OpenTTD Source: src/town_cmd.cpp Source File

OpenTTD Source 13.1

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 "command_func.h"
18 #include "industry.h"
19 #include "station_base.h"
20 #include "station_kdtree.h"
21 #include "company_base.h"
22 #include "news_func.h"
23 #include "error.h"
24 #include "object.h"
25 #include "genworld.h"
26 #include "newgrf_debug.h"
27 #include "newgrf_house.h"
28 #include "newgrf_text.h"
29 #include "autoslope.h"
30 #include "tunnelbridge_map.h"
31 #include "strings_func.h"
32 #include "window_func.h"
33 #include "string_func.h"
34 #include "newgrf_cargo.h"
35 #include "cheat_type.h"
36 #include "animated_tile_func.h"
37 #include "date_func.h"
38 #include "subsidy_func.h"
39 #include "core/pool_func.hpp"
40 #include "town.h"
41 #include "town_kdtree.h"
42 #include "townname_func.h"
43 #include "core/random_func.hpp"
44 #include "core/backup_type.hpp"
45 #include "depot_base.h"
46 #include "object_map.h"
47 #include "object_base.h"
48 #include "ai/ai.hpp"
49 #include "game/game.hpp"
50 #include "town_cmd.h"
51 #include "landscape_cmd.h"
52 #include "road_cmd.h"
53 #include "terraform_cmd.h"
54 #include "tunnelbridge_cmd.h"
55
56 #include "table/strings.h"
57 #include "table/town_land.h"
58
59 #include "safeguards.h"
60
61 /* Initialize the town-pool */
62 TownPool _town_pool("Town");
63 INSTANTIATE_POOL_METHODS(Town)
64
65
66 TownKdtree _town_kdtree(&Kdtree_TownXYFunc);
67
68 void RebuildTownKdtree()
69 {
70 std::vector<TownID> townids;
71 for (const Town *town : Town::Iterate()) {
72 townids.push_back(town->index);
73 }
74 _town_kdtree.Build(townids.begin(), townids.end());
75 }
76
77
87 static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
88 {
89 if (!IsTileOwner(tile, OWNER_TOWN)) return false;
90
91 TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(tile)));
92 bool town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
93
94 if (!town_owned) {
95 /* Or other adjacent road */
96 TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(GetOtherTunnelBridgeEnd(tile))));
97 town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
98 }
99
100 return town_owned;
101 }
102
103 Town::~Town()
104 {
105 if (CleaningPool()) return;
106
107 /* Delete town authority window
108 * and remove from list of sorted towns */
109 CloseWindowById(WC_TOWN_VIEW, this->index);
110
111 #ifdef WITH_ASSERT
112 /* Check no industry is related to us. */
113 for (const Industry *i : Industry::Iterate()) {
114 assert(i->town != this);
115 }
116
117 /* ... and no object is related to us. */
118 for (const Object *o : Object::Iterate()) {
119 assert(o->town != this);
120 }
121 #endif /* WITH_ASSERT */
122
123 /* Check no tile is related to us. */
124 for (TileIndex tile = 0; tile < MapSize(); ++tile) {
125 switch (GetTileType(tile)) {
126 case MP_HOUSE:
127 assert(GetTownIndex(tile) != this->index);
128 break;
129
130 case MP_ROAD:
131 assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
132 break;
133
134 case MP_TUNNELBRIDGE:
135 assert(!TestTownOwnsBridge(tile, this));
136 break;
137
138 default:
139 break;
140 }
141 }
142
143 /* Clear the persistent storage list. */
144 this->psa_list.clear();
145
146 DeleteSubsidyWith(ST_TOWN, this->index);
147 DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
148 CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
149 MarkWholeScreenDirty();
150 }
151
152
158 void Town::PostDestructor(size_t index)
159 {
160 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
161 UpdateNearestTownForRoadTiles(false);
162
163 /* Give objects a new home! */
164 for (Object *o : Object::Iterate()) {
165 if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
166 }
167 }
168
172 void Town::InitializeLayout(TownLayout layout)
173 {
174 if (layout != TL_RANDOM) {
175 this->layout = layout;
176 return;
177 }
178
179 this->layout = static_cast<TownLayout>(TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1));
180 }
181
186 /* static */ Town *Town::GetRandom()
187 {
188 if (Town::GetNumItems() == 0) return nullptr;
189 int num = RandomRange((uint16)Town::GetNumItems());
190 size_t index = MAX_UVALUE(size_t);
191
192 while (num >= 0) {
193 num--;
194 index++;
195
196 /* Make sure we have a valid town */
197 while (!Town::IsValidID(index)) {
198 index++;
199 assert(index < Town::GetPoolSize());
200 }
201 }
202
203 return Town::Get(index);
204 }
205
206 void Town::FillCachedName() const
207 {
208 char buf[MAX_LENGTH_TOWN_NAME_CHARS * MAX_CHAR_LENGTH];
209 char *end = GetTownName(buf, this, lastof(buf));
210 this->cached_name.assign(buf, end);
211 }
212
217 Money HouseSpec::GetRemovalCost() const
218 {
219 return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
220 }
221
222 /* Local */
223 static int _grow_town_result;
224
225 /* Describe the possible states */
226 enum TownGrowthResult {
227 GROWTH_SUCCEED = -1,
228 GROWTH_SEARCH_STOPPED = 0
229 // GROWTH_SEARCH_RUNNING >= 1
230 };
231
232 static bool BuildTownHouse(Town *t, TileIndex tile);
233 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
234
235 static void TownDrawHouseLift(const TileInfo *ti)
236 {
237 AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
238 }
239
240 typedef void TownDrawTileProc(const TileInfo *ti);
241 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
242 TownDrawHouseLift
243 };
244
250 static inline DiagDirection RandomDiagDir()
251 {
252 return (DiagDirection)(3 & Random());
253 }
254
260 static void DrawTile_Town(TileInfo *ti)
261 {
262 HouseID house_id = GetHouseType(ti->tile);
263
264 if (house_id >= NEW_HOUSE_OFFSET) {
265 /* Houses don't necessarily need new graphics. If they don't have a
266 * spritegroup associated with them, then the sprite for the substitute
267 * house id is drawn instead. */
268 if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != nullptr) {
269 DrawNewHouseTile(ti, house_id);
270 return;
271 } else {
272 house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
273 }
274 }
275
276 /* Retrieve pointer to the draw town tile struct */
277 const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
278
279 if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
280
281 DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
282
283 /* If houses are invisible, do not draw the upper part */
284 if (IsInvisibilitySet(TO_HOUSES)) return;
285
286 /* Add a house on top of the ground? */
287 SpriteID image = dcts->building.sprite;
288 if (image != 0) {
289 AddSortableSpriteToDraw(image, dcts->building.pal,
290 ti->x + dcts->subtile_x,
291 ti->y + dcts->subtile_y,
292 dcts->width,
293 dcts->height,
294 dcts->dz,
295 ti->z,
296 IsTransparencySet(TO_HOUSES)
297 );
298
299 if (IsTransparencySet(TO_HOUSES)) return;
300 }
301
302 {
303 int proc = dcts->draw_proc - 1;
304
305 if (proc >= 0) _town_draw_tile_procs[proc](ti);
306 }
307 }
308
309 static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
310 {
311 return GetTileMaxPixelZ(tile);
312 }
313
315 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
316 {
317 HouseID hid = GetHouseType(tile);
318
319 /* For NewGRF house tiles we might not be drawing a foundation. We need to
320 * account for this, as other structures should
321 * draw the wall of the foundation in this case.
322 */
323 if (hid >= NEW_HOUSE_OFFSET) {
324 const HouseSpec *hs = HouseSpec::Get(hid);
325 if (hs->grf_prop.spritegroup[0] != nullptr && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
326 uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
327 if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
328 }
329 }
330 return FlatteningFoundation(tileh);
331 }
332
339 static void AnimateTile_Town(TileIndex tile)
340 {
341 if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
342 AnimateNewHouseTile(tile);
343 return;
344 }
345
346 if (_tick_counter & 3) return;
347
348 /* If the house is not one with a lift anymore, then stop this animating.
349 * Not exactly sure when this happens, but probably when a house changes.
350 * Before this was just a return...so it'd leak animated tiles..
351 * That bug seems to have been here since day 1?? */
352 if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
353 DeleteAnimatedTile(tile);
354 return;
355 }
356
357 if (!LiftHasDestination(tile)) {
358 uint i;
359
360 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
361 * This is due to the fact that the first floor is, in the graphics,
362 * the height of 2 'normal' floors.
363 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
364 do {
365 i = RandomRange(7);
366 } while (i == 1 || i * 6 == GetLiftPosition(tile));
367
368 SetLiftDestination(tile, i);
369 }
370
371 int pos = GetLiftPosition(tile);
372 int dest = GetLiftDestination(tile) * 6;
373 pos += (pos < dest) ? 1 : -1;
374 SetLiftPosition(tile, pos);
375
376 if (pos == dest) {
377 HaltLift(tile);
378 DeleteAnimatedTile(tile);
379 }
380
381 MarkTileDirtyByTile(tile);
382 }
383
390 static bool IsCloseToTown(TileIndex tile, uint dist)
391 {
392 if (_town_kdtree.Count() == 0) return false;
393 Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
394 return DistanceManhattan(tile, t->xy) < dist;
395 }
396
401 void Town::UpdateVirtCoord()
402 {
403 Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
404
405 if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));
406
407 SetDParam(0, this->index);
408 SetDParam(1, this->cache.population);
409 this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
410 _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
411 STR_VIEWPORT_TOWN_TINY_WHITE);
412
413 _viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));
414
415 SetWindowDirty(WC_TOWN_VIEW, this->index);
416 }
417
419 void UpdateAllTownVirtCoords()
420 {
421 for (Town *t : Town::Iterate()) {
422 t->UpdateVirtCoord();
423 }
424 }
425
426 void ClearAllTownCachedNames()
427 {
428 for (Town *t : Town::Iterate()) {
429 t->cached_name.clear();
430 }
431 }
432
438 static void ChangePopulation(Town *t, int mod)
439 {
440 t->cache.population += mod;
441 InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
442 if (_settings_client.gui.population_in_label) t->UpdateVirtCoord();
443
444 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_POPULATION_CHANGE);
445 }
446
452 uint32 GetWorldPopulation()
453 {
454 uint32 pop = 0;
455 for (const Town *t : Town::Iterate()) pop += t->cache.population;
456 return pop;
457 }
458
466 static void RemoveNearbyStations(Town *t, TileIndex tile, BuildingFlags flags)
467 {
468 for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
469 const Station *st = *it;
470
471 bool covers_area = st->TileIsInCatchment(tile);
472 if (flags & BUILDING_2_TILES_Y) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(0, 1));
473 if (flags & BUILDING_2_TILES_X) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 0));
474 if (flags & BUILDING_HAS_4_TILES) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 1));
475
476 if (covers_area && !st->CatchmentCoversTown(t->index)) {
477 it = t->stations_near.erase(it);
478 } else {
479 ++it;
480 }
481 }
482 }
483
488 static void MakeSingleHouseBigger(TileIndex tile)
489 {
490 assert(IsTileType(tile, MP_HOUSE));
491
492 /* progress in construction stages */
493 IncHouseConstructionTick(tile);
494 if (GetHouseConstructionTick(tile) != 0) return;
495
496 AnimateNewHouseConstruction(tile);
497
498 if (IsHouseCompleted(tile)) {
499 /* Now that construction is complete, we can add the population of the
500 * building to the town. */
501 ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
502 ResetHouseAge(tile);
503 }
504 MarkTileDirtyByTile(tile);
505 }
506
511 static void MakeTownHouseBigger(TileIndex tile)
512 {
513 uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
514 if (flags & BUILDING_HAS_1_TILE) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
515 if (flags & BUILDING_2_TILES_Y) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
516 if (flags & BUILDING_2_TILES_X) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
517 if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
518 }
519
526 static void TileLoop_Town(TileIndex tile)
527 {
528 HouseID house_id = GetHouseType(tile);
529
530 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
531 * doesn't exist any more, so don't continue here. */
532 if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
533
534 if (!IsHouseCompleted(tile)) {
535 /* Construction is not completed. See if we can go further in construction*/
536 MakeTownHouseBigger(tile);
537 return;
538 }
539
540 const HouseSpec *hs = HouseSpec::Get(house_id);
541
542 /* If the lift has a destination, it is already an animated tile. */
543 if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
544 house_id < NEW_HOUSE_OFFSET &&
545 !LiftHasDestination(tile) &&
546 Chance16(1, 2)) {
547 AddAnimatedTile(tile);
548 }
549
550 Town *t = Town::GetByTile(tile);
551 uint32 r = Random();
552
553 StationFinder stations(TileArea(tile, 1, 1));
554
555 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
556 for (uint i = 0; i < 256; i++) {
557 uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
558
559 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
560
561 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
562 if (cargo == CT_INVALID) continue;
563
564 uint amt = GB(callback, 0, 8);
565 if (amt == 0) continue;
566
567 uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
568
569 const CargoSpec *cs = CargoSpec::Get(cargo);
570 t->supplied[cs->Index()].new_max += amt;
571 t->supplied[cs->Index()].new_act += moved;
572 }
573 } else {
574 switch (_settings_game.economy.town_cargogen_mode) {
575 case TCGM_ORIGINAL:
576 /* Original (quadratic) cargo generation algorithm */
577 if (GB(r, 0, 8) < hs->population) {
578 uint amt = GB(r, 0, 8) / 8 + 1;
579
580 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
581 t->supplied[CT_PASSENGERS].new_max += amt;
582 t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
583 }
584
585 if (GB(r, 8, 8) < hs->mail_generation) {
586 uint amt = GB(r, 8, 8) / 8 + 1;
587
588 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
589 t->supplied[CT_MAIL].new_max += amt;
590 t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
591 }
592 break;
593
594 case TCGM_BITCOUNT:
595 /* Binomial distribution per tick, by a series of coin flips */
596 /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
597 * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
598 if (GB(_tick_counter, 8, 2) == GB(tile, 0, 2)) {
599 /* Make a bitmask with up to 32 bits set, one for each potential pax */
600 int genmax = (hs->population + 7) / 8;
601 uint32 genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
602 /* Mask random value by potential pax and count number of actual pax */
603 uint amt = CountBits(r & genmask);
604 /* Adjust and apply */
605 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
606 t->supplied[CT_PASSENGERS].new_max += amt;
607 t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
608
609 /* Do the same for mail, with a fresh random */
610 r = Random();
611 genmax = (hs->mail_generation + 7) / 8;
612 genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
613 amt = CountBits(r & genmask);
614 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
615 t->supplied[CT_MAIL].new_max += amt;
616 t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
617 }
618 break;
619
620 default:
621 NOT_REACHED();
622 }
623 }
624
625 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
626
627 if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
628 HasBit(t->flags, TOWN_IS_GROWING) &&
629 CanDeleteHouse(tile) &&
630 GetHouseAge(tile) >= hs->minimum_life &&
631 --t->time_until_rebuild == 0) {
632 t->time_until_rebuild = GB(r, 16, 8) + 192;
633
634 ClearTownHouse(t, tile);
635
636 /* Rebuild with another house? */
637 if (GB(r, 24, 8) >= 12) {
638 /* If we are multi-tile houses, make sure to replace the house
639 * closest to city center. If we do not do this, houses tend to
640 * wander away from roads and other houses. */
641 if (hs->building_flags & BUILDING_HAS_2_TILES) {
642 /* House tiles are always the most north tile. Move the new
643 * house to the south if we are north of the city center. */
644 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
645 int x = Clamp(grid_pos.x, 0, 1);
646 int y = Clamp(grid_pos.y, 0, 1);
647
648 if (hs->building_flags & TILE_SIZE_2x2) {
649 tile = TILE_ADDXY(tile, x, y);
650 } else if (hs->building_flags & TILE_SIZE_1x2) {
651 tile = TILE_ADDXY(tile, 0, y);
652 } else if (hs->building_flags & TILE_SIZE_2x1) {
653 tile = TILE_ADDXY(tile, x, 0);
654 }
655 }
656
657 BuildTownHouse(t, tile);
658 }
659 }
660
661 cur_company.Restore();
662 }
663
664 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
665 {
666 if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
667 if (!CanDeleteHouse(tile)) return CMD_ERROR;
668
669 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
670
671 CommandCost cost(EXPENSES_CONSTRUCTION);
672 cost.AddCost(hs->GetRemovalCost());
673
674 int rating = hs->remove_rating_decrease;
675 Town *t = Town::GetByTile(tile);
676
677 if (Company::IsValidID(_current_company)) {
678 if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) &&
679 !_cheats.magic_bulldozer.value && _settings_game.difficulty.town_council_tolerance != TOWN_COUNCIL_PERMISSIVE) {
680 SetDParam(0, t->index);
681 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
682 }
683 }
684
685 ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
686 if (flags & DC_EXEC) {
687 ClearTownHouse(t, tile);
688 }
689
690 return cost;
691 }
692
693 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
694 {
695 HouseID house_id = GetHouseType(tile);
696 const HouseSpec *hs = HouseSpec::Get(house_id);
697 Town *t = Town::GetByTile(tile);
698
699 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
700 for (uint i = 0; i < 256; i++) {
701 uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
702
703 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
704
705 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
706
707 if (cargo == CT_INVALID) continue;
708 produced[cargo]++;
709 }
710 } else {
711 if (hs->population > 0) {
712 produced[CT_PASSENGERS]++;
713 }
714 if (hs->mail_generation > 0) {
715 produced[CT_MAIL]++;
716 }
717 }
718 }
719
720 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, CargoTypes *always_accepted)
721 {
722 if (cargo == CT_INVALID || amount == 0) return;
723 acceptance[cargo] += amount;
724 SetBit(*always_accepted, cargo);
725 }
726
727 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes *always_accepted)
728 {
729 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
730 CargoID accepts[lengthof(hs->accepts_cargo)];
731
732 /* Set the initial accepted cargo types */
733 for (uint8 i = 0; i < lengthof(accepts); i++) {
734 accepts[i] = hs->accepts_cargo[i];
735 }
736
737 /* Check for custom accepted cargo types */
738 if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
739 uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
740 if (callback != CALLBACK_FAILED) {
741 /* Replace accepted cargo types with translated values from callback */
742 accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
743 accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
744 accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
745 }
746 }
747
748 /* Check for custom cargo acceptance */
749 if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
750 uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
751 if (callback != CALLBACK_FAILED) {
752 AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
753 AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
754 if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
755 /* The 'S' bit indicates food instead of goods */
756 AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
757 } else {
758 AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
759 }
760 return;
761 }
762 }
763
764 /* No custom acceptance, so fill in with the default values */
765 for (uint8 i = 0; i < lengthof(accepts); i++) {
766 AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
767 }
768 }
769
770 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
771 {
772 const HouseID house = GetHouseType(tile);
773 const HouseSpec *hs = HouseSpec::Get(house);
774 bool house_completed = IsHouseCompleted(tile);
775
776 td->str = hs->building_name;
777
778 uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
779 if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
780 if (callback_res > 0x400) {
781 ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
782 } else {
783 StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
784 if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
785 td->str = new_name;
786 }
787 }
788 }
789
790 if (!house_completed) {
791 SetDParamX(td->dparam, 0, td->str);
792 td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
793 }
794
795 if (hs->grf_prop.grffile != nullptr) {
796 const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
797 td->grf = gc->GetName();
798 }
799
800 td->owner[0] = OWNER_TOWN;
801 }
802
803 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
804 {
805 /* not used */
806 return 0;
807 }
808
809 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
810 {
811 /* not used */
812 }
813
814 static bool GrowTown(Town *t);
815
816 static void TownTickHandler(Town *t)
817 {
818 if (HasBit(t->flags, TOWN_IS_GROWING)) {
819 int i = (int)t->grow_counter - 1;
820 if (i < 0) {
821 if (GrowTown(t)) {
822 i = t->growth_rate;
823 } else {
824 /* If growth failed wait a bit before retrying */
825 i = std::min<uint16>(t->growth_rate, TOWN_GROWTH_TICKS - 1);
826 }
827 }
828 t->grow_counter = i;
829 }
830 }
831
832 void OnTick_Town()
833 {
834 if (_game_mode == GM_EDITOR) return;
835
836 for (Town *t : Town::Iterate()) {
837 TownTickHandler(t);
838 }
839 }
840
849 static RoadBits GetTownRoadBits(TileIndex tile)
850 {
851 if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
852
853 return GetAnyRoadBits(tile, RTT_ROAD, true);
854 }
855
856 RoadType GetTownRoadType(const Town *t)
857 {
858 RoadType best_rt = ROADTYPE_ROAD;
859 const RoadTypeInfo *best = nullptr;
860 const uint16 assume_max_speed = 50;
861
862 for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
863 if (RoadTypeIsTram(rt)) continue;
864
865 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
866
867 /* Unused road type. */
868 if (rti->label == 0) continue;
869
870 /* Can town build this road. */
871 if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue;
872
873 /* Not yet introduced at this date. */
874 if (IsInsideMM(rti->introduction_date, 0, MAX_DAY) && rti->introduction_date > _date) continue;
875
876 if (best != nullptr) {
877 if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
878 }
879
880 best_rt = rt;
881 best = rti;
882 }
883
884 return best_rt;
885 }
886
897 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
898 {
899 if (!IsValidTile(tile)) return false;
900
901 /* Lookup table for the used diff values */
902 const TileIndexDiff tid_lt[3] = {
903 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
904 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
905 TileOffsByDiagDir(ReverseDiagDir(dir)),
906 };
907
908 dist_multi = (dist_multi + 1) * 4;
909 for (uint pos = 4; pos < dist_multi; pos++) {
910 /* Go (pos / 4) tiles to the left or the right */
911 TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
912
913 /* Use the current tile as origin, or go one tile backwards */
914 if (pos & 2) cur += tid_lt[2];
915
916 /* Test for roadbit parallel to dir and facing towards the middle axis */
917 if (IsValidTile(tile + cur) &&
918 GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
919 }
920 return false;
921 }
922
931 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
932 {
933 if (DistanceFromEdge(tile) == 0) return false;
934
935 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
936 if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
937
938 /* Check if there already is a road at this point? */
939 if (GetTownRoadBits(tile) == ROAD_NONE) {
940 /* No, try if we are able to build a road piece there.
941 * If that fails clear the land, and if that fails exit.
942 * This is to make sure that we can build a road here later. */
943 RoadType rt = GetTownRoadType(t);
944 if (Command<CMD_BUILD_ROAD>::Do(DC_AUTO | DC_NO_WATER, tile, (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X, rt, DRD_NONE, 0).Failed() &&
945 Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Failed()) {
946 return false;
947 }
948 }
949
950 Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile) : GetTileSlope(tile);
951 bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
952 if (cur_slope == SLOPE_FLAT) return ret;
953
954 /* If the tile is not a slope in the right direction, then
955 * maybe terraform some. */
956 Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
957 if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
958 if (Chance16(1, 8)) {
959 CommandCost res = CMD_ERROR;
960 if (!_generating_world && Chance16(1, 10)) {
961 /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
962 res = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER,
963 tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, false));
964 }
965 if (res.Failed() && Chance16(1, 3)) {
966 /* We can consider building on the slope, though. */
967 return ret;
968 }
969 }
970 return false;
971 }
972 return ret;
973 }
974
975 static bool TerraformTownTile(TileIndex tile, Slope edges, bool dir)
976 {
977 assert(tile < MapSize());
978
979 CommandCost r = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER, tile, edges, dir));
980 if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
981 Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER | DC_EXEC, tile, edges, dir);
982 return true;
983 }
984
985 static void LevelTownLand(TileIndex tile)
986 {
987 assert(tile < MapSize());
988
989 /* Don't terraform if land is plain or if there's a house there. */
990 if (IsTileType(tile, MP_HOUSE)) return;
991 Slope tileh = GetTileSlope(tile);
992 if (tileh == SLOPE_FLAT) return;
993
994 /* First try up, then down */
995 if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, true)) {
996 TerraformTownTile(tile, tileh & SLOPE_ELEVATED, false);
997 }
998 }
999
1009 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
1010 {
1011 /* align the grid to the downtown */
1012 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1013 RoadBits rcmd = ROAD_NONE;
1014
1015 switch (t->layout) {
1016 default: NOT_REACHED();
1017
1018 case TL_2X2_GRID:
1019 if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
1020 if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
1021 break;
1022
1023 case TL_3X3_GRID:
1024 if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
1025 if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
1026 break;
1027 }
1028
1029 /* Optimise only X-junctions */
1030 if (rcmd != ROAD_ALL) return rcmd;
1031
1032 RoadBits rb_template;
1033
1034 switch (GetTileSlope(tile)) {
1035 default: rb_template = ROAD_ALL; break;
1036 case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
1037 case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
1038 case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
1039 case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
1040 case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
1041 case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
1042 case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
1043 case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
1044 case SLOPE_STEEP_W:
1045 case SLOPE_STEEP_S:
1046 case SLOPE_STEEP_E:
1047 case SLOPE_STEEP_N:
1048 rb_template = ROAD_NONE;
1049 break;
1050 }
1051
1052 /* Stop if the template is compatible to the growth dir */
1053 if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
1054 /* If not generate a straight road in the direction of the growth */
1055 return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
1056 }
1057
1068 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
1069 {
1070 /* We can't look further than that. */
1071 if (DistanceFromEdge(tile) == 0) return false;
1072
1073 uint counter = 0; // counts the house neighbor tiles
1074
1075 /* Check the tiles E,N,W and S of the current tile for houses */
1076 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1077 /* Count both void and house tiles for checking whether there
1078 * are enough houses in the area. This to make it likely that
1079 * houses get build up to the edge of the map. */
1080 switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1081 case MP_HOUSE:
1082 case MP_VOID:
1083 counter++;
1084 break;
1085
1086 default:
1087 break;
1088 }
1089
1090 /* If there are enough neighbors stop here */
1091 if (counter >= 3) {
1092 if (BuildTownHouse(t, tile)) {
1093 _grow_town_result = GROWTH_SUCCEED;
1094 return true;
1095 }
1096 return false;
1097 }
1098 }
1099 return false;
1100 }
1101
1110 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1111 {
1112 RoadType rt = GetTownRoadType(t);
1113 if (Command<CMD_BUILD_ROAD>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile, rcmd, rt, DRD_NONE, t->index).Succeeded()) {
1114 _grow_town_result = GROWTH_SUCCEED;
1115 return true;
1116 }
1117 return false;
1118 }
1119
1129 static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
1130 {
1131 const int delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
1132 TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
1133 RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
1134 RoadType rt = GetTownRoadType(t);
1135
1136 /* Before we try anything, make sure the tile is on the map and not the void. */
1137 if (!IsValidTile(next_tile)) return false;
1138
1139 /* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
1140 if (IsTileType(next_tile, MP_TUNNELBRIDGE)) {
1141 return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == road_dir;
1142 }
1143
1144 /* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
1145 if (IsTileType(next_tile, MP_STATION)) {
1146 /* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */
1147 return IsRoadStop(next_tile) && (GetRoadStopDir(next_tile) == ReverseDiagDir(road_dir) || (IsDriveThroughStopTile(next_tile) && GetRoadStopDir(next_tile) == road_dir));
1148 }
1149
1150 /* If the next tile is a road depot, allow if it's facing the right way. */
1151 if (IsTileType(next_tile, MP_ROAD)) {
1152 return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
1153 }
1154
1155 /* If the next tile is a railroad track, check if towns are allowed to build level crossings.
1156 * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
1157 if (IsTileType(next_tile, MP_RAILWAY) && !_settings_game.economy.allow_town_level_crossings) return false;
1158
1159 /* If a road tile can be built, the construction is allowed. */
1160 return Command<CMD_BUILD_ROAD>::Do(DC_AUTO | DC_NO_WATER, next_tile, rcmd, rt, DRD_NONE, t->index).Succeeded();
1161 }
1162
1169 static bool RedundantBridgeExistsNearby(TileIndex tile, void *user_data)
1170 {
1171 /* Don't look into the void. */
1172 if (!IsValidTile(tile)) return false;
1173
1174 /* Only consider bridge head tiles. */
1175 if (!IsBridgeTile(tile)) return false;
1176
1177 /* Only consider road bridges. */
1178 if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) return false;
1179
1180 /* If the bridge is facing the same direction as the proposed bridge, we've found a redundant bridge. */
1181 return (GetTileSlope(tile) & InclinedSlope(ReverseDiagDir(*(DiagDirection *)user_data)));
1182 }
1183
1194 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1195 {
1196 assert(bridge_dir < DIAGDIR_END);
1197
1198 const Slope slope = GetTileSlope(tile);
1199
1200 /* Make sure the direction is compatible with the slope.
1201 * Well we check if the slope has an up bit set in the
1202 * reverse direction. */
1203 if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1204
1205 /* Assure that the bridge is connectable to the start side */
1206 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1207
1208 /* We are in the right direction */
1209 uint bridge_length = 0; // This value stores the length of the possible bridge
1210 TileIndex bridge_tile = tile; // Used to store the other waterside
1211
1212 const int delta = TileOffsByDiagDir(bridge_dir);
1213
1214 /* To prevent really small towns from building disproportionately
1215 * long bridges, make the max a function of its population. */
1216 const uint TOWN_BRIDGE_LENGTH_CAP = 11;
1217 uint base_bridge_length = 5;
1218 uint max_bridge_length = std::min(t->cache.population / 1000 + base_bridge_length, TOWN_BRIDGE_LENGTH_CAP);
1219
1220 if (slope == SLOPE_FLAT) {
1221 /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1222 do {
1223 if (bridge_length++ >= base_bridge_length) {
1224 /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1225 return false;
1226 }
1227 bridge_tile += delta;
1228 } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1229 } else {
1230 do {
1231 if (bridge_length++ >= max_bridge_length) {
1232 /* Ensure the bridge is not longer than the max allowed length. */
1233 return false;
1234 }
1235 bridge_tile += delta;
1236 } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1237 }
1238
1239 /* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
1240 if (bridge_length == 1) return false;
1241
1242 /* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
1243 if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;
1244
1245 /* If another parallel bridge exists nearby, this one would be redundant and shouldn't be built. We don't care about flat bridges. */
1246 TileIndex search = tile;
1247 DiagDirection direction_to_match = bridge_dir;
1248 if (slope != SLOPE_FLAT && CircularTileSearch(&search, bridge_length, 0, 0, RedundantBridgeExistsNearby, &direction_to_match)) return false;
1249
1250 for (uint8 times = 0; times <= 22; times++) {
1251 byte bridge_type = RandomRange(MAX_BRIDGES - 1);
1252
1253 /* Can we actually build the bridge? */
1254 RoadType rt = GetTownRoadType(t);
1255 if (Command<CMD_BUILD_BRIDGE>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt).Succeeded()) {
1256 Command<CMD_BUILD_BRIDGE>::Do(DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt);
1257 _grow_town_result = GROWTH_SUCCEED;
1258 return true;
1259 }
1260 }
1261 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1262 return false;
1263 }
1264
1275 static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
1276 {
1277 assert(tunnel_dir < DIAGDIR_END);
1278
1279 Slope slope = GetTileSlope(tile);
1280
1281 /* Only consider building a tunnel if the starting tile is sloped properly. */
1282 if (slope != InclinedSlope(tunnel_dir)) return false;
1283
1284 /* Assure that the tunnel is connectable to the start side */
1285 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))) & DiagDirToRoadBits(tunnel_dir))) return false;
1286
1287 const int delta = TileOffsByDiagDir(tunnel_dir);
1288 int max_tunnel_length = 0;
1289
1290 /* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
1291 if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
1292 /* 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. */
1293 TileIndex slope_tile = tile;
1294 for (uint8 tiles = 0; tiles < 4; tiles++) {
1295 if (!IsValidTile(slope_tile)) return false;
1296 slope = GetTileSlope(slope_tile);
1297 if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
1298 slope_tile += delta;
1299 }
1300
1301 /* More population means longer tunnels, but make sure we can at least cover the smallest mountain which neccesitates tunneling. */
1302 max_tunnel_length = (t->cache.population / 1000) + 7;
1303 } else {
1304 /* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
1305 max_tunnel_length = 5;
1306 }
1307
1308 uint8 tunnel_length = 0;
1309 TileIndex tunnel_tile = tile; // Iteratator to store the other end tile of the tunnel.
1310
1311 /* Find the end tile of the tunnel for length and continuation checks. */
1312 do {
1313 if (tunnel_length++ >= max_tunnel_length) return false;
1314 tunnel_tile += delta;
1315 /* The tunnel ends when start and end tiles are the same height. */
1316 } while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));
1317
1318 /* Don't allow a tunnel where the start and end tiles are adjacent. */
1319 if (tunnel_length == 1) return false;
1320
1321 /* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
1322 if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;
1323
1324 /* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
1325 RoadType rt = GetTownRoadType(t);
1326 if (Command<CMD_BUILD_TUNNEL>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt).Succeeded()) {
1327 Command<CMD_BUILD_TUNNEL>::Do(DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt);
1328 _grow_town_result = GROWTH_SUCCEED;
1329 return true;
1330 }
1331
1332 return false;
1333 }
1334
1341 static inline bool RoadTypesAllowHouseHere(TileIndex t)
1342 {
1343 static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1344 bool allow = false;
1345
1346 for (const TileIndexDiffC *ptr = tiles; ptr != endof(tiles); ++ptr) {
1347 TileIndex cur_tile = t + ToTileIndexDiff(*ptr);
1348 if (!IsValidTile(cur_tile)) continue;
1349
1350 if (!(IsTileType(cur_tile, MP_ROAD) || IsTileType(cur_tile, MP_STATION))) continue;
1351 allow = true;
1352
1353 RoadType road_rt = GetRoadTypeRoad(cur_tile);
1354 RoadType tram_rt = GetRoadTypeTram(cur_tile);
1355 if (road_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(road_rt)->flags, ROTF_NO_HOUSES)) return true;
1356 if (tram_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(tram_rt)->flags, ROTF_NO_HOUSES)) return true;
1357 }
1358
1359 /* If no road was found surrounding the tile we can allow building the house since there is
1360 * nothing which forbids it, if a road was found but the execution reached this point, then
1361 * all the found roads don't allow houses to be built */
1362 return !allow;
1363 }
1364
1382 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1383 {
1384 RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1385 TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1386
1387 assert(tile < MapSize());
1388
1389 if (cur_rb == ROAD_NONE) {
1390 /* Tile has no road. First reset the status counter
1391 * to say that this is the last iteration. */
1392 _grow_town_result = GROWTH_SEARCH_STOPPED;
1393
1394 if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
1395 if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
1396
1397 /* Remove hills etc */
1398 if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1399
1400 /* Is a road allowed here? */
1401 switch (t1->layout) {
1402 default: NOT_REACHED();
1403
1404 case TL_3X3_GRID:
1405 case TL_2X2_GRID:
1406 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1407 if (rcmd == ROAD_NONE) return;
1408 break;
1409
1410 case TL_BETTER_ROADS:
1411 case TL_ORIGINAL:
1412 if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
1413
1414 DiagDirection source_dir = ReverseDiagDir(target_dir);
1415
1416 if (Chance16(1, 4)) {
1417 /* Randomize a new target dir */
1418 do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1419 }
1420
1421 if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1422 /* A road is not allowed to continue the randomized road,
1423 * return if the road we're trying to build is curved. */
1424 if (target_dir != ReverseDiagDir(source_dir)) return;
1425
1426 /* Return if neither side of the new road is a house */
1427 if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
1428 !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
1429 return;
1430 }
1431
1432 /* That means that the road is only allowed if there is a house
1433 * at any side of the new road. */
1434 }
1435
1436 rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1437 break;
1438 }
1439
1440 } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1441 /* Continue building on a partial road.
1442 * Should be always OK, so we only generate
1443 * the fitting RoadBits */
1444 _grow_town_result = GROWTH_SEARCH_STOPPED;
1445
1446 if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
1447
1448 switch (t1->layout) {
1449 default: NOT_REACHED();
1450
1451 case TL_3X3_GRID:
1452 case TL_2X2_GRID:
1453 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1454 break;
1455
1456 case TL_BETTER_ROADS:
1457 case TL_ORIGINAL:
1458 rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1459 break;
1460 }
1461 } else {
1462 bool allow_house = true; // Value which decides if we want to construct a house
1463
1464 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1465 * it is the starting tile. Half the time, we stay on this side then.*/
1466 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1467 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1468 *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1469 }
1470 return;
1471 }
1472
1473 /* Possibly extend the road in a direction.
1474 * Randomize a direction and if it has a road, bail out. */
1475 target_dir = RandomDiagDir();
1476 RoadBits target_rb = DiagDirToRoadBits(target_dir);
1477 TileIndex house_tile; // position of a possible house
1478
1479 if (cur_rb & target_rb) {
1480 /* If it's a road turn possibly build a house in a corner.
1481 * Use intersection with straight road as an indicator
1482 * that we randomed corner house position.
1483 * A turn (and we check for that later) always has only
1484 * one common bit with a straight road so it has the same
1485 * chance to be chosen as the house on the side of a road.
1486 */
1487 if ((cur_rb & ROAD_X) != target_rb) return;
1488
1489 /* Check whether it is a turn and if so determine
1490 * position of the corner tile */
1491 switch (cur_rb) {
1492 case ROAD_N:
1493 house_tile = TileAddByDir(tile, DIR_S);
1494 break;
1495 case ROAD_S:
1496 house_tile = TileAddByDir(tile, DIR_N);
1497 break;
1498 case ROAD_E:
1499 house_tile = TileAddByDir(tile, DIR_W);
1500 break;
1501 case ROAD_W:
1502 house_tile = TileAddByDir(tile, DIR_E);
1503 break;
1504 default:
1505 return; // not a turn
1506 }
1507 target_dir = DIAGDIR_END;
1508 } else {
1509 house_tile = TileAddByDiagDir(tile, target_dir);
1510 }
1511
1512 /* Don't walk into water. */
1513 if (HasTileWaterGround(house_tile)) return;
1514
1515 if (!IsValidTile(house_tile)) return;
1516
1517 if (target_dir != DIAGDIR_END && (_settings_game.economy.allow_town_roads || _generating_world)) {
1518 switch (t1->layout) {
1519 default: NOT_REACHED();
1520
1521 case TL_3X3_GRID: // Use 2x2 grid afterwards!
1522 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1523 FALLTHROUGH;
1524
1525 case TL_2X2_GRID:
1526 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1527 allow_house = (rcmd & target_rb) == ROAD_NONE;
1528 break;
1529
1530 case TL_BETTER_ROADS: // Use original afterwards!
1531 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1532 FALLTHROUGH;
1533
1534 case TL_ORIGINAL:
1535 /* Allow a house at the edge. 60% chance or
1536 * always ok if no road allowed. */
1537 rcmd = target_rb;
1538 allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1539 break;
1540 }
1541 }
1542
1543 allow_house &= RoadTypesAllowHouseHere(house_tile);
1544
1545 if (allow_house) {
1546 /* Build a house, but not if there already is a house there. */
1547 if (!IsTileType(house_tile, MP_HOUSE)) {
1548 /* Level the land if possible */
1549 if (Chance16(1, 6)) LevelTownLand(house_tile);
1550
1551 /* And build a house.
1552 * Set result to -1 if we managed to build it. */
1553 if (BuildTownHouse(t1, house_tile)) {
1554 _grow_town_result = GROWTH_SUCCEED;
1555 }
1556 }
1557 return;
1558 }
1559
1560 _grow_town_result = GROWTH_SEARCH_STOPPED;
1561 }
1562
1563 /* Return if a water tile */
1564 if (HasTileWaterGround(tile)) return;
1565
1566 /* Make the roads look nicer */
1567 rcmd = CleanUpRoadBits(tile, rcmd);
1568 if (rcmd == ROAD_NONE) return;
1569
1570 /* Only use the target direction for bridges and tunnels to ensure they're connected.
1571 * The target_dir is as computed previously according to town layout, so
1572 * it will match it perfectly. */
1573 if (GrowTownWithBridge(t1, tile, target_dir)) return;
1574 if (GrowTownWithTunnel(t1, tile, target_dir)) return;
1575
1576 GrowTownWithRoad(t1, tile, rcmd);
1577 }
1578
1586 static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
1587 {
1588 TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1589 if (!IsValidTile(target_tile)) return false;
1590 if (HasTileWaterGround(target_tile)) return false;
1591
1592 RoadBits target_rb = GetTownRoadBits(target_tile);
1593 if (_settings_game.economy.allow_town_roads || _generating_world) {
1594 /* Check whether a road connection exists or can be build. */
1595 switch (GetTileType(target_tile)) {
1596 case MP_ROAD:
1597 return target_rb != ROAD_NONE;
1598
1599 case MP_STATION:
1600 return IsDriveThroughStopTile(target_tile);
1601
1602 case MP_TUNNELBRIDGE:
1603 return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1604
1605 case MP_HOUSE:
1606 case MP_INDUSTRY:
1607 case MP_OBJECT:
1608 return false;
1609
1610 default:
1611 /* Checked for void and water earlier */
1612 return true;
1613 }
1614 } else {
1615 /* Check whether a road connection already exists,
1616 * and it leads somewhere else. */
1617 RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
1618 return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1619 }
1620 }
1621
1628 static bool GrowTownAtRoad(Town *t, TileIndex tile)
1629 {
1630 /* Special case.
1631 * @see GrowTownInTile Check the else if
1632 */
1633 DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1634
1635 assert(tile < MapSize());
1636
1637 /* Number of times to search.
1638 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1639 * them a little handicap. */
1640 switch (t->layout) {
1641 case TL_BETTER_ROADS:
1642 _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
1643 break;
1644
1645 case TL_3X3_GRID:
1646 case TL_2X2_GRID:
1647 _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
1648 break;
1649
1650 default:
1651 _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
1652 break;
1653 }
1654
1655 do {
1656 RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1657
1658 /* Try to grow the town from this point */
1659 GrowTownInTile(&tile, cur_rb, target_dir, t);
1660 if (_grow_town_result == GROWTH_SUCCEED) return true;
1661
1662 /* Exclude the source position from the bitmask
1663 * and return if no more road blocks available */
1664 if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1665 if (cur_rb == ROAD_NONE) return false;
1666
1667 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1668 /* Only build in the direction away from the tunnel or bridge. */
1669 target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1670 } else {
1671 /* Select a random bit from the blockmask, walk a step
1672 * and continue the search from there. */
1673 do {
1674 if (cur_rb == ROAD_NONE) return false;
1675 RoadBits target_bits;
1676 do {
1677 target_dir = RandomDiagDir();
1678 target_bits = DiagDirToRoadBits(target_dir);
1679 } while (!(cur_rb & target_bits));
1680 cur_rb &= ~target_bits;
1681 } while (!CanFollowRoad(tile, target_dir));
1682 }
1683 tile = TileAddByDiagDir(tile, target_dir);
1684
1685 if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
1686 /* Don't allow building over roads of other cities */
1687 if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1688 return false;
1689 } else if (IsRoadOwner(tile, RTT_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1690 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1691 * owner :) (happy happy happy road now) */
1692 SetRoadOwner(tile, RTT_ROAD, OWNER_TOWN);
1693 SetTownIndex(tile, t->index);
1694 }
1695 }
1696
1697 /* Max number of times is checked. */
1698 } while (--_grow_town_result >= 0);
1699
1700 return false;
1701 }
1702
1710 static RoadBits GenRandomRoadBits()
1711 {
1712 uint32 r = Random();
1713 uint a = GB(r, 0, 2);
1714 uint b = GB(r, 8, 2);
1715 if (a == b) b ^= 2;
1716 return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1717 }
1718
1724 static bool GrowTown(Town *t)
1725 {
1726 static const TileIndexDiffC _town_coord_mod[] = {
1727 {-1, 0},
1728 { 1, 1},
1729 { 1, -1},
1730 {-1, -1},
1731 {-1, 0},
1732 { 0, 2},
1733 { 2, 0},
1734 { 0, -2},
1735 {-1, -1},
1736 {-2, 2},
1737 { 2, 2},
1738 { 2, -2},
1739 { 0, 0}
1740 };
1741
1742 /* Current "company" is a town */
1743 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1744
1745 TileIndex tile = t->xy; // The tile we are working with ATM
1746
1747 /* Find a road that we can base the construction on. */
1748 const TileIndexDiffC *ptr;
1749 for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1750 if (GetTownRoadBits(tile) != ROAD_NONE) {
1751 bool success = GrowTownAtRoad(t, tile);
1752 cur_company.Restore();
1753 return success;
1754 }
1755 tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1756 }
1757
1758 /* No road available, try to build a random road block by
1759 * clearing some land and then building a road there. */
1760 if (_settings_game.economy.allow_town_roads || _generating_world) {
1761 tile = t->xy;
1762 for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1763 /* Only work with plain land that not already has a house */
1764 if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1765 if (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded()) {
1766 RoadType rt = GetTownRoadType(t);
1767 Command<CMD_BUILD_ROAD>::Do(DC_EXEC | DC_AUTO, tile, GenRandomRoadBits(), rt, DRD_NONE, t->index);
1768 cur_company.Restore();
1769 return true;
1770 }
1771 }
1772 tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1773 }
1774 }
1775
1776 cur_company.Restore();
1777 return false;
1778 }
1779
1780 void UpdateTownRadius(Town *t)
1781 {
1782 static const uint32 _town_squared_town_zone_radius_data[23][5] = {
1783 { 4, 0, 0, 0, 0}, // 0
1784 { 16, 0, 0, 0, 0},
1785 { 25, 0, 0, 0, 0},
1786 { 36, 0, 0, 0, 0},
1787 { 49, 0, 4, 0, 0},
1788 { 64, 0, 4, 0, 0}, // 20
1789 { 64, 0, 9, 0, 1},
1790 { 64, 0, 9, 0, 4},
1791 { 64, 0, 16, 0, 4},
1792 { 81, 0, 16, 0, 4},
1793 { 81, 0, 16, 0, 4}, // 40
1794 { 81, 0, 25, 0, 9},
1795 { 81, 36, 25, 0, 9},
1796 { 81, 36, 25, 16, 9},
1797 { 81, 49, 0, 25, 9},
1798 { 81, 64, 0, 25, 9}, // 60
1799 { 81, 64, 0, 36, 9},
1800 { 81, 64, 0, 36, 16},
1801 {100, 81, 0, 49, 16},
1802 {100, 81, 0, 49, 25},
1803 {121, 81, 0, 49, 25}, // 80
1804 {121, 81, 0, 49, 25},
1805 {121, 81, 0, 49, 36}, // 88
1806 };
1807
1808 if (t->cache.num_houses < 92) {
1809 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));
1810 } else {
1811 int mass = t->cache.num_houses / 8;
1812 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1813 * The offsets are to make sure the radii do not decrease in size when going from the table
1814 * to the calculated value.*/
1815 t->cache.squared_town_zone_radius[0] = mass * 15 - 40;
1816 t->cache.squared_town_zone_radius[1] = mass * 9 - 15;
1817 t->cache.squared_town_zone_radius[2] = 0;
1818 t->cache.squared_town_zone_radius[3] = mass * 5 - 5;
1819 t->cache.squared_town_zone_radius[4] = mass * 3 + 5;
1820 }
1821 }
1822
1823 void UpdateTownMaxPass(Town *t)
1824 {
1825 t->supplied[CT_PASSENGERS].old_max = t->cache.population >> 3;
1826 t->supplied[CT_MAIL].old_max = t->cache.population >> 4;
1827 }
1828
1829 static void UpdateTownGrowthRate(Town *t);
1830 static void UpdateTownGrowth(Town *t);
1831
1843 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
1844 {
1845 t->xy = tile;
1846 t->cache.num_houses = 0;
1847 t->time_until_rebuild = 10;
1848 UpdateTownRadius(t);
1849 t->flags = 0;
1850 t->cache.population = 0;
1851 /* Spread growth across ticks so even if there are many
1852 * similar towns they're unlikely to grow all in one tick */
1853 t->grow_counter = t->index % TOWN_GROWTH_TICKS;
1854 t->growth_rate = TownTicksToGameTicks(250);
1855 t->show_zone = false;
1856
1857 _town_kdtree.Insert(t->index);
1858
1859 /* Set the default cargo requirement for town growth */
1860 switch (_settings_game.game_creation.landscape) {
1861 case LT_ARCTIC:
1862 if (FindFirstCargoWithTownEffect(TE_FOOD) != nullptr) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER;
1863 break;
1864
1865 case LT_TROPIC:
1866 if (FindFirstCargoWithTownEffect(TE_FOOD) != nullptr) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT;
1867 if (FindFirstCargoWithTownEffect(TE_WATER) != nullptr) t->goal[TE_WATER] = TOWN_GROWTH_DESERT;
1868 break;
1869 }
1870
1871 t->fund_buildings_months = 0;
1872
1873 for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
1874
1875 t->have_ratings = 0;
1876 t->exclusivity = INVALID_COMPANY;
1877 t->exclusive_counter = 0;
1878 t->statues = 0;
1879
1880 {
1881 TownNameParams tnp(_settings_game.game_creation.town_name);
1882 t->townnamegrfid = tnp.grfid;
1883 t->townnametype = tnp.type;
1884 }
1885 t->townnameparts = townnameparts;
1886
1887 t->UpdateVirtCoord();
1888 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
1889
1890 t->InitializeLayout(layout);
1891
1892 t->larger_town = city;
1893
1894 int x = (int)size * 16 + 3;
1895 if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
1896 /* Don't create huge cities when founding town in-game */
1897 if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
1898
1899 t->cache.num_houses += x;
1900 UpdateTownRadius(t);
1901
1902 int i = x * 4;
1903 do {
1904 GrowTown(t);
1905 } while (--i);
1906
1907 t->cache.num_houses -= x;
1908 UpdateTownRadius(t);
1909 UpdateTownGrowthRate(t);
1910 UpdateTownMaxPass(t);
1911 UpdateAirportsNoise();
1912 }
1913
1919 static CommandCost TownCanBePlacedHere(TileIndex tile)
1920 {
1921 /* Check if too close to the edge of map */
1922 if (DistanceFromEdge(tile) < 12) {
1923 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
1924 }
1925
1926 /* Check distance to all other towns. */
1927 if (IsCloseToTown(tile, 20)) {
1928 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
1929 }
1930
1931 /* Can only build on clear flat areas, possibly with trees. */
1932 if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
1933 return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1934 }
1935
1936 return CommandCost(EXPENSES_OTHER);
1937 }
1938
1944 static bool IsUniqueTownName(const std::string &name)
1945 {
1946 for (const Town *t : Town::Iterate()) {
1947 if (!t->name.empty() && t->name == name) return false;
1948 }
1949
1950 return true;
1951 }
1952
1965 std::tuple<CommandCost, Money, TownID> CmdFoundTown(DoCommandFlag flags, TileIndex tile, TownSize size, bool city, TownLayout layout, bool random_location, uint32 townnameparts, const std::string &text)
1966 {
1967 TownNameParams par(_settings_game.game_creation.town_name);
1968
1969 if (size >= TSZ_END) return { CMD_ERROR, 0, INVALID_TOWN };
1970 if (layout >= NUM_TLS) return { CMD_ERROR, 0, INVALID_TOWN };
1971
1972 /* Some things are allowed only in the scenario editor and for game scripts. */
1973 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
1974 if (_settings_game.economy.found_town == TF_FORBIDDEN) return { CMD_ERROR, 0, INVALID_TOWN };
1975 if (size == TSZ_LARGE) return { CMD_ERROR, 0, INVALID_TOWN };
1976 if (random_location) return { CMD_ERROR, 0, INVALID_TOWN };
1977 if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
1978 return { CMD_ERROR, 0, INVALID_TOWN };
1979 }
1980 } else if (_current_company == OWNER_DEITY && random_location) {
1981 /* Random parameter is not allowed for Game Scripts. */
1982 return { CMD_ERROR, 0, INVALID_TOWN };
1983 }
1984
1985 if (text.empty()) {
1986 /* If supplied name is empty, townnameparts has to generate unique automatic name */
1987 if (!VerifyTownName(townnameparts, &par)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, INVALID_TOWN };
1988 } else {
1989 /* If name is not empty, it has to be unique custom name */
1990 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return { CMD_ERROR, 0, INVALID_TOWN };
1991 if (!IsUniqueTownName(text)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, INVALID_TOWN };
1992 }
1993
1994 /* Allocate town struct */
1995 if (!Town::CanAllocateItem()) return { CommandCost(STR_ERROR_TOO_MANY_TOWNS), 0, INVALID_TOWN };
1996
1997 if (!random_location) {
1998 CommandCost ret = TownCanBePlacedHere(tile);
1999 if (ret.Failed()) return { ret, 0, INVALID_TOWN };
2000 }
2001
2002 static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
2003 /* multidimensional arrays have to have defined length of non-first dimension */
2004 static_assert(lengthof(price_mult[0]) == 4);
2005
2006 CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
2007 byte mult = price_mult[city][size];
2008
2009 cost.MultiplyCost(mult);
2010
2011 /* Create the town */
2012 TownID new_town = INVALID_TOWN;
2013 if (flags & DC_EXEC) {
2014 if (cost.GetCost() > GetAvailableMoneyForCommand()) {
2015 return { CommandCost(EXPENSES_OTHER), cost.GetCost(), INVALID_TOWN };
2016 }
2017
2018 Backup<bool> old_generating_world(_generating_world, true, FILE_LINE);
2019 UpdateNearestTownForRoadTiles(true);
2020 Town *t;
2021 if (random_location) {
2022 t = CreateRandomTown(20, townnameparts, size, city, layout);
2023 if (t == nullptr) {
2024 cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
2025 } else {
2026 new_town = t->index;
2027 }
2028 } else {
2029 t = new Town(tile);
2030 DoCreateTown(t, tile, townnameparts, size, city, layout, true);
2031 }
2032 UpdateNearestTownForRoadTiles(false);
2033 old_generating_world.Restore();
2034
2035 if (t != nullptr && !text.empty()) {
2036 t->name = text;
2037 t->UpdateVirtCoord();
2038 }
2039
2040 if (_game_mode != GM_EDITOR) {
2041 /* 't' can't be nullptr since 'random' is false outside scenedit */
2042 assert(!random_location);
2043
2044 if (_current_company == OWNER_DEITY) {
2045 SetDParam(0, t->index);
2046 AddTileNewsItem(STR_NEWS_NEW_TOWN_UNSPONSORED, NT_INDUSTRY_OPEN, tile);
2047 } else {
2048 SetDParam(0, _current_company);
2049 NewsStringData *company_name = new NewsStringData(GetString(STR_COMPANY_NAME));
2050
2051 SetDParamStr(0, company_name->string);
2052 SetDParam(1, t->index);
2053
2054 AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, company_name);
2055 }
2056 AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
2057 Game::NewEvent(new ScriptEventTownFounded(t->index));
2058 }
2059 }
2060 return { cost, 0, new_town };
2061 }
2062
2072 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
2073 {
2074 switch (layout) {
2075 case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
2076 case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
2077 default: return tile;
2078 }
2079 }
2080
2090 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
2091 {
2092 switch (layout) {
2093 case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
2094 case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
2095 default: return true;
2096 }
2097 }
2098
2102 struct SpotData {
2103 TileIndex tile;
2104 uint max_dist;
2105 TownLayout layout;
2106 };
2107
2124 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
2125 {
2126 SpotData *sp = (SpotData*)user_data;
2127 uint dist = GetClosestWaterDistance(tile, true);
2128
2129 if (IsTileType(tile, MP_CLEAR) &&
2130 IsTileFlat(tile) &&
2131 IsTileAlignedToGrid(tile, sp->layout) &&
2132 dist > sp->max_dist) {
2133 sp->tile = tile;
2134 sp->max_dist = dist;
2135 }
2136
2137 return false;
2138 }
2139
2146 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
2147 {
2148 return IsTileType(tile, MP_CLEAR);
2149 }
2150
2163 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
2164 {
2165 SpotData sp = { INVALID_TILE, 0, layout };
2166
2167 TileIndex coast = tile;
2168 if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, nullptr)) {
2169 CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
2170 return sp.tile;
2171 }
2172
2173 /* if we get here just give up */
2174 return INVALID_TILE;
2175 }
2176
2177 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
2178 {
2179 assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
2180
2181 if (!Town::CanAllocateItem()) return nullptr;
2182
2183 do {
2184 /* Generate a tile index not too close from the edge */
2185 TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2186
2187 /* if we tried to place the town on water, slide it over onto
2188 * the nearest likely-looking spot */
2189 if (IsTileType(tile, MP_WATER)) {
2190 tile = FindNearestGoodCoastalTownSpot(tile, layout);
2191 if (tile == INVALID_TILE) continue;
2192 }
2193
2194 /* Make sure town can be placed here */
2195 if (TownCanBePlacedHere(tile).Failed()) continue;
2196
2197 /* Allocate a town struct */
2198 Town *t = new Town(tile);
2199
2200 DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2201
2202 /* if the population is still 0 at the point, then the
2203 * placement is so bad it couldn't grow at all */
2204 if (t->cache.population > 0) return t;
2205
2206 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
2207 [[maybe_unused]] CommandCost rc = Command<CMD_DELETE_TOWN>::Do(DC_EXEC, t->index);
2208 cur_company.Restore();
2209 assert(rc.Succeeded());
2210
2211 /* We already know that we can allocate a single town when
2212 * entering this function. However, we create and delete
2213 * a town which "resets" the allocation checks. As such we
2214 * need to check again when assertions are enabled. */
2215 assert(Town::CanAllocateItem());
2216 } while (--attempts != 0);
2217
2218 return nullptr;
2219 }
2220
2221 static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2222
2230 bool GenerateTowns(TownLayout layout)
2231 {
2232 uint current_number = 0;
2233 uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
2234 uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
2235 total = std::min<uint>(TownPool::MAX_SIZE, total);
2236 uint32 townnameparts;
2237 TownNames town_names;
2238
2239 SetGeneratingWorldProgress(GWP_TOWN, total);
2240
2241 /* First attempt will be made at creating the suggested number of towns.
2242 * Note that this is really a suggested value, not a required one.
2243 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2244 do {
2245 bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
2246 IncreaseGeneratingWorldProgress(GWP_TOWN);
2247 /* Get a unique name for the town. */
2248 if (!GenerateTownName(&townnameparts, &town_names)) continue;
2249 /* try 20 times to create a random-sized town for the first loop. */
2250 if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2251 } while (--total);
2252
2253 town_names.clear();
2254
2255 /* Build the town k-d tree again to make sure it's well balanced */
2256 RebuildTownKdtree();
2257
2258 if (current_number != 0) return true;
2259
2260 /* If current_number is still zero at this point, it means that not a single town has been created.
2261 * So give it a last try, but now more aggressive */
2262 if (GenerateTownName(&townnameparts) &&
2263 CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2264 return true;
2265 }
2266
2267 /* If there are no towns at all and we are generating new game, bail out */
2268 if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
2269 ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
2270 }
2271
2272 return false; // we are still without a town? we failed, simply
2273 }
2274
2275
2282 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
2283 {
2284 uint dist = DistanceSquare(tile, t->xy);
2285
2286 if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
2287
2288 HouseZonesBits smallest = HZB_TOWN_EDGE;
2289 for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
2290 if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
2291 }
2292
2293 return smallest;
2294 }
2295
2306 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
2307 {
2308 [[maybe_unused]] CommandCost cc = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile);
2309 assert(cc.Succeeded());
2310
2311 IncreaseBuildingCount(t, type);
2312 MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
2313 if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
2314
2315 MarkTileDirtyByTile(tile);
2316 }
2317
2318
2329 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
2330 {
2331 BuildingFlags size = HouseSpec::Get(type)->building_flags;
2332
2333 ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
2334 if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
2335 if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
2336 if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
2337
2338 ForAllStationsAroundTiles(TileArea(t, (size & BUILDING_2_TILES_X) ? 2 : 1, (size & BUILDING_2_TILES_Y) ? 2 : 1), [town](Station *st, TileIndex tile) {
2339 town->stations_near.insert(st);
2340 return true;
2341 });
2342 }
2343
2344
2352 static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2353 {
2354 /* cannot build on these slopes... */
2355 Slope slope = GetTileSlope(tile);
2356 if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2357
2358 /* at least one RoadTypes allow building the house here? */
2359 if (!RoadTypesAllowHouseHere(tile)) return false;
2360
2361 /* building under a bridge? */
2362 if (IsBridgeAbove(tile)) return false;
2363
2364 /* can we clear the land? */
2365 return Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded();
2366 }
2367
2368
2377 static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2378 {
2379 if (!CanBuildHouseHere(tile, noslope)) return false;
2380
2381 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2382 if (GetTileMaxZ(tile) != z) return false;
2383
2384 return true;
2385 }
2386
2387
2396 static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2397 {
2398 /* we need to check this tile too because we can be at different tile now */
2399 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2400
2401 for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2402 tile += TileOffsByDiagDir(d);
2403 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2404 }
2405
2406 return true;
2407 }
2408
2409
2417 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2418 {
2419 /* Allow towns everywhere when we don't build roads */
2420 if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
2421
2422 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2423
2424 switch (t->layout) {
2425 case TL_2X2_GRID:
2426 if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2427 break;
2428
2429 case TL_3X3_GRID:
2430 if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2431 break;
2432
2433 default:
2434 break;
2435 }
2436
2437 return true;
2438 }
2439
2440
2448 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2449 {
2450 /* Allow towns everywhere when we don't build roads */
2451 if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
2452
2453 /* Compute relative position of tile. (Positive offsets are towards north) */
2454 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2455
2456 switch (t->layout) {
2457 case TL_2X2_GRID:
2458 grid_pos.x %= 3;
2459 grid_pos.y %= 3;
2460 if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2461 (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2462 break;
2463
2464 case TL_3X3_GRID:
2465 if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2466 break;
2467
2468 default:
2469 break;
2470 }
2471
2472 return true;
2473 }
2474
2475
2485 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2486 {
2487 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2488
2489 TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2490 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2491
2492 tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2493 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2494 *tile = tile2;
2495 return true;
2496 }
2497
2498 return false;
2499 }
2500
2501
2510 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2511 {
2512 TileIndex tile2 = *tile;
2513
2514 for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2515 if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
2516 *tile = tile2;
2517 return true;
2518 }
2519 if (d == DIAGDIR_END) break;
2520 tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2521 }
2522
2523 return false;
2524 }
2525
2526
2533 static bool BuildTownHouse(Town *t, TileIndex tile)
2534 {
2535 /* forbidden building here by town layout */
2536 if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2537
2538 /* no house allowed at all, bail out */
2539 if (!CanBuildHouseHere(tile, false)) return false;
2540
2541 Slope slope = GetTileSlope(tile);
2542 int maxz = GetTileMaxZ(tile);
2543
2544 /* Get the town zone type of the current tile, as well as the climate.
2545 * This will allow to easily compare with the specs of the new house to build */
2546 HouseZonesBits rad = GetTownRadiusGroup(t, tile);
2547
2548 /* Above snow? */
2549 int land = _settings_game.game_creation.landscape;
2550 if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
2551
2552 uint bitmask = (1 << rad) + (1 << (land + 12));
2553
2554 /* bits 0-4 are used
2555 * bits 11-15 are used
2556 * bits 5-10 are not used. */
2557 HouseID houses[NUM_HOUSES];
2558 uint num = 0;
2559 uint probs[NUM_HOUSES];
2560 uint probability_max = 0;
2561
2562 /* Generate a list of all possible houses that can be built. */
2563 for (uint i = 0; i < NUM_HOUSES; i++) {
2564 const HouseSpec *hs = HouseSpec::Get(i);
2565
2566 /* Verify that the candidate house spec matches the current tile status */
2567 if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
2568
2569 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2570 if (hs->class_id != HOUSE_NO_CLASS) {
2571 /* id_count is always <= class_count, so it doesn't need to be checked */
2572 if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
2573 } else {
2574 /* If the house has no class, check id_count instead */
2575 if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
2576 }
2577
2578 uint cur_prob = hs->probability;
2579 probability_max += cur_prob;
2580 probs[num] = cur_prob;
2581 houses[num++] = (HouseID)i;
2582 }
2583
2584 TileIndex baseTile = tile;
2585
2586 while (probability_max > 0) {
2587 /* Building a multitile building can change the location of tile.
2588 * The building would still be built partially on that tile, but
2589 * its northern tile would be elsewhere. However, if the callback
2590 * fails we would be basing further work from the changed tile.
2591 * So a next 1x1 tile building could be built on the wrong tile. */
2592 tile = baseTile;
2593
2594 uint r = RandomRange(probability_max);
2595 uint i;
2596 for (i = 0; i < num; i++) {
2597 if (probs[i] > r) break;
2598 r -= probs[i];
2599 }
2600
2601 HouseID house = houses[i];
2602 probability_max -= probs[i];
2603
2604 /* remove tested house from the set */
2605 num--;
2606 houses[i] = houses[num];
2607 probs[i] = probs[num];
2608
2609 const HouseSpec *hs = HouseSpec::Get(house);
2610
2611 if (!_generating_world && _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
2612 continue;
2613 }
2614
2615 if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
2616
2617 /* Special houses that there can be only one of. */
2618 uint oneof = 0;
2619
2620 if (hs->building_flags & BUILDING_IS_CHURCH) {
2621 SetBit(oneof, TOWN_HAS_CHURCH);
2622 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2623 SetBit(oneof, TOWN_HAS_STADIUM);
2624 }
2625
2626 if (t->flags & oneof) continue;
2627
2628 /* Make sure there is no slope? */
2629 bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2630 if (noslope && slope != SLOPE_FLAT) continue;
2631
2632 if (hs->building_flags & TILE_SIZE_2x2) {
2633 if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2634 } else if (hs->building_flags & TILE_SIZE_2x1) {
2635 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2636 } else if (hs->building_flags & TILE_SIZE_1x2) {
2637 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2638 } else {
2639 /* 1x1 house checks are already done */
2640 }
2641
2642 byte random_bits = Random();
2643
2644 if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
2645 uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
2646 if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2647 }
2648
2649 /* build the house */
2650 t->cache.num_houses++;
2651
2652 /* Special houses that there can be only one of. */
2653 t->flags |= oneof;
2654
2655 byte construction_counter = 0;
2656 byte construction_stage = 0;
2657
2658 if (_generating_world || _game_mode == GM_EDITOR) {
2659 uint32 r = Random();
2660
2661 construction_stage = TOWN_HOUSE_COMPLETED;
2662 if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
2663
2664 if (construction_stage == TOWN_HOUSE_COMPLETED) {
2665 ChangePopulation(t, hs->population);
2666 } else {
2667 construction_counter = GB(r, 2, 2);
2668 }
2669 }
2670
2671 MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
2672 UpdateTownRadius(t);
2673 UpdateTownGrowthRate(t);
2674
2675 return true;
2676 }
2677
2678 return false;
2679 }
2680
2687 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2688 {
2689 assert(IsTileType(tile, MP_HOUSE));
2690 DecreaseBuildingCount(t, house);
2691 DoClearSquare(tile);
2692 DeleteAnimatedTile(tile);
2693
2694 DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
2695 }
2696
2704 TileIndexDiff GetHouseNorthPart(HouseID &house)
2705 {
2706 if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2707 if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
2708 house--;
2709 return TileDiffXY(-1, 0);
2710 } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
2711 house--;
2712 return TileDiffXY(0, -1);
2713 } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
2714 house -= 2;
2715 return TileDiffXY(-1, 0);
2716 } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
2717 house -= 3;
2718 return TileDiffXY(-1, -1);
2719 }
2720 }
2721 return 0;
2722 }
2723
2724 void ClearTownHouse(Town *t, TileIndex tile)
2725 {
2726 assert(IsTileType(tile, MP_HOUSE));
2727
2728 HouseID house = GetHouseType(tile);
2729
2730 /* need to align the tile to point to the upper left corner of the house */
2731 tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
2732
2733 const HouseSpec *hs = HouseSpec::Get(house);
2734
2735 /* Remove population from the town if the house is finished. */
2736 if (IsHouseCompleted(tile)) {
2737 ChangePopulation(t, -hs->population);
2738 }
2739
2740 t->cache.num_houses--;
2741
2742 /* Clear flags for houses that only may exist once/town. */
2743 if (hs->building_flags & BUILDING_IS_CHURCH) {
2744 ClrBit(t->flags, TOWN_HAS_CHURCH);
2745 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2746 ClrBit(t->flags, TOWN_HAS_STADIUM);
2747 }
2748
2749 /* Do the actual clearing of tiles */
2750 DoClearTownHouseHelper(tile, t, house);
2751 if (hs->building_flags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
2752 if (hs->building_flags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
2753 if (hs->building_flags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
2754
2755 RemoveNearbyStations(t, tile, hs->building_flags);
2756
2757 UpdateTownRadius(t);
2758 }
2759
2767 CommandCost CmdRenameTown(DoCommandFlag flags, TownID town_id, const std::string &text)
2768 {
2769 Town *t = Town::GetIfValid(town_id);
2770 if (t == nullptr) return CMD_ERROR;
2771
2772 bool reset = text.empty();
2773
2774 if (!reset) {
2775 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
2776 if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
2777 }
2778
2779 if (flags & DC_EXEC) {
2780 t->cached_name.clear();
2781 if (reset) {
2782 t->name.clear();
2783 } else {
2784 t->name = text;
2785 }
2786
2787 t->UpdateVirtCoord();
2788 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_RESORT);
2789 ClearAllStationCachedNames();
2790 ClearAllIndustryCachedNames();
2791 UpdateAllStationVirtCoords();
2792 }
2793 return CommandCost();
2794 }
2795
2801 const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect)
2802 {
2803 for (const CargoSpec *cs : CargoSpec::Iterate()) {
2804 if (cs->town_effect == effect) return cs;
2805 }
2806 return nullptr;
2807 }
2808
2817 CommandCost CmdTownCargoGoal(DoCommandFlag flags, TownID town_id, TownEffect te, uint32 goal)
2818 {
2819 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2820
2821 if (te < TE_BEGIN || te >= TE_END) return CMD_ERROR;
2822
2823 Town *t = Town::GetIfValid(town_id);
2824 if (t == nullptr) return CMD_ERROR;
2825
2826 /* Validate if there is a cargo which is the requested TownEffect */
2827 const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
2828 if (cargo == nullptr) return CMD_ERROR;
2829
2830 if (flags & DC_EXEC) {
2831 t->goal[te] = goal;
2832 UpdateTownGrowth(t);
2833 InvalidateWindowData(WC_TOWN_VIEW, town_id);
2834 }
2835
2836 return CommandCost();
2837 }
2838
2846 CommandCost CmdTownSetText(DoCommandFlag flags, TownID town_id, const std::string &text)
2847 {
2848 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2849 Town *t = Town::GetIfValid(town_id);
2850 if (t == nullptr) return CMD_ERROR;
2851
2852 if (flags & DC_EXEC) {
2853 t->text.clear();
2854 if (!text.empty()) t->text = text;
2855 InvalidateWindowData(WC_TOWN_VIEW, town_id);
2856 }
2857
2858 return CommandCost();
2859 }
2860
2868 CommandCost CmdTownGrowthRate(DoCommandFlag flags, TownID town_id, uint16 growth_rate)
2869 {
2870 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2871
2872 Town *t = Town::GetIfValid(town_id);
2873 if (t == nullptr) return CMD_ERROR;
2874
2875 if (flags & DC_EXEC) {
2876 if (growth_rate == 0) {
2877 /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
2878 ClrBit(t->flags, TOWN_CUSTOM_GROWTH);
2879 } else {
2880 uint old_rate = t->growth_rate;
2881 if (t->grow_counter >= old_rate) {
2882 /* This also catches old_rate == 0 */
2883 t->grow_counter = growth_rate;
2884 } else {
2885 /* Scale grow_counter, so half finished houses stay half finished */
2886 t->grow_counter = t->grow_counter * growth_rate / old_rate;
2887 }
2888 t->growth_rate = growth_rate;
2889 SetBit(t->flags, TOWN_CUSTOM_GROWTH);
2890 }
2891 UpdateTownGrowth(t);
2892 InvalidateWindowData(WC_TOWN_VIEW, town_id);
2893 }
2894
2895 return CommandCost();
2896 }
2897
2906 CommandCost CmdTownRating(DoCommandFlag flags, TownID town_id, CompanyID company_id, int16 rating)
2907 {
2908 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2909
2910 Town *t = Town::GetIfValid(town_id);
2911 if (t == nullptr) return CMD_ERROR;
2912
2913 if (!Company::IsValidID(company_id)) return CMD_ERROR;
2914
2915 int16 new_rating = Clamp(rating, RATING_MINIMUM, RATING_MAXIMUM);
2916 if (flags & DC_EXEC) {
2917 t->ratings[company_id] = new_rating;
2918 InvalidateWindowData(WC_TOWN_AUTHORITY, town_id);
2919 }
2920
2921 return CommandCost();
2922 }
2923
2931 CommandCost CmdExpandTown(DoCommandFlag flags, TownID town_id, uint32 grow_amount)
2932 {
2933 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
2934 Town *t = Town::GetIfValid(town_id);
2935 if (t == nullptr) return CMD_ERROR;
2936
2937 if (flags & DC_EXEC) {
2938 /* The more houses, the faster we grow */
2939 if (grow_amount == 0) {
2940 uint amount = RandomRange(ClampToU16(t->cache.num_houses / 10)) + 3;
2941 t->cache.num_houses += amount;
2942 UpdateTownRadius(t);
2943
2944 uint n = amount * 10;
2945 do GrowTown(t); while (--n);
2946
2947 t->cache.num_houses -= amount;
2948 } else {
2949 for (; grow_amount > 0; grow_amount--) {
2950 /* Try several times to grow, as we are really suppose to grow */
2951 for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
2952 }
2953 }
2954 UpdateTownRadius(t);
2955
2956 UpdateTownMaxPass(t);
2957 }
2958
2959 return CommandCost();
2960 }
2961
2968 CommandCost CmdDeleteTown(DoCommandFlag flags, TownID town_id)
2969 {
2970 if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
2971 Town *t = Town::GetIfValid(town_id);
2972 if (t == nullptr) return CMD_ERROR;
2973
2974 /* Stations refer to towns. */
2975 for (const Station *st : Station::Iterate()) {
2976 if (st->town == t) {
2977 /* Non-oil rig stations are always a problem. */
2978 if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
2979 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
2980 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, st->airport.tile);
2981 if (ret.Failed()) return ret;
2982 }
2983 }
2984
2985 /* Depots refer to towns. */
2986 for (const Depot *d : Depot::Iterate()) {
2987 if (d->town == t) return CMD_ERROR;
2988 }
2989
2990 /* Check all tiles for town ownership. First check for bridge tiles, as
2991 * these do not directly have an owner so we need to check adjacent
2992 * tiles. This won't work correctly in the same loop if the adjacent
2993 * tile was already deleted earlier in the loop. */
2994 for (TileIndex current_tile = 0; current_tile < MapSize(); ++current_tile) {
2995 if (IsTileType(current_tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(current_tile, t)) {
2996 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
2997 if (ret.Failed()) return ret;
2998 }
2999 }
3000
3001 /* Check all remaining tiles for town ownership. */
3002 for (TileIndex current_tile = 0; current_tile < MapSize(); ++current_tile) {
3003 bool try_clear = false;
3004 switch (GetTileType(current_tile)) {
3005 case MP_ROAD:
3006 try_clear = HasTownOwnedRoad(current_tile) && GetTownIndex(current_tile) == t->index;
3007 break;
3008
3009 case MP_HOUSE:
3010 try_clear = GetTownIndex(current_tile) == t->index;
3011 break;
3012
3013 case MP_INDUSTRY:
3014 try_clear = Industry::GetByTile(current_tile)->town == t;
3015 break;
3016
3017 case MP_OBJECT:
3018 if (Town::GetNumItems() == 1) {
3019 /* No towns will be left, remove it! */
3020 try_clear = true;
3021 } else {
3022 Object *o = Object::GetByTile(current_tile);
3023 if (o->town == t) {
3024 if (o->type == OBJECT_STATUE) {
3025 /* Statue... always remove. */
3026 try_clear = true;
3027 } else {
3028 /* Tell to find a new town. */
3029 if (flags & DC_EXEC) o->town = nullptr;
3030 }
3031 }
3032 }
3033 break;
3034
3035 default:
3036 break;
3037 }
3038 if (try_clear) {
3039 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3040 if (ret.Failed()) return ret;
3041 }
3042 }
3043
3044 /* The town destructor will delete the other things related to the town. */
3045 if (flags & DC_EXEC) {
3046 _town_kdtree.Remove(t->index);
3047 if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
3048 delete t;
3049 }
3050
3051 return CommandCost();
3052 }
3053
3058 const byte _town_action_costs[TACT_COUNT] = {
3059 2, 4, 9, 35, 48, 53, 117, 175
3060 };
3061
3062 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
3063 {
3064 if (flags & DC_EXEC) {
3065 ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
3066 }
3067 return CommandCost();
3068 }
3069
3070 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
3071 {
3072 if (flags & DC_EXEC) {
3073 ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
3074 }
3075 return CommandCost();
3076 }
3077
3078 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
3079 {
3080 if (flags & DC_EXEC) {
3081 ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
3082 }
3083 return CommandCost();
3084 }
3085
3086 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
3087 {
3088 /* Check if the company is allowed to fund new roads. */
3089 if (!_settings_game.economy.fund_roads) return CMD_ERROR;
3090
3091 if (flags & DC_EXEC) {
3092 t->road_build_months = 6;
3093
3094 SetDParam(0, _current_company);
3095 NewsStringData *company_name = new NewsStringData(GetString(STR_COMPANY_NAME));
3096
3097 SetDParam(0, t->index);
3098 SetDParamStr(1, company_name->string);
3099
3100 AddNewsItem(STR_NEWS_ROAD_REBUILDING, NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, company_name);
3101 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3102 Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3103 }
3104 return CommandCost();
3105 }
3106
3112 static bool TryClearTile(TileIndex tile)
3113 {
3114 Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3115 CommandCost r = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_NONE, tile);
3116 cur_company.Restore();
3117 return r.Succeeded();
3118 }
3119
3121 struct StatueBuildSearchData {
3122 TileIndex best_position;
3123 int tile_count;
3124
3125 StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
3126 };
3127
3134 static bool SearchTileForStatue(TileIndex tile, void *user_data)
3135 {
3136 static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3137
3138 StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
3139 statue_data->tile_count++;
3140
3141 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3142 if (IsSteepSlope(GetTileSlope(tile))) return false;
3143 /* Don't build statues under bridges. */
3144 if (IsBridgeAbove(tile)) return false;
3145
3146 /* A clear-able open space is always preferred. */
3147 if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) {
3148 statue_data->best_position = tile;
3149 return true;
3150 }
3151
3152 bool house = IsTileType(tile, MP_HOUSE);
3153
3154 /* Searching inside the inner circle. */
3155 if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
3156 /* Save first house in inner circle. */
3157 if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) {
3158 statue_data->best_position = tile;
3159 }
3160
3161 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3162 return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
3163 }
3164
3165 /* Searching outside the circle, just pick the first possible spot. */
3166 statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
3167 return house && TryClearTile(tile);
3168 }
3169
3177 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
3178 {
3179 if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
3180
3181 TileIndex tile = t->xy;
3182 StatueBuildSearchData statue_data(INVALID_TILE, 0);
3183 if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3184
3185 if (flags & DC_EXEC) {
3186 Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3187 Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, statue_data.best_position);
3188 cur_company.Restore();
3189 BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
3190 SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
3191 MarkTileDirtyByTile(statue_data.best_position);
3192 }
3193 return CommandCost();
3194 }
3195
3196 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
3197 {
3198 /* Check if it's allowed to buy the rights */
3199 if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
3200
3201 if (flags & DC_EXEC) {
3202 /* And grow for 3 months */
3203 t->fund_buildings_months = 3;
3204
3205 /* Enable growth (also checking GameScript's opinion) */
3206 UpdateTownGrowth(t);
3207
3208 /* Build a new house, but add a small delay to make sure
3209 * that spamming funding doesn't let town grow any faster
3210 * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3211 * Also emulate original behaviour when town was only growing in
3212 * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3213 * tick-perfect and gives player some time window where they can
3214 * spam funding with the exact same efficiency.
3215 */
3216 t->grow_counter = std::min<uint16>(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS);
3217
3218 SetWindowDirty(WC_TOWN_VIEW, t->index);
3219 }
3220 return CommandCost();
3221 }
3222
3223 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
3224 {
3225 /* Check if it's allowed to buy the rights */
3226 if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
3227
3228 if (flags & DC_EXEC) {
3229 t->exclusive_counter = 12;
3230 t->exclusivity = _current_company;
3231
3232 ModifyStationRatingAround(t->xy, _current_company, 130, 17);
3233
3234 SetWindowClassesDirty(WC_STATION_VIEW);
3235
3236 /* Spawn news message */
3237 CompanyNewsInformation *cni = new CompanyNewsInformation(Company::Get(_current_company));
3238 SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
3239 SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION);
3240 SetDParam(2, t->index);
3241 SetDParamStr(3, cni->company_name);
3242 AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
3243 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3244 Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3245 }
3246 return CommandCost();
3247 }
3248
3249 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
3250 {
3251 if (flags & DC_EXEC) {
3252 if (Chance16(1, 14)) {
3253 /* set as unwanted for 6 months */
3254 t->unwanted[_current_company] = 6;
3255
3256 /* set all close by station ratings to 0 */
3257 for (Station *st : Station::Iterate()) {
3258 if (st->town == t && st->owner == _current_company) {
3259 for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
3260 }
3261 }
3262
3263 /* only show error message to the executing player. All errors are handled command.c
3264 * but this is special, because it can only 'fail' on a DC_EXEC */
3265 if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
3266
3267 /* decrease by a lot!
3268 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3269 * be independent of any cheat settings
3270 */
3271 if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3272 t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3273 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3274 }
3275 } else {
3276 ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
3277 }
3278 }
3279 return CommandCost();
3280 }
3281
3282 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
3283 static TownActionProc * const _town_action_proc[] = {
3284 TownActionAdvertiseSmall,
3285 TownActionAdvertiseMedium,
3286 TownActionAdvertiseLarge,
3287 TownActionRoadRebuild,
3288 TownActionBuildStatue,
3289 TownActionFundBuildings,
3290 TownActionBuyRights,
3291 TownActionBribe
3292 };
3293
3300 TownActions GetMaskOfTownActions(CompanyID cid, const Town *t)
3301 {
3302 TownActions buttons = TACT_NONE;
3303
3304 /* Spectators and unwanted have no options */
3305 if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3306
3307 /* Actions worth more than this are not able to be performed */
3308 Money avail = Company::Get(cid)->money;
3309
3310 /* Check the action bits for validity and
3311 * if they are valid add them */
3312 for (uint i = 0; i != lengthof(_town_action_costs); i++) {
3313 const TownActions cur = (TownActions)(1 << i);
3314
3315 /* Is the company not able to bribe ? */
3316 if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
3317
3318 /* Is the company not able to buy exclusive rights ? */
3319 if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
3320
3321 /* Is the company not able to fund buildings ? */
3322 if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
3323
3324 /* Is the company not able to fund local road reconstruction? */
3325 if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
3326
3327 /* Is the company not able to build a statue ? */
3328 if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
3329
3330 if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
3331 buttons |= cur;
3332 }
3333 }
3334 }
3335
3336 return buttons;
3337 }
3338
3348 CommandCost CmdDoTownAction(DoCommandFlag flags, TownID town_id, uint8 action)
3349 {
3350 Town *t = Town::GetIfValid(town_id);
3351 if (t == nullptr || action >= lengthof(_town_action_proc)) return CMD_ERROR;
3352
3353 if (!HasBit(GetMaskOfTownActions(_current_company, t), action)) return CMD_ERROR;
3354
3355 CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[action] >> 8);
3356
3357 CommandCost ret = _town_action_proc[action](t, flags);
3358 if (ret.Failed()) return ret;
3359
3360 if (flags & DC_EXEC) {
3361 SetWindowDirty(WC_TOWN_AUTHORITY, town_id);
3362 }
3363
3364 return cost;
3365 }
3366
3367 template <typename Func>
3368 static void ForAllStationsNearTown(Town *t, Func func)
3369 {
3370 /* Ideally the search radius should be close to the actual town zone 0 radius.
3371 * The true radius is not stored or calculated anywhere, only the squared radius. */
3372 /* The efficiency of this search might be improved for large towns and many stations on the map,
3373 * by using an integer square root approximation giving a value not less than the true square root. */
3374 uint search_radius = t->cache.squared_town_zone_radius[0] / 2;
3375 ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3376 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
3377 func(st);
3378 }
3379 });
3380 }
3381
3382 static void UpdateTownRating(Town *t)
3383 {
3384 /* Increase company ratings if they're low */
3385 for (const Company *c : Company::Iterate()) {
3386 if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3387 t->ratings[c->index] = std::min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3388 }
3389 }
3390
3391 ForAllStationsNearTown(t, [&](const Station *st) {
3392 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3393 if (Company::IsValidID(st->owner)) {
3394 int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3395 t->ratings[st->owner] = std::min<int>(new_rating, INT16_MAX); // do not let it overflow
3396 }
3397 } else {
3398 if (Company::IsValidID(st->owner)) {
3399 int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3400 t->ratings[st->owner] = std::max(new_rating, INT16_MIN);
3401 }
3402 }
3403 });
3404
3405 /* clamp all ratings to valid values */
3406 for (uint i = 0; i < MAX_COMPANIES; i++) {
3407 t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3408 }
3409
3410 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3411 }
3412
3413
3420 static void UpdateTownGrowCounter(Town *t, uint16 prev_growth_rate)
3421 {
3422 if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3423 if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3424 t->grow_counter = std::min<uint16>(t->growth_rate, t->grow_counter);
3425 return;
3426 }
3427 t->grow_counter = RoundDivSU((uint32)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3428 }
3429
3435 static int CountActiveStations(Town *t)
3436 {
3437 int n = 0;
3438 ForAllStationsNearTown(t, [&](const Station * st) {
3439 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3440 n++;
3441 }
3442 });
3443 return n;
3444 }
3445
3452 static uint GetNormalGrowthRate(Town *t)
3453 {
3459 static const uint16 _grow_count_values[2][6] = {
3460 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3461 { 320, 420, 300, 220, 160, 100 } // Normal values
3462 };
3463
3464 int n = CountActiveStations(t);
3465 uint16 m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][std::min(n, 5)];
3466
3467 uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3468
3469 m >>= growth_multiplier;
3470 if (t->larger_town) m /= 2;
3471
3472 return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3473 }
3474
3479 static void UpdateTownGrowthRate(Town *t)
3480 {
3481 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) return;
3482 uint old_rate = t->growth_rate;
3483 t->growth_rate = GetNormalGrowthRate(t);
3484 UpdateTownGrowCounter(t, old_rate);
3485 SetWindowDirty(WC_TOWN_VIEW, t->index);
3486 }
3487
3492 static void UpdateTownGrowth(Town *t)
3493 {
3494 UpdateTownGrowthRate(t);
3495
3496 ClrBit(t->flags, TOWN_IS_GROWING);
3497 SetWindowDirty(WC_TOWN_VIEW, t->index);
3498
3499 if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3500
3501 if (t->fund_buildings_months == 0) {
3502 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3503 for (int i = TE_BEGIN; i < TE_END; i++) {
3504 switch (t->goal[i]) {
3505 case TOWN_GROWTH_WINTER:
3506 if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3507 break;
3508 case TOWN_GROWTH_DESERT:
3509 if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3510 break;
3511 default:
3512 if (t->goal[i] > t->received[i].old_act) return;
3513 break;
3514 }
3515 }
3516 }
3517
3518 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) {
3519 if (t->growth_rate != TOWN_GROWTH_RATE_NONE) SetBit(t->flags, TOWN_IS_GROWING);
3520 SetWindowDirty(WC_TOWN_VIEW, t->index);
3521 return;
3522 }
3523
3524 if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3525
3526 SetBit(t->flags, TOWN_IS_GROWING);
3527 SetWindowDirty(WC_TOWN_VIEW, t->index);
3528 }
3529
3530 static void UpdateTownAmounts(Town *t)
3531 {
3532 for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
3533 for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
3534 if (t->fund_buildings_months != 0) t->fund_buildings_months--;
3535
3536 SetWindowDirty(WC_TOWN_VIEW, t->index);
3537 }
3538
3539 static void UpdateTownUnwanted(Town *t)
3540 {
3541 for (const Company *c : Company::Iterate()) {
3542 if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
3543 }
3544 }
3545
3552 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
3553 {
3554 /* The required rating is hardcoded to RATING_VERYPOOR (see below), not the authority attitude setting, so we can bail out like this. */
3555 if (_settings_game.difficulty.town_council_tolerance == TOWN_COUNCIL_PERMISSIVE) return CommandCost();
3556
3557 if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
3558
3559 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
3560 if (t == nullptr) return CommandCost();
3561
3562 if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3563
3564 SetDParam(0, t->index);
3565 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3566 }
3567
3576 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
3577 {
3578 if (Town::GetNumItems() == 0) return nullptr;
3579
3580 TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3581 Town *town = Town::Get(tid);
3582 if (DistanceManhattan(tile, town->xy) < threshold) return town;
3583 return nullptr;
3584 }
3585
3594 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3595 {
3596 switch (GetTileType(tile)) {
3597 case MP_ROAD:
3598 if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3599
3600 if (!HasTownOwnedRoad(tile)) {
3601 TownID tid = GetTownIndex(tile);
3602
3603 if (tid == INVALID_TOWN) {
3604 /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3605 if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3606 assert(Town::GetNumItems() == 0);
3607 return nullptr;
3608 }
3609
3610 assert(Town::IsValidID(tid));
3611 Town *town = Town::Get(tid);
3612
3613 if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
3614
3615 return town;
3616 }
3617 FALLTHROUGH;
3618
3619 case MP_HOUSE:
3620 return Town::GetByTile(tile);
3621
3622 default:
3623 return CalcClosestTownFromTile(tile, threshold);
3624 }
3625 }
3626
3627 static bool _town_rating_test = false;
3628 static SmallMap<const Town *, int> _town_test_ratings;
3629
3635 void SetTownRatingTestMode(bool mode)
3636 {
3637 static int ref_count = 0; // Number of times test-mode is switched on.
3638 if (mode) {
3639 if (ref_count == 0) {
3640 _town_test_ratings.clear();
3641 }
3642 ref_count++;
3643 } else {
3644 assert(ref_count > 0);
3645 ref_count--;
3646 }
3647 _town_rating_test = !(ref_count == 0);
3648 }
3649
3655 static int GetRating(const Town *t)
3656 {
3657 if (_town_rating_test) {
3658 SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
3659 if (it != _town_test_ratings.End()) {
3660 return it->second;
3661 }
3662 }
3663 return t->ratings[_current_company];
3664 }
3665
3673 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
3674 {
3675 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3676 if (t == nullptr || (flags & DC_NO_MODIFY_TOWN_RATING) ||
3677 !Company::IsValidID(_current_company) ||
3678 (_cheats.magic_bulldozer.value && add < 0)) {
3679 return;
3680 }
3681
3682 int rating = GetRating(t);
3683 if (add < 0) {
3684 if (rating > max) {
3685 rating += add;
3686 if (rating < max) rating = max;
3687 }
3688 } else {
3689 if (rating < max) {
3690 rating += add;
3691 if (rating > max) rating = max;
3692 }
3693 }
3694 if (_town_rating_test) {
3695 _town_test_ratings[t] = rating;
3696 } else {
3697 SetBit(t->have_ratings, _current_company);
3698 t->ratings[_current_company] = rating;
3699 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3700 }
3701 }
3702
3710 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
3711 {
3712 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3713 if (t == nullptr || !Company::IsValidID(_current_company) ||
3714 _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
3715 return CommandCost();
3716 }
3717
3718 /* minimum rating needed to be allowed to remove stuff */
3719 static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
3720 /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3721 { RATING_ROAD_NEEDED_LENIENT, RATING_TUNNEL_BRIDGE_NEEDED_LENIENT}, // Lenient
3722 { RATING_ROAD_NEEDED_NEUTRAL, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
3723 { RATING_ROAD_NEEDED_HOSTILE, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
3724 { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
3725 };
3726
3727 /* check if you're allowed to remove the road/bridge/tunnel
3728 * owned by a town no removal if rating is lower than ... depends now on
3729 * difficulty setting. Minimum town rating selected by difficulty level
3730 */
3731 int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
3732
3733 if (GetRating(t) < needed) {
3734 SetDParam(0, t->index);
3735 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3736 }
3737
3738 return CommandCost();
3739 }
3740
3741 void TownsMonthlyLoop()
3742 {
3743 for (Town *t : Town::Iterate()) {
3744 if (t->road_build_months != 0) t->road_build_months--;
3745
3746 if (t->exclusive_counter != 0) {
3747 if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
3748 }
3749
3750 UpdateTownAmounts(t);
3751 UpdateTownGrowth(t);
3752 UpdateTownRating(t);
3753 UpdateTownUnwanted(t);
3754 }
3755
3756 }
3757
3758 void TownsYearlyLoop()
3759 {
3760 /* Increment house ages */
3761 for (TileIndex t = 0; t < MapSize(); t++) {
3762 if (!IsTileType(t, MP_HOUSE)) continue;
3763 IncrementHouseAge(t);
3764 }
3765 }
3766
3767 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
3768 {
3769 if (AutoslopeEnabled()) {
3770 HouseID house = GetHouseType(tile);
3771 GetHouseNorthPart(house); // modifies house to the ID of the north tile
3772 const HouseSpec *hs = HouseSpec::Get(house);
3773
3774 /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
3775 if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
3776 (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3777 bool allow_terraform = true;
3778
3779 /* Call the autosloping callback per tile, not for the whole building at once. */
3780 house = GetHouseType(tile);
3781 hs = HouseSpec::Get(house);
3782 if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
3783 /* If the callback fails, allow autoslope. */
3784 uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
3785 if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
3786 }
3787
3788 if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3789 }
3790 }
3791
3792 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
3793 }
3794
3796 extern const TileTypeProcs _tile_type_town_procs = {
3797 DrawTile_Town, // draw_tile_proc
3798 GetSlopePixelZ_Town, // get_slope_z_proc
3799 ClearTile_Town, // clear_tile_proc
3800 AddAcceptedCargo_Town, // add_accepted_cargo_proc
3801 GetTileDesc_Town, // get_tile_desc_proc
3802 GetTileTrackStatus_Town, // get_tile_track_status_proc
3803 nullptr, // click_tile_proc
3804 AnimateTile_Town, // animate_tile_proc
3805 TileLoop_Town, // tile_loop_proc
3806 ChangeTileOwner_Town, // change_tile_owner_proc
3807 AddProducedCargo_Town, // add_produced_cargo_proc
3808 nullptr, // vehicle_enter_tile_proc
3809 GetFoundation_Town, // get_foundation_proc
3810 TerraformTile_Town, // terraform_tile_proc
3811 };
3812
3813
3814 HouseSpec _house_specs[NUM_HOUSES];
3815
3816 void ResetHouses()
3817 {
3818 memset(&_house_specs, 0, sizeof(_house_specs));
3819 memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
3820
3821 /* Reset any overrides that have been set. */
3822 _house_mngr.ResetOverride();
3823 }
GrowTownInTile
static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
Grows the given town.
Definition: town_cmd.cpp:1382
game.hpp
RoadTypeInfo::flags
RoadTypeFlags flags
Bit mask of road type flags.
Definition: road.h:125
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:48
MP_HOUSE
@ MP_HOUSE
A house by a town.
Definition: tile_type.h:51
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:730
IsTileFlat
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition: tile_map.cpp:100
CmdTownCargoGoal
CommandCost CmdTownCargoGoal(DoCommandFlag flags, TownID town_id, TownEffect te, uint32 goal)
Change the cargo goal of a town.
Definition: town_cmd.cpp:2817
DIAGDIR_SE
@ DIAGDIR_SE
Southeast.
Definition: direction_type.h:80
TACT_BRIBE
@ TACT_BRIBE
Try to bribe the council.
Definition: town.h:214
HasTownOwnedRoad
static bool HasTownOwnedRoad(TileIndex t)
Checks if given tile has town owned road.
Definition: road_map.h:280
SLOPE_SE
@ SLOPE_SE
south and east corner are raised
Definition: slope_type.h:57
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
TROPICZONE_DESERT
@ TROPICZONE_DESERT
Tile is desert.
Definition: tile_type.h:78
RoadTypeInfo
Definition: road.h:76
TACT_BUILD_STATUE
@ TACT_BUILD_STATUE
Build a statue.
Definition: town.h:211
TILE_ADD
#define TILE_ADD(x, y)
Adds two 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:3252
StatueBuildSearchData
Structure for storing data while searching the best place to build a statue.
Definition: town_cmd.cpp:3121
IsInsideMM
static constexpr bool IsInsideMM(const T x, const size_t min, const size_t max) noexcept
Checks if a value is in an interval.
Definition: math_func.hpp:204
TileLoop_Town
static void TileLoop_Town(TileIndex tile)
Tile callback function.
Definition: town_cmd.cpp:526
TryClearTile
static bool TryClearTile(TileIndex tile)
Check whether the land can be cleared.
Definition: town_cmd.cpp:3112
SLOPE_STEEP_E
@ SLOPE_STEEP_E
a steep slope falling to west (from east)
Definition: slope_type.h:68
GRFFileProps::override
uint16 override
id of the entity been replaced by
Definition: newgrf_commons.h:333
ROADTYPE_END
@ ROADTYPE_END
Used for iterations.
Definition: road_type.h:26
IsSea
static bool IsSea(TileIndex t)
Is it a sea water tile?
Definition: water_map.h:163
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:101
CalcClosestTownFromTile
Town * CalcClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest to the given tile within threshold.
Definition: town_cmd.cpp:3576
Chance16
static bool Chance16(const uint a, const uint b)
Flips a coin with given probability.
Definition: random_func.hpp:131
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
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:3154
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:3655
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:323
DoClearTownHouseHelper
static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
Update data structures when a house is removed.
Definition: town_cmd.cpp:2687
command_func.h
SLOPE_STEEP_S
@ SLOPE_STEEP_S
a steep slope falling to north (from south)
Definition: slope_type.h:67
Town::InitializeLayout
void InitializeLayout(TownLayout layout)
Assigns town layout.
Definition: town_cmd.cpp:172
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:526
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:28
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:3177
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:328
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
terraform_cmd.h
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
CommandFlagsToDCFlags
static constexpr DoCommandFlag CommandFlagsToDCFlags(CommandFlags cmd_flags)
Extracts the DC flags needed for DoCommand from the flags returned by GetCommandFlags.
Definition: command_func.h:59
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:466
CommandCost::MultiplyCost
void MultiplyCost(int factor)
Multiplies the cost of the command by the given factor.
Definition: command_type.h:74
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
SLOPE_NW
@ SLOPE_NW
north and west corner are raised
Definition: slope_type.h:55
Station
Station data structure.
Definition: station_base.h:454
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
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:96
DiagDirToAxis
static Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
Definition: direction_func.h:214
ROAD_S
@ ROAD_S
Road at the two southern edges.
Definition: road_type.h:61
DifficultySettings::town_council_tolerance
byte town_council_tolerance
minimum required town ratings to be allowed to demolish stuff
Definition: settings_type.h:94
_town_rating_test
static bool _town_rating_test
If true, town rating is in test-mode.
Definition: town_cmd.cpp:3627
IsRoadDepotTile
static bool IsRoadDepotTile(TileIndex t)
Return whether a tile is a road depot tile.
Definition: road_map.h:116
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:87
TownSize
TownSize
Supported initial town sizes.
Definition: town_type.h:19
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
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:212
CargoSpec::Get
static CargoSpec * Get(size_t index)
Retrieve cargo details for the given cargo ID.
Definition: cargotype.h:118
Object::GetByTile
static Object * GetByTile(TileIndex tile)
Get the object associated with a tile.
Definition: object_cmd.cpp:53
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:524
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:1628
IsRoadAllowedHere
static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
Check if a Road is allowed on a given tile.
Definition: town_cmd.cpp:931
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
GetWorldPopulation
uint32 GetWorldPopulation()
Determines the world population Basically, count population of all towns, one by one.
Definition: town_cmd.cpp:452
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:2510
SLOPE_ELEVATED
@ SLOPE_ELEVATED
bit mask containing all 'simple' slopes
Definition: slope_type.h:61
GameSettings::difficulty
DifficultySettings difficulty
settings related to the difficulty
Definition: settings_type.h:586
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
INVALID_TILE
static constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition: tile_type.h:108
CmdExpandTown
CommandCost CmdExpandTown(DoCommandFlag flags, TownID town_id, uint32 grow_amount)
Expand a town (scenario editor only).
Definition: town_cmd.cpp:2931
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:827
Town::goal
uint32 goal[NUM_TE]
Amount of cargo required for the town to grow.
Definition: town.h:77
ClrBit
static T ClrBit(T &x, const uint8 y)
Clears a bit in a variable.
Definition: bitmath_func.hpp:151
TileIndex
The index/ID of a Tile.
Definition: tile_type.h:85
DIAGDIRDIFF_90LEFT
@ DIAGDIRDIFF_90LEFT
90 degrees left
Definition: direction_type.h:109
MP_RAILWAY
@ MP_RAILWAY
A railway.
Definition: tile_type.h:49
_tile_type_town_procs
const TileTypeProcs _tile_type_town_procs
Tile callback functions for a town.
Definition: landscape.cpp:50
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:251
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:327
TILE_SIZE
static const uint TILE_SIZE
Tile size in world coordinates.
Definition: tile_type.h:15
CBID_HOUSE_CUSTOM_NAME
@ CBID_HOUSE_CUSTOM_NAME
Called on the Get Tile Description for an house tile.
Definition: newgrf_callbacks.h:224
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:174
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:53
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:105
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:360
TSZ_RANDOM
@ TSZ_RANDOM
Random size, bigger than small, smaller than large.
Definition: town_type.h:23
EconomySettings::initial_city_size
uint8 initial_city_size
multiplier for the initial size of the cities compared to towns
Definition: settings_type.h:525
MP_INDUSTRY
@ MP_INDUSTRY
Part of an industry.
Definition: tile_type.h:56
town.h
newgrf_debug.h
TileY
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition: map_func.h:215
SLOPE_S
@ SLOPE_S
the south corner of the tile is raised
Definition: slope_type.h:51
DIAGDIR_NW
@ DIAGDIR_NW
Northwest.
Definition: direction_type.h:82
TownLayout
TownLayout
Town Layouts.
Definition: town_type.h:80
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:338
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
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:164
Station::CatchmentCoversTown
bool CatchmentCoversTown(TownID t) const
Test if the given town ID is covered by our catchment area.
Definition: station.cpp:416
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:357
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:849
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:50
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
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:190
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:327
SLOPE_E
@ SLOPE_E
the east corner of the tile is raised
Definition: slope_type.h:52
DoCommandFlag
DoCommandFlag
List of flags for a command.
Definition: command_type.h:355
GetTownIndex
static TownID GetTownIndex(TileIndex t)
Get the index of which town this house/street is attached to.
Definition: town_map.h:22
INVALID_ROADTYPE
@ INVALID_ROADTYPE
flag for invalid roadtype
Definition: road_type.h:27
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:401
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:2230
ROAD_W
@ ROAD_W
Road at the two western edges.
Definition: road_type.h:62
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:1572
SpotData
Used as the user_data for FindFurthestFromWater.
Definition: town_cmd.cpp:2102
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:186
CommandCost::Succeeded
bool Succeeded() const
Did this command succeed?
Definition: command_type.h:151
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:511
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
TownEffect
TownEffect
Town growth effect when delivering cargo.
Definition: cargotype.h:26
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:377
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:123
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:587
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:269
ai.hpp
NR_NONE
@ NR_NONE
Empty reference.
Definition: news_type.h:51
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:98
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
ROAD_X
@ ROAD_X
Full road along the x-axis (south-west + north-east)
Definition: road_type.h:56
TestTownOwnsBridge
static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
Check if a town 'owns' a bridge.
Definition: town_cmd.cpp:87
TownCache::building_counts
BuildingCounts< uint16 > building_counts
The number of each type of building in the town.
Definition: town.h:46
NR_TOWN
@ NR_TOWN
Reference town. Scroll to town when clicking on the news.
Definition: news_type.h:56
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
HouseSpec::extra_flags
HouseExtraFlags extra_flags
some more flags
Definition: house.h:118
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:1724
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:435
CmdTownGrowthRate
CommandCost CmdTownGrowthRate(DoCommandFlag flags, TownID town_id, uint16 growth_rate)
Change the growth rate of the town.
Definition: town_cmd.cpp:2868
ToTileIndexDiff
static TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between two tiles from a TileIndexDiffC struct.
Definition: map_func.h:230
ROAD_Y
@ ROAD_Y
Full road along the y-axis (north-west + south-east)
Definition: road_type.h:57
Pool::PoolItem<&_town_pool >::GetPoolSize
static size_t GetPoolSize()
Returns first unused index.
Definition: pool_type.hpp:358
Slope
Slope
Enumeration for the slope-type.
Definition: slope_type.h:48
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:518
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:89
depot_base.h
landscape_cmd.h
CompanyNewsInformation::company_name
std::string company_name
The name of the company.
Definition: news_type.h:159
ROAD_ALL
@ ROAD_ALL
Full 4-way crossing.
Definition: road_type.h:64
return_cmd_error
#define return_cmd_error(errcode)
Returns from a function with a specific StringID as error.
Definition: command_func.h:38
TOWN_RATING_CHECK_TYPE_COUNT
@ TOWN_RATING_CHECK_TYPE_COUNT
Number of town checking action types.
Definition: town.h:170
RandomDiagDir
static DiagDirection RandomDiagDir()
Return a random direction.
Definition: town_cmd.cpp:250
ROAD_NE
@ ROAD_NE
North-east part.
Definition: road_type.h:55
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:83
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
IsBridgeTile
static bool IsBridgeTile(TileIndex t)
checks if there is a bridge on this tile
Definition: bridge_map.h:35
GetTownRadiusGroup
HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
Returns the bit corresponding to the town zone of the specified tile.
Definition: town_cmd.cpp:2282
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:24
GetSnowLine
byte GetSnowLine()
Get the current snow line, either variable or static.
Definition: landscape.cpp:656
HasTileWaterGround
static bool HasTileWaterGround(TileIndex t)
Checks whether the tile has water at the ground.
Definition: water_map.h:355
_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
town_cmd.h
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
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
WC_TOWN_AUTHORITY
@ WC_TOWN_AUTHORITY
Town authority; Window numbers:
Definition: window_type.h:187
SpotData::tile
TileIndex tile
holds the tile that was found
Definition: town_cmd.cpp:2103
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
SLOPE_NE
@ SLOPE_NE
north and east corner are raised
Definition: slope_type.h:58
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
NT_GENERAL
@ NT_GENERAL
General news (from towns)
Definition: news_type.h:37
CmdTownRating
CommandCost CmdTownRating(DoCommandFlag flags, TownID town_id, CompanyID company_id, int16 rating)
Change the rating of a company in a town.
Definition: town_cmd.cpp:2906
_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 two tiles.
Definition: map_func.h:154
NEW_HOUSE_OFFSET
static const HouseID NEW_HOUSE_OFFSET
Offset for new houses.
Definition: house.h:28
TSZ_END
@ TSZ_END
Number of available town sizes.
Definition: town_type.h:25
TownCanBePlacedHere
static CommandCost TownCanBePlacedHere(TileIndex tile)
Checks if it's possible to place a town at given tile.
Definition: town_cmd.cpp:1919
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:330
autoslope.h
SpotData::max_dist
uint max_dist
holds the distance that tile is from the water
Definition: town_cmd.cpp:2104
TownRatingCheckType
TownRatingCheckType
Action types that a company must ask permission for to a town authority.
Definition: town.h:167
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:3435
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:58
TransportType
TransportType
Available types of transport.
Definition: transport_type.h:19
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:144
CBM_HOUSE_ACCEPT_CARGO
@ CBM_HOUSE_ACCEPT_CARGO
decides accepted types
Definition: newgrf_callbacks.h:326
MP_WATER
@ MP_WATER
Water tile.
Definition: tile_type.h:54
UpdateAirportsNoise
void UpdateAirportsNoise()
Recalculate the noise generated by the airports of each town.
Definition: station_cmd.cpp:2186
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:268
CommandCost::Failed
bool Failed() const
Did this command fail?
Definition: command_type.h:160
MakeSingleHouseBigger
static void MakeSingleHouseBigger(TileIndex tile)
Helper function for house completion stages progression.
Definition: town_cmd.cpp:488
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:2072
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:1275
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:210
TownLayoutAllowsHouseHere
static bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
Checks if current town layout allows building here.
Definition: town_cmd.cpp:2417
HasTileRoadType
static bool HasTileRoadType(TileIndex t, RoadTramType rtt)
Check if a tile has a road or a tram road type.
Definition: road_map.h:211
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:54
NewsStringData
Container for a single string to be passed as NewsAllocatedData.
Definition: news_type.h:147
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:149
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:409
Game::NewEvent
static void NewEvent(class ScriptEvent *event)
Queue a new event for a Game Script.
Definition: game_core.cpp:146
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:86
GameSettings::economy
EconomySettings economy
settings to change the economy
Definition: settings_type.h:596
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:107
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
AI::BroadcastNewEvent
static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company=MAX_COMPANIES)
Broadcast a new event to all active AIs.
Definition: ai_core.cpp:261
industry.h
safeguards.h
HighestSnowLine
byte HighestSnowLine()
Get the highest possible snow line height, either variable or static.
Definition: landscape.cpp:670
RedundantBridgeExistsNearby
static bool RedundantBridgeExistsNearby(TileIndex tile, void *user_data)
CircularTileSearch proc which checks for a nearby parallel bridge to avoid building redundant bridges...
Definition: town_cmd.cpp:1169
ChangePopulation
static void ChangePopulation(Town *t, int mod)
Change the towns population.
Definition: town_cmd.cpp:438
RATING_ROAD_NEEDED_HOSTILE
@ RATING_ROAD_NEEDED_HOSTILE
"Hostile"
Definition: town_type.h:69
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
SearchTileForStatue
static bool SearchTileForStatue(TileIndex tile, void *user_data)
Search callback function for TownActionBuildStatue.
Definition: town_cmd.cpp:3134
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:83
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:3123
IsCloseToTown
static bool IsCloseToTown(TileIndex tile, uint dist)
Determines if a town is close to a tile.
Definition: town_cmd.cpp:390
GetFoundation_Town
static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
Tile callback routine.
Definition: town_cmd.cpp:315
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:1341
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:2163
DC_NO_TEST_TOWN_RATING
@ DC_NO_TEST_TOWN_RATING
town rating does not disallow you from building
Definition: command_type.h:362
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
ROADTYPE_ROAD
@ ROADTYPE_ROAD
Basic road type.
Definition: road_type.h:24
EconomySettings::exclusive_rights
bool exclusive_rights
allow buying exclusive rights
Definition: settings_type.h:517
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:57
TownLayoutAllows2x2HouseHere
static bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
Checks if current town layout allows 2x2 building here.
Definition: town_cmd.cpp:2448
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:173
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:106
EconomySettings::found_town
TownFounding found_town
town founding.
Definition: settings_type.h:529
error.h
GetRoadStopDir
static DiagDirection GetRoadStopDir(TileIndex t)
Gets the direction the road stop entrance points towards.
Definition: station_map.h:257
DiagDirection
DiagDirection
Enumeration for diagonal directions.
Definition: direction_type.h:77
RATING_TUNNEL_BRIDGE_NEEDED_LENIENT
@ RATING_TUNNEL_BRIDGE_NEEDED_LENIENT
rating needed, "Lenient" difficulty settings
Definition: town_type.h:59
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:3635
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:426
TL_3X3_GRID
@ TL_3X3_GRID
Geometric 3x3 grid algorithm.
Definition: town_type.h:85
tunnelbridge_cmd.h
GetTownRoadGridElement
static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
Generate the RoadBits of a grid tile.
Definition: town_cmd.cpp:1009
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
UpdateTownGrowth
static void UpdateTownGrowth(Town *t)
Updates town growth state (whether it is growing or not).
Definition: town_cmd.cpp:3492
RoundDivSU
static int RoundDivSU(int a, uint b)
Computes round(a / b) for signed a and unsigned b.
Definition: math_func.hpp:276
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
StationFinder::GetStations
const StationList * GetStations()
Run a tile loop to find stations around a tile, on demand.
Definition: station_cmd.cpp:3938
DRD_NONE
@ DRD_NONE
None of the directions are disallowed.
Definition: road_type.h:73
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:1873
CmdDoTownAction
CommandCost CmdDoTownAction(DoCommandFlag flags, TownID town_id, uint8 action)
Do a town action.
Definition: town_cmd.cpp:3348
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:79
RATING_ROAD_NEEDED_NEUTRAL
@ RATING_ROAD_NEEDED_NEUTRAL
"Neutral"
Definition: town_type.h:68
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
EconomySettings::town_cargogen_mode
TownCargoGenMode town_cargogen_mode
algorithm for generating cargo from houses,
Definition: settings_type.h:527
WC_TOWN_DIRECTORY
@ WC_TOWN_DIRECTORY
Town directory; Window numbers:
Definition: window_type.h:247
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:419
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:667
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:1843
SLOPE_W
@ SLOPE_W
the west corner of the tile is raised
Definition: slope_type.h:50
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
"Permissive" (local authority disabled)
Definition: town_type.h:70
object_map.h
MP_TREES
@ MP_TREES
Tile got trees.
Definition: tile_type.h:52
TransportedCargoStat::new_max
Tstorage new_max
Maximum amount this month.
Definition: town_type.h:116
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:474
NT_INDUSTRY_OPEN
@ NT_INDUSTRY_OPEN
Opening of industries.
Definition: news_type.h:27
_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:516
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:115
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
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:158
EconomyIsInRecession
static bool EconomyIsInRecession()
Is the economy in recession?
Definition: economy_func.h:47
CALLBACK_FAILED
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
Definition: newgrf_callbacks.h:408
EconomySettings::allow_town_level_crossings
bool allow_town_level_crossings
towns are allowed to build level crossings
Definition: settings_type.h:532
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:106
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
CmdTownSetText
CommandCost CmdTownSetText(DoCommandFlag flags, TownID town_id, const std::string &text)
Set a custom text in the Town window.
Definition: town_cmd.cpp:2846
_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:118
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:158
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:897
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
"Permissive" (local authority disabled)
Definition: town_type.h:62
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:216
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:1586
MP_VOID
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition: tile_type.h:55
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:145
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:56
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:2329
IsSlopeWithOneCornerRaised
static bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition: slope_func.h:88
SLOPE_N
@ SLOPE_N
the north corner of the tile is raised
Definition: slope_type.h:53
IsWaterTile
static bool IsWaterTile(TileIndex t)
Is it a water tile with plain water?
Definition: water_map.h:195
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:81
FindNearestEmptyLand
static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
CircularTileSearch callback; finds the nearest land tile.
Definition: town_cmd.cpp:2146
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:1558
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:394
ConstructionSettings::build_on_slopes
bool build_on_slopes
allow building on slopes
Definition: settings_type.h:343
ROAD_N
@ ROAD_N
Road at the two northern edges.
Definition: road_type.h:59
SLOPE_SW
@ SLOPE_SW
south and west corner are raised
Definition: slope_type.h:56
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:2533
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:1998
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:117
MP_STATION
@ MP_STATION
A tile of a station.
Definition: tile_type.h:53
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:50
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:574
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:523
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:3594
Town::~Town
~Town()
Destroy the town.
Definition: town_cmd.cpp:103
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:479
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:3710
GetRoadTypeInfo
static const RoadTypeInfo * GetRoadTypeInfo(RoadType roadtype)
Returns a pointer to the Roadtype information for a given roadtype.
Definition: road.h:225
TOWN_IS_GROWING
@ TOWN_IS_GROWING
Conditions for town growth are met. Grow according to Town::growth_rate.
Definition: town.h:188
ChangeTownRating
void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
Changes town rating of the current company.
Definition: town_cmd.cpp:3673
RoadType
RoadType
The different roadtypes we support.
Definition: road_type.h:22
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:519
DC_AUTO
@ DC_AUTO
don't allow building on structures
Definition: command_type.h:358
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:367
_town_action_costs
const byte _town_action_costs[TACT_COUNT]
Factor in the cost of each town action.
Definition: town_cmd.cpp:3058
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:1129
RoadBits
RoadBits
Enumeration for the road parts on a tile.
Definition: road_type.h:50
StatueBuildSearchData::best_position
TileIndex best_position
Best position found so far.
Definition: town_cmd.cpp:3122
UpdateTownGrowCounter
static void UpdateTownGrowCounter(Town *t, uint16 prev_growth_rate)
Updates town grow counter after growth rate change.
Definition: town_cmd.cpp:3420
TACT_NONE
@ TACT_NONE
Empty action set.
Definition: town.h:205
GetHouseNorthPart
TileIndexDiff GetHouseNorthPart(HouseID &house)
Determines if a given HouseID is part of a multitile house.
Definition: town_cmd.cpp:2704
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:3628
CommandHelper
Definition: command_func.h:94
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:339
ROAD_NW
@ ROAD_NW
North-west part.
Definition: road_type.h:52
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
TE_WATER
@ TE_WATER
Cargo behaves water-like.
Definition: cargotype.h:32
GrowTownWithExtraHouse
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
Grows the town with an extra house.
Definition: town_cmd.cpp:1068
ROAD_SW
@ ROAD_SW
South-west part.
Definition: road_type.h:53
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:386
Town
Town data structure.
Definition: town.h:50
ROAD_NONE
@ ROAD_NONE
No road-part is build.
Definition: road_type.h:51
RoadTypeInfo::max_speed
uint16 max_speed
Maximum speed for vehicles travelling on this road type.
Definition: road.h:140
AddChildSpriteScreen
void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale, bool relative)
Add a child sprite to a parent sprite.
Definition: viewport.cpp:823
MarkWholeScreenDirty
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition: gfx.cpp:1767
ROAD_SE
@ ROAD_SE
South-east part.
Definition: road_type.h:54
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:2377
random_func.hpp
CmdDeleteTown
CommandCost CmdDeleteTown(DoCommandFlag flags, TownID town_id)
Delete a town (scenario editor or worldgen only).
Definition: town_cmd.cpp:2968
OverflowSafeInt< int64 >
GenRandomRoadBits
static RoadBits GenRandomRoadBits()
Generate a random road block.
Definition: town_cmd.cpp:1710
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:1187
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:1194
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
CmdRenameTown
CommandCost CmdRenameTown(DoCommandFlag flags, TownID town_id, const std::string &text)
Rename a town (server-only).
Definition: town_cmd.cpp:2767
IsNormalRoadTile
static bool IsNormalRoadTile(TileIndex t)
Return whether a tile is a normal road tile.
Definition: road_map.h:74
CBM_HOUSE_AUTOSLOPE
@ CBM_HOUSE_AUTOSLOPE
decides allowance of autosloping
Definition: newgrf_callbacks.h:330
INVALID_COMPANY
@ INVALID_COMPANY
An invalid company.
Definition: company_type.h:30
TRANSPORT_ROAD
@ TRANSPORT_ROAD
Transport by road vehicle.
Definition: transport_type.h:28
NewsStringData::string
std::string string
The string to retain.
Definition: news_type.h:148
WC_TOWN_VIEW
@ WC_TOWN_VIEW
Town view; Window numbers:
Definition: window_type.h:326
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:82
IsUniqueTownName
static bool IsUniqueTownName(const std::string &name)
Verifies this custom name is unique.
Definition: town_cmd.cpp:1944
TileInfo::tile
TileIndex tile
Tile index.
Definition: tile_cmd.h:46
GameSettings::construction
ConstructionSettings construction
construction of things in-game
Definition: settings_type.h:588
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:2306
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
SLOPE_STEEP_W
@ SLOPE_STEEP_W
a steep slope falling to east (from west)
Definition: slope_type.h:66
DC_NONE
@ DC_NONE
no flag is set
Definition: command_type.h:356
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:89
TE_FOOD
@ TE_FOOD
Cargo behaves food/fizzy-drinks-like.
Definition: cargotype.h:33
_town_draw_tile_data
static const DrawBuildingsTileStruct _town_draw_tile_data[]
structure of houses graphics
Definition: town_land.h:27
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:329
ROAD_E
@ ROAD_E
Road at the two eastern edges.
Definition: road_type.h:60
CheckIfAuthorityAllowsNewStation
CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
Checks whether the local authority allows construction of a new station (rail, road,...
Definition: town_cmd.cpp:3552
FindFurthestFromWater
static bool FindFurthestFromWater(TileIndex tile, void *user_data)
CircularTileSearch callback; finds the tile furthest from any water.
Definition: town_cmd.cpp:2124
MakeTownHouseBigger
static void MakeTownHouseBigger(TileIndex tile)
Make the house advance in its construction stages until completion.
Definition: town_cmd.cpp:511
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:56
Town::larger_town
bool larger_town
if this is a larger town and should grow more quickly
Definition: town.h:93
CmdFoundTown
std::tuple< CommandCost, Money, TownID > CmdFoundTown(DoCommandFlag flags, TileIndex tile, TownSize size, bool city, TownLayout layout, bool random_location, uint32 townnameparts, const std::string &text)
Create a new town.
Definition: town_cmd.cpp:1965
DrawTile_Town
static void DrawTile_Town(TileInfo *ti)
House Tile drawing handler.
Definition: town_cmd.cpp:260
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:110
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
SLOPE_FLAT
@ SLOPE_FLAT
a flat tile
Definition: slope_type.h:49
pool_func.hpp
CT_INVALID
@ CT_INVALID
Invalid cargo type.
Definition: cargo_type.h:69
_tick_counter
uint64 _tick_counter
Ever incrementing tick counter for setting off various events.
Definition: date.cpp:30
TL_2X2_GRID
@ TL_2X2_GRID
Geometric 2x2 grid algorithm.
Definition: town_type.h:84
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
TE_END
@ TE_END
End of town effects.
Definition: cargotype.h:34
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:318
Company
Definition: company_base.h:117
TSZ_LARGE
@ TSZ_LARGE
Large town.
Definition: town_type.h:22
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:79
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
RATING_ROAD_NEEDED_LENIENT
@ RATING_ROAD_NEEDED_LENIENT
rating needed, "Lenient" difficulty settings
Definition: town_type.h:67
HouseSpec::remove_rating_decrease
uint16 remove_rating_decrease
rating decrease if removed
Definition: house.h:105
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:3180
UpdateAllStationVirtCoords
void UpdateAllStationVirtCoords()
Update the virtual coords needed to draw the station sign for all stations.
Definition: station_cmd.cpp:450
HouseSpec::GetRemovalCost
Money GetRemovalCost() const
Get the cost for removing this house.
Definition: town_cmd.cpp:217
TOWN_CUSTOM_GROWTH
@ TOWN_CUSTOM_GROWTH
Growth rate is controlled by GS.
Definition: town.h:191
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:402
ROADTYPE_BEGIN
@ ROADTYPE_BEGIN
Used for iterations.
Definition: road_type.h:23
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:528
GrowTownWithRoad
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
Grows the town with a road piece.
Definition: town_cmd.cpp:1110
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
GetMaskOfTownActions
TownActions GetMaskOfTownActions(CompanyID cid, const Town *t)
Get a list of available actions to do at a town.
Definition: town_cmd.cpp:3300
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:2485
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:189
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
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:204
CUSTOM_TOWN_NUMBER_DIFFICULTY
static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY
value for custom town number in difficulty settings
Definition: town.h:26
GetGRFConfig
GRFConfig * GetGRFConfig(uint32 grfid, uint32 mask)
Retrieve a NewGRF from the current config by its grfid.
Definition: newgrf_config.cpp:771
SLOPE_STEEP_N
@ SLOPE_STEEP_N
a steep slope falling to south (from north)
Definition: slope_type.h:69
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:3479
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:297
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:583
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:604
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:2396
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:2801
TACT_BUY_RIGHTS
@ TACT_BUY_RIGHTS
Buy exclusive transport rights.
Definition: town.h:213
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:2105
GetNormalGrowthRate
static uint GetNormalGrowthRate(Town *t)
Calculates town growth rate in normal conditions (custom growth rate not set).
Definition: town_cmd.cpp:3452
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:2090
CanBuildHouseHere
static bool CanBuildHouseHere(TileIndex tile, bool noslope)
Checks if a house can be built here.
Definition: town_cmd.cpp:2352
backup_type.hpp
TileIndexDiffC::x
int16 x
The x value of the coordinate.
Definition: map_type.h:58