Mercurial > hg > openttd
view src/town_cmd.cpp @ 7582:e77bd387f449 draft
(svn r11107) -Feature: some tool so one can still build tunnels under rails (and other structures) when the owner of the structure built it on foundations and if you have enough "empty" space ofcourse. One could use the tool for some other construction needs too. Patch by frosch.
author | rubidium <rubidium@openttd.org> |
---|---|
date | Fri, 14 Sep 2007 22:27:40 +0000 |
parents | a9acd5d86f94 |
children | 52839687a631 |
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/* $Id$ */ /** @file town_cmd.cpp */ #include "stdafx.h" #include "openttd.h" #include "functions.h" #include "debug.h" #include "strings.h" #include "road_map.h" #include "table/strings.h" #include "table/sprites.h" #include "map.h" #include "landscape.h" #include "tile.h" #include "town_map.h" #include "tunnel_map.h" #include "viewport.h" #include "town.h" #include "command.h" #include "gfx.h" #include "industry.h" #include "station.h" #include "vehicle.h" #include "player.h" #include "news.h" #include "saveload.h" #include "economy.h" #include "gui.h" #include "unmovable_map.h" #include "water_map.h" #include "variables.h" #include "bridge.h" #include "bridge_map.h" #include "date.h" #include "table/town_land.h" #include "genworld.h" #include "newgrf.h" #include "newgrf_callbacks.h" #include "newgrf_house.h" #include "newgrf_commons.h" #include "newgrf_townname.h" #include "misc/autoptr.hpp" #include "autoslope.h" /* Initialize the town-pool */ DEFINE_OLD_POOL_GENERIC(Town, Town) Town::Town(TileIndex tile) { if (tile != 0) _total_towns++; this->xy = tile; } Town::~Town() { DeleteName(this->townnametype); if (CleaningPool()) return; Industry *i; /* Delete town authority window * and remove from list of sorted towns */ DeleteWindowById(WC_TOWN_VIEW, this->index); _town_sort_dirty = true; _total_towns--; /* Delete all industries belonging to the town */ FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i; /* Go through all tiles and delete those belonging to the town */ for (TileIndex tile = 0; tile < MapSize(); ++tile) { switch (GetTileType(tile)) { case MP_HOUSE: if (GetTownByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); break; case MP_ROAD: case MP_TUNNELBRIDGE: if (IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, (uint)-1) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); break; default: break; } } DeleteSubsidyWithTown(this->index); MarkWholeScreenDirty(); this->xy = 0; } // Local static int _grow_town_result; static bool BuildTownHouse(Town *t, TileIndex tile); static void DoBuildTownHouse(Town *t, TileIndex tile); static void TownDrawHouseLift(const TileInfo *ti) { AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile)); } typedef void TownDrawTileProc(const TileInfo *ti); static TownDrawTileProc * const _town_draw_tile_procs[1] = { TownDrawHouseLift }; uint OriginalTileRandomiser(uint x, uint y) { uint variant; variant = x >> 4; variant ^= x >> 6; variant ^= y >> 4; variant -= y >> 6; variant &= 3; return variant; } /** * Return a random direction * * @return a random direction */ static inline DiagDirection RandomDiagDir() { return (DiagDirection)(3 & Random()); } /** * Move a TileIndex into a diagonal direction. * * @param tile The current tile * @param dir The direction in which we want to step * @return the moved tile */ static inline TileIndex AddDiagDirToTileIndex(TileIndex tile, DiagDirection dir) { return TILE_ADD(tile, TileOffsByDiagDir(dir)); } /** * House Tile drawing handler. * Part of the tile loop process * @param ti TileInfo of the tile to draw */ static void DrawTile_Town(TileInfo *ti) { const DrawBuildingsTileStruct *dcts; SpriteID image; SpriteID pal; HouseID house_id = GetHouseType(ti->tile); if (house_id >= NEW_HOUSE_OFFSET) { /* Houses don't necessarily need new graphics. If they don't have a * spritegroup associated with them, then the sprite for the substitute * house id is drawn instead. */ if (GetHouseSpecs(house_id)->spritegroup != NULL) { DrawNewHouseTile(ti, house_id); return; } else { house_id = GetHouseSpecs(house_id)->substitute_id; } } /* Retrieve pointer to the draw town tile struct */ dcts = &_town_draw_tile_data[house_id << 4 | OriginalTileRandomiser(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)]; if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED); image = dcts->ground.sprite; pal = dcts->ground.pal; DrawGroundSprite(image, pal); /* Add a house on top of the ground? */ image = dcts->building.sprite; if (image != 0) { AddSortableSpriteToDraw(image, dcts->building.pal, ti->x + dcts->subtile_x, ti->y + dcts->subtile_y, dcts->width, dcts->height, dcts->dz, ti->z, HASBIT(_transparent_opt, TO_HOUSES) ); if (HASBIT(_transparent_opt, TO_HOUSES)) return; } { int proc = dcts->draw_proc - 1; if (proc >= 0) _town_draw_tile_procs[proc](ti); } } static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y) { return GetTileMaxZ(tile); } static Foundation GetFoundation_Town(TileIndex tile, Slope tileh) { return FlatteningFoundation(tileh); } /** * Animate a tile for a town * Only certain houses can be animated * The newhouses animation superseeds regular ones * @param tile TileIndex of the house to animate */ static void AnimateTile_Town(TileIndex tile) { int pos, dest; if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) { AnimateNewHouseTile(tile); return; } 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 (!(GetHouseSpecs(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) { DeleteAnimatedTile(tile); return; } if (!LiftHasDestination(tile)) { int i; /* Building has 6 floors, number 0 .. 6, where 1 is illegal. * This is due to the fact that the first floor is, in the graphics, * the height of 2 'normal' floors. * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */ do { i = (Random() & 7) - 1; } while (i < 0 || i == 1 || i * 6 == GetLiftPosition(tile)); SetLiftDestination(tile, i); } pos = GetLiftPosition(tile); dest = GetLiftDestination(tile) * 6; pos += (pos < dest) ? 1 : -1; SetLiftPosition(tile, pos); if (pos == dest) HaltLift(tile); MarkTileDirtyByTile(tile); } static void UpdateTownRadius(Town *t); /** * Determines if a town is close to a tile * @param tile TileIndex of the tile to query * @param dist maximum distance to be accepted * @returns true if the tile correspond to the distance criteria */ static bool IsCloseToTown(TileIndex tile, uint dist) { const Town* t; FOR_ALL_TOWNS(t) { if (DistanceManhattan(tile, t->xy) < dist) return true; } return false; } /** * Marks the town sign as needing a repaint. * * This function marks the area of the sign of a town as dirty for repaint. * * @param t Town requesting town sign for repaint * @ingroup dirty */ 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 ); } /** * Resize the sign(label) of the town after changes in * population (creation or growth or else) * @param t Town to update */ void UpdateTownVirtCoord(Town *t) { Point pt; MarkTownSignDirty(t); pt = RemapCoords2(TileX(t->xy) * TILE_SIZE, TileY(t->xy) * TILE_SIZE); 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); } /** * Change the towns population * @param t Town which polulation has changed * @param mod polulation change (can be positive or negative) */ 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; } /** * Determines the world population * Basically, count population of all towns, one by one * @return uint32 the calculated population of the world */ uint32 GetWorldPopulation() { uint32 pop; const Town* t; pop = 0; FOR_ALL_TOWNS(t) pop += t->population; return pop; } /** * Helper function for house completion stages progression * @param tile TileIndex of the house (or parts of it) to "grow" */ static void MakeSingleHouseBigger(TileIndex tile) { assert(IsTileType(tile, MP_HOUSE)); /* means it is completed, get out. */ if (LiftHasDestination(tile)) return; /* progress in construction stages */ IncHouseConstructionTick(tile); if (GetHouseConstructionTick(tile) != 0) return; /* Check and/or */ if (HASBIT(GetHouseSpecs(GetHouseType(tile))->callback_mask, CBM_CONSTRUCTION_STATE_CHANGE)) { uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile); if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(tile, callback_res); } if (IsHouseCompleted(tile)) { /* Now that construction is complete, we can add the population of the * building to the town. */ ChangePopulation(GetTownByTile(tile), GetHouseSpecs(GetHouseType(tile))->population); } MarkTileDirtyByTile(tile); } /** Make the house advances in its construction stages until completion * @param tile TileIndex of house */ static void MakeTownHouseBigger(TileIndex tile) { uint flags = GetHouseSpecs(GetHouseType(tile))->building_flags; if (flags & BUILDING_HAS_1_TILE) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0)); if (flags & BUILDING_2_TILES_Y) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1)); if (flags & BUILDING_2_TILES_X) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0)); if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1)); } /** * Periodic tic handler for houses and town * @param tile been asked to do its stuff */ static void TileLoop_Town(TileIndex tile) { Town *t; uint32 r; HouseID house_id = GetHouseType(tile); HouseSpec *hs = GetHouseSpecs(house_id); /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house * doesn't exist any more, so don't continue here. */ if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return; if (!IsHouseCompleted(tile)) { /* Construction is not completed. See if we can go further in construction*/ MakeTownHouseBigger(tile); return; } /* If the lift has a destination, it is already an animated tile. */ if ((hs->building_flags & BUILDING_IS_ANIMATED) && house_id < NEW_HOUSE_OFFSET && !LiftHasDestination(tile) && CHANCE16(1, 2)) AddAnimatedTile(tile); t = GetTownByTile(tile); r = Random(); if (HASBIT(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) { for (uint i = 0; i < 256; i++) { uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile); if (callback == CALLBACK_FAILED) break; if (callback == 0x20FF) break; CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grffile); if (cargo == CT_INVALID) continue; uint amt = GB(callback, 0, 8); uint moved = MoveGoodsToStation(tile, 1, 1, cargo, amt); const CargoSpec *cs = GetCargo(cargo); switch (cs->town_effect) { case TE_PASSENGERS: t->new_max_pass += amt; t->new_act_pass += moved; break; case TE_MAIL: t->new_max_mail += amt; t->new_act_mail += moved; break; default: break; } } } else { if (GB(r, 0, 8) < hs->population) { 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) < hs->mail_generation) { 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; } } _current_player = OWNER_TOWN; if (hs->building_flags & BUILDING_HAS_1_TILE && HASBIT(t->flags12, TOWN_IS_FUNDED) && CanDeleteHouse(tile) && max(_cur_year - GetHouseConstructionYear(tile), 0) >= hs->minimum_life && --t->time_until_rebuild == 0) { t->time_until_rebuild = GB(r, 16, 8) + 192; ClearTownHouse(t, tile); /* Rebuild with another house? */ if (GB(r, 24, 8) >= 12) DoBuildTownHouse(t, tile); } _current_player = OWNER_NONE; } /** * Unused handler * @param tile unused */ static void ClickTile_Town(TileIndex tile) { /* not used */ } static CommandCost ClearTile_Town(TileIndex tile, byte flags) { int rating; CommandCost cost; Town *t; HouseSpec *hs = GetHouseSpecs(GetHouseType(tile)); if (flags&DC_AUTO && !(flags&DC_AI_BUILDING)) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED); if (!CanDeleteHouse(tile)) return CMD_ERROR; cost.AddCost(_price.remove_house * hs->removal_cost >> 8); rating = hs->remove_rating_decrease; _cleared_town_rating += rating; _cleared_town = t = GetTownByTile(tile); if (IsValidPlayer(_current_player)) { 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) { HouseSpec *hs = GetHouseSpecs(GetHouseType(tile)); CargoID accepts[3]; /* Set the initial accepted cargo types */ for (uint8 i = 0; i < lengthof(accepts); i++) { accepts[i] = hs->accepts_cargo[i]; } /* Check for custom accepted cargo types */ if (HASBIT(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) { uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile); if (callback != CALLBACK_FAILED) { /* Replace accepted cargo types with translated values from callback */ accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grffile); accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grffile); accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grffile); } } /* Check for custom cargo acceptance */ if (HASBIT(hs->callback_mask, CBM_CARGO_ACCEPTANCE)) { uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile); if (callback != CALLBACK_FAILED) { if (accepts[0] != CT_INVALID) ac[accepts[0]] = GB(callback, 0, 4); if (accepts[1] != CT_INVALID) ac[accepts[1]] = GB(callback, 4, 4); if (_opt.landscape != LT_TEMPERATE && HASBIT(callback, 12)) { /* The 'S' bit indicates food instead of goods */ ac[CT_FOOD] = GB(callback, 8, 4); } else { if (accepts[2] != CT_INVALID) ac[accepts[2]] = GB(callback, 8, 4); } return; } } /* No custom acceptance, so fill in with the default values */ for (uint8 i = 0; i < lengthof(accepts); i++) { if (accepts[i] != CT_INVALID) ac[accepts[i]] = hs->cargo_acceptance[i]; } } static void GetTileDesc_Town(TileIndex tile, TileDesc *td) { td->str = GetHouseSpecs(GetHouseType(tile))->building_name; if (!IsHouseCompleted(tile)) { SetDParamX(td->dparam, 0, td->str); td->str = STR_2058_UNDER_CONSTRUCTION; } td->owner = OWNER_TOWN; } static uint32 GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode) { /* not used */ return 0; } static void ChangeTileOwner_Town(TileIndex tile, PlayerID old_player, PlayerID new_player) { /* not used */ } static bool GrowTown(Town *t); static void TownTickHandler(Town *t) { if (HASBIT(t->flags12, TOWN_IS_FUNDED)) { int i = t->grow_counter - 1; if (i < 0) { if (GrowTown(t)) { i = t->growth_rate; } else { i = 0; } } t->grow_counter = i; } UpdateTownRadius(t); } void OnTick_Town() { if (_game_mode == GM_EDITOR) return; /* Make sure each town's tickhandler invocation frequency is about the * same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */ for (_cur_town_iter += GetMaxTownIndex() + 1; _cur_town_iter >= TOWN_GROWTH_FREQUENCY; _cur_town_iter -= TOWN_GROWTH_FREQUENCY) { uint32 i = _cur_town_ctr; if (++_cur_town_ctr > GetMaxTownIndex()) _cur_town_ctr = 0; if (IsValidTownID(i)) TownTickHandler(GetTown(i)); } } /** * Return the RoadBits of a tile * * @note There are many other functions doing things like that. * @note Needs to be checked for needlessness. * @param tile The tile we want to analyse * @return The roadbits of the given tile */ static RoadBits GetTownRoadBits(TileIndex tile) { TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD); RoadBits r = ROAD_NONE; if (b == TRACK_BIT_NONE) return r; if (b & TRACK_BIT_X) r |= ROAD_X; if (b & TRACK_BIT_Y) r |= ROAD_Y; if (b & TRACK_BIT_UPPER) r |= ROAD_NE | ROAD_NW; if (b & TRACK_BIT_LOWER) r |= ROAD_SE | ROAD_SW; if (b & TRACK_BIT_LEFT) r |= ROAD_NW | ROAD_SW; if (b & TRACK_BIT_RIGHT) r |= ROAD_NE | ROAD_SE; return r; } /** * Check if a neighboring tile has a road * * @param tile curent tile * @param dir target direction * @param dist_multi distance multiplyer * @return true if one of the neighboring tiles at the * given distance is a road tile else false */ static bool IsNeighborRoadTile(TileIndex tile, DiagDirection dir, uint dist_multi) { static TileIndexDiff tid_lt[3]; ///< lookup table for the used diff values tid_lt[0] = TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)); tid_lt[1] = TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)); tid_lt[2] = TileOffsByDiagDir(ReverseDiagDir(dir)); /* We add 1 to the distance because we want to get 1 for * the min distance multiplyer and not 0. * Therefore we start at 4. The 4 is used because * there are 4 tiles per distance step to check. */ dist_multi = (dist_multi + 1) * 4; for (uint pos = 4; pos < dist_multi; pos++) { TileIndexDiff cur = 0; /* For each even value of pos add the right TileIndexDiff * for each uneven value the left TileIndexDiff * for each with 2nd bit set (2,3,6,7,..) add the reversed TileIndexDiff */ cur += tid_lt[(pos & 1) ? 0 : 1]; if (pos & 2) cur += tid_lt[2]; cur = (uint)(pos / 4) * cur; ///< Multiply for the fitting distance if (GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true; } return false; } /** * Check if a Road is allowed on a given tile * * @param tile The target tile * @param dir The direction in which we want to extend the town * @return true if it is allowed else false */ static bool IsRoadAllowedHere(TileIndex tile, DiagDirection dir) { if (TileX(tile) < 2 || TileY(tile) < 2 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false; Slope cur_slope, desired_slope; /* If this assertion fails, it might be because the world contains * land at the edges. This is not ok. */ TILE_ASSERT(tile); for (;;) { /* Check if there already is a road at this point? */ if (GetTownRoadBits(tile) == ROAD_NONE) { /* No, try to build one in the direction. * if that fails clear the land, and if that fails exit. * This is to make sure that we can build a road here later. */ if (CmdFailed(DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) && CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) return false; } cur_slope = GetTileSlope(tile, NULL); if (cur_slope == SLOPE_FLAT) { no_slope: /* Tile has no slope */ switch (_patches.town_layout) { default: NOT_REACHED(); case TL_ORIGINAL: /* Disallow the road if any neighboring tile has a road (distance: 1) */ return !IsNeighborRoadTile(tile, dir, 1); case TL_BETTER_ROADS: /* Disallow the road if any neighboring tile has a road (distance: 1 and 2). */ return !IsNeighborRoadTile(tile, dir, 2); } } /* If the tile is not a slope in the right direction, then * maybe terraform some. */ desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NE : SLOPE_NW; if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) { uint32 r = Random(); if (CHANCE16I(1, 8, r) && !_generating_world) { CommandCost res; if (CHANCE16I(1, 16, r)) { res = DoCommand(tile, cur_slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); } else { /* Note: Do not replace " ^ 0xF" with ComplementSlope(). The slope might be steep. */ res = DoCommand(tile, cur_slope ^ 0xF, 1, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); } if (CmdFailed(res) && 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) { CommandCost r; TILE_ASSERT(tile); r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); if (CmdFailed(r) || r.GetCost() >= 126 * 16) return false; DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND); return true; } static void LevelTownLand(TileIndex tile) { Slope tileh; TILE_ASSERT(tile); /* Don't terraform if land is plain or if there's a house there. */ if (IsTileType(tile, MP_HOUSE)) return; tileh = GetTileSlope(tile, NULL); if (tileh == SLOPE_FLAT) return; /* First try up, then down */ if (!TerraformTownTile(tile, ~tileh & 0xF, 1)) { TerraformTownTile(tile, tileh & 0xF, 0); } } /** * Generate the RoadBits of a grid tile * * @param t current town * @param tile tile in reference to the town * @param dir The direction to which we are growing ATM * @return the RoadBit of the current tile regarding * the selected town layout */ static RoadBits GetTownRoadGridElement(Town* t, TileIndex tile, DiagDirection dir) { /* align the grid to the downtown */ TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); ///< Vector from downtown to the tile RoadBits rcmd = ROAD_NONE; switch (_patches.town_layout) { default: NOT_REACHED(); case TL_2X2_GRID: if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y; if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X; break; case TL_3X3_GRID: if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y; if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X; break; } /* Skip slope optimisations */ if (rcmd == ROAD_NONE) return rcmd; RoadBits rb_template; switch (GetTileSlope(tile, NULL)) { default: rb_template = ROAD_ALL; break; case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break; case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break; case SLOPE_S: rb_template = ROAD_SE | ROAD_SW; break; case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break; case SLOPE_E: rb_template = ROAD_NE | ROAD_SE; break; case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break; case SLOPE_N: rb_template = ROAD_NW | ROAD_NE; break; case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break; case SLOPE_STEEP_W: case SLOPE_STEEP_S: case SLOPE_STEEP_E: case SLOPE_STEEP_N: rb_template = (dir == DIAGDIR_NE || dir == DIAGDIR_SW) ? ROAD_X : ROAD_Y; break; } /* Check for the right growth dir */ if (DiagDirToRoadBits(ReverseDiagDir(dir)) & (rcmd & rb_template)) return rb_template & rcmd; return (dir == DIAGDIR_NE || dir == DIAGDIR_SW) ? ROAD_X : ROAD_Y; } /** * Check there are enough neighbor house tiles next to the current tile * * @param tile current tile * @return true if there are more than 2 house tiles next * to the current one */ static bool AreNeighborsHouseTiles(TileIndex tile) { uint counter = 0; ///< counts the house neighbor tiles /* We can't look further than that. */ if (TileX(tile) < 1 || TileY(tile) < 1) { return false; } /* Check the tiles E,N,W and S of the current tile. */ for (DiagDirection i = DIAGDIR_BEGIN; i < DIAGDIR_END; i++) { if (IsTileType(AddDiagDirToTileIndex(tile, i), MP_HOUSE)) { counter++; } /* If there are enougth neighbor's stop it here */ if (counter >= 3) { return true; } } return false; } /** * Grows the given town. * There are at the moment 3 possible way's for * the town expansion: * @li Generate a random tile and check if there is a road allowed * @li TL_ORIGINAL * @li TL_BETTER_ROADS * @li Check if the town geometry allows a road and which one * @li TL_2X2_GRID * @li TL_3X3_GRID * @li Forbid roads, only build houses * @li TL_NO_ROADS * * @param tile_ptr The current tile * @param cur_rb The current tiles RoadBits * @param target_dir The target road dir * @param t1 The current town */ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town* t1) { RoadBits rcmd = ROAD_NONE; ///< RoadBits for the road construction command TileIndex tmptile; ///< Dummy tile for various things TileIndex tile = *tile_ptr; ///< The main tile on which we base our growth TILE_ASSERT(tile); if (cur_rb == ROAD_NONE) { /* Tile has no road. First reset the status counter * to say that this is the last iteration. */ _grow_town_result = 0; /* Remove hills etc */ LevelTownLand(tile); /* Is a road allowed here? */ switch (_patches.town_layout) { default: NOT_REACHED(); case TL_NO_ROADS: /* Disallow Roads */ return; case TL_3X3_GRID: case TL_2X2_GRID: rcmd = GetTownRoadGridElement(t1, tile, target_dir); if (rcmd == ROAD_NONE) return; break; case TL_BETTER_ROADS: case TL_ORIGINAL: if (!IsRoadAllowedHere(tile, target_dir)) return; DiagDirection source_dir = ReverseDiagDir(target_dir); if (CHANCE16(1, 4)) { /* Randomize a new target dir */ do target_dir = RandomDiagDir(); while (target_dir == source_dir); } if (!IsRoadAllowedHere(AddDiagDirToTileIndex(tile, target_dir), target_dir)) { /* A road is not allowed to continue the randomized road, * return if the road we're trying to build is curved. */ if (target_dir != ReverseDiagDir(source_dir)) return; /* Return if neither side of the new road is a house */ if (!IsTileType(AddDiagDirToTileIndex(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) && !IsTileType(AddDiagDirToTileIndex(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) { return; } /* That means that the road is only allowed if there is a house * at any side of the new road. */ } rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir); break; } } else if (target_dir < (DiagDirection)5 && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) { /* Continue building on a partial road. * Should be allways OK, so we only generate * the fitting RoadBits */ _grow_town_result = 0; switch (_patches.town_layout) { default: NOT_REACHED(); case TL_NO_ROADS: /* Disallow Roads */ return; case TL_3X3_GRID: case TL_2X2_GRID: rcmd = GetTownRoadGridElement(t1, tile, target_dir); break; case TL_BETTER_ROADS: case TL_ORIGINAL: rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir)); break; } } else { bool allow_house = false; ///< Value which decides if we want to construct a house TileIndex tmptile2; ///< Yet another dummy tile /* Reached a tunnel/bridge? Then continue at the other side of it. */ if (IsTileType(tile, MP_TUNNELBRIDGE)) { if (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_ROAD) { *tile_ptr = GetOtherTunnelEnd(tile); } else if (IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_ROAD) { *tile_ptr = GetOtherBridgeEnd(tile); } return; } /* Possibly extend the road in a direction. * Randomize a direction and if it has a road, bail out. */ target_dir = RandomDiagDir(); if (cur_rb & DiagDirToRoadBits(target_dir)) return; /* This is the tile we will reach if we extend to this direction. */ tmptile = AddDiagDirToTileIndex(tile, target_dir); /* Don't walk into water. */ if (IsClearWaterTile(tmptile)) return; switch (_patches.town_layout) { default: NOT_REACHED(); case TL_NO_ROADS: allow_house = true; break; case TL_3X3_GRID: /* Use 2x2 grid afterwards! */ /* Fill gap if house has enougth neighbors */ tmptile2 = AddDiagDirToTileIndex(tmptile, target_dir); if (AreNeighborsHouseTiles(tmptile2) && BuildTownHouse(t1, tmptile2)) { _grow_town_result = -1; } case TL_2X2_GRID: rcmd = GetTownRoadGridElement(t1, tmptile, target_dir); allow_house = (rcmd == ROAD_NONE); break; case TL_BETTER_ROADS: /* Use original afterwards! */ /* Fill gap if house has enougth neighbors */ tmptile2 = AddDiagDirToTileIndex(tmptile, target_dir); if (AreNeighborsHouseTiles(tmptile2) && BuildTownHouse(t1, tmptile2)) { _grow_town_result = -1; } case TL_ORIGINAL: /* Allow a house at the edge. 60% chance or * always ok if no road allowed. */ rcmd = DiagDirToRoadBits(target_dir); allow_house = (!IsRoadAllowedHere(tmptile, target_dir) || CHANCE16(6, 10)); break; } if (allow_house) { /* Build a house, 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; } /* Return if a water tile */ if (IsClearWaterTile(tile)) return; DiagDirection bridge_dir; ///< The direction of a bridge we maybe want to build /* Determine direction of slope, * and build a road if not a special slope. */ switch (GetTileSlope(tile, NULL)) { case SLOPE_SW: bridge_dir = DIAGDIR_NE; break; case SLOPE_SE: bridge_dir = DIAGDIR_NW; break; case SLOPE_NW: bridge_dir = DIAGDIR_SE; break; case SLOPE_NE: bridge_dir = DIAGDIR_SW; break; default: build_road_and_exit: if (CmdSucceeded(DoCommand(tile, rcmd, t1->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD))) { _grow_town_result = -1; } return; } /* Check if the bridge is in the right direction */ if (!(rcmd & DiagDirToRoadBits(bridge_dir))) goto build_road_and_exit; /* We are in the right direction */ uint32 bridge_length = 0; ///< This value stores the length of the possible bridge tmptile = tile; ///< Now we use this dummy to store the other waterside do { if (bridge_length++ >= 11) { /* Max 11 tile long bridges */ goto build_road_and_exit; } tmptile = TILE_MASK(tmptile + TileOffsByDiagDir(bridge_dir)); } while (IsClearWaterTile(tmptile)); /* no water tiles in between? */ if (bridge_length == 1) goto build_road_and_exit; for (uint times = 0; times <= 22; times++) { byte bridge_type = RandomRange(MAX_BRIDGES - 1); /* Can we actually build the bridge? */ if (CmdSucceeded(DoCommand(tile, tmptile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_AUTO, CMD_BUILD_BRIDGE))) { DoCommand(tile, tmptile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE); _grow_town_result = -1; return; } } /* Quit if it selecting an appropiate bridge type fails a large number of times. */ } /** Returns "growth" if a house was built, or no if the build failed. * @param t town to inquiry * @param tile to inquiry * @return something other than zero(0)if town expansion was possible */ static int GrowTownAtRoad(Town *t, TileIndex tile) { /* Special case. * @see GrowTownInTile Check the else if */ DiagDirection target_dir = (DiagDirection)5; ///< The direction in which we want to extend the town TILE_ASSERT(tile); /* Number of times to search. * Better roads, 2X2 and 3X3 grid grow quite fast so we give * them a little handicap. */ switch (_patches.town_layout) { case TL_BETTER_ROADS: _grow_town_result = 10 + t->num_houses * 2 / 9; break; case TL_3X3_GRID: case TL_2X2_GRID: _grow_town_result = 10 + t->num_houses * 1 / 9; break; default: _grow_town_result = 10 + t->num_houses * 4 / 9; break; } do { RoadBits cur_rb = GetTownRoadBits(tile); ///< The RoadBits of the current tile /* Try to grow the town from this point */ GrowTownInTile(&tile, cur_rb, target_dir, t); /* Exclude the source position from the bitmask * and return if no more road blocks available */ cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir)); if (cur_rb == ROAD_NONE) return _grow_town_result; /* Select a random bit from the blockmask, walk a step * and continue the search from there. */ do target_dir = RandomDiagDir(); while (!(cur_rb & DiagDirToRoadBits(target_dir))); tile = AddDiagDirToTileIndex(tile, target_dir); if (IsTileType(tile, MP_ROAD)) { /* Don't allow building over roads of other cities */ if (IsTileOwner(tile, OWNER_TOWN) && GetTownByTile(tile) != t) { _grow_town_result = -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); SetTownIndex(tile, t->index); } } /* Max number of times is checked. */ } while (--_grow_town_result >= 0); return (_grow_town_result == -2); } /** * Generate a random road block. * The probability of a straight road * is somewhat higher than a curved. * * @return A RoadBits value with 2 bits set */ static RoadBits GenRandomRoadBits() { uint32 r = Random(); uint a = GB(r, 0, 2); uint b = GB(r, 8, 2); if (a == b) b ^= 2; return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b)); } /** Grow the town * @Return true if a house was built, or no if the build failed. */ static bool GrowTown(Town *t) { /* Let the town be a ghost town * The player wanted it in such a way. Thus there he has it. ;) * Never reached in editor mode. */ if (_patches.town_layout == TL_NO_ROADS && _generating_world) { return false; } static const TileIndexDiffC _town_coord_mod[] = { {-1, 0}, { 1, 1}, { 1, -1}, {-1, -1}, {-1, 0}, { 0, 2}, { 2, 0}, { 0, -2}, {-1, -1}, {-2, 2}, { 2, 2}, { 2, -2}, { 0, 0} }; const TileIndexDiffC *ptr; /* Current player is a town */ PlayerID old_player = _current_player; _current_player = OWNER_TOWN; TileIndex tile = t->xy; ///< The tile we are working with ATM /* Find a road that we can base the construction on. */ for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) { if (GetTownRoadBits(tile) != ROAD_NONE) { int r = GrowTownAtRoad(t, tile); _current_player = old_player; return r != 0; } tile = TILE_ADD(tile, ToTileIndexDiff(*ptr)); } /* No road available, try to build a random road block by * clearing some land and then building a road there. */ tile = t->xy; for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) { /* Only work with plain land that not already has a house */ if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile, NULL) == SLOPE_FLAT) { if (CmdSucceeded(DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR))) { DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD); _current_player = old_player; return true; } } tile = TILE_ADD(tile, ToTileIndexDiff(*ptr)); } _current_player = old_player; return false; } static void UpdateTownRadius(Town *t) { static const uint16 _town_radius_data[23][5] = { { 4, 0, 0, 0, 0}, // 0 { 16, 0, 0, 0, 0}, { 25, 0, 0, 0, 0}, { 36, 0, 0, 0, 0}, { 49, 0, 4, 0, 0}, { 64, 0, 4, 0, 0}, // 20 { 64, 0, 9, 0, 1}, { 64, 0, 9, 0, 4}, { 64, 0, 16, 0, 4}, { 81, 0, 16, 0, 4}, { 81, 0, 16, 0, 4}, // 40 { 81, 0, 25, 0, 9}, { 81, 36, 25, 0, 9}, { 81, 36, 25, 16, 9}, { 81, 49, 0, 25, 9}, { 81, 64, 0, 25, 9}, // 60 { 81, 64, 0, 36, 9}, { 81, 64, 0, 36, 16}, {100, 81, 0, 49, 16}, {100, 81, 0, 49, 25}, {121, 81, 0, 49, 25}, // 80 {121, 81, 0, 49, 25}, {121, 81, 0, 49, 36}, // 88 }; if (t->num_houses < 92) { memcpy(t->radius, _town_radius_data[t->num_houses / 4], sizeof(t->radius)); } else { int mass = t->num_houses / 8; /* At least very roughly extrapolate. Empirical numbers dancing between * overwhelming by cottages and skyscrapers outskirts. */ t->radius[0] = mass * mass; /* Actually we are proportional to sqrt() but that's right because * we are covering an area. */ t->radius[1] = mass * 7; t->radius[2] = 0; t->radius[3] = mass * 4; t->radius[4] = mass * 3; //debug("%d (->%d): %d %d %d %d\n", t->num_houses, mass, t->radius[0], t->radius[1], t->radius[3], t->radius[4]); } } static bool CreateTownName(uint32 *townnameparts) { extern int _nb_orig_names; Town *t2; char buf1[64]; char buf2[64]; uint32 r; /* Do not set too low tries, since when we run out of names, we loop * for #tries only one time anyway - then we stop generating more * towns. Do not show it too high neither, since looping through all * the other towns may take considerable amount of time (10000 is * too much). */ int tries = 1000; bool grf = (_opt.town_name >= _nb_orig_names); uint32 grfid = grf ? GetGRFTownNameId(_opt.town_name - _nb_orig_names) : 0; uint16 townnametype = grf ? GetGRFTownNameType(_opt.town_name - _nb_orig_names) : SPECSTR_TOWNNAME_START + _opt.town_name; assert(townnameparts); for (;;) { restart: r = Random(); SetDParam(0, r); if (grf && grfid != 0) { GRFTownNameGenerate(buf1, grfid, townnametype, r, lastof(buf1)); } else { GetString(buf1, townnametype, lastof(buf1)); } /* Check size and width */ if (strlen(buf1) >= 31 || GetStringBoundingBox(buf1).width > 130) continue; FOR_ALL_TOWNS(t2) { /* We can't just compare the numbers since * several numbers may map to a single name. */ SetDParam(0, t2->index); GetString(buf2, STR_TOWN, lastof(buf2)); if (strcmp(buf1, buf2) == 0) { if (tries-- < 0) return false; goto restart; } } *townnameparts = r; return true; } } void UpdateTownMaxPass(Town *t) { t->max_pass = t->population >> 3; t->max_mail = t->population >> 4; } /** * Does the actual town creation. * * @param t The town * @param tile Where to put it * @param townnameparts The town name * @param size_mode How the size should be determined * @param size Parameter for size determination */ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSizeMode size_mode, uint size) { extern int _nb_orig_names; int x, i; t->xy = tile; t->num_houses = 0; t->time_until_rebuild = 10; UpdateTownRadius(t); t->flags12 = 0; t->population = 0; t->grow_counter = 0; t->growth_rate = 250; t->new_max_pass = 0; t->new_max_mail = 0; t->new_act_pass = 0; t->new_act_mail = 0; t->max_pass = 0; t->max_mail = 0; t->act_pass = 0; t->act_mail = 0; t->pct_pass_transported = 0; t->pct_mail_transported = 0; t->fund_buildings_months = 0; t->new_act_food = 0; t->new_act_water = 0; t->act_food = 0; t->act_water = 0; for (i = 0; i != MAX_PLAYERS; i++) t->ratings[i] = 500; t->have_ratings = 0; t->exclusivity = INVALID_PLAYER; t->exclusive_counter = 0; t->statues = 0; if (_opt.town_name < _nb_orig_names) { /* Original town name */ t->townnamegrfid = 0; t->townnametype = SPECSTR_TOWNNAME_START + _opt.town_name; } else { /* Newgrf town name */ t->townnamegrfid = GetGRFTownNameId(_opt.town_name - _nb_orig_names); t->townnametype = GetGRFTownNameType(_opt.town_name - _nb_orig_names); } t->townnameparts = townnameparts; UpdateTownVirtCoord(t); _town_sort_dirty = true; /* Random town size. */ x = (Random() & 0xF) + 8; switch (size_mode) { default: NOT_REACHED(); case TSM_RANDOM: t->larger_town = false; break; case TSM_FIXED: x = size * 16 + 3; t->larger_town = false; break; case TSM_CITY: x *= _patches.initial_city_size; t->larger_town = true; break; } t->num_houses += x; UpdateTownRadius(t); i = x * 4; do { GrowTown(t); } while (--i); t->num_houses -= x; UpdateTownRadius(t); UpdateTownMaxPass(t); } /** Create a new town. * This obviously only works in the scenario editor. Function not removed * as it might be possible in the future to fund your own town :) * @param tile coordinates where town is built * @param flags type of operation * @param p1 size of the town (0 = small, 1 = medium, 2 = large) * @param p2 size mode (@see TownSizeMode) */ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { uint32 townnameparts; /* Only in the scenario editor */ if (_game_mode != GM_EDITOR) return CMD_ERROR; if (p2 > TSM_CITY) return CMD_ERROR; SET_EXPENSES_TYPE(EXPENSES_OTHER); /* Check if too close to the edge of map */ if (DistanceFromEdge(tile) < 12) return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP); /* Can only build on clear flat areas, possibly with trees. */ if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) { return_cmd_error(STR_0239_SITE_UNSUITABLE); } /* Check distance to all other towns. */ if (IsCloseToTown(tile, 20)) return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN); /* Get a unique name for the town. */ if (!CreateTownName(&townnameparts)) return_cmd_error(STR_023A_TOO_MANY_TOWNS); /* Allocate town struct */ Town *t = new Town(tile); if (t == NULL) return_cmd_error(STR_023A_TOO_MANY_TOWNS); AutoPtrT<Town> t_auto_delete = t; /* Create the town */ if (flags & DC_EXEC) { _generating_world = true; DoCreateTown(t, tile, townnameparts, (TownSizeMode)p2, p1); _generating_world = false; t_auto_delete.Detach(); } return CommandCost(); } Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size) { TileIndex tile; Town *t; uint32 townnameparts; do { /* Generate a tile index not too close from the edge */ tile = RandomTile(); if (DistanceFromEdge(tile) < 20) continue; /* Make sure the tile is plain */ if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue; /* Check not too close to a town */ if (IsCloseToTown(tile, 20)) continue; /* Get a unique name for the town. */ if (!CreateTownName(&townnameparts)) break; /* Allocate a town struct */ t = new Town(tile); if (t == NULL) break; DoCreateTown(t, tile, townnameparts, mode, size); return t; } while (--attempts); return NULL; } static const byte _num_initial_towns[4] = {5, 11, 23, 46}; bool GenerateTowns() { uint num = 0; uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7)); uint num_cities = _patches.larger_towns == 0 ? 0 : n / _patches.larger_towns; SetGeneratingWorldProgress(GWP_TOWN, n); do { IncreaseGeneratingWorldProgress(GWP_TOWN); /* try 20 times to create a random-sized town for the first loop. */ TownSizeMode mode = num_cities > 0 ? TSM_CITY : TSM_RANDOM; if (CreateRandomTown(20, mode, _patches.initial_city_size) != NULL) num++; if (num_cities > 0) num_cities--; } while (--n); /* give it a last try, but now more aggressive */ if (num == 0 && CreateRandomTown(10000, TSM_RANDOM, 0) == NULL) { if (GetNumTowns() == 0) { /* XXX - can we handle that more gracefully? */ if (_game_mode != GM_EDITOR) error("Could not generate any town"); return false; } } return true; } static bool CheckBuildHouseMode(TileIndex tile, Slope tileh, int mode) { int b; Slope slope; static const byte _masks[8] = { 0xC,0x3,0x9,0x6, 0x3,0xC,0x6,0x9, }; slope = GetTileSlope(tile, NULL); if (IsSteepSlope(slope)) return false; if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false; b = 0; if ((slope != SLOPE_FLAT && ~slope & _masks[mode])) b = ~b; if ((tileh != SLOPE_FLAT && ~tileh & _masks[mode+4])) b = ~b; if (b) return false; return CmdSucceeded(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR)); } uint GetTownRadiusGroup(const Town* t, TileIndex tile) { uint dist = DistanceSquare(tile, t->xy); uint smallest; uint i; if (t->fund_buildings_months && dist <= 25) return 4; smallest = 0; for (i = 0; i != lengthof(t->radius); i++) { if (dist < t->radius[i]) smallest = i; } return smallest; } static bool CheckFree2x2Area(TileIndex tile) { int i; static const TileIndexDiffC _tile_add[] = { {0 , 0 }, {0 - 0, 1 - 0}, {1 - 0, 0 - 1}, {1 - 1, 1 - 0} }; for (i = 0; i != 4; i++) { tile += ToTileIndexDiff(_tile_add[i]); if (GetTileSlope(tile, NULL) != SLOPE_FLAT) return false; if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false; if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_FORCETEST, CMD_LANDSCAPE_CLEAR))) return false; } return true; } static void DoBuildTownHouse(Town *t, TileIndex tile) { int i; uint bitmask; HouseID house; Slope slope; uint z; uint oneof = 0; HouseSpec *hs; /* Above snow? */ slope = GetTileSlope(tile, &z); /* Get the town zone type */ { uint rad = GetTownRadiusGroup(t, tile); int land = _opt.landscape; if (land == LT_ARCTIC && z >= _opt.snow_line) land = -1; bitmask = (1 << rad) + (1 << (land + 12)); } /* bits 0-4 are used * bits 11-15 are used * bits 5-10 are not used. */ { HouseID houses[HOUSE_MAX]; int num = 0; uint cumulative_probs[HOUSE_MAX]; uint probability_max = 0; /* Generate a list of all possible houses that can be built. */ for (i = 0; i < HOUSE_MAX; i++) { hs = GetHouseSpecs(i); if ((~hs->building_availability & bitmask) == 0 && hs->enabled) { if (_loaded_newgrf_features.has_newhouses) { probability_max += hs->probability; cumulative_probs[num] = probability_max; } houses[num++] = (HouseID)i; } } for (;;) { if (_loaded_newgrf_features.has_newhouses) { uint r = RandomRange(probability_max); for (i = 0; i < num; i++) if (cumulative_probs[i] >= r) break; house = houses[i]; } else { house = houses[RandomRange(num)]; } hs = GetHouseSpecs(house); if (_loaded_newgrf_features.has_newhouses) { if (hs->override != 0) hs = GetHouseSpecs(hs->override); if ((hs->extra_flags & BUILDING_IS_HISTORICAL) && !_generating_world) continue; if (HASBIT(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) { uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile); if (callback_res != CALLBACK_FAILED && callback_res == 0) continue; } } if (_cur_year < hs->min_date || _cur_year > hs->max_date) continue; /* Special houses that there can be only one of. */ if (hs->building_flags & BUILDING_IS_CHURCH) { SETBIT(oneof, TOWN_HAS_CHURCH); } else if (hs->building_flags & BUILDING_IS_STADIUM) { SETBIT(oneof, TOWN_HAS_STADIUM); } else { oneof = 0; } if (HASBITS(t->flags12 , oneof)) continue; /* Make sure there is no slope? */ if (hs->building_flags & TILE_NOT_SLOPED && slope != SLOPE_FLAT) continue; if (hs->building_flags & TILE_SIZE_2x2) { if (CheckFree2x2Area(tile) || CheckFree2x2Area(tile += TileDiffXY(-1, 0)) || CheckFree2x2Area(tile += TileDiffXY( 0, -1)) || CheckFree2x2Area(tile += TileDiffXY( 1, 0))) { break; } tile += TileDiffXY(0, 1); } else if (hs->building_flags & TILE_SIZE_2x1) { if (CheckBuildHouseMode(tile + TileDiffXY(1, 0), slope, 0)) break; if (CheckBuildHouseMode(tile + TileDiffXY(-1, 0), slope, 1)) { tile += TileDiffXY(-1, 0); break; } } else if (hs->building_flags & TILE_SIZE_1x2) { if (CheckBuildHouseMode(tile + TileDiffXY(0, 1), slope, 2)) break; if (CheckBuildHouseMode(tile + TileDiffXY(0, -1), slope, 3)) { tile += TileDiffXY(0, -1); break; } } else { break; } } } t->num_houses++; IncreaseBuildingCount(t, house); /* Special houses that there can be only one of. */ t->flags12 |= oneof; { byte construction_counter = 0, construction_stage = 0; if (_generating_world) { uint32 r = Random(); construction_stage = TOWN_HOUSE_COMPLETED; if (CHANCE16(1, 7)) construction_stage = GB(r, 0, 2); if (construction_stage == TOWN_HOUSE_COMPLETED) { ChangePopulation(t, hs->population); } else { construction_counter = GB(r, 2, 2); } } MakeTownHouse(tile, t->index, construction_counter, construction_stage, house, VehicleRandomBits()); } } static bool BuildTownHouse(Town *t, TileIndex tile) { CommandCost r; if (IsSteepSlope(GetTileSlope(tile, NULL))) return false; if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false; r = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR); if (CmdFailed(r)) return false; DoBuildTownHouse(t, tile); return true; } static void DoClearTownHouseHelper(TileIndex tile) { assert(IsTileType(tile, MP_HOUSE)); DoClearSquare(tile); DeleteAnimatedTile(tile); } void ClearTownHouse(Town *t, TileIndex tile) { HouseID house = GetHouseType(tile); uint eflags; HouseSpec *hs; assert(IsTileType(tile, MP_HOUSE)); /* need to align the tile to point to the upper left corner of the house */ if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks. if (GetHouseSpecs(house-1)->building_flags & TILE_SIZE_2x1) { house--; tile += TileDiffXY(-1, 0); } else if (GetHouseSpecs(house-1)->building_flags & BUILDING_2_TILES_Y) { house--; tile += TileDiffXY(0, -1); } else if (GetHouseSpecs(house-2)->building_flags & BUILDING_HAS_4_TILES) { house-=2; tile += TileDiffXY(-1, 0); } else if (GetHouseSpecs(house-3)->building_flags & BUILDING_HAS_4_TILES) { house-=3; tile += TileDiffXY(-1, -1); } } hs = GetHouseSpecs(house); /* Remove population from the town if the house is finished. */ if (IsHouseCompleted(tile)) { ChangePopulation(t, -hs->population); } t->num_houses--; DecreaseBuildingCount(t, house); /* Clear flags for houses that only may exist once/town. */ if (hs->building_flags & BUILDING_IS_CHURCH) { CLRBIT(t->flags12, TOWN_HAS_CHURCH); } else if (hs->building_flags & BUILDING_IS_STADIUM) { CLRBIT(t->flags12, TOWN_HAS_STADIUM); } /* Do the actual clearing of tiles */ eflags = hs->building_flags; DoClearTownHouseHelper(tile); if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0)); if (eflags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1)); if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1)); } static bool IsUniqueTownName(const char *name) { const Town *t; char buf[512]; FOR_ALL_TOWNS(t) { SetDParam(0, t->index); GetString(buf, STR_TOWN, lastof(buf)); if (strcmp(buf, name) == 0) return false; } return true; } /** Rename a town (server-only). * @param tile unused * @param flags type of operation * @param p1 town ID to rename * @param p2 unused */ CommandCost CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { StringID str; Town *t; if (!IsValidTownID(p1) || StrEmpty(_cmd_text)) return CMD_ERROR; t = GetTown(p1); if (!IsUniqueTownName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE); str = AllocateName(_cmd_text, 4); if (str == 0) return CMD_ERROR; if (flags & DC_EXEC) { DeleteName(t->townnametype); t->townnametype = str; t->townnamegrfid = 0; UpdateTownVirtCoord(t); _town_sort_dirty = true; UpdateAllStationVirtCoord(); MarkWholeScreenDirty(); } else { DeleteName(str); } return CommandCost(); } /** Called from GUI */ void ExpandTown(Town *t) { int amount, n; _generating_world = true; /* The more houses, the faster we grow */ amount = RandomRange(t->num_houses / 10) + 3; t->num_houses += amount; UpdateTownRadius(t); n = amount * 10; do GrowTown(t); while (--n); t->num_houses -= amount; UpdateTownRadius(t); UpdateTownMaxPass(t); _generating_world = false; } extern const byte _town_action_costs[8] = { 2, 4, 9, 35, 48, 53, 117, 175 }; static void TownActionAdvertiseSmall(Town* t) { ModifyStationRatingAround(t->xy, _current_player, 0x40, 10); } static void TownActionAdvertiseMedium(Town* t) { ModifyStationRatingAround(t->xy, _current_player, 0x70, 15); } static void TownActionAdvertiseLarge(Town* t) { ModifyStationRatingAround(t->xy, _current_player, 0xA0, 20); } static void TownActionRoadRebuild(Town* t) { t->road_build_months = 6; SetDParam(0, t->index); SetDParam(1, _current_player); AddNewsItem(STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING, NEWS_FLAGS(NM_NORMAL, NF_TILE, NT_GENERAL, 0), t->xy, 0); } static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id) { PlayerID old; CommandCost r; /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */ if (IsSteepSlope(GetTileSlope(tile, NULL))) return false; if (!IsTileType(tile, MP_HOUSE) && !IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) { return false; } old = _current_player; _current_player = OWNER_NONE; r = DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); _current_player = old; if (CmdFailed(r)) return false; MakeStatue(tile, _current_player, town_id); MarkTileDirtyByTile(tile); return true; } /** * Search callback function for TownActionBuildStatue * @param tile on which to perform the search * @param town_id The town_id for which we want a statue * @return the result of the test */ static bool SearchTileForStatue(TileIndex tile, uint32 town_id) { return DoBuildStatueOfCompany(tile, town_id); } /** * Perform a 9x9 tiles circular search from the center of the town * in order to find a free tile to place a statue * @param t town to search in */ static void TownActionBuildStatue(Town* t) { TileIndex tile = t->xy; if (CircularTileSearch(tile, 9, SearchTileForStatue, t->index)) SETBIT(t->statues, _current_player); // Once found and built, "inform" the Town } static void TownActionFundBuildings(Town* t) { /* Build next tick */ t->grow_counter = 1; /* If we were not already growing */ SETBIT(t->flags12, TOWN_IS_FUNDED); /* And grow for 3 months */ t->fund_buildings_months = 3; } static void TownActionBuyRights(Town* t) { t->exclusive_counter = 12; t->exclusivity = _current_player; ModifyStationRatingAround(t->xy, _current_player, 130, 17); } static void TownActionBribe(Town* t) { if (!RandomRange(15)) { Station *st; /* set as unwanted for 6 months */ t->unwanted[_current_player] = 6; /* set all close by station ratings to 0 */ FOR_ALL_STATIONS(st) { if (st->town == t && st->owner == _current_player) { for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0; } } /* only show errormessage to the executing player. All errors are handled command.c * but this is special, because it can only 'fail' on a DC_EXEC */ if (IsLocalPlayer()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0); /* decrease by a lot! * ChangeTownRating is only for stuff in demolishing. Bribe failure should * be independent of any cheat settings */ if (t->ratings[_current_player] > RATING_BRIBE_DOWN_TO) { t->ratings[_current_player] = RATING_BRIBE_DOWN_TO; } } else { ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM); } } typedef void TownActionProc(Town* t); static TownActionProc * const _town_action_proc[] = { TownActionAdvertiseSmall, TownActionAdvertiseMedium, TownActionAdvertiseLarge, TownActionRoadRebuild, TownActionBuildStatue, TownActionFundBuildings, TownActionBuyRights, TownActionBribe }; extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t); /** Do a town action. * This performs an action such as advertising, building a statue, funding buildings, * but also bribing the town-council * @param tile unused * @param flags type of operation * @param p1 town to do the action at * @param p2 action to perform, @see _town_action_proc for the list of available actions */ CommandCost CmdDoTownAction(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { CommandCost cost; Town *t; if (!IsValidTownID(p1) || p2 > lengthof(_town_action_proc)) return CMD_ERROR; t = GetTown(p1); if (!HASBIT(GetMaskOfTownActions(NULL, _current_player, t), p2)) return CMD_ERROR; SET_EXPENSES_TYPE(EXPENSES_OTHER); cost.AddCost((_price.build_industry >> 8) * _town_action_costs[p2]); if (flags & DC_EXEC) { _town_action_proc[p2](t); InvalidateWindow(WC_TOWN_AUTHORITY, p1); } return cost; } static void UpdateTownGrowRate(Town *t) { int n; Station *st; uint16 m; Player *p; /* Reset player ratings if they're low */ FOR_ALL_PLAYERS(p) { if (p->is_active && t->ratings[p->index] <= 200) { t->ratings[p->index] += 5; } } n = 0; FOR_ALL_STATIONS(st) { if (DistanceSquare(st->xy, t->xy) <= t->radius[0]) { if (st->time_since_load <= 20 || st->time_since_unload <= 20) { n++; if (IsValidPlayer(st->owner) && t->ratings[st->owner] <= 1000-12) t->ratings[st->owner] += 12; } else { if (IsValidPlayer(st->owner) && t->ratings[st->owner] >= -1000+15) t->ratings[st->owner] -= 15; } } } CLRBIT(t->flags12, TOWN_IS_FUNDED); if (_patches.town_growth_rate == 0 && t->fund_buildings_months == 0) return; /** Towns are processed every TOWN_GROWTH_FREQUENCY ticks, and this is the * number of times towns are processed before a new building is built. */ static const uint16 _grow_count_values[2][6] = { { 120, 120, 120, 100, 80, 60 }, ///< Fund new buildings has been activated { 320, 420, 300, 220, 160, 100 } ///< Normal values }; if (t->fund_buildings_months != 0) { m = _grow_count_values[0][min(n, 5)]; t->fund_buildings_months--; } else { m = _grow_count_values[1][min(n, 5)]; if (n == 0 && !CHANCE16(1, 12)) return; } if (_opt.landscape == LT_ARCTIC) { if (TilePixelHeight(t->xy) >= GetSnowLine() && t->act_food == 0 && t->population > 90) return; } else if (_opt.landscape == LT_TROPIC) { if (GetTropicZone(t->xy) == TROPICZONE_DESERT && (t->act_food==0 || t->act_water==0) && t->population > 60) return; } /* Use the normal growth rate values if new buildings have been funded in * this town and the growth rate is set to none. */ uint growth_multiplier = _patches.town_growth_rate != 0 ? _patches.town_growth_rate - 1 : 1; m >>= growth_multiplier; if (t->larger_town) m /= 2; t->growth_rate = m / (t->num_houses / 50 + 1); if (m <= t->grow_counter) t->grow_counter = m; SETBIT(t->flags12, TOWN_IS_FUNDED); } static void UpdateTownAmounts(Town *t) { /* Using +1 here to prevent overflow and division by zero */ t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1); t->max_pass = t->new_max_pass; t->new_max_pass = 0; t->act_pass = t->new_act_pass; t->new_act_pass = 0; t->act_food = t->new_act_food; t->new_act_food = 0; t->act_water = t->new_act_water; t->new_act_water = 0; /* Using +1 here to prevent overflow and division by zero */ t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1); t->max_mail = t->new_max_mail; t->new_max_mail = 0; t->act_mail = t->new_act_mail; t->new_act_mail = 0; InvalidateWindow(WC_TOWN_VIEW, t->index); } static void UpdateTownUnwanted(Town *t) { const Player* p; FOR_ALL_PLAYERS(p) { if (t->unwanted[p->index] > 0) t->unwanted[p->index]--; } } bool CheckIfAuthorityAllows(TileIndex tile) { Town *t; if (!IsValidPlayer(_current_player)) return true; t = ClosestTownFromTile(tile, _patches.dist_local_authority); if (t == NULL) return true; if (t->ratings[_current_player] > -200) return true; _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES; SetDParam(0, t->index); return false; } Town* CalcClosestTownFromTile(TileIndex tile, uint threshold) { Town *t; uint dist, best = threshold; Town *best_town = NULL; FOR_ALL_TOWNS(t) { dist = DistanceManhattan(tile, t->xy); if (dist < best) { best = dist; best_town = t; } } return best_town; } Town *ClosestTownFromTile(TileIndex tile, uint threshold) { if (IsTileType(tile, MP_HOUSE) || ( IsTileType(tile, MP_ROAD) && GetRoadOwner(tile, ROADTYPE_ROAD) == OWNER_TOWN )) { return GetTownByTile(tile); } else { return CalcClosestTownFromTile(tile, threshold); } } void ChangeTownRating(Town *t, int add, int max) { int rating; /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */ if (t == NULL || !IsValidPlayer(_current_player) || (_cheats.magic_bulldozer.value && add < 0)) { return; } SETBIT(t->have_ratings, _current_player); rating = t->ratings[_current_player]; if (add < 0) { if (rating > max) { rating += add; if (rating < max) rating = max; } } else { if (rating < max) { rating += add; if (rating > max) rating = max; } } t->ratings[_current_player] = rating; } /* penalty for removing town-owned stuff */ static const int _default_rating_settings [3][3] = { /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE */ { 0, 128, 384}, ///< Permissive { 48, 192, 480}, ///< Neutral { 96, 384, 768}, ///< Hostile }; bool CheckforTownRating(uint32 flags, Town *t, byte type) { int modemod; /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */ if (t == NULL || !IsValidPlayer(_current_player) || _cheats.magic_bulldozer.value) return true; /* check if you're allowed to remove the street/bridge/tunnel/industry * owned by a town no removal if rating is lower than ... depends now on * difficulty setting. Minimum town rating selected by difficulty level */ modemod = _default_rating_settings[_opt.diff.town_council_tolerance][type]; if (t->ratings[_current_player] < 16 + modemod && !(flags & DC_NO_TOWN_RATING)) { SetDParam(0, t->index); _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES; return false; } return true; } void TownsMonthlyLoop() { Town *t; FOR_ALL_TOWNS(t) { if (t->road_build_months != 0) t->road_build_months--; if (t->exclusive_counter != 0) if (--t->exclusive_counter == 0) t->exclusivity = INVALID_PLAYER; UpdateTownGrowRate(t); UpdateTownAmounts(t); UpdateTownUnwanted(t); } } void InitializeTowns() { Subsidy *s; /* Clean the town pool and create 1 block in it */ _Town_pool.CleanPool(); _Town_pool.AddBlockToPool(); memset(_subsidies, 0, sizeof(_subsidies)); for (s=_subsidies; s != endof(_subsidies); s++) s->cargo_type = CT_INVALID; _cur_town_ctr = 0; _cur_town_iter = 0; _total_towns = 0; _town_sort_dirty = true; } static CommandCost TerraformTile_Town(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new) { if (AutoslopeEnabled()) { HouseID house = GetHouseType(tile); HouseSpec *hs = GetHouseSpecs(house); /* Here we differ from TTDP by checking TILE_NOT_SLOPED */ if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) return _price.terraform; } return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); } extern const TileTypeProcs _tile_type_town_procs = { DrawTile_Town, /* draw_tile_proc */ GetSlopeZ_Town, /* get_slope_z_proc */ ClearTile_Town, /* clear_tile_proc */ GetAcceptedCargo_Town, /* get_accepted_cargo_proc */ GetTileDesc_Town, /* get_tile_desc_proc */ GetTileTrackStatus_Town, /* get_tile_track_status_proc */ ClickTile_Town, /* click_tile_proc */ AnimateTile_Town, /* animate_tile_proc */ TileLoop_Town, /* tile_loop_clear */ ChangeTileOwner_Town, /* change_tile_owner_clear */ NULL, /* get_produced_cargo_proc */ NULL, /* vehicle_enter_tile_proc */ GetFoundation_Town, /* get_foundation_proc */ TerraformTile_Town, /* terraform_tile_proc */ }; /** Save and load of towns. */ static const SaveLoad _town_desc[] = { SLE_CONDVAR(Town, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Town, xy, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Town, population, SLE_FILE_U16 | SLE_VAR_U32, 0, 2), SLE_CONDVAR(Town, population, SLE_UINT32, 3, SL_MAX_VERSION), SLE_VAR(Town, num_houses, SLE_UINT16), SLE_CONDVAR(Town, townnamegrfid, SLE_UINT32, 66, SL_MAX_VERSION), SLE_VAR(Town, townnametype, SLE_UINT16), SLE_VAR(Town, townnameparts, SLE_UINT32), SLE_VAR(Town, flags12, SLE_UINT8), SLE_VAR(Town, statues, SLE_UINT8), /* sort_index_obsolete was stored here in savegame format 0 - 1 */ SLE_CONDNULL(1, 0, 1), SLE_VAR(Town, have_ratings, SLE_UINT8), SLE_ARR(Town, ratings, SLE_INT16, 8), /* failed bribe attempts are stored since savegame format 4 */ SLE_CONDARR(Town, unwanted, SLE_INT8, 8, 4,SL_MAX_VERSION), SLE_CONDVAR(Town, max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, new_max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, new_max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, new_act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, new_act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8), SLE_CONDVAR(Town, max_pass, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, max_mail, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, new_max_pass, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, new_max_mail, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, act_pass, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, act_mail, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, new_act_pass, SLE_UINT32, 9, SL_MAX_VERSION), SLE_CONDVAR(Town, new_act_mail, SLE_UINT32, 9, SL_MAX_VERSION), SLE_VAR(Town, pct_pass_transported, SLE_UINT8), SLE_VAR(Town, pct_mail_transported, SLE_UINT8), SLE_VAR(Town, act_food, SLE_UINT16), SLE_VAR(Town, act_water, SLE_UINT16), SLE_VAR(Town, new_act_food, SLE_UINT16), SLE_VAR(Town, new_act_water, SLE_UINT16), SLE_CONDVAR(Town, time_until_rebuild, SLE_UINT8, 0, 53), SLE_CONDVAR(Town, grow_counter, SLE_UINT8, 0, 53), SLE_CONDVAR(Town, growth_rate, SLE_UINT8, 0, 53), SLE_CONDVAR(Town, time_until_rebuild, SLE_UINT16, 54, SL_MAX_VERSION), SLE_CONDVAR(Town, grow_counter, SLE_UINT16, 54, SL_MAX_VERSION), SLE_CONDVAR(Town, growth_rate, SLE_INT16, 54, SL_MAX_VERSION), SLE_VAR(Town, fund_buildings_months, SLE_UINT8), SLE_VAR(Town, road_build_months, SLE_UINT8), SLE_VAR(Town, exclusivity, SLE_UINT8), SLE_VAR(Town, exclusive_counter, SLE_UINT8), SLE_CONDVAR(Town, larger_town, SLE_BOOL, 56, SL_MAX_VERSION), /* reserve extra space in savegame here. (currently 30 bytes) */ SLE_CONDNULL(30, 2, SL_MAX_VERSION), SLE_END() }; /* Save and load the mapping between the house id on the map, and the grf file * it came from. */ static const SaveLoad _house_id_mapping_desc[] = { SLE_VAR(EntityIDMapping, grfid, SLE_UINT32), SLE_VAR(EntityIDMapping, entity_id, SLE_UINT8), SLE_VAR(EntityIDMapping, substitute_id, SLE_UINT8), SLE_END() }; static void Save_HOUSEIDS() { uint j = _house_mngr.GetMaxMapping(); for (uint i = 0; i < j; i++) { SlSetArrayIndex(i); SlObject(&_house_mngr.mapping_ID[i], _house_id_mapping_desc); } } static void Load_HOUSEIDS() { int index; _house_mngr.ResetMapping(); uint max_id = _house_mngr.GetMaxMapping(); while ((index = SlIterateArray()) != -1) { if ((uint)index >= max_id) break; SlObject(&_house_mngr.mapping_ID[index], _house_id_mapping_desc); } } static void Save_TOWN() { Town *t; FOR_ALL_TOWNS(t) { SlSetArrayIndex(t->index); SlObject(t, _town_desc); } } static void Load_TOWN() { int index; _total_towns = 0; while ((index = SlIterateArray()) != -1) { Town *t = new (index) Town(); SlObject(t, _town_desc); _total_towns++; } /* This is to ensure all pointers are within the limits of * the size of the TownPool */ if (_cur_town_ctr > GetMaxTownIndex()) _cur_town_ctr = 0; } void AfterLoadTown() { Town *t; FOR_ALL_TOWNS(t) { UpdateTownRadius(t); UpdateTownVirtCoord(t); } _town_sort_dirty = true; } extern const ChunkHandler _town_chunk_handlers[] = { { 'HIDS', Save_HOUSEIDS, Load_HOUSEIDS, CH_ARRAY }, { 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST}, }; void ResetHouses() { memset(&_house_specs, 0, sizeof(_house_specs)); memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs)); }