OpenTTD-patches/town_cmd.c

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#include "stdafx.h"
#include "ttd.h"
#include "table/strings.h"
#include "viewport.h"
#include "town.h"
#include "command.h"
#include "pathfind.h"
#include "gfx.h"
#include "industry.h"
#include "station.h"
#include "player.h"
#include "news.h"
#include "saveload.h"
#include "economy.h"
#include "gui.h"
enum {
TOWN_HAS_CHURCH = 0x02,
TOWN_HAS_STADIUM = 0x04
};
// Local
static int _grow_town_result;
static bool BuildTownHouse(Town *t, uint tile);
static void ClearTownHouse(Town *t, uint tile);
static void DoBuildTownHouse(Town *t, uint tile);
typedef struct DrawTownTileStruct {
uint32 sprite_1;
uint32 sprite_2;
byte subtile_x:4;
byte subtile_y:4;
byte width:4;
byte height:4;
byte dz;
byte proc;
} DrawTownTileStruct;
#include "table/town_land.h"
static void TownDrawTileProc1(TileInfo *ti)
{
AddChildSpriteScreen(0x5A3, 0xE, 0x3C - (_map_owner[ti->tile]&0x7F));
}
typedef void TownDrawTileProc(TileInfo *ti);
static TownDrawTileProc * const _town_draw_tile_procs[1] = {
TownDrawTileProc1
};
static void DrawTile_Town(TileInfo *ti)
{
const DrawTownTileStruct *dcts;
byte z;
uint32 image;
/* Retrieve pointer to the draw town tile struct */
{
/* this "randomizes" on the (up to) 4 variants of a building */
byte gfx = _map2[ti->tile];
byte stage = _map3_lo[ti->tile] >> 6;
uint variant;
variant = ti->x >> 4;
variant ^= ti->x >> 6;
variant ^= ti->y >> 4;
variant -= ti->y >> 6;
variant &= 3;
dcts = &_town_draw_tile_data[gfx << 4 | variant << 2 | stage];
}
z = ti->z;
/* Add bricks below the house? */
if (ti->tileh) {
AddSortableSpriteToDraw(0x3DD + ti->tileh, ti->x, ti->y, 16, 16, 7, z);
AddChildSpriteScreen(dcts->sprite_1, 0x1F, 1);
z += 8;
} else {
/* Else draw regular ground */
DrawGroundSprite(dcts->sprite_1);
}
/* Add a house on top of the ground? */
if ((image = dcts->sprite_2) != 0) {
if (_display_opt & DO_TRANS_BUILDINGS)
image = (image & 0x3FFF) | 0x3224000;
AddSortableSpriteToDraw(image,
ti->x + dcts->subtile_x,
ti->y + dcts->subtile_y,
dcts->width + 1,
dcts->height + 1,
dcts->dz,
z);
if (_display_opt & DO_TRANS_BUILDINGS)
return;
}
{
int proc;
if ((proc=dcts->proc-1) >= 0 )
_town_draw_tile_procs[proc](ti);
}
}
static uint GetSlopeZ_Town(TileInfo *ti)
{
uint z = GetPartialZ(ti->x&0xF, ti->y&0xF, ti->tileh) + ti->z;
if (ti->tileh != 0) z = (z & ~7) + 4;
return (uint16) z;
}
2004-08-13 18:27:33 +00:00
static uint GetSlopeTileh_Town(TileInfo *ti)
{
return ti->tileh;
}
static void AnimateTile_Town(uint tile)
{
int old;
int i;
int a,b;
if (_tick_counter & 3)
return;
if (_map2[tile] != 4 && _map2[tile] != 5)
return;
if (!((old=_map_owner[tile])&0x80)) {
_map_owner[tile] |= 0x80;
do {
i = (Random()&7) - 1;
} while (i < 0 || i == 1 || i*6==old);
_map5[tile] = (_map5[tile] & ~0x3F) | i;
}
a = _map_owner[tile]&0x7F;
b = (_map5[tile]&0x3F) * 6;
a += (a < b) ? 1 : -1;
_map_owner[tile] = (_map_owner[tile]&0x80)|a;
if (a == b) {
_map5[tile] &= 0x40;
_map_owner[tile] &= 0x7F;
DeleteAnimatedTile(tile);
}
MarkTileDirtyByTile(tile);
}
static void UpdateTownRadius(Town *t);
static bool IsCloseToTown(uint tile, uint dist)
{
Town *t;
FOR_ALL_TOWNS(t) {
if (t->xy != 0 && GetTileDist(tile, t->xy) < dist)
return true;
}
return false;
}
static void ChangePopulation(Town *t, int mod)
{
t->population += mod;
InvalidateWindow(WC_TOWN_VIEW, t->index);
if (_town_sort_order & 2) _town_sort_dirty = true;
}
static void MakeSingleHouseBigger(uint tile)
{
byte b;
assert(IS_TILETYPE(tile, MP_HOUSE));
b = _map5[tile];
if (b & 0x80)
return;
_map5[tile] = (b & 0xC0) | ((b+1)&7);
if ((_map5[tile]&7) != 0)
return;
_map3_lo[tile] = _map3_lo[tile] + 0x40;
if ( (_map3_lo[tile] & 0xC0) == 0xC0) {
Town *t = ClosestTownFromTile(tile, (uint)-1);
ChangePopulation(t, _housetype_population[_map2[tile]]);
}
MarkTileDirtyByTile(tile);
}
static void MakeTownHouseBigger(uint tile)
{
uint flags = _house_more_flags[_map2[tile]];
if (flags & 8) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
if (flags & 4) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
if (flags & 2) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
if (flags & 1) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
}
static void TileLoop_Town(uint tile)
{
int house;
Town *t;
uint32 r;
if ((_map3_lo[tile] & 0xC0) != 0xC0) {
MakeTownHouseBigger(tile);
return;
}
house = _map2[tile];
if (_housetype_extra_flags[house] & 0x20 &&
!(_map5[tile] & 0x80) &&
CHANCE16(1,2) &&
AddAnimatedTile(tile)) {
_map5[tile] = (_map5[tile] & 0x40)|0x80;
}
t = ClosestTownFromTile(tile, (uint)-1);
r = Random();
if ( (byte)r < _housetype_population[house] ) {
uint amt = ((byte)r >> 3) + 1, moved;
if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
t->new_max_pass += amt;
moved = MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
t->new_act_pass += moved;
}
if ( (byte)(r>>8) < _housetype_mailamount[house] ) {
uint amt = ((byte)(r>>8) >> 3) + 1, moved;
if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
t->new_max_mail += amt;
moved = MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
t->new_act_mail += moved;
}
if (_house_more_flags[house]&8 && (t->flags12&1) && --t->time_until_rebuild == 0) {
r>>=16;
t->time_until_rebuild = (r & 63) + 130;
_current_player = OWNER_TOWN;
ClearTownHouse(t, tile);
// rebuild with another house?
if ( (byte) (r >> 8) >= 12) {
DoBuildTownHouse(t, tile);
}
_current_player = OWNER_NONE;
}
}
static void ClickTile_Town(uint tile)
{
/* not used */
}
static int32 ClearTile_Town(uint tile, byte flags)
{
int house, rating;
int32 cost;
Town *t;
// safety checks
if (!EnsureNoVehicle(tile)) return CMD_ERROR;
if (flags&DC_AUTO && !(flags&DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
house = _map2[tile];
cost = _price.remove_house * _housetype_remove_cost[house] >> 8;
rating = _housetype_remove_ratingmod[house];
_cleared_town_rating += rating;
_cleared_town = t = ClosestTownFromTile(tile, (uint)-1);
if (_current_player < MAX_PLAYERS) {
if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
SET_DPARAM16(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
}
}
if (flags & DC_EXEC) {
ChangeTownRating(t, -rating, -1000);
ClearTownHouse(t, tile);
}
return cost;
}
static void GetAcceptedCargo_Town(uint tile, AcceptedCargo ac)
{
int type = _map2[tile];
ac[CT_PASSENGERS] = _housetype_cargo_passengers[type];
ac[CT_MAIL] = _housetype_cargo_mail[type];
ac[CT_GOODS] = _housetype_cargo_goods[type];
ac[CT_FOOD] = _housetype_cargo_food[type];
}
static void GetTileDesc_Town(uint tile, TileDesc *td)
{
td->str = _town_tile_names[_map2[tile]];
if ((_map3_lo[tile] & 0xC0) != 0xC0) {
SET_DPARAMX16(td->dparam, 0, td->str);
td->str = STR_2058_UNDER_CONSTRUCTION;
}
td->owner = OWNER_TOWN;
}
static uint32 GetTileTrackStatus_Town(uint tile, TransportType mode)
{
/* not used */
return 0;
}
static void ChangeTileOwner_Town(uint tile, byte old_player, byte new_player)
{
/* not used */
}
static const TileIndexDiff _roadblock_tileadd[4+3] = {
TILE_XY(0,-1),
TILE_XY(1,0),
TILE_XY(0,1),
TILE_XY(-1,0),
// Store the first 3 elements again.
// Lets us rotate without using &3.
TILE_XY(0,-1),
TILE_XY(1,0),
TILE_XY(0,1),
};
static void TownTickHandler(Town *t)
{
if (t->flags12&1) {
int i = t->grow_counter - 1;
if (i < 0) {
if (GrowTown(t)) {
i = t->growth_rate;
} else {
i = 0;
}
}
t->grow_counter = i;
}
UpdateTownRadius(t);
}
void OnTick_Town()
{
uint i;
Town *t;
if (_game_mode == GM_EDITOR)
return;
i = _cur_town_ctr;
t = DEREF_TOWN(i);
if (++i == lengthof(_towns)) i = 0;
_cur_town_ctr = i;
if (t->xy != 0)
TownTickHandler(t);
}
static byte GetTownRoadMask(TileIndex tile)
{
byte b = GetRoadBitsByTile(tile);
byte r=0;
if (b&1) r|=10;
if (b&2) r|=5;
if (b&4) r|=9;
if (b&8) r|=6;
if (b&16) r|=3;
if (b&32) r|=12;
return r;
}
static bool IsRoadAllowedHere(uint tile, int dir)
{
uint k;
uint slope;
// If this assertion fails, it might be because the world contains
// land at the edges. This is not ok.
TILE_ASSERT(tile);
for(;;) {
// Check if there already is a road at this point?
if (GetRoadBitsByTile(tile) == 0) {
// No, try to build one in the direction.
// if that fails clear the land, and if that fails exit.
// This is to make sure that we can build a road here later.
if (DoCommandByTile(tile, (dir&1)?0xA:0x5, 0, DC_AUTO, CMD_BUILD_ROAD) == CMD_ERROR &&
DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR) == CMD_ERROR)
return false;
}
slope = GetTileSlope(tile, NULL);
if (slope == 0) {
no_slope:
// Tile has no slope
// Disallow the road if any neighboring tile has a road.
if (HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+1])), dir^2) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+3])), dir^2) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+1] + _roadblock_tileadd[dir+2])), dir) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, _roadblock_tileadd[dir+3] + _roadblock_tileadd[dir+2])), dir))
return false;
// Otherwise allow
return true;
}
// If the tile is not a slope in the right direction, then
// maybe terraform some.
if ((k = (dir&1)?0xC:0x9) != slope && (k^0xF) != slope) {
uint32 r = Random();
if (CHANCE16I(1,8, r) && !_generating_world) {
int32 res;
if (CHANCE16I(1,16,r))
res = DoCommandByTile(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER,
CMD_TERRAFORM_LAND);
else
res = DoCommandByTile(tile, slope^0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER,
CMD_TERRAFORM_LAND);
if (res == CMD_ERROR && CHANCE16I(1,3,r))
// We can consider building on the slope, though.
goto no_slope;
}
return false;
}
tile = TILE_ADD(tile, _roadblock_tileadd[dir]);
}
}
static bool TerraformTownTile(uint tile, int edges, int dir)
{
int32 r;
TILE_ASSERT(tile);
r = DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
if (r == CMD_ERROR || r >= 126*16)
return false;
DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
return true;
}
static void LevelTownLand(uint tile)
{
TileInfo ti;
TILE_ASSERT(tile);
// Don't terraform if land is plain or if there's a house there.
FindLandscapeHeightByTile(&ti, tile);
if (ti.tileh == 0 || ti.type == MP_HOUSE)
return;
// First try up, then down
if (!TerraformTownTile(tile, ~ti.tileh & 0xF, 1)) {
TerraformTownTile(tile, ti.tileh & 0xF, 0);
}
}
#define IS_WATER_TILE(t) (IS_TILETYPE((t), MP_WATER) && _map5[(t)] == 0)
static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
{
Town *t2;
uint16 r;
int a,b,rcmd;
uint tmptile;
TileInfo ti;
int i;
int j;
uint tile = *tile_ptr;
TILE_ASSERT(tile);
if (mask == 0) {
// Tile has no road. First reset the status counter
// to say that this is the last iteration.
_grow_town_result = 0;
// Then check if the tile we are at belongs to the town,
// if not, bail out.
t2 = ClosestTownFromTile(tile, (uint)-1);
if (t2 != t1)
return;
// Remove hills etc
LevelTownLand(tile);
// Is a road allowed here?
if (!IsRoadAllowedHere(tile, block))
return;
// Randomize new road block numbers
a = block;
b = block ^ 2;
r = (uint16)Random();
if (r <= 0x4000) do {
a = (int)Random() & 3;
} while(a == b);
if (!IsRoadAllowedHere(TILE_ADD(tile,_roadblock_tileadd[a]), a)) {
// A road is not allowed to continue the randomized road,
// return if the road we're trying to build is curved.
if ( a != (b^2))
return;
// Return if neither side of the new road is a house
if (!IS_TILETYPE(TILE_ADD(tile,_roadblock_tileadd[a+1]), MP_HOUSE) &&
!IS_TILETYPE(TILE_ADD(tile,_roadblock_tileadd[a+3]), MP_HOUSE))
return;
// That means that the road is only allowed if there is a house
// at any side of the new road.
}
rcmd = (1 << a) + (1 << b);
} else if (block < 5 && !HASBIT(mask,block^2)) {
// Continue building on a partial road.
// Always OK.
_grow_town_result = 0;
rcmd = 1 << (block^2);
} else {
// Reached a tunnel? Then continue at the other side of it.
if (IS_TILETYPE(tile, MP_TUNNELBRIDGE) && (_map5[tile]&~3)==4) {
FindLengthOfTunnelResult flotr = FindLengthOfTunnel(tile, _map5[tile]&3);
*tile_ptr = flotr.tile;
return;
}
// For any other kind of tunnel/bridge, bail out.
if (IS_TILETYPE(tile, MP_TUNNELBRIDGE))
return;
// Possibly extend the road in a direction.
// Randomize a direction and if it has a road, bail out.
i = (int)Random() & 3;
if (HASBIT(mask, i))
return;
// This is the tile we will reach if we extend to this direction.
tmptile = TILE_ADD(tile,_roadblock_tileadd[i]);
// Don't do it if it reaches to water.
if (IS_WATER_TILE(tmptile))
return;
// If the new tile belongs to another town,
// then stop the search altogether.
if (ClosestTownFromTile(tmptile, (uint)-1) != t1) {
_grow_town_result = 0;
return;
}
// Build a house at the edge. 60% chance or
// always ok if no road allowed.
if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6,10)) {
// But not if there already is a house there.
if (!IS_TILETYPE(tmptile, MP_HOUSE)) {
// Level the land if possible
LevelTownLand(tmptile);
// And build a house.
// Set result to -1 if we managed to build it.
if (BuildTownHouse(t1, tmptile))
_grow_town_result = -1;
}
return;
}
_grow_town_result = 0;
rcmd = 1 << i;
}
FindLandscapeHeightByTile(&ti, tile);
// Return if a water tile
if (ti.type == MP_WATER && ti.map5==0)
return;
// Determine direction of slope,
// and build a road if not a special slope.
if ((i=0,ti.tileh != 3) &&
(i++,ti.tileh != 9) &&
(i++,ti.tileh != 12) &&
(i++,ti.tileh != 6)) {
build_road_and_exit:
if (DoCommandByTile(tile, rcmd, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD) != CMD_ERROR)
_grow_town_result = -1;
return;
}
tmptile = tile;
// Now it contains the direction of the slope
j = -11; // max 11 tile long bridges
do {
if (++j == 0)
goto build_road_and_exit;
tmptile = TILE_MASK(tmptile + _tileoffs_by_dir[i]);
} while (IS_WATER_TILE(tmptile));
// no water tiles in between?
if (j == -10)
goto build_road_and_exit;
// Quit if it selecting an appropiate bridge type fails a large number of times.
j = 22;
{
int32 bridge_len = GetBridgeLength(tile, tmptile);
do {
byte bridge_type = RandomRange(MAX_BRIDGES - 1);
if (CheckBridge_Stuff(bridge_type, bridge_len)) {
if (DoCommandByTile(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE) != CMD_ERROR)
_grow_town_result = -1;
// obviously, if building any bridge would fail, there is no need to try other bridge-types
return;
}
} while(--j != 0);
}
}
#undef IS_WATER_TILE
// Returns true if a house was built, or no if the build failed.
static int GrowTownAtRoad(Town *t, uint tile)
{
uint mask;
int block = 5; // special case
TILE_ASSERT(tile);
// Number of times to search.
_grow_town_result = 10 + t->num_houses * 4 / 9;
do {
// Get a bitmask of the road blocks on a tile
mask = GetTownRoadMask(tile);
// Try to grow the town from this point
GrowTownInTile(&tile,mask,block,t);
// Exclude the source position from the bitmask
// and return if no more road blocks available
CLRBIT(mask, (block ^ 2));
if (mask == 0)
return _grow_town_result;
// Select a random bit from the blockmask, walk a step
// and continue the search from there.
do block = Random() & 3; while (!HASBIT(mask,block));
tile += _roadblock_tileadd[block];
// Max number of times is checked.
} while (--_grow_town_result >= 0);
return (_grow_town_result == -2);
}
// Generate a random road block
// The probability of a straight road
// is somewhat higher than a curved.
static int GenRandomRoadBits()
{
uint32 r = Random();
int a = r&3, b = (r >> 8) & 3;
if (a == b) b ^= 2;
return (1<<a)+(1<<b);
}
// Grow the town
// Returns true if a house was built, or no if the build failed.
bool GrowTown(Town *t)
{
uint tile;
const TileIndexDiff *ptr;
int offs;
TileInfo ti;
byte old_player;
static const TileIndexDiff _town_coord_mod[] = {
TILE_XY(-1,0),
TILE_XY(1,1),
TILE_XY(1,-1),
TILE_XY(-1,-1),
TILE_XY(-1,0),
TILE_XY(0,2),
TILE_XY(2,0),
TILE_XY(0,-2),
TILE_XY(-1,-1),
TILE_XY(-2,2),
TILE_XY(2,2),
TILE_XY(2,-2),
0,
};
// Current player is a town
old_player = _current_player;
_current_player = OWNER_TOWN;
// Find a road that we can base the construction on.
tile = t->xy;
ptr = _town_coord_mod;
do {
if (GetRoadBitsByTile(tile) != 0) {
int r = GrowTownAtRoad(t, tile);
_current_player = old_player;
return r;
}
offs = *ptr++;
tile = TILE_ADD(tile, offs);
} while (offs);
// No road available, try to build a random road block by
// clearing some land and then building a road there.
tile = t->xy;
ptr = _town_coord_mod;
do {
FindLandscapeHeightByTile(&ti, tile);
// Only work with plain land that not already has a house with map5=0
if (ti.tileh == 0 && !(ti.type==MP_HOUSE && ti.map5==0)) {
if (DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR) != CMD_ERROR) {
DoCommandByTile(tile, GenRandomRoadBits(), 0, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
_current_player = old_player;
return true;
}
}
offs = *ptr++;
tile = TILE_ADD(tile, offs);
} while (offs != 0);
_current_player = old_player;
return false;
}
static void UpdateTownRadius(Town *t)
{
static const uint16 _town_radius_data[23][5] = {
{ 4, 0, 0, 0, 0}, // 0
{16, 0, 0, 0, 0},
{25, 0, 0, 0, 0},
{36, 0, 0, 0, 0},
{49, 0, 4, 0, 0},
{64, 0, 4, 0, 0}, // 20
{64, 0, 9, 0, 1},
{64, 0, 9, 0, 4},
{64, 0, 16, 0, 4},
{81, 0, 16, 0, 4},
{81, 0, 16, 0, 4}, // 40
{81, 0, 25, 0, 9},
{81, 36, 25, 0, 9},
{81, 36, 25, 16, 9},
{81, 49, 0, 25, 9},
{81, 64, 0, 25, 9}, // 60
{81, 64, 0, 36, 9},
{81, 64, 0, 36, 16},
{100, 81, 0, 49, 16},
{100, 81, 0, 49, 25},
{121, 81, 0, 49, 25}, // 80
{121, 81, 0, 49, 25},
{121, 81, 0, 49, 36}, // 88
};
if (t->num_houses < 92) {
memcpy(t->radius, _town_radius_data[t->num_houses / 4], sizeof(t->radius));
} else {
int mass = t->num_houses / 8;
// At least very roughly extrapolate. Empirical numbers dancing between
// overwhelming by cottages and skyscrapers outskirts.
t->radius[0] = mass * mass;
// Actually we are proportional to sqrt() but that's right because
// we are covering an area.
t->radius[1] = mass * 7;
t->radius[2] = 0;
t->radius[3] = mass * 4;
t->radius[4] = mass * 3;
//debug("%d (->%d): %d %d %d %d\n", t->num_houses, mass, t->radius[0], t->radius[1], t->radius[3], t->radius[4]);
}
}
static void UpdateTownVirtCoord(Town *t)
{
Point pt = RemapCoords2(GET_TILE_X(t->xy)*16, GET_TILE_Y(t->xy)*16);
SET_DPARAM32(0, t->townnameparts);
UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24, t->townnametype);
}
static void CreateTownName(Town *t1)
{
Town *t2;
char buf1[64];
char buf2[64];
uint32 r;
t1->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
for(;;) {
restart:
r = Random();
SET_DPARAM32(0, r);
GetString(buf1, t1->townnametype);
// Check size and width
if (strlen(buf1) >= 31 || GetStringWidth(buf1) > 130)
continue;
FOR_ALL_TOWNS(t2) {
if (t2->xy != 0) {
SET_DPARAM32(0, t2->townnameparts);
GetString(buf2, t2->townnametype);
if (str_eq(buf1, buf2))
goto restart;
}
}
t1->townnameparts = r;
return;
}
}
static void UpdateTownMaxPass(Town *t)
{
t->max_pass = t->population >> 3;
t->max_mail = t->population >> 4;
}
static void DoCreateTown(Town *t, TileIndex tile)
{
int x, i;
// clear the town struct
i = t->index;
memset(t, 0, sizeof(Town));
t->index = i;
t->xy = tile;
t->num_houses = 0;
t->time_until_rebuild = 10;
UpdateTownRadius(t);
t->flags12 = 0;
t->population = 0;
t->grow_counter = 0;
t->growth_rate = 250;
t->new_max_pass = 0;
t->new_max_mail = 0;
t->new_act_pass = 0;
t->new_act_mail = 0;
t->max_pass = 0;
t->max_mail = 0;
t->act_pass = 0;
t->act_mail = 0;
t->pct_pass_transported = 0;
t->pct_mail_transported = 0;
t->fund_buildings_months = 0;
t->new_act_food = 0;
t->new_act_water = 0;
t->act_food = 0;
t->act_water = 0;
for(i = 0; i != MAX_PLAYERS; i++)
t->ratings[i] = 500;
t->have_ratings = 0;
t->exclusivity = (byte)-1;
t->exclusive_counter = 0;
t->statues = 0;
CreateTownName(t);
UpdateTownVirtCoord(t);
_town_sort_dirty = true;
x = (Random() & 0xF) + 8;
if (_game_mode == GM_EDITOR)
x = _new_town_size * 16 + 3;
t->num_houses += x;
UpdateTownRadius(t);
i = x * 4;
do {
GrowTown(t);
} while (--i);
t->num_houses -= x;
UpdateTownRadius(t);
UpdateTownMaxPass(t);
}
static Town *AllocateTown()
{
Town *t;
FOR_ALL_TOWNS(t) {
if (t->xy == 0) {
_total_towns++;
return t;
}
}
return NULL;
}
int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
uint tile = TILE_FROM_XY(x,y);
TileInfo ti;
Town *t;
SET_EXPENSES_TYPE(EXPENSES_OTHER);
// Check if too close to the edge of map
if (!CheckDistanceFromEdge(tile, 12))
return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
// Can only build on clear flat areas.
FindLandscapeHeightByTile(&ti, tile);
if (ti.type != MP_CLEAR || ti.tileh != 0)
return_cmd_error(STR_0239_SITE_UNSUITABLE);
// Check distance to all other towns.
if (IsCloseToTown(tile, 20))
return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
// Allocate town struct
t = AllocateTown();
if (t == NULL)
return_cmd_error(STR_023A_TOO_MANY_TOWNS);
// Create the town
if (flags & DC_EXEC) {
_generating_world = true;
DoCreateTown(t, tile);
_generating_world = false;
}
return 0;
}
Town *CreateRandomTown()
{
uint tile;
TileInfo ti;
Town *t;
int n;
// Try 20 times.
n = 20;
do {
// Generate a tile index not too close from the edge
tile = TILE_MASK(Random());
if (!CheckDistanceFromEdge(tile, 20))
continue;
// Make sure the tile is plain
FindLandscapeHeightByTile(&ti, tile);
if (ti.type != MP_CLEAR || ti.tileh != 0)
continue;
// Check not too close to a town
if (IsCloseToTown(tile, 20))
continue;
// Allocate a town struct
t = AllocateTown();
if (t == NULL)
break;
DoCreateTown(t, tile);
return t;
} while (--n);
return NULL;
}
static const byte _num_initial_towns[3] = {
11, 23, 46
};
void GenerateTowns()
{
uint n;
n = _num_initial_towns[_opt.diff.number_towns] + (Random()&7);
do CreateRandomTown(); while (--n);
}
static bool CheckBuildHouseMode(Town *t1, uint tile, uint tileh, int mode) {
Town *t2 = ClosestTownFromTile(tile, (uint)-1);
int b;
uint slope;
static const byte _masks[8] = {
0xC,0x3,0x9,0x6,
0x3,0xC,0x6,0x9,
};
if (t2 != t1)
return false;
slope = GetTileSlope(tile, NULL);
if (slope & 0x10)
return false;
b = 0;
if ((slope & 0xF && ~slope & _masks[mode])) b = ~b;
if ((tileh & 0xF && ~tileh & _masks[mode+4])) b = ~b;
if (b)
return false;
return DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR) != CMD_ERROR;
}
int GetTownRadiusGroup(Town *t, uint tile)
{
uint dist;
int i,smallest;
dist = GetTileDistAdv(tile, t->xy);
if (t->fund_buildings_months && dist <= 25)
return 4;
smallest = 0;
for(i=0; i!=lengthof(t->radius); i++) {
if (dist < t->radius[i])
smallest = i;
}
return smallest;
}
static bool CheckFree2x2Area(Town *t1, uint tile)
{
Town *t;
int i;
static const TileIndexDiff _tile_add[4] = {
TILE_XY(0,0),
TILE_XY(0,1) - TILE_XY(0,0),
TILE_XY(1,0) - TILE_XY(0,1),
TILE_XY(1,1) - TILE_XY(1,0),
};
for(i=0; i!=4; i++) {
tile += _tile_add[i];
t = ClosestTownFromTile(tile, (uint)-1);
if (t1 != t)
return false;
if (GetTileSlope(tile, NULL))
return false;
if (DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR) == CMD_ERROR)
return false;
}
return true;
}
static void DoBuildTownHouse(Town *t, uint tile)
{
int i;
uint bitmask;
int house;
uint slope;
int z;
uint oneof;
// Above snow?
slope = GetTileSlope(tile, &z);
// Get the town zone type
{
uint rad = GetTownRadiusGroup(t, tile);
int land = _opt.landscape;
if (land == LT_HILLY && z >= _opt.snow_line)
land = -1;
bitmask = (1 << rad) + (1 << (land + 12));
}
// bits 0-4 are used
// bits 11-15 are used
// bits 5-10 are not used.
{
byte houses[lengthof(_housetype_flags)];
int num = 0;
// Generate a list of all possible houses that can be built.
for(i=0; i!=lengthof(_housetype_flags); i++) {
if ((~_housetype_flags[i] & bitmask) == 0)
houses[num++] = (byte)i;
}
for(;;) {
house = houses[RandomRange(num)];
if (_cur_year < _housetype_years[house].min || _cur_year > _housetype_years[house].max)
continue;
// Special houses that there can be only one of.
switch (house) {
case HOUSE_TEMP_CHURCH:
case HOUSE_ARCT_CHURCH:
case HOUSE_SNOW_CHURCH:
case HOUSE_TROP_CHURCH:
case HOUSE_TOY_CHURCH:
oneof = TOWN_HAS_CHURCH;
break;
case HOUSE_STADIUM:
case HOUSE_MODERN_STADIUM:
oneof = TOWN_HAS_STADIUM;
break;
default:
oneof = 0;
break;
}
if (t->flags12 & oneof)
continue;
// Make sure there is no slope?
if (_housetype_extra_flags[house]&0x12 && slope)
continue;
if (_housetype_extra_flags[house]&0x10) {
if (CheckFree2x2Area(t,tile) ||
CheckFree2x2Area(t,(tile+=TILE_XY(-1,0))) ||
CheckFree2x2Area(t,(tile+=TILE_XY(0,-1))) ||
CheckFree2x2Area(t,(tile+=TILE_XY(1,0))))
break;
tile += TILE_XY(0,1);
} else if (_housetype_extra_flags[house]&4) {
if (CheckBuildHouseMode(t, tile+TILE_XY(1,0), slope, 0))
break;
if (CheckBuildHouseMode(t, tile+TILE_XY(-1,0), slope, 1)) {
tile += TILE_XY(-1,0);
break;
}
} else if (_housetype_extra_flags[house]&8) {
if (CheckBuildHouseMode(t, tile+TILE_XY(0,1), slope, 2))
break;
if (CheckBuildHouseMode(t, tile+TILE_XY(0,-1), slope, 3)) {
tile += TILE_XY(0,-1);
break;
}
} else
break;
}
}
t->num_houses++;
// Special houses that there can be only one of.
t->flags12 |= oneof;
{
int m3lo,m5,eflags;
// ENDING_2
m3lo = 0;
m5 = 0;
if (_generating_world) {
uint32 r = Random();
// Value for map3lo
m3lo = 0xC0;
if ((byte)r >= 220) m3lo &= (r>>8);
if (m3lo == 0xC0)
ChangePopulation(t, _housetype_population[house]);
// Initial value for map5.
m5 = (r >> 16) & 0x3F;
}
assert(IS_TILETYPE(tile, MP_CLEAR));
ModifyTile(tile,
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
house, /* map2 */
m3lo, /* map3_lo */
0, /* map_owner */
m5 /* map5 */
);
eflags = _housetype_extra_flags[house];
if (eflags&0x18) {
assert(IS_TILETYPE(tile + TILE_XY(0,1), MP_CLEAR));
ModifyTile(tile + TILE_XY(0,1),
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
++house, /* map2 */
m3lo, /* map3_lo */
0, /* map_owner */
m5 /* map5 */
);
}
if (eflags&0x14) {
assert(IS_TILETYPE(tile + TILE_XY(1,0), MP_CLEAR));
ModifyTile(tile + TILE_XY(1,0),
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
++house, /* map2 */
m3lo, /* map3_lo */
0, /* map_owner */
m5 /* map5 */
);
}
if (eflags&0x10) {
assert(IS_TILETYPE(tile + TILE_XY(1,1), MP_CLEAR));
ModifyTile(tile + TILE_XY(1,1),
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5 | MP_MAPOWNER,
++house, /* map2 */
m3lo, /* map3_lo */
0, /* map_owner */
m5 /* map5 */
);
}
}
// ENDING
}
static bool BuildTownHouse(Town *t, uint tile)
{
int32 r;
// make sure it's possible
if (!EnsureNoVehicle(tile)) return false;
if (GetTileSlope(tile, NULL) & 0x10) return false;
r = DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
if (r == CMD_ERROR) return false;
DoBuildTownHouse(t, tile);
return true;
}
static void DoClearTownHouseHelper(uint tile)
{
assert(IS_TILETYPE(tile, MP_HOUSE));
DoClearSquare(tile);
DeleteAnimatedTile(tile);
}
static void ClearTownHouse(Town *t, uint tile) {
uint house = _map2[tile];
uint eflags;
assert(IS_TILETYPE(tile, MP_HOUSE));
// need to align the tile to point to the upper left corner of the house
if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
if (_housetype_extra_flags[house-1] & 0x04) {
house--;
tile += TILE_XY(-1,0);
} else if (_housetype_extra_flags[house-1] & 0x18) {
house--;
tile += TILE_XY(0,-1);
} else if (_housetype_extra_flags[house-2] & 0x10) {
house-=2;
tile += TILE_XY(-1,0);
} else if (_housetype_extra_flags[house-3] & 0x10) {
house-=3;
tile += TILE_XY(-1,-1);
}
}
// Remove population from the town if the
// house is finished.
if ((~_map3_lo[tile] & 0xC0) == 0) {
ChangePopulation(t, -_housetype_population[house]);
}
t->num_houses--;
// Clear flags for houses that only may exist once/town.
switch (house) {
case HOUSE_TEMP_CHURCH:
case HOUSE_ARCT_CHURCH:
case HOUSE_SNOW_CHURCH:
case HOUSE_TROP_CHURCH:
case HOUSE_TOY_CHURCH:
t->flags12 &= ~TOWN_HAS_CHURCH;
break;
case HOUSE_STADIUM:
case HOUSE_MODERN_STADIUM:
t->flags12 &= ~TOWN_HAS_STADIUM;
break;
default:
break;
}
// Do the actual clearing of tiles
eflags = _housetype_extra_flags[house];
DoClearTownHouseHelper(tile);
if (eflags & 0x14) DoClearTownHouseHelper(tile + TILE_XY(1,0));
if (eflags & 0x18) DoClearTownHouseHelper(tile + TILE_XY(0,1));
if (eflags & 0x10) DoClearTownHouseHelper(tile + TILE_XY(1,1));
}
int32 CmdRenameTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
StringID str;
Town *t = DEREF_TOWN(p1);
str = AllocateName((byte*)_decode_parameters, 4);
if (str == 0)
return CMD_ERROR;
if (flags & DC_EXEC) {
StringID old_str = t->townnametype;
t->townnametype = str;
DeleteName(old_str);
UpdateTownVirtCoord(t);
_town_sort_dirty = true;
UpdateAllStationVirtCoord();
MarkWholeScreenDirty();
} else {
DeleteName(str);
}
return 0;
}
// Called from GUI
void DeleteTown(Town *t)
{
Industry *i;
uint tile;
// Delete town authority window
// and remove from list of sorted towns
DeleteWindowById(WC_TOWN_VIEW, t->index);
_town_sort_dirty = true;
// Delete all industries belonging to the town
for(i=_industries; i != endof(_industries); i++) {
if (i->xy && i->town == t)
DeleteIndustry(i);
}
// Go through all tiles and delete those belonging to the town
tile = 0;
do {
if (IS_TILETYPE(tile, MP_HOUSE)) {
if (ClosestTownFromTile(tile, (uint)-1) == t) {
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
} else if (IS_TILETYPE(tile, MP_TUNNELBRIDGE) || IS_TILETYPE(tile, MP_STREET)) {
if (_map_owner[tile] == OWNER_TOWN && ClosestTownFromTile(tile, (uint)-1) == t) {
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
}
} while (++tile != TILES_X * TILES_Y);
t->xy = 0;
DeleteName(t->townnametype);
MarkWholeScreenDirty();
}
// Called from GUI
void ExpandTown(Town *t)
{
int amount, n;
_generating_world = true;
amount = ((int)Random()&3) + 3;
t->num_houses += amount;
UpdateTownRadius(t);
n = amount * 4;
do GrowTown(t); while (--n);
t->num_houses -= amount;
UpdateTownRadius(t);
UpdateTownMaxPass(t);
_generating_world = false;
}
const byte _town_action_costs[8] = {
2, 4, 9, 35, 48, 53, 117, 175
};
typedef void TownActionProc(Town *t, int action);
static void TownActionAdvertise(Town *t, int action)
{
static const byte _advertising_amount[3] = {0x40, 0x70, 0xA0};
static const byte _advertising_radius[3] = {10,15,20};
ModifyStationRatingAround(t->xy, _current_player,
_advertising_amount[action],
_advertising_radius[action]);
}
static void TownActionRoadRebuild(Town *t, int action)
{
Player *p;
t->road_build_months = 6;
SET_DPARAM16(0, t->index);
p = DEREF_PLAYER(_current_player);
SET_DPARAM16(1, p->name_1);
SET_DPARAM32(2, p->name_2);
AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING,
NEWS_FLAGS(NM_NORMAL, NF_TILE, NT_GENERAL, 0), t->xy, 0);
}
static bool DoBuildStatueOfCompany(uint tile)
{
TileInfo ti;
byte old;
int32 r;
FindLandscapeHeightByTile(&ti, tile);
if (ti.tileh != 0)
return false;
if (ti.type != MP_HOUSE && ti.type != MP_CLEAR && ti.type != MP_TREES)
return false;
old = _current_player;
_current_player = OWNER_NONE;
r = DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
_current_player = old;
if (r == CMD_ERROR)
return false;
ModifyTile(tile, MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5,
2 /* map5 */
);
return true;
}
static void TownActionBuildStatue(Town *t, int action)
{
// Layouted as an outward spiral
static const TileIndexDiff _statue_tiles[] = {
TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(-1,0), TILE_XY(-1,0),
TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
TILE_XY(0,1), TILE_XY(0,1), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(-1,0), TILE_XY(-1,0),
TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
TILE_XY(-1,0), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1), TILE_XY(0,1),
TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0), TILE_XY(1,0),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1), TILE_XY(0,-1),
TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0), TILE_XY(-1,0),
0,
};
int offs;
uint tile = t->xy;
const TileIndexDiff *p = _statue_tiles;
SETBIT(t->statues, _current_player);
do {
if (DoBuildStatueOfCompany(tile))
return;
offs = *p++;
tile = TILE_ADD(tile, offs);
} while (offs);
}
static void TownActionFundBuildings(Town *t, int action)
{
t->grow_counter = 1;
t->flags12 |= 1;
t->fund_buildings_months = 3;
}
static void TownActionBuyRights(Town *t, int action)
{
t->exclusive_counter = 12;
t->exclusivity = _current_player;
ModifyStationRatingAround(t->xy, _current_player, 130, 17);
}
static void TownActionBribe(Town *t, int action)
{
if (!RandomRange(15)) {
GoodsEntry *ge;
Station *st;
int i, rating;
// set as unwanted for 6 months
t->unwanted[_current_player] = 6;
// set all close by station ratings to 0
FOR_ALL_STATIONS(st) {
if (st->town == t && st->owner == _current_player) {
for (i=0, ge = st->goods; i != NUM_CARGO; i++, ge++)
ge->rating = 0;
}
}
// only show errormessage to the executing player. All errors are handled command.c
// but this is special, because it can only 'fail' on a DC_EXEC
if (!_networking || (_current_player == _local_player))
ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
/* decrease by a lot!
* ChangeTownRating is only for stuff in demolishing. Bribe failure should
* be independent of any cheat settings
* ChangeTownRating(c, -1000, -50);
*/
rating = t->ratings[_current_player];
if (rating > -50)
t->ratings[_current_player] = -50;
} else {
ChangeTownRating(t, 200, 800);
}
}
static TownActionProc * const _town_action_proc[] = {
TownActionAdvertise,
TownActionAdvertise,
TownActionAdvertise,
TownActionRoadRebuild,
TownActionBuildStatue,
TownActionFundBuildings,
TownActionBuyRights,
TownActionBribe
};
// p1 = town
// p2 = action
int32 CmdDoTownAction(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
int32 cost;
SET_EXPENSES_TYPE(EXPENSES_OTHER);
cost = (_price.build_industry >> 8) * _town_action_costs[p2];
if (flags & DC_EXEC) {
_town_action_proc[p2](DEREF_TOWN(p1), p2);
InvalidateWindow(WC_TOWN_AUTHORITY, p1);
}
return cost;
}
static void UpdateTownGrowRate(Town *t)
{
int n;
Station *st;
byte m;
Player *p;
// Reset player ratings if they're low
FOR_ALL_PLAYERS(p) {
if (p->is_active && t->ratings[p->index] <= 200) {
t->ratings[p->index] += 5;
}
}
n = 0;
FOR_ALL_STATIONS(st) {
if (GetTileDistAdv(st->xy, t->xy) <= t->radius[0]) {
if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
n++;
if (st->owner < MAX_PLAYERS && t->ratings[st->owner] <= 1000-12)
t->ratings[st->owner] += 12;
} else {
if (st->owner < MAX_PLAYERS && t->ratings[st->owner] >= -1000+15)
t->ratings[st->owner] -= 15;
}
}
}
t->flags12 &= ~1;
if (t->fund_buildings_months != 0) {
static const byte _grow_count_values[6] = {
60, 60, 60, 50, 40, 30
};
m = _grow_count_values[min(n, 5)];
t->fund_buildings_months--;
} else if (n == 0) {
m = 160;
if (!CHANCE16(1, 12))
return;
} else {
static const byte _grow_count_values[5] = {
210, 150, 110, 80, 50
};
m = _grow_count_values[min(n, 5) - 1];
}
if (_opt.landscape == LT_HILLY) {
if (GET_TILEHEIGHT(t->xy) >= _opt.snow_line && t->act_food == 0 && t->population > 90)
return;
} else if (_opt.landscape == LT_DESERT) {
if (GetMapExtraBits(t->xy) == 1 && (t->act_food==0 || t->act_water==0) && t->population > 60)
return;
}
t->growth_rate = m / (t->num_houses / 50 + 1);
if (m <= t->grow_counter)
t->grow_counter = m;
t->flags12 |= 1;
}
static void UpdateTownAmounts(Town *t)
{
// Using +1 here to prevent overflow and division by zero
t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
t->max_pass = t->new_max_pass; t->new_max_pass = 0;
t->act_pass = t->new_act_pass; t->new_act_pass = 0;
t->act_food = t->new_act_food; t->new_act_food = 0;
t->act_water = t->new_act_water; t->new_act_water = 0;
// Using +1 here to prevent overflow and division by zero
t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
t->max_mail = t->new_max_mail; t->new_max_mail = 0;
t->act_mail = t->new_act_mail; t->new_act_mail = 0;
InvalidateWindow(WC_TOWN_VIEW, t->index);
}
static void UpdateTownUnwanted(Town *t)
{
Player *p;
FOR_ALL_PLAYERS(p) {
if (t->unwanted[p->index] > 0)
t->unwanted[p->index]--;
}
}
bool CheckIfAuthorityAllows(uint tile)
{
Town *t;
if (_current_player >= MAX_PLAYERS)
return true;
t = ClosestTownFromTile(tile, _patches.dist_local_authority);
if (t == NULL)
return true;
if (t->ratings[_current_player] > -200)
return true;
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
SET_DPARAM16(0, t->index);
return false;
}
Town *ClosestTownFromTile(uint tile, uint threshold)
{
Town *t;
uint dist, best = threshold;
Town *best_town = NULL;
FOR_ALL_TOWNS(t) {
if (t->xy != 0) {
dist = GetTileDist(tile, t->xy);
if (dist < best) {
best = dist;
best_town = t;
}
}
}
return best_town;
}
void ChangeTownRating(Town *t, int add, int max)
{
int rating;
// if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff
if (t == NULL || _current_player >= MAX_PLAYERS || (_cheats.magic_bulldozer.value && add < 0) )
return;
SETBIT(t->have_ratings, _current_player);
rating = t->ratings[_current_player];
if (add < 0) {
if (rating > max) {
rating += add;
if (rating < max) rating = max;
}
} else {
if (rating < max) {
rating += add;
if (rating > max) rating = max;
}
}
t->ratings[_current_player] = rating;
}
/* penalty for removing town-owned stuff */
static const int _default_rating_settings [3][3] = {
// ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE
{ 0, 128, 384}, // Permissive
{ 48, 192, 480}, // Neutral
{ 96, 384, 768}, // Hostile
};
bool CheckforTownRating(uint tile, uint32 flags, Town *t, byte type)
{
int modemod;
// if magic_bulldozer cheat is active, town doesn't restrict your destructive actions
if (t == NULL || _current_player >= MAX_PLAYERS || _cheats.magic_bulldozer.value)
return true;
/* check if you're allowed to remove the street/bridge/tunnel/industry
* owned by a town no removal if rating is lower than ... depends now on
* difficulty setting. Minimum town rating selected by difficulty level
*/
modemod = _default_rating_settings[_opt_mod_ptr->diff.town_council_tolerance][type];
if (t->ratings[_current_player] < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) {
SET_DPARAM16(0, t->index);
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
return false;
}
return true;
}
void TownsMonthlyLoop()
{
Town *t;
FOR_ALL_TOWNS(t) if (t->xy != 0) {
if (t->road_build_months != 0)
t->road_build_months--;
if (t->exclusive_counter != 0)
if(--t->exclusive_counter==0)
t->exclusivity = (byte)-1;
UpdateTownGrowRate(t);
UpdateTownAmounts(t);
UpdateTownUnwanted(t);
}
}
void InitializeTowns()
{
Subsidy *s;
int i;
memset(_towns, 0, sizeof(_towns));
for(i=0; i!=lengthof(_towns); i++)
_towns[i].index = i;
memset(_subsidies, 0, sizeof(_subsidies));
for (s=_subsidies; s != endof(_subsidies); s++)
s->cargo_type = 0xFF;
_cur_town_ctr = 0;
_town_sort_dirty = true;
_total_towns = 0;
}
const TileTypeProcs _tile_type_town_procs = {
DrawTile_Town, /* draw_tile_proc */
GetSlopeZ_Town, /* get_slope_z_proc */
ClearTile_Town, /* clear_tile_proc */
GetAcceptedCargo_Town, /* get_accepted_cargo_proc */
GetTileDesc_Town, /* get_tile_desc_proc */
GetTileTrackStatus_Town, /* get_tile_track_status_proc */
ClickTile_Town, /* click_tile_proc */
AnimateTile_Town, /* animate_tile_proc */
TileLoop_Town, /* tile_loop_clear */
ChangeTileOwner_Town, /* change_tile_owner_clear */
NULL, /* get_produced_cargo_proc */
NULL, /* vehicle_enter_tile_proc */
NULL, /* vehicle_leave_tile_proc */
2004-08-13 18:27:33 +00:00
GetSlopeTileh_Town, /* get_slope_tileh_proc */
};
// Save and load of towns.
static const byte _town_desc[] = {
SLE_VAR(Town,xy, SLE_UINT16),
SLE_CONDVAR(Town,population, SLE_FILE_U16 | SLE_VAR_U32, 0, 2),
SLE_CONDVAR(Town,population, SLE_UINT32, 3, 255),
SLE_VAR(Town,num_houses, SLE_UINT16),
SLE_VAR(Town,townnametype,SLE_UINT16),
SLE_VAR(Town,townnameparts,SLE_UINT32),
SLE_VAR(Town,flags12, SLE_UINT8),
SLE_VAR(Town,statues, SLE_UINT8),
// sort_index_obsolete was stored here in savegame format 0 - 1
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 1, 0, 1),
SLE_VAR(Town,have_ratings,SLE_UINT8),
SLE_ARR(Town,ratings, SLE_INT16, 8),
// failed bribe attempts are stored since savegame format 4
SLE_CONDARR(Town,unwanted, SLE_INT8, 8, 4,255),
SLE_VAR(Town,max_pass, SLE_UINT16),
SLE_VAR(Town,max_mail, SLE_UINT16),
SLE_VAR(Town,new_max_pass,SLE_UINT16),
SLE_VAR(Town,new_max_mail,SLE_UINT16),
SLE_VAR(Town,act_pass, SLE_UINT16),
SLE_VAR(Town,act_mail, SLE_UINT16),
SLE_VAR(Town,new_act_pass,SLE_UINT16),
SLE_VAR(Town,new_act_mail,SLE_UINT16),
SLE_VAR(Town,pct_pass_transported,SLE_UINT8),
SLE_VAR(Town,pct_mail_transported,SLE_UINT8),
SLE_VAR(Town,act_food, SLE_UINT16),
SLE_VAR(Town,act_water, SLE_UINT16),
SLE_VAR(Town,new_act_food,SLE_UINT16),
SLE_VAR(Town,new_act_water,SLE_UINT16),
SLE_VAR(Town,time_until_rebuild, SLE_UINT8),
SLE_VAR(Town,grow_counter, SLE_UINT8),
SLE_VAR(Town,growth_rate, SLE_UINT8),
SLE_VAR(Town,fund_buildings_months, SLE_UINT8),
SLE_VAR(Town,road_build_months, SLE_UINT8),
SLE_VAR(Town,exclusivity, SLE_UINT8),
SLE_VAR(Town,exclusive_counter, SLE_UINT8),
// reserve extra space in savegame here. (currently 30 bytes)
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 30, 2, 255),
SLE_END()
};
static void Save_TOWN()
{
Town *t;
FOR_ALL_TOWNS(t) if (t->xy != 0) {
SlSetArrayIndex(t->index);
SlObject(t, _town_desc);
}
}
static void Load_TOWN()
{
int index;
while ((index = SlIterateArray()) != -1) {
Town *t = DEREF_TOWN(index);
SlObject(t, _town_desc);
_total_towns++;
}
}
void AfterLoadTown()
{
Town *t;
FOR_ALL_TOWNS(t) {
if (t->xy != 0) {
UpdateTownRadius(t);
UpdateTownVirtCoord(t);
}
}
_town_sort_dirty = true;
}
const ChunkHandler _town_chunk_handlers[] = {
{ 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},
};