# town_cmd.cpp

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    00001 /* $Id: town_cmd.cpp 13735 2008-07-19 12:23:14Z rubidium $ */
    00002
    00005 #include "stdafx.h"
    00006 #include "openttd.h"
    00007 #include "tile_cmd.h"
    00008 #include "debug.h"
    00009 #include "road_map.h"
    00010 #include "road_internal.h" /* Cleaning up road bits */
    00011 #include "landscape.h"
    00012 #include "town_map.h"
    00013 #include "tunnel_map.h"
    00014 #include "viewport_func.h"
    00015 #include "town.h"
    00016 #include "command_func.h"
    00017 #include "industry.h"
    00018 #include "station.h"
    00019 #include "player_base.h"
    00020 #include "news.h"
    00021 #include "saveload.h"
    00022 #include "gui.h"
    00023 #include "unmovable_map.h"
    00024 #include "water_map.h"
    00025 #include "variables.h"
    00026 #include "bridge.h"
    00027 #include "bridge_map.h"
    00028 #include "genworld.h"
    00029 #include "newgrf.h"
    00030 #include "newgrf_callbacks.h"
    00031 #include "newgrf_house.h"
    00032 #include "newgrf_commons.h"
    00033 #include "newgrf_townname.h"
    00034 #include "autoslope.h"
    00035 #include "waypoint.h"
    00036 #include "transparency.h"
    00037 #include "tunnelbridge_map.h"
    00038 #include "strings_func.h"
    00039 #include "window_func.h"
    00040 #include "string_func.h"
    00041
    00042 #include "table/strings.h"
    00043 #include "table/sprites.h"
    00044 #include "table/town_land.h"
    00045
    00046 #include <map>
    00047
    00048 uint _total_towns;
    00049 HouseSpec _house_specs[HOUSE_MAX];
    00050
    00051 bool _town_sort_dirty;
    00052 byte _town_sort_order;
    00053 const Town **_town_sort;
    00054
    00055 Town *_cleared_town;
    00056 int _cleared_town_rating;
    00057
    00058 /* Initialize the town-pool */
    00059 DEFINE_OLD_POOL_GENERIC(Town, Town)
    00060
    00061 Town::Town(TileIndex tile)
    00062 {
    00063   if (tile != 0) _total_towns++;
    00064   this->xy = tile;
    00065 }
    00066
    00067 Town::~Town()
    00068 {
    00069   free(this->name);
    00070
    00071   if (CleaningPool()) return;
    00072
    00073   Industry *i;
    00074
    00075   /* Delete town authority window
    00076    * and remove from list of sorted towns */
    00077   DeleteWindowById(WC_TOWN_VIEW, this->index);
    00078   _town_sort_dirty = true;
    00079   _total_towns--;
    00080
    00081   /* Delete all industries belonging to the town */
    00082   FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
    00083
    00084   /* Go through all tiles and delete those belonging to the town */
    00085   for (TileIndex tile = 0; tile < MapSize(); ++tile) {
    00086     switch (GetTileType(tile)) {
    00087       case MP_HOUSE:
    00088         if (GetTownByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00089         break;
    00090
    00091       case MP_ROAD:
    00092       case MP_TUNNELBRIDGE:
    00093         if (IsTileOwner(tile, OWNER_TOWN) &&
    00094             ClosestTownFromTile(tile, (uint)-1) == this)
    00095           DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    00096         break;
    00097
    00098       default:
    00099         break;
    00100     }
    00101   }
    00102
    00103   DeleteSubsidyWithTown(this->index);
    00104
    00105   MarkWholeScreenDirty();
    00106
    00107   this->xy = 0;
    00108 }
    00109
    00110 // Local
    00111 static int _grow_town_result;
    00112
    00113 /* Describe the possible states */
    00114 enum TownGrowthResult {
    00115   GROWTH_SUCCEED         = -1,
    00116   GROWTH_SEARCH_STOPPED  =  0
    00117 //  GROWTH_SEARCH_RUNNING >=  1
    00118 };
    00119
    00120 static bool BuildTownHouse(Town *t, TileIndex tile);
    00121
    00122 static void TownDrawHouseLift(const TileInfo *ti)
    00123 {
    00124   AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
    00125 }
    00126
    00127 typedef void TownDrawTileProc(const TileInfo *ti);
    00128 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
    00129   TownDrawHouseLift
    00130 };
    00131
    00132 uint OriginalTileRandomiser(uint x, uint y)
    00133 {
    00134   uint variant;
    00135   variant  = x >> 4;
    00136   variant ^= x >> 6;
    00137   variant ^= y >> 4;
    00138   variant -= y >> 6;
    00139   variant &= 3;
    00140   return variant;
    00141 }
    00142
    00148 static inline DiagDirection RandomDiagDir()
    00149 {
    00150   return (DiagDirection)(3 & Random());
    00151 }
    00152
    00158 static void DrawTile_Town(TileInfo *ti)
    00159 {
    00160   const DrawBuildingsTileStruct *dcts;
    00161   SpriteID image;
    00162   SpriteID pal;
    00163   HouseID house_id = GetHouseType(ti->tile);
    00164
    00165   if (house_id >= NEW_HOUSE_OFFSET) {
    00166     /* Houses don't necessarily need new graphics. If they don't have a
    00167      * spritegroup associated with them, then the sprite for the substitute
    00168      * house id is drawn instead. */
    00169     if (GetHouseSpecs(house_id)->spritegroup != NULL) {
    00170       DrawNewHouseTile(ti, house_id);
    00171       return;
    00172     } else {
    00173       house_id = GetHouseSpecs(house_id)->substitute_id;
    00174     }
    00175   }
    00176
    00177   /* Retrieve pointer to the draw town tile struct */
    00178   dcts = &_town_draw_tile_data[house_id << 4 | OriginalTileRandomiser(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
    00179
    00180   if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
    00181
    00182   image = dcts->ground.sprite;
    00183   pal   = dcts->ground.pal;
    00184   DrawGroundSprite(image, pal);
    00185
    00186   /* Add a house on top of the ground? */
    00187   image = dcts->building.sprite;
    00188   if (image != 0) {
    00189     AddSortableSpriteToDraw(image, dcts->building.pal,
    00190       ti->x + dcts->subtile_x,
    00191       ti->y + dcts->subtile_y,
    00192       dcts->width,
    00193       dcts->height,
    00194       dcts->dz,
    00195       ti->z,
    00196       IsTransparencySet(TO_HOUSES)
    00197     );
    00198
    00199     if (IsTransparencySet(TO_HOUSES)) return;
    00200   }
    00201
    00202   {
    00203     int proc = dcts->draw_proc - 1;
    00204
    00205     if (proc >= 0) _town_draw_tile_procs[proc](ti);
    00206   }
    00207 }
    00208
    00209 static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
    00210 {
    00211   return GetTileMaxZ(tile);
    00212 }
    00213
    00214 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
    00215 {
    00216   return FlatteningFoundation(tileh);
    00217 }
    00218
    00225 static void AnimateTile_Town(TileIndex tile)
    00226 {
    00227   int pos, dest;
    00228
    00229   if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
    00230     AnimateNewHouseTile(tile);
    00231     return;
    00232   }
    00233
    00234   if (_tick_counter & 3) return;
    00235
    00236   /* If the house is not one with a lift anymore, then stop this animating.
    00237    * Not exactly sure when this happens, but probably when a house changes.
    00238    * Before this was just a return...so it'd leak animated tiles..
    00239    * That bug seems to have been here since day 1?? */
    00240   if (!(GetHouseSpecs(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
    00241     DeleteAnimatedTile(tile);
    00242     return;
    00243   }
    00244
    00245   if (!LiftHasDestination(tile)) {
    00246     int i;
    00247
    00248     /*  Building has 6 floors, number 0 .. 6, where 1 is illegal.
    00249      *  This is due to the fact that the first floor is, in the graphics,
    00250      *  the height of 2 'normal' floors.
    00251      *  Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
    00252     do {
    00253       i = (Random() & 7) - 1;
    00254     } while (i < 0 || i == 1 || i * 6 == GetLiftPosition(tile));
    00255
    00256     SetLiftDestination(tile, i);
    00257   }
    00258
    00259   pos = GetLiftPosition(tile);
    00260   dest = GetLiftDestination(tile) * 6;
    00261   pos += (pos < dest) ? 1 : -1;
    00262   SetLiftPosition(tile, pos);
    00263
    00264   if (pos == dest) HaltLift(tile);
    00265
    00266   MarkTileDirtyByTile(tile);
    00267 }
    00268
    00275 static bool IsCloseToTown(TileIndex tile, uint dist)
    00276 {
    00277   const Town* t;
    00278
    00279   FOR_ALL_TOWNS(t) {
    00280     if (DistanceManhattan(tile, t->xy) < dist) return true;
    00281   }
    00282   return false;
    00283 }
    00284
    00293 static void MarkTownSignDirty(Town *t)
    00294 {
    00295   MarkAllViewportsDirty(
    00296     t->sign.left - 6,
    00297     t->sign.top - 3,
    00298     t->sign.left + t->sign.width_1 * 4 + 12,
    00299     t->sign.top + 45
    00300   );
    00301 }
    00302
    00308 void UpdateTownVirtCoord(Town *t)
    00309 {
    00310   Point pt;
    00311
    00312   MarkTownSignDirty(t);
    00313   pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE);
    00314   SetDParam(0, t->index);
    00315   SetDParam(1, t->population);
    00316   UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
    00317     _patches.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
    00318   MarkTownSignDirty(t);
    00319 }
    00320
    00322 void UpdateAllTownVirtCoords()
    00323 {
    00324   Town *t;
    00325   FOR_ALL_TOWNS(t) {
    00326     UpdateTownVirtCoord(t);
    00327   }
    00328 }
    00329
    00335 static void ChangePopulation(Town *t, int mod)
    00336 {
    00337   t->population += mod;
    00338   InvalidateWindow(WC_TOWN_VIEW, t->index);
    00339   UpdateTownVirtCoord(t);
    00340
    00341   if (_town_sort_order & 2) _town_sort_dirty = true;
    00342 }
    00343
    00349 uint32 GetWorldPopulation()
    00350 {
    00351   uint32 pop;
    00352   const Town* t;
    00353
    00354   pop = 0;
    00355   FOR_ALL_TOWNS(t) pop += t->population;
    00356   return pop;
    00357 }
    00358
    00363 static void MakeSingleHouseBigger(TileIndex tile)
    00364 {
    00365   assert(IsTileType(tile, MP_HOUSE));
    00366
    00367   /* means it is completed, get out. */
    00368   if (LiftHasDestination(tile)) return;
    00369
    00370   /* progress in construction stages */
    00371   IncHouseConstructionTick(tile);
    00372   if (GetHouseConstructionTick(tile) != 0) return;
    00373
    00374   /* Check and/or  */
    00375   if (HasBit(GetHouseSpecs(GetHouseType(tile))->callback_mask, CBM_HOUSE_CONSTRUCTION_STATE_CHANGE)) {
    00376     uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00377     if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(tile, callback_res);
    00378   }
    00379
    00380   if (IsHouseCompleted(tile)) {
    00381     /* Now that construction is complete, we can add the population of the
    00382      * building to the town. */
    00383     ChangePopulation(GetTownByTile(tile), GetHouseSpecs(GetHouseType(tile))->population);
    00384   }
    00385   MarkTileDirtyByTile(tile);
    00386 }
    00387
    00391 static void MakeTownHouseBigger(TileIndex tile)
    00392 {
    00393   uint flags = GetHouseSpecs(GetHouseType(tile))->building_flags;
    00394   if (flags & BUILDING_HAS_1_TILE)  MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
    00395   if (flags & BUILDING_2_TILES_Y)   MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
    00396   if (flags & BUILDING_2_TILES_X)   MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
    00397   if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
    00398 }
    00399
    00404 static void TileLoop_Town(TileIndex tile)
    00405 {
    00406   Town *t;
    00407   uint32 r;
    00408   HouseID house_id = GetHouseType(tile);
    00409   HouseSpec *hs = GetHouseSpecs(house_id);
    00410
    00411   /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
    00412    * doesn't exist any more, so don't continue here. */
    00413   if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
    00414
    00415   if (!IsHouseCompleted(tile)) {
    00416     /* Construction is not completed. See if we can go further in construction*/
    00417     MakeTownHouseBigger(tile);
    00418     return;
    00419   }
    00420
    00421   /* If the lift has a destination, it is already an animated tile. */
    00422   if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
    00423       house_id < NEW_HOUSE_OFFSET &&
    00424       !LiftHasDestination(tile) &&
    00425       Chance16(1, 2))
    00426     AddAnimatedTile(tile);
    00427
    00428   t = GetTownByTile(tile);
    00429
    00430   r = Random();
    00431
    00432   if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
    00433     for (uint i = 0; i < 256; i++) {
    00434       uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
    00435
    00436       if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
    00437
    00438       CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile);
    00439       if (cargo == CT_INVALID) continue;
    00440
    00441       uint amt = GB(callback, 0, 8);
    00442       uint moved = MoveGoodsToStation(tile, 1, 1, cargo, amt);
    00443
    00444       const CargoSpec *cs = GetCargo(cargo);
    00445       switch (cs->town_effect) {
    00446         case TE_PASSENGERS:
    00447           t->new_max_pass += amt;
    00448           t->new_act_pass += moved;
    00449           break;
    00450
    00451         case TE_MAIL:
    00452           t->new_max_mail += amt;
    00453           t->new_act_mail += moved;
    00454           break;
    00455
    00456         default:
    00457           break;
    00458       }
    00459     }
    00460   } else {
    00461     if (GB(r, 0, 8) < hs->population) {
    00462       uint amt = GB(r, 0, 8) / 8 + 1;
    00463       uint moved;
    00464
    00465       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
    00466       t->new_max_pass += amt;
    00467       moved = MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
    00468       t->new_act_pass += moved;
    00469     }
    00470
    00471     if (GB(r, 8, 8) < hs->mail_generation) {
    00472       uint amt = GB(r, 8, 8) / 8 + 1;
    00473       uint moved;
    00474
    00475       if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
    00476       t->new_max_mail += amt;
    00477       moved = MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
    00478       t->new_act_mail += moved;
    00479     }
    00480   }
    00481
    00482   _current_player = OWNER_TOWN;
    00483
    00484   if (hs->building_flags & BUILDING_HAS_1_TILE &&
    00485       HasBit(t->flags12, TOWN_IS_FUNDED) &&
    00486       CanDeleteHouse(tile) &&
    00487       max(_cur_year - GetHouseConstructionYear(tile), 0) >= hs->minimum_life &&
    00488       --t->time_until_rebuild == 0) {
    00489     t->time_until_rebuild = GB(r, 16, 8) + 192;
    00490
    00491     ClearTownHouse(t, tile);
    00492
    00493     /* Rebuild with another house? */
    00494     if (GB(r, 24, 8) >= 12) BuildTownHouse(t, tile);
    00495   }
    00496
    00497   _current_player = OWNER_NONE;
    00498 }
    00499
    00504 static void ClickTile_Town(TileIndex tile)
    00505 {
    00506   /* not used */
    00507 }
    00508
    00509 static CommandCost ClearTile_Town(TileIndex tile, byte flags)
    00510 {
    00511   int rating;
    00512   CommandCost cost(EXPENSES_CONSTRUCTION);
    00513   Town *t;
    00514   HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00515
    00516   if (flags&DC_AUTO && !(flags&DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
    00517   if (!CanDeleteHouse(tile)) return CMD_ERROR;
    00518
    00519   cost.AddCost(_price.remove_house * hs->removal_cost >> 8);
    00520
    00521   rating = hs->remove_rating_decrease;
    00522   _cleared_town_rating += rating;
    00523   _cleared_town = t = GetTownByTile(tile);
    00524
    00525   if (IsValidPlayer(_current_player)) {
    00526     if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
    00527       SetDParam(0, t->index);
    00528       return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
    00529     }
    00530   }
    00531
    00532   ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM);
    00533   if (flags & DC_EXEC) {
    00534     ClearTownHouse(t, tile);
    00535   }
    00536
    00537   return cost;
    00538 }
    00539
    00540 static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
    00541 {
    00542   HouseSpec *hs = GetHouseSpecs(GetHouseType(tile));
    00543   CargoID accepts[3];
    00544
    00545   /* Set the initial accepted cargo types */
    00546   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00547     accepts[i] = hs->accepts_cargo[i];
    00548   }
    00549
    00550   /* Check for custom accepted cargo types */
    00551   if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
    00552     uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00553     if (callback != CALLBACK_FAILED) {
    00554       /* Replace accepted cargo types with translated values from callback */
    00555       accepts[0] = GetCargoTranslation(GB(callback,  0, 5), hs->grffile);
    00556       accepts[1] = GetCargoTranslation(GB(callback,  5, 5), hs->grffile);
    00557       accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile);
    00558     }
    00559   }
    00560
    00561   /* Check for custom cargo acceptance */
    00562   if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
    00563     uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
    00564     if (callback != CALLBACK_FAILED) {
    00565       if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4);
    00566       if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4);
    00567       if (_opt.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
    00568         /* The 'S' bit indicates food instead of goods */
    00569         ac[CT_FOOD] = GB(callback, 8, 4);
    00570       } else {
    00571         if (accepts[2] != CT_INVALID) ac[accepts[2]] = GB(callback, 8, 4);
    00572       }
    00573       return;
    00574     }
    00575   }
    00576
    00577   /* No custom acceptance, so fill in with the default values */
    00578   for (uint8 i = 0; i < lengthof(accepts); i++) {
    00579     if (accepts[i] != CT_INVALID) ac[accepts[i]] = hs->cargo_acceptance[i];
    00580   }
    00581 }
    00582
    00583 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
    00584 {
    00585   td->str = GetHouseSpecs(GetHouseType(tile))->building_name;
    00586   if (!IsHouseCompleted(tile)) {
    00587     SetDParamX(td->dparam, 0, td->str);
    00588     td->str = STR_2058_UNDER_CONSTRUCTION;
    00589   }
    00590
    00591   td->owner = OWNER_TOWN;
    00592 }
    00593
    00594 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    00595 {
    00596   /* not used */
    00597   return 0;
    00598 }
    00599
    00600 static void ChangeTileOwner_Town(TileIndex tile, PlayerID old_player, PlayerID new_player)
    00601 {
    00602   /* not used */
    00603 }
    00604
    00605 static bool GrowTown(Town *t);
    00606
    00607 static void TownTickHandler(Town *t)
    00608 {
    00609   if (HasBit(t->flags12, TOWN_IS_FUNDED)) {
    00610     int i = t->grow_counter - 1;
    00611     if (i < 0) {
    00612       if (GrowTown(t)) {
    00613         i = t->growth_rate;
    00614       } else {
    00615         i = 0;
    00616       }
    00617     }
    00618     t->grow_counter = i;
    00619   }
    00620
    00621   UpdateTownRadius(t);
    00622 }
    00623
    00624 void OnTick_Town()
    00625 {
    00626   if (_game_mode == GM_EDITOR) return;
    00627
    00628   /* Make sure each town's tickhandler invocation frequency is about the
    00629    * same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */
    00630   for (_cur_town_iter += GetMaxTownIndex() + 1;
    00631        _cur_town_iter >= TOWN_GROWTH_FREQUENCY;
    00632        _cur_town_iter -= TOWN_GROWTH_FREQUENCY) {
    00633     uint32 i = _cur_town_ctr;
    00634
    00635     if (++_cur_town_ctr > GetMaxTownIndex())
    00636       _cur_town_ctr = 0;
    00637
    00638     if (IsValidTownID(i)) TownTickHandler(GetTown(i));
    00639   }
    00640 }
    00641
    00650 static RoadBits GetTownRoadBits(TileIndex tile)
    00651 {
    00652   TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD);
    00653   RoadBits r = ROAD_NONE;
    00654
    00655   if (b == TRACK_BIT_NONE) return r;
    00656   if (b & TRACK_BIT_X)     r |= ROAD_X;
    00657   if (b & TRACK_BIT_Y)     r |= ROAD_Y;
    00658   if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW;
    00659   if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW;
    00660   if (b & TRACK_BIT_LEFT)  r |= ROAD_NW | ROAD_SW;
    00661   if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE;
    00662   return r;
    00663 }
    00664
    00674 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
    00675 {
    00676   /* Lookup table for the used diff values */
    00677   const TileIndexDiff tid_lt[3] = {
    00678     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
    00679     TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
    00680     TileOffsByDiagDir(ReverseDiagDir(dir)),
    00681   };
    00682
    00683   /* We add 1 to the distance because we want to get 1 for
    00684    * the min distance multiplyer and not 0.
    00685    * Therefore we start at 4. The 4 is used because
    00686    * there are 4 tiles per distance step to check. */
    00687   dist_multi = (dist_multi + 1) * 4;
    00688   for (uint pos = 4; pos < dist_multi; pos++) {
    00689     TileIndexDiff cur = 0;
    00690     /* For each even value of pos add the right TileIndexDiff
    00691      * for each uneven value the left TileIndexDiff
    00692      * for each with 2nd bit set (2,3,6,7,..) add the reversed TileIndexDiff */
    00693     cur += tid_lt[(pos & 1) ? 0 : 1];
    00694     if (pos & 2) cur += tid_lt[2];
    00695
    00696     cur = (uint)(pos / 4) * cur; // Multiply for the fitting distance
    00697     if (GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
    00698   }
    00699   return false;
    00700 }
    00701
    00709 static bool IsRoadAllowedHere(TileIndex tile, DiagDirection dir)
    00710 {
    00711   if (TileX(tile) < 2 || TileX(tile) >= MapMaxX() || TileY(tile) < 2 || TileY(tile) >= MapMaxY()) return false;
    00712
    00713   Slope cur_slope, desired_slope;
    00714
    00715   for (;;) {
    00716     /* Check if there already is a road at this point? */
    00717     if (GetTownRoadBits(tile) == ROAD_NONE) {
    00718       /* No, try if we are able to build a road piece there.
    00719        * If that fails clear the land, and if that fails exit.
    00720        * This is to make sure that we can build a road here later. */
    00721       if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
    00722           CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
    00723         return false;
    00724     }
    00725
    00726     cur_slope = GetTileSlope(tile, NULL);
    00727     if (cur_slope == SLOPE_FLAT) {
    00728 no_slope:
    00729       /* Tile has no slope */
    00730       switch (_patches.town_layout) {
    00731         default: NOT_REACHED();
    00732
    00733         case TL_ORIGINAL: // Disallow the road if any neighboring tile has a road (distance: 1)
    00734           return !IsNeighborRoadTile(tile, dir, 1);
    00735
    00736         case TL_BETTER_ROADS: // Disallow the road if any neighboring tile has a road (distance: 1 and 2).
    00737           return !IsNeighborRoadTile(tile, dir, 2);
    00738       }
    00739     }
    00740
    00741     /* If the tile is not a slope in the right direction, then
    00742      * maybe terraform some. */
    00743     desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
    00744     if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
    00745       if (Chance16(1, 8)) {
    00746         CommandCost res = CMD_ERROR;
    00747         if (!_generating_world && Chance16(1, 10)) {
    00748           /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
    00749           res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
    00750               DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00751         }
    00752         if (CmdFailed(res) && Chance16(1, 3)) {
    00753           /* We can consider building on the slope, though. */
    00754           goto no_slope;
    00755         }
    00756       }
    00757       return false;
    00758     }
    00759     return true;
    00760   }
    00761 }
    00762
    00763 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
    00764 {
    00765   CommandCost r;
    00766
    00767   TILE_ASSERT(tile);
    00768
    00769   r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
    00770   if (CmdFailed(r) || r.GetCost() >= (_price.terraform + 2) * 8) return false;
    00771   DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
    00772   return true;
    00773 }
    00774
    00775 static void LevelTownLand(TileIndex tile)
    00776 {
    00777   Slope tileh;
    00778
    00779   TILE_ASSERT(tile);
    00780
    00781   /* Don't terraform if land is plain or if there's a house there. */
    00782   if (IsTileType(tile, MP_HOUSE)) return;
    00783   tileh = GetTileSlope(tile, NULL);
    00784   if (tileh == SLOPE_FLAT) return;
    00785
    00786   /* First try up, then down */
    00787   if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
    00788     TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
    00789   }
    00790 }
    00791
    00801 static RoadBits GetTownRoadGridElement(Town* t, TileIndex tile, DiagDirection dir)
    00802 {
    00803   /* align the grid to the downtown */
    00804   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
    00805   RoadBits rcmd = ROAD_NONE;
    00806
    00807   switch (_patches.town_layout) {
    00808     default: NOT_REACHED();
    00809
    00810     case TL_2X2_GRID:
    00811       if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
    00812       if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
    00813       break;
    00814
    00815     case TL_3X3_GRID:
    00816       if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
    00817       if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
    00818       break;
    00819   }
    00820
    00821   /* Optimise only X-junctions */
    00822   if (rcmd != ROAD_ALL) return rcmd;
    00823
    00824   RoadBits rb_template;
    00825
    00826   switch (GetTileSlope(tile, NULL)) {
    00827     default:       rb_template = ROAD_ALL; break;
    00828     case SLOPE_W:  rb_template = ROAD_NW | ROAD_SW; break;
    00829     case SLOPE_SW: rb_template = ROAD_Y  | ROAD_SW; break;
    00830     case SLOPE_S:  rb_template = ROAD_SW | ROAD_SE; break;
    00831     case SLOPE_SE: rb_template = ROAD_X  | ROAD_SE; break;
    00832     case SLOPE_E:  rb_template = ROAD_SE | ROAD_NE; break;
    00833     case SLOPE_NE: rb_template = ROAD_Y  | ROAD_NE; break;
    00834     case SLOPE_N:  rb_template = ROAD_NE | ROAD_NW; break;
    00835     case SLOPE_NW: rb_template = ROAD_X  | ROAD_NW; break;
    00836     case SLOPE_STEEP_W:
    00837     case SLOPE_STEEP_S:
    00838     case SLOPE_STEEP_E:
    00839     case SLOPE_STEEP_N:
    00840       rb_template = ROAD_NONE;
    00841       break;
    00842   }
    00843
    00844   /* Stop if the template is compatible to the growth dir */
    00845   if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
    00846   /* If not generate a straight road in the direction of the growth */
    00847   return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
    00848 }
    00849
    00860 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
    00861 {
    00862   /* We can't look further than that. */
    00863   if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false;
    00864
    00865   uint counter = 0; // counts the house neighbor tiles
    00866
    00867   /* Check the tiles E,N,W and S of the current tile for houses */
    00868   for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
    00869
    00870     if (IsTileType(TileAddByDiagDir(tile, dir), MP_HOUSE)) counter++;
    00871
    00872     /* If there are enough neighbors stop here */
    00873     if (counter >= 3) {
    00874       if (BuildTownHouse(t, tile)) {
    00875         _grow_town_result = GROWTH_SUCCEED;
    00876         return true;
    00877       }
    00878       return false;
    00879     }
    00880   }
    00881   return false;
    00882 }
    00883
    00892 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
    00893 {
    00894   if (CmdSucceeded(DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) {
    00895     _grow_town_result = GROWTH_SUCCEED;
    00896     return true;
    00897   }
    00898   return false;
    00899 }
    00900
    00911 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
    00912 {
    00913   assert(bridge_dir < DIAGDIR_END);
    00914
    00915   const Slope slope = GetTileSlope(tile, NULL);
    00916   if (slope == SLOPE_FLAT) return false; // no slope, no bridge
    00917
    00918   /* Make sure the direction is compatible with the slope.
    00919    * Well we check if the slope has an up bit set in the
    00920    * reverse direction. */
    00921   if (HASBITS(slope, InclinedSlope(bridge_dir))) return false;
    00922
    00923   /* Assure that the bridge is connectable to the start side */
    00924   if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
    00925
    00926   /* We are in the right direction */
    00927   uint8 bridge_length = 0;      // This value stores the length of the possible bridge
    00928   TileIndex bridge_tile = tile; // Used to store the other waterside
    00929
    00930   const int delta = TileOffsByDiagDir(bridge_dir);
    00931   do {
    00932     if (bridge_length++ >= 11) {
    00933       /* Max 11 tile long bridges */
    00934       return false;
    00935     }
    00936     bridge_tile += delta;
    00937   } while (TileX(bridge_tile) != 0 && TileY(bridge_tile) != 0 && IsWaterTile(bridge_tile));
    00938
    00939   /* no water tiles in between? */
    00940   if (bridge_length == 1) return false;
    00941
    00942   for (uint8 times = 0; times <= 22; times++) {
    00943     byte bridge_type = RandomRange(MAX_BRIDGES - 1);
    00944
    00945     /* Can we actually build the bridge? */
    00946     if (CmdSucceeded(DoCommand(tile, bridge_tile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE))) {
    00947       DoCommand(tile, bridge_tile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE);
    00948       _grow_town_result = GROWTH_SUCCEED;
    00949       return true;
    00950     }
    00951   }
    00952   /* Quit if it selecting an appropiate bridge type fails a large number of times. */
    00953   return false;
    00954 }
    00955
    00974 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
    00975 {
    00976   RoadBits rcmd = ROAD_NONE;  // RoadBits for the road construction command
    00977   TileIndex tile = *tile_ptr; // The main tile on which we base our growth
    00978
    00979   TILE_ASSERT(tile);
    00980
    00981   if (cur_rb == ROAD_NONE) {
    00982     /* Tile has no road. First reset the status counter
    00983      * to say that this is the last iteration. */
    00984     _grow_town_result = GROWTH_SEARCH_STOPPED;
    00985
    00986     /* Remove hills etc */
    00987     LevelTownLand(tile);
    00988
    00989     /* Is a road allowed here? */
    00990     switch (_patches.town_layout) {
    00991       default: NOT_REACHED();
    00992
    00993       case TL_NO_ROADS: /* Disallow Roads */
    00994         return;
    00995
    00996       case TL_3X3_GRID:
    00997       case TL_2X2_GRID:
    00998         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    00999         if (rcmd == ROAD_NONE) return;
    01000         break;
    01001
    01002       case TL_BETTER_ROADS:
    01003       case TL_ORIGINAL:
    01004         if (!IsRoadAllowedHere(tile, target_dir)) return;
    01005
    01006         DiagDirection source_dir = ReverseDiagDir(target_dir);
    01007
    01008         if (Chance16(1, 4)) {
    01009           /* Randomize a new target dir */
    01010           do target_dir = RandomDiagDir(); while (target_dir == source_dir);
    01011         }
    01012
    01013         if (!IsRoadAllowedHere(TileAddByDiagDir(tile, target_dir), target_dir)) {
    01014           /* A road is not allowed to continue the randomized road,
    01015            *  return if the road we're trying to build is curved. */
    01016           if (target_dir != ReverseDiagDir(source_dir)) return;
    01017
    01018           /* Return if neither side of the new road is a house */
    01019           if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
    01020               !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
    01021             return;
    01022           }
    01023
    01024           /* That means that the road is only allowed if there is a house
    01025            *  at any side of the new road. */
    01026         }
    01027
    01028         rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
    01029         break;
    01030     }
    01031
    01032   } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
    01033     /* Continue building on a partial road.
    01034      * Should be allways OK, so we only generate
    01035      * the fitting RoadBits */
    01036     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01037
    01038     switch (_patches.town_layout) {
    01039       default: NOT_REACHED();
    01040
    01041       case TL_NO_ROADS: /* Disallow Roads */
    01042         return;
    01043
    01044       case TL_3X3_GRID:
    01045       case TL_2X2_GRID:
    01046         rcmd = GetTownRoadGridElement(t1, tile, target_dir);
    01047         break;
    01048
    01049       case TL_BETTER_ROADS:
    01050       case TL_ORIGINAL:
    01051         rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01052         break;
    01053     }
    01054   } else {
    01055     bool allow_house = false; // Value which decides if we want to construct a house
    01056
    01057     /* Reached a tunnel/bridge? Then continue at the other side of it. */
    01058     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
    01059       if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
    01060         *tile_ptr = GetOtherTunnelBridgeEnd(tile);
    01061       }
    01062       return;
    01063     }
    01064
    01065     /* Possibly extend the road in a direction.
    01066      * Randomize a direction and if it has a road, bail out. */
    01067     target_dir = RandomDiagDir();
    01068     if (cur_rb & DiagDirToRoadBits(target_dir)) return;
    01069
    01070     /* This is the tile we will reach if we extend to this direction. */
    01071     TileIndex house_tile = TileAddByDiagDir(tile, target_dir); // position of a possible house
    01072
    01073     /* Don't walk into water. */
    01074     if (IsWaterTile(house_tile)) return;
    01075
    01076     switch (_patches.town_layout) {
    01077       default: NOT_REACHED();
    01078
    01079       case TL_NO_ROADS:
    01080         allow_house = true;
    01081         break;
    01082
    01083       case TL_3X3_GRID: /* Use 2x2 grid afterwards! */
    01084         GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01085         /* FALL THROUGH */
    01086
    01087       case TL_2X2_GRID:
    01088         rcmd = GetTownRoadGridElement(t1, house_tile, target_dir);
    01089         allow_house = (rcmd == ROAD_NONE);
    01090         break;
    01091
    01092       case TL_BETTER_ROADS: /* Use original afterwards! */
    01093         GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
    01094         /* FALL THROUGH */
    01095
    01096       case TL_ORIGINAL:
    01097          /* Allow a house at the edge. 60% chance or
    01098           * always ok if no road allowed. */
    01099         rcmd = DiagDirToRoadBits(target_dir);
    01100         allow_house = (!IsRoadAllowedHere(house_tile, target_dir) || Chance16(6, 10));
    01101         break;
    01102     }
    01103
    01104     if (allow_house) {
    01105       /* Build a house, but not if there already is a house there. */
    01106       if (!IsTileType(house_tile, MP_HOUSE)) {
    01107         /* Level the land if possible */
    01108         if (Chance16(1, 6)) LevelTownLand(house_tile);
    01109
    01110         /* And build a house.
    01111          * Set result to -1 if we managed to build it. */
    01112         if (BuildTownHouse(t1, house_tile)) {
    01113           _grow_town_result = GROWTH_SUCCEED;
    01114         }
    01115       }
    01116       return;
    01117     }
    01118
    01119     _grow_town_result = GROWTH_SEARCH_STOPPED;
    01120   }
    01121
    01122   /* Return if a water tile */
    01123   if (IsWaterTile(tile)) return;
    01124
    01125   /* Make the roads look nicer */
    01126   rcmd = CleanUpRoadBits(tile, rcmd);
    01127   if (rcmd == ROAD_NONE) return;
    01128
    01129   /* Only use the target direction for bridges to ensure they're connected.
    01130    * The target_dir is as computed previously according to town layout, so
    01131    * it will match it perfectly. */
    01132   if (GrowTownWithBridge(t1, tile, target_dir)) return;
    01133
    01134   GrowTownWithRoad(t1, tile, rcmd);
    01135 }
    01136
    01142 static int GrowTownAtRoad(Town *t, TileIndex tile)
    01143 {
    01144   /* Special case.
    01145    * @see GrowTownInTile Check the else if
    01146    */
    01147   DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
    01148
    01149   TILE_ASSERT(tile);
    01150
    01151   /* Number of times to search.
    01152    * Better roads, 2X2 and 3X3 grid grow quite fast so we give
    01153    * them a little handicap. */
    01154   switch (_patches.town_layout) {
    01155     case TL_BETTER_ROADS:
    01156       _grow_town_result = 10 + t->num_houses * 2 / 9;
    01157       break;
    01158
    01159     case TL_3X3_GRID:
    01160     case TL_2X2_GRID:
    01161       _grow_town_result = 10 + t->num_houses * 1 / 9;
    01162       break;
    01163
    01164     default:
    01165       _grow_town_result = 10 + t->num_houses * 4 / 9;
    01166       break;
    01167   }
    01168
    01169   do {
    01170     RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
    01171
    01172     /* Try to grow the town from this point */
    01173     GrowTownInTile(&tile, cur_rb, target_dir, t);
    01174
    01175     /* Exclude the source position from the bitmask
    01176      * and return if no more road blocks available */
    01177     cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
    01178     if (cur_rb == ROAD_NONE)
    01179       return _grow_town_result;
    01180
    01181     /* Select a random bit from the blockmask, walk a step
    01182      * and continue the search from there. */
    01183     do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir)));
    01184     tile = TileAddByDiagDir(tile, target_dir);
    01185
    01186     if (IsTileType(tile, MP_ROAD)) {
    01187       /* Don't allow building over roads of other cities */
    01188       if (IsTileOwner(tile, OWNER_TOWN) && GetTownByTile(tile) != t) {
    01189         _grow_town_result = GROWTH_SUCCEED;
    01190       } else if (IsTileOwner(tile, OWNER_NONE) && _game_mode == GM_EDITOR) {
    01191         /* If we are in the SE, and this road-piece has no town owner yet, it just found an
    01192          * owner :) (happy happy happy road now) */
    01193         SetTileOwner(tile, OWNER_TOWN);
    01194         SetTownIndex(tile, t->index);
    01195       }
    01196     }
    01197
    01198     /* Max number of times is checked. */
    01199   } while (--_grow_town_result >= 0);
    01200
    01201   return (_grow_town_result == -2);
    01202 }
    01203
    01211 static RoadBits GenRandomRoadBits()
    01212 {
    01213   uint32 r = Random();
    01214   uint a = GB(r, 0, 2);
    01215   uint b = GB(r, 8, 2);
    01216   if (a == b) b ^= 2;
    01217   return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
    01218 }
    01219
    01222 static bool GrowTown(Town *t)
    01223 {
    01224
    01225   /* Let the town be a ghost town
    01226    * The player wanted it in such a way. Thus there he has it. ;)
    01227    * Never reached in editor mode. */
    01228   if (_patches.town_layout == TL_NO_ROADS && _generating_world) {
    01229     return false;
    01230   }
    01231
    01232   static const TileIndexDiffC _town_coord_mod[] = {
    01233     {-1,  0},
    01234     { 1,  1},
    01235     { 1, -1},
    01236     {-1, -1},
    01237     {-1,  0},
    01238     { 0,  2},
    01239     { 2,  0},
    01240     { 0, -2},
    01241     {-1, -1},
    01242     {-2,  2},
    01243     { 2,  2},
    01244     { 2, -2},
    01245     { 0,  0}
    01246   };
    01247   const TileIndexDiffC *ptr;
    01248
    01249   /* Current player is a town */
    01250   PlayerID old_player = _current_player;
    01251   _current_player = OWNER_TOWN;
    01252
    01253   TileIndex tile = t->xy; // The tile we are working with ATM
    01254
    01255   /* Find a road that we can base the construction on. */
    01256   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01257     if (GetTownRoadBits(tile) != ROAD_NONE) {
    01258       int r = GrowTownAtRoad(t, tile);
    01259       _current_player = old_player;
    01260       return r != 0;
    01261     }
    01262     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01263   }
    01264
    01265   /* No road available, try to build a random road block by
    01266    * clearing some land and then building a road there. */
    01267   tile = t->xy;
    01268   for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
    01269     /* Only work with plain land that not already has a house */
    01270     if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
    01271       if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) {
    01272         DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
    01273         _current_player = old_player;
    01274         return true;
    01275       }
    01276     }
    01277     tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
    01278   }
    01279
    01280   _current_player = old_player;
    01281   return false;
    01282 }
    01283
    01284 void UpdateTownRadius(Town *t)
    01285 {
    01286   static const uint16 _town_radius_data[23][5] = {
    01287     {  4,  0,  0,  0,  0}, // 0
    01288     { 16,  0,  0,  0,  0},
    01289     { 25,  0,  0,  0,  0},
    01290     { 36,  0,  0,  0,  0},
    01291     { 49,  0,  4,  0,  0},
    01292     { 64,  0,  4,  0,  0}, // 20
    01293     { 64,  0,  9,  0,  1},
    01294     { 64,  0,  9,  0,  4},
    01295     { 64,  0, 16,  0,  4},
    01296     { 81,  0, 16,  0,  4},
    01297     { 81,  0, 16,  0,  4}, // 40
    01298     { 81,  0, 25,  0,  9},
    01299     { 81, 36, 25,  0,  9},
    01300     { 81, 36, 25, 16,  9},
    01301     { 81, 49,  0, 25,  9},
    01302     { 81, 64,  0, 25,  9}, // 60
    01303     { 81, 64,  0, 36,  9},
    01304     { 81, 64,  0, 36, 16},
    01305     {100, 81,  0, 49, 16},
    01306     {100, 81,  0, 49, 25},
    01307     {121, 81,  0, 49, 25}, // 80
    01308     {121, 81,  0, 49, 25},
    01309     {121, 81,  0, 49, 36}, // 88
    01310   };
    01311
    01312   if (t->num_houses < 92) {
    01313     memcpy(t->radius, _town_radius_data[t->num_houses / 4], sizeof(t->radius));
    01314   } else {
    01315     int mass = t->num_houses / 8;
    01316     /* At least very roughly extrapolate. Empirical numbers dancing between
    01317      * overwhelming by cottages and skyscrapers outskirts. */
    01318     t->radius[0] = mass * mass;
    01319     /* Actually we are proportional to sqrt() but that's right because
    01320      * we are covering an area. */
    01321     t->radius[1] = mass * 7;
    01322     t->radius[2] = 0;
    01323     t->radius[3] = mass * 4;
    01324     t->radius[4] = mass * 3;
    01325     //debug("%d (->%d): %d %d %d %d\n", t->num_houses, mass, t->radius[0], t->radius[1], t->radius[3], t->radius[4]);
    01326   }
    01327 }
    01328
    01329 static bool CreateTownName(uint32 *townnameparts)
    01330 {
    01331   extern int _nb_orig_names;
    01332   Town *t2;
    01333   char buf1[64];
    01334   char buf2[64];
    01335   uint32 r;
    01336   /* Do not set too low tries, since when we run out of names, we loop
    01337    * for #tries only one time anyway - then we stop generating more
    01338    * towns. Do not show it too high neither, since looping through all
    01339    * the other towns may take considerable amount of time (10000 is
    01340    * too much). */
    01341   int tries = 1000;
    01342   bool grf = (_opt.town_name >= _nb_orig_names);
    01343   uint32 grfid = grf ? GetGRFTownNameId(_opt.town_name - _nb_orig_names) : 0;
    01344   uint16 townnametype = grf ? GetGRFTownNameType(_opt.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _opt.town_name;
    01345
    01346   assert(townnameparts);
    01347
    01348   for (;;) {
    01349 restart:
    01350     r = Random();
    01351
    01352     SetDParam(0, r);
    01353     if (grf && grfid != 0) {
    01354       GRFTownNameGenerate(buf1, grfid, townnametype, r, lastof(buf1));
    01355     } else {
    01356       GetString(buf1, townnametype, lastof(buf1));
    01357     }
    01358
    01359     /* Check size and width */
    01360     if (strlen(buf1) >= 31 || GetStringBoundingBox(buf1).width > 130) continue;
    01361
    01362     FOR_ALL_TOWNS(t2) {
    01363       /* We can't just compare the numbers since
    01364        * several numbers may map to a single name. */
    01365       SetDParam(0, t2->index);
    01366       GetString(buf2, STR_TOWN, lastof(buf2));
    01367       if (strcmp(buf1, buf2) == 0) {
    01368         if (tries-- < 0) return false;
    01369         goto restart;
    01370       }
    01371     }
    01372     *townnameparts = r;
    01373     return true;
    01374   }
    01375 }
    01376
    01377 void UpdateTownMaxPass(Town *t)
    01378 {
    01379   t->max_pass = t->population >> 3;
    01380   t->max_mail = t->population >> 4;
    01381 }
    01382
    01392 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSizeMode size_mode, uint size)
    01393 {
    01394   extern int _nb_orig_names;
    01395   int x, i;
    01396
    01397   t->xy = tile;
    01398   t->num_houses = 0;
    01399   t->time_until_rebuild = 10;
    01400   UpdateTownRadius(t);
    01401   t->flags12 = 0;
    01402   t->population = 0;
    01403   t->grow_counter = 0;
    01404   t->growth_rate = 250;
    01405   t->new_max_pass = 0;
    01406   t->new_max_mail = 0;
    01407   t->new_act_pass = 0;
    01408   t->new_act_mail = 0;
    01409   t->max_pass = 0;
    01410   t->max_mail = 0;
    01411   t->act_pass = 0;
    01412   t->act_mail = 0;
    01413
    01414   t->pct_pass_transported = 0;
    01415   t->pct_mail_transported = 0;
    01416   t->fund_buildings_months = 0;
    01417   t->new_act_food = 0;
    01418   t->new_act_water = 0;
    01419   t->act_food = 0;
    01420   t->act_water = 0;
    01421
    01422   for (i = 0; i != MAX_PLAYERS; i++)
    01423     t->ratings[i] = 500;
    01424
    01425   t->have_ratings = 0;
    01426   t->exclusivity = INVALID_PLAYER;
    01427   t->exclusive_counter = 0;
    01428   t->statues = 0;
    01429
    01430   if (_opt.town_name < _nb_orig_names) {
    01431     /* Original town name */
    01432     t->townnamegrfid = 0;
    01433     t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
    01434   } else {
    01435     /* Newgrf town name */
    01436     t->townnamegrfid = GetGRFTownNameId(_opt.town_name  - _nb_orig_names);
    01437     t->townnametype  = GetGRFTownNameType(_opt.town_name - _nb_orig_names);
    01438   }
    01439   t->townnameparts = townnameparts;
    01440
    01441   UpdateTownVirtCoord(t);
    01442   _town_sort_dirty = true;
    01443
    01444   /* Random town size. */
    01445   x = (Random() & 0xF) + 8;
    01446
    01447   switch (size_mode) {
    01448     default: NOT_REACHED();
    01449
    01450     case TSM_RANDOM:
    01451       t->larger_town = false;
    01452       break;
    01453
    01454     case TSM_FIXED:
    01455       x = size * 16 + 3;
    01456       t->larger_town = false;
    01457       break;
    01458
    01459     case TSM_CITY:
    01460       x *= _patches.initial_city_size;
    01461       t->larger_town = true;
    01462       break;
    01463   }
    01464
    01465   t->num_houses += x;
    01466   UpdateTownRadius(t);
    01467
    01468   i = x * 4;
    01469   do {
    01470     GrowTown(t);
    01471   } while (--i);
    01472
    01473   t->num_houses -= x;
    01474   UpdateTownRadius(t);
    01475   UpdateTownMaxPass(t);
    01476 }
    01477
    01486 CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
    01487 {
    01488   uint32 townnameparts;
    01489
    01490   /* Only in the scenario editor */
    01491   if (_game_mode != GM_EDITOR) return CMD_ERROR;
    01492   if (p2 > TSM_CITY) return CMD_ERROR;
    01493
    01494   /* Check if too close to the edge of map */
    01495   if (DistanceFromEdge(tile) < 12)
    01496     return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
    01497
    01498   /* Can only build on clear flat areas, possibly with trees. */
    01499   if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
    01500     return_cmd_error(STR_0239_SITE_UNSUITABLE);
    01501   }
    01502
    01503   /* Check distance to all other towns. */
    01504   if (IsCloseToTown(tile, 20))
    01505     return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
    01506
    01507   /* Get a unique name for the town. */
    01508   if (!CreateTownName(&townnameparts))
    01509     return_cmd_error(STR_023A_TOO_MANY_TOWNS);
    01510
    01511   /* Allocate town struct */
    01512   if (!Town::CanAllocateItem()) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
    01513
    01514   /* Create the town */
    01515   if (flags & DC_EXEC) {
    01516     Town *t = new Town(tile);
    01517     _generating_world = true;
    01518     DoCreateTown(t, tile, townnameparts, (TownSizeMode)p2, p1);
    01519     _generating_world = false;
    01520   }
    01521   return CommandCost();
    01522 }
    01523
    01524 Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
    01525 {
    01526   TileIndex tile;
    01527   Town *t;
    01528   uint32 townnameparts;
    01529
    01530   do {
    01531     /* Generate a tile index not too close from the edge */
    01532     tile = RandomTile();
    01533     if (DistanceFromEdge(tile) < 20) continue;
    01534
    01535     /* Make sure the tile is plain */
    01536     if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
    01537
    01538     /* Check not too close to a town */
    01539     if (IsCloseToTown(tile, 20)) continue;
    01540
    01541     /* Get a unique name for the town. */
    01542     if (!CreateTownName(&townnameparts)) break;
    01543
    01544     /* Allocate a town struct */
    01545     t = new Town(tile);
    01546     if (t == NULL) break;
    01547
    01548     DoCreateTown(t, tile, townnameparts, mode, size);
    01549     return t;
    01550   } while (--attempts);
    01551   return NULL;
    01552 }
    01553
    01554 static const byte _num_initial_towns[4] = {5, 11, 23, 46};
    01555
    01556 bool GenerateTowns()
    01557 {
    01558   uint num = 0;
    01559   uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
    01560   uint num_cities = _patches.larger_towns == 0 ? 0 : n / _patches.larger_towns;
    01561
    01562   SetGeneratingWorldProgress(GWP_TOWN, n);
    01563
    01564   do {
    01565     IncreaseGeneratingWorldProgress(GWP_TOWN);
    01566     /* try 20 times to create a random-sized town for the first loop. */
    01567     TownSizeMode mode = num_cities > 0 ? TSM_CITY : TSM_RANDOM;
    01568     if (CreateRandomTown(20, mode, _patches.initial_city_size) != NULL) num++;
    01569     if (num_cities > 0) num_cities--;
    01570   } while (--n);
    01571
    01572   /* give it a last try, but now more aggressive */
    01573   if (num == 0 && CreateRandomTown(10000, TSM_RANDOM, 0) == NULL) {
    01574     if (GetNumTowns() == 0) {
    01575       /* XXX - can we handle that more gracefully? */
    01576       if (_game_mode != GM_EDITOR) error("Could not generate any town");
    01577
    01578       return false;
    01579     }
    01580   }
    01581
    01582   return true;
    01583 }
    01584
    01585
    01591 HouseZonesBits GetTownRadiusGroup(const Town* t, TileIndex tile)
    01592 {
    01593   uint dist = DistanceSquare(tile, t->xy);
    01594   HouseZonesBits smallest;
    01595   uint i;
    01596
    01597   if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
    01598
    01599   smallest = HZB_TOWN_EDGE;
    01600   for (i = 0; i != lengthof(t->radius); i++) {
    01601     if (dist < t->radius[i]) smallest = (HouseZonesBits)i;
    01602   }
    01603
    01604   return smallest;
    01605 }
    01606
    01617 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
    01618 {
    01619   #if !defined(NDEBUG) || defined(WITH_ASSERT)
    01620     CommandCost cc =
    01621   #endif /* !defined(NDEBUG) || defined(WITH_ASSERT) */
    01622
    01623   DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
    01624
    01625   assert(CmdSucceeded(cc));
    01626
    01627   IncreaseBuildingCount(t, type);
    01628   MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
    01629 }
    01630
    01631
    01642 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
    01643 {
    01644   BuildingFlags size = GetHouseSpecs(type)->building_flags;
    01645
    01646   ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
    01647   if (size & BUILDING_2_TILES_Y)   ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
    01648   if (size & BUILDING_2_TILES_X)   ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
    01649   if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
    01650 }
    01651
    01652
    01661 static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
    01662 {
    01663   /* cannot build on these slopes... */
    01664   Slope slope = GetTileSlope(tile, NULL);
    01665   if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
    01666
    01667   /* building under a bridge? */
    01668   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
    01669
    01670   /* do not try to build over house owned by another town */
    01671   if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) != town) return false;
    01672
    01673   /* can we clear the land? */
    01674   return CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR));
    01675 }
    01676
    01677
    01687 static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, bool noslope)
    01688 {
    01689   if (!CanBuildHouseHere(tile, town, noslope)) return false;
    01690
    01691   /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
    01692   if (GetTileMaxZ(tile) != z) return false;
    01693
    01694   return true;
    01695 }
    01696
    01697
    01707 static bool CheckFree2x2Area(TileIndex tile, TownID town, uint z, bool noslope)
    01708 {
    01709   /* we need to check this tile too because we can be at different tile now */
    01710   if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01711
    01712   for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
    01713     tile += TileOffsByDiagDir(d);
    01714     if (!CheckBuildHouseSameZ(tile, town, z, noslope)) return false;
    01715   }
    01716
    01717   return true;
    01718 }
    01719
    01720
    01728 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
    01729 {
    01730   TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
    01731
    01732   switch (_patches.town_layout) {
    01733     case TL_2X2_GRID:
    01734       if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
    01735       break;
    01736
    01737     case TL_3X3_GRID:
    01738       if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
    01739       break;
    01740
    01741     default:
    01742       break;
    01743   }
    01744
    01745   return true;
    01746 }
    01747
    01748
    01756 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
    01757 {
    01758   /* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
    01759    * so to do only one memory access, use MapSize() */
    01760   uint dx = MapSize() + TileX(t->xy) - TileX(tile);
    01761   uint dy = MapSize() + TileY(t->xy) - TileY(tile);
    01762
    01763   switch (_patches.town_layout) {
    01764     case TL_2X2_GRID:
    01765       if ((dx % 3) != 0 || (dy % 3) != 0) return false;
    01766       break;
    01767
    01768     case TL_3X3_GRID:
    01769       if ((dx % 4) < 2 || (dy % 4) < 2) return false;
    01770       break;
    01771
    01772     default:
    01773       break;
    01774   }
    01775
    01776   return true;
    01777 }
    01778
    01779
    01789 static bool CheckTownBuild2House(TileIndex *tile, Town *t, uint maxz, bool noslope, DiagDirection second)
    01790 {
    01791   /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
    01792
    01793   TileIndex tile2 = *tile + TileOffsByDiagDir(second);
    01794   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) return true;
    01795
    01796   tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
    01797   if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, t->index, maxz, noslope)) {
    01798     *tile = tile2;
    01799     return true;
    01800   }
    01801
    01802   return false;
    01803 }
    01804
    01805
    01814 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, uint maxz, bool noslope)
    01815 {
    01816   TileIndex tile2 = *tile;
    01817
    01818   for (DiagDirection d = DIAGDIR_SE;;d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
    01819     if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, t->index, maxz, noslope)) {
    01820       *tile = tile2;
    01821       return true;
    01822     }
    01823     if (d == DIAGDIR_END) break;
    01824     tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
    01825   }
    01826
    01827   return false;
    01828 }
    01829
    01830
    01837 static bool BuildTownHouse(Town *t, TileIndex tile)
    01838 {
    01839   /* forbidden building here by town layout */
    01840   if (!TownLayoutAllowsHouseHere(t, tile)) return false;
    01841
    01842   /* no house allowed at all, bail out */
    01843   if (!CanBuildHouseHere(tile, t->index, false)) return false;
    01844
    01845   uint z;
    01846   Slope slope = GetTileSlope(tile, &z);
    01847
    01848   /* Get the town zone type of the current tile, as well as the climate.
    01849    * This will allow to easily compare with the specs of the new house to build */
    01850   HouseZonesBits rad = GetTownRadiusGroup(t, tile);
    01851
    01852   /* Above snow? */
    01853   int land = _opt.landscape;
    01854   if (land == LT_ARCTIC && z >= _opt.snow_line) land = -1;
    01855
    01856   uint bitmask = (1 << rad) + (1 << (land + 12));
    01857
    01858   /* bits 0-4 are used
    01859    * bits 11-15 are used
    01860    * bits 5-10 are not used. */
    01861   HouseID houses[HOUSE_MAX];
    01862   uint num = 0;
    01863   uint probs[HOUSE_MAX];
    01864   uint probability_max = 0;
    01865
    01866   /* Generate a list of all possible houses that can be built. */
    01867   for (uint i = 0; i < HOUSE_MAX; i++) {
    01868     HouseSpec *hs = GetHouseSpecs(i);
    01869     /* Verify that the candidate house spec matches the current tile status */
    01870     if ((~hs->building_availability & bitmask) == 0 && hs->enabled) {
    01871       /* Without NewHouses, all houses have probability '1' */
    01872       uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
    01873       probability_max += cur_prob;
    01874       probs[num] = cur_prob;
    01875       houses[num++] = (HouseID)i;
    01876     }
    01877   }
    01878
    01879   uint maxz = GetTileMaxZ(tile);
    01880
    01881   while (probability_max > 0) {
    01882     uint r = RandomRange(probability_max);
    01883     uint i;
    01884     for (i = 0; i < num; i++) {
    01885       if (probs[i] > r) break;
    01886       r -= probs[i];
    01887     }
    01888
    01889     HouseID house = houses[i];
    01890     probability_max -= probs[i];
    01891
    01892     /* remove tested house from the set */
    01893     num--;
    01894     houses[i] = houses[num];
    01895     probs[i] = probs[num];
    01896
    01897     HouseSpec *hs = GetHouseSpecs(house);
    01898
    01899     if (_loaded_newgrf_features.has_newhouses) {
    01900       if (hs->override != 0) {
    01901         house = hs->override;
    01902         hs = GetHouseSpecs(house);
    01903       }
    01904
    01905       if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world) continue;
    01906     }
    01907
    01908     if (_cur_year < hs->min_date || _cur_year > hs->max_date) continue;
    01909
    01910     /* Special houses that there can be only one of. */
    01911     uint oneof = 0;
    01912
    01913     if (hs->building_flags & BUILDING_IS_CHURCH) {
    01914       SetBit(oneof, TOWN_HAS_CHURCH);
    01915     } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    01916       SetBit(oneof, TOWN_HAS_STADIUM);
    01917     }
    01918
    01919     if (HASBITS(t->flags12, oneof)) continue;
    01920
    01921     /* Make sure there is no slope? */
    01922     bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
    01923     if (noslope && slope != SLOPE_FLAT) continue;
    01924
    01925     if (hs->building_flags & TILE_SIZE_2x2) {
    01926       if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
    01927     } else if (hs->building_flags & TILE_SIZE_2x1) {
    01928       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
    01929     } else if (hs->building_flags & TILE_SIZE_1x2) {
    01930       if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
    01931     } else {
    01932       /* 1x1 house checks are already done */
    01933     }
    01934
    01935     if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
    01936       uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
    01937       if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
    01938     }
    01939
    01940     /* build the house */
    01941     t->num_houses++;
    01942
    01943     /* Special houses that there can be only one of. */
    01944     t->flags12 |= oneof;
    01945
    01946     byte construction_counter = 0;
    01947     byte construction_stage = 0;
    01948
    01949     if (_generating_world) {
    01950       uint32 r = Random();
    01951
    01952       construction_stage = TOWN_HOUSE_COMPLETED;
    01953       if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
    01954
    01955       if (construction_stage == TOWN_HOUSE_COMPLETED) {
    01956         ChangePopulation(t, hs->population);
    01957       } else {
    01958         construction_counter = GB(r, 2, 2);
    01959       }
    01960     }
    01961
    01962     MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
    01963
    01964     return true;
    01965   }
    01966
    01967   return false;
    01968 }
    01969
    01970
    01971 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
    01972 {
    01973   assert(IsTileType(tile, MP_HOUSE));
    01974   DecreaseBuildingCount(t, house);
    01975   DoClearSquare(tile);
    01976   DeleteAnimatedTile(tile);
    01977 }
    01978
    01986 TileIndex GetHouseNorthPart(HouseID &house)
    01987 {
    01988   if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
    01989     if (GetHouseSpecs(house - 1)->building_flags & TILE_SIZE_2x1) {
    01990       house--;
    01991       return TileDiffXY(-1, 0);
    01992     } else if (GetHouseSpecs(house - 1)->building_flags & BUILDING_2_TILES_Y) {
    01993       house--;
    01994       return TileDiffXY(0, -1);
    01995     } else if (GetHouseSpecs(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
    01996       house -= 2;
    01997       return TileDiffXY(-1, 0);
    01998     } else if (GetHouseSpecs(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
    01999       house -= 3;
    02000       return TileDiffXY(-1, -1);
    02001     }
    02002   }
    02003   return 0;
    02004 }
    02005
    02006 void ClearTownHouse(Town *t, TileIndex tile)
    02007 {
    02008   HouseID house = GetHouseType(tile);
    02009   uint eflags;
    02010   HouseSpec *hs;
    02011
    02012   assert(IsTileType(tile, MP_HOUSE));
    02013
    02014   /* need to align the tile to point to the upper left corner of the house */
    02015   tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02016
    02017   hs = GetHouseSpecs(house);
    02018
    02019   /* Remove population from the town if the house is finished. */
    02020   if (IsHouseCompleted(tile)) {
    02021     ChangePopulation(t, -hs->population);
    02022   }
    02023
    02024   t->num_houses--;
    02025
    02026   /* Clear flags for houses that only may exist once/town. */
    02027   if (hs->building_flags & BUILDING_IS_CHURCH) {
    02028     ClrBit(t->flags12, TOWN_HAS_CHURCH);
    02029   } else if (hs->building_flags & BUILDING_IS_STADIUM) {
    02030     ClrBit(t->flags12, TOWN_HAS_STADIUM);
    02031   }
    02032
    02033   /* Do the actual clearing of tiles */
    02034   eflags = hs->building_flags;
    02035   DoClearTownHouseHelper(tile, t, house);
    02036   if (eflags & BUILDING_2_TILES_Y)   DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
    02037   if (eflags & BUILDING_2_TILES_X)   DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
    02038   if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
    02039 }
    02040
    02041 static bool IsUniqueTownName(const char *name)
    02042 {
    02043   const Town *t;
    02044   char buf[512];
    02045
    02046   FOR_ALL_TOWNS(t) {
    02047     SetDParam(0, t->index);
    02048     GetString(buf, STR_TOWN, lastof(buf));
    02049     if (strcmp(buf, name) == 0) return false;
    02050   }
    02051
    02052   return true;
    02053 }
    02054
    02061 CommandCost CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
    02062 {
    02063   Town *t;
    02064
    02065   if (!IsValidTownID(p1) || StrEmpty(_cmd_text)) return CMD_ERROR;
    02066
    02067   t = GetTown(p1);
    02068
    02069   if (!IsUniqueTownName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
    02070
    02071   if (flags & DC_EXEC) {
    02072     free(t->name);
    02073     t->name = strdup(_cmd_text);
    02074
    02075     UpdateTownVirtCoord(t);
    02076     _town_sort_dirty = true;
    02077     UpdateAllStationVirtCoord();
    02078     UpdateAllWaypointSigns();
    02079     MarkWholeScreenDirty();
    02080   }
    02081   return CommandCost();
    02082 }
    02083
    02085 void ExpandTown(Town *t)
    02086 {
    02087   uint amount, n;
    02088
    02089   _generating_world = true;
    02090
    02091   /* The more houses, the faster we grow */
    02092   amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
    02093   t->num_houses += amount;
    02094   UpdateTownRadius(t);
    02095
    02096   n = amount * 10;
    02097   do GrowTown(t); while (--n);
    02098
    02099   t->num_houses -= amount;
    02100   UpdateTownRadius(t);
    02101
    02102   UpdateTownMaxPass(t);
    02103   _generating_world = false;
    02104 }
    02105
    02106 extern const byte _town_action_costs[8] = {
    02107   2, 4, 9, 35, 48, 53, 117, 175
    02108 };
    02109
    02110 static void TownActionAdvertiseSmall(Town* t)
    02111 {
    02112   ModifyStationRatingAround(t->xy, _current_player, 0x40, 10);
    02113 }
    02114
    02115 static void TownActionAdvertiseMedium(Town* t)
    02116 {
    02117   ModifyStationRatingAround(t->xy, _current_player, 0x70, 15);
    02118 }
    02119
    02120 static void TownActionAdvertiseLarge(Town* t)
    02121 {
    02122   ModifyStationRatingAround(t->xy, _current_player, 0xA0, 20);
    02123 }
    02124
    02125 static void TownActionRoadRebuild(Town* t)
    02126 {
    02127   t->road_build_months = 6;
    02128
    02129   SetDParam(0, t->index);
    02130   SetDParam(1, _current_player);
    02131
    02132   AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING,
    02133     NEWS_FLAGS(NM_NORMAL, NF_TILE, NT_GENERAL, 0), t->xy, 0);
    02134 }
    02135
    02136 static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
    02137 {
    02138   PlayerID old;
    02139   CommandCost r;
    02140
    02141   /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
    02142   if (IsSteepSlope(GetTileSlope(tile, NULL))) return false;
    02143
    02144   if (!IsTileType(tile, MP_HOUSE) &&
    02145       !IsTileType(tile, MP_CLEAR) &&
    02146       !IsTileType(tile, MP_TREES)) {
    02147     return false;
    02148   }
    02149
    02150   old = _current_player;
    02151   _current_player = OWNER_NONE;
    02152   r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
    02153   _current_player = old;
    02154
    02155   if (CmdFailed(r)) return false;
    02156
    02157   MakeStatue(tile, _current_player, town_id);
    02158   MarkTileDirtyByTile(tile);
    02159
    02160   return true;
    02161 }
    02162
    02169 static bool SearchTileForStatue(TileIndex tile, uint32 town_id)
    02170 {
    02171   return DoBuildStatueOfCompany(tile, town_id);
    02172 }
    02173
    02179 static void TownActionBuildStatue(Town* t)
    02180 {
    02181   TileIndex tile = t->xy;
    02182
    02183   if (CircularTileSearch(tile, 9, SearchTileForStatue, t->index))
    02184     SetBit(t->statues, _current_player); // Once found and built, "inform" the Town
    02185 }
    02186
    02187 static void TownActionFundBuildings(Town* t)
    02188 {
    02189   /* Build next tick */
    02190   t->grow_counter = 1;
    02191   /* If we were not already growing */
    02192   SetBit(t->flags12, TOWN_IS_FUNDED);
    02193   /* And grow for 3 months */
    02194   t->fund_buildings_months = 3;
    02195 }
    02196
    02197 static void TownActionBuyRights(Town* t)
    02198 {
    02199   /* Check if it's allowed to by the rights */
    02200   if (!_patches.exclusive_rights) return;
    02201
    02202   t->exclusive_counter = 12;
    02203   t->exclusivity = _current_player;
    02204
    02205   ModifyStationRatingAround(t->xy, _current_player, 130, 17);
    02206 }
    02207
    02208 static void TownActionBribe(Town* t)
    02209 {
    02210   if (!RandomRange(15)) {
    02211     Station *st;
    02212
    02213     /* set as unwanted for 6 months */
    02214     t->unwanted[_current_player] = 6;
    02215
    02216     /* set all close by station ratings to 0 */
    02217     FOR_ALL_STATIONS(st) {
    02218       if (st->town == t && st->owner == _current_player) {
    02219         for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
    02220       }
    02221     }
    02222
    02223     /* only show errormessage to the executing player. All errors are handled command.c
    02224      * but this is special, because it can only 'fail' on a DC_EXEC */
    02225     if (IsLocalPlayer()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
    02226
    02227     /* decrease by a lot!
    02228      * ChangeTownRating is only for stuff in demolishing. Bribe failure should
    02229      * be independent of any cheat settings
    02230      */
    02231     if (t->ratings[_current_player] > RATING_BRIBE_DOWN_TO) {
    02232       t->ratings[_current_player] = RATING_BRIBE_DOWN_TO;
    02233     }
    02234   } else {
    02235     ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM);
    02236   }
    02237 }
    02238
    02239 typedef void TownActionProc(Town* t);
    02240 static TownActionProc * const _town_action_proc[] = {
    02241   TownActionAdvertiseSmall,
    02242   TownActionAdvertiseMedium,
    02243   TownActionAdvertiseLarge,
    02244   TownActionRoadRebuild,
    02245   TownActionBuildStatue,
    02246   TownActionFundBuildings,
    02247   TownActionBuyRights,
    02248   TownActionBribe
    02249 };
    02250
    02251 extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t);
    02252
    02261 CommandCost CmdDoTownAction(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
    02262 {
    02263   Town *t;
    02264
    02265   if (!IsValidTownID(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR;
    02266
    02267   t = GetTown(p1);
    02268
    02269   if (!HasBit(GetMaskOfTownActions(NULL, _current_player, t), p2)) return CMD_ERROR;
    02270
    02271   CommandCost cost(EXPENSES_OTHER, (_price.build_industry >> 8) * _town_action_costs[p2]);
    02272
    02273   if (flags & DC_EXEC) {
    02274     _town_action_proc[p2](t);
    02275     InvalidateWindow(WC_TOWN_AUTHORITY, p1);
    02276   }
    02277
    02278   return cost;
    02279 }
    02280
    02281 static void UpdateTownGrowRate(Town *t)
    02282 {
    02283   int n;
    02284   Station *st;
    02285   uint16 m;
    02286   Player *p;
    02287
    02288   /* Reset player ratings if they're low */
    02289   FOR_ALL_PLAYERS(p) {
    02290     if (p->is_active && t->ratings[p->index] <= 200) {
    02291       t->ratings[p->index] += 5;
    02292     }
    02293   }
    02294
    02295   n = 0;
    02296   FOR_ALL_STATIONS(st) {
    02297     if (DistanceSquare(st->xy, t->xy) <= t->radius[0]) {
    02298       if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
    02299         n++;
    02300         if (IsValidPlayer(st->owner)) {
    02301           int new_rating = t->ratings[st->owner] + 12;
    02302           t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
    02303         }
    02304       } else {
    02305         if (IsValidPlayer(st->owner)) {
    02306           int new_rating = t->ratings[st->owner] - 15;
    02307           t->ratings[st->owner] = max(new_rating, INT16_MIN);
    02308         }
    02309       }
    02310     }
    02311   }
    02312
    02313   /* clamp all ratings to valid values */
    02314   for (uint i = 0; i < MAX_PLAYERS; i++) {
    02315     t->ratings[i] = Clamp(t->ratings[i], -1000, 1000);
    02316   }
    02317
    02318   ClrBit(t->flags12, TOWN_IS_FUNDED);
    02319   if (_patches.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
    02320
    02323   static const uint16 _grow_count_values[2][6] = {
    02324     { 120, 120, 120, 100,  80,  60 }, // Fund new buildings has been activated
    02325     { 320, 420, 300, 220, 160, 100 }  // Normal values
    02326   };
    02327
    02328   if (t->fund_buildings_months != 0) {
    02329     m = _grow_count_values[0][min(n, 5)];
    02330     t->fund_buildings_months--;
    02331   } else {
    02332     m = _grow_count_values[1][min(n, 5)];
    02333     if (n == 0 && !Chance16(1, 12)) return;
    02334   }
    02335
    02336   if (_opt.landscape == LT_ARCTIC) {
    02337     if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90)
    02338       return;
    02339   } else if (_opt.landscape == LT_TROPIC) {
    02340     if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food==0 || t->act_water==0) && t->population > 60)
    02341       return;
    02342   }
    02343
    02344   /* Use the normal growth rate values if new buildings have been funded in
    02345    * this town and the growth rate is set to none. */
    02346   uint growth_multiplier = _patches.town_growth_rate != 0 ? _patches.town_growth_rate - 1 : 1;
    02347
    02348   m >>= growth_multiplier;
    02349   if (t->larger_town) m /= 2;
    02350
    02351   t->growth_rate = m / (t->num_houses / 50 + 1);
    02352   if (m <= t->grow_counter)
    02353     t->grow_counter = m;
    02354
    02355   SetBit(t->flags12, TOWN_IS_FUNDED);
    02356 }
    02357
    02358 static void UpdateTownAmounts(Town *t)
    02359 {
    02360   /* Using +1 here to prevent overflow and division by zero */
    02361   t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
    02362
    02363   t->max_pass = t->new_max_pass; t->new_max_pass = 0;
    02364   t->act_pass = t->new_act_pass; t->new_act_pass = 0;
    02365   t->act_food = t->new_act_food; t->new_act_food = 0;
    02366   t->act_water = t->new_act_water; t->new_act_water = 0;
    02367
    02368   /* Using +1 here to prevent overflow and division by zero */
    02369   t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
    02370   t->max_mail = t->new_max_mail; t->new_max_mail = 0;
    02371   t->act_mail = t->new_act_mail; t->new_act_mail = 0;
    02372
    02373   InvalidateWindow(WC_TOWN_VIEW, t->index);
    02374 }
    02375
    02376 static void UpdateTownUnwanted(Town *t)
    02377 {
    02378   const Player* p;
    02379
    02380   FOR_ALL_PLAYERS(p) {
    02381     if (t->unwanted[p->index] > 0) t->unwanted[p->index]--;
    02382   }
    02383 }
    02384
    02385 bool CheckIfAuthorityAllows(TileIndex tile)
    02386 {
    02387   Town *t;
    02388
    02389   if (!IsValidPlayer(_current_player)) return true;
    02390
    02391   t = ClosestTownFromTile(tile, _patches.dist_local_authority);
    02392   if (t == NULL) return true;
    02393
    02394   if (t->ratings[_current_player] > -200) return true;
    02395
    02396   _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
    02397   SetDParam(0, t->index);
    02398
    02399   return false;
    02400 }
    02401
    02402
    02403 Town* CalcClosestTownFromTile(TileIndex tile, uint threshold)
    02404 {
    02405   Town *t;
    02406   uint dist, best = threshold;
    02407   Town *best_town = NULL;
    02408
    02409   FOR_ALL_TOWNS(t) {
    02410     dist = DistanceManhattan(tile, t->xy);
    02411     if (dist < best) {
    02412       best = dist;
    02413       best_town = t;
    02414     }
    02415   }
    02416
    02417   return best_town;
    02418 }
    02419
    02420
    02421 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
    02422 {
    02423   if (IsTileType(tile, MP_HOUSE) || (
    02424         IsTileType(tile, MP_ROAD) &&
    02425         GetRoadOwner(tile, ROADTYPE_ROAD) == OWNER_TOWN
    02426       )) {
    02427     return GetTownByTile(tile);
    02428   } else {
    02429     return CalcClosestTownFromTile(tile, threshold);
    02430   }
    02431 }
    02432
    02433 static bool _town_rating_test = false;
    02434 std::map<const Town *, int> _town_test_ratings;
    02435
    02436 void SetTownRatingTestMode(bool mode)
    02437 {
    02438   static int ref_count = 0;
    02439   if (mode) {
    02440     if (ref_count == 0) {
    02441       _town_test_ratings.clear();
    02442     }
    02443     ref_count++;
    02444   } else {
    02445     assert(ref_count > 0);
    02446     ref_count--;
    02447   }
    02448   _town_rating_test = !(ref_count == 0);
    02449 }
    02450
    02451 static int GetRating(const Town *t)
    02452 {
    02453   if (_town_rating_test) {
    02454     std::map<const Town *, int>::iterator it = _town_test_ratings.find(t);
    02455     if (it != _town_test_ratings.end()) {
    02456       return (*it).second;
    02457     }
    02458   }
    02459   return t->ratings[_current_player];
    02460 }
    02461
    02462 void ChangeTownRating(Town *t, int add, int max)
    02463 {
    02464   /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
    02465   if (t == NULL ||
    02466       !IsValidPlayer(_current_player) ||
    02467       (_cheats.magic_bulldozer.value && add < 0)) {
    02468     return;
    02469   }
    02470
    02471   SetBit(t->have_ratings, _current_player);
    02472
    02473   int rating = GetRating(t);
    02474   if (add < 0) {
    02475     if (rating > max) {
    02476       rating += add;
    02477       if (rating < max) rating = max;
    02478     }
    02479   } else {
    02480     if (rating < max) {
    02481       rating += add;
    02482       if (rating > max) rating = max;
    02483     }
    02484   }
    02485   if (_town_rating_test) {
    02486     _town_test_ratings[t] = rating;
    02487   } else {
    02488     t->ratings[_current_player] = rating;
    02489   }
    02490 }
    02491
    02492 /* penalty for removing town-owned stuff */
    02493 static const int _default_rating_settings [3][3] = {
    02494   /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE */
    02495   {  0, 128, 384}, // Permissive
    02496   { 48, 192, 480}, // Neutral
    02497   { 96, 384, 768}, // Hostile
    02498 };
    02499
    02500 bool CheckforTownRating(uint32 flags, Town *t, byte type)
    02501 {
    02502   int modemod;
    02503
    02504   /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
    02505   if (t == NULL || !IsValidPlayer(_current_player) || _cheats.magic_bulldozer.value)
    02506     return true;
    02507
    02508   /* check if you're allowed to remove the street/bridge/tunnel/industry
    02509    * owned by a town no removal if rating is lower than ... depends now on
    02510    * difficulty setting. Minimum town rating selected by difficulty level
    02511    */
    02512   modemod = _default_rating_settings[_opt.diff.town_council_tolerance][type];
    02513
    02514   if (GetRating(t) < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) {
    02515     SetDParam(0, t->index);
    02516     _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
    02517     return false;
    02518   }
    02519
    02520   return true;
    02521 }
    02522
    02523 void TownsMonthlyLoop()
    02524 {
    02525   Town *t;
    02526
    02527   FOR_ALL_TOWNS(t) {
    02528     if (t->road_build_months != 0) t->road_build_months--;
    02529
    02530     if (t->exclusive_counter != 0)
    02531       if (--t->exclusive_counter == 0) t->exclusivity = INVALID_PLAYER;
    02532
    02533     UpdateTownGrowRate(t);
    02534     UpdateTownAmounts(t);
    02535     UpdateTownUnwanted(t);
    02536   }
    02537 }
    02538
    02539 void InitializeTowns()
    02540 {
    02541   Subsidy *s;
    02542
    02543   /* Clean the town pool and create 1 block in it */
    02544   _Town_pool.CleanPool();
    02545   _Town_pool.AddBlockToPool();
    02546
    02547   memset(_subsidies, 0, sizeof(_subsidies));
    02548   for (s=_subsidies; s != endof(_subsidies); s++)
    02549     s->cargo_type = CT_INVALID;
    02550
    02551   _cur_town_ctr = 0;
    02552   _cur_town_iter = 0;
    02553   _total_towns = 0;
    02554   _town_sort_dirty = true;
    02555 }
    02556
    02557 static CommandCost TerraformTile_Town(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
    02558 {
    02559   if (AutoslopeEnabled()) {
    02560     HouseID house = GetHouseType(tile);
    02561     GetHouseNorthPart(house); // modifies house to the ID of the north tile
    02562     const HouseSpec *hs = GetHouseSpecs(house);
    02563
    02564     /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
    02565     if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
    02566       (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
    02567   }
    02568
    02569   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    02570 }
    02571
    02572 extern const TileTypeProcs _tile_type_town_procs = {
    02573   DrawTile_Town,           /* draw_tile_proc */
    02574   GetSlopeZ_Town,          /* get_slope_z_proc */
    02575   ClearTile_Town,          /* clear_tile_proc */
    02576   GetAcceptedCargo_Town,   /* get_accepted_cargo_proc */
    02577   GetTileDesc_Town,        /* get_tile_desc_proc */
    02578   GetTileTrackStatus_Town, /* get_tile_track_status_proc */
    02579   ClickTile_Town,          /* click_tile_proc */
    02580   AnimateTile_Town,        /* animate_tile_proc */
    02581   TileLoop_Town,           /* tile_loop_clear */
    02582   ChangeTileOwner_Town,    /* change_tile_owner_clear */
    02583   NULL,                    /* get_produced_cargo_proc */
    02584   NULL,                    /* vehicle_enter_tile_proc */
    02585   GetFoundation_Town,      /* get_foundation_proc */
    02586   TerraformTile_Town,      /* terraform_tile_proc */
    02587 };
    02588
    02589
    02591 static const SaveLoad _town_desc[] = {
    02592   SLE_CONDVAR(Town, xy,                    SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
    02593   SLE_CONDVAR(Town, xy,                    SLE_UINT32,                 6, SL_MAX_VERSION),
    02594
    02595   SLE_CONDNULL(2, 0, 2),
    02596   SLE_CONDNULL(4, 3, 84),
    02597   SLE_CONDNULL(2, 0, 91),
    02598
    02599   SLE_CONDVAR(Town, townnamegrfid,         SLE_UINT32, 66, SL_MAX_VERSION),
    02600       SLE_VAR(Town, townnametype,          SLE_UINT16),
    02601       SLE_VAR(Town, townnameparts,         SLE_UINT32),
    02602   SLE_CONDSTR(Town, name,                  SLE_STR, 0, 84, SL_MAX_VERSION),
    02603
    02604       SLE_VAR(Town, flags12,               SLE_UINT8),
    02605       SLE_VAR(Town, statues,               SLE_UINT8),
    02606
    02607   SLE_CONDNULL(1, 0, 1),
    02608
    02609       SLE_VAR(Town, have_ratings,          SLE_UINT8),
    02610       SLE_ARR(Town, ratings,               SLE_INT16, 8),
    02611   /* failed bribe attempts are stored since savegame format 4 */
    02612   SLE_CONDARR(Town, unwanted,              SLE_INT8, 8, 4, SL_MAX_VERSION),
    02613
    02614   SLE_CONDVAR(Town, max_pass,              SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
    02615   SLE_CONDVAR(Town, max_mail,              SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
    02616   SLE_CONDVAR(Town, new_max_pass,          SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
    02617   SLE_CONDVAR(Town, new_max_mail,          SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
    02618   SLE_CONDVAR(Town, act_pass,              SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
    02619   SLE_CONDVAR(Town, act_mail,              SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
    02620   SLE_CONDVAR(Town, new_act_pass,          SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
    02621   SLE_CONDVAR(Town, new_act_mail,          SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
    02622
    02623   SLE_CONDVAR(Town, max_pass,              SLE_UINT32,                 9, SL_MAX_VERSION),
    02624   SLE_CONDVAR(Town, max_mail,              SLE_UINT32,                 9, SL_MAX_VERSION),
    02625   SLE_CONDVAR(Town, new_max_pass,          SLE_UINT32,                 9, SL_MAX_VERSION),
    02626   SLE_CONDVAR(Town, new_max_mail,          SLE_UINT32,                 9, SL_MAX_VERSION),
    02627   SLE_CONDVAR(Town, act_pass,              SLE_UINT32,                 9, SL_MAX_VERSION),
    02628   SLE_CONDVAR(Town, act_mail,              SLE_UINT32,                 9, SL_MAX_VERSION),
    02629   SLE_CONDVAR(Town, new_act_pass,          SLE_UINT32,                 9, SL_MAX_VERSION),
    02630   SLE_CONDVAR(Town, new_act_mail,          SLE_UINT32,                 9, SL_MAX_VERSION),
    02631
    02632       SLE_VAR(Town, pct_pass_transported,  SLE_UINT8),
    02633       SLE_VAR(Town, pct_mail_transported,  SLE_UINT8),
    02634
    02635       SLE_VAR(Town, act_food,              SLE_UINT16),
    02636       SLE_VAR(Town, act_water,             SLE_UINT16),
    02637       SLE_VAR(Town, new_act_food,          SLE_UINT16),
    02638       SLE_VAR(Town, new_act_water,         SLE_UINT16),
    02639
    02640   SLE_CONDVAR(Town, time_until_rebuild,    SLE_UINT8,                  0, 53),
    02641   SLE_CONDVAR(Town, grow_counter,          SLE_UINT8,                  0, 53),
    02642   SLE_CONDVAR(Town, growth_rate,           SLE_UINT8,                  0, 53),
    02643
    02644   SLE_CONDVAR(Town, time_until_rebuild,    SLE_UINT16,                54, SL_MAX_VERSION),
    02645   SLE_CONDVAR(Town, grow_counter,          SLE_UINT16,                54, SL_MAX_VERSION),
    02646   SLE_CONDVAR(Town, growth_rate,           SLE_INT16,                 54, SL_MAX_VERSION),
    02647
    02648       SLE_VAR(Town, fund_buildings_months, SLE_UINT8),
    02649       SLE_VAR(Town, road_build_months,     SLE_UINT8),
    02650
    02651   SLE_CONDVAR(Town, exclusivity,           SLE_UINT8,                  2, SL_MAX_VERSION),
    02652   SLE_CONDVAR(Town, exclusive_counter,     SLE_UINT8,                  2, SL_MAX_VERSION),
    02653
    02654   SLE_CONDVAR(Town, larger_town,           SLE_BOOL,                  56, SL_MAX_VERSION),
    02655
    02656   /* reserve extra space in savegame here. (currently 30 bytes) */
    02657   SLE_CONDNULL(30, 2, SL_MAX_VERSION),
    02658
    02659   SLE_END()
    02660 };
    02661
    02662 /* Save and load the mapping between the house id on the map, and the grf file
    02663  * it came from. */
    02664 static const SaveLoad _house_id_mapping_desc[] = {
    02665   SLE_VAR(EntityIDMapping, grfid,         SLE_UINT32),
    02666   SLE_VAR(EntityIDMapping, entity_id,     SLE_UINT8),
    02667   SLE_VAR(EntityIDMapping, substitute_id, SLE_UINT8),
    02668   SLE_END()
    02669 };
    02670
    02671 static void Save_HOUSEIDS()
    02672 {
    02673   uint j = _house_mngr.GetMaxMapping();
    02674
    02675   for (uint i = 0; i < j; i++) {
    02676     SlSetArrayIndex(i);
    02677     SlObject(&_house_mngr.mapping_ID[i], _house_id_mapping_desc);
    02678   }
    02679 }
    02680
    02681 static void Load_HOUSEIDS()
    02682 {
    02683   int index;
    02684
    02685   _house_mngr.ResetMapping();
    02686   uint max_id = _house_mngr.GetMaxMapping();
    02687
    02688   while ((index = SlIterateArray()) != -1) {
    02689     if ((uint)index >= max_id) break;
    02690     SlObject(&_house_mngr.mapping_ID[index], _house_id_mapping_desc);
    02691   }
    02692 }
    02693
    02694 static void Save_TOWN()
    02695 {
    02696   Town *t;
    02697
    02698   FOR_ALL_TOWNS(t) {
    02699     SlSetArrayIndex(t->index);
    02700     SlObject(t, _town_desc);
    02701   }
    02702 }
    02703
    02704 static void Load_TOWN()
    02705 {
    02706   int index;
    02707
    02708   _total_towns = 0;
    02709
    02710   while ((index = SlIterateArray()) != -1) {
    02711     Town *t = new (index) Town();
    02712     SlObject(t, _town_desc);
    02713
    02714     _total_towns++;
    02715   }
    02716
    02717   /* This is to ensure all pointers are within the limits of
    02718    *  the size of the TownPool */
    02719   if (_cur_town_ctr > GetMaxTownIndex())
    02720     _cur_town_ctr = 0;
    02721 }
    02722
    02723 void AfterLoadTown()
    02724 {
    02725   _town_sort_dirty = true;
    02726 }
    02727
    02728 extern const ChunkHandler _town_chunk_handlers[] = {
    02729   { 'HIDS', Save_HOUSEIDS, Load_HOUSEIDS, CH_ARRAY },
    02730   { 'CITY', Save_TOWN,     Load_TOWN,     CH_ARRAY | CH_LAST},
    02731 };
    02732
    02733 void ResetHouses()
    02734 {
    02735   memset(&_house_specs, 0, sizeof(_house_specs));
    02736   memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
    02737
    02738   /* Reset any overrides that have been set. */
    02739   _house_mngr.ResetOverride();
    02740 }