mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
2547 lines
69 KiB
C++
2547 lines
69 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 "tile_cmd.h"
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#include "debug.h"
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#include "road_map.h"
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#include "road_internal.h" /* Cleaning up road bits */
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#include "table/strings.h"
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#include "table/sprites.h"
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#include "landscape.h"
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#include "town_map.h"
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#include "tunnel_map.h"
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#include "viewport_func.h"
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#include "town.h"
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#include "command_func.h"
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#include "industry.h"
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#include "station.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 "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 "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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#include "newgrf_commons.h"
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#include "newgrf_townname.h"
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#include "misc/autoptr.hpp"
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#include "autoslope.h"
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#include "waypoint.h"
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#include "transparency.h"
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#include "tunnelbridge_map.h"
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#include "strings_func.h"
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#include "window_func.h"
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#include "string_func.h"
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/* Initialize the town-pool */
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DEFINE_OLD_POOL_GENERIC(Town, Town)
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Town::Town(TileIndex tile)
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{
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if (tile != 0) _total_towns++;
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this->xy = tile;
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}
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Town::~Town()
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{
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DeleteName(this->townnametype);
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if (CleaningPool()) return;
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Industry *i;
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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, this->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 == this) delete i;
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/* Go through all tiles and delete those belonging to the town */
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for (TileIndex 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) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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break;
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case MP_ROAD:
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case MP_TUNNELBRIDGE:
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if (IsTileOwner(tile, OWNER_TOWN) &&
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ClosestTownFromTile(tile, (uint)-1) == this)
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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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DeleteSubsidyWithTown(this->index);
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MarkWholeScreenDirty();
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this->xy = 0;
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}
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// Local
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static int _grow_town_result;
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/* Describe the possible states */
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enum TownGrowthResult {
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GROWTH_SUCCEED = -1,
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GROWTH_SEARCH_STOPPED = 0
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// GROWTH_SEARCH_RUNNING >= 1
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};
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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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* Return a random direction
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*
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* @return a random direction
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*/
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static inline DiagDirection RandomDiagDir()
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{
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return (DiagDirection)(3 & Random());
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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, FOUNDATION_LEVELED);
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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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AddSortableSpriteToDraw(image, dcts->building.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,
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dcts->height,
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dcts->dz,
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ti->z,
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IsTransparencySet(TO_HOUSES)
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);
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if (IsTransparencySet(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 Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
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{
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return FlatteningFoundation(tileh);
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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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*
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* This function marks the area of the sign of a town as dirty for repaint.
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*
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* @param t Town requesting town sign for repaint
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* @ingroup dirty
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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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/** Update the virtual coords needed to draw the town sign for all towns. */
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void UpdateAllTownVirtCoords()
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{
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Town *t;
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FOR_ALL_TOWNS(t) {
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UpdateTownVirtCoord(t);
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}
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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_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
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uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 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 (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
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for (uint i = 0; i < 256; i++) {
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uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
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if (callback == CALLBACK_FAILED) break;
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if (callback == 0x20FF) break;
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CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
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if (cargo == CT_INVALID) continue;
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uint amt = GB(callback, 0, 8);
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uint moved = MoveGoodsToStation(tile, 1, 1, cargo, amt);
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const CargoSpec *cs = GetCargo(cargo);
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switch (cs->town_effect) {
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case TE_PASSENGERS:
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t->new_max_pass += amt;
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t->new_act_pass += moved;
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break;
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case TE_MAIL:
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t->new_max_mail += amt;
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t->new_act_mail += moved;
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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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} else {
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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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}
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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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max(_cur_year - GetHouseConstructionYear(tile), 0) >= hs->minimum_life &&
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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 CommandCost ClearTile_Town(TileIndex tile, byte flags)
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{
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int rating;
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CommandCost 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.AddCost(_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) {
|
|
ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM);
|
|
ClearTownHouse(t, tile);
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
|
|
static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
|
|
{
|
|
HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
|
|
CargoID accepts[3];
|
|
|
|
/* Set the initial accepted cargo types */
|
|
for (uint8 i = 0; i < lengthof(accepts); i++) {
|
|
accepts[i] = hs->accepts_cargo[i];
|
|
}
|
|
|
|
/* Check for custom accepted cargo types */
|
|
if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
|
|
uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
|
|
if (callback != CALLBACK_FAILED) {
|
|
/* Replace accepted cargo types with translated values from callback */
|
|
accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grffile);
|
|
accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grffile);
|
|
accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
|
|
}
|
|
}
|
|
|
|
/* Check for custom cargo acceptance */
|
|
if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
|
|
uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
|
|
if (callback != CALLBACK_FAILED) {
|
|
if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4);
|
|
if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4);
|
|
if (_opt.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
|
|
/* 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, uint sub_mode)
|
|
{
|
|
/* not used */
|
|
return 0;
|
|
}
|
|
|
|
static void ChangeTileOwner_Town(TileIndex tile, PlayerID old_player, PlayerID new_player)
|
|
{
|
|
/* not used */
|
|
}
|
|
|
|
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));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Return the RoadBits of a tile
|
|
*
|
|
* @note There are many other functions doing things like that.
|
|
* @note Needs to be checked for needlessness.
|
|
* @param tile The tile we want to analyse
|
|
* @return The roadbits of the given tile
|
|
*/
|
|
static RoadBits GetTownRoadBits(TileIndex tile)
|
|
{
|
|
TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD);
|
|
RoadBits r = ROAD_NONE;
|
|
|
|
if (b == TRACK_BIT_NONE) return r;
|
|
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;
|
|
}
|
|
|
|
/**
|
|
* Check if a neighboring tile has a road
|
|
*
|
|
* @param tile curent tile
|
|
* @param dir target direction
|
|
* @param dist_multi distance multiplyer
|
|
* @return true if one of the neighboring tiles at the
|
|
* given distance is a road tile else false
|
|
*/
|
|
static bool IsNeighborRoadTile(TileIndex tile, DiagDirection dir, uint dist_multi)
|
|
{
|
|
static TileIndexDiff tid_lt[3]; // lookup table for the used diff values
|
|
tid_lt[0] = TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT));
|
|
tid_lt[1] = TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT));
|
|
tid_lt[2] = TileOffsByDiagDir(ReverseDiagDir(dir));
|
|
|
|
/* We add 1 to the distance because we want to get 1 for
|
|
* the min distance multiplyer and not 0.
|
|
* Therefore we start at 4. The 4 is used because
|
|
* there are 4 tiles per distance step to check.
|
|
*/
|
|
dist_multi = (dist_multi + 1) * 4;
|
|
for (uint pos = 4; pos < dist_multi; pos++) {
|
|
TileIndexDiff cur = 0;
|
|
/* For each even value of pos add the right TileIndexDiff
|
|
* for each uneven value the left TileIndexDiff
|
|
* for each with 2nd bit set (2,3,6,7,..) add the reversed TileIndexDiff
|
|
*/
|
|
cur += tid_lt[(pos & 1) ? 0 : 1];
|
|
if (pos & 2) cur += tid_lt[2];
|
|
|
|
cur = (uint)(pos / 4) * cur; // Multiply for the fitting distance
|
|
if (GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Check if a Road is allowed on a given tile
|
|
*
|
|
* @param tile The target tile
|
|
* @param dir The direction in which we want to extend the town
|
|
* @return true if it is allowed else false
|
|
*/
|
|
static bool IsRoadAllowedHere(TileIndex tile, DiagDirection dir)
|
|
{
|
|
if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
|
|
|
|
Slope cur_slope, desired_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 (GetTownRoadBits(tile) == ROAD_NONE) {
|
|
/* 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 == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
|
|
CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
|
|
return false;
|
|
}
|
|
|
|
cur_slope = GetTileSlope(tile, NULL);
|
|
if (cur_slope == SLOPE_FLAT) {
|
|
no_slope:
|
|
/* Tile has no slope */
|
|
switch (_patches.town_layout) {
|
|
default: NOT_REACHED();
|
|
|
|
case TL_ORIGINAL: /* Disallow the road if any neighboring tile has a road (distance: 1) */
|
|
return !IsNeighborRoadTile(tile, dir, 1);
|
|
|
|
case TL_BETTER_ROADS: /* Disallow the road if any neighboring tile has a road (distance: 1 and 2). */
|
|
return !IsNeighborRoadTile(tile, dir, 2);
|
|
}
|
|
}
|
|
|
|
/* If the tile is not a slope in the right direction, then
|
|
* maybe terraform some. */
|
|
desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
|
|
if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
|
|
if (Chance16(1, 8)) {
|
|
CommandCost res = CMD_ERROR;
|
|
if (!_generating_world && Chance16(1, 10)) {
|
|
/* Note: Do not replace " ^ 0xF" with ComplementSlope(). The slope might be steep. */
|
|
res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ 0xF, 0,
|
|
DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
|
|
}
|
|
if (CmdFailed(res) && Chance16(1, 3)) {
|
|
/* We can consider building on the slope, though. */
|
|
goto no_slope;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
|
|
static bool TerraformTownTile(TileIndex tile, int edges, int dir)
|
|
{
|
|
CommandCost r;
|
|
|
|
TILE_ASSERT(tile);
|
|
|
|
r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
|
|
if (CmdFailed(r) || r.GetCost() >= 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);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Generate the RoadBits of a grid tile
|
|
*
|
|
* @param t current town
|
|
* @param tile tile in reference to the town
|
|
* @param dir The direction to which we are growing ATM
|
|
* @return the RoadBit of the current tile regarding
|
|
* the selected town layout
|
|
*/
|
|
static RoadBits GetTownRoadGridElement(Town* t, TileIndex tile, DiagDirection dir)
|
|
{
|
|
/* align the grid to the downtown */
|
|
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
|
|
RoadBits rcmd = ROAD_NONE;
|
|
|
|
switch (_patches.town_layout) {
|
|
default: NOT_REACHED();
|
|
|
|
case TL_2X2_GRID:
|
|
if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
|
|
if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
|
|
break;
|
|
|
|
case TL_3X3_GRID:
|
|
if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
|
|
if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
|
|
break;
|
|
}
|
|
|
|
/* Optimise only X-junctions */
|
|
if (rcmd != ROAD_ALL) return rcmd;
|
|
|
|
RoadBits rb_template;
|
|
|
|
switch (GetTileSlope(tile, NULL)) {
|
|
default: rb_template = ROAD_ALL; break;
|
|
case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
|
|
case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
|
|
case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
|
|
case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
|
|
case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
|
|
case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
|
|
case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
|
|
case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
|
|
case SLOPE_STEEP_W:
|
|
case SLOPE_STEEP_S:
|
|
case SLOPE_STEEP_E:
|
|
case SLOPE_STEEP_N:
|
|
rb_template = ROAD_NONE;
|
|
break;
|
|
}
|
|
|
|
/* Stop if the template is compatible to the growth dir */
|
|
if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
|
|
/* If not generate a straight road in the direction of the growth */
|
|
return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
|
|
}
|
|
|
|
/**
|
|
* Grows the town with an extra house.
|
|
* Check if there are enough neighbor house tiles
|
|
* next to the current tile. If there are enough
|
|
* add another house.
|
|
*
|
|
* @param t The current town
|
|
* @param tile The target tile for the extra house
|
|
* @return true if an extra house has been added
|
|
*/
|
|
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
|
|
{
|
|
/* We can't look further than that. */
|
|
if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
|
|
|
|
uint counter = 0; // counts the house neighbor tiles
|
|
|
|
/* Check the tiles E,N,W and S of the current tile for houses */
|
|
for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
|
|
|
|
if (IsTileType(TileAddByDiagDir(tile, dir), MP_HOUSE)) counter++;
|
|
|
|
/* If there are enough neighbors stop here */
|
|
if (counter >= 3) {
|
|
if (BuildTownHouse(t, tile)) {
|
|
_grow_town_result = GROWTH_SUCCEED;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Grows the town with a road piece.
|
|
*
|
|
* @param t The current town
|
|
* @param tile The current tile
|
|
* @param rcmd The RoadBits we want to build on the tile
|
|
* @return true if the RoadBits have been added else false
|
|
*/
|
|
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
|
|
{
|
|
if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
|
|
_grow_town_result = GROWTH_SUCCEED;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Grows the town with a bridge.
|
|
* At first we check if a bridge is reasonable.
|
|
* If so we check if we are able to build it.
|
|
*
|
|
* @param t The current town
|
|
* @param tile The current tile
|
|
* @param bridge_dir The valid direction in which to grow a bridge
|
|
* @return true if a bridge has been build else false
|
|
*/
|
|
static bool GrowTownWithBridge(const Town *t, TileIndex tile, DiagDirection bridge_dir)
|
|
{
|
|
assert(bridge_dir < DIAGDIR_END);
|
|
|
|
const Slope slope = GetTileSlope(tile, NULL);
|
|
if (slope == SLOPE_FLAT) return false; // no slope, no bridge
|
|
|
|
/* Make sure the direction is compatible with the slope.
|
|
* If any of the following bits match, the slope is forbidden for
|
|
* that diagdir. This means 5 non-steep slopes, and 3 steep-slopes
|
|
* per diagdir.
|
|
* 0 -> 0b1100
|
|
* 1 -> 0b0110
|
|
* 2 -> 0b0011
|
|
* 3 -> 0b1001
|
|
* 0xCC is 0b11001100, so we just shift it right with
|
|
* the direction to get the forbidden slope mask. */
|
|
if (HASBITS(slope & 0x0F, 0xCC >> bridge_dir)) return false;
|
|
|
|
/* Assure that the bridge is connectable to the start side */
|
|
if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
|
|
|
|
/* We are in the right direction */
|
|
uint8 bridge_length = 0; // This value stores the length of the possible bridge
|
|
TileIndex bridge_tile = tile; // Used to store the other waterside
|
|
|
|
int delta = TileOffsByDiagDir(bridge_dir);
|
|
|
|
do {
|
|
if (bridge_length++ >= 11) {
|
|
/* Max 11 tile long bridges */
|
|
return false;
|
|
}
|
|
bridge_tile += delta;
|
|
} while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile) && TileX(bridge_tile) != 0);
|
|
|
|
/* no water tiles in between? */
|
|
if (bridge_length == 1) return false;
|
|
|
|
for (uint8 times = 0; times <= 22; times++) {
|
|
byte bridge_type = RandomRange(MAX_BRIDGES - 1);
|
|
|
|
/* Can we actually build the bridge? */
|
|
if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE))) {
|
|
DoCommand(tile, bridge_tile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
|
|
_grow_town_result = GROWTH_SUCCEED;
|
|
return true;
|
|
}
|
|
}
|
|
/* Quit if it selecting an appropiate bridge type fails a large number of times. */
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Grows the given town.
|
|
* There are at the moment 3 possible way's for
|
|
* the town expansion:
|
|
* @li Generate a random tile and check if there is a road allowed
|
|
* @li TL_ORIGINAL
|
|
* @li TL_BETTER_ROADS
|
|
* @li Check if the town geometry allows a road and which one
|
|
* @li TL_2X2_GRID
|
|
* @li TL_3X3_GRID
|
|
* @li Forbid roads, only build houses
|
|
* @li TL_NO_ROADS
|
|
*
|
|
* @param tile_ptr The current tile
|
|
* @param cur_rb The current tiles RoadBits
|
|
* @param target_dir The target road dir
|
|
* @param t1 The current town
|
|
*/
|
|
static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
|
|
{
|
|
RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
|
|
TileIndex tile = *tile_ptr; // The main tile on which we base our growth
|
|
|
|
TILE_ASSERT(tile);
|
|
|
|
if (cur_rb == ROAD_NONE) {
|
|
/* Tile has no road. First reset the status counter
|
|
* to say that this is the last iteration. */
|
|
_grow_town_result = GROWTH_SEARCH_STOPPED;
|
|
|
|
/* Remove hills etc */
|
|
LevelTownLand(tile);
|
|
|
|
/* Is a road allowed here? */
|
|
switch (_patches.town_layout) {
|
|
default: NOT_REACHED();
|
|
|
|
case TL_NO_ROADS: /* Disallow Roads */
|
|
return;
|
|
|
|
case TL_3X3_GRID:
|
|
case TL_2X2_GRID:
|
|
rcmd = GetTownRoadGridElement(t1, tile, target_dir);
|
|
if (rcmd == ROAD_NONE) return;
|
|
break;
|
|
|
|
case TL_BETTER_ROADS:
|
|
case TL_ORIGINAL:
|
|
if (!IsRoadAllowedHere(tile, target_dir)) return;
|
|
|
|
DiagDirection source_dir = ReverseDiagDir(target_dir);
|
|
|
|
if (Chance16(1, 4)) {
|
|
/* Randomize a new target dir */
|
|
do target_dir = RandomDiagDir(); while (target_dir == source_dir);
|
|
}
|
|
|
|
if (!IsRoadAllowedHere(TileAddByDiagDir(tile, target_dir), target_dir)) {
|
|
/* A road is not allowed to continue the randomized road,
|
|
* return if the road we're trying to build is curved. */
|
|
if (target_dir != ReverseDiagDir(source_dir)) return;
|
|
|
|
/* Return if neither side of the new road is a house */
|
|
if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
|
|
!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
|
|
return;
|
|
}
|
|
|
|
/* That means that the road is only allowed if there is a house
|
|
* at any side of the new road. */
|
|
}
|
|
|
|
rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
|
|
break;
|
|
}
|
|
|
|
} else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
|
|
/* Continue building on a partial road.
|
|
* Should be allways OK, so we only generate
|
|
* the fitting RoadBits */
|
|
_grow_town_result = GROWTH_SEARCH_STOPPED;
|
|
|
|
switch (_patches.town_layout) {
|
|
default: NOT_REACHED();
|
|
|
|
case TL_NO_ROADS: /* Disallow Roads */
|
|
return;
|
|
|
|
case TL_3X3_GRID:
|
|
case TL_2X2_GRID:
|
|
rcmd = GetTownRoadGridElement(t1, tile, target_dir);
|
|
break;
|
|
|
|
case TL_BETTER_ROADS:
|
|
case TL_ORIGINAL:
|
|
rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
|
|
break;
|
|
}
|
|
} else {
|
|
bool allow_house = false; // Value which decides if we want to construct a house
|
|
|
|
/* Reached a tunnel/bridge? Then continue at the other side of it. */
|
|
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
|
|
if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
|
|
*tile_ptr = GetOtherTunnelBridgeEnd(tile);
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* Possibly extend the road in a direction.
|
|
* Randomize a direction and if it has a road, bail out. */
|
|
target_dir = RandomDiagDir();
|
|
if (cur_rb & DiagDirToRoadBits(target_dir)) return;
|
|
|
|
/* This is the tile we will reach if we extend to this direction. */
|
|
TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
|
|
|
|
/* Don't walk into water. */
|
|
if (IsWaterTile(house_tile)) return;
|
|
|
|
switch (_patches.town_layout) {
|
|
default: NOT_REACHED();
|
|
|
|
case TL_NO_ROADS:
|
|
allow_house = true;
|
|
break;
|
|
|
|
case TL_3X3_GRID: /* Use 2x2 grid afterwards! */
|
|
GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
|
|
/* FALL THROUGH */
|
|
|
|
case TL_2X2_GRID:
|
|
rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
|
|
allow_house = (rcmd == ROAD_NONE);
|
|
break;
|
|
|
|
case TL_BETTER_ROADS: /* Use original afterwards! */
|
|
GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
|
|
/* FALL THROUGH */
|
|
|
|
case TL_ORIGINAL:
|
|
/* Allow a house at the edge. 60% chance or
|
|
* always ok if no road allowed. */
|
|
rcmd = DiagDirToRoadBits(target_dir);
|
|
allow_house = (!IsRoadAllowedHere(house_tile, target_dir) || Chance16(6, 10));
|
|
break;
|
|
}
|
|
|
|
if (allow_house) {
|
|
/* Build a house, but not if there already is a house there. */
|
|
if (!IsTileType(house_tile, MP_HOUSE)) {
|
|
/* Level the land if possible */
|
|
if (Chance16(1, 6)) LevelTownLand(house_tile);
|
|
|
|
/* And build a house.
|
|
* Set result to -1 if we managed to build it. */
|
|
if (BuildTownHouse(t1, house_tile)) {
|
|
_grow_town_result = GROWTH_SUCCEED;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
_grow_town_result = GROWTH_SEARCH_STOPPED;
|
|
}
|
|
|
|
/* Return if a water tile */
|
|
if (IsWaterTile(tile)) return;
|
|
|
|
/* Make the roads look nicer */
|
|
rcmd = CleanUpRoadBits(tile, rcmd);
|
|
if (rcmd == ROAD_NONE) return;
|
|
|
|
/* Only use the target direction for bridges to ensure they're connected.
|
|
* The target_dir is as computed previously according to town layout, so
|
|
* it will match it perfectly. */
|
|
if (GrowTownWithBridge(t1, tile, target_dir)) return;
|
|
|
|
GrowTownWithRoad(t1, tile, rcmd);
|
|
}
|
|
|
|
/** 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)
|
|
{
|
|
/* Special case.
|
|
* @see GrowTownInTile Check the else if
|
|
*/
|
|
DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
|
|
|
|
TILE_ASSERT(tile);
|
|
|
|
/* Number of times to search.
|
|
* Better roads, 2X2 and 3X3 grid grow quite fast so we give
|
|
* them a little handicap. */
|
|
switch (_patches.town_layout) {
|
|
case TL_BETTER_ROADS:
|
|
_grow_town_result = 10 + t->num_houses * 2 / 9;
|
|
break;
|
|
|
|
case TL_3X3_GRID:
|
|
case TL_2X2_GRID:
|
|
_grow_town_result = 10 + t->num_houses * 1 / 9;
|
|
break;
|
|
|
|
default:
|
|
_grow_town_result = 10 + t->num_houses * 4 / 9;
|
|
break;
|
|
}
|
|
|
|
do {
|
|
RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
|
|
|
|
/* Try to grow the town from this point */
|
|
GrowTownInTile(&tile, cur_rb, target_dir, t);
|
|
|
|
/* Exclude the source position from the bitmask
|
|
* and return if no more road blocks available */
|
|
cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
|
|
if (cur_rb == ROAD_NONE)
|
|
return _grow_town_result;
|
|
|
|
/* Select a random bit from the blockmask, walk a step
|
|
* and continue the search from there. */
|
|
do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
|
|
tile = TileAddByDiagDir(tile, target_dir);
|
|
|
|
if (IsTileType(tile, MP_ROAD)) {
|
|
/* Don't allow building over roads of other cities */
|
|
if (IsTileOwner(tile, OWNER_TOWN) && GetTownByTile(tile) != t) {
|
|
_grow_town_result = GROWTH_SUCCEED;
|
|
} 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.
|
|
*
|
|
* @return A RoadBits value with 2 bits set
|
|
*/
|
|
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)((ROAD_NW << a) + (ROAD_NW << b));
|
|
}
|
|
|
|
/** Grow the town
|
|
* @Return true if a house was built, or no if the build failed. */
|
|
static bool GrowTown(Town *t)
|
|
{
|
|
|
|
/* Let the town be a ghost town
|
|
* The player wanted it in such a way. Thus there he has it. ;)
|
|
* Never reached in editor mode. */
|
|
if (_patches.town_layout == TL_NO_ROADS && _generating_world) {
|
|
return false;
|
|
}
|
|
|
|
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}
|
|
};
|
|
const TileIndexDiffC *ptr;
|
|
|
|
/* Current player is a town */
|
|
PlayerID old_player = _current_player;
|
|
_current_player = OWNER_TOWN;
|
|
|
|
TileIndex tile = t->xy; // The tile we are working with ATM
|
|
|
|
/* Find a road that we can base the construction on. */
|
|
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
|
|
if (GetTownRoadBits(tile) != ROAD_NONE) {
|
|
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 (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, 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)
|
|
{
|
|
extern int _nb_orig_names;
|
|
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;
|
|
bool grf = (_opt.town_name >= _nb_orig_names);
|
|
uint32 grfid = grf ? GetGRFTownNameId(_opt.town_name - _nb_orig_names) : 0;
|
|
uint16 townnametype = grf ? GetGRFTownNameType(_opt.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _opt.town_name;
|
|
|
|
assert(townnameparts);
|
|
|
|
for (;;) {
|
|
restart:
|
|
r = Random();
|
|
|
|
SetDParam(0, r);
|
|
if (grf && grfid != 0) {
|
|
GRFTownNameGenerate(buf1, grfid, townnametype, r, lastof(buf1));
|
|
} else {
|
|
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)
|
|
{
|
|
extern int _nb_orig_names;
|
|
int x, 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 = INVALID_PLAYER;
|
|
t->exclusive_counter = 0;
|
|
t->statues = 0;
|
|
|
|
if (_opt.town_name < _nb_orig_names) {
|
|
/* Original town name */
|
|
t->townnamegrfid = 0;
|
|
t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
|
|
} else {
|
|
/* Newgrf town name */
|
|
t->townnamegrfid = GetGRFTownNameId(_opt.town_name - _nb_orig_names);
|
|
t->townnametype = GetGRFTownNameType(_opt.town_name - _nb_orig_names);
|
|
}
|
|
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);
|
|
}
|
|
|
|
/** 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)
|
|
*/
|
|
CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
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 */
|
|
Town *t = new Town(tile);
|
|
if (t == NULL) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
|
|
AutoPtrT<Town> t_auto_delete = t;
|
|
|
|
/* Create the town */
|
|
if (flags & DC_EXEC) {
|
|
_generating_world = true;
|
|
DoCreateTown(t, tile, townnameparts, (TownSizeMode)p2, p1);
|
|
_generating_world = false;
|
|
t_auto_delete.Detach();
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
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 = new Town(tile);
|
|
if (t == NULL) break;
|
|
|
|
DoCreateTown(t, tile, townnameparts, mode, size);
|
|
return t;
|
|
} while (--attempts);
|
|
return NULL;
|
|
}
|
|
|
|
static const byte _num_initial_towns[4] = {5, 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 CmdSucceeded(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 (_loaded_newgrf_features.has_newhouses) {
|
|
probability_max += hs->probability;
|
|
cumulative_probs[num] = probability_max;
|
|
}
|
|
houses[num++] = (HouseID)i;
|
|
}
|
|
}
|
|
|
|
for (;;) {
|
|
if (_loaded_newgrf_features.has_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 (_loaded_newgrf_features.has_newhouses) {
|
|
if (hs->override != 0) {
|
|
house = hs->override;
|
|
hs = GetHouseSpecs(house);
|
|
}
|
|
|
|
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, 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, Random());
|
|
}
|
|
}
|
|
|
|
static bool BuildTownHouse(Town *t, TileIndex tile)
|
|
{
|
|
CommandCost 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));
|
|
}
|
|
|
|
static bool IsUniqueTownName(const char *name)
|
|
{
|
|
const Town *t;
|
|
char buf[512];
|
|
|
|
FOR_ALL_TOWNS(t) {
|
|
SetDParam(0, t->index);
|
|
GetString(buf, STR_TOWN, lastof(buf));
|
|
if (strcmp(buf, name) == 0) return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/** Rename a town (server-only).
|
|
* @param tile unused
|
|
* @param flags type of operation
|
|
* @param p1 town ID to rename
|
|
* @param p2 unused
|
|
*/
|
|
CommandCost CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
StringID str;
|
|
Town *t;
|
|
|
|
if (!IsValidTownID(p1) || StrEmpty(_cmd_text)) return CMD_ERROR;
|
|
|
|
t = GetTown(p1);
|
|
|
|
if (!IsUniqueTownName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
|
|
|
|
str = AllocateName(_cmd_text, 4);
|
|
if (str == 0) return CMD_ERROR;
|
|
|
|
if (flags & DC_EXEC) {
|
|
DeleteName(t->townnametype);
|
|
t->townnametype = str;
|
|
t->townnamegrfid = 0;
|
|
|
|
UpdateTownVirtCoord(t);
|
|
_town_sort_dirty = true;
|
|
UpdateAllStationVirtCoord();
|
|
UpdateAllWaypointSigns();
|
|
MarkWholeScreenDirty();
|
|
} else {
|
|
DeleteName(str);
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
/** 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)
|
|
{
|
|
t->road_build_months = 6;
|
|
|
|
SetDParam(0, t->index);
|
|
SetDParam(1, _current_player);
|
|
|
|
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;
|
|
CommandCost r;
|
|
|
|
/* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
|
|
if (IsSteepSlope(GetTileSlope(tile, NULL))) 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)
|
|
{
|
|
/* Check if it's allowed to by the rights */
|
|
if (!_patches.exclusive_rights) return;
|
|
|
|
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
|
|
*/
|
|
CommandCost CmdDoTownAction(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
CommandCost 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.AddCost((_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_ROAD) &&
|
|
GetRoadOwner(tile, ROADTYPE_ROAD) == 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 */
|
|
_Town_pool.CleanPool();
|
|
_Town_pool.AddBlockToPool();
|
|
|
|
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;
|
|
}
|
|
|
|
static CommandCost TerraformTile_Town(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
|
|
{
|
|
if (AutoslopeEnabled()) {
|
|
HouseID house = GetHouseType(tile);
|
|
HouseSpec *hs = GetHouseSpecs(house);
|
|
|
|
/* Here we differ from TTDP by checking TILE_NOT_SLOPED */
|
|
if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
|
|
(GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) return _price.terraform;
|
|
}
|
|
|
|
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
|
|
}
|
|
|
|
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 */
|
|
GetFoundation_Town, /* get_foundation_proc */
|
|
TerraformTile_Town, /* terraform_tile_proc */
|
|
};
|
|
|
|
|
|
/** Save and load of towns. */
|
|
static const SaveLoad _town_desc[] = {
|
|
SLE_CONDVAR(Town, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
|
|
SLE_CONDVAR(Town, xy, SLE_UINT32, 6, SL_MAX_VERSION),
|
|
|
|
SLE_CONDVAR(Town, population, SLE_FILE_U16 | SLE_VAR_U32, 0, 2),
|
|
SLE_CONDVAR(Town, population, SLE_UINT32, 3, SL_MAX_VERSION),
|
|
|
|
|
|
SLE_VAR(Town, num_houses, SLE_UINT16),
|
|
SLE_CONDVAR(Town, townnamegrfid, SLE_UINT32, 66, SL_MAX_VERSION),
|
|
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_CONDNULL(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,SL_MAX_VERSION),
|
|
|
|
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, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Town, max_mail, SLE_UINT32, 9, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Town, new_max_pass, SLE_UINT32, 9, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Town, new_max_mail, SLE_UINT32, 9, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Town, act_pass, SLE_UINT32, 9, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Town, act_mail, SLE_UINT32, 9, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Town, new_act_pass, SLE_UINT32, 9, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Town, new_act_mail, SLE_UINT32, 9, SL_MAX_VERSION),
|
|
|
|
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_CONDVAR(Town, time_until_rebuild, SLE_UINT8, 0, 53),
|
|
SLE_CONDVAR(Town, grow_counter, SLE_UINT8, 0, 53),
|
|
SLE_CONDVAR(Town, growth_rate, SLE_UINT8, 0, 53),
|
|
|
|
SLE_CONDVAR(Town, time_until_rebuild, SLE_UINT16, 54, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Town, grow_counter, SLE_UINT16, 54, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Town, growth_rate, SLE_INT16, 54, SL_MAX_VERSION),
|
|
|
|
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),
|
|
|
|
SLE_CONDVAR(Town, larger_town, SLE_BOOL, 56, SL_MAX_VERSION),
|
|
|
|
/* reserve extra space in savegame here. (currently 30 bytes) */
|
|
SLE_CONDNULL(30, 2, SL_MAX_VERSION),
|
|
|
|
SLE_END()
|
|
};
|
|
|
|
/* Save and load the mapping between the house id on the map, and the grf file
|
|
* it came from. */
|
|
static const SaveLoad _house_id_mapping_desc[] = {
|
|
SLE_VAR(EntityIDMapping, grfid, SLE_UINT32),
|
|
SLE_VAR(EntityIDMapping, entity_id, SLE_UINT8),
|
|
SLE_VAR(EntityIDMapping, substitute_id, SLE_UINT8),
|
|
SLE_END()
|
|
};
|
|
|
|
static void Save_HOUSEIDS()
|
|
{
|
|
uint j = _house_mngr.GetMaxMapping();
|
|
|
|
for (uint i = 0; i < j; i++) {
|
|
SlSetArrayIndex(i);
|
|
SlObject(&_house_mngr.mapping_ID[i], _house_id_mapping_desc);
|
|
}
|
|
}
|
|
|
|
static void Load_HOUSEIDS()
|
|
{
|
|
int index;
|
|
|
|
_house_mngr.ResetMapping();
|
|
uint max_id = _house_mngr.GetMaxMapping();
|
|
|
|
while ((index = SlIterateArray()) != -1) {
|
|
if ((uint)index >= max_id) break;
|
|
SlObject(&_house_mngr.mapping_ID[index], _house_id_mapping_desc);
|
|
}
|
|
}
|
|
|
|
static void Save_TOWN()
|
|
{
|
|
Town *t;
|
|
|
|
FOR_ALL_TOWNS(t) {
|
|
SlSetArrayIndex(t->index);
|
|
SlObject(t, _town_desc);
|
|
}
|
|
}
|
|
|
|
static void Load_TOWN()
|
|
{
|
|
int index;
|
|
|
|
_total_towns = 0;
|
|
|
|
while ((index = SlIterateArray()) != -1) {
|
|
Town *t = new (index) Town();
|
|
SlObject(t, _town_desc);
|
|
|
|
_total_towns++;
|
|
}
|
|
|
|
/* This is to ensure all pointers are within the limits of
|
|
* the size of the TownPool */
|
|
if (_cur_town_ctr > GetMaxTownIndex())
|
|
_cur_town_ctr = 0;
|
|
}
|
|
|
|
void AfterLoadTown()
|
|
{
|
|
Town *t;
|
|
FOR_ALL_TOWNS(t) {
|
|
UpdateTownRadius(t);
|
|
}
|
|
_town_sort_dirty = true;
|
|
}
|
|
|
|
extern const ChunkHandler _town_chunk_handlers[] = {
|
|
{ 'HIDS', Save_HOUSEIDS, Load_HOUSEIDS, CH_ARRAY },
|
|
{ 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},
|
|
};
|
|
|
|
void ResetHouses()
|
|
{
|
|
memset(&_house_specs, 0, sizeof(_house_specs));
|
|
memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
|
|
|
|
/* Reset any overrides that have been set. */
|
|
_house_mngr.ResetOverride();
|
|
}
|