OpenTTD Source: src/town_cmd.cpp Source File

OpenTTD Source 12.2

town_cmd.cpp
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1 /*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
7
10 #include "stdafx.h"
11 #include "road.h"
12 #include "road_internal.h" /* Cleaning up road bits */
13 #include "road_cmd.h"
14 #include "landscape.h"
15 #include "viewport_func.h"
16 #include "viewport_kdtree.h"
17 #include "cmd_helper.h"
18 #include "command_func.h"
19 #include "industry.h"
20 #include "station_base.h"
21 #include "station_kdtree.h"
22 #include "company_base.h"
23 #include "news_func.h"
24 #include "error.h"
25 #include "object.h"
26 #include "genworld.h"
27 #include "newgrf_debug.h"
28 #include "newgrf_house.h"
29 #include "newgrf_text.h"
30 #include "autoslope.h"
31 #include "tunnelbridge_map.h"
32 #include "strings_func.h"
33 #include "window_func.h"
34 #include "string_func.h"
35 #include "newgrf_cargo.h"
36 #include "cheat_type.h"
37 #include "animated_tile_func.h"
38 #include "date_func.h"
39 #include "subsidy_func.h"
40 #include "core/pool_func.hpp"
41 #include "town.h"
42 #include "town_kdtree.h"
43 #include "townname_func.h"
44 #include "core/random_func.hpp"
45 #include "core/backup_type.hpp"
46 #include "depot_base.h"
47 #include "object_map.h"
48 #include "object_base.h"
49 #include "ai/ai.hpp"
50 #include "game/game.hpp"
51
52 #include "table/strings.h"
53 #include "table/town_land.h"
54
55 #include "safeguards.h"
56
57 TownID _new_town_id;
58
59 /* Initialize the town-pool */
60 TownPool _town_pool("Town");
61 INSTANTIATE_POOL_METHODS(Town)
62
63
64 TownKdtree _town_kdtree(&Kdtree_TownXYFunc);
65
66 void RebuildTownKdtree()
67 {
68 std::vector<TownID> townids;
69 for (const Town *town : Town::Iterate()) {
70 townids.push_back(town->index);
71 }
72 _town_kdtree.Build(townids.begin(), townids.end());
73 }
74
75
85 static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
86 {
87 if (!IsTileOwner(tile, OWNER_TOWN)) return false;
88
89 TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(tile)));
90 bool town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
91
92 if (!town_owned) {
93 /* Or other adjacent road */
94 TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(GetOtherTunnelBridgeEnd(tile))));
95 town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
96 }
97
98 return town_owned;
99 }
100
101 Town::~Town()
102 {
103 if (CleaningPool()) return;
104
105 /* Delete town authority window
106 * and remove from list of sorted towns */
107 CloseWindowById(WC_TOWN_VIEW, this->index);
108
109 #ifdef WITH_ASSERT
110 /* Check no industry is related to us. */
111 for (const Industry *i : Industry::Iterate()) {
112 assert(i->town != this);
113 }
114
115 /* ... and no object is related to us. */
116 for (const Object *o : Object::Iterate()) {
117 assert(o->town != this);
118 }
119 #endif /* WITH_ASSERT */
120
121 /* Check no tile is related to us. */
122 for (TileIndex tile = 0; tile < MapSize(); ++tile) {
123 switch (GetTileType(tile)) {
124 case MP_HOUSE:
125 assert(GetTownIndex(tile) != this->index);
126 break;
127
128 case MP_ROAD:
129 assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
130 break;
131
132 case MP_TUNNELBRIDGE:
133 assert(!TestTownOwnsBridge(tile, this));
134 break;
135
136 default:
137 break;
138 }
139 }
140
141 /* Clear the persistent storage list. */
142 this->psa_list.clear();
143
144 DeleteSubsidyWith(ST_TOWN, this->index);
145 DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
146 CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
147 MarkWholeScreenDirty();
148 }
149
150
156 void Town::PostDestructor(size_t index)
157 {
158 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
159 UpdateNearestTownForRoadTiles(false);
160
161 /* Give objects a new home! */
162 for (Object *o : Object::Iterate()) {
163 if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
164 }
165 }
166
170 void Town::InitializeLayout(TownLayout layout)
171 {
172 if (layout != TL_RANDOM) {
173 this->layout = layout;
174 return;
175 }
176
177 this->layout = static_cast<TownLayout>(TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1));
178 }
179
184 /* static */ Town *Town::GetRandom()
185 {
186 if (Town::GetNumItems() == 0) return nullptr;
187 int num = RandomRange((uint16)Town::GetNumItems());
188 size_t index = MAX_UVALUE(size_t);
189
190 while (num >= 0) {
191 num--;
192 index++;
193
194 /* Make sure we have a valid town */
195 while (!Town::IsValidID(index)) {
196 index++;
197 assert(index < Town::GetPoolSize());
198 }
199 }
200
201 return Town::Get(index);
202 }
203
204 void Town::FillCachedName() const
205 {
206 char buf[MAX_LENGTH_TOWN_NAME_CHARS * MAX_CHAR_LENGTH];
207 char *end = GetTownName(buf, this, lastof(buf));
208 this->cached_name.assign(buf, end);
209 }
210
215 Money HouseSpec::GetRemovalCost() const
216 {
217 return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
218 }
219
220 /* Local */
221 static int _grow_town_result;
222
223 /* Describe the possible states */
224 enum TownGrowthResult {
225 GROWTH_SUCCEED = -1,
226 GROWTH_SEARCH_STOPPED = 0
227 // GROWTH_SEARCH_RUNNING >= 1
228 };
229
230 static bool BuildTownHouse(Town *t, TileIndex tile);
231 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
232
233 static void TownDrawHouseLift(const TileInfo *ti)
234 {
235 AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
236 }
237
238 typedef void TownDrawTileProc(const TileInfo *ti);
239 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
240 TownDrawHouseLift
241 };
242
248 static inline DiagDirection RandomDiagDir()
249 {
250 return (DiagDirection)(3 & Random());
251 }
252
258 static void DrawTile_Town(TileInfo *ti)
259 {
260 HouseID house_id = GetHouseType(ti->tile);
261
262 if (house_id >= NEW_HOUSE_OFFSET) {
263 /* Houses don't necessarily need new graphics. If they don't have a
264 * spritegroup associated with them, then the sprite for the substitute
265 * house id is drawn instead. */
266 if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != nullptr) {
267 DrawNewHouseTile(ti, house_id);
268 return;
269 } else {
270 house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
271 }
272 }
273
274 /* Retrieve pointer to the draw town tile struct */
275 const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
276
277 if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
278
279 DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
280
281 /* If houses are invisible, do not draw the upper part */
282 if (IsInvisibilitySet(TO_HOUSES)) return;
283
284 /* Add a house on top of the ground? */
285 SpriteID image = dcts->building.sprite;
286 if (image != 0) {
287 AddSortableSpriteToDraw(image, dcts->building.pal,
288 ti->x + dcts->subtile_x,
289 ti->y + dcts->subtile_y,
290 dcts->width,
291 dcts->height,
292 dcts->dz,
293 ti->z,
294 IsTransparencySet(TO_HOUSES)
295 );
296
297 if (IsTransparencySet(TO_HOUSES)) return;
298 }
299
300 {
301 int proc = dcts->draw_proc - 1;
302
303 if (proc >= 0) _town_draw_tile_procs[proc](ti);
304 }
305 }
306
307 static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
308 {
309 return GetTileMaxPixelZ(tile);
310 }
311
313 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
314 {
315 HouseID hid = GetHouseType(tile);
316
317 /* For NewGRF house tiles we might not be drawing a foundation. We need to
318 * account for this, as other structures should
319 * draw the wall of the foundation in this case.
320 */
321 if (hid >= NEW_HOUSE_OFFSET) {
322 const HouseSpec *hs = HouseSpec::Get(hid);
323 if (hs->grf_prop.spritegroup[0] != nullptr && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
324 uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
325 if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
326 }
327 }
328 return FlatteningFoundation(tileh);
329 }
330
337 static void AnimateTile_Town(TileIndex tile)
338 {
339 if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
340 AnimateNewHouseTile(tile);
341 return;
342 }
343
344 if (_tick_counter & 3) return;
345
346 /* If the house is not one with a lift anymore, then stop this animating.
347 * Not exactly sure when this happens, but probably when a house changes.
348 * Before this was just a return...so it'd leak animated tiles..
349 * That bug seems to have been here since day 1?? */
350 if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
351 DeleteAnimatedTile(tile);
352 return;
353 }
354
355 if (!LiftHasDestination(tile)) {
356 uint i;
357
358 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
359 * This is due to the fact that the first floor is, in the graphics,
360 * the height of 2 'normal' floors.
361 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
362 do {
363 i = RandomRange(7);
364 } while (i == 1 || i * 6 == GetLiftPosition(tile));
365
366 SetLiftDestination(tile, i);
367 }
368
369 int pos = GetLiftPosition(tile);
370 int dest = GetLiftDestination(tile) * 6;
371 pos += (pos < dest) ? 1 : -1;
372 SetLiftPosition(tile, pos);
373
374 if (pos == dest) {
375 HaltLift(tile);
376 DeleteAnimatedTile(tile);
377 }
378
379 MarkTileDirtyByTile(tile);
380 }
381
388 static bool IsCloseToTown(TileIndex tile, uint dist)
389 {
390 if (_town_kdtree.Count() == 0) return false;
391 Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
392 return DistanceManhattan(tile, t->xy) < dist;
393 }
394
399 void Town::UpdateVirtCoord()
400 {
401 Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
402
403 if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));
404
405 SetDParam(0, this->index);
406 SetDParam(1, this->cache.population);
407 this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
408 _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
409 STR_VIEWPORT_TOWN);
410
411 _viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));
412
413 SetWindowDirty(WC_TOWN_VIEW, this->index);
414 }
415
417 void UpdateAllTownVirtCoords()
418 {
419 for (Town *t : Town::Iterate()) {
420 t->UpdateVirtCoord();
421 }
422 }
423
424 void ClearAllTownCachedNames()
425 {
426 for (Town *t : Town::Iterate()) {
427 t->cached_name.clear();
428 }
429 }
430
436 static void ChangePopulation(Town *t, int mod)
437 {
438 t->cache.population += mod;
439 InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
440 if (_settings_client.gui.population_in_label) t->UpdateVirtCoord();
441
442 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_POPULATION_CHANGE);
443 }
444
450 uint32 GetWorldPopulation()
451 {
452 uint32 pop = 0;
453 for (const Town *t : Town::Iterate()) pop += t->cache.population;
454 return pop;
455 }
456
464 static void RemoveNearbyStations(Town *t, TileIndex tile, BuildingFlags flags)
465 {
466 for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
467 const Station *st = *it;
468
469 bool covers_area = st->TileIsInCatchment(tile);
470 if (flags & BUILDING_2_TILES_Y) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(0, 1));
471 if (flags & BUILDING_2_TILES_X) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 0));
472 if (flags & BUILDING_HAS_4_TILES) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 1));
473
474 if (covers_area && !st->CatchmentCoversTown(t->index)) {
475 it = t->stations_near.erase(it);
476 } else {
477 ++it;
478 }
479 }
480 }
481
486 static void MakeSingleHouseBigger(TileIndex tile)
487 {
488 assert(IsTileType(tile, MP_HOUSE));
489
490 /* progress in construction stages */
491 IncHouseConstructionTick(tile);
492 if (GetHouseConstructionTick(tile) != 0) return;
493
494 AnimateNewHouseConstruction(tile);
495
496 if (IsHouseCompleted(tile)) {
497 /* Now that construction is complete, we can add the population of the
498 * building to the town. */
499 ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
500 ResetHouseAge(tile);
501 }
502 MarkTileDirtyByTile(tile);
503 }
504
509 static void MakeTownHouseBigger(TileIndex tile)
510 {
511 uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
512 if (flags & BUILDING_HAS_1_TILE) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
513 if (flags & BUILDING_2_TILES_Y) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
514 if (flags & BUILDING_2_TILES_X) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
515 if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
516 }
517
524 static void TileLoop_Town(TileIndex tile)
525 {
526 HouseID house_id = GetHouseType(tile);
527
528 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
529 * doesn't exist any more, so don't continue here. */
530 if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
531
532 if (!IsHouseCompleted(tile)) {
533 /* Construction is not completed. See if we can go further in construction*/
534 MakeTownHouseBigger(tile);
535 return;
536 }
537
538 const HouseSpec *hs = HouseSpec::Get(house_id);
539
540 /* If the lift has a destination, it is already an animated tile. */
541 if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
542 house_id < NEW_HOUSE_OFFSET &&
543 !LiftHasDestination(tile) &&
544 Chance16(1, 2)) {
545 AddAnimatedTile(tile);
546 }
547
548 Town *t = Town::GetByTile(tile);
549 uint32 r = Random();
550
551 StationFinder stations(TileArea(tile, 1, 1));
552
553 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
554 for (uint i = 0; i < 256; i++) {
555 uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
556
557 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
558
559 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
560 if (cargo == CT_INVALID) continue;
561
562 uint amt = GB(callback, 0, 8);
563 if (amt == 0) continue;
564
565 uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
566
567 const CargoSpec *cs = CargoSpec::Get(cargo);
568 t->supplied[cs->Index()].new_max += amt;
569 t->supplied[cs->Index()].new_act += moved;
570 }
571 } else {
572 switch (_settings_game.economy.town_cargogen_mode) {
573 case TCGM_ORIGINAL:
574 /* Original (quadratic) cargo generation algorithm */
575 if (GB(r, 0, 8) < hs->population) {
576 uint amt = GB(r, 0, 8) / 8 + 1;
577
578 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
579 t->supplied[CT_PASSENGERS].new_max += amt;
580 t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
581 }
582
583 if (GB(r, 8, 8) < hs->mail_generation) {
584 uint amt = GB(r, 8, 8) / 8 + 1;
585
586 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
587 t->supplied[CT_MAIL].new_max += amt;
588 t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
589 }
590 break;
591
592 case TCGM_BITCOUNT:
593 /* Binomial distribution per tick, by a series of coin flips */
594 /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
595 * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
596 if (GB(_tick_counter, 8, 2) == GB(tile, 0, 2)) {
597 /* Make a bitmask with up to 32 bits set, one for each potential pax */
598 int genmax = (hs->population + 7) / 8;
599 uint32 genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
600 /* Mask random value by potential pax and count number of actual pax */
601 uint amt = CountBits(r & genmask);
602 /* Adjust and apply */
603 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
604 t->supplied[CT_PASSENGERS].new_max += amt;
605 t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
606
607 /* Do the same for mail, with a fresh random */
608 r = Random();
609 genmax = (hs->mail_generation + 7) / 8;
610 genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
611 amt = CountBits(r & genmask);
612 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
613 t->supplied[CT_MAIL].new_max += amt;
614 t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
615 }
616 break;
617
618 default:
619 NOT_REACHED();
620 }
621 }
622
623 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
624
625 if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
626 HasBit(t->flags, TOWN_IS_GROWING) &&
627 CanDeleteHouse(tile) &&
628 GetHouseAge(tile) >= hs->minimum_life &&
629 --t->time_until_rebuild == 0) {
630 t->time_until_rebuild = GB(r, 16, 8) + 192;
631
632 ClearTownHouse(t, tile);
633
634 /* Rebuild with another house? */
635 if (GB(r, 24, 8) >= 12) {
636 /* If we are multi-tile houses, make sure to replace the house
637 * closest to city center. If we do not do this, houses tend to
638 * wander away from roads and other houses. */
639 if (hs->building_flags & BUILDING_HAS_2_TILES) {
640 /* House tiles are always the most north tile. Move the new
641 * house to the south if we are north of the city center. */
642 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
643 int x = Clamp(grid_pos.x, 0, 1);
644 int y = Clamp(grid_pos.y, 0, 1);
645
646 if (hs->building_flags & TILE_SIZE_2x2) {
647 tile = TILE_ADDXY(tile, x, y);
648 } else if (hs->building_flags & TILE_SIZE_1x2) {
649 tile = TILE_ADDXY(tile, 0, y);
650 } else if (hs->building_flags & TILE_SIZE_2x1) {
651 tile = TILE_ADDXY(tile, x, 0);
652 }
653 }
654
655 BuildTownHouse(t, tile);
656 }
657 }
658
659 cur_company.Restore();
660 }
661
662 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
663 {
664 if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
665 if (!CanDeleteHouse(tile)) return CMD_ERROR;
666
667 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
668
669 CommandCost cost(EXPENSES_CONSTRUCTION);
670 cost.AddCost(hs->GetRemovalCost());
671
672 int rating = hs->remove_rating_decrease;
673 Town *t = Town::GetByTile(tile);
674
675 if (Company::IsValidID(_current_company)) {
676 if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
677 SetDParam(0, t->index);
678 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
679 }
680 }
681
682 ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
683 if (flags & DC_EXEC) {
684 ClearTownHouse(t, tile);
685 }
686
687 return cost;
688 }
689
690 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
691 {
692 HouseID house_id = GetHouseType(tile);
693 const HouseSpec *hs = HouseSpec::Get(house_id);
694 Town *t = Town::GetByTile(tile);
695
696 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
697 for (uint i = 0; i < 256; i++) {
698 uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
699
700 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
701
702 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
703
704 if (cargo == CT_INVALID) continue;
705 produced[cargo]++;
706 }
707 } else {
708 if (hs->population > 0) {
709 produced[CT_PASSENGERS]++;
710 }
711 if (hs->mail_generation > 0) {
712 produced[CT_MAIL]++;
713 }
714 }
715 }
716
717 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, CargoTypes *always_accepted)
718 {
719 if (cargo == CT_INVALID || amount == 0) return;
720 acceptance[cargo] += amount;
721 SetBit(*always_accepted, cargo);
722 }
723
724 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes *always_accepted)
725 {
726 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
727 CargoID accepts[lengthof(hs->accepts_cargo)];
728
729 /* Set the initial accepted cargo types */
730 for (uint8 i = 0; i < lengthof(accepts); i++) {
731 accepts[i] = hs->accepts_cargo[i];
732 }
733
734 /* Check for custom accepted cargo types */
735 if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
736 uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
737 if (callback != CALLBACK_FAILED) {
738 /* Replace accepted cargo types with translated values from callback */
739 accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
740 accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
741 accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
742 }
743 }
744
745 /* Check for custom cargo acceptance */
746 if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
747 uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
748 if (callback != CALLBACK_FAILED) {
749 AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
750 AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
751 if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
752 /* The 'S' bit indicates food instead of goods */
753 AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
754 } else {
755 AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
756 }
757 return;
758 }
759 }
760
761 /* No custom acceptance, so fill in with the default values */
762 for (uint8 i = 0; i < lengthof(accepts); i++) {
763 AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
764 }
765 }
766
767 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
768 {
769 const HouseID house = GetHouseType(tile);
770 const HouseSpec *hs = HouseSpec::Get(house);
771 bool house_completed = IsHouseCompleted(tile);
772
773 td->str = hs->building_name;
774
775 uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
776 if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
777 if (callback_res > 0x400) {
778 ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
779 } else {
780 StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
781 if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
782 td->str = new_name;
783 }
784 }
785 }
786
787 if (!house_completed) {
788 SetDParamX(td->dparam, 0, td->str);
789 td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
790 }
791
792 if (hs->grf_prop.grffile != nullptr) {
793 const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
794 td->grf = gc->GetName();
795 }
796
797 td->owner[0] = OWNER_TOWN;
798 }
799
800 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
801 {
802 /* not used */
803 return 0;
804 }
805
806 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
807 {
808 /* not used */
809 }
810
811 static bool GrowTown(Town *t);
812
813 static void TownTickHandler(Town *t)
814 {
815 if (HasBit(t->flags, TOWN_IS_GROWING)) {
816 int i = (int)t->grow_counter - 1;
817 if (i < 0) {
818 if (GrowTown(t)) {
819 i = t->growth_rate;
820 } else {
821 /* If growth failed wait a bit before retrying */
822 i = std::min<uint16>(t->growth_rate, TOWN_GROWTH_TICKS - 1);
823 }
824 }
825 t->grow_counter = i;
826 }
827 }
828
829 void OnTick_Town()
830 {
831 if (_game_mode == GM_EDITOR) return;
832
833 for (Town *t : Town::Iterate()) {
834 TownTickHandler(t);
835 }
836 }
837
846 static RoadBits GetTownRoadBits(TileIndex tile)
847 {
848 if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
849
850 return GetAnyRoadBits(tile, RTT_ROAD, true);
851 }
852
853 RoadType GetTownRoadType(const Town *t)
854 {
855 RoadType best_rt = ROADTYPE_ROAD;
856 const RoadTypeInfo *best = nullptr;
857 const uint16 assume_max_speed = 50;
858
859 for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
860 if (RoadTypeIsTram(rt)) continue;
861
862 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
863
864 /* Unused road type. */
865 if (rti->label == 0) continue;
866
867 /* Can town build this road. */
868 if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue;
869
870 /* Not yet introduced at this date. */
871 if (IsInsideMM(rti->introduction_date, 0, MAX_DAY) && rti->introduction_date > _date) continue;
872
873 if (best != nullptr) {
874 if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
875 }
876
877 best_rt = rt;
878 best = rti;
879 }
880
881 return best_rt;
882 }
883
894 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
895 {
896 if (!IsValidTile(tile)) return false;
897
898 /* Lookup table for the used diff values */
899 const TileIndexDiff tid_lt[3] = {
900 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
901 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
902 TileOffsByDiagDir(ReverseDiagDir(dir)),
903 };
904
905 dist_multi = (dist_multi + 1) * 4;
906 for (uint pos = 4; pos < dist_multi; pos++) {
907 /* Go (pos / 4) tiles to the left or the right */
908 TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
909
910 /* Use the current tile as origin, or go one tile backwards */
911 if (pos & 2) cur += tid_lt[2];
912
913 /* Test for roadbit parallel to dir and facing towards the middle axis */
914 if (IsValidTile(tile + cur) &&
915 GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
916 }
917 return false;
918 }
919
928 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
929 {
930 if (DistanceFromEdge(tile) == 0) return false;
931
932 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
933 if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
934
935 /* Check if there already is a road at this point? */
936 if (GetTownRoadBits(tile) == ROAD_NONE) {
937 /* No, try if we are able to build a road piece there.
938 * If that fails clear the land, and if that fails exit.
939 * This is to make sure that we can build a road here later. */
940 RoadType rt = GetTownRoadType(t);
941 if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X) | (rt << 4), 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Failed() &&
942 DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Failed()) {
943 return false;
944 }
945 }
946
947 Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile) : GetTileSlope(tile);
948 bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
949 if (cur_slope == SLOPE_FLAT) return ret;
950
951 /* If the tile is not a slope in the right direction, then
952 * maybe terraform some. */
953 Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
954 if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
955 if (Chance16(1, 8)) {
956 CommandCost res = CMD_ERROR;
957 if (!_generating_world && Chance16(1, 10)) {
958 /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
959 res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
960 DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
961 }
962 if (res.Failed() && Chance16(1, 3)) {
963 /* We can consider building on the slope, though. */
964 return ret;
965 }
966 }
967 return false;
968 }
969 return ret;
970 }
971
972 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
973 {
974 assert(tile < MapSize());
975
976 CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
977 if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
978 DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
979 return true;
980 }
981
982 static void LevelTownLand(TileIndex tile)
983 {
984 assert(tile < MapSize());
985
986 /* Don't terraform if land is plain or if there's a house there. */
987 if (IsTileType(tile, MP_HOUSE)) return;
988 Slope tileh = GetTileSlope(tile);
989 if (tileh == SLOPE_FLAT) return;
990
991 /* First try up, then down */
992 if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
993 TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
994 }
995 }
996
1006 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
1007 {
1008 /* align the grid to the downtown */
1009 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1010 RoadBits rcmd = ROAD_NONE;
1011
1012 switch (t->layout) {
1013 default: NOT_REACHED();
1014
1015 case TL_2X2_GRID:
1016 if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
1017 if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
1018 break;
1019
1020 case TL_3X3_GRID:
1021 if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
1022 if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
1023 break;
1024 }
1025
1026 /* Optimise only X-junctions */
1027 if (rcmd != ROAD_ALL) return rcmd;
1028
1029 RoadBits rb_template;
1030
1031 switch (GetTileSlope(tile)) {
1032 default: rb_template = ROAD_ALL; break;
1033 case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
1034 case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
1035 case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
1036 case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
1037 case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
1038 case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
1039 case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
1040 case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
1041 case SLOPE_STEEP_W:
1042 case SLOPE_STEEP_S:
1043 case SLOPE_STEEP_E:
1044 case SLOPE_STEEP_N:
1045 rb_template = ROAD_NONE;
1046 break;
1047 }
1048
1049 /* Stop if the template is compatible to the growth dir */
1050 if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
1051 /* If not generate a straight road in the direction of the growth */
1052 return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
1053 }
1054
1065 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
1066 {
1067 /* We can't look further than that. */
1068 if (DistanceFromEdge(tile) == 0) return false;
1069
1070 uint counter = 0; // counts the house neighbor tiles
1071
1072 /* Check the tiles E,N,W and S of the current tile for houses */
1073 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1074 /* Count both void and house tiles for checking whether there
1075 * are enough houses in the area. This to make it likely that
1076 * houses get build up to the edge of the map. */
1077 switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1078 case MP_HOUSE:
1079 case MP_VOID:
1080 counter++;
1081 break;
1082
1083 default:
1084 break;
1085 }
1086
1087 /* If there are enough neighbors stop here */
1088 if (counter >= 3) {
1089 if (BuildTownHouse(t, tile)) {
1090 _grow_town_result = GROWTH_SUCCEED;
1091 return true;
1092 }
1093 return false;
1094 }
1095 }
1096 return false;
1097 }
1098
1107 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1108 {
1109 RoadType rt = GetTownRoadType(t);
1110 if (DoCommand(tile, rcmd | (rt << 4), t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
1111 _grow_town_result = GROWTH_SUCCEED;
1112 return true;
1113 }
1114 return false;
1115 }
1116
1126 static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
1127 {
1128 const int delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
1129 TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
1130 RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
1131 RoadType rt = GetTownRoadType(t);
1132
1133 /* Before we try anything, make sure the tile is on the map and not the void. */
1134 if (!IsValidTile(next_tile)) return false;
1135
1136 /* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
1137 if (IsTileType(next_tile, MP_TUNNELBRIDGE)) {
1138 return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == road_dir;
1139 }
1140
1141 /* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
1142 if (IsTileType(next_tile, MP_STATION)) {
1143 /* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */
1144 return IsRoadStop(next_tile) && (GetRoadStopDir(next_tile) == ReverseDiagDir(road_dir) || (IsDriveThroughStopTile(next_tile) && GetRoadStopDir(next_tile) == road_dir));
1145 }
1146
1147 /* If the next tile is a road depot, allow if it's facing the right way. */
1148 if (IsTileType(next_tile, MP_ROAD)) {
1149 return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
1150 }
1151
1152 /* If the next tile is a railroad track, check if towns are allowed to build level crossings.
1153 * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
1154 if (IsTileType(next_tile, MP_RAILWAY) && !_settings_game.economy.allow_town_level_crossings) return false;
1155
1156 /* If a road tile can be built, the construction is allowed. */
1157 return DoCommand(next_tile, rcmd | (rt << 4), t->index, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded();
1158 }
1159
1170 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1171 {
1172 assert(bridge_dir < DIAGDIR_END);
1173
1174 const Slope slope = GetTileSlope(tile);
1175
1176 /* Make sure the direction is compatible with the slope.
1177 * Well we check if the slope has an up bit set in the
1178 * reverse direction. */
1179 if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1180
1181 /* Assure that the bridge is connectable to the start side */
1182 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1183
1184 /* We are in the right direction */
1185 int bridge_length = 0; // This value stores the length of the possible bridge
1186 TileIndex bridge_tile = tile; // Used to store the other waterside
1187
1188 const int delta = TileOffsByDiagDir(bridge_dir);
1189
1190 /* To prevent really small towns from building disproportionately
1191 * long bridges, make the max a function of its population. */
1192 int base_bridge_length = 5;
1193 int max_bridge_length = t->cache.population / 1000 + base_bridge_length;
1194
1195 if (slope == SLOPE_FLAT) {
1196 /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1197 do {
1198 if (bridge_length++ >= base_bridge_length) {
1199 /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1200 return false;
1201 }
1202 bridge_tile += delta;
1203 } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1204 } else {
1205 do {
1206 if (bridge_length++ >= max_bridge_length) {
1207 /* Ensure the bridge is not longer than the max allowed length. */
1208 return false;
1209 }
1210 bridge_tile += delta;
1211 } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1212 }
1213
1214 /* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
1215 if (bridge_length == 1) return false;
1216
1217 /* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
1218 if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;
1219
1220 for (uint8 times = 0; times <= 22; times++) {
1221 byte bridge_type = RandomRange(MAX_BRIDGES - 1);
1222
1223 /* Can we actually build the bridge? */
1224 RoadType rt = GetTownRoadType(t);
1225 if (DoCommand(tile, bridge_tile, bridge_type | rt << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
1226 DoCommand(tile, bridge_tile, bridge_type | rt << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
1227 _grow_town_result = GROWTH_SUCCEED;
1228 return true;
1229 }
1230 }
1231 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1232 return false;
1233 }
1234
1245 static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
1246 {
1247 assert(tunnel_dir < DIAGDIR_END);
1248
1249 Slope slope = GetTileSlope(tile);
1250
1251 /* Only consider building a tunnel if the starting tile is sloped properly. */
1252 if (slope != InclinedSlope(tunnel_dir)) return false;
1253
1254 /* Assure that the tunnel is connectable to the start side */
1255 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))) & DiagDirToRoadBits(tunnel_dir))) return false;
1256
1257 const int delta = TileOffsByDiagDir(tunnel_dir);
1258 int max_tunnel_length = 0;
1259
1260 /* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
1261 if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
1262 /* Only tunnel under a mountain if the slope is continuous for at least 4 tiles. We want tunneling to be a last resort for large hills. */
1263 TileIndex slope_tile = tile;
1264 for (uint8 tiles = 0; tiles < 4; tiles++) {
1265 if (!IsValidTile(slope_tile)) return false;
1266 slope = GetTileSlope(slope_tile);
1267 if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
1268 slope_tile += delta;
1269 }
1270
1271 /* More population means longer tunnels, but make sure we can at least cover the smallest mountain which neccesitates tunneling. */
1272 max_tunnel_length = (t->cache.population / 1000) + 7;
1273 } else {
1274 /* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
1275 max_tunnel_length = 5;
1276 }
1277
1278 uint8 tunnel_length = 0;
1279 TileIndex tunnel_tile = tile; // Iteratator to store the other end tile of the tunnel.
1280
1281 /* Find the end tile of the tunnel for length and continuation checks. */
1282 do {
1283 if (tunnel_length++ >= max_tunnel_length) return false;
1284 tunnel_tile += delta;
1285 /* The tunnel ends when start and end tiles are the same height. */
1286 } while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));
1287
1288 /* Don't allow a tunnel where the start and end tiles are adjacent. */
1289 if (tunnel_length == 1) return false;
1290
1291 /* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
1292 if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;
1293
1294 /* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
1295 RoadType rt = GetTownRoadType(t);
1296 if (DoCommand(tile, rt | (TRANSPORT_ROAD << 8), 0, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_TUNNEL)), CMD_BUILD_TUNNEL).Succeeded()) {
1297 DoCommand(tile, rt | (TRANSPORT_ROAD << 8), 0, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_TUNNEL)), CMD_BUILD_TUNNEL);
1298 _grow_town_result = GROWTH_SUCCEED;
1299 return true;
1300 }
1301
1302 return false;
1303 }
1304
1311 static inline bool RoadTypesAllowHouseHere(TileIndex t)
1312 {
1313 static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1314 bool allow = false;
1315
1316 for (const TileIndexDiffC *ptr = tiles; ptr != endof(tiles); ++ptr) {
1317 TileIndex cur_tile = t + ToTileIndexDiff(*ptr);
1318 if (!IsValidTile(cur_tile)) continue;
1319
1320 if (!(IsTileType(cur_tile, MP_ROAD) || IsTileType(cur_tile, MP_STATION))) continue;
1321 allow = true;
1322
1323 RoadType road_rt = GetRoadTypeRoad(cur_tile);
1324 RoadType tram_rt = GetRoadTypeTram(cur_tile);
1325 if (road_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(road_rt)->flags, ROTF_NO_HOUSES)) return true;
1326 if (tram_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(tram_rt)->flags, ROTF_NO_HOUSES)) return true;
1327 }
1328
1329 /* If no road was found surrounding the tile we can allow building the house since there is
1330 * nothing which forbids it, if a road was found but the execution reached this point, then
1331 * all the found roads don't allow houses to be built */
1332 return !allow;
1333 }
1334
1352 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1353 {
1354 RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1355 TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1356
1357 assert(tile < MapSize());
1358
1359 if (cur_rb == ROAD_NONE) {
1360 /* Tile has no road. First reset the status counter
1361 * to say that this is the last iteration. */
1362 _grow_town_result = GROWTH_SEARCH_STOPPED;
1363
1364 if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
1365 if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
1366
1367 /* Remove hills etc */
1368 if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1369
1370 /* Is a road allowed here? */
1371 switch (t1->layout) {
1372 default: NOT_REACHED();
1373
1374 case TL_3X3_GRID:
1375 case TL_2X2_GRID:
1376 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1377 if (rcmd == ROAD_NONE) return;
1378 break;
1379
1380 case TL_BETTER_ROADS:
1381 case TL_ORIGINAL:
1382 if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
1383
1384 DiagDirection source_dir = ReverseDiagDir(target_dir);
1385
1386 if (Chance16(1, 4)) {
1387 /* Randomize a new target dir */
1388 do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1389 }
1390
1391 if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1392 /* A road is not allowed to continue the randomized road,
1393 * return if the road we're trying to build is curved. */
1394 if (target_dir != ReverseDiagDir(source_dir)) return;
1395
1396 /* Return if neither side of the new road is a house */
1397 if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
1398 !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
1399 return;
1400 }
1401
1402 /* That means that the road is only allowed if there is a house
1403 * at any side of the new road. */
1404 }
1405
1406 rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1407 break;
1408 }
1409
1410 } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1411 /* Continue building on a partial road.
1412 * Should be always OK, so we only generate
1413 * the fitting RoadBits */
1414 _grow_town_result = GROWTH_SEARCH_STOPPED;
1415
1416 if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
1417
1418 switch (t1->layout) {
1419 default: NOT_REACHED();
1420
1421 case TL_3X3_GRID:
1422 case TL_2X2_GRID:
1423 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1424 break;
1425
1426 case TL_BETTER_ROADS:
1427 case TL_ORIGINAL:
1428 rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1429 break;
1430 }
1431 } else {
1432 bool allow_house = true; // Value which decides if we want to construct a house
1433
1434 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1435 * it is the starting tile. Half the time, we stay on this side then.*/
1436 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1437 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1438 *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1439 }
1440 return;
1441 }
1442
1443 /* Possibly extend the road in a direction.
1444 * Randomize a direction and if it has a road, bail out. */
1445 target_dir = RandomDiagDir();
1446 RoadBits target_rb = DiagDirToRoadBits(target_dir);
1447 TileIndex house_tile; // position of a possible house
1448
1449 if (cur_rb & target_rb) {
1450 /* If it's a road turn possibly build a house in a corner.
1451 * Use intersection with straight road as an indicator
1452 * that we randomed corner house position.
1453 * A turn (and we check for that later) always has only
1454 * one common bit with a straight road so it has the same
1455 * chance to be chosen as the house on the side of a road.
1456 */
1457 if ((cur_rb & ROAD_X) != target_rb) return;
1458
1459 /* Check whether it is a turn and if so determine
1460 * position of the corner tile */
1461 switch (cur_rb) {
1462 case ROAD_N:
1463 house_tile = TileAddByDir(tile, DIR_S);
1464 break;
1465 case ROAD_S:
1466 house_tile = TileAddByDir(tile, DIR_N);
1467 break;
1468 case ROAD_E:
1469 house_tile = TileAddByDir(tile, DIR_W);
1470 break;
1471 case ROAD_W:
1472 house_tile = TileAddByDir(tile, DIR_E);
1473 break;
1474 default:
1475 return; // not a turn
1476 }
1477 target_dir = DIAGDIR_END;
1478 } else {
1479 house_tile = TileAddByDiagDir(tile, target_dir);
1480 }
1481
1482 /* Don't walk into water. */
1483 if (HasTileWaterGround(house_tile)) return;
1484
1485 if (!IsValidTile(house_tile)) return;
1486
1487 if (target_dir != DIAGDIR_END && (_settings_game.economy.allow_town_roads || _generating_world)) {
1488 switch (t1->layout) {
1489 default: NOT_REACHED();
1490
1491 case TL_3X3_GRID: // Use 2x2 grid afterwards!
1492 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1493 FALLTHROUGH;
1494
1495 case TL_2X2_GRID:
1496 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1497 allow_house = (rcmd & target_rb) == ROAD_NONE;
1498 break;
1499
1500 case TL_BETTER_ROADS: // Use original afterwards!
1501 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1502 FALLTHROUGH;
1503
1504 case TL_ORIGINAL:
1505 /* Allow a house at the edge. 60% chance or
1506 * always ok if no road allowed. */
1507 rcmd = target_rb;
1508 allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1509 break;
1510 }
1511 }
1512
1513 allow_house &= RoadTypesAllowHouseHere(house_tile);
1514
1515 if (allow_house) {
1516 /* Build a house, but not if there already is a house there. */
1517 if (!IsTileType(house_tile, MP_HOUSE)) {
1518 /* Level the land if possible */
1519 if (Chance16(1, 6)) LevelTownLand(house_tile);
1520
1521 /* And build a house.
1522 * Set result to -1 if we managed to build it. */
1523 if (BuildTownHouse(t1, house_tile)) {
1524 _grow_town_result = GROWTH_SUCCEED;
1525 }
1526 }
1527 return;
1528 }
1529
1530 _grow_town_result = GROWTH_SEARCH_STOPPED;
1531 }
1532
1533 /* Return if a water tile */
1534 if (HasTileWaterGround(tile)) return;
1535
1536 /* Make the roads look nicer */
1537 rcmd = CleanUpRoadBits(tile, rcmd);
1538 if (rcmd == ROAD_NONE) return;
1539
1540 /* Only use the target direction for bridges and tunnels to ensure they're connected.
1541 * The target_dir is as computed previously according to town layout, so
1542 * it will match it perfectly. */
1543 if (GrowTownWithBridge(t1, tile, target_dir)) return;
1544 if (GrowTownWithTunnel(t1, tile, target_dir)) return;
1545
1546 GrowTownWithRoad(t1, tile, rcmd);
1547 }
1548
1556 static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
1557 {
1558 TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1559 if (!IsValidTile(target_tile)) return false;
1560 if (HasTileWaterGround(target_tile)) return false;
1561
1562 RoadBits target_rb = GetTownRoadBits(target_tile);
1563 if (_settings_game.economy.allow_town_roads || _generating_world) {
1564 /* Check whether a road connection exists or can be build. */
1565 switch (GetTileType(target_tile)) {
1566 case MP_ROAD:
1567 return target_rb != ROAD_NONE;
1568
1569 case MP_STATION:
1570 return IsDriveThroughStopTile(target_tile);
1571
1572 case MP_TUNNELBRIDGE:
1573 return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1574
1575 case MP_HOUSE:
1576 case MP_INDUSTRY:
1577 case MP_OBJECT:
1578 return false;
1579
1580 default:
1581 /* Checked for void and water earlier */
1582 return true;
1583 }
1584 } else {
1585 /* Check whether a road connection already exists,
1586 * and it leads somewhere else. */
1587 RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
1588 return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1589 }
1590 }
1591
1598 static bool GrowTownAtRoad(Town *t, TileIndex tile)
1599 {
1600 /* Special case.
1601 * @see GrowTownInTile Check the else if
1602 */
1603 DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1604
1605 assert(tile < MapSize());
1606
1607 /* Number of times to search.
1608 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1609 * them a little handicap. */
1610 switch (t->layout) {
1611 case TL_BETTER_ROADS:
1612 _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
1613 break;
1614
1615 case TL_3X3_GRID:
1616 case TL_2X2_GRID:
1617 _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
1618 break;
1619
1620 default:
1621 _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
1622 break;
1623 }
1624
1625 do {
1626 RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1627
1628 /* Try to grow the town from this point */
1629 GrowTownInTile(&tile, cur_rb, target_dir, t);
1630 if (_grow_town_result == GROWTH_SUCCEED) return true;
1631
1632 /* Exclude the source position from the bitmask
1633 * and return if no more road blocks available */
1634 if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1635 if (cur_rb == ROAD_NONE) return false;
1636
1637 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1638 /* Only build in the direction away from the tunnel or bridge. */
1639 target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1640 } else {
1641 /* Select a random bit from the blockmask, walk a step
1642 * and continue the search from there. */
1643 do {
1644 if (cur_rb == ROAD_NONE) return false;
1645 RoadBits target_bits;
1646 do {
1647 target_dir = RandomDiagDir();
1648 target_bits = DiagDirToRoadBits(target_dir);
1649 } while (!(cur_rb & target_bits));
1650 cur_rb &= ~target_bits;
1651 } while (!CanFollowRoad(tile, target_dir));
1652 }
1653 tile = TileAddByDiagDir(tile, target_dir);
1654
1655 if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
1656 /* Don't allow building over roads of other cities */
1657 if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1658 return false;
1659 } else if (IsRoadOwner(tile, RTT_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1660 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1661 * owner :) (happy happy happy road now) */
1662 SetRoadOwner(tile, RTT_ROAD, OWNER_TOWN);
1663 SetTownIndex(tile, t->index);
1664 }
1665 }
1666
1667 /* Max number of times is checked. */
1668 } while (--_grow_town_result >= 0);
1669
1670 return false;
1671 }
1672
1680 static RoadBits GenRandomRoadBits()
1681 {
1682 uint32 r = Random();
1683 uint a = GB(r, 0, 2);
1684 uint b = GB(r, 8, 2);
1685 if (a == b) b ^= 2;
1686 return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1687 }
1688
1694 static bool GrowTown(Town *t)
1695 {
1696 static const TileIndexDiffC _town_coord_mod[] = {
1697 {-1, 0},
1698 { 1, 1},
1699 { 1, -1},
1700 {-1, -1},
1701 {-1, 0},
1702 { 0, 2},
1703 { 2, 0},
1704 { 0, -2},
1705 {-1, -1},
1706 {-2, 2},
1707 { 2, 2},
1708 { 2, -2},
1709 { 0, 0}
1710 };
1711
1712 /* Current "company" is a town */
1713 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1714
1715 TileIndex tile = t->xy; // The tile we are working with ATM
1716
1717 /* Find a road that we can base the construction on. */
1718 const TileIndexDiffC *ptr;
1719 for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1720 if (GetTownRoadBits(tile) != ROAD_NONE) {
1721 bool success = GrowTownAtRoad(t, tile);
1722 cur_company.Restore();
1723 return success;
1724 }
1725 tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1726 }
1727
1728 /* No road available, try to build a random road block by
1729 * clearing some land and then building a road there. */
1730 if (_settings_game.economy.allow_town_roads || _generating_world) {
1731 tile = t->xy;
1732 for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1733 /* Only work with plain land that not already has a house */
1734 if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1735 if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
1736 RoadType rt = GetTownRoadType(t);
1737 DoCommand(tile, GenRandomRoadBits() | (rt << 4), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
1738 cur_company.Restore();
1739 return true;
1740 }
1741 }
1742 tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1743 }
1744 }
1745
1746 cur_company.Restore();
1747 return false;
1748 }
1749
1750 void UpdateTownRadius(Town *t)
1751 {
1752 static const uint32 _town_squared_town_zone_radius_data[23][5] = {
1753 { 4, 0, 0, 0, 0}, // 0
1754 { 16, 0, 0, 0, 0},
1755 { 25, 0, 0, 0, 0},
1756 { 36, 0, 0, 0, 0},
1757 { 49, 0, 4, 0, 0},
1758 { 64, 0, 4, 0, 0}, // 20
1759 { 64, 0, 9, 0, 1},
1760 { 64, 0, 9, 0, 4},
1761 { 64, 0, 16, 0, 4},
1762 { 81, 0, 16, 0, 4},
1763 { 81, 0, 16, 0, 4}, // 40
1764 { 81, 0, 25, 0, 9},
1765 { 81, 36, 25, 0, 9},
1766 { 81, 36, 25, 16, 9},
1767 { 81, 49, 0, 25, 9},
1768 { 81, 64, 0, 25, 9}, // 60
1769 { 81, 64, 0, 36, 9},
1770 { 81, 64, 0, 36, 16},
1771 {100, 81, 0, 49, 16},
1772 {100, 81, 0, 49, 25},
1773 {121, 81, 0, 49, 25}, // 80
1774 {121, 81, 0, 49, 25},
1775 {121, 81, 0, 49, 36}, // 88
1776 };
1777
1778 if (t->cache.num_houses < 92) {
1779 memcpy(t->cache.squared_town_zone_radius, _town_squared_town_zone_radius_data[t->cache.num_houses / 4], sizeof(t->cache.squared_town_zone_radius));
1780 } else {
1781 int mass = t->cache.num_houses / 8;
1782 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1783 * The offsets are to make sure the radii do not decrease in size when going from the table
1784 * to the calculated value.*/
1785 t->cache.squared_town_zone_radius[0] = mass * 15 - 40;
1786 t->cache.squared_town_zone_radius[1] = mass * 9 - 15;
1787 t->cache.squared_town_zone_radius[2] = 0;
1788 t->cache.squared_town_zone_radius[3] = mass * 5 - 5;
1789 t->cache.squared_town_zone_radius[4] = mass * 3 + 5;
1790 }
1791 }
1792
1793 void UpdateTownMaxPass(Town *t)
1794 {
1795 t->supplied[CT_PASSENGERS].old_max = t->cache.population >> 3;
1796 t->supplied[CT_MAIL].old_max = t->cache.population >> 4;
1797 }
1798
1799 static void UpdateTownGrowthRate(Town *t);
1800 static void UpdateTownGrowth(Town *t);
1801
1813 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
1814 {
1815 t->xy = tile;
1816 t->cache.num_houses = 0;
1817 t->time_until_rebuild = 10;
1818 UpdateTownRadius(t);
1819 t->flags = 0;
1820 t->cache.population = 0;
1821 /* Spread growth across ticks so even if there are many
1822 * similar towns they're unlikely to grow all in one tick */
1823 t->grow_counter = t->index % TOWN_GROWTH_TICKS;
1824 t->growth_rate = TownTicksToGameTicks(250);
1825 t->show_zone = false;
1826
1827 _town_kdtree.Insert(t->index);
1828
1829 /* Set the default cargo requirement for town growth */
1830 switch (_settings_game.game_creation.landscape) {
1831 case LT_ARCTIC:
1832 if (FindFirstCargoWithTownEffect(TE_FOOD) != nullptr) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER;
1833 break;
1834
1835 case LT_TROPIC:
1836 if (FindFirstCargoWithTownEffect(TE_FOOD) != nullptr) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT;
1837 if (FindFirstCargoWithTownEffect(TE_WATER) != nullptr) t->goal[TE_WATER] = TOWN_GROWTH_DESERT;
1838 break;
1839 }
1840
1841 t->fund_buildings_months = 0;
1842
1843 for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
1844
1845 t->have_ratings = 0;
1846 t->exclusivity = INVALID_COMPANY;
1847 t->exclusive_counter = 0;
1848 t->statues = 0;
1849
1850 {
1851 TownNameParams tnp(_settings_game.game_creation.town_name);
1852 t->townnamegrfid = tnp.grfid;
1853 t->townnametype = tnp.type;
1854 }
1855 t->townnameparts = townnameparts;
1856
1857 t->UpdateVirtCoord();
1858 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
1859
1860 t->InitializeLayout(layout);
1861
1862 t->larger_town = city;
1863
1864 int x = (int)size * 16 + 3;
1865 if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
1866 /* Don't create huge cities when founding town in-game */
1867 if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
1868
1869 t->cache.num_houses += x;
1870 UpdateTownRadius(t);
1871
1872 int i = x * 4;
1873 do {
1874 GrowTown(t);
1875 } while (--i);
1876
1877 t->cache.num_houses -= x;
1878 UpdateTownRadius(t);
1879 UpdateTownGrowthRate(t);
1880 UpdateTownMaxPass(t);
1881 UpdateAirportsNoise();
1882 }
1883
1889 static CommandCost TownCanBePlacedHere(TileIndex tile)
1890 {
1891 /* Check if too close to the edge of map */
1892 if (DistanceFromEdge(tile) < 12) {
1893 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
1894 }
1895
1896 /* Check distance to all other towns. */
1897 if (IsCloseToTown(tile, 20)) {
1898 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
1899 }
1900
1901 /* Can only build on clear flat areas, possibly with trees. */
1902 if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
1903 return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1904 }
1905
1906 return CommandCost(EXPENSES_OTHER);
1907 }
1908
1914 static bool IsUniqueTownName(const std::string &name)
1915 {
1916 for (const Town *t : Town::Iterate()) {
1917 if (!t->name.empty() && t->name == name) return false;
1918 }
1919
1920 return true;
1921 }
1922
1935 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
1936 {
1937 TownSize size = Extract<TownSize, 0, 2>(p1);
1938 bool city = HasBit(p1, 2);
1939 TownLayout layout = Extract<TownLayout, 3, 3>(p1);
1940 TownNameParams par(_settings_game.game_creation.town_name);
1941 bool random = HasBit(p1, 6);
1942 uint32 townnameparts = p2;
1943
1944 if (size >= TSZ_END) return CMD_ERROR;
1945 if (layout >= NUM_TLS) return CMD_ERROR;
1946
1947 /* Some things are allowed only in the scenario editor and for game scripts. */
1948 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
1949 if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
1950 if (size == TSZ_LARGE) return CMD_ERROR;
1951 if (random) return CMD_ERROR;
1952 if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
1953 return CMD_ERROR;
1954 }
1955 } else if (_current_company == OWNER_DEITY && random) {
1956 /* Random parameter is not allowed for Game Scripts. */
1957 return CMD_ERROR;
1958 }
1959
1960 if (text.empty()) {
1961 /* If supplied name is empty, townnameparts has to generate unique automatic name */
1962 if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
1963 } else {
1964 /* If name is not empty, it has to be unique custom name */
1965 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
1966 if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
1967 }
1968
1969 /* Allocate town struct */
1970 if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
1971
1972 if (!random) {
1973 CommandCost ret = TownCanBePlacedHere(tile);
1974 if (ret.Failed()) return ret;
1975 }
1976
1977 static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
1978 /* multidimensional arrays have to have defined length of non-first dimension */
1979 static_assert(lengthof(price_mult[0]) == 4);
1980
1981 CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
1982 byte mult = price_mult[city][size];
1983
1984 cost.MultiplyCost(mult);
1985
1986 /* Create the town */
1987 if (flags & DC_EXEC) {
1988 if (cost.GetCost() > GetAvailableMoneyForCommand()) {
1989 _additional_cash_required = cost.GetCost();
1990 return CommandCost(EXPENSES_OTHER);
1991 }
1992
1993 Backup<bool> old_generating_world(_generating_world, true, FILE_LINE);
1994 UpdateNearestTownForRoadTiles(true);
1995 Town *t;
1996 if (random) {
1997 t = CreateRandomTown(20, townnameparts, size, city, layout);
1998 if (t == nullptr) {
1999 cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
2000 } else {
2001 _new_town_id = t->index;
2002 }
2003 } else {
2004 t = new Town(tile);
2005 DoCreateTown(t, tile, townnameparts, size, city, layout, true);
2006 }
2007 UpdateNearestTownForRoadTiles(false);
2008 old_generating_world.Restore();
2009
2010 if (t != nullptr && !text.empty()) {
2011 t->name = text;
2012 t->UpdateVirtCoord();
2013 }
2014
2015 if (_game_mode != GM_EDITOR) {
2016 /* 't' can't be nullptr since 'random' is false outside scenedit */
2017 assert(!random);
2018
2019 if (_current_company == OWNER_DEITY) {
2020 SetDParam(0, t->index);
2021 AddTileNewsItem(STR_NEWS_NEW_TOWN_UNSPONSORED, NT_INDUSTRY_OPEN, tile);
2022 } else {
2023 SetDParam(0, _current_company);
2024 NewsStringData *company_name = new NewsStringData(GetString(STR_COMPANY_NAME));
2025
2026 SetDParamStr(0, company_name->string);
2027 SetDParam(1, t->index);
2028
2029 AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, company_name);
2030 }
2031 AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
2032 Game::NewEvent(new ScriptEventTownFounded(t->index));
2033 }
2034 }
2035 return cost;
2036 }
2037
2047 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
2048 {
2049 switch (layout) {
2050 case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
2051 case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
2052 default: return tile;
2053 }
2054 }
2055
2065 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
2066 {
2067 switch (layout) {
2068 case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
2069 case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
2070 default: return true;
2071 }
2072 }
2073
2077 struct SpotData {
2078 TileIndex tile;
2079 uint max_dist;
2080 TownLayout layout;
2081 };
2082
2099 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
2100 {
2101 SpotData *sp = (SpotData*)user_data;
2102 uint dist = GetClosestWaterDistance(tile, true);
2103
2104 if (IsTileType(tile, MP_CLEAR) &&
2105 IsTileFlat(tile) &&
2106 IsTileAlignedToGrid(tile, sp->layout) &&
2107 dist > sp->max_dist) {
2108 sp->tile = tile;
2109 sp->max_dist = dist;
2110 }
2111
2112 return false;
2113 }
2114
2121 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
2122 {
2123 return IsTileType(tile, MP_CLEAR);
2124 }
2125
2138 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
2139 {
2140 SpotData sp = { INVALID_TILE, 0, layout };
2141
2142 TileIndex coast = tile;
2143 if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, nullptr)) {
2144 CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
2145 return sp.tile;
2146 }
2147
2148 /* if we get here just give up */
2149 return INVALID_TILE;
2150 }
2151
2152 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
2153 {
2154 assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
2155
2156 if (!Town::CanAllocateItem()) return nullptr;
2157
2158 do {
2159 /* Generate a tile index not too close from the edge */
2160 TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2161
2162 /* if we tried to place the town on water, slide it over onto
2163 * the nearest likely-looking spot */
2164 if (IsTileType(tile, MP_WATER)) {
2165 tile = FindNearestGoodCoastalTownSpot(tile, layout);
2166 if (tile == INVALID_TILE) continue;
2167 }
2168
2169 /* Make sure town can be placed here */
2170 if (TownCanBePlacedHere(tile).Failed()) continue;
2171
2172 /* Allocate a town struct */
2173 Town *t = new Town(tile);
2174
2175 DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2176
2177 /* if the population is still 0 at the point, then the
2178 * placement is so bad it couldn't grow at all */
2179 if (t->cache.population > 0) return t;
2180
2181 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
2182 [[maybe_unused]] CommandCost rc = DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
2183 cur_company.Restore();
2184 assert(rc.Succeeded());
2185
2186 /* We already know that we can allocate a single town when
2187 * entering this function. However, we create and delete
2188 * a town which "resets" the allocation checks. As such we
2189 * need to check again when assertions are enabled. */
2190 assert(Town::CanAllocateItem());
2191 } while (--attempts != 0);
2192
2193 return nullptr;
2194 }
2195
2196 static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2197
2205 bool GenerateTowns(TownLayout layout)
2206 {
2207 uint current_number = 0;
2208 uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
2209 uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
2210 total = std::min<uint>(TownPool::MAX_SIZE, total);
2211 uint32 townnameparts;
2212 TownNames town_names;
2213
2214 SetGeneratingWorldProgress(GWP_TOWN, total);
2215
2216 /* First attempt will be made at creating the suggested number of towns.
2217 * Note that this is really a suggested value, not a required one.
2218 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2219 do {
2220 bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
2221 IncreaseGeneratingWorldProgress(GWP_TOWN);
2222 /* Get a unique name for the town. */
2223 if (!GenerateTownName(&townnameparts, &town_names)) continue;
2224 /* try 20 times to create a random-sized town for the first loop. */
2225 if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2226 } while (--total);
2227
2228 town_names.clear();
2229
2230 /* Build the town k-d tree again to make sure it's well balanced */
2231 RebuildTownKdtree();
2232
2233 if (current_number != 0) return true;
2234
2235 /* If current_number is still zero at this point, it means that not a single town has been created.
2236 * So give it a last try, but now more aggressive */
2237 if (GenerateTownName(&townnameparts) &&
2238 CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2239 return true;
2240 }
2241
2242 /* If there are no towns at all and we are generating new game, bail out */
2243 if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
2244 ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
2245 }
2246
2247 return false; // we are still without a town? we failed, simply
2248 }
2249
2250
2257 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
2258 {
2259 uint dist = DistanceSquare(tile, t->xy);
2260
2261 if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
2262
2263 HouseZonesBits smallest = HZB_TOWN_EDGE;
2264 for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
2265 if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
2266 }
2267
2268 return smallest;
2269 }
2270
2281 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
2282 {
2283 [[maybe_unused]] CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
2284 assert(cc.Succeeded());
2285
2286 IncreaseBuildingCount(t, type);
2287 MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
2288 if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
2289
2290 MarkTileDirtyByTile(tile);
2291 }
2292
2293
2304 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
2305 {
2306 BuildingFlags size = HouseSpec::Get(type)->building_flags;
2307
2308 ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
2309 if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
2310 if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
2311 if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
2312
2313 ForAllStationsAroundTiles(TileArea(t, (size & BUILDING_2_TILES_X) ? 2 : 1, (size & BUILDING_2_TILES_Y) ? 2 : 1), [town](Station *st, TileIndex tile) {
2314 town->stations_near.insert(st);
2315 return true;
2316 });
2317 }
2318
2319
2327 static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2328 {
2329 /* cannot build on these slopes... */
2330 Slope slope = GetTileSlope(tile);
2331 if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2332
2333 /* at least one RoadTypes allow building the house here? */
2334 if (!RoadTypesAllowHouseHere(tile)) return false;
2335
2336 /* building under a bridge? */
2337 if (IsBridgeAbove(tile)) return false;
2338
2339 /* can we clear the land? */
2340 return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
2341 }
2342
2343
2352 static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2353 {
2354 if (!CanBuildHouseHere(tile, noslope)) return false;
2355
2356 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2357 if (GetTileMaxZ(tile) != z) return false;
2358
2359 return true;
2360 }
2361
2362
2371 static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2372 {
2373 /* we need to check this tile too because we can be at different tile now */
2374 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2375
2376 for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2377 tile += TileOffsByDiagDir(d);
2378 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2379 }
2380
2381 return true;
2382 }
2383
2384
2392 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2393 {
2394 /* Allow towns everywhere when we don't build roads */
2395 if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
2396
2397 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2398
2399 switch (t->layout) {
2400 case TL_2X2_GRID:
2401 if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2402 break;
2403
2404 case TL_3X3_GRID:
2405 if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2406 break;
2407
2408 default:
2409 break;
2410 }
2411
2412 return true;
2413 }
2414
2415
2423 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2424 {
2425 /* Allow towns everywhere when we don't build roads */
2426 if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
2427
2428 /* Compute relative position of tile. (Positive offsets are towards north) */
2429 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2430
2431 switch (t->layout) {
2432 case TL_2X2_GRID:
2433 grid_pos.x %= 3;
2434 grid_pos.y %= 3;
2435 if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2436 (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2437 break;
2438
2439 case TL_3X3_GRID:
2440 if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2441 break;
2442
2443 default:
2444 break;
2445 }
2446
2447 return true;
2448 }
2449
2450
2460 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2461 {
2462 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2463
2464 TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2465 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2466
2467 tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2468 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2469 *tile = tile2;
2470 return true;
2471 }
2472
2473 return false;
2474 }
2475
2476
2485 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2486 {
2487 TileIndex tile2 = *tile;
2488
2489 for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2490 if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
2491 *tile = tile2;
2492 return true;
2493 }
2494 if (d == DIAGDIR_END) break;
2495 tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2496 }
2497
2498 return false;
2499 }
2500
2501
2508 static bool BuildTownHouse(Town *t, TileIndex tile)
2509 {
2510 /* forbidden building here by town layout */
2511 if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2512
2513 /* no house allowed at all, bail out */
2514 if (!CanBuildHouseHere(tile, false)) return false;
2515
2516 Slope slope = GetTileSlope(tile);
2517 int maxz = GetTileMaxZ(tile);
2518
2519 /* Get the town zone type of the current tile, as well as the climate.
2520 * This will allow to easily compare with the specs of the new house to build */
2521 HouseZonesBits rad = GetTownRadiusGroup(t, tile);
2522
2523 /* Above snow? */
2524 int land = _settings_game.game_creation.landscape;
2525 if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
2526
2527 uint bitmask = (1 << rad) + (1 << (land + 12));
2528
2529 /* bits 0-4 are used
2530 * bits 11-15 are used
2531 * bits 5-10 are not used. */
2532 HouseID houses[NUM_HOUSES];
2533 uint num = 0;
2534 uint probs[NUM_HOUSES];
2535 uint probability_max = 0;
2536
2537 /* Generate a list of all possible houses that can be built. */
2538 for (uint i = 0; i < NUM_HOUSES; i++) {
2539 const HouseSpec *hs = HouseSpec::Get(i);
2540
2541 /* Verify that the candidate house spec matches the current tile status */
2542 if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
2543
2544 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2545 if (hs->class_id != HOUSE_NO_CLASS) {
2546 /* id_count is always <= class_count, so it doesn't need to be checked */
2547 if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
2548 } else {
2549 /* If the house has no class, check id_count instead */
2550 if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
2551 }
2552
2553 uint cur_prob = hs->probability;
2554 probability_max += cur_prob;
2555 probs[num] = cur_prob;
2556 houses[num++] = (HouseID)i;
2557 }
2558
2559 TileIndex baseTile = tile;
2560
2561 while (probability_max > 0) {
2562 /* Building a multitile building can change the location of tile.
2563 * The building would still be built partially on that tile, but
2564 * its northern tile would be elsewhere. However, if the callback
2565 * fails we would be basing further work from the changed tile.
2566 * So a next 1x1 tile building could be built on the wrong tile. */
2567 tile = baseTile;
2568
2569 uint r = RandomRange(probability_max);
2570 uint i;
2571 for (i = 0; i < num; i++) {
2572 if (probs[i] > r) break;
2573 r -= probs[i];
2574 }
2575
2576 HouseID house = houses[i];
2577 probability_max -= probs[i];
2578
2579 /* remove tested house from the set */
2580 num--;
2581 houses[i] = houses[num];
2582 probs[i] = probs[num];
2583
2584 const HouseSpec *hs = HouseSpec::Get(house);
2585
2586 if (!_generating_world && _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
2587 continue;
2588 }
2589
2590 if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
2591
2592 /* Special houses that there can be only one of. */
2593 uint oneof = 0;
2594
2595 if (hs->building_flags & BUILDING_IS_CHURCH) {
2596 SetBit(oneof, TOWN_HAS_CHURCH);
2597 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2598 SetBit(oneof, TOWN_HAS_STADIUM);
2599 }
2600
2601 if (t->flags & oneof) continue;
2602
2603 /* Make sure there is no slope? */
2604 bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2605 if (noslope && slope != SLOPE_FLAT) continue;
2606
2607 if (hs->building_flags & TILE_SIZE_2x2) {
2608 if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2609 } else if (hs->building_flags & TILE_SIZE_2x1) {
2610 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2611 } else if (hs->building_flags & TILE_SIZE_1x2) {
2612 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2613 } else {
2614 /* 1x1 house checks are already done */
2615 }
2616
2617 byte random_bits = Random();
2618
2619 if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
2620 uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
2621 if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2622 }
2623
2624 /* build the house */
2625 t->cache.num_houses++;
2626
2627 /* Special houses that there can be only one of. */
2628 t->flags |= oneof;
2629
2630 byte construction_counter = 0;
2631 byte construction_stage = 0;
2632
2633 if (_generating_world || _game_mode == GM_EDITOR) {
2634 uint32 r = Random();
2635
2636 construction_stage = TOWN_HOUSE_COMPLETED;
2637 if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
2638
2639 if (construction_stage == TOWN_HOUSE_COMPLETED) {
2640 ChangePopulation(t, hs->population);
2641 } else {
2642 construction_counter = GB(r, 2, 2);
2643 }
2644 }
2645
2646 MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
2647 UpdateTownRadius(t);
2648 UpdateTownGrowthRate(t);
2649
2650 return true;
2651 }
2652
2653 return false;
2654 }
2655
2662 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2663 {
2664 assert(IsTileType(tile, MP_HOUSE));
2665 DecreaseBuildingCount(t, house);
2666 DoClearSquare(tile);
2667 DeleteAnimatedTile(tile);
2668
2669 DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
2670 }
2671
2679 TileIndexDiff GetHouseNorthPart(HouseID &house)
2680 {
2681 if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2682 if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
2683 house--;
2684 return TileDiffXY(-1, 0);
2685 } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
2686 house--;
2687 return TileDiffXY(0, -1);
2688 } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
2689 house -= 2;
2690 return TileDiffXY(-1, 0);
2691 } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
2692 house -= 3;
2693 return TileDiffXY(-1, -1);
2694 }
2695 }
2696 return 0;
2697 }
2698
2699 void ClearTownHouse(Town *t, TileIndex tile)
2700 {
2701 assert(IsTileType(tile, MP_HOUSE));
2702
2703 HouseID house = GetHouseType(tile);
2704
2705 /* need to align the tile to point to the upper left corner of the house */
2706 tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
2707
2708 const HouseSpec *hs = HouseSpec::Get(house);
2709
2710 /* Remove population from the town if the house is finished. */
2711 if (IsHouseCompleted(tile)) {
2712 ChangePopulation(t, -hs->population);
2713 }
2714
2715 t->cache.num_houses--;
2716
2717 /* Clear flags for houses that only may exist once/town. */
2718 if (hs->building_flags & BUILDING_IS_CHURCH) {
2719 ClrBit(t->flags, TOWN_HAS_CHURCH);
2720 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2721 ClrBit(t->flags, TOWN_HAS_STADIUM);
2722 }
2723
2724 /* Do the actual clearing of tiles */
2725 DoClearTownHouseHelper(tile, t, house);
2726 if (hs->building_flags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
2727 if (hs->building_flags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
2728 if (hs->building_flags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
2729
2730 RemoveNearbyStations(t, tile, hs->building_flags);
2731
2732 UpdateTownRadius(t);
2733 }
2734
2744 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
2745 {
2746 Town *t = Town::GetIfValid(p1);
2747 if (t == nullptr) return CMD_ERROR;
2748
2749 bool reset = text.empty();
2750
2751 if (!reset) {
2752 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
2753 if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
2754 }
2755
2756 if (flags & DC_EXEC) {
2757 t->cached_name.clear();
2758 if (reset) {
2759 t->name.clear();
2760 } else {
2761 t->name = text;
2762 }
2763
2764 t->UpdateVirtCoord();
2765 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_RESORT);
2766 ClearAllStationCachedNames();
2767 ClearAllIndustryCachedNames();
2768 UpdateAllStationVirtCoords();
2769 }
2770 return CommandCost();
2771 }
2772
2778 const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect)
2779 {
2780 for (const CargoSpec *cs : CargoSpec::Iterate()) {
2781 if (cs->town_effect == effect) return cs;
2782 }
2783 return nullptr;
2784 }
2785
2797 CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
2798 {
2799 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2800
2801 TownEffect te = (TownEffect)GB(p1, 16, 8);
2802 if (te < TE_BEGIN || te >= TE_END) return CMD_ERROR;
2803
2804 uint16 index = GB(p1, 0, 16);
2805 Town *t = Town::GetIfValid(index);
2806 if (t == nullptr) return CMD_ERROR;
2807
2808 /* Validate if there is a cargo which is the requested TownEffect */
2809 const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
2810 if (cargo == nullptr) return CMD_ERROR;
2811
2812 if (flags & DC_EXEC) {
2813 t->goal[te] = p2;
2814 UpdateTownGrowth(t);
2815 InvalidateWindowData(WC_TOWN_VIEW, index);
2816 }
2817
2818 return CommandCost();
2819 }
2820
2830 CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
2831 {
2832 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2833 Town *t = Town::GetIfValid(p1);
2834 if (t == nullptr) return CMD_ERROR;
2835
2836 if (flags & DC_EXEC) {
2837 t->text.clear();
2838 if (!text.empty()) t->text = text;
2839 InvalidateWindowData(WC_TOWN_VIEW, p1);
2840 }
2841
2842 return CommandCost();
2843 }
2844
2854 CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
2855 {
2856 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2857 if (GB(p2, 16, 16) != 0) return CMD_ERROR;
2858
2859 Town *t = Town::GetIfValid(p1);
2860 if (t == nullptr) return CMD_ERROR;
2861
2862 if (flags & DC_EXEC) {
2863 if (p2 == 0) {
2864 /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
2865 ClrBit(t->flags, TOWN_CUSTOM_GROWTH);
2866 } else {
2867 uint old_rate = t->growth_rate;
2868 if (t->grow_counter >= old_rate) {
2869 /* This also catches old_rate == 0 */
2870 t->grow_counter = p2;
2871 } else {
2872 /* Scale grow_counter, so half finished houses stay half finished */
2873 t->grow_counter = t->grow_counter * p2 / old_rate;
2874 }
2875 t->growth_rate = p2;
2876 SetBit(t->flags, TOWN_CUSTOM_GROWTH);
2877 }
2878 UpdateTownGrowth(t);
2879 InvalidateWindowData(WC_TOWN_VIEW, p1);
2880 }
2881
2882 return CommandCost();
2883 }
2884
2894 CommandCost CmdTownRating(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
2895 {
2896 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2897
2898 TownID town_id = (TownID)GB(p1, 0, 16);
2899 Town *t = Town::GetIfValid(town_id);
2900 if (t == nullptr) return CMD_ERROR;
2901
2902 CompanyID company_id = (CompanyID)GB(p1, 16, 8);
2903 if (!Company::IsValidID(company_id)) return CMD_ERROR;
2904
2905 int16 new_rating = Clamp((int16)GB(p2, 0, 16), RATING_MINIMUM, RATING_MAXIMUM);
2906 if (flags & DC_EXEC) {
2907 t->ratings[company_id] = new_rating;
2908 InvalidateWindowData(WC_TOWN_AUTHORITY, town_id);
2909 }
2910
2911 return CommandCost();
2912 }
2913
2923 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
2924 {
2925 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
2926 Town *t = Town::GetIfValid(p1);
2927 if (t == nullptr) return CMD_ERROR;
2928
2929 if (flags & DC_EXEC) {
2930 /* The more houses, the faster we grow */
2931 if (p2 == 0) {
2932 uint amount = RandomRange(ClampToU16(t->cache.num_houses / 10)) + 3;
2933 t->cache.num_houses += amount;
2934 UpdateTownRadius(t);
2935
2936 uint n = amount * 10;
2937 do GrowTown(t); while (--n);
2938
2939 t->cache.num_houses -= amount;
2940 } else {
2941 for (; p2 > 0; p2--) {
2942 /* Try several times to grow, as we are really suppose to grow */
2943 for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
2944 }
2945 }
2946 UpdateTownRadius(t);
2947
2948 UpdateTownMaxPass(t);
2949 }
2950
2951 return CommandCost();
2952 }
2953
2963 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
2964 {
2965 if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
2966 Town *t = Town::GetIfValid(p1);
2967 if (t == nullptr) return CMD_ERROR;
2968
2969 /* Stations refer to towns. */
2970 for (const Station *st : Station::Iterate()) {
2971 if (st->town == t) {
2972 /* Non-oil rig stations are always a problem. */
2973 if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
2974 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
2975 CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2976 if (ret.Failed()) return ret;
2977 }
2978 }
2979
2980 /* Depots refer to towns. */
2981 for (const Depot *d : Depot::Iterate()) {
2982 if (d->town == t) return CMD_ERROR;
2983 }
2984
2985 /* Check all tiles for town ownership. First check for bridge tiles, as
2986 * these do not directly have an owner so we need to check adjacent
2987 * tiles. This won't work correctly in the same loop if the adjacent
2988 * tile was already deleted earlier in the loop. */
2989 for (TileIndex current_tile = 0; current_tile < MapSize(); ++current_tile) {
2990 if (IsTileType(current_tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(current_tile, t)) {
2991 CommandCost ret = DoCommand(current_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2992 if (ret.Failed()) return ret;
2993 }
2994 }
2995
2996 /* Check all remaining tiles for town ownership. */
2997 for (TileIndex current_tile = 0; current_tile < MapSize(); ++current_tile) {
2998 bool try_clear = false;
2999 switch (GetTileType(current_tile)) {
3000 case MP_ROAD:
3001 try_clear = HasTownOwnedRoad(current_tile) && GetTownIndex(current_tile) == t->index;
3002 break;
3003
3004 case MP_HOUSE:
3005 try_clear = GetTownIndex(current_tile) == t->index;
3006 break;
3007
3008 case MP_INDUSTRY:
3009 try_clear = Industry::GetByTile(current_tile)->town == t;
3010 break;
3011
3012 case MP_OBJECT:
3013 if (Town::GetNumItems() == 1) {
3014 /* No towns will be left, remove it! */
3015 try_clear = true;
3016 } else {
3017 Object *o = Object::GetByTile(current_tile);
3018 if (o->town == t) {
3019 if (o->type == OBJECT_STATUE) {
3020 /* Statue... always remove. */
3021 try_clear = true;
3022 } else {
3023 /* Tell to find a new town. */
3024 if (flags & DC_EXEC) o->town = nullptr;
3025 }
3026 }
3027 }
3028 break;
3029
3030 default:
3031 break;
3032 }
3033 if (try_clear) {
3034 CommandCost ret = DoCommand(current_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
3035 if (ret.Failed()) return ret;
3036 }
3037 }
3038
3039 /* The town destructor will delete the other things related to the town. */
3040 if (flags & DC_EXEC) {
3041 _town_kdtree.Remove(t->index);
3042 if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
3043 delete t;
3044 }
3045
3046 return CommandCost();
3047 }
3048
3053 const byte _town_action_costs[TACT_COUNT] = {
3054 2, 4, 9, 35, 48, 53, 117, 175
3055 };
3056
3057 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
3058 {
3059 if (flags & DC_EXEC) {
3060 ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
3061 }
3062 return CommandCost();
3063 }
3064
3065 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
3066 {
3067 if (flags & DC_EXEC) {
3068 ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
3069 }
3070 return CommandCost();
3071 }
3072
3073 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
3074 {
3075 if (flags & DC_EXEC) {
3076 ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
3077 }
3078 return CommandCost();
3079 }
3080
3081 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
3082 {
3083 /* Check if the company is allowed to fund new roads. */
3084 if (!_settings_game.economy.fund_roads) return CMD_ERROR;
3085
3086 if (flags & DC_EXEC) {
3087 t->road_build_months = 6;
3088
3089 SetDParam(0, _current_company);
3090 NewsStringData *company_name = new NewsStringData(GetString(STR_COMPANY_NAME));
3091
3092 SetDParam(0, t->index);
3093 SetDParamStr(1, company_name->string);
3094
3095 AddNewsItem(STR_NEWS_ROAD_REBUILDING, NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, company_name);
3096 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3097 Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3098 }
3099 return CommandCost();
3100 }
3101
3107 static bool TryClearTile(TileIndex tile)
3108 {
3109 Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3110 CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
3111 cur_company.Restore();
3112 return r.Succeeded();
3113 }
3114
3116 struct StatueBuildSearchData {
3117 TileIndex best_position;
3118 int tile_count;
3119
3120 StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
3121 };
3122
3129 static bool SearchTileForStatue(TileIndex tile, void *user_data)
3130 {
3131 static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3132
3133 StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
3134 statue_data->tile_count++;
3135
3136 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3137 if (IsSteepSlope(GetTileSlope(tile))) return false;
3138 /* Don't build statues under bridges. */
3139 if (IsBridgeAbove(tile)) return false;
3140
3141 /* A clear-able open space is always preferred. */
3142 if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) {
3143 statue_data->best_position = tile;
3144 return true;
3145 }
3146
3147 bool house = IsTileType(tile, MP_HOUSE);
3148
3149 /* Searching inside the inner circle. */
3150 if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
3151 /* Save first house in inner circle. */
3152 if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) {
3153 statue_data->best_position = tile;
3154 }
3155
3156 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3157 return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
3158 }
3159
3160 /* Searching outside the circle, just pick the first possible spot. */
3161 statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
3162 return house && TryClearTile(tile);
3163 }
3164
3172 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
3173 {
3174 if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
3175
3176 TileIndex tile = t->xy;
3177 StatueBuildSearchData statue_data(INVALID_TILE, 0);
3178 if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3179
3180 if (flags & DC_EXEC) {
3181 Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3182 DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
3183 cur_company.Restore();
3184 BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
3185 SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
3186 MarkTileDirtyByTile(statue_data.best_position);
3187 }
3188 return CommandCost();
3189 }
3190
3191 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
3192 {
3193 /* Check if it's allowed to buy the rights */
3194 if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
3195
3196 if (flags & DC_EXEC) {
3197 /* And grow for 3 months */
3198 t->fund_buildings_months = 3;
3199
3200 /* Enable growth (also checking GameScript's opinion) */
3201 UpdateTownGrowth(t);
3202
3203 /* Build a new house, but add a small delay to make sure
3204 * that spamming funding doesn't let town grow any faster
3205 * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3206 * Also emulate original behaviour when town was only growing in
3207 * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3208 * tick-perfect and gives player some time window where they can
3209 * spam funding with the exact same efficiency.
3210 */
3211 t->grow_counter = std::min<uint16>(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS);
3212
3213 SetWindowDirty(WC_TOWN_VIEW, t->index);
3214 }
3215 return CommandCost();
3216 }
3217
3218 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
3219 {
3220 /* Check if it's allowed to buy the rights */
3221 if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
3222
3223 if (flags & DC_EXEC) {
3224 t->exclusive_counter = 12;
3225 t->exclusivity = _current_company;
3226
3227 ModifyStationRatingAround(t->xy, _current_company, 130, 17);
3228
3229 SetWindowClassesDirty(WC_STATION_VIEW);
3230
3231 /* Spawn news message */
3232 CompanyNewsInformation *cni = new CompanyNewsInformation(Company::Get(_current_company));
3233 SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
3234 SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION);
3235 SetDParam(2, t->index);
3236 SetDParamStr(3, cni->company_name);
3237 AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
3238 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3239 Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3240 }
3241 return CommandCost();
3242 }
3243
3244 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
3245 {
3246 if (flags & DC_EXEC) {
3247 if (Chance16(1, 14)) {
3248 /* set as unwanted for 6 months */
3249 t->unwanted[_current_company] = 6;
3250
3251 /* set all close by station ratings to 0 */
3252 for (Station *st : Station::Iterate()) {
3253 if (st->town == t && st->owner == _current_company) {
3254 for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
3255 }
3256 }
3257
3258 /* only show error message to the executing player. All errors are handled command.c
3259 * but this is special, because it can only 'fail' on a DC_EXEC */
3260 if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
3261
3262 /* decrease by a lot!
3263 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3264 * be independent of any cheat settings
3265 */
3266 if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3267 t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3268 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3269 }
3270 } else {
3271 ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
3272 }
3273 }
3274 return CommandCost();
3275 }
3276
3277 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
3278 static TownActionProc * const _town_action_proc[] = {
3279 TownActionAdvertiseSmall,
3280 TownActionAdvertiseMedium,
3281 TownActionAdvertiseLarge,
3282 TownActionRoadRebuild,
3283 TownActionBuildStatue,
3284 TownActionFundBuildings,
3285 TownActionBuyRights,
3286 TownActionBribe
3287 };
3288
3296 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
3297 {
3298 int num = 0;
3299 TownActions buttons = TACT_NONE;
3300
3301 /* Spectators and unwanted have no options */
3302 if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3303
3304 /* Things worth more than this are not shown */
3305 Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
3306
3307 /* Check the action bits for validity and
3308 * if they are valid add them */
3309 for (uint i = 0; i != lengthof(_town_action_costs); i++) {
3310 const TownActions cur = (TownActions)(1 << i);
3311
3312 /* Is the company not able to bribe ? */
3313 if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
3314
3315 /* Is the company not able to buy exclusive rights ? */
3316 if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
3317
3318 /* Is the company not able to fund buildings ? */
3319 if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
3320
3321 /* Is the company not able to fund local road reconstruction? */
3322 if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
3323
3324 /* Is the company not able to build a statue ? */
3325 if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
3326
3327 if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
3328 buttons |= cur;
3329 num++;
3330 }
3331 }
3332 }
3333
3334 if (nump != nullptr) *nump = num;
3335 return buttons;
3336 }
3337
3349 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
3350 {
3351 Town *t = Town::GetIfValid(p1);
3352 if (t == nullptr || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
3353
3354 if (!HasBit(GetMaskOfTownActions(nullptr, _current_company, t), p2)) return CMD_ERROR;
3355
3356 CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
3357
3358 CommandCost ret = _town_action_proc[p2](t, flags);
3359 if (ret.Failed()) return ret;
3360
3361 if (flags & DC_EXEC) {
3362 SetWindowDirty(WC_TOWN_AUTHORITY, p1);
3363 }
3364
3365 return cost;
3366 }
3367
3368 template <typename Func>
3369 static void ForAllStationsNearTown(Town *t, Func func)
3370 {
3371 /* Ideally the search radius should be close to the actual town zone 0 radius.
3372 * The true radius is not stored or calculated anywhere, only the squared radius. */
3373 /* The efficiency of this search might be improved for large towns and many stations on the map,
3374 * by using an integer square root approximation giving a value not less than the true square root. */
3375 uint search_radius = t->cache.squared_town_zone_radius[0] / 2;
3376 ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3377 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
3378 func(st);
3379 }
3380 });
3381 }
3382
3383 static void UpdateTownRating(Town *t)
3384 {
3385 /* Increase company ratings if they're low */
3386 for (const Company *c : Company::Iterate()) {
3387 if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3388 t->ratings[c->index] = std::min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3389 }
3390 }
3391
3392 ForAllStationsNearTown(t, [&](const Station *st) {
3393 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3394 if (Company::IsValidID(st->owner)) {
3395 int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3396 t->ratings[st->owner] = std::min<int>(new_rating, INT16_MAX); // do not let it overflow
3397 }
3398 } else {
3399 if (Company::IsValidID(st->owner)) {
3400 int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3401 t->ratings[st->owner] = std::max(new_rating, INT16_MIN);
3402 }
3403 }
3404 });
3405
3406 /* clamp all ratings to valid values */
3407 for (uint i = 0; i < MAX_COMPANIES; i++) {
3408 t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3409 }
3410
3411 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3412 }
3413
3414
3421 static void UpdateTownGrowCounter(Town *t, uint16 prev_growth_rate)
3422 {
3423 if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3424 if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3425 t->grow_counter = std::min<uint16>(t->growth_rate, t->grow_counter);
3426 return;
3427 }
3428 t->grow_counter = RoundDivSU((uint32)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3429 }
3430
3436 static int CountActiveStations(Town *t)
3437 {
3438 int n = 0;
3439 ForAllStationsNearTown(t, [&](const Station * st) {
3440 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3441 n++;
3442 }
3443 });
3444 return n;
3445 }
3446
3453 static uint GetNormalGrowthRate(Town *t)
3454 {
3460 static const uint16 _grow_count_values[2][6] = {
3461 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3462 { 320, 420, 300, 220, 160, 100 } // Normal values
3463 };
3464
3465 int n = CountActiveStations(t);
3466 uint16 m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][std::min(n, 5)];
3467
3468 uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3469
3470 m >>= growth_multiplier;
3471 if (t->larger_town) m /= 2;
3472
3473 return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3474 }
3475
3480 static void UpdateTownGrowthRate(Town *t)
3481 {
3482 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) return;
3483 uint old_rate = t->growth_rate;
3484 t->growth_rate = GetNormalGrowthRate(t);
3485 UpdateTownGrowCounter(t, old_rate);
3486 SetWindowDirty(WC_TOWN_VIEW, t->index);
3487 }
3488
3493 static void UpdateTownGrowth(Town *t)
3494 {
3495 UpdateTownGrowthRate(t);
3496
3497 ClrBit(t->flags, TOWN_IS_GROWING);
3498 SetWindowDirty(WC_TOWN_VIEW, t->index);
3499
3500 if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3501
3502 if (t->fund_buildings_months == 0) {
3503 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3504 for (int i = TE_BEGIN; i < TE_END; i++) {
3505 switch (t->goal[i]) {
3506 case TOWN_GROWTH_WINTER:
3507 if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3508 break;
3509 case TOWN_GROWTH_DESERT:
3510 if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3511 break;
3512 default:
3513 if (t->goal[i] > t->received[i].old_act) return;
3514 break;
3515 }
3516 }
3517 }
3518
3519 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) {
3520 if (t->growth_rate != TOWN_GROWTH_RATE_NONE) SetBit(t->flags, TOWN_IS_GROWING);
3521 SetWindowDirty(WC_TOWN_VIEW, t->index);
3522 return;
3523 }
3524
3525 if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3526
3527 SetBit(t->flags, TOWN_IS_GROWING);
3528 SetWindowDirty(WC_TOWN_VIEW, t->index);
3529 }
3530
3531 static void UpdateTownAmounts(Town *t)
3532 {
3533 for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
3534 for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
3535 if (t->fund_buildings_months != 0) t->fund_buildings_months--;
3536
3537 SetWindowDirty(WC_TOWN_VIEW, t->index);
3538 }
3539
3540 static void UpdateTownUnwanted(Town *t)
3541 {
3542 for (const Company *c : Company::Iterate()) {
3543 if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
3544 }
3545 }
3546
3553 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
3554 {
3555 if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
3556
3557 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
3558 if (t == nullptr) return CommandCost();
3559
3560 if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3561
3562 SetDParam(0, t->index);
3563 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3564 }
3565
3574 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
3575 {
3576 if (Town::GetNumItems() == 0) return nullptr;
3577
3578 TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3579 Town *town = Town::Get(tid);
3580 if (DistanceManhattan(tile, town->xy) < threshold) return town;
3581 return nullptr;
3582 }
3583
3592 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3593 {
3594 switch (GetTileType(tile)) {
3595 case MP_ROAD:
3596 if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3597
3598 if (!HasTownOwnedRoad(tile)) {
3599 TownID tid = GetTownIndex(tile);
3600
3601 if (tid == INVALID_TOWN) {
3602 /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3603 if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3604 assert(Town::GetNumItems() == 0);
3605 return nullptr;
3606 }
3607
3608 assert(Town::IsValidID(tid));
3609 Town *town = Town::Get(tid);
3610
3611 if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
3612
3613 return town;
3614 }
3615 FALLTHROUGH;
3616
3617 case MP_HOUSE:
3618 return Town::GetByTile(tile);
3619
3620 default:
3621 return CalcClosestTownFromTile(tile, threshold);
3622 }
3623 }
3624
3625 static bool _town_rating_test = false;
3626 static SmallMap<const Town *, int> _town_test_ratings;
3627
3633 void SetTownRatingTestMode(bool mode)
3634 {
3635 static int ref_count = 0; // Number of times test-mode is switched on.
3636 if (mode) {
3637 if (ref_count == 0) {
3638 _town_test_ratings.clear();
3639 }
3640 ref_count++;
3641 } else {
3642 assert(ref_count > 0);
3643 ref_count--;
3644 }
3645 _town_rating_test = !(ref_count == 0);
3646 }
3647
3653 static int GetRating(const Town *t)
3654 {
3655 if (_town_rating_test) {
3656 SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
3657 if (it != _town_test_ratings.End()) {
3658 return it->second;
3659 }
3660 }
3661 return t->ratings[_current_company];
3662 }
3663
3671 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
3672 {
3673 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3674 if (t == nullptr || (flags & DC_NO_MODIFY_TOWN_RATING) ||
3675 !Company::IsValidID(_current_company) ||
3676 (_cheats.magic_bulldozer.value && add < 0)) {
3677 return;
3678 }
3679
3680 int rating = GetRating(t);
3681 if (add < 0) {
3682 if (rating > max) {
3683 rating += add;
3684 if (rating < max) rating = max;
3685 }
3686 } else {
3687 if (rating < max) {
3688 rating += add;
3689 if (rating > max) rating = max;
3690 }
3691 }
3692 if (_town_rating_test) {
3693 _town_test_ratings[t] = rating;
3694 } else {
3695 SetBit(t->have_ratings, _current_company);
3696 t->ratings[_current_company] = rating;
3697 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3698 }
3699 }
3700
3708 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
3709 {
3710 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3711 if (t == nullptr || !Company::IsValidID(_current_company) ||
3712 _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
3713 return CommandCost();
3714 }
3715
3716 /* minimum rating needed to be allowed to remove stuff */
3717 static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
3718 /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3719 { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
3720 { RATING_ROAD_NEEDED_NEUTRAL, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
3721 { RATING_ROAD_NEEDED_HOSTILE, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
3722 };
3723
3724 /* check if you're allowed to remove the road/bridge/tunnel
3725 * owned by a town no removal if rating is lower than ... depends now on
3726 * difficulty setting. Minimum town rating selected by difficulty level
3727 */
3728 int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
3729
3730 if (GetRating(t) < needed) {
3731 SetDParam(0, t->index);
3732 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3733 }
3734
3735 return CommandCost();
3736 }
3737
3738 void TownsMonthlyLoop()
3739 {
3740 for (Town *t : Town::Iterate()) {
3741 if (t->road_build_months != 0) t->road_build_months--;
3742
3743 if (t->exclusive_counter != 0) {
3744 if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
3745 }
3746
3747 UpdateTownAmounts(t);
3748 UpdateTownGrowth(t);
3749 UpdateTownRating(t);
3750 UpdateTownUnwanted(t);
3751 }
3752
3753 }
3754
3755 void TownsYearlyLoop()
3756 {
3757 /* Increment house ages */
3758 for (TileIndex t = 0; t < MapSize(); t++) {
3759 if (!IsTileType(t, MP_HOUSE)) continue;
3760 IncrementHouseAge(t);
3761 }
3762 }
3763
3764 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
3765 {
3766 if (AutoslopeEnabled()) {
3767 HouseID house = GetHouseType(tile);
3768 GetHouseNorthPart(house); // modifies house to the ID of the north tile
3769 const HouseSpec *hs = HouseSpec::Get(house);
3770
3771 /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
3772 if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
3773 (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3774 bool allow_terraform = true;
3775
3776 /* Call the autosloping callback per tile, not for the whole building at once. */
3777 house = GetHouseType(tile);
3778 hs = HouseSpec::Get(house);
3779 if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
3780 /* If the callback fails, allow autoslope. */
3781 uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
3782 if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
3783 }
3784
3785 if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3786 }
3787 }
3788
3789 return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
3790 }
3791
3793 extern const TileTypeProcs _tile_type_town_procs = {
3794 DrawTile_Town, // draw_tile_proc
3795 GetSlopePixelZ_Town, // get_slope_z_proc
3796 ClearTile_Town, // clear_tile_proc
3797 AddAcceptedCargo_Town, // add_accepted_cargo_proc
3798 GetTileDesc_Town, // get_tile_desc_proc
3799 GetTileTrackStatus_Town, // get_tile_track_status_proc
3800 nullptr, // click_tile_proc
3801 AnimateTile_Town, // animate_tile_proc
3802 TileLoop_Town, // tile_loop_proc
3803 ChangeTileOwner_Town, // change_tile_owner_proc
3804 AddProducedCargo_Town, // add_produced_cargo_proc
3805 nullptr, // vehicle_enter_tile_proc
3806 GetFoundation_Town, // get_foundation_proc
3807 TerraformTile_Town, // terraform_tile_proc
3808 };
3809
3810
3811 HouseSpec _house_specs[NUM_HOUSES];
3812
3813 void ResetHouses()
3814 {
3815 memset(&_house_specs, 0, sizeof(_house_specs));
3816 memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
3817
3818 /* Reset any overrides that have been set. */
3819 _house_mngr.ResetOverride();
3820 }
GrowTownInTile
static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
Grows the given town.
Definition: town_cmd.cpp:1352
game.hpp
RoadTypeInfo::flags
RoadTypeFlags flags
Bit mask of road type flags.
Definition: road.h:124
CmdDeleteTown
CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
Delete a town (scenario editor or worldgen only).
Definition: town_cmd.cpp:2963
CmdExpandTown
CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
Expand a town (scenario editor only).
Definition: town_cmd.cpp:2923
TE_WATER
@ TE_WATER
Cargo behaves water-like.
Definition: cargotype.h:32
TileInfo::z
int z
Height.
Definition: tile_cmd.h:47
MP_CLEAR
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition: tile_type.h:46
MP_HOUSE
@ MP_HOUSE
A house by a town.
Definition: tile_type.h:49
HouseSpec::removal_cost
byte removal_cost
cost multiplier for removing it
Definition: house.h:103
DeleteNewGRFInspectWindow
void DeleteNewGRFInspectWindow(GrfSpecFeature feature, uint index)
Delete inspect window for a given feature and index.
Definition: newgrf_debug_gui.cpp:734
IsTileFlat
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition: tile_map.cpp:100
DIAGDIR_SE
@ DIAGDIR_SE
Southeast.
Definition: direction_type.h:80
TACT_BRIBE
@ TACT_BRIBE
Try to bribe the council.
Definition: town.h:219
HasTownOwnedRoad
static bool HasTownOwnedRoad(TileIndex t)
Checks if given tile has town owned road.
Definition: road_map.h:279
TileDesc::grf
const char * grf
newGRF used for the tile contents
Definition: tile_cmd.h:61
Town::have_ratings
CompanyMask have_ratings
which companies have a rating
Definition: town.h:69
GetRoadDepotDirection
static DiagDirection GetRoadDepotDirection(TileIndex t)
Get the direction of the exit of a road depot.
Definition: road_map.h:565
TileIndex
uint32 TileIndex
The index/ID of a Tile.
Definition: tile_type.h:83
TROPICZONE_DESERT
@ TROPICZONE_DESERT
Tile is desert.
Definition: tile_type.h:76
RoadTypeInfo
Definition: road.h:75
TACT_BUILD_STATUE
@ TACT_BUILD_STATUE
Build a statue.
Definition: town.h:216
NT_INDUSTRY_OPEN
@ NT_INDUSTRY_OPEN
Opening of industries.
Definition: news_type.h:26
TILE_ADD
#define TILE_ADD(x, y)
Adds to tiles together.
Definition: map_func.h:244
InvalidateWindowData
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition: window.cpp:3234
StatueBuildSearchData
Structure for storing data while searching the best place to build a statue.
Definition: town_cmd.cpp:3116
TileLoop_Town
static void TileLoop_Town(TileIndex tile)
Tile callback function.
Definition: town_cmd.cpp:524
TryClearTile
static bool TryClearTile(TileIndex tile)
Check whether the land can be cleared.
Definition: town_cmd.cpp:3107
GRFFileProps::override
uint16 override
id of the entity been replaced by
Definition: newgrf_commons.h:333
ROAD_N
@ ROAD_N
Road at the two northern edges.
Definition: road_type.h:59
IsSea
static bool IsSea(TileIndex t)
Is it a sea water tile?
Definition: water_map.h:152
Cheats::magic_bulldozer
Cheat magic_bulldozer
dynamite industries, objects
Definition: cheat_type.h:27
newgrf_house.h
RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE
@ RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE
"Hostile"
Definition: town_type.h:61
StationFinder
Structure contains cached list of stations nearby.
Definition: station_type.h:100
CalcClosestTownFromTile
Town * CalcClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest to the given tile within threshold.
Definition: town_cmd.cpp:3574
Chance16
static bool Chance16(const uint a, const uint b)
Flips a coin with given probability.
Definition: random_func.hpp:131
DoCommand
CommandCost DoCommand(const CommandContainer *container, DoCommandFlag flags)
Shorthand for calling the long DoCommand with a container.
Definition: command.cpp:450
Pool::PoolItem<&_town_pool >::Get
static Titem * Get(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:337
station_kdtree.h
TO_HOUSES
@ TO_HOUSES
town buildings
Definition: transparency.h:25
TileOffsByDiagDir
static TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition: map_func.h:341
CmdRenameTown
CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
Rename a town (server-only).
Definition: town_cmd.cpp:2744
IsRoadStop
static bool IsRoadStop(TileIndex t)
Is the station at t a road station?
Definition: station_map.h:202
GetHouseAge
static Year GetHouseAge(TileIndex t)
Get the age of the house.
Definition: town_map.h:249
SetWindowDirty
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition: window.cpp:3136
GetTileMaxZ
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition: tile_map.cpp:141
GetRating
static int GetRating(const Town *t)
Get the rating of a town for the _current_company.
Definition: town_cmd.cpp:3653
GB
static uint GB(const T x, const uint8 s, const uint8 n)
Fetch n bits from x, started at bit s.
Definition: bitmath_func.hpp:32
CBM_HOUSE_CARGO_ACCEPTANCE
@ CBM_HOUSE_CARGO_ACCEPTANCE
decides amount of cargo acceptance
Definition: newgrf_callbacks.h:319
DoClearTownHouseHelper
static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
Update data structures when a house is removed.
Definition: town_cmd.cpp:2662
command_func.h
Town::InitializeLayout
void InitializeLayout(TownLayout layout)
Assigns town layout.
Definition: town_cmd.cpp:170
Town::road_build_months
byte road_build_months
fund road reconstruction in action?
Definition: town.h:91
InclinedSlope
static Slope InclinedSlope(DiagDirection dir)
Returns the slope that is inclined in a specific direction.
Definition: slope_func.h:256
EconomySettings::town_layout
TownLayout town_layout
select town layout,
Definition: settings_type.h:516
TileInfo::x
uint x
X position of the tile in unit coordinates.
Definition: tile_cmd.h:43
Pool::PoolItem<&_town_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:348
CMD_ERROR
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
Definition: command_func.h:23
TownActionBuildStatue
static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
Perform a 9x9 tiles circular search from the center of the town in order to find a free tile to place...
Definition: town_cmd.cpp:3172
Kdtree
K-dimensional tree, specialised for 2-dimensional space.
Definition: kdtree.hpp:37
TileInfo
Tile information, used while rendering the tile.
Definition: tile_cmd.h:42
Town::unwanted
uint8 unwanted[MAX_COMPANIES]
how many months companies aren't wanted by towns (bribe)
Definition: town.h:70
GameCreationSettings::landscape
byte landscape
the landscape we're currently in
Definition: settings_type.h:321
Backup
Class to backup a specific variable and restore it later.
Definition: backup_type.hpp:21
Town::statues
CompanyMask statues
which companies have a statue?
Definition: town.h:66
company_base.h
ROTF_TOWN_BUILD
@ ROTF_TOWN_BUILD
Bit number for allowing towns to build this roadtype.
Definition: road.h:43
IsTransparencySet
static bool IsTransparencySet(TransparencyOption to)
Check if the transparency option bit is set and if we aren't in the game menu (there's never transpar...
Definition: transparency.h:48
_cur_year
Year _cur_year
Current year, starting at 0.
Definition: date.cpp:26
tunnelbridge_map.h
EXPENSES_OTHER
@ EXPENSES_OTHER
Other expenses.
Definition: economy_type.h:170
RemoveNearbyStations
static void RemoveNearbyStations(Town *t, TileIndex tile, BuildingFlags flags)
Remove stations from nearby station list if a town is no longer in the catchment area of each.
Definition: town_cmd.cpp:464
CommandCost::MultiplyCost
void MultiplyCost(int factor)
Multiplies the cost of the command by the given factor.
Definition: command_type.h:73
HouseSpec::accepts_cargo
CargoID accepts_cargo[HOUSE_NUM_ACCEPTS]
input cargo slots
Definition: house.h:108
TileDesc::owner
Owner owner[4]
Name of the owner(s)
Definition: tile_cmd.h:53
Station
Station data structure.
Definition: station_base.h:447
IsHouseCompleted
static bool IsHouseCompleted(TileIndex t)
Get the completion of this house.
Definition: town_map.h:145
GetClosestWaterDistance
uint GetClosestWaterDistance(TileIndex tile, bool water)
Finds the distance for the closest tile with water/land given a tile.
Definition: map.cpp:340
CmdTownCargoGoal
CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
Change the cargo goal of a town.
Definition: town_cmd.cpp:2797
VerifyTownName
bool VerifyTownName(uint32 r, const TownNameParams *par, TownNames *town_names)
Verifies the town name is valid and unique.
Definition: townname.cpp:82
CargoPacket::InvalidateAllFrom
static void InvalidateAllFrom(SourceType src_type, SourceID src)
Invalidates (sets source_id to INVALID_SOURCE) all cargo packets from given source.
Definition: cargopacket.cpp:127
TF_FORBIDDEN
@ TF_FORBIDDEN
Forbidden.
Definition: town_type.h:94
INVALID_ROADTYPE
@ INVALID_ROADTYPE
flag for invalid roadtype
Definition: road_type.h:27
DiagDirToAxis
static Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
Definition: direction_func.h:214
ROAD_SW
@ ROAD_SW
South-west part.
Definition: road_type.h:53
DifficultySettings::town_council_tolerance
byte town_council_tolerance
minimum required town ratings to be allowed to demolish stuff
Definition: settings_type.h:92
TE_FOOD
@ TE_FOOD
Cargo behaves food/fizzy-drinks-like.
Definition: cargotype.h:33
_town_rating_test
static bool _town_rating_test
If true, town rating is in test-mode.
Definition: town_cmd.cpp:3625
IsRoadDepotTile
static bool IsRoadDepotTile(TileIndex t)
Return whether a tile is a road depot tile.
Definition: road_map.h:115
TileAddByDir
static TileIndex TileAddByDir(TileIndex tile, Direction dir)
Adds a Direction to a tile.
Definition: map_func.h:370
TL_RANDOM
@ TL_RANDOM
Random town layout.
Definition: town_type.h:85
DIAGDIR_END
@ DIAGDIR_END
Used for iterations.
Definition: direction_type.h:83
TownCache::squared_town_zone_radius
uint32 squared_town_zone_radius[HZB_END]
UpdateTownRadius updates this given the house count.
Definition: town.h:45
TOWN_GROWTH_TICKS
static const int TOWN_GROWTH_TICKS
cycle duration for towns trying to grow. (this originates from the size of the town array in TTD
Definition: date_type.h:38
CmdFoundTown
CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
Create a new town.
Definition: town_cmd.cpp:1935
Pool::PoolItem::index
Tindex index
Index of this pool item.
Definition: pool_type.hpp:235
TACT_FUND_BUILDINGS
@ TACT_FUND_BUILDINGS
Fund new buildings.
Definition: town.h:217
CargoSpec::Get
static CargoSpec * Get(size_t index)
Retrieve cargo details for the given cargo ID.
Definition: cargotype.h:119
Object::GetByTile
static Object * GetByTile(TileIndex tile)
Get the object associated with a tile.
Definition: object_cmd.cpp:51
EconomySettings::larger_towns
uint8 larger_towns
the number of cities to build. These start off larger and grow twice as fast
Definition: settings_type.h:514
GrowTownAtRoad
static bool GrowTownAtRoad(Town *t, TileIndex tile)
Returns "growth" if a house was built, or no if the build failed.
Definition: town_cmd.cpp:1598
IsRoadAllowedHere
static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
Check if a Road is allowed on a given tile.
Definition: town_cmd.cpp:928
CargoArray
Class for storing amounts of cargo.
Definition: cargo_type.h:82
PalSpriteID::sprite
SpriteID sprite
The 'real' sprite.
Definition: gfx_type.h:23
HouseSpec::enabled
bool enabled
the house is available to build (true by default, but can be disabled by newgrf)
Definition: house.h:111
TownSize
TownSize
Supported initial town sizes.
Definition: town_type.h:19
GetWorldPopulation
uint32 GetWorldPopulation()
Determines the world population Basically, count population of all towns, one by one.
Definition: town_cmd.cpp:450
CheckTownBuild2x2House
static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
Checks if 2x2 building is allowed here, also takes into account current town layout Also,...
Definition: town_cmd.cpp:2485
GameSettings::difficulty
DifficultySettings difficulty
settings related to the difficulty
Definition: settings_type.h:576
HasBit
static bool HasBit(const T x, const uint8 y)
Checks if a bit in a value is set.
Definition: bitmath_func.hpp:103
GetTileZ
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition: tile_map.cpp:121
AddNewsItem
void AddNewsItem(StringID string, NewsType type, NewsFlag flags, NewsReferenceType reftype1=NR_NONE, uint32 ref1=UINT32_MAX, NewsReferenceType reftype2=NR_NONE, uint32 ref2=UINT32_MAX, const NewsAllocatedData *data=nullptr)
Add a new newsitem to be shown.
Definition: news_gui.cpp:807
Town::goal
uint32 goal[NUM_TE]
Amount of cargo required for the town to grow.
Definition: town.h:77
ROAD_X
@ ROAD_X
Full road along the x-axis (south-west + north-east)
Definition: road_type.h:56
ClrBit
static T ClrBit(T &x, const uint8 y)
Clears a bit in a variable.
Definition: bitmath_func.hpp:151
DIAGDIRDIFF_90LEFT
@ DIAGDIRDIFF_90LEFT
90 degrees left
Definition: direction_type.h:108
MP_RAILWAY
@ MP_RAILWAY
A railway.
Definition: tile_type.h:47
_tile_type_town_procs
const TileTypeProcs _tile_type_town_procs
Tile callback functions for a town.
Definition: landscape.cpp:47
IsStandardRoadStopTile
static bool IsStandardRoadStopTile(TileIndex t)
Is tile t a standard (non-drive through) road stop station?
Definition: station_map.h:223
IsValidDiagDirection
static bool IsValidDiagDirection(DiagDirection d)
Checks if an integer value is a valid DiagDirection.
Definition: direction_func.h:21
SetRoadOwner
static void SetRoadOwner(TileIndex t, RoadTramType rtt, Owner o)
Set the owner of a specific road type.
Definition: road_map.h:250
SetDParamX
static void SetDParamX(uint64 *s, uint n, uint64 v)
Set a string parameter v at index n in a given array s.
Definition: strings_func.h:186
OBJECT_STATUE
static const ObjectType OBJECT_STATUE
Statue in towns.
Definition: object_type.h:18
IsDriveThroughStopTile
static bool IsDriveThroughStopTile(TileIndex t)
Is tile t a drive through road stop station?
Definition: station_map.h:233
ResetHouseAge
static void ResetHouseAge(TileIndex t)
Sets the age of the house to zero.
Definition: town_map.h:226
GameCreationSettings::town_name
byte town_name
the town name generator used for town names
Definition: settings_type.h:320
TILE_SIZE
static const uint TILE_SIZE
Tile size in world coordinates.
Definition: tile_type.h:13
ROADTYPE_END
@ ROADTYPE_END
Used for iterations.
Definition: road_type.h:26
CBID_HOUSE_CUSTOM_NAME
@ CBID_HOUSE_CUSTOM_NAME
Called on the Get Tile Description for an house tile.
Definition: newgrf_callbacks.h:224
CMD_BUILD_BRIDGE
@ CMD_BUILD_BRIDGE
build a bridge
Definition: command_type.h:181
HouseSpec::building_name
StringID building_name
building name
Definition: house.h:104
CargoSpec::Iterate
static IterateWrapper Iterate(size_t from=0)
Returns an iterable ensemble of all valid CargoSpec.
Definition: cargotype.h:168
CmdTownRating
CommandCost CmdTownRating(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
Change the rating of a company in a town.
Definition: town_cmd.cpp:2894
TileInfo::y
uint y
Y position of the tile in unit coordinates.
Definition: tile_cmd.h:44
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:52
Town::xy
TileIndex xy
town center tile
Definition: town.h:51
TCGM_ORIGINAL
@ TCGM_ORIGINAL
Original algorithm (quadratic cargo by population)
Definition: town_type.h:103
CargoSpec
Specification of a cargo type.
Definition: cargotype.h:57
DC_NO_WATER
@ DC_NO_WATER
don't allow building on water
Definition: command_type.h:351
EconomySettings::initial_city_size
uint8 initial_city_size
multiplier for the initial size of the cities compared to towns
Definition: settings_type.h:515
MP_INDUSTRY
@ MP_INDUSTRY
Part of an industry.
Definition: tile_type.h:54
town.h
newgrf_debug.h
TileY
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition: map_func.h:215
DIAGDIR_NW
@ DIAGDIR_NW
Northwest.
Definition: direction_type.h:82
TownLayout
TownLayout
Town Layouts.
Definition: town_type.h:78
RandomRange
static uint32 RandomRange(uint32 limit)
Pick a random number between 0 and limit - 1, inclusive.
Definition: random_func.hpp:81
WC_STATION_VIEW
@ WC_STATION_VIEW
Station view; Window numbers:
Definition: window_type.h:337
DIR_W
@ DIR_W
West.
Definition: direction_type.h:32
HouseSpec::max_year
Year max_year
last year it can be built
Definition: house.h:101
SLOPE_STEEP_S
@ SLOPE_STEEP_S
a steep slope falling to north (from south)
Definition: slope_type.h:67
TransportType
TransportType
Available types of transport.
Definition: transport_type.h:19
MAX_DAY
#define MAX_DAY
The number of days till the last day.
Definition: date_type.h:98
Industry
Defines the internal data of a functional industry.
Definition: industry.h:66
ConvertBooleanCallback
bool ConvertBooleanCallback(const GRFFile *grffile, uint16 cbid, uint16 cb_res)
Converts a callback result into a boolean.
Definition: newgrf_commons.cpp:550
RoadTypeInfo::introduction_date
Date introduction_date
Introduction date.
Definition: road.h:163
ROADTYPE_ROAD
@ ROADTYPE_ROAD
Basic road type.
Definition: road_type.h:24
Station::CatchmentCoversTown
bool CatchmentCoversTown(TownID t) const
Test if the given town ID is covered by our catchment area.
Definition: station.cpp:393
CBID_HOUSE_DRAW_FOUNDATIONS
@ CBID_HOUSE_DRAW_FOUNDATIONS
Called to determine the type (if any) of foundation to draw for house tile.
Definition: newgrf_callbacks.h:227
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
Town::fund_buildings_months
byte fund_buildings_months
fund buildings program in action?
Definition: town.h:90
DC_EXEC
@ DC_EXEC
execute the given command
Definition: command_type.h:348
Kdtree::Build
void Build(It begin, It end)
Clear and rebuild the tree from a new sequence of elements,.
Definition: kdtree.hpp:364
GetTownRoadBits
static RoadBits GetTownRoadBits(TileIndex tile)
Return the RoadBits of a tile.
Definition: town_cmd.cpp:846
BaseStation::owner
Owner owner
The owner of this station.
Definition: base_station_base.h:62
DIR_N
@ DIR_N
North.
Definition: direction_type.h:26
MP_ROAD
@ MP_ROAD
A tile with road (or tram tracks)
Definition: tile_type.h:48
IsLocalCompany
static bool IsLocalCompany()
Is the current company the local company?
Definition: company_func.h:43
TileDesc
Tile description for the 'land area information' tool.
Definition: tile_cmd.h:51
NT_GENERAL
@ NT_GENERAL
General news (from towns)
Definition: news_type.h:36
SetDParam
static void SetDParam(uint n, uint64 v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings_func.h:196
Town::show_zone
bool show_zone
NOSAVE: mark town to show the local authority zone in the viewports.
Definition: town.h:96
TOWN_HAS_STADIUM
@ TOWN_HAS_STADIUM
There can be only one stadium by town.
Definition: town.h:183
TileIndexToTileIndexDiffC
static TileIndexDiffC TileIndexToTileIndexDiffC(TileIndex tile_a, TileIndex tile_b)
Returns the diff between two tiles.
Definition: map_func.h:316
CBM_HOUSE_PRODUCE_CARGO
@ CBM_HOUSE_PRODUCE_CARGO
custom cargo production
Definition: newgrf_callbacks.h:323
DoCommandFlag
DoCommandFlag
List of flags for a command.
Definition: command_type.h:346
GetTownIndex
static TownID GetTownIndex(TileIndex t)
Get the index of which town this house/street is attached to.
Definition: town_map.h:22
genworld.h
Town::UpdateVirtCoord
void UpdateVirtCoord()
Resize the sign(label) of the town after changes in population (creation or growth or else)
Definition: town_cmd.cpp:399
Foundation
Foundation
Enumeration for Foundations.
Definition: slope_type.h:93
GenerateTowns
bool GenerateTowns(TownLayout layout)
This function will generate a certain amount of towns, with a certain layout It can be called from th...
Definition: town_cmd.cpp:2205
CMD_BUILD_TUNNEL
@ CMD_BUILD_TUNNEL
build a tunnel
Definition: command_type.h:188
Kdtree::Count
size_t Count() const
Get number of elements stored in tree.
Definition: kdtree.hpp:432
IncreaseGeneratingWorldProgress
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
Definition: genworld_gui.cpp:1494
SpotData
Used as the user_data for FindFurthestFromWater.
Definition: town_cmd.cpp:2077
FlatteningFoundation
static Foundation FlatteningFoundation(Slope s)
Returns the foundation needed to flatten a slope.
Definition: slope_func.h:369
IncHouseConstructionTick
static void IncHouseConstructionTick(TileIndex t)
Sets the increment stage of a house It is working with the whole counter + stage 5 bits,...
Definition: town_map.h:208
Town::GetRandom
static Town * GetRandom()
Return a random valid town.
Definition: town_cmd.cpp:184
CommandCost::Succeeded
bool Succeeded() const
Did this command succeed?
Definition: command_type.h:150
RATING_GROWTH_UP_STEP
@ RATING_GROWTH_UP_STEP
when a town grows, all companies have rating increased a bit ...
Definition: town_type.h:52
object_base.h
EconomySettings::bribe
bool bribe
enable bribing the local authority
Definition: settings_type.h:501
ST_TOWN
@ ST_TOWN
Source/destination is a town.
Definition: cargo_type.h:149
TileX
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition: map_func.h:205
Kdtree::Remove
void Remove(const T &element)
Remove a single element from the tree, if it exists.
Definition: kdtree.hpp:419
SmallMap
Implementation of simple mapping class.
Definition: smallmap_type.hpp:26
DiagDirToRoadBits
static RoadBits DiagDirToRoadBits(DiagDirection d)
Create the road-part which belongs to the given DiagDirection.
Definition: road_func.h:96
ShowErrorMessage
void ShowErrorMessage(StringID summary_msg, StringID detailed_msg, WarningLevel wl, int x=0, int y=0, const GRFFile *textref_stack_grffile=nullptr, uint textref_stack_size=0, const uint32 *textref_stack=nullptr)
Display an error message in a window.
Definition: error_gui.cpp:383
CountBits
static uint CountBits(T value)
Counts the number of set bits in a variable.
Definition: bitmath_func.hpp:251
TransportedCargoStat::NewMonth
void NewMonth()
Update stats for a new month.
Definition: town_type.h:121
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:577
MAX_CHAR_LENGTH
static const int MAX_CHAR_LENGTH
Max. length of UTF-8 encoded unicode character.
Definition: strings_type.h:18
SpecializedStation< Station, false >::Iterate
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
Definition: base_station_base.h:270
ai.hpp
CmdTownGrowthRate
CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
Change the growth rate of the town.
Definition: town_cmd.cpp:2854
IsInsideMM
static bool IsInsideMM(const T x, const size_t min, const size_t max)
Checks if a value is in an interval.
Definition: math_func.hpp:204
SLOPE_NW
@ SLOPE_NW
north and west corner are raised
Definition: slope_type.h:55
RATING_INITIAL
@ RATING_INITIAL
initial rating
Definition: town_type.h:44
TF_CUSTOM_LAYOUT
@ TF_CUSTOM_LAYOUT
Allowed, with custom town layout.
Definition: town_type.h:96
TileInfo::tileh
Slope tileh
Slope of the tile.
Definition: tile_cmd.h:45
SpriteID
uint32 SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition: gfx_type.h:17
TestTownOwnsBridge
static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
Check if a town 'owns' a bridge.
Definition: town_cmd.cpp:85
SLOPE_FLAT
@ SLOPE_FLAT
a flat tile
Definition: slope_type.h:49
TownCache::building_counts
BuildingCounts< uint16 > building_counts
The number of each type of building in the town.
Definition: town.h:46
GetHouseType
static HouseID GetHouseType(TileIndex t)
Get the type of this house, which is an index into the house spec array.
Definition: town_map.h:59
Pool::MAX_SIZE
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:85
townname_func.h
TRANSPORT_ROAD
@ TRANSPORT_ROAD
Transport by road vehicle.
Definition: transport_type.h:28
RoadBits
RoadBits
Enumeration for the road parts on a tile.
Definition: road_type.h:50
HouseSpec::extra_flags
HouseExtraFlags extra_flags
some more flags
Definition: house.h:118
ROAD_NONE
@ ROAD_NONE
No road-part is build.
Definition: road_type.h:51
HouseSpec::probability
byte probability
Relative probability of appearing (16 is the standard value)
Definition: house.h:117
GrowTown
static bool GrowTown(Town *t)
Grow the town.
Definition: town_cmd.cpp:1694
GetLiftPosition
static byte GetLiftPosition(TileIndex t)
Get the position of the lift on this animated house.
Definition: town_map.h:125
Utf8StringLength
size_t Utf8StringLength(const char *s)
Get the length of an UTF-8 encoded string in number of characters and thus not the number of bytes th...
Definition: string.cpp:417
ToTileIndexDiff
static TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between to tiles from a TileIndexDiffC struct.
Definition: map_func.h:230
Pool::PoolItem<&_town_pool >::GetPoolSize
static size_t GetPoolSize()
Returns first unused index.
Definition: pool_type.hpp:358
DistanceManhattan
uint DistanceManhattan(TileIndex t0, TileIndex t1)
Gets the Manhattan distance between the two given tiles.
Definition: map.cpp:157
GetSlopeMaxZ
static int GetSlopeMaxZ(Slope s)
Returns the height of the highest corner of a slope relative to TileZ (= minimal height)
Definition: slope_func.h:160
DIAGDIR_SW
@ DIAGDIR_SW
Southwest.
Definition: direction_type.h:81
EconomySettings::fund_buildings
bool fund_buildings
allow funding new buildings
Definition: settings_type.h:508
TileIndexDiffC::y
int16 y
The y value of the coordinate.
Definition: map_type.h:59
TownCache::population
uint32 population
Current population of people.
Definition: town.h:42
CargoSpec::Index
CargoID Index() const
Determines index of this cargospec.
Definition: cargotype.h:90
depot_base.h
CompanyNewsInformation::company_name
std::string company_name
The name of the company.
Definition: news_type.h:158
return_cmd_error
#define return_cmd_error(errcode)
Returns from a function with a specific StringID as error.
Definition: command_func.h:33
TOWN_RATING_CHECK_TYPE_COUNT
@ TOWN_RATING_CHECK_TYPE_COUNT
Number of town checking action types.
Definition: town.h:163
RandomDiagDir
static DiagDirection RandomDiagDir()
Return a random direction.
Definition: town_cmd.cpp:248
MapSize
static uint MapSize()
Get the size of the map.
Definition: map_func.h:92
TL_BETTER_ROADS
@ TL_BETTER_ROADS
Extended original algorithm (min. 2 distance between roads)
Definition: town_type.h:81
Town::time_until_rebuild
uint16 time_until_rebuild
time until we rebuild a house
Definition: town.h:85
EXPENSES_CONSTRUCTION
@ EXPENSES_CONSTRUCTION
Construction costs.
Definition: economy_type.h:158
GetTownRadiusGroup
HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
Returns the bit corresponding to the town zone of the specified tile.
Definition: town_cmd.cpp:2257
IsSteepSlope
static bool IsSteepSlope(Slope s)
Checks if a slope is steep.
Definition: slope_func.h:36
CommandCost
Common return value for all commands.
Definition: command_type.h:23
GetSnowLine
byte GetSnowLine()
Get the current snow line, either variable or static.
Definition: landscape.cpp:645
HasTileWaterGround
static bool HasTileWaterGround(TileIndex t)
Checks whether the tile has water at the ground.
Definition: water_map.h:344
cmd_helper.h
_date
Date _date
Current date in days (day counter)
Definition: date.cpp:28
GetTownName
char * GetTownName(char *buff, const TownNameParams *par, uint32 townnameparts, const char *last)
Fills buffer with specified town name.
Definition: townname.cpp:49
TileHeight
static uint TileHeight(TileIndex tile)
Returns the height of a tile.
Definition: tile_map.h:29
CircularTileSearch
bool CircularTileSearch(TileIndex *tile, uint size, TestTileOnSearchProc proc, void *user_data)
Function performing a search around a center tile and going outward, thus in circle.
Definition: map.cpp:258
CMD_TERRAFORM_LAND
@ CMD_TERRAFORM_LAND
terraform a tile
Definition: command_type.h:186
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:155
NUM_HOUSES
static const HouseID NUM_HOUSES
Total number of houses.
Definition: house.h:29
CMD_BUILD_ROAD
@ CMD_BUILD_ROAD
build a "half" road
Definition: command_type.h:201
SLOPE_ELEVATED
@ SLOPE_ELEVATED
bit mask containing all 'simple' slopes
Definition: slope_type.h:61
WC_TOWN_AUTHORITY
@ WC_TOWN_AUTHORITY
Town authority; Window numbers:
Definition: window_type.h:186
SpotData::tile
TileIndex tile
holds the tile that was found
Definition: town_cmd.cpp:2078
ChangeDiagDir
static DiagDirection ChangeDiagDir(DiagDirection d, DiagDirDiff delta)
Applies a difference on a DiagDirection.
Definition: direction_func.h:149
GetAnyRoadBits
RoadBits GetAnyRoadBits(TileIndex tile, RoadTramType rtt, bool straight_tunnel_bridge_entrance)
Returns the RoadBits on an arbitrary tile Special behaviour:
Definition: road_map.cpp:33
MAX_BRIDGES
static const uint MAX_BRIDGES
Maximal number of available bridge specs.
Definition: bridge.h:34
Industry::GetByTile
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition: industry.h:144
GSF_FAKE_TOWNS
@ GSF_FAKE_TOWNS
Fake town GrfSpecFeature for NewGRF debugging (parent scope)
Definition: newgrf.h:89
DIR_E
@ DIR_E
East.
Definition: direction_type.h:28
DRD_NONE
@ DRD_NONE
None of the directions are disallowed.
Definition: road_map.h:286
_original_house_specs
static const HouseSpec _original_house_specs[]
House specifications from original data.
Definition: town_land.h:1819
TileIndexDiff
int32 TileIndexDiff
An offset value between to tiles.
Definition: map_func.h:154
NEW_HOUSE_OFFSET
static const HouseID NEW_HOUSE_OFFSET
Offset for new houses.
Definition: house.h:28
TownCanBePlacedHere
static CommandCost TownCanBePlacedHere(TileIndex tile)
Checks if it's possible to place a town at given tile.
Definition: town_cmd.cpp:1889
TOWN_GROWTH_DESERT
static const uint TOWN_GROWTH_DESERT
The town needs the cargo for growth when on desert (any amount)
Definition: town.h:32
GameCreationSettings::custom_town_number
uint16 custom_town_number
manually entered number of towns
Definition: settings_type.h:323
autoslope.h
SpotData::max_dist
uint max_dist
holds the distance that tile is from the water
Definition: town_cmd.cpp:2079
TownRatingCheckType
TownRatingCheckType
Action types that a company must ask permission for to a town authority.
Definition: town.h:160
Convert8bitBooleanCallback
bool Convert8bitBooleanCallback(const GRFFile *grffile, uint16 cbid, uint16 cb_res)
Converts a callback result into a boolean.
Definition: newgrf_commons.cpp:569
CountActiveStations
static int CountActiveStations(Town *t)
Calculates amount of active stations in the range of town (HZB_TOWN_EDGE).
Definition: town_cmd.cpp:3436
DistanceFromEdge
uint DistanceFromEdge(TileIndex tile)
Param the minimum distance to an edge.
Definition: map.cpp:217
HouseSpec::building_flags
BuildingFlags building_flags
some flags that describe the house (size, stadium etc...)
Definition: house.h:109
Kdtree::Insert
void Insert(const T &element)
Insert a single element in the tree.
Definition: kdtree.hpp:400
MP_OBJECT
@ MP_OBJECT
Contains objects such as transmitters and owned land.
Definition: tile_type.h:56
CBID_HOUSE_ALLOW_CONSTRUCTION
@ CBID_HOUSE_ALLOW_CONSTRUCTION
Determine whether the house can be built on the specified tile.
Definition: newgrf_callbacks.h:54
_cheats
Cheats _cheats
All the cheats.
Definition: cheat.cpp:16
GUISettings::population_in_label
bool population_in_label
show the population of a town in its label?
Definition: settings_type.h:141
CBM_HOUSE_ACCEPT_CARGO
@ CBM_HOUSE_ACCEPT_CARGO
decides accepted types
Definition: newgrf_callbacks.h:322
TE_END
@ TE_END
End of town effects.
Definition: cargotype.h:34
MP_WATER
@ MP_WATER
Water tile.
Definition: tile_type.h:52
UpdateAirportsNoise
void UpdateAirportsNoise()
Recalculate the noise generated by the airports of each town.
Definition: station_cmd.cpp:2225
ROAD_E
@ ROAD_E
Road at the two eastern edges.
Definition: road_type.h:60
Town::stations_near
StationList stations_near
NOSAVE: List of nearby stations.
Definition: town.h:83
IsRoadOwner
static bool IsRoadOwner(TileIndex t, RoadTramType rtt, Owner o)
Check if a specific road type is owned by an owner.
Definition: road_map.h:267
CommandCost::Failed
bool Failed() const
Did this command fail?
Definition: command_type.h:159
MakeSingleHouseBigger
static void MakeSingleHouseBigger(TileIndex tile)
Helper function for house completion stages progression.
Definition: town_cmd.cpp:486
AlignTileToGrid
static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
Towns must all be placed on the same grid or when they eventually interpenetrate their road networks ...
Definition: town_cmd.cpp:2047
IsInvisibilitySet
static bool IsInvisibilitySet(TransparencyOption to)
Check if the invisibility option bit is set and if we aren't in the game menu (there's never transpar...
Definition: transparency.h:59
Object
An object, such as transmitter, on the map.
Definition: object_base.h:23
GrowTownWithTunnel
static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
Grows the town with a tunnel.
Definition: town_cmd.cpp:1245
GetLiftDestination
static byte GetLiftDestination(TileIndex t)
Get the current destination for this lift.
Definition: town_map.h:104
HaltLift
static void HaltLift(TileIndex t)
Stop the lift of this animated house from moving.
Definition: town_map.h:115
TACT_ROAD_REBUILD
@ TACT_ROAD_REBUILD
Rebuild the roads.
Definition: town.h:215
TownLayoutAllowsHouseHere
static bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
Checks if current town layout allows building here.
Definition: town_cmd.cpp:2392
HasTileRoadType
static bool HasTileRoadType(TileIndex t, RoadTramType rtt)
Check if a tile has a road or a tram road type.
Definition: road_map.h:210
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:53
NewsStringData
Container for a single string to be passed as NewsAllocatedData.
Definition: news_type.h:146
GetTropicZone
static TropicZone GetTropicZone(TileIndex tile)
Get the tropic zone.
Definition: tile_map.h:238
DeleteSubsidyWith
void DeleteSubsidyWith(SourceType type, SourceID index)
Delete the subsidies associated with a given cargo source type and id.
Definition: subsidy.cpp:148
CALLBACK_HOUSEPRODCARGO_END
static const uint CALLBACK_HOUSEPRODCARGO_END
Sentinel indicating that the loop for CBID_HOUSE_PRODUCE_CARGO has ended.
Definition: newgrf_callbacks.h:405
Game::NewEvent
static void NewEvent(class ScriptEvent *event)
Queue a new event for a Game Script.
Definition: game_core.cpp:141
BuildObject
void BuildObject(ObjectType type, TileIndex tile, CompanyID owner=OWNER_NONE, struct Town *town=nullptr, uint8 view=0)
Actually build the object.
Definition: object_cmd.cpp:84
GameSettings::economy
EconomySettings economy
settings to change the economy
Definition: settings_type.h:586
WL_INFO
@ WL_INFO
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition: error.h:22
DIAGDIRDIFF_90RIGHT
@ DIAGDIRDIFF_90RIGHT
90 degrees right
Definition: direction_type.h:106
Object::type
ObjectType type
Type of the object.
Definition: object_base.h:24
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
ROAD_NE
@ ROAD_NE
North-east part.
Definition: road_type.h:55
AI::BroadcastNewEvent
static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company=MAX_COMPANIES)
Broadcast a new event to all active AIs.
Definition: ai_core.cpp:259
_tick_counter
uint16 _tick_counter
Ever incrementing (and sometimes wrapping) tick counter for setting off various events.
Definition: date.cpp:30
industry.h
ROAD_SE
@ ROAD_SE
South-east part.
Definition: road_type.h:54
safeguards.h
HighestSnowLine
byte HighestSnowLine()
Get the highest possible snow line height, either variable or static.
Definition: landscape.cpp:659
ChangePopulation
static void ChangePopulation(Town *t, int mod)
Change the towns population.
Definition: town_cmd.cpp:436
RATING_ROAD_NEEDED_HOSTILE
@ RATING_ROAD_NEEDED_HOSTILE
"Hostile"
Definition: town_type.h:68
ROTF_NO_HOUSES
@ ROTF_NO_HOUSES
Bit number for setting this roadtype as not house friendly.
Definition: road.h:41
HouseSpec::callback_mask
uint16 callback_mask
Bitmask of house callbacks that have to be called.
Definition: house.h:115
ROAD_S
@ ROAD_S
Road at the two southern edges.
Definition: road_type.h:61
SearchTileForStatue
static bool SearchTileForStatue(TileIndex tile, void *user_data)
Search callback function for TownActionBuildStatue.
Definition: town_cmd.cpp:3129
IsValidTile
static bool IsValidTile(TileIndex tile)
Checks if a tile is valid.
Definition: tile_map.h:161
CommandCost::GetCost
Money GetCost() const
The costs as made up to this moment.
Definition: command_type.h:82
TileAddByDiagDir
static TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition: map_func.h:382
GetTileSlope
Slope GetTileSlope(TileIndex tile, int *h)
Return the slope of a given tile inside the map.
Definition: tile_map.cpp:59
ReverseDiagDir
static DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
Definition: direction_func.h:118
SetLiftPosition
static void SetLiftPosition(TileIndex t, byte pos)
Set the position of the lift on this animated house.
Definition: town_map.h:135
DIR_S
@ DIR_S
South.
Definition: direction_type.h:30
GetGRFStringID
StringID GetGRFStringID(uint32 grfid, StringID stringid)
Returns the index for this stringid associated with its grfID.
Definition: newgrf_text.cpp:601
IsTileOwner
static bool IsTileOwner(TileIndex tile, Owner owner)
Checks if a tile belongs to the given owner.
Definition: tile_map.h:214
StatueBuildSearchData::tile_count
int tile_count
Number of tiles tried.
Definition: town_cmd.cpp:3118
IsCloseToTown
static bool IsCloseToTown(TileIndex tile, uint dist)
Determines if a town is close to a tile.
Definition: town_cmd.cpp:388
GetFoundation_Town
static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
Tile callback routine.
Definition: town_cmd.cpp:313
RandomTile
#define RandomTile()
Get a valid random tile.
Definition: map_func.h:435
RoadTypesAllowHouseHere
static bool RoadTypesAllowHouseHere(TileIndex t)
Checks whether at least one surrounding roads allows to build a house here.
Definition: town_cmd.cpp:1311
CmdDoTownAction
CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
Do a town action.
Definition: town_cmd.cpp:3349
TSZ_END
@ TSZ_END
Number of available town sizes.
Definition: town_type.h:25
FindNearestGoodCoastalTownSpot
static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
Given a spot on the map (presumed to be a water tile), find a good coastal spot to build a city.
Definition: town_cmd.cpp:2138
DC_NO_TEST_TOWN_RATING
@ DC_NO_TEST_TOWN_RATING
town rating does not disallow you from building
Definition: command_type.h:353
HouseSpec::minimum_life
byte minimum_life
The minimum number of years this house will survive before the town rebuilds it.
Definition: house.h:122
TileHash
static uint TileHash(uint x, uint y)
Calculate a hash value from a tile position.
Definition: tile_map.h:316
CleanUpRoadBits
RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb)
Clean up unnecessary RoadBits of a planned tile.
Definition: road.cpp:47
EconomySettings::exclusive_rights
bool exclusive_rights
allow buying exclusive rights
Definition: settings_type.h:507
Town::growth_rate
uint16 growth_rate
town growth rate
Definition: town.h:88
MP_TUNNELBRIDGE
@ MP_TUNNELBRIDGE
Tunnel entry/exit and bridge heads.
Definition: tile_type.h:55
ROAD_ALL
@ ROAD_ALL
Full 4-way crossing.
Definition: road_type.h:64
TownLayoutAllows2x2HouseHere
static bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
Checks if current town layout allows 2x2 building here.
Definition: town_cmd.cpp:2423
newgrf_text.h
AutoslopeEnabled
static bool AutoslopeEnabled()
Tests if autoslope is enabled for _current_company.
Definition: autoslope.h:44
road_internal.h
road.h
GetAvailableMoneyForCommand
Money GetAvailableMoneyForCommand()
Definition: command.cpp:528
Point
Coordinates of a point in 2D.
Definition: geometry_type.hpp:21
FOUNDATION_NONE
@ FOUNDATION_NONE
The tile has no foundation, the slope remains unchanged.
Definition: slope_type.h:94
IsRoadDepot
static bool IsRoadDepot(TileIndex t)
Return whether a tile is a road depot.
Definition: road_map.h:105
EconomySettings::found_town
TownFounding found_town
town founding.
Definition: settings_type.h:519
error.h
SLOPE_SW
@ SLOPE_SW
south and west corner are raised
Definition: slope_type.h:56
GetRoadStopDir
static DiagDirection GetRoadStopDir(TileIndex t)
Gets the direction the road stop entrance points towards.
Definition: station_map.h:257
SLOPE_STEEP_E
@ SLOPE_STEEP_E
a steep slope falling to west (from east)
Definition: slope_type.h:68
Slope
Slope
Enumeration for the slope-type.
Definition: slope_type.h:48
DiagDirection
DiagDirection
Enumeration for diagonal directions.
Definition: direction_type.h:77
SetTownRatingTestMode
void SetTownRatingTestMode(bool mode)
Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings...
Definition: town_cmd.cpp:3633
GetFoundationSlope
Slope GetFoundationSlope(TileIndex tile, int *z)
Get slope of a tile on top of a (possible) foundation If a tile does not have a foundation,...
Definition: landscape.cpp:423
TL_3X3_GRID
@ TL_3X3_GRID
Geometric 3x3 grid algorithm.
Definition: town_type.h:83
ROADTYPE_BEGIN
@ ROADTYPE_BEGIN
Used for iterations.
Definition: road_type.h:23
GetTownRoadGridElement
static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
Generate the RoadBits of a grid tile.
Definition: town_cmd.cpp:1006
date_func.h
TileDesc::dparam
uint64 dparam[2]
Parameters of the str string.
Definition: tile_cmd.h:62
CBID_HOUSE_CARGO_ACCEPTANCE
@ CBID_HOUSE_CARGO_ACCEPTANCE
Called to decide how much cargo a town building can accept.
Definition: newgrf_callbacks.h:78
stdafx.h
NR_NONE
@ NR_NONE
Empty reference.
Definition: news_type.h:50
UpdateTownGrowth
static void UpdateTownGrowth(Town *t)
Updates town growth state (whether it is growing or not).
Definition: town_cmd.cpp:3493
RoundDivSU
static int RoundDivSU(int a, uint b)
Computes round(a / b) for signed a and unsigned b.
Definition: math_func.hpp:276
RoadType
RoadType
The different roadtypes we support.
Definition: road_type.h:22
GetHouseConstructionTick
static byte GetHouseConstructionTick(TileIndex t)
Gets the construction stage of a house.
Definition: town_map.h:195
landscape.h
TileTypeProcs
Set of callback functions for performing tile operations of a given tile type.
Definition: tile_cmd.h:145
GetCommandFlags
CommandFlags GetCommandFlags(uint32 cmd)
Definition: command.cpp:393
StationFinder::GetStations
const StationList * GetStations()
Run a tile loop to find stations around a tile, on demand.
Definition: station_cmd.cpp:3985
TSZ_RANDOM
@ TSZ_RANDOM
Random size, bigger than small, smaller than large.
Definition: town_type.h:23
Cheat::value
bool value
tells if the bool cheat is active or not
Definition: cheat_type.h:18
UpdateNearestTownForRoadTiles
void UpdateNearestTownForRoadTiles(bool invalidate)
Updates cached nearest town for all road tiles.
Definition: road_cmd.cpp:1849
HouseSpec::mail_generation
byte mail_generation
mail generation multiplier (tile based, as the acceptances below)
Definition: house.h:106
viewport_func.h
NF_NORMAL
@ NF_NORMAL
Normal news item. (Newspaper with text only)
Definition: news_type.h:78
RATING_ROAD_NEEDED_NEUTRAL
@ RATING_ROAD_NEEDED_NEUTRAL
"Neutral"
Definition: town_type.h:67
HouseSpec::population
byte population
population (Zero on other tiles in multi tile house.)
Definition: house.h:102
Town::ratings
int16 ratings[MAX_COMPANIES]
ratings of each company for this town
Definition: town.h:73
IsTileType
static bool IsTileType(TileIndex tile, TileType type)
Checks if a tile is a given tiletype.
Definition: tile_map.h:150
ROAD_NW
@ ROAD_NW
North-west part.
Definition: road_type.h:52
TownEffect
TownEffect
Town growth effect when delivering cargo.
Definition: cargotype.h:26
EconomySettings::town_cargogen_mode
TownCargoGenMode town_cargogen_mode
algorithm for generating cargo from houses,
Definition: settings_type.h:517
WC_TOWN_DIRECTORY
@ WC_TOWN_DIRECTORY
Town directory; Window numbers:
Definition: window_type.h:246
HouseSpec::cargo_acceptance
byte cargo_acceptance[HOUSE_NUM_ACCEPTS]
acceptance level for the cargo slots
Definition: house.h:107
animated_tile_func.h
UpdateAllTownVirtCoords
void UpdateAllTownVirtCoords()
Update the virtual coords needed to draw the town sign for all towns.
Definition: town_cmd.cpp:417
GetTunnelBridgeDirection
static DiagDirection GetTunnelBridgeDirection(TileIndex t)
Get the direction pointing to the other end.
Definition: tunnelbridge_map.h:26
AddSortableSpriteToDraw
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition: viewport.cpp:665
DoCreateTown
static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
Does the actual town creation.
Definition: town_cmd.cpp:1813
GetBridgeAxis
static Axis GetBridgeAxis(TileIndex t)
Get the axis of the bridge that goes over the tile.
Definition: bridge_map.h:68
RATING_ROAD_NEEDED_PERMISSIVE
@ RATING_ROAD_NEEDED_PERMISSIVE
rating needed, "Permissive" difficulty settings
Definition: town_type.h:66
object_map.h
MP_TREES
@ MP_TREES
Tile got trees.
Definition: tile_type.h:50
TransportedCargoStat::new_max
Tstorage new_max
Maximum amount this month.
Definition: town_type.h:114
TileIndexDiffC
A pair-construct of a TileIndexDiff.
Definition: map_type.h:57
DrawFoundation
void DrawFoundation(TileInfo *ti, Foundation f)
Draw foundation f at tile ti.
Definition: landscape.cpp:471
_generating_world
bool _generating_world
Whether we are generating the map or not.
Definition: genworld.cpp:61
EconomySettings::dist_local_authority
byte dist_local_authority
distance for town local authority, default 20
Definition: settings_type.h:506
DistanceSquare
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition: map.cpp:174
TransportedCargoStat::old_max
Tstorage old_max
Maximum amount last month.
Definition: town_type.h:113
ForAllStationsRadius
void ForAllStationsRadius(TileIndex center, uint radius, Func func)
Call a function on all stations whose sign is within a radius of a center tile.
Definition: station_kdtree.h:29
CmdTownSetText
CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
Set a custom text in the Town window.
Definition: town_cmd.cpp:2830
Industry::town
Town * town
Nearest town.
Definition: industry.h:68
TOWN_GROWTH_WINTER
static const uint TOWN_GROWTH_WINTER
The town only needs this cargo in the winter (any amount)
Definition: town.h:31
string_func.h
Town::PostDestructor
static void PostDestructor(size_t index)
Invalidating of the "nearest town cache" has to be done after removing item from the pool.
Definition: town_cmd.cpp:156
NR_TOWN
@ NR_TOWN
Reference town. Scroll to town when clicking on the news.
Definition: news_type.h:55
EconomyIsInRecession
static bool EconomyIsInRecession()
Is the economy in recession?
Definition: economy_func.h:47
GetMaskOfTownActions
uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
Get a list of available actions to do at a town.
Definition: town_cmd.cpp:3296
CALLBACK_FAILED
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
Definition: newgrf_callbacks.h:404
EconomySettings::allow_town_level_crossings
bool allow_town_level_crossings
towns are allowed to build level crossings
Definition: settings_type.h:522
StringID
uint32 StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
SetLiftDestination
static void SetLiftDestination(TileIndex t, byte dest)
Set the new destination of the lift for this animated house, and activate the LiftHasDestination bit.
Definition: town_map.h:93
Town::text
std::string text
General text with additional information.
Definition: town.h:79
TCGM_BITCOUNT
@ TCGM_BITCOUNT
Bit-counted algorithm (normal distribution from individual house population)
Definition: town_type.h:104
GetDisallowedRoadDirections
static DisallowedRoadDirections GetDisallowedRoadDirections(TileIndex t)
Gets the disallowed directions.
Definition: road_map.h:301
HouseID
uint16 HouseID
OpenTTD ID of house types.
Definition: house_type.h:13
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:47
TransportedCargoStat::new_act
Tstorage new_act
Actually transported this month.
Definition: town_type.h:116
SLOPE_N
@ SLOPE_N
the north corner of the tile is raised
Definition: slope_type.h:53
station_base.h
Clamp
static T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition: math_func.hpp:77
Pool::PoolItem<&_town_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:386
GRFFilePropsBase::spritegroup
const struct SpriteGroup * spritegroup[Tcnt]
pointer to the different sprites of the entity
Definition: newgrf_commons.h:321
CompanyNewsInformation
Data that needs to be stored for company news messages.
Definition: news_type.h:157
strings_func.h
IsNeighborRoadTile
static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
Check for parallel road inside a given distance.
Definition: town_cmd.cpp:894
LiftHasDestination
static bool LiftHasDestination(TileIndex t)
Check if the lift of this animated house has a destination.
Definition: town_map.h:82
Pool
Base class for all pools.
Definition: pool_type.hpp:81
RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
@ RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
rating needed, "Permissive" difficulty settings
Definition: town_type.h:59
ScaleByMapSize
static uint ScaleByMapSize(uint n)
Scales the given value by the map size, where the given value is for a 256 by 256 map.
Definition: map_func.h:122
TACT_COUNT
@ TACT_COUNT
Number of available town actions.
Definition: town.h:221
CanFollowRoad
static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
Definition: town_cmd.cpp:1556
MP_VOID
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition: tile_type.h:53
subsidy_func.h
GetHouseBuildingStage
static byte GetHouseBuildingStage(TileIndex t)
House Construction Scheme.
Definition: town_map.h:183
Pool::PoolItem<&_town_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:367
DeleteAnimatedTile
void DeleteAnimatedTile(TileIndex tile)
Removes the given tile from the animated tile table.
Definition: animated_tile.cpp:26
TileXY
static TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition: map_func.h:163
RoadTypeInfo::label
RoadTypeLabel label
Unique 32 bit road type identifier.
Definition: road.h:144
Backup::Restore
void Restore()
Restore the variable.
Definition: backup_type.hpp:112
TrackedViewportSign::UpdatePosition
void UpdatePosition(int center, int top, StringID str, StringID str_small=STR_NULL)
Update the position of the viewport sign.
Definition: viewport_type.h:64
MakeTownHouse
static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
Write house information into the map.
Definition: town_cmd.cpp:2304
IsSlopeWithOneCornerRaised
static bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition: slope_func.h:88
IsWaterTile
static bool IsWaterTile(TileIndex t)
Is it a water tile with plain water?
Definition: water_map.h:184
IncreaseBuildingCount
void IncreaseBuildingCount(Town *t, HouseID house_id)
IncreaseBuildingCount() Increase the count of a building when it has been added by a town.
Definition: newgrf_house.cpp:107
NF_COMPANY
@ NF_COMPANY
Company news item. (Newspaper with face)
Definition: news_type.h:80
FindNearestEmptyLand
static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
CircularTileSearch callback; finds the nearest land tile.
Definition: town_cmd.cpp:2121
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
SetGeneratingWorldProgress
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
Definition: genworld_gui.cpp:1480
RATING_GROWTH_MAXIMUM
@ RATING_GROWTH_MAXIMUM
... up to RATING_MEDIOCRE
Definition: town_type.h:53
endof
#define endof(x)
Get the end element of an fixed size array.
Definition: stdafx.h:386
ConstructionSettings::build_on_slopes
bool build_on_slopes
allow building on slopes
Definition: settings_type.h:335
DrawBuildingsTileStruct
This structure is the same for both Industries and Houses.
Definition: sprite.h:67
cheat_type.h
SetTownIndex
static void SetTownIndex(TileIndex t, TownID index)
Set the town index for a road or house tile.
Definition: town_map.h:34
Pool::PoolItem<&_town_pool >::CleaningPool
static bool CleaningPool()
Returns current state of pool cleaning - yes or no.
Definition: pool_type.hpp:316
BuildTownHouse
static bool BuildTownHouse(Town *t, TileIndex tile)
Tries to build a house at this tile.
Definition: town_cmd.cpp:2508
MarkTileDirtyByTile
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
Definition: viewport.cpp:1987
OWNER_NONE
@ OWNER_NONE
The tile has no ownership.
Definition: company_type.h:25
FOUNDATION_LEVELED
@ FOUNDATION_LEVELED
The tile is leveled up to a flat slope.
Definition: slope_type.h:95
TileDiffXY
static TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition: map_func.h:179
Kdtree::FindNearest
T FindNearest(CoordT x, CoordT y) const
Find the element closest to given coordinate, in Manhattan distance.
Definition: kdtree.hpp:443
TransportedCargoStat::old_act
Tstorage old_act
Actually transported last month.
Definition: town_type.h:115
MP_STATION
@ MP_STATION
A tile of a station.
Definition: tile_type.h:51
NUM_CARGO
@ NUM_CARGO
Maximal number of cargo types in a game.
Definition: cargo_type.h:65
Town::cache
TownCache cache
Container for all cacheable data.
Definition: town.h:53
OverrideManagerBase::ResetOverride
void ResetOverride()
Resets the override, which is used while initializing game.
Definition: newgrf_commons.cpp:88
GetCargoTranslation
CargoID GetCargoTranslation(uint8 cargo, const GRFFile *grffile, bool usebit)
Translate a GRF-local cargo slot/bitnum into a CargoID.
Definition: newgrf_cargo.cpp:79
TrackedViewportSign::kdtree_valid
bool kdtree_valid
Are the sign data valid for use with the _viewport_sign_kdtree?
Definition: viewport_type.h:58
ROAD_Y
@ ROAD_Y
Full road along the y-axis (north-west + south-east)
Definition: road_type.h:57
ForAllStationsAroundTiles
void ForAllStationsAroundTiles(const TileArea &ta, Func func)
Call a function on all stations that have any part of the requested area within their catchment.
Definition: station_base.h:566
HouseSpec::class_id
HouseClassID class_id
defines the class this house has (not grf file based)
Definition: house.h:119
Pool::PoolItem<&_town_pool >::CanAllocateItem
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
Definition: pool_type.hpp:307
EconomySettings::town_growth_rate
uint8 town_growth_rate
town growth rate
Definition: settings_type.h:513
TownNameParams
Struct holding parameters used to generate town name.
Definition: townname_type.h:30
ClosestTownFromTile
Town * ClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest (in distance or ownership) to a given tile, within a given threshold.
Definition: town_cmd.cpp:3592
Town::~Town
~Town()
Destroy the town.
Definition: town_cmd.cpp:101
DIAGDIR_BEGIN
@ DIAGDIR_BEGIN
Used for iterations.
Definition: direction_type.h:78
HouseSpec::building_availability
HouseZones building_availability
where can it be built (climates, zones)
Definition: house.h:110
MAX_UVALUE
#define MAX_UVALUE(type)
The largest value that can be entered in a variable.
Definition: stdafx.h:469
CheckforTownRating
CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
Does the town authority allow the (destructive) action of the current company?
Definition: town_cmd.cpp:3708
GetRoadTypeInfo
static const RoadTypeInfo * GetRoadTypeInfo(RoadType roadtype)
Returns a pointer to the Roadtype information for a given roadtype.
Definition: road.h:224
TOWN_IS_GROWING
@ TOWN_IS_GROWING
Conditions for town growth are met. Grow according to Town::growth_rate.
Definition: town.h:181
ChangeTownRating
void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
Changes town rating of the current company.
Definition: town_cmd.cpp:3671
TileHash2Bit
static uint TileHash2Bit(uint x, uint y)
Get the last two bits of the TileHash from a tile position.
Definition: tile_map.h:334
OWNER_DEITY
@ OWNER_DEITY
The object is owned by a superuser / goal script.
Definition: company_type.h:27
TileDesc::str
StringID str
Description of the tile.
Definition: tile_cmd.h:52
EconomySettings::fund_roads
bool fund_roads
allow funding local road reconstruction
Definition: settings_type.h:509
DC_AUTO
@ DC_AUTO
don't allow building on structures
Definition: command_type.h:349
SLOPE_S
@ SLOPE_S
the south corner of the tile is raised
Definition: slope_type.h:51
GetTileMaxPixelZ
static int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition: tile_map.h:304
DC_NO_MODIFY_TOWN_RATING
@ DC_NO_MODIFY_TOWN_RATING
do not change town rating
Definition: command_type.h:358
_town_action_costs
const byte _town_action_costs[TACT_COUNT]
Factor in the cost of each town action.
Definition: town_cmd.cpp:3053
CanRoadContinueIntoNextTile
static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
Checks if a town road can be continued into the next tile.
Definition: town_cmd.cpp:1126
StatueBuildSearchData::best_position
TileIndex best_position
Best position found so far.
Definition: town_cmd.cpp:3117
UpdateTownGrowCounter
static void UpdateTownGrowCounter(Town *t, uint16 prev_growth_rate)
Updates town grow counter after growth rate change.
Definition: town_cmd.cpp:3421
TACT_NONE
@ TACT_NONE
Empty action set.
Definition: town.h:210
GetHouseNorthPart
TileIndexDiff GetHouseNorthPart(HouseID &house)
Determines if a given HouseID is part of a multitile house.
Definition: town_cmd.cpp:2679
INSTANTIATE_POOL_METHODS
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition: pool_func.hpp:224
TILE_ADDXY
#define TILE_ADDXY(tile, x, y)
Adds a given offset to a tile.
Definition: map_func.h:258
TileArea
OrthogonalTileArea TileArea
Shorthand for the much more common orthogonal tile area.
Definition: tilearea_type.h:102
_town_test_ratings
static SmallMap< const Town *, int > _town_test_ratings
Map of towns to modified ratings, while in town rating test-mode.
Definition: town_cmd.cpp:3626
SLOPE_W
@ SLOPE_W
the west corner of the tile is raised
Definition: slope_type.h:50
CBID_HOUSE_PRODUCE_CARGO
@ CBID_HOUSE_PRODUCE_CARGO
Called to determine how much cargo a town building produces.
Definition: newgrf_callbacks.h:129
window_func.h
AnimateTile_Town
static void AnimateTile_Town(TileIndex tile)
Animate a tile for a town Only certain houses can be animated The newhouses animation supersedes regu...
Definition: town_cmd.cpp:337
CommandFlagsToDCFlags
static DoCommandFlag CommandFlagsToDCFlags(CommandFlags cmd_flags)
Extracts the DC flags needed for DoCommand from the flags returned by GetCommandFlags.
Definition: command_func.h:58
Depot
Definition: depot_base.h:19
SetBit
static T SetBit(T &x, const uint8 y)
Set a bit in a variable.
Definition: bitmath_func.hpp:121
GrowTownWithExtraHouse
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
Grows the town with an extra house.
Definition: town_cmd.cpp:1065
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:378
Town
Town data structure.
Definition: town.h:50
RoadTypeInfo::max_speed
uint16 max_speed
Maximum speed for vehicles travelling on this road type.
Definition: road.h:139
MarkWholeScreenDirty
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition: gfx.cpp:1751
CheckBuildHouseSameZ
static bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
Checks if a house can be built at this tile, must have the same max z as parameter.
Definition: town_cmd.cpp:2352
random_func.hpp
OverflowSafeInt< int64 >
GenRandomRoadBits
static RoadBits GenRandomRoadBits()
Generate a random road block.
Definition: town_cmd.cpp:1680
CargoID
byte CargoID
Cargo slots to indicate a cargo type within a game.
Definition: cargo_type.h:20
CloseWindowById
void CloseWindowById(WindowClass cls, WindowNumber number, bool force)
Close a window by its class and window number (if it is open).
Definition: window.cpp:1176
IsPlainRailTile
static bool IsPlainRailTile(TileIndex t)
Checks whether the tile is a rail tile or rail tile with signals.
Definition: rail_map.h:60
GrowTownWithBridge
static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
Grows the town with a bridge.
Definition: town_cmd.cpp:1170
HouseSpec
Definition: house.h:98
TownCache::num_houses
uint32 num_houses
Amount of houses.
Definition: town.h:41
ClampToU16
static uint16 ClampToU16(const uint64 a)
Reduce an unsigned 64-bit int to an unsigned 16-bit one.
Definition: math_func.hpp:153
INVALID_TILE
static const TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition: tile_type.h:88
IsNormalRoadTile
static bool IsNormalRoadTile(TileIndex t)
Return whether a tile is a normal road tile.
Definition: road_map.h:73
CBM_HOUSE_AUTOSLOPE
@ CBM_HOUSE_AUTOSLOPE
decides allowance of autosloping
Definition: newgrf_callbacks.h:326
INVALID_COMPANY
@ INVALID_COMPANY
An invalid company.
Definition: company_type.h:30
NewsStringData::string
std::string string
The string to retain.
Definition: news_type.h:147
SLOPE_STEEP_W
@ SLOPE_STEEP_W
a steep slope falling to east (from west)
Definition: slope_type.h:66
WC_TOWN_VIEW
@ WC_TOWN_VIEW
Town view; Window numbers:
Definition: window_type.h:325
Town::layout
TownLayout layout
town specific road layout
Definition: town.h:94
GetOtherTunnelBridgeEnd
static TileIndex GetOtherTunnelBridgeEnd(TileIndex t)
Determines type of the wormhole and returns its other end.
Definition: tunnelbridge_map.h:78
PalSpriteID::pal
PaletteID pal
The palette (use PAL_NONE) if not needed)
Definition: gfx_type.h:24
TL_ORIGINAL
@ TL_ORIGINAL
Original algorithm (min. 1 distance between roads)
Definition: town_type.h:80
IsUniqueTownName
static bool IsUniqueTownName(const std::string &name)
Verifies this custom name is unique.
Definition: town_cmd.cpp:1914
TileInfo::tile
TileIndex tile
Tile index.
Definition: tile_cmd.h:46
GameSettings::construction
ConstructionSettings construction
construction of things in-game
Definition: settings_type.h:578
ClearMakeHouseTile
static void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
Clears tile and builds a house or house part.
Definition: town_cmd.cpp:2281
ErrorUnknownCallbackResult
void ErrorUnknownCallbackResult(uint32 grfid, uint16 cbid, uint16 cb_res)
Record that a NewGRF returned an unknown/invalid callback result.
Definition: newgrf_commons.cpp:516
DC_NONE
@ DC_NONE
no flag is set
Definition: command_type.h:347
GetTileType
static TileType GetTileType(TileIndex tile)
Get the tiletype of a given tile.
Definition: tile_map.h:96
NUM_TLS
@ NUM_TLS
Number of town layouts.
Definition: town_type.h:87
_town_draw_tile_data
static const DrawBuildingsTileStruct _town_draw_tile_data[]
structure of houses graphics
Definition: town_land.h:27
ROAD_W
@ ROAD_W
Road at the two western edges.
Definition: road_type.h:62
Pool::PoolItem<&_town_pool >::IsValidID
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:326
CBM_HOUSE_DRAW_FOUNDATIONS
@ CBM_HOUSE_DRAW_FOUNDATIONS
decides if default foundations need to be drawn
Definition: newgrf_callbacks.h:325
CheckIfAuthorityAllowsNewStation
CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
Checks whether the local authority allows construction of a new station (rail, road,...
Definition: town_cmd.cpp:3553
FindFurthestFromWater
static bool FindFurthestFromWater(TileIndex tile, void *user_data)
CircularTileSearch callback; finds the tile furthest from any water.
Definition: town_cmd.cpp:2099
MakeTownHouseBigger
static void MakeTownHouseBigger(TileIndex tile)
Make the house advance in its construction stages until completion.
Definition: town_cmd.cpp:509
TSZ_LARGE
@ TSZ_LARGE
Large town.
Definition: town_type.h:22
GRFFilePropsBase::grffile
const struct GRFFile * grffile
grf file that introduced this entity
Definition: newgrf_commons.h:320
FACIL_AIRPORT
@ FACIL_AIRPORT
Station with an airport.
Definition: station_type.h:55
Town::larger_town
bool larger_town
if this is a larger town and should grow more quickly
Definition: town.h:93
DrawTile_Town
static void DrawTile_Town(TileInfo *ti)
House Tile drawing handler.
Definition: town_cmd.cpp:258
MAX_LENGTH_TOWN_NAME_CHARS
static const uint MAX_LENGTH_TOWN_NAME_CHARS
The maximum length of a town name in characters including '\0'.
Definition: town_type.h:108
DecreaseBuildingCount
void DecreaseBuildingCount(Town *t, HouseID house_id)
DecreaseBuildingCount() Decrease the number of a building when it is deleted.
Definition: newgrf_house.cpp:126
BUILDING_IS_HISTORICAL
@ BUILDING_IS_HISTORICAL
this house will only appear during town generation in random games, thus the historical
Definition: house.h:90
pool_func.hpp
CT_INVALID
@ CT_INVALID
Invalid cargo type.
Definition: cargo_type.h:69
CMD_DELETE_TOWN
@ CMD_DELETE_TOWN
delete a town
Definition: command_type.h:270
TL_2X2_GRID
@ TL_2X2_GRID
Geometric 2x2 grid algorithm.
Definition: town_type.h:82
GetTunnelBridgeTransportType
static TransportType GetTunnelBridgeTransportType(TileIndex t)
Tunnel: Get the transport type of the tunnel (road or rail) Bridge: Get the transport type of the bri...
Definition: tunnelbridge_map.h:39
TOWN_HOUSE_COMPLETED
static const byte TOWN_HOUSE_COMPLETED
Simple value that indicates the house has reached the final stage of construction.
Definition: house.h:23
RemapCoords2
static Point RemapCoords2(int x, int y)
Map 3D world or tile coordinate to equivalent 2D coordinate as used in the viewports and smallmap.
Definition: landscape.h:98
CBM_HOUSE_ALLOW_CONSTRUCTION
@ CBM_HOUSE_ALLOW_CONSTRUCTION
decide whether the house can be built on a given tile
Definition: newgrf_callbacks.h:314
Company
Definition: company_base.h:115
Town::name
std::string name
Custom town name. If empty, the town was not renamed and uses the generated name.
Definition: town.h:59
DifficultySettings::number_towns
byte number_towns
the amount of towns
Definition: settings_type.h:77
Town::supplied
TransportedCargoStat< uint32 > supplied[NUM_CARGO]
Cargo statistics about supplied cargo.
Definition: town.h:75
Town::exclusivity
CompanyID exclusivity
which company has exclusivity
Definition: town.h:71
HouseSpec::remove_rating_decrease
uint16 remove_rating_decrease
rating decrease if removed
Definition: house.h:105
SLOPE_SE
@ SLOPE_SE
south and east corner are raised
Definition: slope_type.h:57
Town::grow_counter
uint16 grow_counter
counter to count when to grow, value is smaller than or equal to growth_rate
Definition: town.h:87
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3162
UpdateAllStationVirtCoords
void UpdateAllStationVirtCoords()
Update the virtual coords needed to draw the station sign for all stations.
Definition: station_cmd.cpp:447
HouseSpec::GetRemovalCost
Money GetRemovalCost() const
Get the cost for removing this house.
Definition: town_cmd.cpp:215
TOWN_CUSTOM_GROWTH
@ TOWN_CUSTOM_GROWTH
Growth rate is controlled by GS.
Definition: town.h:184
Town::exclusive_counter
uint8 exclusive_counter
months till the exclusivity expires
Definition: town.h:72
lastof
#define lastof(x)
Get the last element of an fixed size array.
Definition: stdafx.h:394
EconomySettings::allow_town_roads
bool allow_town_roads
towns are allowed to build roads (always allowed when generating world / in SE)
Definition: settings_type.h:518
GrowTownWithRoad
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
Grows the town with a road piece.
Definition: town_cmd.cpp:1107
GWP_TOWN
@ GWP_TOWN
Generate towns.
Definition: genworld.h:74
CBID_HOUSE_ACCEPT_CARGO
@ CBID_HOUSE_ACCEPT_CARGO
Called to determine which cargoes a town building should accept.
Definition: newgrf_callbacks.h:114
newgrf_cargo.h
CheckTownBuild2House
static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout Also,...
Definition: town_cmd.cpp:2460
Object::town
Town * town
Town the object is built in.
Definition: object_base.h:25
IncrementHouseAge
static void IncrementHouseAge(TileIndex t)
Increments the age of the house.
Definition: town_map.h:237
town_kdtree.h
TOWN_HAS_CHURCH
@ TOWN_HAS_CHURCH
There can be only one church by town.
Definition: town.h:182
SLOPE_NE
@ SLOPE_NE
north and east corner are raised
Definition: slope_type.h:58
ComplementSlope
static Slope ComplementSlope(Slope s)
Return the complement of a slope.
Definition: slope_func.h:76
TOWN_GROWTH_RATE_NONE
static const uint16 TOWN_GROWTH_RATE_NONE
Special value for Town::growth_rate to disable town growth.
Definition: town.h:33
town_land.h
HouseSpec::grf_prop
GRFFileProps grf_prop
Properties related the the grf file.
Definition: house.h:114
SLOPE_E
@ SLOPE_E
the east corner of the tile is raised
Definition: slope_type.h:52
Town::cached_name
std::string cached_name
NOSAVE: Cache of the resolved name of the town, if not using a custom town name.
Definition: town.h:60
TownActions
TownActions
Town actions of a company.
Definition: town.h:209
CUSTOM_TOWN_NUMBER_DIFFICULTY
static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY
value for custom town number in difficulty settings
Definition: town.h:26
CMD_LANDSCAPE_CLEAR
@ CMD_LANDSCAPE_CLEAR
demolish a tile
Definition: command_type.h:180
GetGRFConfig
GRFConfig * GetGRFConfig(uint32 grfid, uint32 mask)
Retrieve a NewGRF from the current config by its grfid.
Definition: newgrf_config.cpp:762
OWNER_TOWN
@ OWNER_TOWN
A town owns the tile, or a town is expanding.
Definition: company_type.h:24
CBID_HOUSE_AUTOSLOPE
@ CBID_HOUSE_AUTOSLOPE
Called to determine if one can alter the ground below a house tile.
Definition: newgrf_callbacks.h:230
UpdateTownGrowthRate
static void UpdateTownGrowthRate(Town *t)
Updates town growth rate.
Definition: town_cmd.cpp:3480
SetDParamStr
void SetDParamStr(uint n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
Definition: strings.cpp:296
GenerateTownName
bool GenerateTownName(uint32 *townnameparts, TownNames *town_names)
Generates valid town name.
Definition: townname.cpp:119
road_cmd.h
DrawGroundSprite
void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
Draws a ground sprite for the current tile.
Definition: viewport.cpp:581
AT_OILRIG
@ AT_OILRIG
Oilrig airport.
Definition: airport.h:38
INVALID_STRING_ID
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition: strings_type.h:17
MakeHouseTile
static void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
Make the tile a house.
Definition: town_map.h:352
ClientSettings::gui
GUISettings gui
settings related to the GUI
Definition: settings_type.h:594
WL_CRITICAL
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition: error.h:25
TownCache::sign
TrackedViewportSign sign
Location of name sign, UpdateVirtCoord updates this.
Definition: town.h:43
object.h
RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL
@ RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL
"Neutral"
Definition: town_type.h:60
Town::received
TransportedCargoStat< uint16 > received[NUM_TE]
Cargo statistics about received cargotypes.
Definition: town.h:76
GRFConfig::GetName
const char * GetName() const
Get the name of this grf.
Definition: newgrf_config.cpp:105
CheckFree2x2Area
static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
Checks if a house of size 2x2 can be built at this tile.
Definition: town_cmd.cpp:2371
SLOPE_STEEP_N
@ SLOPE_STEEP_N
a steep slope falling to south (from north)
Definition: slope_type.h:69
Town::flags
byte flags
See TownFlags.
Definition: town.h:62
FindFirstCargoWithTownEffect
const CargoSpec * FindFirstCargoWithTownEffect(TownEffect effect)
Determines the first cargo with a certain town effect.
Definition: town_cmd.cpp:2778
TACT_BUY_RIGHTS
@ TACT_BUY_RIGHTS
Buy exclusive transport rights.
Definition: town.h:218
news_func.h
IsBridgeAbove
static bool IsBridgeAbove(TileIndex t)
checks if a bridge is set above the ground of this tile
Definition: bridge_map.h:45
AddAnimatedTile
void AddAnimatedTile(TileIndex tile)
Add the given tile to the animated tile table (if it does not exist on that table yet).
Definition: animated_tile.cpp:41
SpotData::layout
TownLayout layout
tells us what kind of town we're building
Definition: town_cmd.cpp:2080
GetNormalGrowthRate
static uint GetNormalGrowthRate(Town *t)
Calculates town growth rate in normal conditions (custom growth rate not set).
Definition: town_cmd.cpp:3453
IsTileAlignedToGrid
static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
Towns must all be placed on the same grid or when they eventually interpenetrate their road networks ...
Definition: town_cmd.cpp:2065
CanBuildHouseHere
static bool CanBuildHouseHere(TileIndex tile, bool noslope)
Checks if a house can be built here.
Definition: town_cmd.cpp:2327
AddChildSpriteScreen
void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale)
Add a child sprite to a parent sprite.
Definition: viewport.cpp:819
backup_type.hpp
TileIndexDiffC::x
int16 x
The x value of the coordinate.
Definition: map_type.h:58