/* $Id$ */ /** @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" /** * Called if a new block is added to the town-pool */ static void TownPoolNewBlock(uint start_item) { Town *t; /* We don't use FOR_ALL here, because FOR_ALL skips invalid items. * TODO - This is just a temporary stage, this will be removed. */ for (t = GetTown(start_item); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) t->index = start_item++; } /* Initialize the town-pool */ DEFINE_OLD_POOL(Town, Town, TownPoolNewBlock, NULL) /** * Removes a specific town as well as all industries * under its "juridiction" * @param t Town to remove */ void DestroyTown(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; _total_towns--; /* Delete all industries belonging to the town */ FOR_ALL_INDUSTRIES(i) if (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 (GetTownByTile(tile) == t) DoCommand(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) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); break; default: break; } } DeleteName(t->townnametype); DeleteSubsidyWithTown(t->index); MarkWholeScreenDirty(); } // 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; } /** * 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, ti->tileh); 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) { if (HASBIT(_transparent_opt, TO_HOUSES)) { SETBIT(image, PALETTE_MODIFIER_TRANSPARENT); pal = PALETTE_TO_TRANSPARENT; } else { pal = dcts->building.pal; } AddSortableSpriteToDraw(image, pal, ti->x + dcts->subtile_x, ti->y + dcts->subtile_y, dcts->width + 1, dcts->height + 1, dcts->dz, ti->z ); 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 Slope GetSlopeTileh_Town(TileIndex tile, Slope tileh) { return SLOPE_FLAT; } /** * 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 * @param t Town requesting repaint */ 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_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 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} }; /** * Distance multiplyer * Defines the possible distances between 2 road tiles */ enum RoadBlockTitleDistance { RB_TILE_DIST1 = 1, ///< 1 tile between RB_TILE_DIST2, ///< 2 tiles between }; 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)); } } static RoadBits GetTownRoadMask(TileIndex tile) { TrackBits b = GetAnyRoadTrackBits(tile, ROADTYPE_ROAD); RoadBits r = ROAD_NONE; 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 */ static bool NeighborIsRoadTile(TileIndex tile, int dir, RoadBlockTitleDistance dist_multi) { return (HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * ToTileIndexDiff(_roadblock_tileadd[dir + 1]))), dir ^ 2) || HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * ToTileIndexDiff(_roadblock_tileadd[dir + 3]))), dir ^ 2) || HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * (ToTileIndexDiff(_roadblock_tileadd[dir + 1]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2])))), dir) || HASBIT(GetTownRoadMask(TILE_ADD(tile, dist_multi * (ToTileIndexDiff(_roadblock_tileadd[dir + 3]) + ToTileIndexDiff(_roadblock_tileadd[dir + 2])))), dir)); } static bool IsRoadAllowedHere(TileIndex tile, int dir) { if (TileX(tile) < 1 || TileY(tile) < 1 || MapMaxX() <= TileX(tile) || MapMaxY() <= TileY(tile)) return false; Slope k; Slope 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 (GetAnyRoadTrackBits(tile, ROADTYPE_ROAD) == 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 (CmdFailed(DoCommand(tile, (dir & 1 ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) && CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR))) return false; } slope = GetTileSlope(tile, NULL); if (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 !NeighborIsRoadTile(tile, dir, RB_TILE_DIST1); case TL_BETTER_ROADS: /* Disallow the road if any neighboring tile has a road (distance: 1 and 2). */ return !(NeighborIsRoadTile(tile, dir, RB_TILE_DIST1) || NeighborIsRoadTile(tile, dir, RB_TILE_DIST2)); } } /* If the tile is not a slope in the right direction, then * maybe terraform some. */ k = (dir & 1) ? SLOPE_NE : SLOPE_NW; if (k != slope && ComplementSlope(k) != slope) { uint32 r = Random(); if (CHANCE16I(1, 8, r) && !_generating_world) { CommandCost res; if (CHANCE16I(1, 16, r)) { res = DoCommand(tile, slope, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); } else { res = DoCommand(tile, 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 * @return the RoadBit of the current tile regarding * the selected town layout */ static RoadBits GetTownRoadGridElement(Town* t, TileIndex tile) { /* align the grid to the downtown */ TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); ///< Vector from downtown to the tile /* lx, ly description: * @li lx and ly are true if the tile is a crossing tile. * @li lx xor ly are true if the tile is a straight road tile. * @li lx and ly are false if the tile is a house tile. */ bool lx, ly; switch (_patches.town_layout) { default: NOT_REACHED(); case TL_2X2_GRID: lx = ((grid_pos.x % 3) == 0); ly = ((grid_pos.y % 3) == 0); break; case TL_3X3_GRID: lx = ((grid_pos.x % 4) == 0); ly = ((grid_pos.y % 4) == 0); break; } /* generate the basic grid structure */ if (!lx && !ly) { ///< It is a house tile return ROAD_NONE; } else if (lx && !ly) { ///< It is a Y-dir road tile return ROAD_Y; } else if (!lx && ly) { ///< It is a X-dir road tile return ROAD_X; } else { ///< It is a crossing tile /* Presets for junctions on slopes * not nice :( */ switch (GetTileSlope(tile, NULL)) { case SLOPE_W: return ROAD_NW | ROAD_SW; case SLOPE_S: return ROAD_SE | ROAD_SW; case SLOPE_SW: return ROAD_Y | ROAD_SW; case SLOPE_E: return ROAD_NE | ROAD_SE; case SLOPE_SE: return ROAD_X | ROAD_SE; case SLOPE_N: return ROAD_NW | ROAD_NE; case SLOPE_NW: return ROAD_X | ROAD_NW; case SLOPE_NE: return ROAD_Y | ROAD_NE; case SLOPE_STEEP_W: case SLOPE_STEEP_N: return ROAD_X; case SLOPE_STEEP_S: case SLOPE_STEEP_E: return ROAD_Y; default: return ROAD_ALL; } } } /** * Check there are enougth 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 NeighborsAreHouseTiles(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 (uint i = 0; i < 4; i++) { if (IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[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 current tile * @param mask current tiles RoadBits * @param block road block * @param t1 current town */ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town* t1) { RoadBits rcmd; TileIndex tmptile; DiagDirection i; int j; TileIndex tile = *tile_ptr; TILE_ASSERT(tile); if (mask == 0) { int a; int b; /* 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); if (rcmd == ROAD_NONE) { return; } break; case TL_BETTER_ROADS: case TL_ORIGINAL: 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 = (RoadBits)((1 << a) + (1 << b)); break; } } else if (block < 5 && !HASBIT(mask, block ^ 2)) { /* Continue building on a partial road. * Always OK. */ _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); break; case TL_BETTER_ROADS: case TL_ORIGINAL: rcmd = (RoadBits)(1 << (block ^ 2)); break; } } else { int i; bool allow_house = false; TileIndex tmptile2; /* 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. */ 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 (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 = TILE_ADD(tmptile, ToTileIndexDiff(_roadblock_tileadd[i])); if (NeighborsAreHouseTiles(tmptile2) && BuildTownHouse(t1, tmptile2)) { _grow_town_result = -1; } case TL_2X2_GRID: rcmd = GetTownRoadGridElement(t1, tmptile); allow_house = (rcmd == ROAD_NONE); break; case TL_BETTER_ROADS: /* Use original afterwards! */ /* Fill gap if house has enougth neighbors */ tmptile2 = TILE_ADD(tmptile, ToTileIndexDiff(_roadblock_tileadd[i])); if (NeighborsAreHouseTiles(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. */ allow_house = (!IsRoadAllowedHere(tmptile, i) || 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; rcmd = (RoadBits)(1 << i); } /* Return if a water tile */ if (IsClearWaterTile(tile)) return; /* Determine direction of slope, * and build a road if not a special slope. */ switch (GetTileSlope(tile, NULL)) { case SLOPE_SW: i = DIAGDIR_NE; break; case SLOPE_SE: i = DIAGDIR_NW; break; case SLOPE_NW: i = DIAGDIR_SE; break; case SLOPE_NE: i = 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 == ROAD_X && (i == DIAGDIR_NW || i == DIAGDIR_SE)) || (rcmd == ROAD_Y && (i == DIAGDIR_NE || i == DIAGDIR_SW))) { goto build_road_and_exit; } 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 + TileOffsByDiagDir(i)); } while (IsClearWaterTile(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 (CmdSucceeded(DoCommand(tile, tmptile, bridge_type | ((0x80 | ROADTYPES_ROAD) << 8), DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE))) _grow_town_result = -1; /* obviously, if building any bridge would fail, there is no need to try other bridge-types */ return; } } while (--j != 0); } } /** 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) { int block = 5; // special case 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 { /* Get a bitmask of the road blocks on a tile */ RoadBits 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 */ ClrBitT(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) && 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. */ 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)((1 << a) + (1 << b)); } /** Grow the town * @Return true if a house was built, or no if the build failed. */ static bool GrowTown(Town *t) { TileIndex tile; const TileIndexDiffC *ptr; 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} }; /* 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; } /* 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 (GetAnyRoadTrackBits(tile, ROADTYPE_ROAD) != 0) { 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; /* clear the town struct */ i = t->index; memset(t, 0, sizeof(Town)); t->index = i; _total_towns++; 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); } static Town *AllocateTown() { Town *t; /* We don't use FOR_ALL here, because FOR_ALL skips invalid items. * TODO - This is just a temporary stage, this will be removed. */ for (t = GetTown(0); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) { if (!IsValidTown(t)) { TownID index = 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 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) { Town *t; 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 */ 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, (TownSizeMode)p2, p1); _generating_world = false; } 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 = AllocateTown(); 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)); } /** 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) || _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 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; if (GetTileSlope(tile, NULL) != SLOPE_FLAT) 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_STREET) && 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 */ 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; } 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 */ 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, 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; if (!AddBlockIfNeeded(&_Town_pool, index)) error("Towns: failed loading savegame: too many towns"); t = GetTown(index); 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)); }