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2091 lines
49 KiB
C
2091 lines
49 KiB
C
#include "stdafx.h"
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#include "openttd.h"
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#include "strings.h"
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#include "table/strings.h"
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#include "map.h"
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#include "tile.h"
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#include "viewport.h"
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#include "town.h"
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#include "command.h"
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#include "pathfind.h"
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#include "gfx.h"
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#include "industry.h"
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#include "station.h"
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#include "player.h"
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#include "news.h"
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#include "saveload.h"
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#include "economy.h"
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#include "gui.h"
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#include "network.h"
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enum {
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/* Max towns: 64000 (8 * 8000) */
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TOWN_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */
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TOWN_POOL_MAX_BLOCKS = 8000,
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};
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/**
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* Called if a new block is added to the town-pool
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*/
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static void TownPoolNewBlock(uint start_item)
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{
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Town *t;
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FOR_ALL_TOWNS_FROM(t, start_item)
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t->index = start_item++;
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}
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/* Initialize the town-pool */
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MemoryPool _town_pool = { "Towns", TOWN_POOL_MAX_BLOCKS, TOWN_POOL_BLOCK_SIZE_BITS, sizeof(Town), &TownPoolNewBlock, 0, 0, NULL };
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/* This is the base "normal" number of towns on the 8x8 map, when
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* one town should get grown per tick. The other numbers of towns
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* are then scaled based on that. */
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#define TOWN_GROWTH_FREQUENCY 23
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enum {
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TOWN_HAS_CHURCH = 0x02,
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TOWN_HAS_STADIUM = 0x04
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};
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// Local
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static int _grow_town_result;
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static bool BuildTownHouse(Town *t, uint tile);
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static void ClearTownHouse(Town *t, uint tile);
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static void DoBuildTownHouse(Town *t, uint tile);
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typedef struct DrawTownTileStruct {
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uint32 sprite_1;
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uint32 sprite_2;
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byte subtile_x:4;
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byte subtile_y:4;
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byte width:4;
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byte height:4;
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byte dz;
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byte proc;
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} DrawTownTileStruct;
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#include "table/town_land.h"
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static void TownDrawTileProc1(TileInfo *ti)
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{
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AddChildSpriteScreen(0x5A3, 0xE, 0x3C - (_map_owner[ti->tile]&0x7F));
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}
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typedef void TownDrawTileProc(TileInfo *ti);
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static TownDrawTileProc * const _town_draw_tile_procs[1] = {
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TownDrawTileProc1
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};
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static void DrawTile_Town(TileInfo *ti)
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{
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const DrawTownTileStruct *dcts;
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byte z;
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uint32 image;
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/* Retrieve pointer to the draw town tile struct */
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{
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/* this "randomizes" on the (up to) 4 variants of a building */
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byte gfx = (byte)_map3_hi[ti->tile];
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byte stage = _map3_lo[ti->tile] >> 6;
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uint variant;
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variant = ti->x >> 4;
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variant ^= ti->x >> 6;
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variant ^= ti->y >> 4;
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variant -= ti->y >> 6;
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variant &= 3;
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dcts = &_town_draw_tile_data[gfx << 4 | variant << 2 | stage];
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}
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z = ti->z;
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/* Add bricks below the house? */
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if (ti->tileh) {
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AddSortableSpriteToDraw(0x3DD + ti->tileh, ti->x, ti->y, 16, 16, 7, z);
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AddChildSpriteScreen(dcts->sprite_1, 0x1F, 1);
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z += 8;
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} else {
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/* Else draw regular ground */
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DrawGroundSprite(dcts->sprite_1);
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}
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/* Add a house on top of the ground? */
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if ((image = dcts->sprite_2) != 0) {
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if (_display_opt & DO_TRANS_BUILDINGS)
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image = (image & 0x3FFF) | 0x3224000;
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AddSortableSpriteToDraw(image,
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ti->x + dcts->subtile_x,
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ti->y + dcts->subtile_y,
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dcts->width + 1,
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dcts->height + 1,
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dcts->dz,
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z);
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if (_display_opt & DO_TRANS_BUILDINGS)
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return;
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}
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{
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int proc;
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if ((proc=dcts->proc-1) >= 0 )
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_town_draw_tile_procs[proc](ti);
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}
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}
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static uint GetSlopeZ_Town(TileInfo *ti)
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{
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uint z = GetPartialZ(ti->x&0xF, ti->y&0xF, ti->tileh) + ti->z;
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if (ti->tileh != 0) z = (z & ~7) + 4;
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return (uint16) z;
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}
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static uint GetSlopeTileh_Town(TileInfo *ti)
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{
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return ti->tileh;
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}
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static void AnimateTile_Town(uint tile)
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{
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int old;
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int i;
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int a,b;
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if (_tick_counter & 3)
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return;
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if (_map3_hi[tile] != 4 && _map3_hi[tile] != 5)
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return;
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if (!((old=_map_owner[tile])&0x80)) {
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_map_owner[tile] |= 0x80;
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do {
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i = (Random()&7) - 1;
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} while (i < 0 || i == 1 || i*6==old);
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_map5[tile] = (_map5[tile] & ~0x3F) | i;
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}
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a = _map_owner[tile]&0x7F;
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b = (_map5[tile]&0x3F) * 6;
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a += (a < b) ? 1 : -1;
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_map_owner[tile] = (_map_owner[tile]&0x80)|a;
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if (a == b) {
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_map5[tile] &= 0x40;
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_map_owner[tile] &= 0x7F;
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DeleteAnimatedTile(tile);
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}
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MarkTileDirtyByTile(tile);
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}
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static void UpdateTownRadius(Town *t);
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static bool IsCloseToTown(uint tile, uint dist)
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{
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Town *t;
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FOR_ALL_TOWNS(t) {
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if (t->xy != 0 && DistanceManhattan(tile, t->xy) < dist)
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return true;
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}
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return false;
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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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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) * 16, TileY(t->xy) * 16);
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SetDParam(0, t->townnametype);
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SetDParam(1, t->townnameparts);
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SetDParam(2, t->population);
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UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24, _patches.population_in_label ? STR_TOWN_LABEL_POP : STR_2001);
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MarkTownSignDirty(t);
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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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uint32 GetWorldPopulation(void)
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{
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uint32 pop;
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Town *t;
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pop = 0;
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FOR_ALL_TOWNS(t) {
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pop += t->population;
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}
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return pop;
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}
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static void MakeSingleHouseBigger(uint tile)
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{
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byte b;
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assert(IsTileType(tile, MP_HOUSE));
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b = _map5[tile];
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if (b & 0x80)
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return;
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_map5[tile] = (b & 0xC0) | ((b+1)&7);
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if ((_map5[tile]&7) != 0)
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return;
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_map3_lo[tile] = _map3_lo[tile] + 0x40;
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if ( (_map3_lo[tile] & 0xC0) == 0xC0) {
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ChangePopulation(GetTown(_map2[tile]), _housetype_population[_map3_hi[tile]]);
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}
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MarkTileDirtyByTile(tile);
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}
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static void MakeTownHouseBigger(uint tile)
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{
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uint flags = _house_more_flags[_map3_hi[tile]];
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if (flags & 8) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
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if (flags & 4) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
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if (flags & 2) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
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if (flags & 1) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
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}
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static void TileLoop_Town(uint tile)
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{
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int house;
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Town *t;
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uint32 r;
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if ((_map3_lo[tile] & 0xC0) != 0xC0) {
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MakeTownHouseBigger(tile);
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return;
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}
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house = _map3_hi[tile];
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if (_housetype_extra_flags[house] & 0x20 &&
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!(_map5[tile] & 0x80) &&
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CHANCE16(1,2) &&
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AddAnimatedTile(tile)) {
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_map5[tile] = (_map5[tile] & 0x40)|0x80;
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}
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t = GetTown(_map2[tile]);
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r = Random();
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if ( (byte)r < _housetype_population[house] ) {
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uint amt = ((byte)r >> 3) + 1, 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 ( (byte)(r>>8) < _housetype_mailamount[house] ) {
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uint amt = ((byte)(r>>8) >> 3) + 1, 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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if (_house_more_flags[house]&8 && (t->flags12&1) && --t->time_until_rebuild == 0) {
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r>>=16;
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t->time_until_rebuild = (r & 63) + 130;
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_current_player = OWNER_TOWN;
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ClearTownHouse(t, tile);
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// rebuild with another house?
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if ( (byte) (r >> 8) >= 12) {
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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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static void ClickTile_Town(uint tile)
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{
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/* not used */
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}
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static int32 ClearTile_Town(uint tile, byte flags)
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{
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int house, rating;
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int32 cost;
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Town *t;
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// safety checks
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if (!EnsureNoVehicle(tile)) return CMD_ERROR;
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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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house = _map3_hi[tile];
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cost = _price.remove_house * _housetype_remove_cost[house] >> 8;
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rating = _housetype_remove_ratingmod[house];
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_cleared_town_rating += rating;
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_cleared_town = t = GetTown(_map2[tile]);
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if (_current_player < MAX_PLAYERS) {
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if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
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SetDParam(0, t->index);
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return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
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}
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}
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if (flags & DC_EXEC) {
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ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM);
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ClearTownHouse(t, tile);
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}
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return cost;
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}
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static void GetAcceptedCargo_Town(uint tile, AcceptedCargo ac)
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{
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int type = _map3_hi[tile];
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ac[CT_PASSENGERS] = _housetype_cargo_passengers[type];
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ac[CT_MAIL] = _housetype_cargo_mail[type];
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ac[CT_GOODS] = _housetype_cargo_goods[type];
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ac[CT_FOOD] = _housetype_cargo_food[type];
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}
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static void GetTileDesc_Town(uint tile, TileDesc *td)
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{
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td->str = _town_tile_names[_map3_hi[tile]];
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if ((_map3_lo[tile] & 0xC0) != 0xC0) {
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SetDParamX(td->dparam, 0, td->str);
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td->str = STR_2058_UNDER_CONSTRUCTION;
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}
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td->owner = OWNER_TOWN;
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}
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static uint32 GetTileTrackStatus_Town(uint tile, TransportType mode)
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{
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/* not used */
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return 0;
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}
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static void ChangeTileOwner_Town(uint tile, byte old_player, byte new_player)
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{
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/* not used */
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}
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static const TileIndexDiffC _roadblock_tileadd[] = {
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{ 0, -1},
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{ 1, 0},
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{ 0, 1},
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{-1, 0},
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// Store the first 3 elements again.
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// Lets us rotate without using &3.
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{ 0, -1},
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{ 1, 0},
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{ 0, 1}
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};
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static void TownTickHandler(Town *t)
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{
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if (t->flags12&1) {
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int i = t->grow_counter - 1;
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if (i < 0) {
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if (GrowTown(t)) {
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i = t->growth_rate;
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} else {
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i = 0;
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}
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}
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t->grow_counter = i;
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}
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UpdateTownRadius(t);
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}
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void OnTick_Town(void)
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{
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if (_game_mode == GM_EDITOR)
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return;
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/* Make sure each town's tickhandler invocation frequency is about the
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* same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */
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for (_cur_town_iter += GetTownPoolSize();
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_cur_town_iter >= TOWN_GROWTH_FREQUENCY;
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_cur_town_iter -= TOWN_GROWTH_FREQUENCY) {
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uint32 i = _cur_town_ctr;
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Town *t;
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if (++_cur_town_ctr >= GetTownPoolSize())
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_cur_town_ctr = 0;
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t = GetTown(i);
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if (t->xy != 0)
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TownTickHandler(t);
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}
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}
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static byte GetTownRoadMask(TileIndex tile)
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{
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byte b = GetRoadBitsByTile(tile);
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byte r=0;
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if (b&1) r|=10;
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if (b&2) r|=5;
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if (b&4) r|=9;
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if (b&8) r|=6;
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if (b&16) r|=3;
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if (b&32) r|=12;
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return r;
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}
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static bool IsRoadAllowedHere(uint tile, int dir)
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{
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uint k;
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uint slope;
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// If this assertion fails, it might be because the world contains
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// land at the edges. This is not ok.
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TILE_ASSERT(tile);
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for(;;) {
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// Check if there already is a road at this point?
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if (GetRoadBitsByTile(tile) == 0) {
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// No, try to build one in the direction.
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// if that fails clear the land, and if that fails exit.
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// This is to make sure that we can build a road here later.
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if (DoCommandByTile(tile, (dir&1)?0xA:0x5, 0, DC_AUTO, CMD_BUILD_ROAD) == CMD_ERROR &&
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DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR) == CMD_ERROR)
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return false;
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}
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slope = GetTileSlope(tile, NULL);
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if (slope == 0) {
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no_slope:
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// Tile has no slope
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// Disallow the road if any neighboring tile has a road.
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if (HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+1]))), dir^2) ||
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HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+3]))), dir^2) ||
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HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+1]) + ToTileIndexDiff(_roadblock_tileadd[dir+2]))), dir) ||
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HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+3]) + ToTileIndexDiff(_roadblock_tileadd[dir+2]))), dir))
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return false;
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// Otherwise allow
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return true;
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}
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|
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// If the tile is not a slope in the right direction, then
|
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// maybe terraform some.
|
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if ((k = (dir&1)?0xC:0x9) != slope && (k^0xF) != slope) {
|
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uint32 r = Random();
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|
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if (CHANCE16I(1,8, r) && !_generating_world) {
|
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int32 res;
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if (CHANCE16I(1,16,r))
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res = DoCommandByTile(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER,
|
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CMD_TERRAFORM_LAND);
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else
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res = DoCommandByTile(tile, slope^0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER,
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CMD_TERRAFORM_LAND);
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if (res == CMD_ERROR && CHANCE16I(1,3,r))
|
|
// We can consider building on the slope, though.
|
|
goto no_slope;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/* Can somebody explain for what this is needed? :s */
|
|
// tile = TILE_ADD(tile, _roadblock_tileadd[dir]);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
static bool TerraformTownTile(uint tile, int edges, int dir)
|
|
{
|
|
int32 r;
|
|
|
|
TILE_ASSERT(tile);
|
|
|
|
r = DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
|
|
if (r == CMD_ERROR || r >= 126*16)
|
|
return false;
|
|
DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
|
|
return true;
|
|
}
|
|
|
|
static void LevelTownLand(uint tile)
|
|
{
|
|
TileInfo ti;
|
|
|
|
TILE_ASSERT(tile);
|
|
|
|
// Don't terraform if land is plain or if there's a house there.
|
|
FindLandscapeHeightByTile(&ti, tile);
|
|
if (ti.tileh == 0 || ti.type == MP_HOUSE)
|
|
return;
|
|
|
|
// First try up, then down
|
|
if (!TerraformTownTile(tile, ~ti.tileh & 0xF, 1)) {
|
|
TerraformTownTile(tile, ti.tileh & 0xF, 0);
|
|
}
|
|
}
|
|
|
|
#define IS_WATER_TILE(t) (IsTileType((t), MP_WATER) && _map5[(t)] == 0)
|
|
|
|
static void GrowTownInTile(uint *tile_ptr, uint mask, int block, Town *t1)
|
|
{
|
|
uint16 r;
|
|
int a,b,rcmd;
|
|
uint tmptile;
|
|
TileInfo ti;
|
|
int i;
|
|
int j;
|
|
uint tile = *tile_ptr;
|
|
|
|
TILE_ASSERT(tile);
|
|
|
|
if (mask == 0) {
|
|
// Tile has no road. First reset the status counter
|
|
// to say that this is the last iteration.
|
|
_grow_town_result = 0;
|
|
|
|
// Remove hills etc
|
|
LevelTownLand(tile);
|
|
|
|
// Is a road allowed here?
|
|
if (!IsRoadAllowedHere(tile, block))
|
|
return;
|
|
|
|
// Randomize new road block numbers
|
|
a = block;
|
|
b = block ^ 2;
|
|
r = (uint16)Random();
|
|
if (r <= 0x4000) do {
|
|
a = (int)Random() & 3;
|
|
} while(a == b);
|
|
|
|
if (!IsRoadAllowedHere(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a])), a)) {
|
|
// A road is not allowed to continue the randomized road,
|
|
// return if the road we're trying to build is curved.
|
|
if ( a != (b^2))
|
|
return;
|
|
|
|
// Return if neither side of the new road is a house
|
|
if (!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 1])), MP_HOUSE) &&
|
|
!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 3])), MP_HOUSE))
|
|
return;
|
|
|
|
// That means that the road is only allowed if there is a house
|
|
// at any side of the new road.
|
|
}
|
|
rcmd = (1 << a) + (1 << b);
|
|
|
|
} else if (block < 5 && !HASBIT(mask,block^2)) {
|
|
// Continue building on a partial road.
|
|
// Always OK.
|
|
_grow_town_result = 0;
|
|
rcmd = 1 << (block^2);
|
|
} else {
|
|
|
|
// Reached a tunnel? Then continue at the other side of it.
|
|
if (IsTileType(tile, MP_TUNNELBRIDGE) && (_map5[tile]& ~3) == 4) {
|
|
FindLengthOfTunnelResult flotr = FindLengthOfTunnel(tile, _map5[tile]&3);
|
|
*tile_ptr = flotr.tile;
|
|
return;
|
|
}
|
|
|
|
// For any other kind of tunnel/bridge, bail out.
|
|
if (IsTileType(tile, MP_TUNNELBRIDGE))
|
|
return;
|
|
|
|
// Possibly extend the road in a direction.
|
|
// Randomize a direction and if it has a road, bail out.
|
|
i = (int)Random() & 3;
|
|
if (HASBIT(mask, i))
|
|
return;
|
|
|
|
// This is the tile we will reach if we extend to this direction.
|
|
tmptile = TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[i]));
|
|
|
|
// Don't do it if it reaches to water.
|
|
if (IS_WATER_TILE(tmptile))
|
|
return;
|
|
|
|
// Build a house at the edge. 60% chance or
|
|
// always ok if no road allowed.
|
|
if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6,10)) {
|
|
// But not if there already is a house there.
|
|
if (!IsTileType(tmptile, MP_HOUSE)) {
|
|
// Level the land if possible
|
|
LevelTownLand(tmptile);
|
|
|
|
// And build a house.
|
|
// Set result to -1 if we managed to build it.
|
|
if (BuildTownHouse(t1, tmptile))
|
|
_grow_town_result = -1;
|
|
}
|
|
return;
|
|
}
|
|
|
|
_grow_town_result = 0;
|
|
rcmd = 1 << i;
|
|
}
|
|
|
|
FindLandscapeHeightByTile(&ti, tile);
|
|
|
|
// Return if a water tile
|
|
if (ti.type == MP_WATER && ti.map5==0)
|
|
return;
|
|
|
|
// Determine direction of slope,
|
|
// and build a road if not a special slope.
|
|
if ((i=0,ti.tileh != 3) &&
|
|
(i++,ti.tileh != 9) &&
|
|
(i++,ti.tileh != 12) &&
|
|
(i++,ti.tileh != 6)) {
|
|
build_road_and_exit:
|
|
if (DoCommandByTile(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD) != CMD_ERROR)
|
|
_grow_town_result = -1;
|
|
return;
|
|
}
|
|
|
|
tmptile = tile;
|
|
|
|
// Now it contains the direction of the slope
|
|
j = -11; // max 11 tile long bridges
|
|
do {
|
|
if (++j == 0)
|
|
goto build_road_and_exit;
|
|
tmptile = TILE_MASK(tmptile + TileOffsByDir(i));
|
|
} while (IS_WATER_TILE(tmptile));
|
|
|
|
// no water tiles in between?
|
|
if (j == -10)
|
|
goto build_road_and_exit;
|
|
|
|
// Quit if it selecting an appropiate bridge type fails a large number of times.
|
|
j = 22;
|
|
{
|
|
int32 bridge_len = GetBridgeLength(tile, tmptile);
|
|
do {
|
|
byte bridge_type = RandomRange(MAX_BRIDGES - 1);
|
|
if (CheckBridge_Stuff(bridge_type, bridge_len)) {
|
|
if (DoCommandByTile(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE) != CMD_ERROR)
|
|
_grow_town_result = -1;
|
|
|
|
// obviously, if building any bridge would fail, there is no need to try other bridge-types
|
|
return;
|
|
}
|
|
} while(--j != 0);
|
|
}
|
|
}
|
|
#undef IS_WATER_TILE
|
|
|
|
|
|
// Returns true if a house was built, or no if the build failed.
|
|
static int GrowTownAtRoad(Town *t, uint tile)
|
|
{
|
|
uint mask;
|
|
int block = 5; // special case
|
|
|
|
TILE_ASSERT(tile);
|
|
|
|
// Number of times to search.
|
|
_grow_town_result = 10 + t->num_houses * 4 / 9;
|
|
|
|
do {
|
|
// Get a bitmask of the road blocks on a tile
|
|
mask = GetTownRoadMask(tile);
|
|
|
|
// Try to grow the town from this point
|
|
GrowTownInTile(&tile,mask,block,t);
|
|
|
|
// Exclude the source position from the bitmask
|
|
// and return if no more road blocks available
|
|
CLRBIT(mask, (block ^ 2));
|
|
if (mask == 0)
|
|
return _grow_town_result;
|
|
|
|
// Select a random bit from the blockmask, walk a step
|
|
// and continue the search from there.
|
|
do block = Random() & 3; while (!HASBIT(mask,block));
|
|
tile += ToTileIndexDiff(_roadblock_tileadd[block]);
|
|
|
|
if (IsTileType(tile, MP_STREET)) {
|
|
/* Don't allow building over roads of other cities */
|
|
if (IsTileOwner(tile, OWNER_TOWN) && GetTown(_map2[tile]) != t)
|
|
_grow_town_result = -1;
|
|
else if (_game_mode == GM_EDITOR) {
|
|
/* If we are in the SE, and this road-piece has no town owner yet, it just found an
|
|
* owner :) (happy happy happy road now) */
|
|
SetTileOwner(tile, OWNER_TOWN);
|
|
_map2[tile] = t->index;
|
|
}
|
|
}
|
|
|
|
// Max number of times is checked.
|
|
} while (--_grow_town_result >= 0);
|
|
|
|
return (_grow_town_result == -2);
|
|
}
|
|
|
|
// Generate a random road block
|
|
// The probability of a straight road
|
|
// is somewhat higher than a curved.
|
|
static int GenRandomRoadBits(void)
|
|
{
|
|
uint32 r = Random();
|
|
int a = r&3, b = (r >> 8) & 3;
|
|
if (a == b) b ^= 2;
|
|
return (1<<a)+(1<<b);
|
|
}
|
|
|
|
// Grow the town
|
|
// Returns true if a house was built, or no if the build failed.
|
|
bool GrowTown(Town *t)
|
|
{
|
|
uint tile;
|
|
const TileIndexDiffC *ptr;
|
|
TileInfo ti;
|
|
byte old_player;
|
|
|
|
static const TileIndexDiffC _town_coord_mod[] = {
|
|
{-1, 0},
|
|
{ 1, 1},
|
|
{ 1, -1},
|
|
{-1, -1},
|
|
{-1, 0},
|
|
{ 0, 2},
|
|
{ 2, 0},
|
|
{ 0, -2},
|
|
{-1, -1},
|
|
{-2, 2},
|
|
{ 2, 2},
|
|
{ 2, -2},
|
|
{ 0, 0}
|
|
};
|
|
|
|
// Current player is a town
|
|
old_player = _current_player;
|
|
_current_player = OWNER_TOWN;
|
|
|
|
// Find a road that we can base the construction on.
|
|
tile = t->xy;
|
|
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
|
|
if (GetRoadBitsByTile(tile) != 0) {
|
|
int r = GrowTownAtRoad(t, tile);
|
|
_current_player = old_player;
|
|
return r;
|
|
}
|
|
tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
|
|
}
|
|
|
|
// No road available, try to build a random road block by
|
|
// clearing some land and then building a road there.
|
|
tile = t->xy;
|
|
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
|
|
FindLandscapeHeightByTile(&ti, tile);
|
|
|
|
// Only work with plain land that not already has a house with map5=0
|
|
if (ti.tileh == 0 && !(ti.type==MP_HOUSE && ti.map5==0)) {
|
|
if (DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR) != CMD_ERROR) {
|
|
DoCommandByTile(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
|
|
_current_player = old_player;
|
|
return true;
|
|
}
|
|
}
|
|
tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
|
|
}
|
|
|
|
_current_player = old_player;
|
|
return false;
|
|
}
|
|
|
|
static void UpdateTownRadius(Town *t)
|
|
{
|
|
static const uint16 _town_radius_data[23][5] = {
|
|
{ 4, 0, 0, 0, 0}, // 0
|
|
{16, 0, 0, 0, 0},
|
|
{25, 0, 0, 0, 0},
|
|
{36, 0, 0, 0, 0},
|
|
{49, 0, 4, 0, 0},
|
|
{64, 0, 4, 0, 0}, // 20
|
|
{64, 0, 9, 0, 1},
|
|
{64, 0, 9, 0, 4},
|
|
{64, 0, 16, 0, 4},
|
|
{81, 0, 16, 0, 4},
|
|
{81, 0, 16, 0, 4}, // 40
|
|
{81, 0, 25, 0, 9},
|
|
{81, 36, 25, 0, 9},
|
|
{81, 36, 25, 16, 9},
|
|
{81, 49, 0, 25, 9},
|
|
{81, 64, 0, 25, 9}, // 60
|
|
{81, 64, 0, 36, 9},
|
|
{81, 64, 0, 36, 16},
|
|
{100, 81, 0, 49, 16},
|
|
{100, 81, 0, 49, 25},
|
|
{121, 81, 0, 49, 25}, // 80
|
|
{121, 81, 0, 49, 25},
|
|
{121, 81, 0, 49, 36}, // 88
|
|
};
|
|
|
|
if (t->num_houses < 92) {
|
|
memcpy(t->radius, _town_radius_data[t->num_houses / 4], sizeof(t->radius));
|
|
} else {
|
|
int mass = t->num_houses / 8;
|
|
// At least very roughly extrapolate. Empirical numbers dancing between
|
|
// overwhelming by cottages and skyscrapers outskirts.
|
|
t->radius[0] = mass * mass;
|
|
// Actually we are proportional to sqrt() but that's right because
|
|
// we are covering an area.
|
|
t->radius[1] = mass * 7;
|
|
t->radius[2] = 0;
|
|
t->radius[3] = mass * 4;
|
|
t->radius[4] = mass * 3;
|
|
//debug("%d (->%d): %d %d %d %d\n", t->num_houses, mass, t->radius[0], t->radius[1], t->radius[3], t->radius[4]);
|
|
}
|
|
}
|
|
|
|
static bool CreateTownName(uint32 *townnameparts)
|
|
{
|
|
Town *t2;
|
|
char buf1[64];
|
|
char buf2[64];
|
|
uint32 r;
|
|
/* Do not set too low tries, since when we run out of names, we loop
|
|
* for #tries only one time anyway - then we stop generating more
|
|
* towns. Do not show it too high neither, since looping through all
|
|
* the other towns may take considerable amount of time (10000 is
|
|
* too much). */
|
|
int tries = 1000;
|
|
uint16 townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
|
|
|
|
assert(townnameparts);
|
|
|
|
for(;;) {
|
|
restart:
|
|
r = Random();
|
|
|
|
SetDParam(0, r);
|
|
GetString(buf1, townnametype);
|
|
|
|
// Check size and width
|
|
if (strlen(buf1) >= 31 || GetStringWidth(buf1) > 130)
|
|
continue;
|
|
|
|
FOR_ALL_TOWNS(t2) {
|
|
if (t2->xy != 0) {
|
|
// We can't just compare the numbers since
|
|
// several numbers may map to a single name.
|
|
SetDParam(0, t2->townnameparts);
|
|
GetString(buf2, t2->townnametype);
|
|
if (strcmp(buf1, buf2) == 0) {
|
|
if (tries-- < 0)
|
|
return false;
|
|
goto restart;
|
|
}
|
|
}
|
|
}
|
|
*townnameparts = r;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
void UpdateTownMaxPass(Town *t)
|
|
{
|
|
t->max_pass = t->population >> 3;
|
|
t->max_mail = t->population >> 4;
|
|
}
|
|
|
|
static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts)
|
|
{
|
|
int x, i;
|
|
|
|
// clear the town struct
|
|
i = t->index;
|
|
memset(t, 0, sizeof(Town));
|
|
t->index = i;
|
|
|
|
t->xy = tile;
|
|
t->num_houses = 0;
|
|
t->time_until_rebuild = 10;
|
|
UpdateTownRadius(t);
|
|
t->flags12 = 0;
|
|
t->population = 0;
|
|
t->grow_counter = 0;
|
|
t->growth_rate = 250;
|
|
t->new_max_pass = 0;
|
|
t->new_max_mail = 0;
|
|
t->new_act_pass = 0;
|
|
t->new_act_mail = 0;
|
|
t->max_pass = 0;
|
|
t->max_mail = 0;
|
|
t->act_pass = 0;
|
|
t->act_mail = 0;
|
|
|
|
t->pct_pass_transported = 0;
|
|
t->pct_mail_transported = 0;
|
|
t->fund_buildings_months = 0;
|
|
t->new_act_food = 0;
|
|
t->new_act_water = 0;
|
|
t->act_food = 0;
|
|
t->act_water = 0;
|
|
|
|
for(i = 0; i != MAX_PLAYERS; i++)
|
|
t->ratings[i] = 500;
|
|
|
|
t->have_ratings = 0;
|
|
t->exclusivity = (byte)-1;
|
|
t->exclusive_counter = 0;
|
|
t->statues = 0;
|
|
|
|
t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
|
|
t->townnameparts = townnameparts;
|
|
|
|
UpdateTownVirtCoord(t);
|
|
_town_sort_dirty = true;
|
|
|
|
x = (Random() & 0xF) + 8;
|
|
if (_game_mode == GM_EDITOR)
|
|
x = _new_town_size * 16 + 3;
|
|
|
|
t->num_houses += x;
|
|
UpdateTownRadius(t);
|
|
|
|
i = x * 4;
|
|
do {
|
|
GrowTown(t);
|
|
} while (--i);
|
|
|
|
t->num_houses -= x;
|
|
UpdateTownRadius(t);
|
|
UpdateTownMaxPass(t);
|
|
}
|
|
|
|
static Town *AllocateTown(void)
|
|
{
|
|
Town *t;
|
|
FOR_ALL_TOWNS(t) {
|
|
if (t->xy == 0) {
|
|
uint index = t->index;
|
|
|
|
if (t->index > _total_towns)
|
|
_total_towns = t->index;
|
|
|
|
memset(t, 0, sizeof(Town));
|
|
t->index = index;
|
|
|
|
return t;
|
|
}
|
|
}
|
|
|
|
/* Check if we can add a block to the pool */
|
|
if (AddBlockToPool(&_town_pool))
|
|
return AllocateTown();
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/** Create a new town.
|
|
* This obviously only works in the scenario editor. Function not removed
|
|
* as it might be possible in the future to fund your own town :)
|
|
* @param x,y coordinates where town is built
|
|
* @param p1 unused
|
|
* @param p2 unused
|
|
*/
|
|
int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
TileIndex tile = TILE_FROM_XY(x,y);
|
|
TileInfo ti;
|
|
Town *t;
|
|
uint32 townnameparts;
|
|
|
|
/* Only in the scenario editor */
|
|
if (_game_mode != GM_EDITOR) return CMD_ERROR;
|
|
|
|
SET_EXPENSES_TYPE(EXPENSES_OTHER);
|
|
|
|
// Check if too close to the edge of map
|
|
if (DistanceFromEdge(tile) < 12)
|
|
return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
|
|
|
|
// Can only build on clear flat areas.
|
|
FindLandscapeHeightByTile(&ti, tile);
|
|
if (ti.type != MP_CLEAR || ti.tileh != 0)
|
|
return_cmd_error(STR_0239_SITE_UNSUITABLE);
|
|
|
|
// Check distance to all other towns.
|
|
if (IsCloseToTown(tile, 20))
|
|
return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
|
|
|
|
// Get a unique name for the town.
|
|
if (!CreateTownName(&townnameparts))
|
|
return_cmd_error(STR_023A_TOO_MANY_TOWNS);
|
|
|
|
// Allocate town struct
|
|
t = AllocateTown();
|
|
if (t == NULL) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
|
|
|
|
// Create the town
|
|
if (flags & DC_EXEC) {
|
|
_generating_world = true;
|
|
DoCreateTown(t, tile, townnameparts);
|
|
_generating_world = false;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
Town *CreateRandomTown(uint attempts)
|
|
{
|
|
uint tile;
|
|
TileInfo ti;
|
|
Town *t;
|
|
uint32 townnameparts;
|
|
|
|
do {
|
|
// Generate a tile index not too close from the edge
|
|
tile = TILE_MASK(Random());
|
|
if (DistanceFromEdge(tile) < 20)
|
|
continue;
|
|
|
|
// Make sure the tile is plain
|
|
FindLandscapeHeightByTile(&ti, tile);
|
|
if (ti.type != MP_CLEAR || ti.tileh != 0)
|
|
continue;
|
|
|
|
// Check not too close to a town
|
|
if (IsCloseToTown(tile, 20))
|
|
continue;
|
|
|
|
// Get a unique name for the town.
|
|
if (!CreateTownName(&townnameparts))
|
|
break;
|
|
|
|
// Allocate a town struct
|
|
t = AllocateTown();
|
|
if (t == NULL)
|
|
break;
|
|
|
|
DoCreateTown(t, tile, townnameparts);
|
|
return t;
|
|
} while (--attempts);
|
|
return NULL;
|
|
}
|
|
|
|
static const byte _num_initial_towns[3] = {
|
|
11, 23, 46
|
|
};
|
|
|
|
void GenerateTowns(void)
|
|
{
|
|
uint num = 0;
|
|
uint n =
|
|
ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
|
|
|
|
do {
|
|
if (CreateRandomTown(20) != NULL) //try 20 times for the first loop
|
|
num++;
|
|
} while (--n);
|
|
|
|
if (num == 0 && CreateRandomTown(10000) == NULL) {
|
|
//XXX can we handle that more gracefully?
|
|
error("Could not generate any town");
|
|
}
|
|
}
|
|
|
|
static bool CheckBuildHouseMode(Town *t1, uint tile, uint tileh, int mode) {
|
|
int b;
|
|
uint slope;
|
|
|
|
static const byte _masks[8] = {
|
|
0xC,0x3,0x9,0x6,
|
|
0x3,0xC,0x6,0x9,
|
|
};
|
|
|
|
slope = GetTileSlope(tile, NULL);
|
|
if (slope & 0x10)
|
|
return false;
|
|
|
|
b = 0;
|
|
if ((slope & 0xF && ~slope & _masks[mode])) b = ~b;
|
|
if ((tileh & 0xF && ~tileh & _masks[mode+4])) b = ~b;
|
|
if (b)
|
|
return false;
|
|
|
|
return DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR) != CMD_ERROR;
|
|
}
|
|
|
|
int GetTownRadiusGroup(Town *t, uint tile)
|
|
{
|
|
uint dist;
|
|
int i,smallest;
|
|
|
|
dist = DistanceSquare(tile, t->xy);
|
|
if (t->fund_buildings_months && dist <= 25)
|
|
return 4;
|
|
|
|
smallest = 0;
|
|
for(i=0; i!=lengthof(t->radius); i++) {
|
|
if (dist < t->radius[i])
|
|
smallest = i;
|
|
}
|
|
|
|
return smallest;
|
|
}
|
|
|
|
static bool CheckFree2x2Area(Town *t1, uint tile)
|
|
{
|
|
int i;
|
|
|
|
static const TileIndexDiffC _tile_add[] = {
|
|
{0 , 0 },
|
|
{0 - 0, 1 - 0},
|
|
{1 - 0, 0 - 1},
|
|
{1 - 1, 1 - 0}
|
|
};
|
|
|
|
for(i=0; i!=4; i++) {
|
|
tile += ToTileIndexDiff(_tile_add[i]);
|
|
|
|
if (GetTileSlope(tile, NULL))
|
|
return false;
|
|
|
|
if (DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR) == CMD_ERROR)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void DoBuildTownHouse(Town *t, uint tile)
|
|
{
|
|
int i;
|
|
uint bitmask;
|
|
int house;
|
|
uint slope;
|
|
uint z;
|
|
uint oneof;
|
|
|
|
// Above snow?
|
|
slope = GetTileSlope(tile, &z);
|
|
|
|
// Get the town zone type
|
|
{
|
|
uint rad = GetTownRadiusGroup(t, tile);
|
|
|
|
int land = _opt.landscape;
|
|
if (land == LT_HILLY && z >= _opt.snow_line)
|
|
land = -1;
|
|
|
|
bitmask = (1 << rad) + (1 << (land + 12));
|
|
}
|
|
|
|
// bits 0-4 are used
|
|
// bits 11-15 are used
|
|
// bits 5-10 are not used.
|
|
{
|
|
byte houses[lengthof(_housetype_flags)];
|
|
int num = 0;
|
|
|
|
// Generate a list of all possible houses that can be built.
|
|
for(i=0; i!=lengthof(_housetype_flags); i++) {
|
|
if ((~_housetype_flags[i] & bitmask) == 0)
|
|
houses[num++] = (byte)i;
|
|
}
|
|
|
|
for(;;) {
|
|
house = houses[RandomRange(num)];
|
|
|
|
if (_cur_year < _housetype_years[house].min || _cur_year > _housetype_years[house].max)
|
|
continue;
|
|
|
|
// Special houses that there can be only one of.
|
|
switch (house) {
|
|
case HOUSE_TEMP_CHURCH:
|
|
case HOUSE_ARCT_CHURCH:
|
|
case HOUSE_SNOW_CHURCH:
|
|
case HOUSE_TROP_CHURCH:
|
|
case HOUSE_TOY_CHURCH:
|
|
oneof = TOWN_HAS_CHURCH;
|
|
break;
|
|
case HOUSE_STADIUM:
|
|
case HOUSE_MODERN_STADIUM:
|
|
oneof = TOWN_HAS_STADIUM;
|
|
break;
|
|
default:
|
|
oneof = 0;
|
|
break;
|
|
}
|
|
|
|
if (t->flags12 & oneof)
|
|
continue;
|
|
|
|
// Make sure there is no slope?
|
|
if (_housetype_extra_flags[house]&0x12 && slope)
|
|
continue;
|
|
|
|
if (_housetype_extra_flags[house]&0x10) {
|
|
if (CheckFree2x2Area(t,tile) ||
|
|
CheckFree2x2Area(t,(tile+=TILE_XY(-1,0))) ||
|
|
CheckFree2x2Area(t,(tile+=TILE_XY(0,-1))) ||
|
|
CheckFree2x2Area(t,(tile+=TILE_XY(1,0))))
|
|
break;
|
|
tile += TILE_XY(0,1);
|
|
} else if (_housetype_extra_flags[house]&4) {
|
|
if (CheckBuildHouseMode(t, tile+TILE_XY(1,0), slope, 0))
|
|
break;
|
|
|
|
if (CheckBuildHouseMode(t, tile+TILE_XY(-1,0), slope, 1)) {
|
|
tile += TILE_XY(-1,0);
|
|
break;
|
|
}
|
|
} else if (_housetype_extra_flags[house]&8) {
|
|
if (CheckBuildHouseMode(t, tile+TILE_XY(0,1), slope, 2))
|
|
break;
|
|
|
|
if (CheckBuildHouseMode(t, tile+TILE_XY(0,-1), slope, 3)) {
|
|
tile += TILE_XY(0,-1);
|
|
break;
|
|
}
|
|
} else
|
|
break;
|
|
}
|
|
}
|
|
|
|
t->num_houses++;
|
|
|
|
// Special houses that there can be only one of.
|
|
t->flags12 |= oneof;
|
|
|
|
{
|
|
int m3lo,m5,eflags;
|
|
|
|
// ENDING_2
|
|
m3lo = 0;
|
|
m5 = 0;
|
|
if (_generating_world) {
|
|
uint32 r = Random();
|
|
|
|
// Value for map3lo
|
|
m3lo = 0xC0;
|
|
if ((byte)r >= 220) m3lo &= (r>>8);
|
|
|
|
if (m3lo == 0xC0)
|
|
ChangePopulation(t, _housetype_population[house]);
|
|
|
|
// Initial value for map5.
|
|
m5 = (r >> 16) & 0x3F;
|
|
}
|
|
|
|
assert(IsTileType(tile, MP_CLEAR));
|
|
|
|
ModifyTile(tile,
|
|
MP_SETTYPE(MP_HOUSE) | MP_MAP3HI | MP_MAP3LO | MP_MAP2 | MP_MAP5 | MP_MAPOWNER,
|
|
t->index,
|
|
m3lo, /* map3_lo */
|
|
house, /* map3_hi */
|
|
0, /* map_owner */
|
|
m5 /* map5 */
|
|
);
|
|
|
|
eflags = _housetype_extra_flags[house];
|
|
|
|
if (eflags&0x18) {
|
|
assert(IsTileType(tile + TILE_XY(0,1), MP_CLEAR));
|
|
ModifyTile(tile + TILE_XY(0,1),
|
|
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI | MP_MAP5 | MP_MAPOWNER,
|
|
t->index,
|
|
m3lo, /* map3_lo */
|
|
++house, /* map3_hi */
|
|
0, /* map_owner */
|
|
m5 /* map5 */
|
|
);
|
|
}
|
|
|
|
if (eflags&0x14) {
|
|
assert(IsTileType(tile + TILE_XY(1,0), MP_CLEAR));
|
|
ModifyTile(tile + TILE_XY(1,0),
|
|
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI | MP_MAP5 | MP_MAPOWNER,
|
|
t->index,
|
|
m3lo, /* map3_lo */
|
|
++house, /* map3_hi */
|
|
0, /* map_owner */
|
|
m5 /* map5 */
|
|
);
|
|
}
|
|
|
|
if (eflags&0x10) {
|
|
assert(IsTileType(tile + TILE_XY(1,1), MP_CLEAR));
|
|
ModifyTile(tile + TILE_XY(1,1),
|
|
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI | MP_MAP5 | MP_MAPOWNER,
|
|
t->index,
|
|
m3lo, /* map3_lo */
|
|
++house, /* map3_hi */
|
|
0, /* map_owner */
|
|
m5 /* map5 */
|
|
);
|
|
}
|
|
}
|
|
|
|
// ENDING
|
|
}
|
|
|
|
static bool BuildTownHouse(Town *t, uint tile)
|
|
{
|
|
int32 r;
|
|
|
|
// make sure it's possible
|
|
if (!EnsureNoVehicle(tile)) return false;
|
|
if (GetTileSlope(tile, NULL) & 0x10) return false;
|
|
|
|
r = DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
|
|
if (r == CMD_ERROR) return false;
|
|
|
|
DoBuildTownHouse(t, tile);
|
|
return true;
|
|
}
|
|
|
|
|
|
static void DoClearTownHouseHelper(uint tile)
|
|
{
|
|
assert(IsTileType(tile, MP_HOUSE));
|
|
DoClearSquare(tile);
|
|
DeleteAnimatedTile(tile);
|
|
}
|
|
|
|
static void ClearTownHouse(Town *t, uint tile) {
|
|
uint house = _map3_hi[tile];
|
|
uint eflags;
|
|
|
|
assert(IsTileType(tile, MP_HOUSE));
|
|
|
|
// need to align the tile to point to the upper left corner of the house
|
|
if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
|
|
if (_housetype_extra_flags[house-1] & 0x04) {
|
|
house--;
|
|
tile += TILE_XY(-1,0);
|
|
} else if (_housetype_extra_flags[house-1] & 0x18) {
|
|
house--;
|
|
tile += TILE_XY(0,-1);
|
|
} else if (_housetype_extra_flags[house-2] & 0x10) {
|
|
house-=2;
|
|
tile += TILE_XY(-1,0);
|
|
} else if (_housetype_extra_flags[house-3] & 0x10) {
|
|
house-=3;
|
|
tile += TILE_XY(-1,-1);
|
|
}
|
|
}
|
|
|
|
// Remove population from the town if the
|
|
// house is finished.
|
|
if ((~_map3_lo[tile] & 0xC0) == 0) {
|
|
ChangePopulation(t, -_housetype_population[house]);
|
|
}
|
|
|
|
t->num_houses--;
|
|
|
|
// Clear flags for houses that only may exist once/town.
|
|
switch (house) {
|
|
case HOUSE_TEMP_CHURCH:
|
|
case HOUSE_ARCT_CHURCH:
|
|
case HOUSE_SNOW_CHURCH:
|
|
case HOUSE_TROP_CHURCH:
|
|
case HOUSE_TOY_CHURCH:
|
|
t->flags12 &= ~TOWN_HAS_CHURCH;
|
|
break;
|
|
case HOUSE_STADIUM:
|
|
case HOUSE_MODERN_STADIUM:
|
|
t->flags12 &= ~TOWN_HAS_STADIUM;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Do the actual clearing of tiles
|
|
eflags = _housetype_extra_flags[house];
|
|
DoClearTownHouseHelper(tile);
|
|
if (eflags & 0x14) DoClearTownHouseHelper(tile + TILE_XY(1,0));
|
|
if (eflags & 0x18) DoClearTownHouseHelper(tile + TILE_XY(0,1));
|
|
if (eflags & 0x10) DoClearTownHouseHelper(tile + TILE_XY(1,1));
|
|
}
|
|
|
|
/** Rename a town (server-only).
|
|
* @param x,y unused
|
|
* @param p1 town ID to rename
|
|
* @param p2 unused
|
|
*/
|
|
int32 CmdRenameTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
StringID str;
|
|
Town *t;
|
|
|
|
if (!IsTownIndex(p1) || _cmd_text[0] == '\0') return CMD_ERROR;
|
|
|
|
t = GetTown(p1);
|
|
|
|
str = AllocateNameUnique(_cmd_text, 4);
|
|
if (str == 0) return CMD_ERROR;
|
|
|
|
if (flags & DC_EXEC) {
|
|
DeleteName(t->townnametype);
|
|
t->townnametype = str;
|
|
|
|
UpdateTownVirtCoord(t);
|
|
_town_sort_dirty = true;
|
|
UpdateAllStationVirtCoord();
|
|
MarkWholeScreenDirty();
|
|
} else {
|
|
DeleteName(str);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// Called from GUI
|
|
void DeleteTown(Town *t)
|
|
{
|
|
Industry *i;
|
|
TileIndex tile;
|
|
|
|
// Delete town authority window
|
|
// and remove from list of sorted towns
|
|
DeleteWindowById(WC_TOWN_VIEW, t->index);
|
|
_town_sort_dirty = true;
|
|
|
|
// Delete all industries belonging to the town
|
|
FOR_ALL_INDUSTRIES(i) {
|
|
if (i->xy && i->town == t)
|
|
DeleteIndustry(i);
|
|
}
|
|
|
|
// Go through all tiles and delete those belonging to the town
|
|
for (tile = 0; tile < MapSize(); ++tile) {
|
|
switch (GetTileType(tile)) {
|
|
case MP_HOUSE:
|
|
if (GetTown(_map2[tile]) == t)
|
|
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
|
|
break;
|
|
|
|
case MP_STREET:
|
|
case MP_TUNNELBRIDGE:
|
|
if (IsTileOwner(tile, OWNER_TOWN) &&
|
|
ClosestTownFromTile(tile, (uint)-1) == t)
|
|
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
t->xy = 0;
|
|
DeleteName(t->townnametype);
|
|
|
|
MarkWholeScreenDirty();
|
|
}
|
|
|
|
// Called from GUI
|
|
void ExpandTown(Town *t)
|
|
{
|
|
int amount, n;
|
|
|
|
_generating_world = true;
|
|
|
|
/* The more houses, the faster we grow */
|
|
amount = RandomRange(t->num_houses / 10) + 3;
|
|
t->num_houses += amount;
|
|
UpdateTownRadius(t);
|
|
|
|
n = amount * 10;
|
|
do GrowTown(t); while (--n);
|
|
|
|
t->num_houses -= amount;
|
|
UpdateTownRadius(t);
|
|
|
|
UpdateTownMaxPass(t);
|
|
_generating_world = false;
|
|
}
|
|
|
|
const byte _town_action_costs[8] = {
|
|
2, 4, 9, 35, 48, 53, 117, 175
|
|
};
|
|
|
|
typedef void TownActionProc(Town *t, int action);
|
|
|
|
static void TownActionAdvertise(Town *t, int action)
|
|
{
|
|
static const byte _advertising_amount[3] = {0x40, 0x70, 0xA0};
|
|
static const byte _advertising_radius[3] = {10,15,20};
|
|
ModifyStationRatingAround(t->xy, _current_player,
|
|
_advertising_amount[action],
|
|
_advertising_radius[action]);
|
|
}
|
|
|
|
static void TownActionRoadRebuild(Town *t, int action)
|
|
{
|
|
Player *p;
|
|
|
|
t->road_build_months = 6;
|
|
|
|
SetDParam(0, t->index);
|
|
|
|
p = DEREF_PLAYER(_current_player);
|
|
SetDParam(1, p->name_1);
|
|
SetDParam(2, p->name_2);
|
|
|
|
AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING,
|
|
NEWS_FLAGS(NM_NORMAL, NF_TILE, NT_GENERAL, 0), t->xy, 0);
|
|
}
|
|
|
|
static bool DoBuildStatueOfCompany(uint tile)
|
|
{
|
|
TileInfo ti;
|
|
byte old;
|
|
int32 r;
|
|
|
|
FindLandscapeHeightByTile(&ti, tile);
|
|
if (ti.tileh != 0)
|
|
return false;
|
|
|
|
if (ti.type != MP_HOUSE && ti.type != MP_CLEAR && ti.type != MP_TREES)
|
|
return false;
|
|
|
|
|
|
old = _current_player;
|
|
_current_player = OWNER_NONE;
|
|
r = DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
|
|
_current_player = old;
|
|
|
|
if (r == CMD_ERROR)
|
|
return false;
|
|
|
|
ModifyTile(tile, MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5,
|
|
2 /* map5 */
|
|
);
|
|
|
|
return true;
|
|
}
|
|
|
|
static void TownActionBuildStatue(Town *t, int action)
|
|
{
|
|
// Layouted as an outward spiral
|
|
static const TileIndexDiffC _statue_tiles[] = {
|
|
{-1, 0},
|
|
{ 0, 1},
|
|
{ 1, 0}, { 1, 0},
|
|
{ 0,-1}, { 0,-1},
|
|
{-1, 0}, {-1, 0}, {-1, 0},
|
|
{ 0, 1}, { 0, 1}, { 0, 1},
|
|
{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
|
|
{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
|
|
{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
|
|
{ 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1},
|
|
{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
|
|
{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
|
|
{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
|
|
{ 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1},
|
|
{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
|
|
{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
|
|
{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
|
|
{ 0, 0}
|
|
};
|
|
uint tile = t->xy;
|
|
const TileIndexDiffC *p;
|
|
|
|
SETBIT(t->statues, _current_player);
|
|
|
|
for (p = _statue_tiles; p != endof(_statue_tiles); ++p) {
|
|
if (DoBuildStatueOfCompany(tile))
|
|
return;
|
|
tile = TILE_ADD(tile, ToTileIndexDiff(*p));
|
|
}
|
|
}
|
|
|
|
static void TownActionFundBuildings(Town *t, int action)
|
|
{
|
|
t->grow_counter = 1;
|
|
t->flags12 |= 1;
|
|
t->fund_buildings_months = 3;
|
|
}
|
|
|
|
static void TownActionBuyRights(Town *t, int action)
|
|
{
|
|
t->exclusive_counter = 12;
|
|
t->exclusivity = _current_player;
|
|
|
|
ModifyStationRatingAround(t->xy, _current_player, 130, 17);
|
|
}
|
|
|
|
static void TownActionBribe(Town *t, int action)
|
|
{
|
|
if (!RandomRange(15)) {
|
|
GoodsEntry *ge;
|
|
Station *st;
|
|
int i, rating;
|
|
|
|
// set as unwanted for 6 months
|
|
t->unwanted[_current_player] = 6;
|
|
|
|
// set all close by station ratings to 0
|
|
FOR_ALL_STATIONS(st) {
|
|
if (st->town == t && st->owner == _current_player) {
|
|
for (i=0, ge = st->goods; i != NUM_CARGO; i++, ge++)
|
|
ge->rating = 0;
|
|
}
|
|
}
|
|
|
|
// only show errormessage to the executing player. All errors are handled command.c
|
|
// but this is special, because it can only 'fail' on a DC_EXEC
|
|
if (!_networking || (_current_player == _local_player))
|
|
ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
|
|
|
|
/* decrease by a lot!
|
|
* ChangeTownRating is only for stuff in demolishing. Bribe failure should
|
|
* be independent of any cheat settings
|
|
*/
|
|
rating = t->ratings[_current_player];
|
|
if (rating > -50)
|
|
t->ratings[_current_player] = RATING_BRIBE_DOWN_TO;
|
|
} else {
|
|
ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM);
|
|
}
|
|
}
|
|
|
|
static TownActionProc * const _town_action_proc[] = {
|
|
TownActionAdvertise,
|
|
TownActionAdvertise,
|
|
TownActionAdvertise,
|
|
TownActionRoadRebuild,
|
|
TownActionBuildStatue,
|
|
TownActionFundBuildings,
|
|
TownActionBuyRights,
|
|
TownActionBribe
|
|
};
|
|
|
|
extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t);
|
|
|
|
/** Do a town action.
|
|
* This performs an action such as advertising, building a statue, funding buildings,
|
|
* but also bribing the town-council
|
|
* @param x,y unused
|
|
* @param p1 town to do the action at
|
|
* @param p2 action to perform, @see _town_action_proc for the list of available actions
|
|
*/
|
|
int32 CmdDoTownAction(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
int32 cost;
|
|
Town *t;
|
|
|
|
if (!IsTownIndex(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR;
|
|
|
|
t = GetTown(p1);
|
|
|
|
if (!HASBIT(GetMaskOfTownActions(NULL, _current_player, t), p2)) return CMD_ERROR;
|
|
|
|
SET_EXPENSES_TYPE(EXPENSES_OTHER);
|
|
|
|
cost = (_price.build_industry >> 8) * _town_action_costs[p2];
|
|
|
|
if (flags & DC_EXEC) {
|
|
_town_action_proc[p2](t, p2);
|
|
InvalidateWindow(WC_TOWN_AUTHORITY, p1);
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
|
|
static void UpdateTownGrowRate(Town *t)
|
|
{
|
|
int n;
|
|
Station *st;
|
|
byte m;
|
|
Player *p;
|
|
|
|
// Reset player ratings if they're low
|
|
FOR_ALL_PLAYERS(p) {
|
|
if (p->is_active && t->ratings[p->index] <= 200) {
|
|
t->ratings[p->index] += 5;
|
|
}
|
|
}
|
|
|
|
n = 0;
|
|
FOR_ALL_STATIONS(st) {
|
|
if (DistanceSquare(st->xy, t->xy) <= t->radius[0]) {
|
|
if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
|
|
n++;
|
|
if (st->owner < MAX_PLAYERS && t->ratings[st->owner] <= 1000-12)
|
|
t->ratings[st->owner] += 12;
|
|
} else {
|
|
if (st->owner < MAX_PLAYERS && t->ratings[st->owner] >= -1000+15)
|
|
t->ratings[st->owner] -= 15;
|
|
}
|
|
}
|
|
}
|
|
|
|
t->flags12 &= ~1;
|
|
|
|
if (t->fund_buildings_months != 0) {
|
|
static const byte _grow_count_values[6] = {
|
|
60, 60, 60, 50, 40, 30
|
|
};
|
|
m = _grow_count_values[min(n, 5)];
|
|
t->fund_buildings_months--;
|
|
} else if (n == 0) {
|
|
m = 160;
|
|
if (!CHANCE16(1, 12))
|
|
return;
|
|
} else {
|
|
static const byte _grow_count_values[5] = {
|
|
210, 150, 110, 80, 50
|
|
};
|
|
m = _grow_count_values[min(n, 5) - 1];
|
|
}
|
|
|
|
if (_opt.landscape == LT_HILLY) {
|
|
if (TilePixelHeight(t->xy) >= _opt.snow_line && t->act_food == 0 && t->population > 90)
|
|
return;
|
|
} else if (_opt.landscape == LT_DESERT) {
|
|
if (GetMapExtraBits(t->xy) == 1 && (t->act_food==0 || t->act_water==0) && t->population > 60)
|
|
return;
|
|
}
|
|
|
|
t->growth_rate = m / (t->num_houses / 50 + 1);
|
|
if (m <= t->grow_counter)
|
|
t->grow_counter = m;
|
|
|
|
t->flags12 |= 1;
|
|
}
|
|
|
|
static void UpdateTownAmounts(Town *t)
|
|
{
|
|
// Using +1 here to prevent overflow and division by zero
|
|
t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
|
|
|
|
t->max_pass = t->new_max_pass; t->new_max_pass = 0;
|
|
t->act_pass = t->new_act_pass; t->new_act_pass = 0;
|
|
t->act_food = t->new_act_food; t->new_act_food = 0;
|
|
t->act_water = t->new_act_water; t->new_act_water = 0;
|
|
|
|
// Using +1 here to prevent overflow and division by zero
|
|
t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
|
|
t->max_mail = t->new_max_mail; t->new_max_mail = 0;
|
|
t->act_mail = t->new_act_mail; t->new_act_mail = 0;
|
|
|
|
InvalidateWindow(WC_TOWN_VIEW, t->index);
|
|
}
|
|
|
|
static void UpdateTownUnwanted(Town *t)
|
|
{
|
|
Player *p;
|
|
|
|
FOR_ALL_PLAYERS(p) {
|
|
if (t->unwanted[p->index] > 0)
|
|
t->unwanted[p->index]--;
|
|
}
|
|
}
|
|
|
|
bool CheckIfAuthorityAllows(uint tile)
|
|
{
|
|
Town *t;
|
|
|
|
if (_current_player >= MAX_PLAYERS)
|
|
return true;
|
|
|
|
t = ClosestTownFromTile(tile, _patches.dist_local_authority);
|
|
if (t == NULL)
|
|
return true;
|
|
|
|
if (t->ratings[_current_player] > -200)
|
|
return true;
|
|
|
|
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
|
|
SetDParam(0, t->index);
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
Town *ClosestTownFromTile(uint tile, uint threshold)
|
|
{
|
|
Town *t;
|
|
uint dist, best = threshold;
|
|
Town *best_town = NULL;
|
|
|
|
// XXX - Fix this so for a given tiletype the owner of the type is in the same variable
|
|
if (IsTileType(tile, MP_HOUSE) || (
|
|
IsTileType(tile, MP_STREET) &&
|
|
(IsLevelCrossing(tile) ? _map3_lo[tile] == OWNER_TOWN : GetTileOwner(tile))
|
|
))
|
|
return GetTown(_map2[tile]);
|
|
|
|
FOR_ALL_TOWNS(t) {
|
|
if (t->xy != 0) {
|
|
dist = DistanceManhattan(tile, t->xy);
|
|
if (dist < best) {
|
|
best = dist;
|
|
best_town = t;
|
|
}
|
|
}
|
|
}
|
|
|
|
return best_town;
|
|
}
|
|
|
|
void ChangeTownRating(Town *t, int add, int max)
|
|
{
|
|
int rating;
|
|
|
|
// if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff
|
|
if (t == NULL || _current_player >= MAX_PLAYERS || (_cheats.magic_bulldozer.value && add < 0) )
|
|
return;
|
|
|
|
SETBIT(t->have_ratings, _current_player);
|
|
|
|
rating = t->ratings[_current_player];
|
|
|
|
if (add < 0) {
|
|
if (rating > max) {
|
|
rating += add;
|
|
if (rating < max) rating = max;
|
|
}
|
|
} else {
|
|
if (rating < max) {
|
|
rating += add;
|
|
if (rating > max) rating = max;
|
|
}
|
|
}
|
|
t->ratings[_current_player] = rating;
|
|
}
|
|
|
|
/* penalty for removing town-owned stuff */
|
|
static const int _default_rating_settings [3][3] = {
|
|
// ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE
|
|
{ 0, 128, 384}, // Permissive
|
|
{ 48, 192, 480}, // Neutral
|
|
{ 96, 384, 768}, // Hostile
|
|
};
|
|
|
|
bool CheckforTownRating(uint tile, uint32 flags, Town *t, byte type)
|
|
{
|
|
int modemod;
|
|
|
|
// if magic_bulldozer cheat is active, town doesn't restrict your destructive actions
|
|
if (t == NULL || _current_player >= MAX_PLAYERS || _cheats.magic_bulldozer.value)
|
|
return true;
|
|
|
|
/* check if you're allowed to remove the street/bridge/tunnel/industry
|
|
* owned by a town no removal if rating is lower than ... depends now on
|
|
* difficulty setting. Minimum town rating selected by difficulty level
|
|
*/
|
|
modemod = _default_rating_settings[_opt.diff.town_council_tolerance][type];
|
|
|
|
if (t->ratings[_current_player] < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) {
|
|
SetDParam(0, t->index);
|
|
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void TownsMonthlyLoop(void)
|
|
{
|
|
Town *t;
|
|
|
|
FOR_ALL_TOWNS(t) if (t->xy != 0) {
|
|
if (t->road_build_months != 0)
|
|
t->road_build_months--;
|
|
|
|
if (t->exclusive_counter != 0)
|
|
if(--t->exclusive_counter==0)
|
|
t->exclusivity = (byte)-1;
|
|
|
|
UpdateTownGrowRate(t);
|
|
UpdateTownAmounts(t);
|
|
UpdateTownUnwanted(t);
|
|
}
|
|
}
|
|
|
|
void InitializeTowns(void)
|
|
{
|
|
Subsidy *s;
|
|
|
|
/* Clean the town pool and create 1 block in it */
|
|
CleanPool(&_town_pool);
|
|
AddBlockToPool(&_town_pool);
|
|
|
|
memset(_subsidies, 0, sizeof(_subsidies));
|
|
for (s=_subsidies; s != endof(_subsidies); s++)
|
|
s->cargo_type = 0xFF;
|
|
|
|
_cur_town_ctr = 0;
|
|
_cur_town_iter = 0;
|
|
_total_towns = 0;
|
|
_town_sort_dirty = true;
|
|
}
|
|
|
|
const TileTypeProcs _tile_type_town_procs = {
|
|
DrawTile_Town, /* draw_tile_proc */
|
|
GetSlopeZ_Town, /* get_slope_z_proc */
|
|
ClearTile_Town, /* clear_tile_proc */
|
|
GetAcceptedCargo_Town, /* get_accepted_cargo_proc */
|
|
GetTileDesc_Town, /* get_tile_desc_proc */
|
|
GetTileTrackStatus_Town, /* get_tile_track_status_proc */
|
|
ClickTile_Town, /* click_tile_proc */
|
|
AnimateTile_Town, /* animate_tile_proc */
|
|
TileLoop_Town, /* tile_loop_clear */
|
|
ChangeTileOwner_Town, /* change_tile_owner_clear */
|
|
NULL, /* get_produced_cargo_proc */
|
|
NULL, /* vehicle_enter_tile_proc */
|
|
NULL, /* vehicle_leave_tile_proc */
|
|
GetSlopeTileh_Town, /* get_slope_tileh_proc */
|
|
};
|
|
|
|
|
|
// Save and load of towns.
|
|
static const SaveLoad _town_desc[] = {
|
|
SLE_CONDVAR(Town, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
|
|
SLE_CONDVAR(Town, xy, SLE_UINT32, 6, 255),
|
|
|
|
SLE_CONDVAR(Town,population, SLE_FILE_U16 | SLE_VAR_U32, 0, 2),
|
|
SLE_CONDVAR(Town,population, SLE_UINT32, 3, 255),
|
|
|
|
|
|
SLE_VAR(Town,num_houses, SLE_UINT16),
|
|
SLE_VAR(Town,townnametype,SLE_UINT16),
|
|
SLE_VAR(Town,townnameparts,SLE_UINT32),
|
|
|
|
SLE_VAR(Town,flags12, SLE_UINT8),
|
|
SLE_VAR(Town,statues, SLE_UINT8),
|
|
|
|
// sort_index_obsolete was stored here in savegame format 0 - 1
|
|
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 1, 0, 1),
|
|
|
|
SLE_VAR(Town,have_ratings,SLE_UINT8),
|
|
SLE_ARR(Town,ratings, SLE_INT16, 8),
|
|
// failed bribe attempts are stored since savegame format 4
|
|
SLE_CONDARR(Town,unwanted, SLE_INT8, 8, 4,255),
|
|
|
|
SLE_CONDVAR(Town,max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
|
|
SLE_CONDVAR(Town,max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
|
|
SLE_CONDVAR(Town,new_max_pass,SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
|
|
SLE_CONDVAR(Town,new_max_mail,SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
|
|
SLE_CONDVAR(Town,act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
|
|
SLE_CONDVAR(Town,act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
|
|
SLE_CONDVAR(Town,new_act_pass,SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
|
|
SLE_CONDVAR(Town,new_act_mail,SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
|
|
|
|
SLE_CONDVAR(Town,max_pass, SLE_UINT32, 9, 255),
|
|
SLE_CONDVAR(Town,max_mail, SLE_UINT32, 9, 255),
|
|
SLE_CONDVAR(Town,new_max_pass,SLE_UINT32, 9, 255),
|
|
SLE_CONDVAR(Town,new_max_mail,SLE_UINT32, 9, 255),
|
|
SLE_CONDVAR(Town,act_pass, SLE_UINT32, 9, 255),
|
|
SLE_CONDVAR(Town,act_mail, SLE_UINT32, 9, 255),
|
|
SLE_CONDVAR(Town,new_act_pass,SLE_UINT32, 9, 255),
|
|
SLE_CONDVAR(Town,new_act_mail,SLE_UINT32, 9, 255),
|
|
|
|
SLE_VAR(Town,pct_pass_transported,SLE_UINT8),
|
|
SLE_VAR(Town,pct_mail_transported,SLE_UINT8),
|
|
|
|
SLE_VAR(Town,act_food, SLE_UINT16),
|
|
SLE_VAR(Town,act_water, SLE_UINT16),
|
|
SLE_VAR(Town,new_act_food,SLE_UINT16),
|
|
SLE_VAR(Town,new_act_water,SLE_UINT16),
|
|
|
|
SLE_VAR(Town,time_until_rebuild, SLE_UINT8),
|
|
SLE_VAR(Town,grow_counter, SLE_UINT8),
|
|
SLE_VAR(Town,growth_rate, SLE_UINT8),
|
|
SLE_VAR(Town,fund_buildings_months, SLE_UINT8),
|
|
SLE_VAR(Town,road_build_months, SLE_UINT8),
|
|
|
|
SLE_VAR(Town,exclusivity, SLE_UINT8),
|
|
SLE_VAR(Town,exclusive_counter, SLE_UINT8),
|
|
// reserve extra space in savegame here. (currently 30 bytes)
|
|
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 30, 2, 255),
|
|
|
|
SLE_END()
|
|
};
|
|
|
|
static void Save_TOWN(void)
|
|
{
|
|
Town *t;
|
|
|
|
FOR_ALL_TOWNS(t) {
|
|
if (t->xy != 0) {
|
|
SlSetArrayIndex(t->index);
|
|
SlObject(t, _town_desc);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Load_TOWN(void)
|
|
{
|
|
int index;
|
|
|
|
_total_towns = 0;
|
|
|
|
while ((index = SlIterateArray()) != -1) {
|
|
Town *t;
|
|
|
|
if (!AddBlockIfNeeded(&_town_pool, index))
|
|
error("Towns: failed loading savegame: too many towns");
|
|
|
|
t = GetTown(index);
|
|
SlObject(t, _town_desc);
|
|
|
|
if ((uint)index > _total_towns)
|
|
_total_towns = index;
|
|
}
|
|
|
|
/* This is to ensure all pointers are within the limits of
|
|
* the size of the TownPool */
|
|
if (_cur_town_ctr >= GetTownPoolSize())
|
|
_cur_town_ctr = 0;
|
|
}
|
|
|
|
void AfterLoadTown(void)
|
|
{
|
|
Town *t;
|
|
FOR_ALL_TOWNS(t) {
|
|
if (t->xy != 0) {
|
|
UpdateTownRadius(t);
|
|
UpdateTownVirtCoord(t);
|
|
}
|
|
}
|
|
_town_sort_dirty = true;
|
|
}
|
|
|
|
|
|
const ChunkHandler _town_chunk_handlers[] = {
|
|
{ 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},
|
|
};
|
|
|
|
|