OpenTTD-patches/town_cmd.c
Darkvater 921cc4e94a (svn r2297) - CodeChange: server-check the next batch of commands.
- CodeChange: since only the server will be able to modify difficulty settings, leave the checking of correct values besides, and trust users will join legit servers.
- CodeChange: for renaming signs, only check if GetDParam(); eg _decode_parameters is empty ('\0') or not, instead of the extra check of players, etc. That basically does the same thing. Also dirty sign two times when renaming, once before, once after the action. Because if the name becomes shorter and you update only after, garbage remains on the screen.
- CodeChange: made GetMaskOfTownActions() available to the town-cmd to double-check if the action was available to the player. For this purpose the hardcoded _local_player has been removed from the function and is now passed as a parameter.
2005-05-12 00:11:37 +00:00

2094 lines
49 KiB
C

#include "stdafx.h"
#include "ttd.h"
#include "strings.h"
#include "table/strings.h"
#include "map.h"
#include "tile.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"
#include "network.h"
enum {
/* Max towns: 64000 (8 * 8000) */
TOWN_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */
TOWN_POOL_MAX_BLOCKS = 8000,
};
/**
* Called if a new block is added to the town-pool
*/
static void TownPoolNewBlock(uint start_item)
{
Town *t;
FOR_ALL_TOWNS_FROM(t, start_item)
t->index = start_item++;
}
/* Initialize the town-pool */
MemoryPool _town_pool = { "Towns", TOWN_POOL_MAX_BLOCKS, TOWN_POOL_BLOCK_SIZE_BITS, sizeof(Town), &TownPoolNewBlock, 0, 0, NULL };
/* This is the base "normal" number of towns on the 8x8 map, when
* one town should get grown per tick. The other numbers of towns
* are then scaled based on that. */
#define TOWN_GROWTH_FREQUENCY 23
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 = (byte)_map3_hi[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;
}
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 (_map3_hi[tile] != 4 && _map3_hi[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 && DistanceManhattan(tile, t->xy) < dist)
return true;
}
return false;
}
static void MarkTownSignDirty(Town *t)
{
MarkAllViewportsDirty(
t->sign.left-6,
t->sign.top-3,
t->sign.left+t->sign.width_1*4+12,
t->sign.top + 45
);
}
void UpdateTownVirtCoord(Town *t)
{
Point pt;
MarkTownSignDirty(t);
pt = RemapCoords2(TileX(t->xy) * 16, TileY(t->xy) * 16);
SetDParam(0, t->townnametype);
SetDParam(1, t->townnameparts);
SetDParam(2, t->population);
UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24, _patches.population_in_label ? STR_TOWN_LABEL_POP : STR_2001);
MarkTownSignDirty(t);
}
static void ChangePopulation(Town *t, int mod)
{
t->population += mod;
InvalidateWindow(WC_TOWN_VIEW, t->index);
UpdateTownVirtCoord(t);
if (_town_sort_order & 2) _town_sort_dirty = true;
}
uint32 GetWorldPopulation(void)
{
uint32 pop;
Town *t;
pop = 0;
FOR_ALL_TOWNS(t) {
pop += t->population;
}
return pop;
}
static void MakeSingleHouseBigger(uint tile)
{
byte b;
assert(IsTileType(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) {
ChangePopulation(GetTown(_map2[tile]), _housetype_population[_map3_hi[tile]]);
}
MarkTileDirtyByTile(tile);
}
static void MakeTownHouseBigger(uint tile)
{
uint flags = _house_more_flags[_map3_hi[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 = _map3_hi[tile];
if (_housetype_extra_flags[house] & 0x20 &&
!(_map5[tile] & 0x80) &&
CHANCE16(1,2) &&
AddAnimatedTile(tile)) {
_map5[tile] = (_map5[tile] & 0x40)|0x80;
}
t = GetTown(_map2[tile]);
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 = _map3_hi[tile];
cost = _price.remove_house * _housetype_remove_cost[house] >> 8;
rating = _housetype_remove_ratingmod[house];
_cleared_town_rating += rating;
_cleared_town = t = GetTown(_map2[tile]);
if (_current_player < MAX_PLAYERS) {
if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
SetDParam(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
}
}
if (flags & DC_EXEC) {
ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM);
ClearTownHouse(t, tile);
}
return cost;
}
static void GetAcceptedCargo_Town(uint tile, AcceptedCargo ac)
{
int type = _map3_hi[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[_map3_hi[tile]];
if ((_map3_lo[tile] & 0xC0) != 0xC0) {
SetDParamX(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 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 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(void)
{
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 += GetTownPoolSize();
_cur_town_iter >= TOWN_GROWTH_FREQUENCY;
_cur_town_iter -= TOWN_GROWTH_FREQUENCY) {
uint32 i = _cur_town_ctr;
Town *t;
if (++_cur_town_ctr >= GetTownPoolSize())
_cur_town_ctr = 0;
t = GetTown(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, 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.
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;
}
/* Can somebody explain for what this is needed? :s */
// tile = TILE_ADD(tile, _roadblock_tileadd[dir]);
return true;
}
}
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) (IsTileType((t), MP_WATER) && _map5[(t)] == 0)
static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
{
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;
// 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, 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 = (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 (IsTileType(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 (IsTileType(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, ToTileIndexDiff(_roadblock_tileadd[i]));
// Don't do it if it reaches to water.
if (IS_WATER_TILE(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 = 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, t1->index, 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 + TileOffsByDir(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 += ToTileIndexDiff(_roadblock_tileadd[block]);
if (IsTileType(tile, MP_STREET)) {
/* Don't allow building over roads of other cities */
if (_map_owner[tile] == OWNER_TOWN && GetTown(_map2[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) */
_map_owner[tile] = OWNER_TOWN;
_map2[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 int GenRandomRoadBits(void)
{
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 TileIndexDiffC *ptr;
TileInfo ti;
byte 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 (GetRoadBitsByTile(tile) != 0) {
int r = GrowTownAtRoad(t, tile);
_current_player = old_player;
return r;
}
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) {
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(), 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);
// Check size and width
if (strlen(buf1) >= 31 || GetStringWidth(buf1) > 130)
continue;
FOR_ALL_TOWNS(t2) {
if (t2->xy != 0) {
// We can't just compare the numbers since
// several numbers may map to a single name.
SetDParam(0, t2->townnameparts);
GetString(buf2, t2->townnametype);
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;
}
static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts)
{
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;
t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
t->townnameparts = townnameparts;
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(void)
{
Town *t;
FOR_ALL_TOWNS(t) {
if (t->xy == 0) {
uint index = t->index;
if (t->index > _total_towns)
_total_towns = 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 x,y coordinates where town is built
* @param p1 unused
* @param p2 unused
*/
int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
TileIndex tile = TILE_FROM_XY(x,y);
TileInfo ti;
Town *t;
uint32 townnameparts;
/* Only in the scenario editor */
if (_game_mode != GM_EDITOR) 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.
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);
// 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);
_generating_world = false;
}
return 0;
}
Town *CreateRandomTown(uint attempts)
{
uint tile;
TileInfo ti;
Town *t;
uint32 townnameparts;
do {
// Generate a tile index not too close from the edge
tile = TILE_MASK(Random());
if (DistanceFromEdge(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;
// 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);
return t;
} while (--attempts);
return NULL;
}
static const byte _num_initial_towns[3] = {
11, 23, 46
};
void GenerateTowns(void)
{
uint num = 0;
uint n =
ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
do {
if (CreateRandomTown(20) != NULL) //try 20 times for the first loop
num++;
} while (--n);
if (num == 0 && CreateRandomTown(10000) == NULL) {
//XXX can we handle that more gracefully?
error("Could not generate any town");
}
}
static bool CheckBuildHouseMode(Town *t1, uint tile, uint tileh, int mode) {
int b;
uint slope;
static const byte _masks[8] = {
0xC,0x3,0x9,0x6,
0x3,0xC,0x6,0x9,
};
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 = DistanceSquare(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)
{
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))
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;
uint 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(IsTileType(tile, MP_CLEAR));
ModifyTile(tile,
MP_SETTYPE(MP_HOUSE) | MP_MAP3HI | MP_MAP3LO | MP_MAP2 | MP_MAP5 | MP_MAPOWNER,
t->index,
m3lo, /* map3_lo */
house, /* map3_hi */
0, /* map_owner */
m5 /* map5 */
);
eflags = _housetype_extra_flags[house];
if (eflags&0x18) {
assert(IsTileType(tile + TILE_XY(0,1), MP_CLEAR));
ModifyTile(tile + TILE_XY(0,1),
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI | MP_MAP5 | MP_MAPOWNER,
t->index,
m3lo, /* map3_lo */
++house, /* map3_hi */
0, /* map_owner */
m5 /* map5 */
);
}
if (eflags&0x14) {
assert(IsTileType(tile + TILE_XY(1,0), MP_CLEAR));
ModifyTile(tile + TILE_XY(1,0),
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI | MP_MAP5 | MP_MAPOWNER,
t->index,
m3lo, /* map3_lo */
++house, /* map3_hi */
0, /* map_owner */
m5 /* map5 */
);
}
if (eflags&0x10) {
assert(IsTileType(tile + TILE_XY(1,1), MP_CLEAR));
ModifyTile(tile + TILE_XY(1,1),
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI | MP_MAP5 | MP_MAPOWNER,
t->index,
m3lo, /* map3_lo */
++house, /* map3_hi */
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(IsTileType(tile, MP_HOUSE));
DoClearSquare(tile);
DeleteAnimatedTile(tile);
}
static void ClearTownHouse(Town *t, uint tile) {
uint house = _map3_hi[tile];
uint eflags;
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 (_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));
}
/** Rename a town (server-only).
* @param x,y unused
* @param p1 town ID to rename
* @param p2 unused
*/
int32 CmdRenameTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
StringID str;
Town *t;
if (!IsTownIndex(p1)) return CMD_ERROR;
t = GetTown(p1);
str = AllocateNameUnique((const char*)_decode_parameters, 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 DeleteTown(Town *t)
{
Industry *i;
TileIndex 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_ALL_INDUSTRIES(i) {
if (i->xy && i->town == t)
DeleteIndustry(i);
}
// Go through all tiles and delete those belonging to the town
for (tile = 0; tile < MapSize(); ++tile) {
switch (GetTileType(tile)) {
case MP_HOUSE:
if (GetTown(_map2[tile]) == t)
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
break;
case MP_STREET:
case MP_TUNNELBRIDGE:
if (_map_owner[tile] == OWNER_TOWN &&
ClosestTownFromTile(tile, (uint)-1) == t)
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
break;
default:
break;
}
}
t->xy = 0;
DeleteName(t->townnametype);
MarkWholeScreenDirty();
}
// 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;
}
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;
SetDParam(0, t->index);
p = DEREF_PLAYER(_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(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 TileIndexDiffC _statue_tiles[] = {
{-1, 0},
{ 0, 1},
{ 1, 0}, { 1, 0},
{ 0,-1}, { 0,-1},
{-1, 0}, {-1, 0}, {-1, 0},
{ 0, 1}, { 0, 1}, { 0, 1},
{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
{ 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1},
{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
{ 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1},
{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
{ 0, 0}
};
uint tile = t->xy;
const TileIndexDiffC *p;
SETBIT(t->statues, _current_player);
for (p = _statue_tiles; p != endof(_statue_tiles); ++p) {
if (DoBuildStatueOfCompany(tile))
return;
tile = TILE_ADD(tile, ToTileIndexDiff(*p));
}
}
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
*/
rating = t->ratings[_current_player];
if (rating > -50)
t->ratings[_current_player] = RATING_BRIBE_DOWN_TO;
} else {
ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM);
}
}
static TownActionProc * const _town_action_proc[] = {
TownActionAdvertise,
TownActionAdvertise,
TownActionAdvertise,
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 x,y unused
* @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(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
int32 cost;
Town *t;
if (!IsTownIndex(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, 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 (DistanceSquare(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 (TilePixelHeight(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;
SetDParam(0, t->index);
return false;
}
Town *ClosestTownFromTile(uint tile, uint threshold)
{
Town *t;
uint dist, best = threshold;
Town *best_town = NULL;
byte owner;
// XXX - Fix this so for a given tiletype the owner of the type is in the same variable
if (IsTileType(tile, MP_STREET) && (_map5[tile] & 0xF0) == 0x10) { // rail crossing
owner = _map3_lo[tile];
} else
owner = _map_owner[tile];
if ((IsTileType(tile, MP_STREET) && owner == OWNER_TOWN) || IsTileType(tile, MP_HOUSE))
return GetTown(_map2[tile]);
FOR_ALL_TOWNS(t) {
if (t->xy != 0) {
dist = DistanceManhattan(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.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(void)
{
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(void)
{
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 = 0xFF;
_cur_town_ctr = 0;
_cur_town_iter = 0;
_total_towns = 0;
_town_sort_dirty = true;
}
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 */
GetSlopeTileh_Town, /* get_slope_tileh_proc */
};
// Save and load of towns.
static const byte _town_desc[] = {
SLE_CONDVAR(Town, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Town, xy, SLE_UINT32, 6, 255),
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_CONDVAR(Town,max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,new_max_pass,SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,new_max_mail,SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,new_act_pass,SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,new_act_mail,SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,max_pass, SLE_UINT32, 9, 255),
SLE_CONDVAR(Town,max_mail, SLE_UINT32, 9, 255),
SLE_CONDVAR(Town,new_max_pass,SLE_UINT32, 9, 255),
SLE_CONDVAR(Town,new_max_mail,SLE_UINT32, 9, 255),
SLE_CONDVAR(Town,act_pass, SLE_UINT32, 9, 255),
SLE_CONDVAR(Town,act_mail, SLE_UINT32, 9, 255),
SLE_CONDVAR(Town,new_act_pass,SLE_UINT32, 9, 255),
SLE_CONDVAR(Town,new_act_mail,SLE_UINT32, 9, 255),
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(void)
{
Town *t;
FOR_ALL_TOWNS(t) {
if (t->xy != 0) {
SlSetArrayIndex(t->index);
SlObject(t, _town_desc);
}
}
}
static void Load_TOWN(void)
{
int index;
_total_towns = 0;
while ((index = SlIterateArray()) != -1) {
Town *t;
if (!AddBlockIfNeeded(&_town_pool, index))
error("Towns: failed loading savegame: too many towns");
t = GetTown(index);
SlObject(t, _town_desc);
if ((uint)index > _total_towns)
_total_towns = index;
}
/* This is to ensure all pointers are within the limits of
* the size of the TownPool */
if (_cur_town_ctr >= GetTownPoolSize())
_cur_town_ctr = 0;
}
void AfterLoadTown(void)
{
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},
};