mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
436cb70988
More to come.
2204 lines
58 KiB
C++
2204 lines
58 KiB
C++
/* $Id$ */
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/** @file town_cmd.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "functions.h"
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#include "debug.h"
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#include "strings.h"
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#include "road_map.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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#include "map.h"
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#include "landscape.h"
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#include "tile.h"
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#include "town_map.h"
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#include "tunnel_map.h"
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#include "viewport.h"
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#include "town.h"
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#include "command.h"
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#include "gfx.h"
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#include "industry.h"
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#include "station.h"
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#include "vehicle.h"
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#include "player.h"
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#include "news.h"
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#include "saveload.h"
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#include "economy.h"
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#include "gui.h"
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#include "unmovable_map.h"
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#include "water_map.h"
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#include "variables.h"
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#include "bridge.h"
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#include "bridge_map.h"
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#include "date.h"
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#include "table/town_land.h"
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#include "genworld.h"
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#include "newgrf.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_house.h"
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/**
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* Called if a new block is added to the town-pool
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*/
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static void TownPoolNewBlock(uint start_item)
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{
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Town *t;
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* TODO - This is just a temporary stage, this will be removed. */
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for (t = GetTown(start_item); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) t->index = start_item++;
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}
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/* Initialize the town-pool */
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DEFINE_OLD_POOL(Town, Town, TownPoolNewBlock, NULL)
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/**
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* Removes a specific town as well as all industries
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* under its "juridiction"
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* @param t Town to remove
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*/
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void DestroyTown(Town *t)
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{
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Industry *i;
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TileIndex tile;
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/* Delete town authority window
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* and remove from list of sorted towns */
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DeleteWindowById(WC_TOWN_VIEW, t->index);
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_town_sort_dirty = true;
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_total_towns--;
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/* Delete all industries belonging to the town */
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FOR_ALL_INDUSTRIES(i) if (i->town == t) DeleteIndustry(i);
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/* Go through all tiles and delete those belonging to the town */
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for (tile = 0; tile < MapSize(); ++tile) {
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switch (GetTileType(tile)) {
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case MP_HOUSE:
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if (GetTownByTile(tile) == t) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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break;
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case MP_STREET:
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case MP_TUNNELBRIDGE:
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if (IsTileOwner(tile, OWNER_TOWN) &&
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ClosestTownFromTile(tile, (uint)-1) == t)
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DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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break;
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default:
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break;
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}
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}
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DeleteName(t->townnametype);
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DeleteSubsidyWithTown(t->index);
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MarkWholeScreenDirty();
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}
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// Local
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static int _grow_town_result;
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static bool BuildTownHouse(Town *t, TileIndex tile);
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static void DoBuildTownHouse(Town *t, TileIndex tile);
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static void TownDrawHouseLift(const TileInfo *ti)
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{
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AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
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}
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typedef void TownDrawTileProc(const TileInfo *ti);
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static TownDrawTileProc * const _town_draw_tile_procs[1] = {
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TownDrawHouseLift
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};
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uint OriginalTileRandomiser(uint x, uint y)
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{
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uint variant;
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variant = x >> 4;
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variant ^= x >> 6;
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variant ^= y >> 4;
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variant -= y >> 6;
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variant &= 3;
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return variant;
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}
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/**
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* House Tile drawing handler.
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* Part of the tile loop process
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* @param ti TileInfo of the tile to draw
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*/
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static void DrawTile_Town(TileInfo *ti)
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{
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const DrawBuildingsTileStruct *dcts;
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SpriteID image;
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SpriteID pal;
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HouseID house_id = GetHouseType(ti->tile);
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if (house_id >= NEW_HOUSE_OFFSET) {
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/* Houses don't necessarily need new graphics. If they don't have a
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* spritegroup associated with them, then the sprite for the substitute
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* house id is drawn instead. */
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if (GetHouseSpecs(house_id)->spritegroup != NULL) {
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DrawNewHouseTile(ti, house_id);
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return;
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} else {
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house_id = GetHouseSpecs(house_id)->substitute_id;
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}
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}
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/* Retrieve pointer to the draw town tile struct */
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dcts = &_town_draw_tile_data[house_id << 4 | OriginalTileRandomiser(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
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if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, ti->tileh);
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image = dcts->ground.sprite;
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pal = dcts->ground.pal;
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DrawGroundSprite(image, pal);
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/* Add a house on top of the ground? */
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image = dcts->building.sprite;
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if (image != 0) {
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if (HASBIT(_transparent_opt, TO_HOUSES)) {
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SETBIT(image, PALETTE_MODIFIER_TRANSPARENT);
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pal = PALETTE_TO_TRANSPARENT;
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} else {
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pal = dcts->building.pal;
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}
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AddSortableSpriteToDraw(image, pal,
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ti->x + dcts->subtile_x,
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ti->y + dcts->subtile_y,
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dcts->width + 1,
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dcts->height + 1,
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dcts->dz,
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ti->z
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);
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if (HASBIT(_transparent_opt, TO_HOUSES)) return;
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}
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{
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int proc = dcts->draw_proc - 1;
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if (proc >= 0) _town_draw_tile_procs[proc](ti);
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}
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}
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static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
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{
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return GetTileMaxZ(tile);
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}
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static Slope GetSlopeTileh_Town(TileIndex tile, Slope tileh)
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{
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return SLOPE_FLAT;
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}
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/**
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* Animate a tile for a town
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* Only certain houses can be animated
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* The newhouses animation superseeds regular ones
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* @param tile TileIndex of the house to animate
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*/
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static void AnimateTile_Town(TileIndex tile)
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{
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int pos, dest;
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if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
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AnimateNewHouseTile(tile);
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return;
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}
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if (_tick_counter & 3) return;
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/* If the house is not one with a lift anymore, then stop this animating.
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* Not exactly sure when this happens, but probably when a house changes.
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* Before this was just a return...so it'd leak animated tiles..
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* That bug seems to have been here since day 1?? */
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if (!(GetHouseSpecs(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
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DeleteAnimatedTile(tile);
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return;
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}
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if (!LiftHasDestination(tile)) {
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int i;
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/* Building has 6 floors, number 0 .. 6, where 1 is illegal.
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* This is due to the fact that the first floor is, in the graphics,
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* the height of 2 'normal' floors.
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* Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
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do {
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i = (Random() & 7) - 1;
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} while (i < 0 || i == 1 || i * 6 == GetLiftPosition(tile));
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SetLiftDestination(tile, i);
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}
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pos = GetLiftPosition(tile);
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dest = GetLiftDestination(tile) * 6;
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pos += (pos < dest) ? 1 : -1;
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SetLiftPosition(tile, pos);
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if (pos == dest) HaltLift(tile);
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MarkTileDirtyByTile(tile);
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}
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static void UpdateTownRadius(Town *t);
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/**
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* Determines if a town is close to a tile
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* @param tile TileIndex of the tile to query
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* @param dist maximum distance to be accepted
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* @returns true if the tile correspond to the distance criteria
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*/
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static bool IsCloseToTown(TileIndex tile, uint dist)
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{
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const Town* t;
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FOR_ALL_TOWNS(t) {
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if (DistanceManhattan(tile, t->xy) < dist) return true;
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}
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return false;
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}
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/**
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* Marks the town sign as needing a repaint
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* @param t Town requesting repaint
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*/
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static void MarkTownSignDirty(Town *t)
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{
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MarkAllViewportsDirty(
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t->sign.left - 6,
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t->sign.top - 3,
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t->sign.left + t->sign.width_1 * 4 + 12,
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t->sign.top + 45
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);
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}
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/**
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* Resize the sign(label) of the town after changes in
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* population (creation or growth or else)
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* @param t Town to update
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*/
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void UpdateTownVirtCoord(Town *t)
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{
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Point pt;
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MarkTownSignDirty(t);
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pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
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SetDParam(0, t->index);
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SetDParam(1, t->population);
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UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
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_patches.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
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MarkTownSignDirty(t);
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}
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/**
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* Change the towns population
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* @param t Town which polulation has changed
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* @param mod polulation change (can be positive or negative)
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*/
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static void ChangePopulation(Town *t, int mod)
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{
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t->population += mod;
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InvalidateWindow(WC_TOWN_VIEW, t->index);
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UpdateTownVirtCoord(t);
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if (_town_sort_order & 2) _town_sort_dirty = true;
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}
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/**
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* Determines the world population
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* Basically, count population of all towns, one by one
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* @return uint32 the calculated population of the world
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*/
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uint32 GetWorldPopulation()
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{
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uint32 pop;
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const Town* t;
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pop = 0;
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FOR_ALL_TOWNS(t) pop += t->population;
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return pop;
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}
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/**
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* Helper function for house completion stages progression
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* @param tile TileIndex of the house (or parts of it) to "grow"
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*/
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static void MakeSingleHouseBigger(TileIndex tile)
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{
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assert(IsTileType(tile, MP_HOUSE));
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/* means it is completed, get out. */
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if (LiftHasDestination(tile)) return;
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/* progress in construction stages */
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IncHouseConstructionTick(tile);
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if (GetHouseConstructionTick(tile) != 0) return;
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/* Check and/or */
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if (HASBIT(GetHouseSpecs(GetHouseType(tile))->callback_mask, CBM_CONSTRUCTION_STATE_CHANGE)) {
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uint16 callback_res = GetHouseCallback(CBID_CONSTRUCTION_STATE_CHANGE, 0, GetHouseType(tile), GetTownByTile(tile), tile);
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if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(tile, callback_res);
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}
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if (IsHouseCompleted(tile)) {
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/* Now that construction is complete, we can add the population of the
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* building to the town. */
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ChangePopulation(GetTownByTile(tile), GetHouseSpecs(GetHouseType(tile))->population);
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}
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MarkTileDirtyByTile(tile);
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}
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/** Make the house advances in its construction stages until completion
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* @param tile TileIndex of house
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*/
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static void MakeTownHouseBigger(TileIndex tile)
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{
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uint flags = GetHouseSpecs(GetHouseType(tile))->building_flags;
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if (flags & BUILDING_HAS_1_TILE) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
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if (flags & BUILDING_2_TILES_Y) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
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if (flags & BUILDING_2_TILES_X) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
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if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
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}
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/**
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* Periodic tic handler for houses and town
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* @param tile been asked to do its stuff
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*/
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static void TileLoop_Town(TileIndex tile)
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{
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Town *t;
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uint32 r;
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HouseID house_id = GetHouseType(tile);
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HouseSpec *hs = GetHouseSpecs(house_id);
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/* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
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* doesn't exist any more, so don't continue here. */
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if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
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if (!IsHouseCompleted(tile)) {
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/* Construction is not completed. See if we can go further in construction*/
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MakeTownHouseBigger(tile);
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return;
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}
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/* If the lift has a destination, it is already an animated tile. */
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if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
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house_id < NEW_HOUSE_OFFSET &&
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!LiftHasDestination(tile) &&
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CHANCE16(1, 2))
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AddAnimatedTile(tile);
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t = GetTownByTile(tile);
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r = Random();
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if (GB(r, 0, 8) < hs->population) {
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uint amt = GB(r, 0, 8) / 8 + 1;
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uint moved;
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if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
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t->new_max_pass += amt;
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moved = MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
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t->new_act_pass += moved;
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}
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if (GB(r, 8, 8) < hs->mail_generation) {
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uint amt = GB(r, 8, 8) / 8 + 1;
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uint moved;
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if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
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t->new_max_mail += amt;
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moved = MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
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t->new_act_mail += moved;
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}
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_current_player = OWNER_TOWN;
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if (hs->building_flags & BUILDING_HAS_1_TILE &&
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HASBIT(t->flags12, TOWN_IS_FUNDED) &&
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CanDeleteHouse(tile) &&
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--t->time_until_rebuild == 0) {
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t->time_until_rebuild = GB(r, 16, 8) + 192;
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ClearTownHouse(t, tile);
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/* Rebuild with another house? */
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if (GB(r, 24, 8) >= 12) DoBuildTownHouse(t, tile);
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}
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_current_player = OWNER_NONE;
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}
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/**
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* Unused handler
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* @param tile unused
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*/
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static void ClickTile_Town(TileIndex tile)
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{
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/* not used */
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}
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static int32 ClearTile_Town(TileIndex tile, byte flags)
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{
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int rating;
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int32 cost;
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Town *t;
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HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
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if (flags&DC_AUTO && !(flags&DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
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if (!CanDeleteHouse(tile)) return CMD_ERROR;
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cost = _price.remove_house * hs->removal_cost >> 8;
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rating = hs->remove_rating_decrease;
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_cleared_town_rating += rating;
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_cleared_town = t = GetTownByTile(tile);
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if (IsValidPlayer(_current_player)) {
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if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
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SetDParam(0, t->index);
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return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
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}
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}
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if (flags & DC_EXEC) {
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ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM);
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ClearTownHouse(t, tile);
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}
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return cost;
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}
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static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
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{
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HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
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CargoID accepts[3];
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/* Set the initial accepted cargo types */
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for (uint8 i = 0; i < lengthof(accepts); i++) {
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accepts[i] = hs->accepts_cargo[i];
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}
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/* Check for custom accepted cargo types */
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if (HASBIT(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
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uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, GetHouseType(tile), GetTownByTile(tile), tile);
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if (callback != CALLBACK_FAILED) {
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/* Replace accepted cargo types with translated values from callback */
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accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grffile);
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accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grffile);
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accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
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}
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}
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/* Check for custom cargo acceptance */
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if (HASBIT(hs->callback_mask, CBM_CARGO_ACCEPTANCE)) {
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uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, GetHouseType(tile), GetTownByTile(tile), tile);
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if (callback != CALLBACK_FAILED) {
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if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4);
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if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4);
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if (_opt.landscape != LT_TEMPERATE && HASBIT(callback, 12)) {
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/* The 'S' bit indicates food instead of goods */
|
|
ac[CT_FOOD] = GB(callback, 8, 4);
|
|
} else {
|
|
if (accepts[2] != CT_INVALID) ac[accepts[2]] = GB(callback, 8, 4);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* No custom acceptance, so fill in with the default values */
|
|
for (uint8 i = 0; i < lengthof(accepts); i++) {
|
|
if (accepts[i] != CT_INVALID) ac[accepts[i]] = hs->cargo_acceptance[i];
|
|
}
|
|
}
|
|
|
|
static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
|
|
{
|
|
td->str = GetHouseSpecs(GetHouseType(tile))->building_name;
|
|
if (!IsHouseCompleted(tile)) {
|
|
SetDParamX(td->dparam, 0, td->str);
|
|
td->str = STR_2058_UNDER_CONSTRUCTION;
|
|
}
|
|
|
|
td->owner = OWNER_TOWN;
|
|
}
|
|
|
|
static uint32 GetTileTrackStatus_Town(TileIndex tile, TransportType mode)
|
|
{
|
|
/* not used */
|
|
return 0;
|
|
}
|
|
|
|
static void ChangeTileOwner_Town(TileIndex tile, PlayerID old_player, PlayerID new_player)
|
|
{
|
|
/* not used */
|
|
}
|
|
|
|
|
|
static const TileIndexDiffC _roadblock_tileadd[] = {
|
|
{ 0, -1},
|
|
{ 1, 0},
|
|
{ 0, 1},
|
|
{-1, 0},
|
|
|
|
/* Store the first 3 elements again.
|
|
* Lets us rotate without using &3. */
|
|
{ 0, -1},
|
|
{ 1, 0},
|
|
{ 0, 1}
|
|
};
|
|
|
|
|
|
static bool GrowTown(Town *t);
|
|
|
|
static void TownTickHandler(Town *t)
|
|
{
|
|
if (HASBIT(t->flags12, TOWN_IS_FUNDED)) {
|
|
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()
|
|
{
|
|
if (_game_mode == GM_EDITOR) return;
|
|
|
|
/* Make sure each town's tickhandler invocation frequency is about the
|
|
* same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */
|
|
for (_cur_town_iter += GetMaxTownIndex() + 1;
|
|
_cur_town_iter >= TOWN_GROWTH_FREQUENCY;
|
|
_cur_town_iter -= TOWN_GROWTH_FREQUENCY) {
|
|
uint32 i = _cur_town_ctr;
|
|
|
|
if (++_cur_town_ctr > GetMaxTownIndex())
|
|
_cur_town_ctr = 0;
|
|
|
|
if (IsValidTownID(i)) TownTickHandler(GetTown(i));
|
|
}
|
|
}
|
|
|
|
static RoadBits GetTownRoadMask(TileIndex tile)
|
|
{
|
|
TrackBits b = GetAnyRoadTrackBits(tile);
|
|
RoadBits r = ROAD_NONE;
|
|
|
|
if (b & TRACK_BIT_X) r |= ROAD_X;
|
|
if (b & TRACK_BIT_Y) r |= ROAD_Y;
|
|
if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
|
|
if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
|
|
if (b & TRACK_BIT_LEFT) r |= ROAD_NW | ROAD_SW;
|
|
if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
|
|
return r;
|
|
}
|
|
|
|
static bool IsRoadAllowedHere(TileIndex tile, int dir)
|
|
{
|
|
Slope k;
|
|
Slope 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 (GetAnyRoadTrackBits(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 (CmdFailed(DoCommand(tile, (dir & 1 ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
|
|
CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
|
|
return false;
|
|
}
|
|
|
|
slope = GetTileSlope(tile, NULL);
|
|
if (slope == SLOPE_FLAT) {
|
|
no_slope:
|
|
/* Tile has no slope
|
|
* Disallow the road if any neighboring tile has a road. */
|
|
if (HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir + 1]))), dir ^ 2) ||
|
|
HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir + 3]))), dir ^ 2) ||
|
|
HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir + 1]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2]))), dir) ||
|
|
HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir + 3]) + ToTileIndexDiff(_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. */
|
|
k = (dir & 1) ? SLOPE_NE : SLOPE_NW;
|
|
if (k != slope && ComplementSlope(k) != slope) {
|
|
uint32 r = Random();
|
|
|
|
if (CHANCE16I(1, 8, r) && !_generating_world) {
|
|
int32 res;
|
|
|
|
if (CHANCE16I(1, 16, r)) {
|
|
res = DoCommand(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER,
|
|
CMD_TERRAFORM_LAND);
|
|
} else {
|
|
res = DoCommand(tile, slope ^ 0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER,
|
|
CMD_TERRAFORM_LAND);
|
|
}
|
|
if (CmdFailed(res) && CHANCE16I(1, 3, r)) {
|
|
/* We can consider building on the slope, though. */
|
|
goto no_slope;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
|
|
static bool TerraformTownTile(TileIndex tile, int edges, int dir)
|
|
{
|
|
int32 r;
|
|
|
|
TILE_ASSERT(tile);
|
|
|
|
r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
|
|
if (CmdFailed(r) || r >= 126 * 16) return false;
|
|
DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
|
|
return true;
|
|
}
|
|
|
|
static void LevelTownLand(TileIndex tile)
|
|
{
|
|
Slope tileh;
|
|
|
|
TILE_ASSERT(tile);
|
|
|
|
/* Don't terraform if land is plain or if there's a house there. */
|
|
if (IsTileType(tile, MP_HOUSE)) return;
|
|
tileh = GetTileSlope(tile, NULL);
|
|
if (tileh == SLOPE_FLAT) return;
|
|
|
|
/* First try up, then down */
|
|
if (!TerraformTownTile(tile, ~tileh & 0xF, 1)) {
|
|
TerraformTownTile(tile, tileh & 0xF, 0);
|
|
}
|
|
}
|
|
|
|
static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town* t1)
|
|
{
|
|
RoadBits rcmd;
|
|
TileIndex tmptile;
|
|
DiagDirection i;
|
|
int j;
|
|
TileIndex tile = *tile_ptr;
|
|
|
|
TILE_ASSERT(tile);
|
|
|
|
if (mask == 0) {
|
|
int a;
|
|
int b;
|
|
|
|
/* Tile has no road. First reset the status counter
|
|
* to say that this is the last iteration. */
|
|
_grow_town_result = 0;
|
|
|
|
/* 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;
|
|
if (CHANCE16(1, 4)) {
|
|
do {
|
|
a = GB(Random(), 0, 2);
|
|
} while (a == b);
|
|
}
|
|
|
|
if (!IsRoadAllowedHere(TILE_ADD(tile, ToTileIndexDiff(_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 (!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 1])), MP_HOUSE) &&
|
|
!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_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 = (RoadBits)((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 = (RoadBits)(1 << (block ^ 2));
|
|
} else {
|
|
int i;
|
|
|
|
/* Reached a tunnel/bridge? Then continue at the other side of it. */
|
|
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
|
|
if (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_ROAD) {
|
|
*tile_ptr = GetOtherTunnelEnd(tile);
|
|
} else if (IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_ROAD) {
|
|
*tile_ptr = GetOtherBridgeEnd(tile);
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* Possibly extend the road in a direction.
|
|
* Randomize a direction and if it has a road, bail out. */
|
|
i = GB(Random(), 0, 2);
|
|
if (HASBIT(mask, i)) return;
|
|
|
|
/* This is the tile we will reach if we extend to this direction. */
|
|
tmptile = TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[i]));
|
|
|
|
/* Don't do it if it reaches to water. */
|
|
if (IsClearWaterTile(tmptile)) 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 (!IsTileType(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 = (RoadBits)(1 << i);
|
|
}
|
|
|
|
/* Return if a water tile */
|
|
if (IsClearWaterTile(tile)) return;
|
|
|
|
/* Determine direction of slope,
|
|
* and build a road if not a special slope. */
|
|
switch (GetTileSlope(tile, NULL)) {
|
|
case SLOPE_SW: i = DIAGDIR_NE; break;
|
|
case SLOPE_SE: i = DIAGDIR_NW; break;
|
|
case SLOPE_NW: i = DIAGDIR_SE; break;
|
|
case SLOPE_NE: i = DIAGDIR_SW; break;
|
|
|
|
default:
|
|
build_road_and_exit:
|
|
if (!CmdFailed(DoCommand(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
|
|
_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 + TileOffsByDiagDir(i));
|
|
} while (IsClearWaterTile(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 (!CmdFailed(DoCommand(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE)))
|
|
_grow_town_result = -1;
|
|
|
|
/* obviously, if building any bridge would fail, there is no need to try other bridge-types */
|
|
return;
|
|
}
|
|
} while (--j != 0);
|
|
}
|
|
}
|
|
|
|
/** Returns "growth" if a house was built, or no if the build failed.
|
|
* @param t town to inquiry
|
|
* @param tile to inquiry
|
|
* @return something other than zero(0)if town expansion was possible
|
|
*/
|
|
static int GrowTownAtRoad(Town *t, TileIndex tile)
|
|
{
|
|
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 */
|
|
RoadBits 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 */
|
|
ClrBitT(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 += ToTileIndexDiff(_roadblock_tileadd[block]);
|
|
|
|
if (IsTileType(tile, MP_STREET)) {
|
|
/* Don't allow building over roads of other cities */
|
|
if (IsTileOwner(tile, OWNER_TOWN) && GetTownByTile(tile) != t) {
|
|
_grow_town_result = -1;
|
|
} else if (_game_mode == GM_EDITOR) {
|
|
/* If we are in the SE, and this road-piece has no town owner yet, it just found an
|
|
* owner :) (happy happy happy road now) */
|
|
SetTileOwner(tile, OWNER_TOWN);
|
|
SetTownIndex(tile, t->index);
|
|
}
|
|
}
|
|
|
|
/* 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 RoadBits GenRandomRoadBits()
|
|
{
|
|
uint32 r = Random();
|
|
uint a = GB(r, 0, 2);
|
|
uint b = GB(r, 8, 2);
|
|
if (a == b) b ^= 2;
|
|
return (RoadBits)((1 << a) + (1 << b));
|
|
}
|
|
|
|
/** Grow the town
|
|
* @Return true if a house was built, or no if the build failed. */
|
|
static bool GrowTown(Town *t)
|
|
{
|
|
TileIndex tile;
|
|
const TileIndexDiffC *ptr;
|
|
PlayerID old_player;
|
|
|
|
static const TileIndexDiffC _town_coord_mod[] = {
|
|
{-1, 0},
|
|
{ 1, 1},
|
|
{ 1, -1},
|
|
{-1, -1},
|
|
{-1, 0},
|
|
{ 0, 2},
|
|
{ 2, 0},
|
|
{ 0, -2},
|
|
{-1, -1},
|
|
{-2, 2},
|
|
{ 2, 2},
|
|
{ 2, -2},
|
|
{ 0, 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;
|
|
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
|
|
if (GetAnyRoadTrackBits(tile) != 0) {
|
|
int r = GrowTownAtRoad(t, tile);
|
|
_current_player = old_player;
|
|
return r != 0;
|
|
}
|
|
tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
|
|
}
|
|
|
|
/* No road available, try to build a random road block by
|
|
* clearing some land and then building a road there. */
|
|
tile = t->xy;
|
|
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
|
|
/* Only work with plain land that not already has a house */
|
|
if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
|
|
if (!CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) {
|
|
DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
|
|
_current_player = old_player;
|
|
return true;
|
|
}
|
|
}
|
|
tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
|
|
}
|
|
|
|
_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 bool CreateTownName(uint32 *townnameparts)
|
|
{
|
|
Town *t2;
|
|
char buf1[64];
|
|
char buf2[64];
|
|
uint32 r;
|
|
/* Do not set too low tries, since when we run out of names, we loop
|
|
* for #tries only one time anyway - then we stop generating more
|
|
* towns. Do not show it too high neither, since looping through all
|
|
* the other towns may take considerable amount of time (10000 is
|
|
* too much). */
|
|
int tries = 1000;
|
|
uint16 townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
|
|
|
|
assert(townnameparts);
|
|
|
|
for (;;) {
|
|
restart:
|
|
r = Random();
|
|
|
|
SetDParam(0, r);
|
|
GetString(buf1, townnametype, lastof(buf1));
|
|
|
|
/* Check size and width */
|
|
if (strlen(buf1) >= 31 || GetStringBoundingBox(buf1).width > 130) continue;
|
|
|
|
FOR_ALL_TOWNS(t2) {
|
|
/* We can't just compare the numbers since
|
|
* several numbers may map to a single name. */
|
|
SetDParam(0, t2->index);
|
|
GetString(buf2, STR_TOWN, lastof(buf2));
|
|
if (strcmp(buf1, buf2) == 0) {
|
|
if (tries-- < 0) return false;
|
|
goto restart;
|
|
}
|
|
}
|
|
*townnameparts = r;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
void UpdateTownMaxPass(Town *t)
|
|
{
|
|
t->max_pass = t->population >> 3;
|
|
t->max_mail = t->population >> 4;
|
|
}
|
|
|
|
/**
|
|
* Does the actual town creation.
|
|
*
|
|
* @param t The town
|
|
* @param tile Where to put it
|
|
* @param townnameparts The town name
|
|
* @param size_mode How the size should be determined
|
|
* @param size Parameter for size determination
|
|
*/
|
|
static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSizeMode size_mode, uint size)
|
|
{
|
|
int x, i;
|
|
|
|
/* clear the town struct */
|
|
i = t->index;
|
|
memset(t, 0, sizeof(Town));
|
|
t->index = i;
|
|
_total_towns++;
|
|
|
|
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 = INVALID_PLAYER;
|
|
t->exclusive_counter = 0;
|
|
t->statues = 0;
|
|
|
|
t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
|
|
t->townnameparts = townnameparts;
|
|
|
|
UpdateTownVirtCoord(t);
|
|
_town_sort_dirty = true;
|
|
|
|
/* Random town size. */
|
|
x = (Random() & 0xF) + 8;
|
|
|
|
switch (size_mode) {
|
|
default: NOT_REACHED();
|
|
|
|
case TSM_RANDOM:
|
|
t->larger_town = false;
|
|
break;
|
|
|
|
case TSM_FIXED:
|
|
x = size * 16 + 3;
|
|
t->larger_town = false;
|
|
break;
|
|
|
|
case TSM_CITY:
|
|
x *= _patches.initial_city_size;
|
|
t->larger_town = true;
|
|
break;
|
|
}
|
|
|
|
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;
|
|
|
|
/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
|
|
* TODO - This is just a temporary stage, this will be removed. */
|
|
for (t = GetTown(0); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) {
|
|
if (!IsValidTown(t)) {
|
|
TownID index = t->index;
|
|
|
|
memset(t, 0, sizeof(Town));
|
|
t->index = index;
|
|
|
|
return t;
|
|
}
|
|
}
|
|
|
|
/* Check if we can add a block to the pool */
|
|
if (AddBlockToPool(&_Town_pool))
|
|
return AllocateTown();
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/** Create a new town.
|
|
* This obviously only works in the scenario editor. Function not removed
|
|
* as it might be possible in the future to fund your own town :)
|
|
* @param tile coordinates where town is built
|
|
* @param flags type of operation
|
|
* @param p1 size of the town (0 = small, 1 = medium, 2 = large)
|
|
* @param p2 size mode (@see TownSizeMode)
|
|
*/
|
|
int32 CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
Town *t;
|
|
uint32 townnameparts;
|
|
|
|
/* Only in the scenario editor */
|
|
if (_game_mode != GM_EDITOR) return CMD_ERROR;
|
|
if (p2 > TSM_CITY) return CMD_ERROR;
|
|
|
|
SET_EXPENSES_TYPE(EXPENSES_OTHER);
|
|
|
|
/* Check if too close to the edge of map */
|
|
if (DistanceFromEdge(tile) < 12)
|
|
return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
|
|
|
|
/* Can only build on clear flat areas, possibly with trees. */
|
|
if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
|
|
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);
|
|
|
|
/* Get a unique name for the town. */
|
|
if (!CreateTownName(&townnameparts))
|
|
return_cmd_error(STR_023A_TOO_MANY_TOWNS);
|
|
|
|
/* 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, townnameparts, (TownSizeMode)p2, p1);
|
|
_generating_world = false;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
|
|
{
|
|
TileIndex tile;
|
|
Town *t;
|
|
uint32 townnameparts;
|
|
|
|
do {
|
|
/* Generate a tile index not too close from the edge */
|
|
tile = RandomTile();
|
|
if (DistanceFromEdge(tile) < 20) continue;
|
|
|
|
/* Make sure the tile is plain */
|
|
if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
|
|
|
|
/* Check not too close to a town */
|
|
if (IsCloseToTown(tile, 20)) continue;
|
|
|
|
/* Get a unique name for the town. */
|
|
if (!CreateTownName(&townnameparts)) break;
|
|
|
|
/* Allocate a town struct */
|
|
t = AllocateTown();
|
|
if (t == NULL) break;
|
|
|
|
DoCreateTown(t, tile, townnameparts, mode, size);
|
|
return t;
|
|
} while (--attempts);
|
|
return NULL;
|
|
}
|
|
|
|
static const byte _num_initial_towns[3] = {11, 23, 46};
|
|
|
|
bool GenerateTowns()
|
|
{
|
|
uint num = 0;
|
|
uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
|
|
uint num_cities = _patches.larger_towns == 0 ? 0 : n / _patches.larger_towns;
|
|
|
|
SetGeneratingWorldProgress(GWP_TOWN, n);
|
|
|
|
do {
|
|
IncreaseGeneratingWorldProgress(GWP_TOWN);
|
|
/* try 20 times to create a random-sized town for the first loop. */
|
|
TownSizeMode mode = num_cities > 0 ? TSM_CITY : TSM_RANDOM;
|
|
if (CreateRandomTown(20, mode, _patches.initial_city_size) != NULL) num++;
|
|
if (num_cities > 0) num_cities--;
|
|
} while (--n);
|
|
|
|
/* give it a last try, but now more aggressive */
|
|
if (num == 0 && CreateRandomTown(10000, TSM_RANDOM, 0) == NULL) {
|
|
if (GetNumTowns() == 0) {
|
|
/* XXX - can we handle that more gracefully? */
|
|
if (_game_mode != GM_EDITOR) error("Could not generate any town");
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool CheckBuildHouseMode(TileIndex tile, Slope tileh, int mode)
|
|
{
|
|
int b;
|
|
Slope slope;
|
|
|
|
static const byte _masks[8] = {
|
|
0xC,0x3,0x9,0x6,
|
|
0x3,0xC,0x6,0x9,
|
|
};
|
|
|
|
slope = GetTileSlope(tile, NULL);
|
|
if (IsSteepSlope(slope)) return false;
|
|
|
|
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
|
|
|
|
b = 0;
|
|
if ((slope != SLOPE_FLAT && ~slope & _masks[mode])) b = ~b;
|
|
if ((tileh != SLOPE_FLAT && ~tileh & _masks[mode+4])) b = ~b;
|
|
if (b)
|
|
return false;
|
|
|
|
return !CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
|
|
}
|
|
|
|
|
|
uint GetTownRadiusGroup(const Town* t, TileIndex tile)
|
|
{
|
|
uint dist = DistanceSquare(tile, t->xy);
|
|
uint smallest;
|
|
uint i;
|
|
|
|
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(TileIndex tile)
|
|
{
|
|
int i;
|
|
|
|
static const TileIndexDiffC _tile_add[] = {
|
|
{0 , 0 },
|
|
{0 - 0, 1 - 0},
|
|
{1 - 0, 0 - 1},
|
|
{1 - 1, 1 - 0}
|
|
};
|
|
|
|
for (i = 0; i != 4; i++) {
|
|
tile += ToTileIndexDiff(_tile_add[i]);
|
|
|
|
if (GetTileSlope(tile, NULL) != SLOPE_FLAT) return false;
|
|
|
|
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
|
|
|
|
if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR)))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void DoBuildTownHouse(Town *t, TileIndex tile)
|
|
{
|
|
int i;
|
|
uint bitmask;
|
|
HouseID house;
|
|
Slope slope;
|
|
uint z;
|
|
uint oneof = 0;
|
|
HouseSpec *hs;
|
|
|
|
/* Above snow? */
|
|
slope = GetTileSlope(tile, &z);
|
|
|
|
/* Get the town zone type */
|
|
{
|
|
uint rad = GetTownRadiusGroup(t, tile);
|
|
|
|
int land = _opt.landscape;
|
|
if (land == LT_ARCTIC && 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. */
|
|
{
|
|
HouseID houses[HOUSE_MAX];
|
|
int num = 0;
|
|
uint cumulative_probs[HOUSE_MAX];
|
|
uint probability_max = 0;
|
|
|
|
/* Generate a list of all possible houses that can be built. */
|
|
for (i = 0; i < HOUSE_MAX; i++) {
|
|
hs = GetHouseSpecs(i);
|
|
if ((~hs->building_availability & bitmask) == 0 && hs->enabled) {
|
|
if (_have_newhouses) {
|
|
probability_max += hs->probability;
|
|
cumulative_probs[num] = probability_max;
|
|
}
|
|
houses[num++] = (HouseID)i;
|
|
}
|
|
}
|
|
|
|
for (;;) {
|
|
if (_have_newhouses) {
|
|
uint r = RandomRange(probability_max);
|
|
for (i = 0; i < num; i++) if (cumulative_probs[i] >= r) break;
|
|
|
|
house = houses[i];
|
|
} else {
|
|
house = houses[RandomRange(num)];
|
|
}
|
|
|
|
hs = GetHouseSpecs(house);
|
|
|
|
if (_have_newhouses) {
|
|
if (hs->override != 0) hs = GetHouseSpecs(hs->override);
|
|
|
|
if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world) continue;
|
|
|
|
if (HASBIT(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
|
|
uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, house, t, tile);
|
|
if (callback_res != CALLBACK_FAILED && callback_res == 0) continue;
|
|
}
|
|
}
|
|
|
|
if (_cur_year < hs->min_date || _cur_year > hs->max_date) continue;
|
|
|
|
/* Special houses that there can be only one of. */
|
|
if (hs->building_flags & BUILDING_IS_CHURCH) {
|
|
SETBIT(oneof, TOWN_HAS_CHURCH);
|
|
} else if (hs->building_flags & BUILDING_IS_STADIUM) {
|
|
SETBIT(oneof, TOWN_HAS_STADIUM);
|
|
} else {
|
|
oneof = 0;
|
|
}
|
|
|
|
if (HASBITS(t->flags12 , oneof)) continue;
|
|
|
|
/* Make sure there is no slope? */
|
|
if (hs->building_flags & TILE_NOT_SLOPED && slope != SLOPE_FLAT) continue;
|
|
|
|
if (hs->building_flags & TILE_SIZE_2x2) {
|
|
if (CheckFree2x2Area(tile) ||
|
|
CheckFree2x2Area(tile += TileDiffXY(-1, 0)) ||
|
|
CheckFree2x2Area(tile += TileDiffXY( 0, -1)) ||
|
|
CheckFree2x2Area(tile += TileDiffXY( 1, 0))) {
|
|
break;
|
|
}
|
|
tile += TileDiffXY(0, 1);
|
|
} else if (hs->building_flags & TILE_SIZE_2x1) {
|
|
if (CheckBuildHouseMode(tile + TileDiffXY(1, 0), slope, 0)) break;
|
|
|
|
if (CheckBuildHouseMode(tile + TileDiffXY(-1, 0), slope, 1)) {
|
|
tile += TileDiffXY(-1, 0);
|
|
break;
|
|
}
|
|
} else if (hs->building_flags & TILE_SIZE_1x2) {
|
|
if (CheckBuildHouseMode(tile + TileDiffXY(0, 1), slope, 2)) break;
|
|
|
|
if (CheckBuildHouseMode(tile + TileDiffXY(0, -1), slope, 3)) {
|
|
tile += TileDiffXY(0, -1);
|
|
break;
|
|
}
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
t->num_houses++;
|
|
IncreaseBuildingCount(t, house);
|
|
|
|
/* Special houses that there can be only one of. */
|
|
t->flags12 |= oneof;
|
|
|
|
{
|
|
byte construction_counter = 0, construction_stage = 0;
|
|
|
|
if (_generating_world) {
|
|
uint32 r = Random();
|
|
|
|
construction_stage = TOWN_HOUSE_COMPLETED;
|
|
if (CHANCE16(1, 7)) construction_stage = GB(r, 0, 2);
|
|
|
|
if (construction_stage == TOWN_HOUSE_COMPLETED) {
|
|
ChangePopulation(t, hs->population);
|
|
} else {
|
|
construction_counter = GB(r, 2, 2);
|
|
}
|
|
}
|
|
MakeTownHouse(tile, t->index, construction_counter, construction_stage, house, VehicleRandomBits());
|
|
}
|
|
}
|
|
|
|
static bool BuildTownHouse(Town *t, TileIndex tile)
|
|
{
|
|
int32 r;
|
|
|
|
if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
|
|
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
|
|
|
|
r = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
|
|
if (CmdFailed(r)) return false;
|
|
|
|
DoBuildTownHouse(t, tile);
|
|
return true;
|
|
}
|
|
|
|
|
|
static void DoClearTownHouseHelper(TileIndex tile)
|
|
{
|
|
assert(IsTileType(tile, MP_HOUSE));
|
|
DoClearSquare(tile);
|
|
DeleteAnimatedTile(tile);
|
|
}
|
|
|
|
void ClearTownHouse(Town *t, TileIndex tile)
|
|
{
|
|
HouseID house = GetHouseType(tile);
|
|
uint eflags;
|
|
HouseSpec *hs;
|
|
|
|
assert(IsTileType(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 (GetHouseSpecs(house-1)->building_flags & TILE_SIZE_2x1) {
|
|
house--;
|
|
tile += TileDiffXY(-1, 0);
|
|
} else if (GetHouseSpecs(house-1)->building_flags & BUILDING_2_TILES_Y) {
|
|
house--;
|
|
tile += TileDiffXY(0, -1);
|
|
} else if (GetHouseSpecs(house-2)->building_flags & BUILDING_HAS_4_TILES) {
|
|
house-=2;
|
|
tile += TileDiffXY(-1, 0);
|
|
} else if (GetHouseSpecs(house-3)->building_flags & BUILDING_HAS_4_TILES) {
|
|
house-=3;
|
|
tile += TileDiffXY(-1, -1);
|
|
}
|
|
}
|
|
|
|
hs = GetHouseSpecs(house);
|
|
|
|
/* Remove population from the town if the house is finished. */
|
|
if (IsHouseCompleted(tile)) {
|
|
ChangePopulation(t, -hs->population);
|
|
}
|
|
|
|
t->num_houses--;
|
|
DecreaseBuildingCount(t, house);
|
|
|
|
/* Clear flags for houses that only may exist once/town. */
|
|
if (hs->building_flags & BUILDING_IS_CHURCH) {
|
|
CLRBIT(t->flags12, TOWN_HAS_CHURCH);
|
|
} else if (hs->building_flags & BUILDING_IS_STADIUM) {
|
|
CLRBIT(t->flags12, TOWN_HAS_STADIUM);
|
|
}
|
|
|
|
/* Do the actual clearing of tiles */
|
|
eflags = hs->building_flags;
|
|
DoClearTownHouseHelper(tile);
|
|
if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0));
|
|
if (eflags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1));
|
|
if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1));
|
|
}
|
|
|
|
/** Rename a town (server-only).
|
|
* @param tile unused
|
|
* @param flags type of operation
|
|
* @param p1 town ID to rename
|
|
* @param p2 unused
|
|
*/
|
|
int32 CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
StringID str;
|
|
Town *t;
|
|
|
|
if (!IsValidTownID(p1) || _cmd_text[0] == '\0') return CMD_ERROR;
|
|
|
|
t = GetTown(p1);
|
|
|
|
str = AllocateNameUnique(_cmd_text, 4);
|
|
if (str == 0) return CMD_ERROR;
|
|
|
|
if (flags & DC_EXEC) {
|
|
DeleteName(t->townnametype);
|
|
t->townnametype = str;
|
|
|
|
UpdateTownVirtCoord(t);
|
|
_town_sort_dirty = true;
|
|
UpdateAllStationVirtCoord();
|
|
MarkWholeScreenDirty();
|
|
} else {
|
|
DeleteName(str);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/** Called from GUI */
|
|
void ExpandTown(Town *t)
|
|
{
|
|
int amount, n;
|
|
|
|
_generating_world = true;
|
|
|
|
/* The more houses, the faster we grow */
|
|
amount = RandomRange(t->num_houses / 10) + 3;
|
|
t->num_houses += amount;
|
|
UpdateTownRadius(t);
|
|
|
|
n = amount * 10;
|
|
do GrowTown(t); while (--n);
|
|
|
|
t->num_houses -= amount;
|
|
UpdateTownRadius(t);
|
|
|
|
UpdateTownMaxPass(t);
|
|
_generating_world = false;
|
|
}
|
|
|
|
extern const byte _town_action_costs[8] = {
|
|
2, 4, 9, 35, 48, 53, 117, 175
|
|
};
|
|
|
|
static void TownActionAdvertiseSmall(Town* t)
|
|
{
|
|
ModifyStationRatingAround(t->xy, _current_player, 0x40, 10);
|
|
}
|
|
|
|
static void TownActionAdvertiseMedium(Town* t)
|
|
{
|
|
ModifyStationRatingAround(t->xy, _current_player, 0x70, 15);
|
|
}
|
|
|
|
static void TownActionAdvertiseLarge(Town* t)
|
|
{
|
|
ModifyStationRatingAround(t->xy, _current_player, 0xA0, 20);
|
|
}
|
|
|
|
static void TownActionRoadRebuild(Town* t)
|
|
{
|
|
const Player* p;
|
|
|
|
t->road_build_months = 6;
|
|
|
|
SetDParam(0, t->index);
|
|
|
|
p = GetPlayer(_current_player);
|
|
SetDParam(1, p->name_1);
|
|
SetDParam(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(TileIndex tile, TownID town_id)
|
|
{
|
|
PlayerID old;
|
|
int32 r;
|
|
|
|
if (GetTileSlope(tile, NULL) != SLOPE_FLAT) return false;
|
|
|
|
if (!IsTileType(tile, MP_HOUSE) &&
|
|
!IsTileType(tile, MP_CLEAR) &&
|
|
!IsTileType(tile, MP_TREES)) {
|
|
return false;
|
|
}
|
|
|
|
old = _current_player;
|
|
_current_player = OWNER_NONE;
|
|
r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
|
|
_current_player = old;
|
|
|
|
if (CmdFailed(r)) return false;
|
|
|
|
MakeStatue(tile, _current_player, town_id);
|
|
MarkTileDirtyByTile(tile);
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Search callback function for TownActionBuildStatue
|
|
* @param tile on which to perform the search
|
|
* @param town_id The town_id for which we want a statue
|
|
* @return the result of the test
|
|
*/
|
|
static bool SearchTileForStatue(TileIndex tile, uint32 town_id)
|
|
{
|
|
return DoBuildStatueOfCompany(tile, town_id);
|
|
}
|
|
|
|
/**
|
|
* Perform a 9x9 tiles circular search from the center of the town
|
|
* in order to find a free tile to place a statue
|
|
* @param t town to search in
|
|
*/
|
|
static void TownActionBuildStatue(Town* t)
|
|
{
|
|
TileIndex tile = t->xy;
|
|
|
|
if (CircularTileSearch(tile, 9, SearchTileForStatue, t->index))
|
|
SETBIT(t->statues, _current_player); // Once found and built, "inform" the Town
|
|
}
|
|
|
|
static void TownActionFundBuildings(Town* t)
|
|
{
|
|
/* Build next tick */
|
|
t->grow_counter = 1;
|
|
/* If we were not already growing */
|
|
SETBIT(t->flags12, TOWN_IS_FUNDED);
|
|
/* And grow for 3 months */
|
|
t->fund_buildings_months = 3;
|
|
}
|
|
|
|
static void TownActionBuyRights(Town* t)
|
|
{
|
|
t->exclusive_counter = 12;
|
|
t->exclusivity = _current_player;
|
|
|
|
ModifyStationRatingAround(t->xy, _current_player, 130, 17);
|
|
}
|
|
|
|
static void TownActionBribe(Town* t)
|
|
{
|
|
if (!RandomRange(15)) {
|
|
Station *st;
|
|
|
|
/* 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 (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].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 (IsLocalPlayer()) 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
|
|
*/
|
|
if (t->ratings[_current_player] > RATING_BRIBE_DOWN_TO) {
|
|
t->ratings[_current_player] = RATING_BRIBE_DOWN_TO;
|
|
}
|
|
} else {
|
|
ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM);
|
|
}
|
|
}
|
|
|
|
typedef void TownActionProc(Town* t);
|
|
static TownActionProc * const _town_action_proc[] = {
|
|
TownActionAdvertiseSmall,
|
|
TownActionAdvertiseMedium,
|
|
TownActionAdvertiseLarge,
|
|
TownActionRoadRebuild,
|
|
TownActionBuildStatue,
|
|
TownActionFundBuildings,
|
|
TownActionBuyRights,
|
|
TownActionBribe
|
|
};
|
|
|
|
extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t);
|
|
|
|
/** Do a town action.
|
|
* This performs an action such as advertising, building a statue, funding buildings,
|
|
* but also bribing the town-council
|
|
* @param tile unused
|
|
* @param flags type of operation
|
|
* @param p1 town to do the action at
|
|
* @param p2 action to perform, @see _town_action_proc for the list of available actions
|
|
*/
|
|
int32 CmdDoTownAction(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
int32 cost;
|
|
Town *t;
|
|
|
|
if (!IsValidTownID(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR;
|
|
|
|
t = GetTown(p1);
|
|
|
|
if (!HASBIT(GetMaskOfTownActions(NULL, _current_player, t), p2)) return CMD_ERROR;
|
|
|
|
SET_EXPENSES_TYPE(EXPENSES_OTHER);
|
|
|
|
cost = (_price.build_industry >> 8) * _town_action_costs[p2];
|
|
|
|
if (flags & DC_EXEC) {
|
|
_town_action_proc[p2](t);
|
|
InvalidateWindow(WC_TOWN_AUTHORITY, p1);
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
|
|
static void UpdateTownGrowRate(Town *t)
|
|
{
|
|
int n;
|
|
Station *st;
|
|
uint16 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 (DistanceSquare(st->xy, t->xy) <= t->radius[0]) {
|
|
if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
|
|
n++;
|
|
if (IsValidPlayer(st->owner) && t->ratings[st->owner] <= 1000-12)
|
|
t->ratings[st->owner] += 12;
|
|
} else {
|
|
if (IsValidPlayer(st->owner) && t->ratings[st->owner] >= -1000+15)
|
|
t->ratings[st->owner] -= 15;
|
|
}
|
|
}
|
|
}
|
|
|
|
CLRBIT(t->flags12, TOWN_IS_FUNDED);
|
|
if (_patches.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
|
|
|
|
/** Towns are processed every TOWN_GROWTH_FREQUENCY ticks, and this is the
|
|
* number of times towns are processed before a new building is built. */
|
|
static const uint16 _grow_count_values[2][6] = {
|
|
{ 120, 120, 120, 100, 80, 60 }, ///< Fund new buildings has been activated
|
|
{ 320, 420, 300, 220, 160, 100 } ///< Normal values
|
|
};
|
|
|
|
if (t->fund_buildings_months != 0) {
|
|
m = _grow_count_values[0][min(n, 5)];
|
|
t->fund_buildings_months--;
|
|
} else {
|
|
m = _grow_count_values[1][min(n, 5)];
|
|
if (n == 0 && !CHANCE16(1, 12)) return;
|
|
}
|
|
|
|
if (_opt.landscape == LT_ARCTIC) {
|
|
if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
|
|
return;
|
|
} else if (_opt.landscape == LT_TROPIC) {
|
|
if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food==0 || t->act_water==0) && t->population > 60)
|
|
return;
|
|
}
|
|
|
|
/* Use the normal growth rate values if new buildings have been funded in
|
|
* this town and the growth rate is set to none. */
|
|
uint growth_multiplier = _patches.town_growth_rate != 0 ? _patches.town_growth_rate - 1 : 1;
|
|
|
|
m >>= growth_multiplier;
|
|
if (t->larger_town) m /= 2;
|
|
|
|
t->growth_rate = m / (t->num_houses / 50 + 1);
|
|
if (m <= t->grow_counter)
|
|
t->grow_counter = m;
|
|
|
|
SETBIT(t->flags12, TOWN_IS_FUNDED);
|
|
}
|
|
|
|
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)
|
|
{
|
|
const Player* p;
|
|
|
|
FOR_ALL_PLAYERS(p) {
|
|
if (t->unwanted[p->index] > 0) t->unwanted[p->index]--;
|
|
}
|
|
}
|
|
|
|
bool CheckIfAuthorityAllows(TileIndex tile)
|
|
{
|
|
Town *t;
|
|
|
|
if (!IsValidPlayer(_current_player)) 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;
|
|
SetDParam(0, t->index);
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
Town* CalcClosestTownFromTile(TileIndex tile, uint threshold)
|
|
{
|
|
Town *t;
|
|
uint dist, best = threshold;
|
|
Town *best_town = NULL;
|
|
|
|
FOR_ALL_TOWNS(t) {
|
|
dist = DistanceManhattan(tile, t->xy);
|
|
if (dist < best) {
|
|
best = dist;
|
|
best_town = t;
|
|
}
|
|
}
|
|
|
|
return best_town;
|
|
}
|
|
|
|
|
|
Town *ClosestTownFromTile(TileIndex tile, uint threshold)
|
|
{
|
|
if (IsTileType(tile, MP_HOUSE) || (
|
|
IsTileType(tile, MP_STREET) &&
|
|
(IsLevelCrossing(tile) ? GetCrossingRoadOwner(tile) : GetTileOwner(tile)) == OWNER_TOWN
|
|
)) {
|
|
return GetTownByTile(tile);
|
|
} else {
|
|
return CalcClosestTownFromTile(tile, threshold);
|
|
}
|
|
}
|
|
|
|
|
|
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 ||
|
|
!IsValidPlayer(_current_player) ||
|
|
(_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(uint32 flags, Town *t, byte type)
|
|
{
|
|
int modemod;
|
|
|
|
/* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
|
|
if (t == NULL || !IsValidPlayer(_current_player) || _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.diff.town_council_tolerance][type];
|
|
|
|
if (t->ratings[_current_player] < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) {
|
|
SetDParam(0, t->index);
|
|
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void TownsMonthlyLoop()
|
|
{
|
|
Town *t;
|
|
|
|
FOR_ALL_TOWNS(t) {
|
|
if (t->road_build_months != 0) t->road_build_months--;
|
|
|
|
if (t->exclusive_counter != 0)
|
|
if (--t->exclusive_counter == 0) t->exclusivity = INVALID_PLAYER;
|
|
|
|
UpdateTownGrowRate(t);
|
|
UpdateTownAmounts(t);
|
|
UpdateTownUnwanted(t);
|
|
}
|
|
}
|
|
|
|
void InitializeTowns()
|
|
{
|
|
Subsidy *s;
|
|
|
|
/* Clean the town pool and create 1 block in it */
|
|
CleanPool(&_Town_pool);
|
|
AddBlockToPool(&_Town_pool);
|
|
|
|
memset(_subsidies, 0, sizeof(_subsidies));
|
|
for (s=_subsidies; s != endof(_subsidies); s++)
|
|
s->cargo_type = CT_INVALID;
|
|
|
|
_cur_town_ctr = 0;
|
|
_cur_town_iter = 0;
|
|
_total_towns = 0;
|
|
_town_sort_dirty = true;
|
|
}
|
|
|
|
extern 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 */
|
|
GetSlopeTileh_Town, /* get_slope_tileh_proc */
|
|
};
|
|
|
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/** Save and load of towns. */
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static const SaveLoad _town_desc[] = {
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SLE_CONDVAR(Town, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(Town, xy, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_CONDVAR(Town, population, SLE_FILE_U16 | SLE_VAR_U32, 0, 2),
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SLE_CONDVAR(Town, population, SLE_UINT32, 3, SL_MAX_VERSION),
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SLE_VAR(Town, num_houses, SLE_UINT16),
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SLE_VAR(Town, townnametype, SLE_UINT16),
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SLE_VAR(Town, townnameparts, SLE_UINT32),
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SLE_VAR(Town, flags12, SLE_UINT8),
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SLE_VAR(Town, statues, SLE_UINT8),
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/* sort_index_obsolete was stored here in savegame format 0 - 1 */
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SLE_CONDNULL(1, 0, 1),
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SLE_VAR(Town, have_ratings, SLE_UINT8),
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SLE_ARR(Town, ratings, SLE_INT16, 8),
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/* failed bribe attempts are stored since savegame format 4 */
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SLE_CONDARR(Town, unwanted, SLE_INT8, 8, 4,SL_MAX_VERSION),
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SLE_CONDVAR(Town, max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
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SLE_CONDVAR(Town, max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
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SLE_CONDVAR(Town, new_max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
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SLE_CONDVAR(Town, new_max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
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SLE_CONDVAR(Town, act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
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SLE_CONDVAR(Town, act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
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SLE_CONDVAR(Town, new_act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
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SLE_CONDVAR(Town, new_act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
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SLE_CONDVAR(Town, max_pass, SLE_UINT32, 9, SL_MAX_VERSION),
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SLE_CONDVAR(Town, max_mail, SLE_UINT32, 9, SL_MAX_VERSION),
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SLE_CONDVAR(Town, new_max_pass, SLE_UINT32, 9, SL_MAX_VERSION),
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SLE_CONDVAR(Town, new_max_mail, SLE_UINT32, 9, SL_MAX_VERSION),
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SLE_CONDVAR(Town, act_pass, SLE_UINT32, 9, SL_MAX_VERSION),
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SLE_CONDVAR(Town, act_mail, SLE_UINT32, 9, SL_MAX_VERSION),
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SLE_CONDVAR(Town, new_act_pass, SLE_UINT32, 9, SL_MAX_VERSION),
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SLE_CONDVAR(Town, new_act_mail, SLE_UINT32, 9, SL_MAX_VERSION),
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SLE_VAR(Town, pct_pass_transported, SLE_UINT8),
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SLE_VAR(Town, pct_mail_transported, SLE_UINT8),
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SLE_VAR(Town, act_food, SLE_UINT16),
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SLE_VAR(Town, act_water, SLE_UINT16),
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SLE_VAR(Town, new_act_food, SLE_UINT16),
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SLE_VAR(Town, new_act_water, SLE_UINT16),
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SLE_CONDVAR(Town, time_until_rebuild, SLE_UINT8, 0, 53),
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SLE_CONDVAR(Town, grow_counter, SLE_UINT8, 0, 53),
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SLE_CONDVAR(Town, growth_rate, SLE_UINT8, 0, 53),
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SLE_CONDVAR(Town, time_until_rebuild, SLE_UINT16, 54, SL_MAX_VERSION),
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SLE_CONDVAR(Town, grow_counter, SLE_UINT16, 54, SL_MAX_VERSION),
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SLE_CONDVAR(Town, growth_rate, SLE_INT16, 54, SL_MAX_VERSION),
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SLE_VAR(Town, fund_buildings_months, SLE_UINT8),
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SLE_VAR(Town, road_build_months, SLE_UINT8),
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SLE_VAR(Town, exclusivity, SLE_UINT8),
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SLE_VAR(Town, exclusive_counter, SLE_UINT8),
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SLE_CONDVAR(Town, larger_town, SLE_BOOL, 56, SL_MAX_VERSION),
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/* reserve extra space in savegame here. (currently 30 bytes) */
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SLE_CONDNULL(30, 2, SL_MAX_VERSION),
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SLE_END()
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};
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/* Save and load the mapping between the house id on the map, and the grf file
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* it came from. */
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static const SaveLoad _house_id_mapping_desc[] = {
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SLE_VAR(HouseIDMapping, grfid, SLE_UINT32),
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SLE_VAR(HouseIDMapping, house_id, SLE_UINT8),
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SLE_VAR(HouseIDMapping, substitute_id, SLE_UINT8),
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SLE_END()
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};
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static void Save_HOUSEIDS()
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{
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uint i;
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for (i = 0; i != lengthof(_house_id_mapping); i++) {
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SlSetArrayIndex(i);
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SlObject(&_house_id_mapping[i], _house_id_mapping_desc);
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}
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}
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static void Load_HOUSEIDS()
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{
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int index;
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ResetHouseIDMapping();
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while ((index = SlIterateArray()) != -1) {
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if ((uint)index >= lengthof(_house_id_mapping)) break;
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SlObject(&_house_id_mapping[index], _house_id_mapping_desc);
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}
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}
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static void Save_TOWN()
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{
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Town *t;
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FOR_ALL_TOWNS(t) {
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SlSetArrayIndex(t->index);
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SlObject(t, _town_desc);
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}
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}
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static void Load_TOWN()
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{
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int index;
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_total_towns = 0;
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while ((index = SlIterateArray()) != -1) {
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Town *t;
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if (!AddBlockIfNeeded(&_Town_pool, index))
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error("Towns: failed loading savegame: too many towns");
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t = GetTown(index);
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SlObject(t, _town_desc);
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_total_towns++;
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}
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/* This is to ensure all pointers are within the limits of
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* the size of the TownPool */
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if (_cur_town_ctr > GetMaxTownIndex())
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_cur_town_ctr = 0;
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}
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void AfterLoadTown()
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{
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Town *t;
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FOR_ALL_TOWNS(t) {
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UpdateTownRadius(t);
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UpdateTownVirtCoord(t);
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}
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_town_sort_dirty = true;
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}
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extern const ChunkHandler _town_chunk_handlers[] = {
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{ 'HIDS', Save_HOUSEIDS, Load_HOUSEIDS, CH_ARRAY },
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{ 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},
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};
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void ResetHouses()
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{
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memset(&_house_specs, 0, sizeof(_house_specs));
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memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
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}
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