/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "functions.h"
#include "strings.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "map.h"
#include "tile.h"
#include "viewport.h"
#include "town.h"
#include "command.h"
#include "pathfind.h"
#include "gfx.h"
#include "industry.h"
#include "station.h"
#include "player.h"
#include "news.h"
#include "saveload.h"
#include "economy.h"
#include "gui.h"
#include "network.h"
#include "variables.h"
enum {
/* Max towns: 64000 (8 * 8000) */
TOWN_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */
TOWN_POOL_MAX_BLOCKS = 8000,
};
/**
* Called if a new block is added to the town-pool
*/
static void TownPoolNewBlock(uint start_item)
{
Town *t;
FOR_ALL_TOWNS_FROM(t, start_item)
t->index = start_item++;
}
/* Initialize the town-pool */
MemoryPool _town_pool = { "Towns", TOWN_POOL_MAX_BLOCKS, TOWN_POOL_BLOCK_SIZE_BITS, sizeof(Town), &TownPoolNewBlock, 0, 0, NULL };
/* This is the base "normal" number of towns on the 8x8 map, when
* one town should get grown per tick. The other numbers of towns
* are then scaled based on that. */
#define TOWN_GROWTH_FREQUENCY 23
enum {
TOWN_HAS_CHURCH = 0x02,
TOWN_HAS_STADIUM = 0x04
};
// Local
static int _grow_town_result;
static bool BuildTownHouse(Town *t, TileIndex tile);
static void ClearTownHouse(Town *t, TileIndex tile);
static void DoBuildTownHouse(Town *t, TileIndex tile);
typedef struct DrawTownTileStruct {
SpriteID sprite_1;
SpriteID sprite_2;
byte subtile_x:4;
byte subtile_y:4;
byte width:4;
byte height:4;
byte dz;
byte proc;
} DrawTownTileStruct;
#include "table/town_land.h"
static void TownDrawHouseLift(const TileInfo *ti)
{
AddChildSpriteScreen(0x5A3, 0xE, 0x3C - GB(_m[ti->tile].m1, 0, 7));
}
typedef void TownDrawTileProc(const TileInfo *ti);
static TownDrawTileProc * const _town_draw_tile_procs[1] = {
TownDrawHouseLift
};
static void DrawTile_Town(TileInfo *ti)
{
const DrawTownTileStruct *dcts;
byte z;
uint32 image;
/* Retrieve pointer to the draw town tile struct */
{
/* this "randomizes" on the (up to) 4 variants of a building */
byte gfx = _m[ti->tile].m4;
byte stage = GB(_m[ti->tile].m3, 6, 2);
uint variant;
variant = ti->x >> 4;
variant ^= ti->x >> 6;
variant ^= ti->y >> 4;
variant -= ti->y >> 6;
variant &= 3;
dcts = &_town_draw_tile_data[gfx << 4 | variant << 2 | stage];
}
z = ti->z;
/* Add bricks below the house? */
if (ti->tileh) {
AddSortableSpriteToDraw(SPR_FOUNDATION_BASE + ti->tileh, ti->x, ti->y, 16, 16, 7, z);
AddChildSpriteScreen(dcts->sprite_1, 0x1F, 1);
z += 8;
} else {
/* Else draw regular ground */
DrawGroundSprite(dcts->sprite_1);
}
/* Add a house on top of the ground? */
image = dcts->sprite_2;
if (image != 0) {
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
AddSortableSpriteToDraw(image,
ti->x + dcts->subtile_x,
ti->y + dcts->subtile_y,
dcts->width + 1,
dcts->height + 1,
dcts->dz,
z);
if (_display_opt & DO_TRANS_BUILDINGS) return;
}
{
int proc = dcts->proc - 1;
if (proc >= 0) _town_draw_tile_procs[proc](ti);
}
}
static uint GetSlopeZ_Town(const TileInfo* ti)
{
uint z = GetPartialZ(ti->x & 0xF, ti->y & 0xF, ti->tileh) + ti->z;
if (ti->tileh != 0) z = (z & ~7) + 4;
return (uint16) z;
}
static uint GetSlopeTileh_Town(const TileInfo *ti)
{
return ti->tileh;
}
static void AnimateTile_Town(TileIndex tile)
{
int old;
int a,b;
if (_tick_counter & 3) return;
// If the house is not one with a lift anymore, then stop this animating.
// Not exactly sure when this happens, but probably when a house changes.
// Before this was just a return...so it'd leak animated tiles..
// That bug seems to have been here since day 1??
if (!(_housetype_extra_flags[_m[tile].m4] & 0x20)) {
DeleteAnimatedTile(tile);
return;
}
if (!((old = _m[tile].m1) & 0x80)) {
int i;
_m[tile].m1 |= 0x80;
do {
i = (Random() & 7) - 1;
} while (i < 0 || i == 1 || i * 6 == old);
SB(_m[tile].m5, 0, 6, i);
}
a = GB(_m[tile].m1, 0, 7);
b = GB(_m[tile].m5, 0, 6) * 6;
a += (a < b) ? 1 : -1;
SB(_m[tile].m1, 0, 7, a);
if (a == b) {
_m[tile].m1 &= 0x7F;
_m[tile].m5 &= 0x40;
DeleteAnimatedTile(tile);
}
MarkTileDirtyByTile(tile);
}
static void UpdateTownRadius(Town *t);
static bool IsCloseToTown(TileIndex tile, uint dist)
{
const Town* t;
FOR_ALL_TOWNS(t) {
if (t->xy != 0 && DistanceManhattan(tile, t->xy) < dist) return true;
}
return false;
}
static void MarkTownSignDirty(Town *t)
{
MarkAllViewportsDirty(
t->sign.left-6,
t->sign.top-3,
t->sign.left+t->sign.width_1*4+12,
t->sign.top + 45
);
}
void UpdateTownVirtCoord(Town *t)
{
Point pt;
MarkTownSignDirty(t);
pt = RemapCoords2(TileX(t->xy) * 16, TileY(t->xy) * 16);
SetDParam(0, t->index);
SetDParam(1, t->population);
UpdateViewportSignPos(&t->sign, pt.x, pt.y - 24,
_patches.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
MarkTownSignDirty(t);
}
static void ChangePopulation(Town *t, int mod)
{
t->population += mod;
InvalidateWindow(WC_TOWN_VIEW, t->index);
UpdateTownVirtCoord(t);
if (_town_sort_order & 2) _town_sort_dirty = true;
}
uint32 GetWorldPopulation(void)
{
uint32 pop;
const Town* t;
pop = 0;
FOR_ALL_TOWNS(t) pop += t->population;
return pop;
}
static void MakeSingleHouseBigger(TileIndex tile)
{
assert(IsTileType(tile, MP_HOUSE));
if (_m[tile].m5 & 0x80) return;
AB(_m[tile].m5, 0, 3, 1);
if (GB(_m[tile].m5, 0, 3) != 0) return;
_m[tile].m3 = _m[tile].m3 + 0x40;
if ((_m[tile].m3 & 0xC0) == 0xC0) {
ChangePopulation(GetTown(_m[tile].m2), _housetype_population[_m[tile].m4]);
}
MarkTileDirtyByTile(tile);
}
static void MakeTownHouseBigger(TileIndex tile)
{
uint flags = _house_more_flags[_m[tile].m4];
if (flags & 8) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
if (flags & 4) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
if (flags & 2) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
if (flags & 1) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
}
static void TileLoop_Town(TileIndex tile)
{
int house;
Town *t;
uint32 r;
if ((_m[tile].m3 & 0xC0) != 0xC0) {
MakeTownHouseBigger(tile);
return;
}
house = _m[tile].m4;
if (_housetype_extra_flags[house] & 0x20 &&
!(_m[tile].m5 & 0x80) &&
CHANCE16(1, 2) &&
AddAnimatedTile(tile)) {
_m[tile].m5 = (_m[tile].m5 & 0x40) | 0x80;
}
t = GetTown(_m[tile].m2);
r = Random();
if (GB(r, 0, 8) < _housetype_population[house]) {
uint amt = GB(r, 0, 8) / 8 + 1;
uint moved;
if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
t->new_max_pass += amt;
moved = MoveGoodsToStation(tile, 1, 1, CT_PASSENGERS, amt);
t->new_act_pass += moved;
}
if (GB(r, 8, 8) < _housetype_mailamount[house] ) {
uint amt = GB(r, 8, 8) / 8 + 1;
uint moved;
if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
t->new_max_mail += amt;
moved = MoveGoodsToStation(tile, 1, 1, CT_MAIL, amt);
t->new_act_mail += moved;
}
if (_house_more_flags[house] & 8 && (t->flags12 & 1) && --t->time_until_rebuild == 0) {
t->time_until_rebuild = GB(r, 16, 6) + 130;
_current_player = OWNER_TOWN;
ClearTownHouse(t, tile);
// rebuild with another house?
if (GB(r, 24, 8) >= 12) DoBuildTownHouse(t, tile);
_current_player = OWNER_NONE;
}
}
static void ClickTile_Town(TileIndex tile)
{
/* not used */
}
static int32 ClearTile_Town(TileIndex tile, byte flags)
{
int house, rating;
int32 cost;
Town *t;
// safety checks
if (!EnsureNoVehicle(tile)) return CMD_ERROR;
if (flags&DC_AUTO && !(flags&DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
house = _m[tile].m4;
cost = _price.remove_house * _housetype_remove_cost[house] >> 8;
rating = _housetype_remove_ratingmod[house];
_cleared_town_rating += rating;
_cleared_town = t = GetTown(_m[tile].m2);
if (_current_player < MAX_PLAYERS) {
if (rating > t->ratings[_current_player] && !(flags & DC_NO_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
SetDParam(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
}
}
if (flags & DC_EXEC) {
ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM);
ClearTownHouse(t, tile);
}
return cost;
}
static void GetAcceptedCargo_Town(TileIndex tile, AcceptedCargo ac)
{
byte type = _m[tile].m4;
ac[CT_PASSENGERS] = _housetype_cargo_passengers[type];
ac[CT_MAIL] = _housetype_cargo_mail[type];
ac[CT_GOODS] = _housetype_cargo_goods[type];
ac[CT_FOOD] = _housetype_cargo_food[type];
}
static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
{
td->str = _town_tile_names[_m[tile].m4];
if ((_m[tile].m3 & 0xC0) != 0xC0) {
SetDParamX(td->dparam, 0, td->str);
td->str = STR_2058_UNDER_CONSTRUCTION;
}
td->owner = OWNER_TOWN;
}
static uint32 GetTileTrackStatus_Town(TileIndex tile, TransportType mode)
{
/* not used */
return 0;
}
static void ChangeTileOwner_Town(TileIndex tile, PlayerID old_player, PlayerID new_player)
{
/* not used */
}
static const TileIndexDiffC _roadblock_tileadd[] = {
{ 0, -1},
{ 1, 0},
{ 0, 1},
{-1, 0},
// Store the first 3 elements again.
// Lets us rotate without using &3.
{ 0, -1},
{ 1, 0},
{ 0, 1}
};
static void TownTickHandler(Town *t)
{
if (t->flags12&1) {
int i = t->grow_counter - 1;
if (i < 0) {
if (GrowTown(t)) {
i = t->growth_rate;
} else {
i = 0;
}
}
t->grow_counter = i;
}
UpdateTownRadius(t);
}
void OnTick_Town(void)
{
if (_game_mode == GM_EDITOR) return;
/* Make sure each town's tickhandler invocation frequency is about the
* same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */
for (_cur_town_iter += GetTownPoolSize();
_cur_town_iter >= TOWN_GROWTH_FREQUENCY;
_cur_town_iter -= TOWN_GROWTH_FREQUENCY) {
uint32 i = _cur_town_ctr;
Town *t;
if (++_cur_town_ctr >= GetTownPoolSize())
_cur_town_ctr = 0;
t = GetTown(i);
if (t->xy != 0) TownTickHandler(t);
}
}
static byte GetTownRoadMask(TileIndex tile)
{
byte b = GetRoadBitsByTile(tile);
byte r = 0;
if (b & 0x01) r |= 10;
if (b & 0x02) r |= 5;
if (b & 0x04) r |= 9;
if (b & 0x08) r |= 6;
if (b & 0x10) r |= 3;
if (b & 0x20) r |= 12;
return r;
}
static bool IsRoadAllowedHere(TileIndex tile, int dir)
{
uint k;
uint slope;
// If this assertion fails, it might be because the world contains
// land at the edges. This is not ok.
TILE_ASSERT(tile);
for (;;) {
// Check if there already is a road at this point?
if (GetRoadBitsByTile(tile) == 0) {
// No, try to build one in the direction.
// if that fails clear the land, and if that fails exit.
// This is to make sure that we can build a road here later.
if (DoCommandByTile(tile, (dir&1)?0xA:0x5, 0, DC_AUTO, CMD_BUILD_ROAD) == CMD_ERROR &&
DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR) == CMD_ERROR)
return false;
}
slope = GetTileSlope(tile, NULL);
if (slope == 0) {
no_slope:
// Tile has no slope
// Disallow the road if any neighboring tile has a road.
if (HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+1]))), dir^2) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+3]))), dir^2) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+1]) + ToTileIndexDiff(_roadblock_tileadd[dir+2]))), dir) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+3]) + ToTileIndexDiff(_roadblock_tileadd[dir+2]))), dir))
return false;
// Otherwise allow
return true;
}
// If the tile is not a slope in the right direction, then
// maybe terraform some.
if ((k = (dir&1)?0xC:0x9) != slope && (k^0xF) != slope) {
uint32 r = Random();
if (CHANCE16I(1, 8, r) && !_generating_world) {
int32 res;
if (CHANCE16I(1, 16, r)) {
res = DoCommandByTile(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER,
CMD_TERRAFORM_LAND);
} else {
res = DoCommandByTile(tile, slope^0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER,
CMD_TERRAFORM_LAND);
}
if (res == CMD_ERROR && CHANCE16I(1,3,r))
// We can consider building on the slope, though.
goto no_slope;
}
return false;
}
return true;
}
}
static bool TerraformTownTile(TileIndex tile, int edges, int dir)
{
int32 r;
TILE_ASSERT(tile);
r = DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
if (r == CMD_ERROR || r >= 126*16)
return false;
DoCommandByTile(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
return true;
}
static void LevelTownLand(TileIndex tile)
{
TileInfo ti;
TILE_ASSERT(tile);
// Don't terraform if land is plain or if there's a house there.
FindLandscapeHeightByTile(&ti, tile);
if (ti.tileh == 0 || ti.type == MP_HOUSE) return;
// First try up, then down
if (!TerraformTownTile(tile, ~ti.tileh & 0xF, 1)) {
TerraformTownTile(tile, ti.tileh & 0xF, 0);
}
}
#define IS_WATER_TILE(t) (IsTileType((t), MP_WATER) && _m[(t)].m5 == 0)
static void GrowTownInTile(TileIndex *tile_ptr, uint mask, int block, Town *t1)
{
int a,b,rcmd;
TileIndex tmptile;
TileInfo ti;
int i;
int j;
TileIndex tile = *tile_ptr;
TILE_ASSERT(tile);
if (mask == 0) {
// Tile has no road. First reset the status counter
// to say that this is the last iteration.
_grow_town_result = 0;
// Remove hills etc
LevelTownLand(tile);
// Is a road allowed here?
if (!IsRoadAllowedHere(tile, block)) return;
// Randomize new road block numbers
a = block;
b = block ^ 2;
if (CHANCE16(1, 4)) {
do {
a = GB(Random(), 0, 2);
} while(a == b);
}
if (!IsRoadAllowedHere(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a])), a)) {
// A road is not allowed to continue the randomized road,
// return if the road we're trying to build is curved.
if (a != (b ^ 2)) return;
// Return if neither side of the new road is a house
if (!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 1])), MP_HOUSE) &&
!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 3])), MP_HOUSE))
return;
// That means that the road is only allowed if there is a house
// at any side of the new road.
}
rcmd = (1 << a) + (1 << b);
} else if (block < 5 && !HASBIT(mask,block^2)) {
// Continue building on a partial road.
// Always OK.
_grow_town_result = 0;
rcmd = 1 << (block ^ 2);
} else {
// Reached a tunnel? Then continue at the other side of it.
if (IsTileType(tile, MP_TUNNELBRIDGE) && (_m[tile].m5& ~3) == 4) {
FindLengthOfTunnelResult flotr = FindLengthOfTunnel(tile, GB(_m[tile].m5, 0, 2));
*tile_ptr = flotr.tile;
return;
}
// For any other kind of tunnel/bridge, bail out.
if (IsTileType(tile, MP_TUNNELBRIDGE)) return;
// Possibly extend the road in a direction.
// Randomize a direction and if it has a road, bail out.
i = GB(Random(), 0, 2);
if (HASBIT(mask, i)) return;
// This is the tile we will reach if we extend to this direction.
tmptile = TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[i]));
// Don't do it if it reaches to water.
if (IS_WATER_TILE(tmptile)) return;
// Build a house at the edge. 60% chance or
// always ok if no road allowed.
if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6, 10)) {
// But not if there already is a house there.
if (!IsTileType(tmptile, MP_HOUSE)) {
// Level the land if possible
LevelTownLand(tmptile);
// And build a house.
// Set result to -1 if we managed to build it.
if (BuildTownHouse(t1, tmptile)) _grow_town_result = -1;
}
return;
}
_grow_town_result = 0;
rcmd = 1 << i;
}
FindLandscapeHeightByTile(&ti, tile);
// Return if a water tile
if (ti.type == MP_WATER && ti.map5 == 0) return;
// Determine direction of slope,
// and build a road if not a special slope.
if ((i=0,ti.tileh != 3) &&
(i++,ti.tileh != 9) &&
(i++,ti.tileh != 12) &&
(i++,ti.tileh != 6)) {
build_road_and_exit:
if (DoCommandByTile(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD) != CMD_ERROR)
_grow_town_result = -1;
return;
}
tmptile = tile;
// Now it contains the direction of the slope
j = -11; // max 11 tile long bridges
do {
if (++j == 0)
goto build_road_and_exit;
tmptile = TILE_MASK(tmptile + TileOffsByDir(i));
} while (IS_WATER_TILE(tmptile));
// no water tiles in between?
if (j == -10)
goto build_road_and_exit;
// Quit if it selecting an appropiate bridge type fails a large number of times.
j = 22;
{
int32 bridge_len = GetBridgeLength(tile, tmptile);
do {
byte bridge_type = RandomRange(MAX_BRIDGES - 1);
if (CheckBridge_Stuff(bridge_type, bridge_len)) {
if (DoCommandByTile(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE) != CMD_ERROR)
_grow_town_result = -1;
// obviously, if building any bridge would fail, there is no need to try other bridge-types
return;
}
} while(--j != 0);
}
}
#undef IS_WATER_TILE
// Returns true if a house was built, or no if the build failed.
static int GrowTownAtRoad(Town *t, TileIndex tile)
{
uint mask;
int block = 5; // special case
TILE_ASSERT(tile);
// Number of times to search.
_grow_town_result = 10 + t->num_houses * 4 / 9;
do {
// Get a bitmask of the road blocks on a tile
mask = GetTownRoadMask(tile);
// Try to grow the town from this point
GrowTownInTile(&tile,mask,block,t);
// Exclude the source position from the bitmask
// and return if no more road blocks available
CLRBIT(mask, (block ^ 2));
if (mask == 0)
return _grow_town_result;
// Select a random bit from the blockmask, walk a step
// and continue the search from there.
do block = Random() & 3; while (!HASBIT(mask,block));
tile += ToTileIndexDiff(_roadblock_tileadd[block]);
if (IsTileType(tile, MP_STREET)) {
/* Don't allow building over roads of other cities */
if (IsTileOwner(tile, OWNER_TOWN) && GetTown(_m[tile].m2) != t)
_grow_town_result = -1;
else if (_game_mode == GM_EDITOR) {
/* If we are in the SE, and this road-piece has no town owner yet, it just found an
* owner :) (happy happy happy road now) */
SetTileOwner(tile, OWNER_TOWN);
_m[tile].m2 = t->index;
}
}
// Max number of times is checked.
} while (--_grow_town_result >= 0);
return (_grow_town_result == -2);
}
// Generate a random road block
// The probability of a straight road
// is somewhat higher than a curved.
static int GenRandomRoadBits(void)
{
uint32 r = Random();
uint a = GB(r, 0, 2);
uint b = GB(r, 8, 2);
if (a == b) b ^= 2;
return (1 << a) + (1 << b);
}
// Grow the town
// Returns true if a house was built, or no if the build failed.
bool GrowTown(Town *t)
{
TileIndex tile;
const TileIndexDiffC *ptr;
TileInfo ti;
PlayerID old_player;
static const TileIndexDiffC _town_coord_mod[] = {
{-1, 0},
{ 1, 1},
{ 1, -1},
{-1, -1},
{-1, 0},
{ 0, 2},
{ 2, 0},
{ 0, -2},
{-1, -1},
{-2, 2},
{ 2, 2},
{ 2, -2},
{ 0, 0}
};
// Current player is a town
old_player = _current_player;
_current_player = OWNER_TOWN;
// Find a road that we can base the construction on.
tile = t->xy;
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
if (GetRoadBitsByTile(tile) != 0) {
int r = GrowTownAtRoad(t, tile);
_current_player = old_player;
return r;
}
tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
}
// No road available, try to build a random road block by
// clearing some land and then building a road there.
tile = t->xy;
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
FindLandscapeHeightByTile(&ti, tile);
// Only work with plain land that not already has a house with map5=0
if (ti.tileh == 0 && (ti.type != MP_HOUSE || ti.map5 != 0)) {
if (DoCommandByTile(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR) != CMD_ERROR) {
DoCommandByTile(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
_current_player = old_player;
return true;
}
}
tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
}
_current_player = old_player;
return false;
}
static void UpdateTownRadius(Town *t)
{
static const uint16 _town_radius_data[23][5] = {
{ 4, 0, 0, 0, 0}, // 0
{16, 0, 0, 0, 0},
{25, 0, 0, 0, 0},
{36, 0, 0, 0, 0},
{49, 0, 4, 0, 0},
{64, 0, 4, 0, 0}, // 20
{64, 0, 9, 0, 1},
{64, 0, 9, 0, 4},
{64, 0, 16, 0, 4},
{81, 0, 16, 0, 4},
{81, 0, 16, 0, 4}, // 40
{81, 0, 25, 0, 9},
{81, 36, 25, 0, 9},
{81, 36, 25, 16, 9},
{81, 49, 0, 25, 9},
{81, 64, 0, 25, 9}, // 60
{81, 64, 0, 36, 9},
{81, 64, 0, 36, 16},
{100, 81, 0, 49, 16},
{100, 81, 0, 49, 25},
{121, 81, 0, 49, 25}, // 80
{121, 81, 0, 49, 25},
{121, 81, 0, 49, 36}, // 88
};
if (t->num_houses < 92) {
memcpy(t->radius, _town_radius_data[t->num_houses / 4], sizeof(t->radius));
} else {
int mass = t->num_houses / 8;
// At least very roughly extrapolate. Empirical numbers dancing between
// overwhelming by cottages and skyscrapers outskirts.
t->radius[0] = mass * mass;
// Actually we are proportional to sqrt() but that's right because
// we are covering an area.
t->radius[1] = mass * 7;
t->radius[2] = 0;
t->radius[3] = mass * 4;
t->radius[4] = mass * 3;
//debug("%d (->%d): %d %d %d %d\n", t->num_houses, mass, t->radius[0], t->radius[1], t->radius[3], t->radius[4]);
}
}
static bool CreateTownName(uint32 *townnameparts)
{
Town *t2;
char buf1[64];
char buf2[64];
uint32 r;
/* Do not set too low tries, since when we run out of names, we loop
* for #tries only one time anyway - then we stop generating more
* towns. Do not show it too high neither, since looping through all
* the other towns may take considerable amount of time (10000 is
* too much). */
int tries = 1000;
uint16 townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
assert(townnameparts);
for(;;) {
restart:
r = Random();
SetDParam(0, r);
GetString(buf1, townnametype);
// Check size and width
if (strlen(buf1) >= 31 || GetStringWidth(buf1) > 130) continue;
FOR_ALL_TOWNS(t2) {
if (t2->xy != 0) {
// We can't just compare the numbers since
// several numbers may map to a single name.
SetDParam(0, t2->index);
GetString(buf2, STR_TOWN);
if (strcmp(buf1, buf2) == 0) {
if (tries-- < 0) return false;
goto restart;
}
}
}
*townnameparts = r;
return true;
}
}
void UpdateTownMaxPass(Town *t)
{
t->max_pass = t->population >> 3;
t->max_mail = t->population >> 4;
}
static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts)
{
int x, i;
// clear the town struct
i = t->index;
memset(t, 0, sizeof(Town));
t->index = i;
t->xy = tile;
t->num_houses = 0;
t->time_until_rebuild = 10;
UpdateTownRadius(t);
t->flags12 = 0;
t->population = 0;
t->grow_counter = 0;
t->growth_rate = 250;
t->new_max_pass = 0;
t->new_max_mail = 0;
t->new_act_pass = 0;
t->new_act_mail = 0;
t->max_pass = 0;
t->max_mail = 0;
t->act_pass = 0;
t->act_mail = 0;
t->pct_pass_transported = 0;
t->pct_mail_transported = 0;
t->fund_buildings_months = 0;
t->new_act_food = 0;
t->new_act_water = 0;
t->act_food = 0;
t->act_water = 0;
for(i = 0; i != MAX_PLAYERS; i++)
t->ratings[i] = 500;
t->have_ratings = 0;
t->exclusivity = (byte)-1;
t->exclusive_counter = 0;
t->statues = 0;
t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name;
t->townnameparts = townnameparts;
UpdateTownVirtCoord(t);
_town_sort_dirty = true;
x = (Random() & 0xF) + 8;
if (_game_mode == GM_EDITOR)
x = _new_town_size * 16 + 3;
t->num_houses += x;
UpdateTownRadius(t);
i = x * 4;
do {
GrowTown(t);
} while (--i);
t->num_houses -= x;
UpdateTownRadius(t);
UpdateTownMaxPass(t);
}
static Town *AllocateTown(void)
{
Town *t;
FOR_ALL_TOWNS(t) {
if (t->xy == 0) {
uint index = t->index;
if (t->index > _total_towns)
_total_towns = t->index;
memset(t, 0, sizeof(Town));
t->index = index;
return t;
}
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_town_pool))
return AllocateTown();
return NULL;
}
/** Create a new town.
* This obviously only works in the scenario editor. Function not removed
* as it might be possible in the future to fund your own town :)
* @param x,y coordinates where town is built
* @param p1 unused
* @param p2 unused
*/
int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
TileIndex tile = TileVirtXY(x, y);
TileInfo ti;
Town *t;
uint32 townnameparts;
/* Only in the scenario editor */
if (_game_mode != GM_EDITOR) return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_OTHER);
// Check if too close to the edge of map
if (DistanceFromEdge(tile) < 12)
return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
// Can only build on clear flat areas.
FindLandscapeHeightByTile(&ti, tile);
if (ti.type != MP_CLEAR || ti.tileh != 0)
return_cmd_error(STR_0239_SITE_UNSUITABLE);
// Check distance to all other towns.
if (IsCloseToTown(tile, 20))
return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
// Get a unique name for the town.
if (!CreateTownName(&townnameparts))
return_cmd_error(STR_023A_TOO_MANY_TOWNS);
// Allocate town struct
t = AllocateTown();
if (t == NULL) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
// Create the town
if (flags & DC_EXEC) {
_generating_world = true;
DoCreateTown(t, tile, townnameparts);
_generating_world = false;
}
return 0;
}
Town *CreateRandomTown(uint attempts)
{
TileIndex tile;
TileInfo ti;
Town *t;
uint32 townnameparts;
do {
// Generate a tile index not too close from the edge
tile = RandomTile();
if (DistanceFromEdge(tile) < 20)
continue;
// Make sure the tile is plain
FindLandscapeHeightByTile(&ti, tile);
if (ti.type != MP_CLEAR || ti.tileh != 0)
continue;
// Check not too close to a town
if (IsCloseToTown(tile, 20))
continue;
// Get a unique name for the town.
if (!CreateTownName(&townnameparts))
break;
// Allocate a town struct
t = AllocateTown();
if (t == NULL)
break;
DoCreateTown(t, tile, townnameparts);
return t;
} while (--attempts);
return NULL;
}
static const byte _num_initial_towns[3] = {11, 23, 46};
bool GenerateTowns(void)
{
uint num = 0;
uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
do {
if (CreateRandomTown(20) != NULL) //try 20 times for the first loop
num++;
} while (--n);
// give it a last try, but now more aggressive
if (num == 0 && CreateRandomTown(10000) == NULL) {
Town *t;
FOR_ALL_TOWNS(t) { if (IsValidTown(t)) {num = 1; break;}}
//XXX can we handle that more gracefully?
if (num == 0) error("Could not generate any town");
return false;
}
return true;
}
static bool CheckBuildHouseMode(Town *t1, TileIndex tile, uint tileh, int mode)
{
int b;
uint slope;
static const byte _masks[8] = {
0xC,0x3,0x9,0x6,
0x3,0xC,0x6,0x9,
};
slope = GetTileSlope(tile, NULL);
if (slope & 0x10)
return false;
b = 0;
if ((slope & 0xF && ~slope & _masks[mode])) b = ~b;
if ((tileh & 0xF && ~tileh & _masks[mode+4])) b = ~b;
if (b)
return false;
return DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR) != CMD_ERROR;
}
int GetTownRadiusGroup(const Town *t, TileIndex tile)
{
uint dist;
int i,smallest;
dist = DistanceSquare(tile, t->xy);
if (t->fund_buildings_months && dist <= 25)
return 4;
smallest = 0;
for (i = 0; i != lengthof(t->radius); i++) {
if (dist < t->radius[i])
smallest = i;
}
return smallest;
}
static bool CheckFree2x2Area(Town *t1, TileIndex tile)
{
int i;
static const TileIndexDiffC _tile_add[] = {
{0 , 0 },
{0 - 0, 1 - 0},
{1 - 0, 0 - 1},
{1 - 1, 1 - 0}
};
for(i=0; i!=4; i++) {
tile += ToTileIndexDiff(_tile_add[i]);
if (GetTileSlope(tile, NULL))
return false;
if (DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR) == CMD_ERROR)
return false;
}
return true;
}
static void DoBuildTownHouse(Town *t, TileIndex tile)
{
int i;
uint bitmask;
int house;
uint slope;
uint z;
uint oneof;
// Above snow?
slope = GetTileSlope(tile, &z);
// Get the town zone type
{
uint rad = GetTownRadiusGroup(t, tile);
int land = _opt.landscape;
if (land == LT_HILLY && z >= _opt.snow_line)
land = -1;
bitmask = (1 << rad) + (1 << (land + 12));
}
// bits 0-4 are used
// bits 11-15 are used
// bits 5-10 are not used.
{
byte houses[lengthof(_housetype_flags)];
int num = 0;
// Generate a list of all possible houses that can be built.
for(i=0; i!=lengthof(_housetype_flags); i++) {
if ((~_housetype_flags[i] & bitmask) == 0)
houses[num++] = (byte)i;
}
for(;;) {
house = houses[RandomRange(num)];
if (_cur_year < _housetype_years[house].min || _cur_year > _housetype_years[house].max)
continue;
// Special houses that there can be only one of.
switch (house) {
case HOUSE_TEMP_CHURCH:
case HOUSE_ARCT_CHURCH:
case HOUSE_SNOW_CHURCH:
case HOUSE_TROP_CHURCH:
case HOUSE_TOY_CHURCH:
oneof = TOWN_HAS_CHURCH;
break;
case HOUSE_STADIUM:
case HOUSE_MODERN_STADIUM:
oneof = TOWN_HAS_STADIUM;
break;
default:
oneof = 0;
break;
}
if (t->flags12 & oneof)
continue;
// Make sure there is no slope?
if (_housetype_extra_flags[house]&0x12 && slope)
continue;
if (_housetype_extra_flags[house]&0x10) {
if (CheckFree2x2Area(t, tile) ||
CheckFree2x2Area(t, (tile += TileDiffXY(-1, 0))) ||
CheckFree2x2Area(t, (tile += TileDiffXY( 0, -1))) ||
CheckFree2x2Area(t, (tile += TileDiffXY( 1, 0))))
break;
tile += TileDiffXY(0,1);
} else if (_housetype_extra_flags[house]&4) {
if (CheckBuildHouseMode(t, tile + TileDiffXY(1, 0), slope, 0)) break;
if (CheckBuildHouseMode(t, tile + TileDiffXY(-1, 0), slope, 1)) {
tile += TileDiffXY(-1, 0);
break;
}
} else if (_housetype_extra_flags[house]&8) {
if (CheckBuildHouseMode(t, tile + TileDiffXY(0, 1), slope, 2)) break;
if (CheckBuildHouseMode(t, tile + TileDiffXY(0, -1), slope, 3)) {
tile += TileDiffXY(0, -1);
break;
}
} else
break;
}
}
t->num_houses++;
// Special houses that there can be only one of.
t->flags12 |= oneof;
{
int m3lo,m5,eflags;
// ENDING_2
m3lo = 0;
m5 = 0;
if (_generating_world) {
uint32 r = Random();
// Value for map3lo
m3lo = 0xC0;
if (GB(r, 0, 8) >= 220) m3lo &= (r>>8);
if (m3lo == 0xC0)
ChangePopulation(t, _housetype_population[house]);
// Initial value for map5.
m5 = GB(r, 16, 6);
}
assert(IsTileType(tile, MP_CLEAR));
ModifyTile(tile,
MP_SETTYPE(MP_HOUSE) | MP_MAP3HI | MP_MAP3LO | MP_MAP2 | MP_MAP5 | MP_MAPOWNER,
t->index,
m3lo, /* map3_lo */
house, /* map3_hi */
0, /* map_owner */
m5 /* map5 */
);
eflags = _housetype_extra_flags[house];
if (eflags&0x18) {
assert(IsTileType(tile + TileDiffXY(0, 1), MP_CLEAR));
ModifyTile(tile + TileDiffXY(0, 1),
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI | MP_MAP5 | MP_MAPOWNER,
t->index,
m3lo, /* map3_lo */
++house, /* map3_hi */
0, /* map_owner */
m5 /* map5 */
);
}
if (eflags&0x14) {
assert(IsTileType(tile + TileDiffXY(1, 0), MP_CLEAR));
ModifyTile(tile + TileDiffXY(1, 0),
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI | MP_MAP5 | MP_MAPOWNER,
t->index,
m3lo, /* map3_lo */
++house, /* map3_hi */
0, /* map_owner */
m5 /* map5 */
);
}
if (eflags&0x10) {
assert(IsTileType(tile + TileDiffXY(1, 1), MP_CLEAR));
ModifyTile(tile + TileDiffXY(1, 1),
MP_SETTYPE(MP_HOUSE) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI | MP_MAP5 | MP_MAPOWNER,
t->index,
m3lo, /* map3_lo */
++house, /* map3_hi */
0, /* map_owner */
m5 /* map5 */
);
}
}
// ENDING
}
static bool BuildTownHouse(Town *t, TileIndex tile)
{
int32 r;
// make sure it's possible
if (!EnsureNoVehicle(tile)) return false;
if (GetTileSlope(tile, NULL) & 0x10) return false;
r = DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
if (r == CMD_ERROR) return false;
DoBuildTownHouse(t, tile);
return true;
}
static void DoClearTownHouseHelper(TileIndex tile)
{
assert(IsTileType(tile, MP_HOUSE));
DoClearSquare(tile);
DeleteAnimatedTile(tile);
}
static void ClearTownHouse(Town *t, TileIndex tile)
{
uint house = _m[tile].m4;
uint eflags;
assert(IsTileType(tile, MP_HOUSE));
// need to align the tile to point to the upper left corner of the house
if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
if (_housetype_extra_flags[house-1] & 0x04) {
house--;
tile += TileDiffXY(-1, 0);
} else if (_housetype_extra_flags[house-1] & 0x18) {
house--;
tile += TileDiffXY(0, -1);
} else if (_housetype_extra_flags[house-2] & 0x10) {
house-=2;
tile += TileDiffXY(-1, 0);
} else if (_housetype_extra_flags[house-3] & 0x10) {
house-=3;
tile += TileDiffXY(-1, -1);
}
}
// Remove population from the town if the
// house is finished.
if ((~_m[tile].m3 & 0xC0) == 0) {
ChangePopulation(t, -_housetype_population[house]);
}
t->num_houses--;
// Clear flags for houses that only may exist once/town.
switch (house) {
case HOUSE_TEMP_CHURCH:
case HOUSE_ARCT_CHURCH:
case HOUSE_SNOW_CHURCH:
case HOUSE_TROP_CHURCH:
case HOUSE_TOY_CHURCH:
t->flags12 &= ~TOWN_HAS_CHURCH;
break;
case HOUSE_STADIUM:
case HOUSE_MODERN_STADIUM:
t->flags12 &= ~TOWN_HAS_STADIUM;
break;
default:
break;
}
// Do the actual clearing of tiles
eflags = _housetype_extra_flags[house];
DoClearTownHouseHelper(tile);
if (eflags & 0x14) DoClearTownHouseHelper(tile + TileDiffXY(1, 0));
if (eflags & 0x18) DoClearTownHouseHelper(tile + TileDiffXY(0, 1));
if (eflags & 0x10) DoClearTownHouseHelper(tile + TileDiffXY(1, 1));
}
/** Rename a town (server-only).
* @param x,y unused
* @param p1 town ID to rename
* @param p2 unused
*/
int32 CmdRenameTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
StringID str;
Town *t;
if (!IsTownIndex(p1) || _cmd_text[0] == '\0') return CMD_ERROR;
t = GetTown(p1);
str = AllocateNameUnique(_cmd_text, 4);
if (str == 0) return CMD_ERROR;
if (flags & DC_EXEC) {
DeleteName(t->townnametype);
t->townnametype = str;
UpdateTownVirtCoord(t);
_town_sort_dirty = true;
UpdateAllStationVirtCoord();
MarkWholeScreenDirty();
} else {
DeleteName(str);
}
return 0;
}
// Called from GUI
void DeleteTown(Town *t)
{
Industry *i;
TileIndex tile;
// Delete town authority window
// and remove from list of sorted towns
DeleteWindowById(WC_TOWN_VIEW, t->index);
_town_sort_dirty = true;
// Delete all industries belonging to the town
FOR_ALL_INDUSTRIES(i) {
if (i->xy && i->town == t)
DeleteIndustry(i);
}
// Go through all tiles and delete those belonging to the town
for (tile = 0; tile < MapSize(); ++tile) {
switch (GetTileType(tile)) {
case MP_HOUSE:
if (GetTown(_m[tile].m2) == t)
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
break;
case MP_STREET:
case MP_TUNNELBRIDGE:
if (IsTileOwner(tile, OWNER_TOWN) &&
ClosestTownFromTile(tile, (uint)-1) == t)
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
break;
default:
break;
}
}
t->xy = 0;
DeleteName(t->townnametype);
MarkWholeScreenDirty();
}
// Called from GUI
void ExpandTown(Town *t)
{
int amount, n;
_generating_world = true;
/* The more houses, the faster we grow */
amount = RandomRange(t->num_houses / 10) + 3;
t->num_houses += amount;
UpdateTownRadius(t);
n = amount * 10;
do GrowTown(t); while (--n);
t->num_houses -= amount;
UpdateTownRadius(t);
UpdateTownMaxPass(t);
_generating_world = false;
}
const byte _town_action_costs[8] = {
2, 4, 9, 35, 48, 53, 117, 175
};
typedef void TownActionProc(Town *t, int action);
static void TownActionAdvertise(Town *t, int action)
{
static const byte _advertising_amount[3] = {0x40, 0x70, 0xA0};
static const byte _advertising_radius[3] = {10,15,20};
ModifyStationRatingAround(t->xy, _current_player,
_advertising_amount[action],
_advertising_radius[action]);
}
static void TownActionRoadRebuild(Town *t, int action)
{
const Player* p;
t->road_build_months = 6;
SetDParam(0, t->index);
p = GetPlayer(_current_player);
SetDParam(1, p->name_1);
SetDParam(2, p->name_2);
AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING,
NEWS_FLAGS(NM_NORMAL, NF_TILE, NT_GENERAL, 0), t->xy, 0);
}
static bool DoBuildStatueOfCompany(TileIndex tile)
{
TileInfo ti;
PlayerID old;
int32 r;
FindLandscapeHeightByTile(&ti, tile);
if (ti.tileh != 0) return false;
if (ti.type != MP_HOUSE && ti.type != MP_CLEAR && ti.type != MP_TREES)
return false;
old = _current_player;
_current_player = OWNER_NONE;
r = DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
_current_player = old;
if (r == CMD_ERROR)
return false;
ModifyTile(tile, MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5,
2 /* map5 */
);
return true;
}
static void TownActionBuildStatue(Town *t, int action)
{
// Layouted as an outward spiral
static const TileIndexDiffC _statue_tiles[] = {
{-1, 0},
{ 0, 1},
{ 1, 0}, { 1, 0},
{ 0,-1}, { 0,-1},
{-1, 0}, {-1, 0}, {-1, 0},
{ 0, 1}, { 0, 1}, { 0, 1},
{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
{ 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1},
{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
{ 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1}, { 0, 1},
{ 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0}, { 1, 0},
{ 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1}, { 0,-1},
{-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0},
{ 0, 0}
};
TileIndex tile = t->xy;
const TileIndexDiffC *p;
SETBIT(t->statues, _current_player);
for (p = _statue_tiles; p != endof(_statue_tiles); ++p) {
if (DoBuildStatueOfCompany(tile)) return;
tile = TILE_ADD(tile, ToTileIndexDiff(*p));
}
}
static void TownActionFundBuildings(Town *t, int action)
{
t->grow_counter = 1;
t->flags12 |= 1;
t->fund_buildings_months = 3;
}
static void TownActionBuyRights(Town *t, int action)
{
t->exclusive_counter = 12;
t->exclusivity = _current_player;
ModifyStationRatingAround(t->xy, _current_player, 130, 17);
}
static void TownActionBribe(Town *t, int action)
{
if (!RandomRange(15)) {
Station *st;
// set as unwanted for 6 months
t->unwanted[_current_player] = 6;
// set all close by station ratings to 0
FOR_ALL_STATIONS(st) {
if (st->town == t && st->owner == _current_player) {
uint i;
for (i = 0; i != NUM_CARGO; i++) st->goods[i].rating = 0;
}
}
// only show errormessage to the executing player. All errors are handled command.c
// but this is special, because it can only 'fail' on a DC_EXEC
if (IsLocalPlayer()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
/* decrease by a lot!
* ChangeTownRating is only for stuff in demolishing. Bribe failure should
* be independent of any cheat settings
*/
if (t->ratings[_current_player] > RATING_BRIBE_DOWN_TO) {
t->ratings[_current_player] = RATING_BRIBE_DOWN_TO;
}
} else {
ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM);
}
}
static TownActionProc * const _town_action_proc[] = {
TownActionAdvertise,
TownActionAdvertise,
TownActionAdvertise,
TownActionRoadRebuild,
TownActionBuildStatue,
TownActionFundBuildings,
TownActionBuyRights,
TownActionBribe
};
extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t);
/** Do a town action.
* This performs an action such as advertising, building a statue, funding buildings,
* but also bribing the town-council
* @param x,y unused
* @param p1 town to do the action at
* @param p2 action to perform, @see _town_action_proc for the list of available actions
*/
int32 CmdDoTownAction(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
int32 cost;
Town *t;
if (!IsTownIndex(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR;
t = GetTown(p1);
if (!HASBIT(GetMaskOfTownActions(NULL, _current_player, t), p2)) return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_OTHER);
cost = (_price.build_industry >> 8) * _town_action_costs[p2];
if (flags & DC_EXEC) {
_town_action_proc[p2](t, p2);
InvalidateWindow(WC_TOWN_AUTHORITY, p1);
}
return cost;
}
static void UpdateTownGrowRate(Town *t)
{
int n;
Station *st;
byte m;
Player *p;
// Reset player ratings if they're low
FOR_ALL_PLAYERS(p) {
if (p->is_active && t->ratings[p->index] <= 200) {
t->ratings[p->index] += 5;
}
}
n = 0;
FOR_ALL_STATIONS(st) {
if (DistanceSquare(st->xy, t->xy) <= t->radius[0]) {
if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
n++;
if (st->owner < MAX_PLAYERS && t->ratings[st->owner] <= 1000-12)
t->ratings[st->owner] += 12;
} else {
if (st->owner < MAX_PLAYERS && t->ratings[st->owner] >= -1000+15)
t->ratings[st->owner] -= 15;
}
}
}
t->flags12 &= ~1;
if (t->fund_buildings_months != 0) {
static const byte _grow_count_values[6] = {
60, 60, 60, 50, 40, 30
};
m = _grow_count_values[min(n, 5)];
t->fund_buildings_months--;
} else if (n == 0) {
m = 160;
if (!CHANCE16(1, 12))
return;
} else {
static const byte _grow_count_values[5] = {
210, 150, 110, 80, 50
};
m = _grow_count_values[min(n, 5) - 1];
}
if (_opt.landscape == LT_HILLY) {
if (TilePixelHeight(t->xy) >= _opt.snow_line && t->act_food == 0 && t->population > 90)
return;
} else if (_opt.landscape == LT_DESERT) {
if (GetMapExtraBits(t->xy) == 1 && (t->act_food==0 || t->act_water==0) && t->population > 60)
return;
}
t->growth_rate = m / (t->num_houses / 50 + 1);
if (m <= t->grow_counter)
t->grow_counter = m;
t->flags12 |= 1;
}
static void UpdateTownAmounts(Town *t)
{
// Using +1 here to prevent overflow and division by zero
t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
t->max_pass = t->new_max_pass; t->new_max_pass = 0;
t->act_pass = t->new_act_pass; t->new_act_pass = 0;
t->act_food = t->new_act_food; t->new_act_food = 0;
t->act_water = t->new_act_water; t->new_act_water = 0;
// Using +1 here to prevent overflow and division by zero
t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
t->max_mail = t->new_max_mail; t->new_max_mail = 0;
t->act_mail = t->new_act_mail; t->new_act_mail = 0;
InvalidateWindow(WC_TOWN_VIEW, t->index);
}
static void UpdateTownUnwanted(Town *t)
{
Player *p;
FOR_ALL_PLAYERS(p) {
if (t->unwanted[p->index] > 0)
t->unwanted[p->index]--;
}
}
bool CheckIfAuthorityAllows(TileIndex tile)
{
Town *t;
if (_current_player >= MAX_PLAYERS)
return true;
t = ClosestTownFromTile(tile, _patches.dist_local_authority);
if (t == NULL)
return true;
if (t->ratings[_current_player] > -200)
return true;
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
SetDParam(0, t->index);
return false;
}
Town *ClosestTownFromTile(TileIndex tile, uint threshold)
{
Town *t;
uint dist, best = threshold;
Town *best_town = NULL;
// XXX - Fix this so for a given tiletype the owner of the type is in the same variable
if (IsTileType(tile, MP_HOUSE) || (
IsTileType(tile, MP_STREET) &&
(IsLevelCrossing(tile) ? _m[tile].m3 : GetTileOwner(tile)) == OWNER_TOWN
))
return GetTown(_m[tile].m2);
FOR_ALL_TOWNS(t) {
if (t->xy != 0) {
dist = DistanceManhattan(tile, t->xy);
if (dist < best) {
best = dist;
best_town = t;
}
}
}
return best_town;
}
void ChangeTownRating(Town *t, int add, int max)
{
int rating;
// if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff
if (t == NULL ||
_current_player >= MAX_PLAYERS ||
(_cheats.magic_bulldozer.value && add < 0)) {
return;
}
SETBIT(t->have_ratings, _current_player);
rating = t->ratings[_current_player];
if (add < 0) {
if (rating > max) {
rating += add;
if (rating < max) rating = max;
}
} else {
if (rating < max) {
rating += add;
if (rating > max) rating = max;
}
}
t->ratings[_current_player] = rating;
}
/* penalty for removing town-owned stuff */
static const int _default_rating_settings [3][3] = {
// ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE
{ 0, 128, 384}, // Permissive
{ 48, 192, 480}, // Neutral
{ 96, 384, 768}, // Hostile
};
bool CheckforTownRating(TileIndex tile, uint32 flags, Town *t, byte type)
{
int modemod;
// if magic_bulldozer cheat is active, town doesn't restrict your destructive actions
if (t == NULL || _current_player >= MAX_PLAYERS || _cheats.magic_bulldozer.value)
return true;
/* check if you're allowed to remove the street/bridge/tunnel/industry
* owned by a town no removal if rating is lower than ... depends now on
* difficulty setting. Minimum town rating selected by difficulty level
*/
modemod = _default_rating_settings[_opt.diff.town_council_tolerance][type];
if (t->ratings[_current_player] < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) {
SetDParam(0, t->index);
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
return false;
}
return true;
}
void TownsMonthlyLoop(void)
{
Town *t;
FOR_ALL_TOWNS(t) if (t->xy != 0) {
if (t->road_build_months != 0)
t->road_build_months--;
if (t->exclusive_counter != 0)
if(--t->exclusive_counter==0)
t->exclusivity = (byte)-1;
UpdateTownGrowRate(t);
UpdateTownAmounts(t);
UpdateTownUnwanted(t);
}
}
void InitializeTowns(void)
{
Subsidy *s;
/* Clean the town pool and create 1 block in it */
CleanPool(&_town_pool);
AddBlockToPool(&_town_pool);
memset(_subsidies, 0, sizeof(_subsidies));
for (s=_subsidies; s != endof(_subsidies); s++)
s->cargo_type = CT_INVALID;
_cur_town_ctr = 0;
_cur_town_iter = 0;
_total_towns = 0;
_town_sort_dirty = true;
}
const TileTypeProcs _tile_type_town_procs = {
DrawTile_Town, /* draw_tile_proc */
GetSlopeZ_Town, /* get_slope_z_proc */
ClearTile_Town, /* clear_tile_proc */
GetAcceptedCargo_Town, /* get_accepted_cargo_proc */
GetTileDesc_Town, /* get_tile_desc_proc */
GetTileTrackStatus_Town, /* get_tile_track_status_proc */
ClickTile_Town, /* click_tile_proc */
AnimateTile_Town, /* animate_tile_proc */
TileLoop_Town, /* tile_loop_clear */
ChangeTileOwner_Town, /* change_tile_owner_clear */
NULL, /* get_produced_cargo_proc */
NULL, /* vehicle_enter_tile_proc */
NULL, /* vehicle_leave_tile_proc */
GetSlopeTileh_Town, /* get_slope_tileh_proc */
};
// Save and load of towns.
static const SaveLoad _town_desc[] = {
SLE_CONDVAR(Town, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Town, xy, SLE_UINT32, 6, 255),
SLE_CONDVAR(Town,population, SLE_FILE_U16 | SLE_VAR_U32, 0, 2),
SLE_CONDVAR(Town,population, SLE_UINT32, 3, 255),
SLE_VAR(Town,num_houses, SLE_UINT16),
SLE_VAR(Town,townnametype,SLE_UINT16),
SLE_VAR(Town,townnameparts,SLE_UINT32),
SLE_VAR(Town,flags12, SLE_UINT8),
SLE_VAR(Town,statues, SLE_UINT8),
// sort_index_obsolete was stored here in savegame format 0 - 1
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 1, 0, 1),
SLE_VAR(Town,have_ratings,SLE_UINT8),
SLE_ARR(Town,ratings, SLE_INT16, 8),
// failed bribe attempts are stored since savegame format 4
SLE_CONDARR(Town,unwanted, SLE_INT8, 8, 4,255),
SLE_CONDVAR(Town,max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,new_max_pass,SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,new_max_mail,SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,new_act_pass,SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,new_act_mail,SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town,max_pass, SLE_UINT32, 9, 255),
SLE_CONDVAR(Town,max_mail, SLE_UINT32, 9, 255),
SLE_CONDVAR(Town,new_max_pass,SLE_UINT32, 9, 255),
SLE_CONDVAR(Town,new_max_mail,SLE_UINT32, 9, 255),
SLE_CONDVAR(Town,act_pass, SLE_UINT32, 9, 255),
SLE_CONDVAR(Town,act_mail, SLE_UINT32, 9, 255),
SLE_CONDVAR(Town,new_act_pass,SLE_UINT32, 9, 255),
SLE_CONDVAR(Town,new_act_mail,SLE_UINT32, 9, 255),
SLE_VAR(Town,pct_pass_transported,SLE_UINT8),
SLE_VAR(Town,pct_mail_transported,SLE_UINT8),
SLE_VAR(Town,act_food, SLE_UINT16),
SLE_VAR(Town,act_water, SLE_UINT16),
SLE_VAR(Town,new_act_food,SLE_UINT16),
SLE_VAR(Town,new_act_water,SLE_UINT16),
SLE_VAR(Town,time_until_rebuild, SLE_UINT8),
SLE_VAR(Town,grow_counter, SLE_UINT8),
SLE_VAR(Town,growth_rate, SLE_UINT8),
SLE_VAR(Town,fund_buildings_months, SLE_UINT8),
SLE_VAR(Town,road_build_months, SLE_UINT8),
SLE_VAR(Town,exclusivity, SLE_UINT8),
SLE_VAR(Town,exclusive_counter, SLE_UINT8),
// reserve extra space in savegame here. (currently 30 bytes)
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 30, 2, 255),
SLE_END()
};
static void Save_TOWN(void)
{
Town *t;
FOR_ALL_TOWNS(t) {
if (t->xy != 0) {
SlSetArrayIndex(t->index);
SlObject(t, _town_desc);
}
}
}
static void Load_TOWN(void)
{
int index;
_total_towns = 0;
while ((index = SlIterateArray()) != -1) {
Town *t;
if (!AddBlockIfNeeded(&_town_pool, index))
error("Towns: failed loading savegame: too many towns");
t = GetTown(index);
SlObject(t, _town_desc);
if ((uint)index > _total_towns)
_total_towns = index;
}
/* This is to ensure all pointers are within the limits of
* the size of the TownPool */
if (_cur_town_ctr >= GetTownPoolSize())
_cur_town_ctr = 0;
}
void AfterLoadTown(void)
{
Town *t;
FOR_ALL_TOWNS(t) {
if (t->xy != 0) {
UpdateTownRadius(t);
UpdateTownVirtCoord(t);
}
}
_town_sort_dirty = true;
}
const ChunkHandler _town_chunk_handlers[] = {
{ 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},
};