMaxZ(tile);
00258 }
00259 
00261 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
00262 {
00263   HouseID hid = GetHouseType(tile);
00264 
00265   /* For NewGRF house tiles we might not be drawing a foundation. We need to
00266    * account for this, as other structures should
00267    * draw the wall of the foundation in this case.
00268    */
00269   if (hid >= NEW_HOUSE_OFFSET) {
00270     const HouseSpec *hs = HouseSpec::Get(hid);
00271     if (hs->grf_prop.spritegroup[0] != NULL && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
00272       uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
00273       if (callback_res == 0) return FOUNDATION_NONE;
00274     }
00275   }
00276   return FlatteningFoundation(tileh);
00277 }
00278 
00285 static void AnimateTile_Town(TileIndex tile)
00286 {
00287   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
00288     AnimateNewHouseTile(tile);
00289     return;
00290   }
00291 
00292   if (_tick_counter & 3) return;
00293 
00294   /* If the house is not one with a lift anymore, then stop this animating.
00295    * Not exactly sure when this happens, but probably when a house changes.
00296    * Before this was just a return...so it'd leak animated tiles..
00297    * That bug seems to have been here since day 1?? */
00298   if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
00299     DeleteAnimatedTile(tile);
00300     return;
00301   }
00302 
00303   if (!LiftHasDestination(tile)) {
00304     uint i;
00305 
00306     /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
00307      * This is due to the fact that the first floor is, in the graphics,
00308      *  the height of 2 'normal' floors.
00309      * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
00310     do {
00311       i = RandomRange(7);
00312     } while (i == 1 || i * 6 == GetLiftPosition(tile));
00313 
00314     SetLiftDestination(tile, i);
00315   }
00316 
00317   int pos = GetLiftPosition(tile);
00318   int dest = GetLiftDestination(tile) * 6;
00319   pos += (pos < dest) ? 1 : -1;
00320   SetLiftPosition(tile, pos);
00321 
00322   if (pos == dest) {
00323     HaltLift(tile);
00324     DeleteAnimatedTile(tile);
00325   }
00326 
00327   MarkTileDirtyByTile(tile);
00328 }
00329 
00336 static bool IsCloseToTown(TileIndex tile, uint dist)
00337 {
00338   const Town *t;
00339 
00340   FOR_ALL_TOWNS(t) {
00341     if (DistanceManhattan(tile, t->xy) < dist) return true;
00342   }
00343   return false;
00344 }
00345 
00350 void Town::UpdateVirtCoord()
00351 {
00352   Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
00353   SetDParam(0, this->index);
00354   SetDParam(1, this->population);
00355   this->sign.UpdatePosition(pt.x, pt.y - 24,
00356     _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
00357 
00358   SetWindowDirty(WC_TOWN_VIEW, this->index);
00359 }
00360 
00362 void UpdateAllTownVirtCoords()
00363 {
00364   Town *t;
00365 
00366   FOR_ALL_TOWNS(t) {
00367     t->UpdateVirtCoord();
00368   }
00369 }
00370 
00376 static void ChangePopulation(Town *t, int mod)
00377 {
00378   t->population += mod;
00379   SetWindowDirty(WC_TOWN_VIEW, t->index);
00380   t->UpdateVirtCoord();
00381 
00382   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
00383 }
00384 
00390 uint32 GetWorldPopulation()
00391 {
00392   uint32 pop = 0;
00393   const Town *t;
00394 
00395   FOR_ALL_TOWNS(t) pop += t->population;
00396   return pop;
00397 }
00398 
00403 static void MakeSingleHouseBigger(TileIndex tile)
00404 {
00405   assert(IsTileType(tile, MP_HOUSE));
00406 
00407   /* progress in construction stages */
00408   IncHouseConstructionTick(tile);
00409   if (GetHouseConstructionTick(tile) != 0) return;
00410 
00411   AnimateNewHouseConstruction(tile);
00412 
00413   if (IsHouseCompleted(tile)) {
00414     /* Now that construction is complete, we can add the population of the
00415      * building to the town. */
00416     ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
00417     ResetHouseAge(tile);
00418   }
00419   MarkTileDirtyByTile(tile);
00420 }
00421 
00426 static void MakeTownHouseBigger(TileIndex tile)
00427 {
00428   uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
00429   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
00430   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
00431   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
00432   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
00433 }
00434 
00441 static void TileLoop_Town(TileIndex tile)
00442 {
00443   HouseID house_id = GetHouseType(tile);
00444 
00445   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
00446    * doesn't exist any more, so don't continue here. */
00447   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
00448 
00449   if (!IsHouseCompleted(tile)) {
00450     /* Construction is not completed. See if we can go further in construction*/
00451     MakeTownHouseBigger(tile);
00452     return;
00453   }
00454 
00455   const HouseSpec *hs = HouseSpec::Get(house_id);
00456 
00457   /* If the lift has a destination, it is already an animated tile. */
00458   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
00459       house_id < NEW_HOUSE_OFFSET &&
00460       !LiftHasDestination(tile) &&
00461       Chance16(1, 2)) {
00462     AddAnimatedTile(tile);
00463   }
00464 
00465   Town *t = Town::GetByTile(tile);
00466   uint32 r = Random();
00467 
00468   StationFinder stations(TileArea(tile, 1, 1));
00469 
00470   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00471     for (uint i = 0; i < 256; i++) {
00472       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
00473 
00474       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00475 
00476       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
00477       if (cargo == CT_INVALID) continue;
00478 
00479       uint amt = GB(callback, 0, 8);
00480       if (amt == 0) continue;
00481 
00482       uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
00483 
00484       const CargoSpec *cs = CargoSpec::Get(cargo);
00485       switch (cs->town_effect) {
00486         case TE_PASSENGERS:
00487           t->new_max_pass += amt;
00488           t->new_act_pass += moved;
00489           break;
00490 
00491         case TE_MAIL:
00492           t->new_max_mail += amt;
00493           t->new_act_mail += moved;
00494           break;
00495 
00496         default:
00497           break;
00498       }
00499     }
00500   } else {
00501     if (GB(r, 0, 8) < hs->population) {
00502       uint amt = GB(r, 0, 8) / 8 + 1;
00503 
00504       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
00505       t->new_max_pass += amt;
00506       t->new_act_pass += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
00507     }
00508 
00509     if (GB(r, 8, 8) < hs->mail_generation) {
00510       uint amt = GB(r, 8, 8) / 8 + 1;
00511 
00512       if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
00513       t->new_max_mail += amt;
00514       t->new_act_mail += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
00515     }
00516   }
00517 
00518   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
00519 
00520   if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
00521       HasBit(t->flags, TOWN_IS_FUNDED) &&
00522       CanDeleteHouse(tile) &&
00523       GetHouseAge(tile) >= hs->minimum_life &&
00524       --t->time_until_rebuild == 0) {
00525     t->time_until_rebuild = GB(r, 16, 8) + 192;
00526 
00527     ClearTownHouse(t, tile);
00528 
00529     /* Rebuild with another house? */
00530     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
00531   }
00532 
00533   cur_company.Restore();
00534 }
00535 
00536 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
00537 {
00538   if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
00539   if (!CanDeleteHouse(tile)) return CMD_ERROR;
00540 
00541   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00542 
00543   CommandCost cost(EXPENSES_CONSTRUCTION);
00544   cost.AddCost(hs->GetRemovalCost());
00545 
00546   int rating = hs->remove_rating_decrease;
00547   Town *t = Town::GetByTile(tile);
00548 
00549   if (Company::IsValidID(_current_company)) {
00550     if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
00551       SetDParam(0, t->index);
00552       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00553     }
00554   }
00555 
00556   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
00557   if (flags & DC_EXEC) {
00558     ClearTownHouse(t, tile);
00559   }
00560 
00561   return cost;
00562 }
00563 
00564 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
00565 {
00566   HouseID house_id = GetHouseType(tile);
00567   const HouseSpec *hs = HouseSpec::Get(house_id);
00568   Town *t = Town::GetByTile(tile);
00569 
00570   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
00571     for (uint i = 0; i < 256; i++) {
00572       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
00573 
00574       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
00575 
00576       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
00577 
00578       if (cargo == CT_INVALID) continue;
00579       produced[cargo]++;
00580     }
00581   } else {
00582     if (hs->population > 0) {
00583       produced[CT_PASSENGERS]++;
00584     }
00585     if (hs->mail_generation > 0) {
00586       produced[CT_MAIL]++;
00587     }
00588   }
00589 }
00590 
00591 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, uint32 *always_accepted)
00592 {
00593   if (cargo == CT_INVALID || amount == 0) return;
00594   acceptance[cargo] += amount;
00595   SetBit(*always_accepted, cargo);
00596 }
00597 
00598 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, uint32 *always_accepted)
00599 {
00600   const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
00601   CargoID accepts[3];
00602 
00603   /* Set the initial accepted cargo types */
00604   for (uint8 i = 0; i < lengthof(accepts); i++) {
00605     accepts[i] = hs->accepts_cargo[i];
00606   }
00607 
00608   /* Check for custom accepted cargo types */
00609   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
00610     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00611     if (callback != CALLBACK_FAILED) {
00612       /* Replace accepted cargo types with translated values from callback */
00613       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grf_prop.grffile);
00614       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grf_prop.grffile);
00615       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
00616     }
00617   }
00618 
00619   /* Check for custom cargo acceptance */
00620   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
00621     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
00622     if (callback != CALLBACK_FAILED) {
00623       AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
00624       AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
00625       if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
00626         /* The 'S' bit indicates food instead of goods */
00627         AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
00628       } else {
00629         AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
00630       }
00631       return;
00632     }
00633   }
00634 
00635   /* No custom acceptance, so fill in with the default values */
00636   for (uint8 i = 0; i < lengthof(accepts); i++) {
00637     AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
00638   }
00639 }
00640 
00641 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
00642 {
00643   const HouseID house = GetHouseType(tile);
00644   const HouseSpec *hs = HouseSpec::Get(house);
00645   bool house_completed = IsHouseCompleted(tile);
00646 
00647   td->str = hs->building_name;
00648 
00649   uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
00650   if (callback_res != CALLBACK_FAILED) {
00651     StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
00652     if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
00653       td->str = new_name;
00654     }
00655   }
00656 
00657   if (!house_completed) {
00658     SetDParamX(td->dparam, 0, td->str);
00659     td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
00660   }
00661 
00662   if (hs->grf_prop.grffile != NULL) {
00663     const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
00664     td->grf = gc->GetName();
00665   }
00666 
00667   td->owner[0] = OWNER_TOWN;
00668 }
00669 
00670 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
00671 {
00672   /* not used */
00673   return 0;
00674 }
00675 
00676 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
00677 {
00678   /* not used */
00679 }
00680 
00681 static bool GrowTown(Town *t);
00682 
00683 static void TownTickHandler(Town *t)
00684 {
00685   if (HasBit(t->flags, TOWN_IS_FUNDED)) {
00686     int i = t->grow_counter - 1;
00687     if (i < 0) {
00688       if (GrowTown(t)) {
00689         i = t->growth_rate;
00690       } else {
00691         i = 0;
00692       }
00693     }
00694     t->grow_counter = i;
00695   }
00696 
00697   UpdateTownRadius(t);
00698 }
00699 
00700 void OnTick_Town()
00701 {
00702   if (_game_mode == GM_EDITOR) return;
00703 
00704   Town *t;
00705   FOR_ALL_TOWNS(t) {
00706     /* Run town tick at regular intervals, but not all at once. */
00707     if ((_tick_counter + t->index) % TOWN_GROWTH_FREQUENCY == 0) {
00708       TownTickHandler(t);
00709     }
00710   }
00711 }
00712 
00721 static RoadBits GetTownRoadBits(TileIndex tile)
00722 {
00723   if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
00724 
00725   return GetAnyRoadBits(tile, ROADTYPE_ROAD, true);
00726 }
00727 
00738 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
00739 {
00740   if (!IsValidTile(tile)) return false;
00741 
00742   /* Lookup table for the used diff values */
00743   const TileIndexDiff tid_lt[3] = {
00744     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
00745     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
00746     TileOffsByDiagDir(ReverseDiagDir(dir)),
00747   };
00748 
00749   dist_multi = (dist_multi + 1) * 4;
00750   for (uint pos = 4; pos < dist_multi; pos++) {
00751     /* Go (pos / 4) tiles to the left or the right */
00752     TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
00753 
00754     /* Use the current tile as origin, or go one tile backwards */
00755     if (pos & 2) cur += tid_lt[2];
00756 
00757     /* Test for roadbit parallel to dir and facing towards the middle axis */
00758     if (IsValidTile(tile + cur) &&
00759         GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
00760   }
00761   return false;
00762 }
00763 
00772 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
00773 {
00774   if (DistanceFromEdge(tile) == 0) return false;
00775 
00776   Slope cur_slope, desired_slope;
00777 
00778   for (;;) {
00779     /* Check if there already is a road at this point? */
00780     if (GetTownRoadBits(tile) == ROAD_NONE) {
00781       /* No, try if we are able to build a road piece there.
00782        * If that fails clear the land, and if that fails exit.
00783        * This is to make sure that we can build a road here later. */
00784       if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
00785           DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed())
00786         return false;
00787     }
00788 
00789     cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
00790     bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
00791     if (cur_slope == SLOPE_FLAT) return ret;
00792 
00793     /* If the tile is not a slope in the right direction, then
00794      * maybe terraform some. */
00795     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
00796     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
00797       if (Chance16(1, 8)) {
00798         CommandCost res = CMD_ERROR;
00799         if (!_generating_world && Chance16(1, 10)) {
00800           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
00801           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
00802               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00803         }
00804         if (res.Failed() && Chance16(1, 3)) {
00805           /* We can consider building on the slope, though. */
00806           return ret;
00807         }
00808       }
00809       return false;
00810     }
00811     return ret;
00812   }
00813 }
00814 
00815 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
00816 {
00817   assert(tile < MapSize());
00818 
00819   CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
00820   if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
00821   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
00822   return true;
00823 }
00824 
00825 static void LevelTownLand(TileIndex tile)
00826 {
00827   assert(tile < MapSize());
00828 
00829   /* Don't terraform if land is plain or if there's a house there. */
00830   if (IsTileType(tile, MP_HOUSE)) return;
00831   Slope tileh = GetTileSlope(tile, NULL);
00832   if (tileh == SLOPE_FLAT) return;
00833 
00834   /* First try up, then down */
00835   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
00836     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
00837   }
00838 }
00839 
00849 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
00850 {
00851   /* align the grid to the downtown */
00852   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
00853   RoadBits rcmd = ROAD_NONE;
00854 
00855   switch (t->layout) {
00856     default: NOT_REACHED();
00857 
00858     case TL_2X2_GRID:
00859       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
00860       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
00861       break;
00862 
00863     case TL_3X3_GRID:
00864       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
00865       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
00866       break;
00867   }
00868 
00869   /* Optimise only X-junctions */
00870   if (rcmd != ROAD_ALL) return rcmd;
00871 
00872   RoadBits rb_template;
00873 
00874   switch (GetTileSlope(tile, NULL)) {
00875     default:       rb_template = ROAD_ALL; break;
00876     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
00877     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
00878     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
00879     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
00880     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
00881     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
00882     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
00883     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
00884     case SLOPE_STEEP_W:
00885     case SLOPE_STEEP_S:
00886     case SLOPE_STEEP_E:
00887     case SLOPE_STEEP_N:
00888       rb_template = ROAD_NONE;
00889       break;
00890   }
00891 
00892   /* Stop if the template is compatible to the growth dir */
00893   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
00894   /* If not generate a straight road in the direction of the growth */
00895   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
00896 }
00897 
00908 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
00909 {
00910   /* We can't look further than that. */
00911   if (DistanceFromEdge(tile) == 0) return false;
00912 
00913   uint counter = 0; // counts the house neighbor tiles
00914 
00915   /* Check the tiles E,N,W and S of the current tile for houses */
00916   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
00917     /* Count both void and house tiles for checking whether there
00918      * are enough houses in the area. This to make it likely that
00919      * houses get build up to the edge of the map. */
00920     switch (GetTileType(TileAddByDiagDir(tile, dir))) {
00921       case MP_HOUSE:
00922       case MP_VOID:
00923         counter++;
00924         break;
00925 
00926       default:
00927         break;
00928     }
00929 
00930     /* If there are enough neighbors stop here */
00931     if (counter >= 3) {
00932       if (BuildTownHouse(t, tile)) {
00933         _grow_town_result = GROWTH_SUCCEED;
00934         return true;
00935       }
00936       return false;
00937     }
00938   }
00939   return false;
00940 }
00941 
00950 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
00951 {
00952   if (DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
00953     _grow_town_result = GROWTH_SUCCEED;
00954     return true;
00955   }
00956   return false;
00957 }
00958 
00969 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
00970 {
00971   assert(bridge_dir < DIAGDIR_END);
00972 
00973   const Slope slope = GetTileSlope(tile, NULL);
00974   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
00975 
00976   /* Make sure the direction is compatible with the slope.
00977    * Well we check if the slope has an up bit set in the
00978    * reverse direction. */
00979   if (slope & InclinedSlope(bridge_dir)) return false;
00980 
00981   /* Assure that the bridge is connectable to the start side */
00982   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
00983 
00984   /* We are in the right direction */
00985   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
00986   TileIndex bridge_tile = tile; // Used to store the other waterside
00987 
00988   const int delta = TileOffsByDiagDir(bridge_dir);
00989   do {
00990     if (bridge_length++ >= 11) {
00991       /* Max 11 tile long bridges */
00992       return false;
00993     }
00994     bridge_tile += delta;
00995   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
00996 
00997   /* no water tiles in between? */
00998   if (bridge_length == 1) return false;
00999 
01000   for (uint8 times = 0; times <= 22; times++) {
01001     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
01002 
01003     /* Can we actually build the bridge? */
01004     if (DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
01005       DoCommand(tile, bridge_tile, bridge_type | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
01006       _grow_town_result = GROWTH_SUCCEED;
01007       return true;
01008     }
01009   }
01010   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
01011   return false;
01012 }
01013 
01031 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
01032 {
01033   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
01034   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
01035 
01036   assert(tile < MapSize());
01037 
01038   if (cur_rb == ROAD_NONE) {
01039     /* Tile has no road. First reset the status counter
01040      * to say that this is the last iteration. */
01041     _grow_town_result = GROWTH_SEARCH_STOPPED;
01042 
01043     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01044     if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
01045 
01046     /* Remove hills etc */
01047     if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
01048 
01049     /* Is a road allowed here? */
01050     switch (t1->layout) {
01051       default: NOT_REACHED();
01052 
01053       case TL_3X3_GRID:
01054       case TL_2X2_GRID:
01055         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01056         if (rcmd == ROAD_NONE) return;
01057         break;
01058 
01059       case TL_BETTER_ROADS:
01060       case TL_ORIGINAL:
01061         if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
01062 
01063         DiagDirection source_dir = ReverseDiagDir(target_dir);
01064 
01065         if (Chance16(1, 4)) {
01066           /* Randomize a new target dir */
01067           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
01068         }
01069 
01070         if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
01071           /* A road is not allowed to continue the randomized road,
01072            *  return if the road we're trying to build is curved. */
01073           if (target_dir != ReverseDiagDir(source_dir)) return;
01074 
01075           /* Return if neither side of the new road is a house */
01076           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
01077               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
01078             return;
01079           }
01080 
01081           /* That means that the road is only allowed if there is a house
01082            *  at any side of the new road. */
01083         }
01084 
01085         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
01086         break;
01087     }
01088 
01089   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
01090     /* Continue building on a partial road.
01091      * Should be allways OK, so we only generate
01092      * the fitting RoadBits */
01093     _grow_town_result = GROWTH_SEARCH_STOPPED;
01094 
01095     if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
01096 
01097     switch (t1->layout) {
01098       default: NOT_REACHED();
01099 
01100       case TL_3X3_GRID:
01101       case TL_2X2_GRID:
01102         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
01103         break;
01104 
01105       case TL_BETTER_ROADS:
01106       case TL_ORIGINAL:
01107         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
01108         break;
01109     }
01110   } else {
01111     bool allow_house = true; // Value which decides if we want to construct a house
01112 
01113     /* Reached a tunnel/bridge? Then continue at the other side of it. */
01114     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
01115       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
01116         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
01117       }
01118       return;
01119     }
01120 
01121     /* Possibly extend the road in a direction.
01122      * Randomize a direction and if it has a road, bail out. */
01123     target_dir = RandomDiagDir();
01124     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
01125 
01126     /* This is the tile we will reach if we extend to this direction. */
01127     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
01128 
01129     /* Don't walk into water. */
01130     if (HasTileWaterGround(house_tile)) return;
01131 
01132     if (!IsValidTile(house_tile)) return;
01133 
01134     if (_settings_game.economy.allow_town_roads || _generating_world) {
01135       switch (t1->layout) {
01136         default: NOT_REACHED();
01137 
01138         case TL_3X3_GRID: // Use 2x2 grid afterwards!
01139           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01140           /* FALL THROUGH */
01141 
01142         case TL_2X2_GRID:
01143           rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
01144           allow_house = (rcmd == ROAD_NONE);
01145           break;
01146 
01147         case TL_BETTER_ROADS: // Use original afterwards!
01148           GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
01149           /* FALL THROUGH */
01150 
01151         case TL_ORIGINAL:
01152           /* Allow a house at the edge. 60% chance or
01153            * always ok if no road allowed. */
01154           rcmd = DiagDirToRoadBits(target_dir);
01155           allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
01156           break;
01157       }
01158     }
01159 
01160     if (allow_house) {
01161       /* Build a house, but not if there already is a house there. */
01162       if (!IsTileType(house_tile, MP_HOUSE)) {
01163         /* Level the land if possible */
01164         if (Chance16(1, 6)) LevelTownLand(house_tile);
01165 
01166         /* And build a house.
01167          * Set result to -1 if we managed to build it. */
01168         if (BuildTownHouse(t1, house_tile)) {
01169           _grow_town_result = GROWTH_SUCCEED;
01170         }
01171       }
01172       return;
01173     }
01174 
01175     _grow_town_result = GROWTH_SEARCH_STOPPED;
01176   }
01177 
01178   /* Return if a water tile */
01179   if (HasTileWaterGround(tile)) return;
01180 
01181   /* Make the roads look nicer */
01182   rcmd = CleanUpRoadBits(tile, rcmd);
01183   if (rcmd == ROAD_NONE) return;
01184 
01185   /* Only use the target direction for bridges to ensure they're connected.
01186    * The target_dir is as computed previously according to town layout, so
01187    * it will match it perfectly. */
01188   if (GrowTownWithBridge(t1, tile, target_dir)) return;
01189 
01190   GrowTownWithRoad(t1, tile, rcmd);
01191 }
01192 
01199 static int GrowTownAtRoad(Town *t, TileIndex tile)
01200 {
01201   /* Special case.
01202    * @see GrowTownInTile Check the else if
01203    */
01204   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
01205 
01206   assert(tile < MapSize());
01207 
01208   /* Number of times to search.
01209    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
01210    * them a little handicap. */
01211   switch (t->layout) {
01212     case TL_BETTER_ROADS:
01213       _grow_town_result = 10 + t->num_houses * 2 / 9;
01214       break;
01215 
01216     case TL_3X3_GRID:
01217     case TL_2X2_GRID:
01218       _grow_town_result = 10 + t->num_houses * 1 / 9;
01219       break;
01220 
01221     default:
01222       _grow_town_result = 10 + t->num_houses * 4 / 9;
01223       break;
01224   }
01225 
01226   do {
01227     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
01228 
01229     /* Try to grow the town from this point */
01230     GrowTownInTile(&tile, cur_rb, target_dir, t);
01231 
01232     /* Exclude the source position from the bitmask
01233      * and return if no more road blocks available */
01234     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
01235     if (cur_rb == ROAD_NONE) {
01236       return _grow_town_result;
01237     }
01238 
01239     /* Select a random bit from the blockmask, walk a step
01240      * and continue the search from there. */
01241     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
01242     tile = TileAddByDiagDir(tile, target_dir);
01243 
01244     if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, ROADTYPE_ROAD)) {
01245       /* Don't allow building over roads of other cities */
01246       if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
01247         _grow_town_result = GROWTH_SUCCEED;
01248       } else if (IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
01249         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
01250          * owner :) (happy happy happy road now) */
01251         SetRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN);
01252         SetTownIndex(tile, t->index);
01253       }
01254     }
01255 
01256     /* Max number of times is checked. */
01257   } while (--_grow_town_result >= 0);
01258 
01259   return (_grow_town_result == -2);
01260 }
01261 
01269 static RoadBits GenRandomRoadBits()
01270 {
01271   uint32 r = Random();
01272   uint a = GB(r, 0, 2);
01273   uint b = GB(r, 8, 2);
01274   if (a == b) b ^= 2;
01275   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
01276 }
01277 
01283 static bool GrowTown(Town *t)
01284 {
01285   static const TileIndexDiffC _town_coord_mod[] = {
01286     {-1,  0},
01287     { 1,  1},
01288     { 1, -1},
01289     {-1, -1},
01290     {-1,  0},
01291     { 0,  2},
01292     { 2,  0},
01293     { 0, -2},
01294     {-1, -1},
01295     {-2,  2},
01296     { 2,  2},
01297     { 2, -2},
01298     { 0,  0}
01299   };
01300 
01301   /* Current "company" is a town */
01302   Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
01303 
01304   TileIndex tile = t->xy; // The tile we are working with ATM
01305 
01306   /* Find a road that we can base the construction on. */
01307   const TileIndexDiffC *ptr;
01308   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01309     if (GetTownRoadBits(tile) != ROAD_NONE) {
01310       int r = GrowTownAtRoad(t, tile);
01311       cur_company.Restore();
01312       return r != 0;
01313     }
01314     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01315   }
01316 
01317   /* No road available, try to build a random road block by
01318    * clearing some land and then building a road there. */
01319   if (_settings_game.economy.allow_town_roads || _generating_world) {
01320     tile = t->xy;
01321     for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
01322       /* Only work with plain land that not already has a house */
01323       if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
01324         if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
01325           DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
01326           cur_company.Restore();
01327           return true;
01328         }
01329       }
01330       tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
01331     }
01332   }
01333 
01334   cur_company.Restore();
01335   return false;
01336 }
01337 
01338 void UpdateTownRadius(Town *t)
01339 {
01340   static const uint32 _town_squared_town_zone_radius_data[23][5] = {
01341     {  4,  0,  0,  0,  0}, // 0
01342     { 16,  0,  0,  0,  0},
01343     { 25,  0,  0,  0,  0},
01344     { 36,  0,  0,  0,  0},
01345     { 49,  0,  4,  0,  0},
01346     { 64,  0,  4,  0,  0}, // 20
01347     { 64,  0,  9,  0,  1},
01348     { 64,  0,  9,  0,  4},
01349     { 64,  0, 16,  0,  4},
01350     { 81,  0, 16,  0,  4},
01351     { 81,  0, 16,  0,  4}, // 40
01352     { 81,  0, 25,  0,  9},
01353     { 81, 36, 25,  0,  9},
01354     { 81, 36, 25, 16,  9},
01355     { 81, 49,  0, 25,  9},
01356     { 81, 64,  0, 25,  9}, // 60
01357     { 81, 64,  0, 36,  9},
01358     { 81, 64,  0, 36, 16},
01359     {100, 81,  0, 49, 16},
01360     {100, 81,  0, 49, 25},
01361     {121, 81,  0, 49, 25}, // 80
01362     {121, 81,  0, 49, 25},
01363     {121, 81,  0, 49, 36}, // 88
01364   };
01365 
01366   if (t->num_houses < 92) {
01367     memcpy(t->squared_town_zone_radius, _town_squared_town_zone_radius_data[t->num_houses / 4], sizeof(t->squared_town_zone_radius));
01368   } else {
01369     int mass = t->num_houses / 8;
01370     /* Actually we are proportional to sqrt() but that's right because we are covering an area.
01371      * The offsets are to make sure the radii do not decrease in size when going from the table
01372      * to the calculated value.*/
01373     t->squared_town_zone_radius[0] = mass * 15 - 40;
01374     t->squared_town_zone_radius[1] = mass * 9 - 15;
01375     t->squared_town_zone_radius[2] = 0;
01376     t->squared_town_zone_radius[3] = mass * 5 - 5;
01377     t->squared_town_zone_radius[4] = mass * 3 + 5;
01378   }
01379 }
01380 
01381 void UpdateTownMaxPass(Town *t)
01382 {
01383   t->max_pass = t->population >> 3;
01384   t->max_mail = t->population >> 4;
01385 }
01386 
01398 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
01399 {
01400   t->xy = tile;
01401   t->num_houses = 0;
01402   t->time_until_rebuild = 10;
01403   UpdateTownRadius(t);
01404   t->flags = 0;
01405   t->population = 0;
01406   t->grow_counter = 0;
01407   t->growth_rate = 250;
01408   t->new_max_pass = 0;
01409   t->new_max_mail = 0;
01410   t->new_act_pass = 0;
01411   t->new_act_mail = 0;
01412   t->max_pass = 0;
01413   t->max_mail = 0;
01414   t->act_pass = 0;
01415   t->act_mail = 0;
01416 
01417   t->pct_pass_transported = 0;
01418   t->pct_mail_transported = 0;
01419   t->fund_buildings_months = 0;
01420   t->new_act_food = 0;
01421   t->new_act_water = 0;
01422   t->act_food = 0;
01423   t->act_water = 0;
01424 
01425   for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
01426 
01427   t->have_ratings = 0;
01428   t->exclusivity = INVALID_COMPANY;
01429   t->exclusive_counter = 0;
01430   t->statues = 0;
01431 
01432   extern int _nb_orig_names;
01433   if (_settings_game.game_creation.town_name < _nb_orig_names) {
01434     /* Original town name */
01435     t->townnamegrfid = 0;
01436     t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
01437   } else {
01438     /* Newgrf town name */
01439     t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name  - _nb_orig_names);
01440     t->townnametype  = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
01441   }
01442   t->townnameparts = townnameparts;
01443 
01444   t->UpdateVirtCoord();
01445   InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
01446 
01447   t->InitializeLayout(layout);
01448 
01449   t->larger_town = city;
01450 
01451   int x = (int)size * 16 + 3;
01452   if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
01453   /* Don't create huge cities when founding town in-game */
01454   if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
01455 
01456   t->num_houses += x;
01457   UpdateTownRadius(t);
01458 
01459   int i = x * 4;
01460   do {
01461     GrowTown(t);
01462   } while (--i);
01463 
01464   t->num_houses -= x;
01465   UpdateTownRadius(t);
01466   UpdateTownMaxPass(t);
01467   UpdateAirportsNoise();
01468 }
01469 
01475 static CommandCost TownCanBePlacedHere(TileIndex tile)
01476 {
01477   /* Check if too close to the edge of map */
01478   if (DistanceFromEdge(tile) < 12) {
01479     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
01480   }
01481 
01482   /* Check distance to all other towns. */
01483   if (IsCloseToTown(tile, 20)) {
01484     return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
01485   }
01486 
01487   /* Can only build on clear flat areas, possibly with trees. */
01488   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
01489     return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
01490   }
01491 
01492   return CommandCost(EXPENSES_OTHER);
01493 }
01494 
01500 static bool IsUniqueTownName(const char *name)
01501 {
01502   const Town *t;
01503 
01504   FOR_ALL_TOWNS(t) {
01505     if (t->name != NULL && strcmp(t->name, name) == 0) return false;
01506   }
01507 
01508   return true;
01509 }
01510 
01523 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01524 {
01525   TownSize size = Extract<TownSize, 0, 2>(p1);
01526   bool city = HasBit(p1, 2);
01527   TownLayout layout = Extract<TownLayout, 3, 3>(p1);
01528   TownNameParams par(_settings_game.game_creation.town_name);
01529   bool random = HasBit(p1, 6);
01530   uint32 townnameparts = p2;
01531 
01532   if (size >= TSZ_END) return CMD_ERROR;
01533   if (layout >= NUM_TLS) return CMD_ERROR;
01534 
01535   /* Some things are allowed only in the scenario editor */
01536   if (_game_mode != GM_EDITOR) {
01537     if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
01538     if (size == TSZ_LARGE) return CMD_ERROR;
01539     if (random) return CMD_ERROR;
01540     if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
01541       return CMD_ERROR;
01542     }
01543   }
01544 
01545   if (StrEmpty(text)) {
01546     /* If supplied name is empty, townnameparts has to generate unique automatic name */
01547     if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01548   } else {
01549     /* If name is not empty, it has to be unique custom name */
01550     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
01551     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
01552   }
01553 
01554   /* Allocate town struct */
01555   if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
01556 
01557   if (!random) {
01558     CommandCost ret = TownCanBePlacedHere(tile);
01559     if (ret.Failed()) return ret;
01560   }
01561 
01562   static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
01563   /* multidimensional arrays have to have defined length of non-first dimension */
01564   assert_compile(lengthof(price_mult[0]) == 4);
01565 
01566   CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
01567   byte mult = price_mult[city][size];
01568 
01569   cost.MultiplyCost(mult);
01570 
01571   /* Create the town */
01572   if (flags & DC_EXEC) {
01573     if (cost.GetCost() > GetAvailableMoneyForCommand()) {
01574       _additional_cash_required = cost.GetCost();
01575       return CommandCost(EXPENSES_OTHER);
01576     }
01577 
01578     _generating_world = true;
01579     UpdateNearestTownForRoadTiles(true);
01580     Town *t;
01581     if (random) {
01582       t = CreateRandomTown(20, townnameparts, size, city, layout);
01583       if (t == NULL) {
01584         cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
01585       } else {
01586         _new_town_id = t->index;
01587       }
01588     } else {
01589       t = new Town(tile);
01590       DoCreateTown(t, tile, townnameparts, size, city, layout, true);
01591     }
01592     UpdateNearestTownForRoadTiles(false);
01593     _generating_world = false;
01594 
01595     if (t != NULL && !StrEmpty(text)) {
01596       t->name = strdup(text);
01597       t->UpdateVirtCoord();
01598     }
01599 
01600     if (_game_mode != GM_EDITOR) {
01601       /* 't' can't be NULL since 'random' is false outside scenedit */
01602       assert(!random);
01603       char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
01604       SetDParam(0, _current_company);
01605       GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
01606 
01607       char *cn = strdup(company_name);
01608       SetDParamStr(0, cn);
01609       SetDParam(1, t->index);
01610 
01611       AddNewsItem(STR_NEWS_NEW_TOWN, NS_INDUSTRY_OPEN, NR_TILE, tile, NR_NONE, UINT32_MAX, cn);
01612       AI::BroadcastNewEvent(new AIEventTownFounded(t->index));
01613     }
01614   }
01615   return cost;
01616 }
01617 
01627 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
01628 {
01629   switch (layout) {
01630     case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
01631     case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
01632     default:          return tile;
01633   }
01634 }
01635 
01645 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
01646 {
01647   switch (layout) {
01648     case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
01649     case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
01650     default:          return true;
01651   }
01652 }
01653 
01657 struct SpotData {
01658   TileIndex tile; 
01659   uint max_dist;  
01660   TownLayout layout; 
01661 };
01662 
01679 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
01680 {
01681   SpotData *sp = (SpotData*)user_data;
01682   uint dist = GetClosestWaterDistance(tile, true);
01683 
01684   if (IsTileType(tile, MP_CLEAR) &&
01685       GetTileSlope(tile, NULL) == SLOPE_FLAT &&
01686       IsTileAlignedToGrid(tile, sp->layout) &&
01687       dist > sp->max_dist) {
01688     sp->tile = tile;
01689     sp->max_dist = dist;
01690   }
01691 
01692   return false;
01693 }
01694 
01701 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
01702 {
01703   return IsTileType(tile, MP_CLEAR);
01704 }
01705 
01718 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
01719 {
01720   SpotData sp = { INVALID_TILE, 0, layout };
01721 
01722   TileIndex coast = tile;
01723   if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, NULL)) {
01724     CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
01725     return sp.tile;
01726   }
01727 
01728   /* if we get here just give up */
01729   return INVALID_TILE;
01730 }
01731 
01732 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
01733 {
01734   if (!Town::CanAllocateItem()) return NULL;
01735 
01736   do {
01737     /* Generate a tile index not too close from the edge */
01738     TileIndex tile = AlignTileToGrid(RandomTile(), layout);
01739 
01740     /* if we tried to place the town on water, slide it over onto
01741      * the nearest likely-looking spot */
01742     if (IsTileType(tile, MP_WATER)) {
01743       tile = FindNearestGoodCoastalTownSpot(tile, layout);
01744       if (tile == INVALID_TILE) continue;
01745     }
01746 
01747     /* Make sure town can be placed here */
01748     if (TownCanBePlacedHere(tile).Failed()) continue;
01749 
01750     /* Allocate a town struct */
01751     Town *t = new Town(tile);
01752 
01753     DoCreateTown(t, tile, townnameparts, size, city, layout, false);
01754 
01755     /* if the population is still 0 at the point, then the
01756      * placement is so bad it couldn't grow at all */
01757     if (t->population > 0) return t;
01758     DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
01759 
01760     /* We already know that we can allocate a single town when
01761      * entering this function. However, we create and delete
01762      * a town which "resets" the allocation checks. As such we
01763      * need to check again when assertions are enabled. */
01764     assert(Town::CanAllocateItem());
01765   } while (--attempts != 0);
01766 
01767   return NULL;
01768 }
01769 
01770 static const byte _num_initial_towns[4] = {5, 11, 23, 46};  // very low, low, normal, high
01771 
01779 bool GenerateTowns(TownLayout layout)
01780 {
01781   uint current_number = 0;
01782   uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
01783   uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
01784   uint32 townnameparts;
01785 
01786   SetGeneratingWorldProgress(GWP_TOWN, total);
01787 
01788   /* First attempt will be made at creating the suggested number of towns.
01789    * Note that this is really a suggested value, not a required one.
01790    * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
01791   do {
01792     bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
01793     IncreaseGeneratingWorldProgress(GWP_TOWN);
01794     /* Get a unique name for the town. */
01795     if (!GenerateTownName(&townnameparts)) continue;
01796     /* try 20 times to create a random-sized town for the first loop. */
01797     if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) current_number++; // If creation was successful, raise a flag.
01798   } while (--total);
01799 
01800   if (current_number != 0) return true;
01801 
01802   /* If current_number is still zero at this point, it means that not a single town has been created.
01803    * So give it a last try, but now more aggressive */
01804   if (GenerateTownName(&townnameparts) &&
01805       CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) {
01806     return true;
01807   }
01808 
01809   /* If there are no towns at all and we are generating new game, bail out */
01810   if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
01811     extern StringID _switch_mode_errorstr;
01812     _switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
01813   }
01814 
01815   return false;  // we are still without a town? we failed, simply
01816 }
01817 
01818 
01825 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
01826 {
01827   uint dist = DistanceSquare(tile, t->xy);
01828 
01829   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
01830 
01831   HouseZonesBits smallest = HZB_TOWN_EDGE;
01832   for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
01833     if (dist < t->squared_town_zone_radius[i]) smallest = i;
01834   }
01835 
01836   return smallest;
01837 }
01838 
01849 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
01850 {
01851   CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
01852 
01853   assert(cc.Succeeded());
01854 
01855   IncreaseBuildingCount(t, type);
01856   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
01857   if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
01858 
01859   MarkTileDirtyByTile(tile);
01860 }
01861 
01862 
01873 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
01874 {
01875   BuildingFlags size = HouseSpec::Get(type)->building_flags;
01876 
01877   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
01878   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
01879   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
01880   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
01881 }
01882 
01883 
01892 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
01893 {
01894   /* cannot build on these slopes... */
01895   Slope slope = GetTileSlope(tile, NULL);
01896   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
01897 
01898   /* building under a bridge? */
01899   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
01900 
01901   /* do not try to build over house owned by another town */
01902   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
01903 
01904   /* can we clear the land? */
01905   return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
01906 }
01907 
01908 
01918 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
01919 {
01920   if (!CanBuildHouseHere(tile, town, noslope)) return false;
01921 
01922   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
01923   if (GetTileMaxZ(tile) != z) return false;
01924 
01925   return true;
01926 }
01927 
01928 
01938 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
01939 {
01940   /* we need to check this tile too because we can be at different tile now */
01941   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01942 
01943   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
01944     tile += TileOffsByDiagDir(d);
01945     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
01946   }
01947 
01948   return true;
01949 }
01950 
01951 
01959 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
01960 {
01961   /* Allow towns everywhere when we don't build roads */
01962   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01963 
01964   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
01965 
01966   switch (t->layout) {
01967     case TL_2X2_GRID:
01968       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
01969       break;
01970 
01971     case TL_3X3_GRID:
01972       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
01973       break;
01974 
01975     default:
01976       break;
01977   }
01978 
01979   return true;
01980 }
01981 
01982 
01990 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
01991 {
01992   /* Allow towns everywhere when we don't build roads */
01993   if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
01994 
01995   /* Compute relative position of tile. (Positive offsets are towards north) */
01996   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
01997 
01998   switch (t->layout) {
01999     case TL_2X2_GRID:
02000       grid_pos.x %= 3;
02001       grid_pos.y %= 3;
02002       if ((grid_pos.x != 2 && grid_pos.x != -1) ||
02003         (grid_pos.y != 2 && grid_pos.y != -1)) return false;
02004       break;
02005 
02006     case TL_3X3_GRID:
02007       if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
02008       break;
02009 
02010     default:
02011       break;
02012   }
02013 
02014   return true;
02015 }
02016 
02017 
02027 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
02028 {
02029   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
02030 
02031   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
02032   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
02033 
02034   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
02035   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
02036     *tile = tile2;
02037     return true;
02038   }
02039 
02040   return false;
02041 }
02042 
02043 
02052 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
02053 {
02054   TileIndex tile2 = *tile;
02055 
02056   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
02057     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
02058       *tile = tile2;
02059       return true;
02060     }
02061     if (d == DIAGDIR_END) break;
02062     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
02063   }
02064 
02065   return false;
02066 }
02067 
02068 
02075 static bool BuildTownHouse(Town *t, TileIndex tile)
02076 {
02077   /* forbidden building here by town layout */
02078   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
02079 
02080   /* no house allowed at all, bail out */
02081   if (!CanBuildHouseHere(tile, t->index, false)) return false;
02082 
02083   uint z;
02084   Slope slope = GetTileSlope(tile, &z);
02085 
02086   /* Get the town zone type of the current tile, as well as the climate.
02087    * This will allow to easily compare with the specs of the new house to build */
02088   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
02089 
02090   /* Above snow? */
02091   int land = _settings_game.game_creation.landscape;
02092   if (land == LT_ARCTIC && z >= _settings_game.game_creation.snow_line) land = -1;
02093 
02094   uint bitmask = (1 << rad) + (1 << (land + 12));
02095 
02096   /* bits 0-4 are used
02097    * bits 11-15 are used
02098    * bits 5-10 are not used. */
02099   HouseID houses[HOUSE_MAX];
02100   uint num = 0;
02101   uint probs[HOUSE_MAX];
02102   uint probability_max = 0;
02103 
02104   /* Generate a list of all possible houses that can be built. */
02105   for (uint i = 0; i < HOUSE_MAX; i++) {
02106     const HouseSpec *hs = HouseSpec::Get(i);
02107 
02108     /* Verify that the candidate house spec matches the current tile status */
02109     if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
02110 
02111     /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
02112     if (hs->class_id != HOUSE_NO_CLASS) {
02113       /* id_count is always <= class_count, so it doesn't need to be checked */
02114       if (t->building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
02115     } else {
02116       /* If the house has no class, check id_count instead */
02117       if (t->building_counts.id_count[i] == UINT16_MAX) continue;
02118     }
02119 
02120     /* Without NewHouses, all houses have probability '1' */
02121     uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
02122     probability_max += cur_prob;
02123     probs[num] = cur_prob;
02124     houses[num++] = (HouseID)i;
02125   }
02126 
02127   uint maxz = GetTileMaxZ(tile);
02128 
02129   while (probability_max > 0) {
02130     uint r = RandomRange(probability_max);
02131     uint i;
02132     for (i = 0; i < num; i++) {
02133       if (probs[i] > r) break;
02134       r -= probs[i];
02135     }
02136 
02137     HouseID house = houses[i];
02138     probability_max -= probs[i];
02139 
02140     /* remove tested house from the set */
02141     num--;
02142     houses[i] = houses[num];
02143     probs[i] = probs[num];
02144 
02145     const HouseSpec *hs = HouseSpec::Get(house);
02146 
02147     if (_loaded_newgrf_features.has_newhouses && !_generating_world &&
02148         _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
02149       continue;
02150     }
02151 
02152     if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
02153 
02154     /* Special houses that there can be only one of. */
02155     uint oneof = 0;
02156 
02157     if (hs->building_flags & BUILDING_IS_CHURCH) {
02158       SetBit(oneof, TOWN_HAS_CHURCH);
02159     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02160       SetBit(oneof, TOWN_HAS_STADIUM);
02161     }
02162 
02163     if (t->flags & oneof) continue;
02164 
02165     /* Make sure there is no slope? */
02166     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
02167     if (noslope && slope != SLOPE_FLAT) continue;
02168 
02169     if (hs->building_flags & TILE_SIZE_2x2) {
02170       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
02171     } else if (hs->building_flags & TILE_SIZE_2x1) {
02172       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
02173     } else if (hs->building_flags & TILE_SIZE_1x2) {
02174       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
02175     } else {
02176       /* 1x1 house checks are already done */
02177     }
02178 
02179     byte random_bits = Random();
02180 
02181     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
02182       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
02183       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
02184     }
02185 
02186     /* build the house */
02187     t->num_houses++;
02188 
02189     /* Special houses that there can be only one of. */
02190     t->flags |= oneof;
02191 
02192     byte construction_counter = 0;
02193     byte construction_stage = 0;
02194 
02195     if (_generating_world || _game_mode == GM_EDITOR) {
02196       uint32 r = Random();
02197 
02198       construction_stage = TOWN_HOUSE_COMPLETED;
02199       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
02200 
02201       if (construction_stage == TOWN_HOUSE_COMPLETED) {
02202         ChangePopulation(t, hs->population);
02203       } else {
02204         construction_counter = GB(r, 2, 2);
02205       }
02206     }
02207 
02208     MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
02209 
02210     return true;
02211   }
02212 
02213   return false;
02214 }
02215 
02222 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
02223 {
02224   assert(IsTileType(tile, MP_HOUSE));
02225   DecreaseBuildingCount(t, house);
02226   DoClearSquare(tile);
02227   DeleteAnimatedTile(tile);
02228 
02229   DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
02230 }
02231 
02239 TileIndexDiff GetHouseNorthPart(HouseID &house)
02240 {
02241   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
02242     if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
02243       house--;
02244       return TileDiffXY(-1, 0);
02245     } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
02246       house--;
02247       return TileDiffXY(0, -1);
02248     } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
02249       house -= 2;
02250       return TileDiffXY(-1, 0);
02251     } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
02252       house -= 3;
02253       return TileDiffXY(-1, -1);
02254     }
02255   }
02256   return 0;
02257 }
02258 
02259 void ClearTownHouse(Town *t, TileIndex tile)
02260 {
02261   assert(IsTileType(tile, MP_HOUSE));
02262 
02263   HouseID house = GetHouseType(tile);
02264 
02265   /* need to align the tile to point to the upper left corner of the house */
02266   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
02267 
02268   const HouseSpec *hs = HouseSpec::Get(house);
02269 
02270   /* Remove population from the town if the house is finished. */
02271   if (IsHouseCompleted(tile)) {
02272     ChangePopulation(t, -hs->population);
02273   }
02274 
02275   t->num_houses--;
02276 
02277   /* Clear flags for houses that only may exist once/town. */
02278   if (hs->building_flags & BUILDING_IS_CHURCH) {
02279     ClrBit(t->flags, TOWN_HAS_CHURCH);
02280   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
02281     ClrBit(t->flags, TOWN_HAS_STADIUM);
02282   }
02283 
02284   /* Do the actual clearing of tiles */
02285   uint eflags = hs->building_flags;
02286   DoClearTownHouseHelper(tile, t, house);
02287   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
02288   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
02289   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
02290 }
02291 
02301 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02302 {
02303   Town *t = Town::GetIfValid(p1);
02304   if (t == NULL) return CMD_ERROR;
02305 
02306   bool reset = StrEmpty(text);
02307 
02308   if (!reset) {
02309     if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
02310     if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
02311   }
02312 
02313   if (flags & DC_EXEC) {
02314     free(t->name);
02315     t->name = reset ? NULL : strdup(text);
02316 
02317     t->UpdateVirtCoord();
02318     InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 1);
02319     UpdateAllStationVirtCoords();
02320   }
02321   return CommandCost();
02322 }
02323 
02333 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02334 {
02335   if (_game_mode != GM_EDITOR) return CMD_ERROR;
02336   Town *t = Town::GetIfValid(p1);
02337   if (t == NULL) return CMD_ERROR;
02338 
02339   if (flags & DC_EXEC) {
02340     /* The more houses, the faster we grow */
02341     uint amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
02342     t->num_houses += amount;
02343     UpdateTownRadius(t);
02344 
02345     uint n = amount * 10;
02346     do GrowTown(t); while (--n);
02347 
02348     t->num_houses -= amount;
02349     UpdateTownRadius(t);
02350 
02351     UpdateTownMaxPass(t);
02352   }
02353 
02354   return CommandCost();
02355 }
02356 
02366 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02367 {
02368   if (_game_mode != GM_EDITOR) return CMD_ERROR;
02369   Town *t = Town::GetIfValid(p1);
02370   if (t == NULL) return CMD_ERROR;
02371 
02372   /* Stations refer to towns. */
02373   const Station *st;
02374   FOR_ALL_STATIONS(st) {
02375     if (st->town == t) {
02376       /* Non-oil rig stations are always a problem. */
02377       if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
02378       /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
02379       CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02380       if (ret.Failed()) return ret;
02381     }
02382   }
02383 
02384   /* Depots refer to towns. */
02385   const Depot *d;
02386   FOR_ALL_DEPOTS(d) {
02387     if (d->town == t) return CMD_ERROR;
02388   }
02389 
02390   /* Check all tiles for town ownership. */
02391   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
02392     bool try_clear = false;
02393     switch (GetTileType(tile)) {
02394       case MP_ROAD:
02395         try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
02396         break;
02397 
02398       case MP_TUNNELBRIDGE:
02399         try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
02400         break;
02401 
02402       case MP_HOUSE:
02403         try_clear = GetTownIndex(tile) == t->index;
02404         break;
02405 
02406       case MP_INDUSTRY:
02407         try_clear = Industry::GetByTile(tile)->town == t;
02408         break;
02409 
02410       case MP_OBJECT:
02411         if (Town::GetNumItems() == 1) {
02412           /* No towns will be left, remove it! */
02413           try_clear = true;
02414         } else {
02415           Object *o = Object::GetByTile(tile);
02416           if (o->town == t) {
02417             if (GetObjectType(tile) == OBJECT_STATUE) {
02418               /* Statue... always remove. */
02419               try_clear = true;
02420             } else {
02421               /* Tell to find a new town. */
02422               if (flags & DC_EXEC) o->town = NULL;
02423             }
02424           }
02425         }
02426         break;
02427 
02428       default:
02429         break;
02430     }
02431     if (try_clear) {
02432       CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
02433       if (ret.Failed()) return ret;
02434     }
02435   }
02436 
02437   /* The town destructor will delete the other things related to the town. */
02438   if (flags & DC_EXEC) delete t;
02439 
02440   return CommandCost();
02441 }
02442 
02447 const byte _town_action_costs[TACT_COUNT] = {
02448   2, 4, 9, 35, 48, 53, 117, 175
02449 };
02450 
02451 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
02452 {
02453   if (flags & DC_EXEC) {
02454     ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
02455   }
02456   return CommandCost();
02457 }
02458 
02459 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
02460 {
02461   if (flags & DC_EXEC) {
02462     ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
02463   }
02464   return CommandCost();
02465 }
02466 
02467 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
02468 {
02469   if (flags & DC_EXEC) {
02470     ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
02471   }
02472   return CommandCost();
02473 }
02474 
02475 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
02476 {
02477   /* Check if the company is allowed to fund new roads. */
02478   if (!_settings_game.economy.fund_roads) return CMD_ERROR;
02479 
02480   if (flags & DC_EXEC) {
02481     t->road_build_months = 6;
02482 
02483     char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
02484     SetDParam(0, _current_company);
02485     GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
02486 
02487     char *cn = strdup(company_name);
02488     SetDParam(0, t->index);
02489     SetDParamStr(1, cn);
02490 
02491     AddNewsItem(STR_NEWS_ROAD_REBUILDING, NS_GENERAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
02492   }
02493   return CommandCost();
02494 }
02495 
02502 static bool SearchTileForStatue(TileIndex tile, void *user_data)
02503 {
02504   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
02505   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
02506   /* Don't build statues under bridges. */
02507   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
02508 
02509   if (!IsTileType(tile, MP_HOUSE) &&
02510       !IsTileType(tile, MP_CLEAR) &&
02511       !IsTileType(tile, MP_TREES)) {
02512     return false;
02513   }
02514 
02515   Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02516   CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
02517   cur_company.Restore();
02518 
02519   if (r.Failed()) return false;
02520 
02521   return true;
02522 }
02523 
02531 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
02532 {
02533   if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
02534 
02535   TileIndex tile = t->xy;
02536   if (CircularTileSearch(&tile, 9, SearchTileForStatue, NULL)) {
02537     if (flags & DC_EXEC) {
02538       Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
02539       DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
02540       cur_company.Restore();
02541       BuildObject(OBJECT_STATUE, tile, _current_company, t);
02542       SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
02543       MarkTileDirtyByTile(tile);
02544     }
02545     return CommandCost();
02546   }
02547   return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
02548 }
02549 
02550 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
02551 {
02552   if (flags & DC_EXEC) {
02553     /* Build next tick */
02554     t->grow_counter = 1;
02555     /* If we were not already growing */
02556     SetBit(t->flags, TOWN_IS_FUNDED);
02557     /* And grow for 3 months */
02558     t->fund_buildings_months = 3;
02559   }
02560   return CommandCost();
02561 }
02562 
02563 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
02564 {
02565   /* Check if it's allowed to buy the rights */
02566   if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
02567 
02568   if (flags & DC_EXEC) {
02569     t->exclusive_counter = 12;
02570     t->exclusivity = _current_company;
02571 
02572     ModifyStationRatingAround(t->xy, _current_company, 130, 17);
02573   }
02574   return CommandCost();
02575 }
02576 
02577 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
02578 {
02579   if (flags & DC_EXEC) {
02580     if (Chance16(1, 14)) {
02581       /* set as unwanted for 6 months */
02582       t->unwanted[_current_company] = 6;
02583 
02584       /* set all close by station ratings to 0 */
02585       Station *st;
02586       FOR_ALL_STATIONS(st) {
02587         if (st->town == t && st->owner == _current_company) {
02588           for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
02589         }
02590       }
02591 
02592       /* only show errormessage to the executing player. All errors are handled command.c
02593        * but this is special, because it can only 'fail' on a DC_EXEC */
02594       if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, STR_ERROR_BRIBE_FAILED_2, WL_INFO);
02595 
02596       /* decrease by a lot!
02597        * ChangeTownRating is only for stuff in demolishing. Bribe failure should
02598        * be independent of any cheat settings
02599        */
02600       if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
02601         t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
02602         SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02603       }
02604     } else {
02605       ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
02606     }
02607   }
02608   return CommandCost();
02609 }
02610 
02611 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
02612 static TownActionProc * const _town_action_proc[] = {
02613   TownActionAdvertiseSmall,
02614   TownActionAdvertiseMedium,
02615   TownActionAdvertiseLarge,
02616   TownActionRoadRebuild,
02617   TownActionBuildStatue,
02618   TownActionFundBuildings,
02619   TownActionBuyRights,
02620   TownActionBribe
02621 };
02622 
02630 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
02631 {
02632   int num = 0;
02633   TownActions buttons = TACT_NONE;
02634 
02635   /* Spectators and unwanted have no options */
02636   if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
02637 
02638     /* Things worth more than this are not shown */
02639     Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
02640 
02641     /* Check the action bits for validity and
02642      * if they are valid add them */
02643     for (uint i = 0; i != lengthof(_town_action_costs); i++) {
02644       const TownActions cur = (TownActions)(1 << i);
02645 
02646       /* Is the company not able to bribe ? */
02647       if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
02648 
02649       /* Is the company not able to buy exclusive rights ? */
02650       if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
02651 
02652       /* Is the company not able to fund local road reconstruction? */
02653       if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
02654 
02655       /* Is the company not able to build a statue ? */
02656       if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
02657 
02658       if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
02659         buttons |= cur;
02660         num++;
02661       }
02662     }
02663   }
02664 
02665   if (nump != NULL) *nump = num;
02666   return buttons;
02667 }
02668 
02680 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02681 {
02682   Town *t = Town::GetIfValid(p1);
02683   if (t == NULL || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
02684 
02685   if (!HasBit(GetMaskOfTownActions(NULL, _current_company, t), p2)) return CMD_ERROR;
02686 
02687   CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
02688 
02689   CommandCost ret = _town_action_proc[p2](t, flags);
02690   if (ret.Failed()) return ret;
02691 
02692   if (flags & DC_EXEC) {
02693     SetWindowDirty(WC_TOWN_AUTHORITY, p1);
02694   }
02695 
02696   return cost;
02697 }
02698 
02699 static void UpdateTownGrowRate(Town *t)
02700 {
02701   /* Increase company ratings if they're low */
02702   const Company *c;
02703   FOR_ALL_COMPANIES(c) {
02704     if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
02705       t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
02706     }
02707   }
02708 
02709   int n = 0;
02710 
02711   const Station *st;
02712   FOR_ALL_STATIONS(st) {
02713     if (DistanceSquare(st->xy, t->xy) <= t->squared_town_zone_radius[0]) {
02714       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
02715         n++;
02716         if (Company::IsValidID(st->owner)) {
02717           int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
02718           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
02719         }
02720       } else {
02721         if (Company::IsValidID(st->owner)) {
02722           int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
02723           t->ratings[st->owner] = max(new_rating, INT16_MIN);
02724         }
02725       }
02726     }
02727   }
02728 
02729   /* clamp all ratings to valid values */
02730   for (uint i = 0; i < MAX_COMPANIES; i++) {
02731     t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
02732   }
02733 
02734   SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02735 
02736   ClrBit(t->flags, TOWN_IS_FUNDED);
02737   if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
02738 
02743   static const uint16 _grow_count_values[2][6] = {
02744     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
02745     { 320, 420, 300, 220, 160, 100 }  // Normal values
02746   };
02747 
02748   uint16 m;
02749 
02750   if (t->fund_buildings_months != 0) {
02751     m = _grow_count_values[0][min(n, 5)];
02752     t->fund_buildings_months--;
02753   } else {
02754     m = _grow_count_values[1][min(n, 5)];
02755     if (n == 0 && !Chance16(1, 12)) return;
02756   }
02757 
02758   if (_settings_game.game_creation.landscape == LT_ARCTIC) {
02759     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90) return;
02760 
02761   } else if (_settings_game.game_creation.landscape == LT_TROPIC) {
02762     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food == 0 || t->act_water == 0) && t->population > 60) return;
02763   }
02764 
02765   /* Use the normal growth rate values if new buildings have been funded in
02766    * this town and the growth rate is set to none. */
02767   uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
02768 
02769   m >>= growth_multiplier;
02770   if (t->larger_town) m /= 2;
02771 
02772   t->growth_rate = m / (t->num_houses / 50 + 1);
02773   if (m <= t->grow_counter) {
02774     t->grow_counter = m;
02775   }
02776 
02777   SetBit(t->flags, TOWN_IS_FUNDED);
02778 }
02779 
02780 static void UpdateTownAmounts(Town *t)
02781 {
02782   /* Using +1 here to prevent overflow and division by zero */
02783   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
02784 
02785   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
02786   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
02787   t->act_food = t->new_act_food; t->new_act_food = 0;
02788   t->act_water = t->new_act_water; t->new_act_water = 0;
02789 
02790   /* Using +1 here to prevent overflow and division by zero */
02791   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
02792   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
02793   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
02794 
02795   SetWindowDirty(WC_TOWN_VIEW, t->index);
02796 }
02797 
02798 static void UpdateTownUnwanted(Town *t)
02799 {
02800   const Company *c;
02801 
02802   FOR_ALL_COMPANIES(c) {
02803     if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
02804   }
02805 }
02806 
02813 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
02814 {
02815   if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
02816 
02817   Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
02818   if (t == NULL) return CommandCost();
02819 
02820   if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
02821 
02822   SetDParam(0, t->index);
02823   return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
02824 }
02825 
02834 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
02835 {
02836   Town *t;
02837   uint best = threshold;
02838   Town *best_town = NULL;
02839 
02840   FOR_ALL_TOWNS(t) {
02841     uint dist = DistanceManhattan(tile, t->xy);
02842     if (dist < best) {
02843       best = dist;
02844       best_town = t;
02845     }
02846   }
02847 
02848   return best_town;
02849 }
02850 
02859 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
02860 {
02861   switch (GetTileType(tile)) {
02862     case MP_ROAD:
02863       if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
02864 
02865       if (!HasTownOwnedRoad(tile)) {
02866         TownID tid = GetTownIndex(tile);
02867 
02868         if (tid == (TownID)INVALID_TOWN) {
02869           /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
02870           if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
02871           assert(Town::GetNumItems() == 0);
02872           return NULL;
02873         }
02874 
02875         assert(Town::IsValidID(tid));
02876         Town *town = Town::Get(tid);
02877 
02878         if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
02879 
02880         return town;
02881       }
02882       /* FALL THROUGH */
02883 
02884     case MP_HOUSE:
02885       return Town::GetByTile(tile);
02886 
02887     default:
02888       return CalcClosestTownFromTile(tile, threshold);
02889   }
02890 }
02891 
02892 static bool _town_rating_test = false; 
02893 static SmallMap<const Town *, int, 4> _town_test_ratings; 
02894 
02900 void SetTownRatingTestMode(bool mode)
02901 {
02902   static int ref_count = 0; // Number of times test-mode is switched on.
02903   if (mode) {
02904     if (ref_count == 0) {
02905       _town_test_ratings.Clear();
02906     }
02907     ref_count++;
02908   } else {
02909     assert(ref_count > 0);
02910     ref_count--;
02911   }
02912   _town_rating_test = !(ref_count == 0);
02913 }
02914 
02920 static int GetRating(const Town *t)
02921 {
02922   if (_town_rating_test) {
02923     SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
02924     if (it != _town_test_ratings.End()) {
02925       return it->second;
02926     }
02927   }
02928   return t->ratings[_current_company];
02929 }
02930 
02938 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
02939 {
02940   /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
02941   if (t == NULL || (flags & DC_NO_MODIFY_TOWN_RATING) ||
02942       !Company::IsValidID(_current_company) ||
02943       (_cheats.magic_bulldozer.value && add < 0)) {
02944     return;
02945   }
02946 
02947   int rating = GetRating(t);
02948   if (add < 0) {
02949     if (rating > max) {
02950       rating += add;
02951       if (rating < max) rating = max;
02952     }
02953   } else {
02954     if (rating < max) {
02955       rating += add;
02956       if (rating > max) rating = max;
02957     }
02958   }
02959   if (_town_rating_test) {
02960     _town_test_ratings[t] = rating;
02961   } else {
02962     SetBit(t->have_ratings, _current_company);
02963     t->ratings[_current_company] = rating;
02964     SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
02965   }
02966 }
02967 
02975 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
02976 {
02977   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
02978   if (t == NULL || !Company::IsValidID(_current_company) ||
02979       _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
02980     return CommandCost();
02981   }
02982 
02983   /* minimum rating needed to be allowed to remove stuff */
02984   static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
02985     /*                  ROAD_REMOVE,                    TUNNELBRIDGE_REMOVE */
02986     { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
02987     {    RATING_ROAD_NEEDED_NEUTRAL,    RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
02988     {    RATING_ROAD_NEEDED_HOSTILE,    RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
02989   };
02990 
02991   /* check if you're allowed to remove the road/bridge/tunnel
02992    * owned by a town no removal if rating is lower than ... depends now on
02993    * difficulty setting. Minimum town rating selected by difficulty level
02994    */
02995   int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
02996 
02997   if (GetRating(t) < needed) {
02998     SetDParam(0, t->index);
02999     return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
03000   }
03001 
03002   return CommandCost();
03003 }
03004 
03005 void TownsMonthlyLoop()
03006 {
03007   Town *t;
03008 
03009   FOR_ALL_TOWNS(t) {
03010     if (t->road_build_months != 0) t->road_build_months--;
03011 
03012     if (t->exclusive_counter != 0) {
03013       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
03014     }
03015 
03016     UpdateTownGrowRate(t);
03017     UpdateTownAmounts(t);
03018     UpdateTownUnwanted(t);
03019   }
03020 }
03021 
03022 void TownsYearlyLoop()
03023 {
03024   /* Increment house ages */
03025   for (TileIndex t = 0; t < MapSize(); t++) {
03026     if (!IsTileType(t, MP_HOUSE)) continue;
03027     IncrementHouseAge(t);
03028   }
03029 }
03030 
03031 void InitializeTowns()
03032 {
03033   _town_pool.CleanPool();
03034 }
03035 
03036 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
03037 {
03038   if (AutoslopeEnabled()) {
03039     HouseID house = GetHouseType(tile);
03040     GetHouseNorthPart(house); // modifies house to the ID of the north tile
03041     const HouseSpec *hs = HouseSpec::Get(house);
03042 
03043     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
03044     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
03045         (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
03046       bool allow_terraform = true;
03047 
03048       /* Call the autosloping callback per tile, not for the whole building at once. */
03049       house = GetHouseType(tile);
03050       hs = HouseSpec::Get(house);
03051       if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
03052         /* If the callback fails, allow autoslope. */
03053         uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
03054         if ((res != 0) && (res != CALLBACK_FAILED)) allow_terraform = false;
03055       }
03056 
03057       if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
03058     }
03059   }
03060 
03061   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
03062 }
03063 
03065 extern const TileTypeProcs _tile_type_town_procs = {
03066   DrawTile_Town,           // draw_tile_proc
03067   GetSlopeZ_Town,          // get_slope_z_proc
03068   ClearTile_Town,          // clear_tile_proc
03069   AddAcceptedCargo_Town,   // add_accepted_cargo_proc
03070   GetTileDesc_Town,        // get_tile_desc_proc
03071   GetTileTrackStatus_Town, // get_tile_track_status_proc
03072   NULL,                    // click_tile_proc
03073   AnimateTile_Town,        // animate_tile_proc
03074   TileLoop_Town,           // tile_loop_clear
03075   ChangeTileOwner_Town,    // change_tile_owner_clear
03076   AddProducedCargo_Town,   // add_produced_cargo_proc
03077   NULL,                    // vehicle_enter_tile_proc
03078   GetFoundation_Town,      // get_foundation_proc
03079   TerraformTile_Town,      // terraform_tile_proc
03080 };
03081 
03082 
03083 HouseSpec _house_specs[HOUSE_MAX];
03084 
03085 void ResetHouses()
03086 {
03087   memset(&_house_specs, 0, sizeof(_house_specs));
03088   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
03089 
03090   /* Reset any overrides that have been set. */
03091   _house_mngr.ResetOverride();
03092 }