OpenTTD
town_cmd.cpp
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1 /*
2  * This file is part of OpenTTD.
3  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6  */
7 
10 #include "stdafx.h"
11 #include "road.h"
12 #include "road_internal.h" /* Cleaning up road bits */
13 #include "road_cmd.h"
14 #include "landscape.h"
15 #include "viewport_func.h"
16 #include "viewport_kdtree.h"
17 #include "cmd_helper.h"
18 #include "command_func.h"
19 #include "industry.h"
20 #include "station_base.h"
21 #include "station_kdtree.h"
22 #include "company_base.h"
23 #include "news_func.h"
24 #include "error.h"
25 #include "object.h"
26 #include "genworld.h"
27 #include "newgrf_debug.h"
28 #include "newgrf_house.h"
29 #include "newgrf_text.h"
30 #include "autoslope.h"
31 #include "tunnelbridge_map.h"
32 #include "strings_func.h"
33 #include "window_func.h"
34 #include "string_func.h"
35 #include "newgrf_cargo.h"
36 #include "cheat_type.h"
37 #include "animated_tile_func.h"
38 #include "date_func.h"
39 #include "subsidy_func.h"
40 #include "core/pool_func.hpp"
41 #include "town.h"
42 #include "town_kdtree.h"
43 #include "townname_func.h"
44 #include "core/random_func.hpp"
45 #include "core/backup_type.hpp"
46 #include "depot_base.h"
47 #include "object_map.h"
48 #include "object_base.h"
49 #include "ai/ai.hpp"
50 #include "game/game.hpp"
51 
52 #include "table/strings.h"
53 #include "table/town_land.h"
54 
55 #include "safeguards.h"
56 
57 TownID _new_town_id;
59 
60 /* Initialize the town-pool */
61 TownPool _town_pool("Town");
63 
64 
65 TownKdtree _town_kdtree(&Kdtree_TownXYFunc);
66 
67 void RebuildTownKdtree()
68 {
69  std::vector<TownID> townids;
70  for (const Town *town : Town::Iterate()) {
71  townids.push_back(town->index);
72  }
73  _town_kdtree.Build(townids.begin(), townids.end());
74 }
75 
76 
86 static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
87 {
88  if (!IsTileOwner(tile, OWNER_TOWN)) return false;
89 
91  bool town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
92 
93  if (!town_owned) {
94  /* Or other adjacent road */
96  town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
97  }
98 
99  return town_owned;
100 }
101 
103 {
104  free(this->name);
105  free(this->text);
106 
107  if (CleaningPool()) return;
108 
109  /* Delete town authority window
110  * and remove from list of sorted towns */
112 
113  /* Check no industry is related to us. */
114  for (const Industry *i : Industry::Iterate()) assert(i->town != this);
115 
116  /* ... and no object is related to us. */
117  for (const Object *o : Object::Iterate()) assert(o->town != this);
118 
119  /* Check no tile is related to us. */
120  for (TileIndex tile = 0; tile < MapSize(); ++tile) {
121  switch (GetTileType(tile)) {
122  case MP_HOUSE:
123  assert(GetTownIndex(tile) != this->index);
124  break;
125 
126  case MP_ROAD:
127  assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
128  break;
129 
130  case MP_TUNNELBRIDGE:
131  assert(!TestTownOwnsBridge(tile, this));
132  break;
133 
134  default:
135  break;
136  }
137  }
138 
139  /* Clear the persistent storage list. */
140  this->psa_list.clear();
141 
146 }
147 
148 
155 {
158 
159  /* Give objects a new home! */
160  for (Object *o : Object::Iterate()) {
161  if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
162  }
163 }
164 
169 {
170  if (layout != TL_RANDOM) {
171  this->layout = layout;
172  return;
173  }
174 
175  this->layout = static_cast<TownLayout>(TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1));
176 }
177 
182 /* static */ Town *Town::GetRandom()
183 {
184  if (Town::GetNumItems() == 0) return nullptr;
185  int num = RandomRange((uint16)Town::GetNumItems());
186  size_t index = MAX_UVALUE(size_t);
187 
188  while (num >= 0) {
189  num--;
190  index++;
191 
192  /* Make sure we have a valid town */
193  while (!Town::IsValidID(index)) {
194  index++;
195  assert(index < Town::GetPoolSize());
196  }
197  }
198 
199  return Town::Get(index);
200 }
201 
207 {
208  return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
209 }
210 
211 /* Local */
212 static int _grow_town_result;
213 
214 /* Describe the possible states */
215 enum TownGrowthResult {
216  GROWTH_SUCCEED = -1,
217  GROWTH_SEARCH_STOPPED = 0
218 // GROWTH_SEARCH_RUNNING >= 1
219 };
220 
221 static bool BuildTownHouse(Town *t, TileIndex tile);
222 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
223 
224 static void TownDrawHouseLift(const TileInfo *ti)
225 {
226  AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
227 }
228 
229 typedef void TownDrawTileProc(const TileInfo *ti);
230 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
231  TownDrawHouseLift
232 };
233 
240 {
241  return (DiagDirection)(3 & Random());
242 }
243 
249 static void DrawTile_Town(TileInfo *ti)
250 {
251  HouseID house_id = GetHouseType(ti->tile);
252 
253  if (house_id >= NEW_HOUSE_OFFSET) {
254  /* Houses don't necessarily need new graphics. If they don't have a
255  * spritegroup associated with them, then the sprite for the substitute
256  * house id is drawn instead. */
257  if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != nullptr) {
258  DrawNewHouseTile(ti, house_id);
259  return;
260  } else {
261  house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
262  }
263  }
264 
265  /* Retrieve pointer to the draw town tile struct */
266  const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
267 
269 
270  DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
271 
272  /* If houses are invisible, do not draw the upper part */
273  if (IsInvisibilitySet(TO_HOUSES)) return;
274 
275  /* Add a house on top of the ground? */
276  SpriteID image = dcts->building.sprite;
277  if (image != 0) {
278  AddSortableSpriteToDraw(image, dcts->building.pal,
279  ti->x + dcts->subtile_x,
280  ti->y + dcts->subtile_y,
281  dcts->width,
282  dcts->height,
283  dcts->dz,
284  ti->z,
286  );
287 
288  if (IsTransparencySet(TO_HOUSES)) return;
289  }
290 
291  {
292  int proc = dcts->draw_proc - 1;
293 
294  if (proc >= 0) _town_draw_tile_procs[proc](ti);
295  }
296 }
297 
298 static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
299 {
300  return GetTileMaxPixelZ(tile);
301 }
302 
305 {
306  HouseID hid = GetHouseType(tile);
307 
308  /* For NewGRF house tiles we might not be drawing a foundation. We need to
309  * account for this, as other structures should
310  * draw the wall of the foundation in this case.
311  */
312  if (hid >= NEW_HOUSE_OFFSET) {
313  const HouseSpec *hs = HouseSpec::Get(hid);
314  if (hs->grf_prop.spritegroup[0] != nullptr && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
315  uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
316  if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
317  }
318  }
319  return FlatteningFoundation(tileh);
320 }
321 
328 static void AnimateTile_Town(TileIndex tile)
329 {
330  if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
331  AnimateNewHouseTile(tile);
332  return;
333  }
334 
335  if (_tick_counter & 3) return;
336 
337  /* If the house is not one with a lift anymore, then stop this animating.
338  * Not exactly sure when this happens, but probably when a house changes.
339  * Before this was just a return...so it'd leak animated tiles..
340  * That bug seems to have been here since day 1?? */
341  if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
342  DeleteAnimatedTile(tile);
343  return;
344  }
345 
346  if (!LiftHasDestination(tile)) {
347  uint i;
348 
349  /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
350  * This is due to the fact that the first floor is, in the graphics,
351  * the height of 2 'normal' floors.
352  * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
353  do {
354  i = RandomRange(7);
355  } while (i == 1 || i * 6 == GetLiftPosition(tile));
356 
357  SetLiftDestination(tile, i);
358  }
359 
360  int pos = GetLiftPosition(tile);
361  int dest = GetLiftDestination(tile) * 6;
362  pos += (pos < dest) ? 1 : -1;
363  SetLiftPosition(tile, pos);
364 
365  if (pos == dest) {
366  HaltLift(tile);
367  DeleteAnimatedTile(tile);
368  }
369 
370  MarkTileDirtyByTile(tile);
371 }
372 
379 static bool IsCloseToTown(TileIndex tile, uint dist)
380 {
381  if (_town_kdtree.Count() == 0) return false;
382  Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
383  return DistanceManhattan(tile, t->xy) < dist;
384 }
385 
391 {
392  Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
393 
394  if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));
395 
396  SetDParam(0, this->index);
397  SetDParam(1, this->cache.population);
398  this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
399  _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
400  STR_VIEWPORT_TOWN);
401 
402  _viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));
403 
405 }
406 
409 {
410  for (Town *t : Town::Iterate()) {
411  t->UpdateVirtCoord();
412  }
413 }
414 
420 static void ChangePopulation(Town *t, int mod)
421 {
422  t->cache.population += mod;
423  InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
425 
427 }
428 
435 {
436  uint32 pop = 0;
437  for (const Town *t : Town::Iterate()) pop += t->cache.population;
438  return pop;
439 }
440 
445 static void RemoveNearbyStations(Town *t)
446 {
447  for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
448  const Station *st = *it;
449  if (!st->CatchmentCoversTown(t->index)) {
450  it = t->stations_near.erase(it);
451  } else {
452  ++it;
453  }
454  }
455 }
456 
462 {
463  assert(IsTileType(tile, MP_HOUSE));
464 
465  /* progress in construction stages */
467  if (GetHouseConstructionTick(tile) != 0) return;
468 
469  AnimateNewHouseConstruction(tile);
470 
471  if (IsHouseCompleted(tile)) {
472  /* Now that construction is complete, we can add the population of the
473  * building to the town. */
474  ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
475  ResetHouseAge(tile);
476  }
477  MarkTileDirtyByTile(tile);
478 }
479 
485 {
486  uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
487  if (flags & BUILDING_HAS_1_TILE) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
488  if (flags & BUILDING_2_TILES_Y) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
489  if (flags & BUILDING_2_TILES_X) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
490  if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
491 }
492 
499 static void TileLoop_Town(TileIndex tile)
500 {
501  HouseID house_id = GetHouseType(tile);
502 
503  /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
504  * doesn't exist any more, so don't continue here. */
505  if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
506 
507  if (!IsHouseCompleted(tile)) {
508  /* Construction is not completed. See if we can go further in construction*/
509  MakeTownHouseBigger(tile);
510  return;
511  }
512 
513  const HouseSpec *hs = HouseSpec::Get(house_id);
514 
515  /* If the lift has a destination, it is already an animated tile. */
516  if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
517  house_id < NEW_HOUSE_OFFSET &&
518  !LiftHasDestination(tile) &&
519  Chance16(1, 2)) {
520  AddAnimatedTile(tile);
521  }
522 
523  Town *t = Town::GetByTile(tile);
524  uint32 r = Random();
525 
526  StationFinder stations(TileArea(tile, 1, 1));
527 
529  for (uint i = 0; i < 256; i++) {
530  uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
531 
532  if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
533 
534  CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
535  if (cargo == CT_INVALID) continue;
536 
537  uint amt = GB(callback, 0, 8);
538  if (amt == 0) continue;
539 
540  uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
541 
542  const CargoSpec *cs = CargoSpec::Get(cargo);
543  t->supplied[cs->Index()].new_max += amt;
544  t->supplied[cs->Index()].new_act += moved;
545  }
546  } else {
548  case TCGM_ORIGINAL:
549  /* Original (quadratic) cargo generation algorithm */
550  if (GB(r, 0, 8) < hs->population) {
551  uint amt = GB(r, 0, 8) / 8 + 1;
552 
553  if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
554  t->supplied[CT_PASSENGERS].new_max += amt;
555  t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
556  }
557 
558  if (GB(r, 8, 8) < hs->mail_generation) {
559  uint amt = GB(r, 8, 8) / 8 + 1;
560 
561  if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
562  t->supplied[CT_MAIL].new_max += amt;
563  t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
564  }
565  break;
566 
567  case TCGM_BITCOUNT:
568  /* Binomial distribution per tick, by a series of coin flips */
569  /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
570  * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
571  if (GB(_tick_counter, 8, 2) == GB(tile, 0, 2)) {
572  /* Make a bitmask with up to 32 bits set, one for each potential pax */
573  int genmax = (hs->population + 7) / 8;
574  uint32 genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
575  /* Mask random value by potential pax and count number of actual pax */
576  uint amt = CountBits(r & genmask);
577  /* Adjust and apply */
578  if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
579  t->supplied[CT_PASSENGERS].new_max += amt;
580  t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
581 
582  /* Do the same for mail, with a fresh random */
583  r = Random();
584  genmax = (hs->mail_generation + 7) / 8;
585  genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
586  amt = CountBits(r & genmask);
587  if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
588  t->supplied[CT_MAIL].new_max += amt;
589  t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
590  }
591  break;
592 
593  default:
594  NOT_REACHED();
595  }
596  }
597 
598  Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
599 
600  if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
602  CanDeleteHouse(tile) &&
603  GetHouseAge(tile) >= hs->minimum_life &&
604  --t->time_until_rebuild == 0) {
605  t->time_until_rebuild = GB(r, 16, 8) + 192;
606 
607  ClearTownHouse(t, tile);
608 
609  /* Rebuild with another house? */
610  if (GB(r, 24, 8) < 12 || !BuildTownHouse(t, tile))
611  {
612  /* House wasn't replaced, so remove it */
614  }
615  }
616 
617  cur_company.Restore();
618 }
619 
620 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
621 {
622  if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
623  if (!CanDeleteHouse(tile)) return CMD_ERROR;
624 
625  const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
626 
628  cost.AddCost(hs->GetRemovalCost());
629 
630  int rating = hs->remove_rating_decrease;
631  Town *t = Town::GetByTile(tile);
632 
634  if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
635  SetDParam(0, t->index);
636  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
637  }
638  }
639 
640  ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
641  if (flags & DC_EXEC) {
642  ClearTownHouse(t, tile);
644  }
645 
646  return cost;
647 }
648 
649 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
650 {
651  HouseID house_id = GetHouseType(tile);
652  const HouseSpec *hs = HouseSpec::Get(house_id);
653  Town *t = Town::GetByTile(tile);
654 
656  for (uint i = 0; i < 256; i++) {
657  uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
658 
659  if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
660 
661  CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
662 
663  if (cargo == CT_INVALID) continue;
664  produced[cargo]++;
665  }
666  } else {
667  if (hs->population > 0) {
668  produced[CT_PASSENGERS]++;
669  }
670  if (hs->mail_generation > 0) {
671  produced[CT_MAIL]++;
672  }
673  }
674 }
675 
676 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, CargoTypes *always_accepted)
677 {
678  if (cargo == CT_INVALID || amount == 0) return;
679  acceptance[cargo] += amount;
680  SetBit(*always_accepted, cargo);
681 }
682 
683 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes *always_accepted)
684 {
685  const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
686  CargoID accepts[lengthof(hs->accepts_cargo)];
687 
688  /* Set the initial accepted cargo types */
689  for (uint8 i = 0; i < lengthof(accepts); i++) {
690  accepts[i] = hs->accepts_cargo[i];
691  }
692 
693  /* Check for custom accepted cargo types */
695  uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
696  if (callback != CALLBACK_FAILED) {
697  /* Replace accepted cargo types with translated values from callback */
698  accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
699  accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
700  accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
701  }
702  }
703 
704  /* Check for custom cargo acceptance */
706  uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
707  if (callback != CALLBACK_FAILED) {
708  AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
709  AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
710  if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
711  /* The 'S' bit indicates food instead of goods */
712  AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
713  } else {
714  AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
715  }
716  return;
717  }
718  }
719 
720  /* No custom acceptance, so fill in with the default values */
721  for (uint8 i = 0; i < lengthof(accepts); i++) {
722  AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
723  }
724 }
725 
726 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
727 {
728  const HouseID house = GetHouseType(tile);
729  const HouseSpec *hs = HouseSpec::Get(house);
730  bool house_completed = IsHouseCompleted(tile);
731 
732  td->str = hs->building_name;
733 
734  uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
735  if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
736  if (callback_res > 0x400) {
738  } else {
739  StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
740  if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
741  td->str = new_name;
742  }
743  }
744  }
745 
746  if (!house_completed) {
747  SetDParamX(td->dparam, 0, td->str);
748  td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
749  }
750 
751  if (hs->grf_prop.grffile != nullptr) {
752  const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
753  td->grf = gc->GetName();
754  }
755 
756  td->owner[0] = OWNER_TOWN;
757 }
758 
759 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
760 {
761  /* not used */
762  return 0;
763 }
764 
765 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
766 {
767  /* not used */
768 }
769 
774 {
775  t->cargo_accepted_total = 0;
776 
777  const TileArea &area = t->cargo_accepted.GetArea();
778  TILE_AREA_LOOP(tile, area) {
779  if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
780  t->cargo_accepted_total |= t->cargo_accepted[tile];
781  }
782  }
783 }
784 
791 static void UpdateTownCargoes(Town *t, TileIndex start, bool update_total = true)
792 {
793  CargoArray accepted, produced;
794  CargoTypes dummy = 0;
795 
796  /* Gather acceptance for all houses in an area around the start tile.
797  * The area is composed of the square the tile is in, extended one square in all
798  * directions as the coverage area of a single station is bigger than just one square. */
800  TILE_AREA_LOOP(tile, area) {
801  if (!IsTileType(tile, MP_HOUSE) || GetTownIndex(tile) != t->index) continue;
802 
803  AddAcceptedCargo_Town(tile, accepted, &dummy);
804  AddProducedCargo_Town(tile, produced);
805  }
806 
807  /* Create bitmap of produced and accepted cargoes. */
808  CargoTypes acc = 0;
809  for (uint cid = 0; cid < NUM_CARGO; cid++) {
810  if (accepted[cid] >= 8) SetBit(acc, cid);
811  if (produced[cid] > 0) SetBit(t->cargo_produced, cid);
812  }
813  t->cargo_accepted[start] = acc;
814 
815  if (update_total) UpdateTownCargoTotal(t);
816 }
817 
822 {
823  t->cargo_produced = 0;
824 
825  const TileArea &area = t->cargo_accepted.GetArea();
826  if (area.tile == INVALID_TILE) return;
827 
828  /* Update acceptance for each grid square. */
829  TILE_AREA_LOOP(tile, area) {
830  if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
831  UpdateTownCargoes(t, tile, false);
832  }
833  }
834 
835  /* Update the total acceptance. */
837 }
838 
841 {
843 
844  for (const Town *town : Town::Iterate()) {
845  _town_cargoes_accepted |= town->cargo_accepted_total;
846  }
847 }
848 
849 static bool GrowTown(Town *t);
850 
851 static void TownTickHandler(Town *t)
852 {
853  if (HasBit(t->flags, TOWN_IS_GROWING)) {
854  int i = (int)t->grow_counter - 1;
855  if (i < 0) {
856  if (GrowTown(t)) {
857  i = t->growth_rate;
858  } else {
859  /* If growth failed wait a bit before retrying */
860  i = min(t->growth_rate, TOWN_GROWTH_TICKS - 1);
861  }
862  }
863  t->grow_counter = i;
864  }
865 }
866 
867 void OnTick_Town()
868 {
869  if (_game_mode == GM_EDITOR) return;
870 
871  for (Town *t : Town::Iterate()) {
872  TownTickHandler(t);
873  }
874 }
875 
885 {
886  if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
887 
888  return GetAnyRoadBits(tile, RTT_ROAD, true);
889 }
890 
891 RoadType GetTownRoadType(const Town *t)
892 {
893  RoadType best_rt = ROADTYPE_ROAD;
894  const RoadTypeInfo *best = nullptr;
895  const uint16 assume_max_speed = 50;
896 
897  for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
898  if (RoadTypeIsTram(rt)) continue;
899 
900  const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
901 
902  /* Unused road type. */
903  if (rti->label == 0) continue;
904 
905  /* Can town build this road. */
906  if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue;
907 
908  /* Not yet introduced at this date. */
909  if (IsInsideMM(rti->introduction_date, 0, MAX_DAY) && rti->introduction_date > _date) continue;
910 
911  if (best != nullptr) {
912  if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
913  }
914 
915  best_rt = rt;
916  best = rti;
917  }
918 
919  return best_rt;
920 }
921 
932 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
933 {
934  if (!IsValidTile(tile)) return false;
935 
936  /* Lookup table for the used diff values */
937  const TileIndexDiff tid_lt[3] = {
941  };
942 
943  dist_multi = (dist_multi + 1) * 4;
944  for (uint pos = 4; pos < dist_multi; pos++) {
945  /* Go (pos / 4) tiles to the left or the right */
946  TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
947 
948  /* Use the current tile as origin, or go one tile backwards */
949  if (pos & 2) cur += tid_lt[2];
950 
951  /* Test for roadbit parallel to dir and facing towards the middle axis */
952  if (IsValidTile(tile + cur) &&
953  GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
954  }
955  return false;
956 }
957 
966 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
967 {
968  if (DistanceFromEdge(tile) == 0) return false;
969 
970  /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
971  if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
972 
973  /* Check if there already is a road at this point? */
974  if (GetTownRoadBits(tile) == ROAD_NONE) {
975  /* No, try if we are able to build a road piece there.
976  * If that fails clear the land, and if that fails exit.
977  * This is to make sure that we can build a road here later. */
978  RoadType rt = GetTownRoadType(t);
979  if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X) | (rt << 4), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
980  DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
981  return false;
982  }
983  }
984 
986  bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
987  if (cur_slope == SLOPE_FLAT) return ret;
988 
989  /* If the tile is not a slope in the right direction, then
990  * maybe terraform some. */
991  Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
992  if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
993  if (Chance16(1, 8)) {
994  CommandCost res = CMD_ERROR;
995  if (!_generating_world && Chance16(1, 10)) {
996  /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
997  res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
999  }
1000  if (res.Failed() && Chance16(1, 3)) {
1001  /* We can consider building on the slope, though. */
1002  return ret;
1003  }
1004  }
1005  return false;
1006  }
1007  return ret;
1008 }
1009 
1010 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
1011 {
1012  assert(tile < MapSize());
1013 
1014  CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
1015  if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
1016  DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
1017  return true;
1018 }
1019 
1020 static void LevelTownLand(TileIndex tile)
1021 {
1022  assert(tile < MapSize());
1023 
1024  /* Don't terraform if land is plain or if there's a house there. */
1025  if (IsTileType(tile, MP_HOUSE)) return;
1026  Slope tileh = GetTileSlope(tile);
1027  if (tileh == SLOPE_FLAT) return;
1028 
1029  /* First try up, then down */
1030  if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
1031  TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
1032  }
1033 }
1034 
1045 {
1046  /* align the grid to the downtown */
1047  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1048  RoadBits rcmd = ROAD_NONE;
1049 
1050  switch (t->layout) {
1051  default: NOT_REACHED();
1052 
1053  case TL_2X2_GRID:
1054  if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
1055  if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
1056  break;
1057 
1058  case TL_3X3_GRID:
1059  if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
1060  if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
1061  break;
1062  }
1063 
1064  /* Optimise only X-junctions */
1065  if (rcmd != ROAD_ALL) return rcmd;
1066 
1067  RoadBits rb_template;
1068 
1069  switch (GetTileSlope(tile)) {
1070  default: rb_template = ROAD_ALL; break;
1071  case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
1072  case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
1073  case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
1074  case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
1075  case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
1076  case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
1077  case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
1078  case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
1079  case SLOPE_STEEP_W:
1080  case SLOPE_STEEP_S:
1081  case SLOPE_STEEP_E:
1082  case SLOPE_STEEP_N:
1083  rb_template = ROAD_NONE;
1084  break;
1085  }
1086 
1087  /* Stop if the template is compatible to the growth dir */
1088  if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
1089  /* If not generate a straight road in the direction of the growth */
1091 }
1092 
1104 {
1105  /* We can't look further than that. */
1106  if (DistanceFromEdge(tile) == 0) return false;
1107 
1108  uint counter = 0; // counts the house neighbor tiles
1109 
1110  /* Check the tiles E,N,W and S of the current tile for houses */
1111  for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1112  /* Count both void and house tiles for checking whether there
1113  * are enough houses in the area. This to make it likely that
1114  * houses get build up to the edge of the map. */
1115  switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1116  case MP_HOUSE:
1117  case MP_VOID:
1118  counter++;
1119  break;
1120 
1121  default:
1122  break;
1123  }
1124 
1125  /* If there are enough neighbors stop here */
1126  if (counter >= 3) {
1127  if (BuildTownHouse(t, tile)) {
1128  _grow_town_result = GROWTH_SUCCEED;
1129  return true;
1130  }
1131  return false;
1132  }
1133  }
1134  return false;
1135 }
1136 
1145 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1146 {
1147  RoadType rt = GetTownRoadType(t);
1148  if (DoCommand(tile, rcmd | (rt << 4), t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
1149  _grow_town_result = GROWTH_SUCCEED;
1150  return true;
1151  }
1152  return false;
1153 }
1154 
1165 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1166 {
1167  assert(bridge_dir < DIAGDIR_END);
1168 
1169  const Slope slope = GetTileSlope(tile);
1170 
1171  /* Make sure the direction is compatible with the slope.
1172  * Well we check if the slope has an up bit set in the
1173  * reverse direction. */
1174  if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1175 
1176  /* Assure that the bridge is connectable to the start side */
1177  if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1178 
1179  /* We are in the right direction */
1180  uint8 bridge_length = 0; // This value stores the length of the possible bridge
1181  TileIndex bridge_tile = tile; // Used to store the other waterside
1182 
1183  const int delta = TileOffsByDiagDir(bridge_dir);
1184 
1185  if (slope == SLOPE_FLAT) {
1186  /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1187  do {
1188  if (bridge_length++ >= 4) {
1189  /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1190  return false;
1191  }
1192  bridge_tile += delta;
1193  } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1194  } else {
1195  do {
1196  if (bridge_length++ >= 11) {
1197  /* Max 11 tile long bridges */
1198  return false;
1199  }
1200  bridge_tile += delta;
1201  } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1202  }
1203 
1204  /* no water tiles in between? */
1205  if (bridge_length == 1) return false;
1206 
1207  for (uint8 times = 0; times <= 22; times++) {
1208  byte bridge_type = RandomRange(MAX_BRIDGES - 1);
1209 
1210  /* Can we actually build the bridge? */
1211  RoadType rt = GetTownRoadType(t);
1212  if (DoCommand(tile, bridge_tile, bridge_type | rt << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
1213  DoCommand(tile, bridge_tile, bridge_type | rt << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
1214  _grow_town_result = GROWTH_SUCCEED;
1215  return true;
1216  }
1217  }
1218  /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1219  return false;
1220 }
1221 
1222 
1229 static inline bool RoadTypesAllowHouseHere(TileIndex t)
1230 {
1231  static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1232  bool allow = false;
1233 
1234  for (const TileIndexDiffC *ptr = tiles; ptr != endof(tiles); ++ptr) {
1235  TileIndex cur_tile = t + ToTileIndexDiff(*ptr);
1236  if (!IsValidTile(cur_tile)) continue;
1237 
1238  if (!(IsTileType(cur_tile, MP_ROAD) || IsTileType(cur_tile, MP_STATION))) continue;
1239  allow = true;
1240 
1241  RoadType road_rt = GetRoadTypeRoad(cur_tile);
1242  RoadType tram_rt = GetRoadTypeTram(cur_tile);
1243  if (road_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(road_rt)->flags, ROTF_NO_HOUSES)) return true;
1244  if (tram_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(tram_rt)->flags, ROTF_NO_HOUSES)) return true;
1245  }
1246 
1247  /* If no road was found surrounding the tile we can allow building the house since there is
1248  * nothing which forbids it, if a road was found but the execution reached this point, then
1249  * all the found roads don't allow houses to be built */
1250  return !allow;
1251 }
1252 
1270 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1271 {
1272  RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1273  TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1274 
1275  assert(tile < MapSize());
1276 
1277  if (cur_rb == ROAD_NONE) {
1278  /* Tile has no road. First reset the status counter
1279  * to say that this is the last iteration. */
1280  _grow_town_result = GROWTH_SEARCH_STOPPED;
1281 
1284 
1285  /* Remove hills etc */
1286  if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1287 
1288  /* Is a road allowed here? */
1289  switch (t1->layout) {
1290  default: NOT_REACHED();
1291 
1292  case TL_3X3_GRID:
1293  case TL_2X2_GRID:
1294  rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1295  if (rcmd == ROAD_NONE) return;
1296  break;
1297 
1298  case TL_BETTER_ROADS:
1299  case TL_ORIGINAL:
1300  if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
1301 
1302  DiagDirection source_dir = ReverseDiagDir(target_dir);
1303 
1304  if (Chance16(1, 4)) {
1305  /* Randomize a new target dir */
1306  do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1307  }
1308 
1309  if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1310  /* A road is not allowed to continue the randomized road,
1311  * return if the road we're trying to build is curved. */
1312  if (target_dir != ReverseDiagDir(source_dir)) return;
1313 
1314  /* Return if neither side of the new road is a house */
1317  return;
1318  }
1319 
1320  /* That means that the road is only allowed if there is a house
1321  * at any side of the new road. */
1322  }
1323 
1324  rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1325  break;
1326  }
1327 
1328  } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1329  /* Continue building on a partial road.
1330  * Should be always OK, so we only generate
1331  * the fitting RoadBits */
1332  _grow_town_result = GROWTH_SEARCH_STOPPED;
1333 
1335 
1336  switch (t1->layout) {
1337  default: NOT_REACHED();
1338 
1339  case TL_3X3_GRID:
1340  case TL_2X2_GRID:
1341  rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1342  break;
1343 
1344  case TL_BETTER_ROADS:
1345  case TL_ORIGINAL:
1346  rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1347  break;
1348  }
1349  } else {
1350  bool allow_house = true; // Value which decides if we want to construct a house
1351 
1352  /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1353  * it is the starting tile. Half the time, we stay on this side then.*/
1354  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1355  if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1356  *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1357  }
1358  return;
1359  }
1360 
1361  /* Possibly extend the road in a direction.
1362  * Randomize a direction and if it has a road, bail out. */
1363  target_dir = RandomDiagDir();
1364  RoadBits target_rb = DiagDirToRoadBits(target_dir);
1365  TileIndex house_tile; // position of a possible house
1366 
1367  if (cur_rb & target_rb) {
1368  /* If it's a road turn possibly build a house in a corner.
1369  * Use intersection with straight road as an indicator
1370  * that we randomed corner house position.
1371  * A turn (and we check for that later) always has only
1372  * one common bit with a straight road so it has the same
1373  * chance to be chosen as the house on the side of a road.
1374  */
1375  if ((cur_rb & ROAD_X) != target_rb) return;
1376 
1377  /* Check whether it is a turn and if so determine
1378  * position of the corner tile */
1379  switch (cur_rb) {
1380  case ROAD_N:
1381  house_tile = TileAddByDir(tile, DIR_S);
1382  break;
1383  case ROAD_S:
1384  house_tile = TileAddByDir(tile, DIR_N);
1385  break;
1386  case ROAD_E:
1387  house_tile = TileAddByDir(tile, DIR_W);
1388  break;
1389  case ROAD_W:
1390  house_tile = TileAddByDir(tile, DIR_E);
1391  break;
1392  default:
1393  return; // not a turn
1394  }
1395  target_dir = DIAGDIR_END;
1396  } else {
1397  house_tile = TileAddByDiagDir(tile, target_dir);
1398  }
1399 
1400  /* Don't walk into water. */
1401  if (HasTileWaterGround(house_tile)) return;
1402 
1403  if (!IsValidTile(house_tile)) return;
1404 
1406  switch (t1->layout) {
1407  default: NOT_REACHED();
1408 
1409  case TL_3X3_GRID: // Use 2x2 grid afterwards!
1410  GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1411  FALLTHROUGH;
1412 
1413  case TL_2X2_GRID:
1414  rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1415  allow_house = (rcmd & target_rb) == ROAD_NONE;
1416  break;
1417 
1418  case TL_BETTER_ROADS: // Use original afterwards!
1419  GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1420  FALLTHROUGH;
1421 
1422  case TL_ORIGINAL:
1423  /* Allow a house at the edge. 60% chance or
1424  * always ok if no road allowed. */
1425  rcmd = target_rb;
1426  allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1427  break;
1428  }
1429  }
1430 
1431  allow_house &= RoadTypesAllowHouseHere(house_tile);
1432 
1433  if (allow_house) {
1434  /* Build a house, but not if there already is a house there. */
1435  if (!IsTileType(house_tile, MP_HOUSE)) {
1436  /* Level the land if possible */
1437  if (Chance16(1, 6)) LevelTownLand(house_tile);
1438 
1439  /* And build a house.
1440  * Set result to -1 if we managed to build it. */
1441  if (BuildTownHouse(t1, house_tile)) {
1442  _grow_town_result = GROWTH_SUCCEED;
1443  }
1444  }
1445  return;
1446  }
1447 
1448  _grow_town_result = GROWTH_SEARCH_STOPPED;
1449  }
1450 
1451  /* Return if a water tile */
1452  if (HasTileWaterGround(tile)) return;
1453 
1454  /* Make the roads look nicer */
1455  rcmd = CleanUpRoadBits(tile, rcmd);
1456  if (rcmd == ROAD_NONE) return;
1457 
1458  /* Only use the target direction for bridges to ensure they're connected.
1459  * The target_dir is as computed previously according to town layout, so
1460  * it will match it perfectly. */
1461  if (GrowTownWithBridge(t1, tile, target_dir)) return;
1462 
1463  GrowTownWithRoad(t1, tile, rcmd);
1464 }
1465 
1473 static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
1474 {
1475  TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1476  if (!IsValidTile(target_tile)) return false;
1477  if (HasTileWaterGround(target_tile)) return false;
1478 
1479  RoadBits target_rb = GetTownRoadBits(target_tile);
1481  /* Check whether a road connection exists or can be build. */
1482  switch (GetTileType(target_tile)) {
1483  case MP_ROAD:
1484  return target_rb != ROAD_NONE;
1485 
1486  case MP_STATION:
1487  return IsDriveThroughStopTile(target_tile);
1488 
1489  case MP_TUNNELBRIDGE:
1490  return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1491 
1492  case MP_HOUSE:
1493  case MP_INDUSTRY:
1494  case MP_OBJECT:
1495  return false;
1496 
1497  default:
1498  /* Checked for void and water earlier */
1499  return true;
1500  }
1501  } else {
1502  /* Check whether a road connection already exists,
1503  * and it leads somewhere else. */
1504  RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
1505  return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1506  }
1507 }
1508 
1515 static bool GrowTownAtRoad(Town *t, TileIndex tile)
1516 {
1517  /* Special case.
1518  * @see GrowTownInTile Check the else if
1519  */
1520  DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1521 
1522  assert(tile < MapSize());
1523 
1524  /* Number of times to search.
1525  * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1526  * them a little handicap. */
1527  switch (t->layout) {
1528  case TL_BETTER_ROADS:
1529  _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
1530  break;
1531 
1532  case TL_3X3_GRID:
1533  case TL_2X2_GRID:
1534  _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
1535  break;
1536 
1537  default:
1538  _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
1539  break;
1540  }
1541 
1542  do {
1543  RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1544 
1545  /* Try to grow the town from this point */
1546  GrowTownInTile(&tile, cur_rb, target_dir, t);
1547  if (_grow_town_result == GROWTH_SUCCEED) return true;
1548 
1549  /* Exclude the source position from the bitmask
1550  * and return if no more road blocks available */
1551  if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1552  if (cur_rb == ROAD_NONE) return false;
1553 
1554  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1555  /* Only build in the direction away from the tunnel or bridge. */
1556  target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1557  } else {
1558  /* Select a random bit from the blockmask, walk a step
1559  * and continue the search from there. */
1560  do {
1561  if (cur_rb == ROAD_NONE) return false;
1562  RoadBits target_bits;
1563  do {
1564  target_dir = RandomDiagDir();
1565  target_bits = DiagDirToRoadBits(target_dir);
1566  } while (!(cur_rb & target_bits));
1567  cur_rb &= ~target_bits;
1568  } while (!CanFollowRoad(tile, target_dir));
1569  }
1570  tile = TileAddByDiagDir(tile, target_dir);
1571 
1572  if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
1573  /* Don't allow building over roads of other cities */
1574  if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1575  return false;
1576  } else if (IsRoadOwner(tile, RTT_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1577  /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1578  * owner :) (happy happy happy road now) */
1579  SetRoadOwner(tile, RTT_ROAD, OWNER_TOWN);
1580  SetTownIndex(tile, t->index);
1581  }
1582  }
1583 
1584  /* Max number of times is checked. */
1585  } while (--_grow_town_result >= 0);
1586 
1587  return false;
1588 }
1589 
1598 {
1599  uint32 r = Random();
1600  uint a = GB(r, 0, 2);
1601  uint b = GB(r, 8, 2);
1602  if (a == b) b ^= 2;
1603  return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1604 }
1605 
1611 static bool GrowTown(Town *t)
1612 {
1613  static const TileIndexDiffC _town_coord_mod[] = {
1614  {-1, 0},
1615  { 1, 1},
1616  { 1, -1},
1617  {-1, -1},
1618  {-1, 0},
1619  { 0, 2},
1620  { 2, 0},
1621  { 0, -2},
1622  {-1, -1},
1623  {-2, 2},
1624  { 2, 2},
1625  { 2, -2},
1626  { 0, 0}
1627  };
1628 
1629  /* Current "company" is a town */
1630  Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1631 
1632  TileIndex tile = t->xy; // The tile we are working with ATM
1633 
1634  /* Find a road that we can base the construction on. */
1635  const TileIndexDiffC *ptr;
1636  for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1637  if (GetTownRoadBits(tile) != ROAD_NONE) {
1638  bool success = GrowTownAtRoad(t, tile);
1639  cur_company.Restore();
1640  return success;
1641  }
1642  tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1643  }
1644 
1645  /* No road available, try to build a random road block by
1646  * clearing some land and then building a road there. */
1648  tile = t->xy;
1649  for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1650  /* Only work with plain land that not already has a house */
1651  if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1652  if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
1653  RoadType rt = GetTownRoadType(t);
1654  DoCommand(tile, GenRandomRoadBits() | (rt << 4), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
1655  cur_company.Restore();
1656  return true;
1657  }
1658  }
1659  tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1660  }
1661  }
1662 
1663  cur_company.Restore();
1664  return false;
1665 }
1666 
1667 void UpdateTownRadius(Town *t)
1668 {
1669  static const uint32 _town_squared_town_zone_radius_data[23][5] = {
1670  { 4, 0, 0, 0, 0}, // 0
1671  { 16, 0, 0, 0, 0},
1672  { 25, 0, 0, 0, 0},
1673  { 36, 0, 0, 0, 0},
1674  { 49, 0, 4, 0, 0},
1675  { 64, 0, 4, 0, 0}, // 20
1676  { 64, 0, 9, 0, 1},
1677  { 64, 0, 9, 0, 4},
1678  { 64, 0, 16, 0, 4},
1679  { 81, 0, 16, 0, 4},
1680  { 81, 0, 16, 0, 4}, // 40
1681  { 81, 0, 25, 0, 9},
1682  { 81, 36, 25, 0, 9},
1683  { 81, 36, 25, 16, 9},
1684  { 81, 49, 0, 25, 9},
1685  { 81, 64, 0, 25, 9}, // 60
1686  { 81, 64, 0, 36, 9},
1687  { 81, 64, 0, 36, 16},
1688  {100, 81, 0, 49, 16},
1689  {100, 81, 0, 49, 25},
1690  {121, 81, 0, 49, 25}, // 80
1691  {121, 81, 0, 49, 25},
1692  {121, 81, 0, 49, 36}, // 88
1693  };
1694 
1695  if (t->cache.num_houses < 92) {
1696  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));
1697  } else {
1698  int mass = t->cache.num_houses / 8;
1699  /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1700  * The offsets are to make sure the radii do not decrease in size when going from the table
1701  * to the calculated value.*/
1702  t->cache.squared_town_zone_radius[0] = mass * 15 - 40;
1703  t->cache.squared_town_zone_radius[1] = mass * 9 - 15;
1704  t->cache.squared_town_zone_radius[2] = 0;
1705  t->cache.squared_town_zone_radius[3] = mass * 5 - 5;
1706  t->cache.squared_town_zone_radius[4] = mass * 3 + 5;
1707  }
1708 }
1709 
1710 void UpdateTownMaxPass(Town *t)
1711 {
1712  t->supplied[CT_PASSENGERS].old_max = t->cache.population >> 3;
1713  t->supplied[CT_MAIL].old_max = t->cache.population >> 4;
1714 }
1715 
1716 static void UpdateTownGrowthRate(Town *t);
1717 static void UpdateTownGrowth(Town *t);
1718 
1730 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
1731 {
1732  t->xy = tile;
1733  t->cache.num_houses = 0;
1734  t->time_until_rebuild = 10;
1735  UpdateTownRadius(t);
1736  t->flags = 0;
1737  t->cache.population = 0;
1738  /* Spread growth across ticks so even if there are many
1739  * similar towns they're unlikely to grow all in one tick */
1741  t->growth_rate = TownTicksToGameTicks(250);
1742  t->show_zone = false;
1743 
1744  _town_kdtree.Insert(t->index);
1745 
1746  /* Set the default cargo requirement for town growth */
1748  case LT_ARCTIC:
1750  break;
1751 
1752  case LT_TROPIC:
1755  break;
1756  }
1757 
1758  t->fund_buildings_months = 0;
1759 
1760  for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
1761 
1762  t->have_ratings = 0;
1764  t->exclusive_counter = 0;
1765  t->statues = 0;
1766 
1767  extern int _nb_orig_names;
1769  /* Original town name */
1770  t->townnamegrfid = 0;
1771  t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
1772  } else {
1773  /* Newgrf town name */
1774  t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names);
1775  t->townnametype = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
1776  }
1777  t->townnameparts = townnameparts;
1778 
1779  t->UpdateVirtCoord();
1781 
1782  t->InitializeLayout(layout);
1783 
1784  t->larger_town = city;
1785 
1786  int x = (int)size * 16 + 3;
1787  if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
1788  /* Don't create huge cities when founding town in-game */
1789  if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
1790 
1791  t->cache.num_houses += x;
1792  UpdateTownRadius(t);
1793 
1794  int i = x * 4;
1795  do {
1796  GrowTown(t);
1797  } while (--i);
1798 
1799  t->cache.num_houses -= x;
1800  UpdateTownRadius(t);
1802  UpdateTownMaxPass(t);
1804 }
1805 
1812 {
1813  /* Check if too close to the edge of map */
1814  if (DistanceFromEdge(tile) < 12) {
1815  return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
1816  }
1817 
1818  /* Check distance to all other towns. */
1819  if (IsCloseToTown(tile, 20)) {
1820  return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
1821  }
1822 
1823  /* Can only build on clear flat areas, possibly with trees. */
1824  if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
1825  return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1826  }
1827 
1828  return CommandCost(EXPENSES_OTHER);
1829 }
1830 
1836 static bool IsUniqueTownName(const char *name)
1837 {
1838  for (const Town *t : Town::Iterate()) {
1839  if (t->name != nullptr && strcmp(t->name, name) == 0) return false;
1840  }
1841 
1842  return true;
1843 }
1844 
1857 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1858 {
1859  TownSize size = Extract<TownSize, 0, 2>(p1);
1860  bool city = HasBit(p1, 2);
1861  TownLayout layout = Extract<TownLayout, 3, 3>(p1);
1863  bool random = HasBit(p1, 6);
1864  uint32 townnameparts = p2;
1865 
1866  if (size >= TSZ_END) return CMD_ERROR;
1867  if (layout >= NUM_TLS) return CMD_ERROR;
1868 
1869  /* Some things are allowed only in the scenario editor and for game scripts. */
1870  if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
1872  if (size == TSZ_LARGE) return CMD_ERROR;
1873  if (random) return CMD_ERROR;
1875  return CMD_ERROR;
1876  }
1877  } else if (_current_company == OWNER_DEITY && random) {
1878  /* Random parameter is not allowed for Game Scripts. */
1879  return CMD_ERROR;
1880  }
1881 
1882  if (StrEmpty(text)) {
1883  /* If supplied name is empty, townnameparts has to generate unique automatic name */
1884  if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
1885  } else {
1886  /* If name is not empty, it has to be unique custom name */
1888  if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
1889  }
1890 
1891  /* Allocate town struct */
1892  if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
1893 
1894  if (!random) {
1895  CommandCost ret = TownCanBePlacedHere(tile);
1896  if (ret.Failed()) return ret;
1897  }
1898 
1899  static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
1900  /* multidimensional arrays have to have defined length of non-first dimension */
1901  assert_compile(lengthof(price_mult[0]) == 4);
1902 
1903  CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
1904  byte mult = price_mult[city][size];
1905 
1906  cost.MultiplyCost(mult);
1907 
1908  /* Create the town */
1909  if (flags & DC_EXEC) {
1910  if (cost.GetCost() > GetAvailableMoneyForCommand()) {
1911  _additional_cash_required = cost.GetCost();
1912  return CommandCost(EXPENSES_OTHER);
1913  }
1914 
1915  Backup<bool> old_generating_world(_generating_world, true, FILE_LINE);
1917  Town *t;
1918  if (random) {
1919  t = CreateRandomTown(20, townnameparts, size, city, layout);
1920  if (t == nullptr) {
1921  cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
1922  } else {
1923  _new_town_id = t->index;
1924  }
1925  } else {
1926  t = new Town(tile);
1927  DoCreateTown(t, tile, townnameparts, size, city, layout, true);
1928  }
1930  old_generating_world.Restore();
1931 
1932  if (t != nullptr && !StrEmpty(text)) {
1933  t->name = stredup(text);
1934  t->UpdateVirtCoord();
1935  }
1936 
1937  if (_game_mode != GM_EDITOR) {
1938  /* 't' can't be nullptr since 'random' is false outside scenedit */
1939  assert(!random);
1940 
1941  if (_current_company == OWNER_DEITY) {
1942  SetDParam(0, t->index);
1943  AddTileNewsItem(STR_NEWS_NEW_TOWN_UNSPONSORED, NT_INDUSTRY_OPEN, tile);
1944  } else {
1945  char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
1947  GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
1948 
1949  char *cn = stredup(company_name);
1950  SetDParamStr(0, cn);
1951  SetDParam(1, t->index);
1952 
1953  AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, cn);
1954  }
1955  AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
1956  Game::NewEvent(new ScriptEventTownFounded(t->index));
1957  }
1958  }
1959  return cost;
1960 }
1961 
1972 {
1973  switch (layout) {
1974  case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
1975  case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
1976  default: return tile;
1977  }
1978 }
1979 
1989 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
1990 {
1991  switch (layout) {
1992  case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
1993  case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
1994  default: return true;
1995  }
1996 }
1997 
2001 struct SpotData {
2003  uint max_dist;
2005 };
2006 
2023 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
2024 {
2025  SpotData *sp = (SpotData*)user_data;
2026  uint dist = GetClosestWaterDistance(tile, true);
2027 
2028  if (IsTileType(tile, MP_CLEAR) &&
2029  IsTileFlat(tile) &&
2030  IsTileAlignedToGrid(tile, sp->layout) &&
2031  dist > sp->max_dist) {
2032  sp->tile = tile;
2033  sp->max_dist = dist;
2034  }
2035 
2036  return false;
2037 }
2038 
2045 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
2046 {
2047  return IsTileType(tile, MP_CLEAR);
2048 }
2049 
2063 {
2064  SpotData sp = { INVALID_TILE, 0, layout };
2065 
2066  TileIndex coast = tile;
2067  if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, nullptr)) {
2068  CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
2069  return sp.tile;
2070  }
2071 
2072  /* if we get here just give up */
2073  return INVALID_TILE;
2074 }
2075 
2076 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
2077 {
2078  assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
2079 
2080  if (!Town::CanAllocateItem()) return nullptr;
2081 
2082  do {
2083  /* Generate a tile index not too close from the edge */
2084  TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2085 
2086  /* if we tried to place the town on water, slide it over onto
2087  * the nearest likely-looking spot */
2088  if (IsTileType(tile, MP_WATER)) {
2089  tile = FindNearestGoodCoastalTownSpot(tile, layout);
2090  if (tile == INVALID_TILE) continue;
2091  }
2092 
2093  /* Make sure town can be placed here */
2094  if (TownCanBePlacedHere(tile).Failed()) continue;
2095 
2096  /* Allocate a town struct */
2097  Town *t = new Town(tile);
2098 
2099  DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2100 
2101  /* if the population is still 0 at the point, then the
2102  * placement is so bad it couldn't grow at all */
2103  if (t->cache.population > 0) return t;
2104 
2105  Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
2107  cur_company.Restore();
2108  assert(rc.Succeeded());
2109 
2110  /* We already know that we can allocate a single town when
2111  * entering this function. However, we create and delete
2112  * a town which "resets" the allocation checks. As such we
2113  * need to check again when assertions are enabled. */
2114  assert(Town::CanAllocateItem());
2115  } while (--attempts != 0);
2116 
2117  return nullptr;
2118 }
2119 
2120 static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2121 
2130 {
2131  uint current_number = 0;
2132  uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
2133  uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
2134  total = min(TownPool::MAX_SIZE, total);
2135  uint32 townnameparts;
2136  TownNames town_names;
2137 
2139 
2140  /* First attempt will be made at creating the suggested number of towns.
2141  * Note that this is really a suggested value, not a required one.
2142  * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2143  do {
2146  /* Get a unique name for the town. */
2147  if (!GenerateTownName(&townnameparts, &town_names)) continue;
2148  /* try 20 times to create a random-sized town for the first loop. */
2149  if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2150  } while (--total);
2151 
2152  town_names.clear();
2153 
2154  /* Build the town k-d tree again to make sure it's well balanced */
2155  RebuildTownKdtree();
2156 
2157  if (current_number != 0) return true;
2158 
2159  /* If current_number is still zero at this point, it means that not a single town has been created.
2160  * So give it a last try, but now more aggressive */
2161  if (GenerateTownName(&townnameparts) &&
2162  CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2163  return true;
2164  }
2165 
2166  /* If there are no towns at all and we are generating new game, bail out */
2167  if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
2168  ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
2169  }
2170 
2171  return false; // we are still without a town? we failed, simply
2172 }
2173 
2174 
2181 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
2182 {
2183  uint dist = DistanceSquare(tile, t->xy);
2184 
2185  if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
2186 
2187  HouseZonesBits smallest = HZB_TOWN_EDGE;
2188  for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
2189  if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
2190  }
2191 
2192  return smallest;
2193 }
2194 
2205 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
2206 {
2208 
2209  assert(cc.Succeeded());
2210 
2211  IncreaseBuildingCount(t, type);
2212  MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
2213  if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
2214 
2215  MarkTileDirtyByTile(tile);
2216 }
2217 
2218 
2229 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
2230 {
2231  BuildingFlags size = HouseSpec::Get(type)->building_flags;
2232 
2233  ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
2234  if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
2235  if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
2236  if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
2237 
2238  if (!_generating_world) FindStationsAroundTiles(TileArea(t, (size & BUILDING_2_TILES_X) ? 2 : 1, (size & BUILDING_2_TILES_Y) ? 2 : 1), &town->stations_near, false);
2239 }
2240 
2241 
2249 static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2250 {
2251  /* cannot build on these slopes... */
2252  Slope slope = GetTileSlope(tile);
2253  if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2254 
2255  /* at least one RoadTypes allow building the house here? */
2256  if (!RoadTypesAllowHouseHere(tile)) return false;
2257 
2258  /* building under a bridge? */
2259  if (IsBridgeAbove(tile)) return false;
2260 
2261  /* can we clear the land? */
2262  return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
2263 }
2264 
2265 
2274 static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2275 {
2276  if (!CanBuildHouseHere(tile, noslope)) return false;
2277 
2278  /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2279  if (GetTileMaxZ(tile) != z) return false;
2280 
2281  return true;
2282 }
2283 
2284 
2293 static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2294 {
2295  /* we need to check this tile too because we can be at different tile now */
2296  if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2297 
2298  for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2299  tile += TileOffsByDiagDir(d);
2300  if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2301  }
2302 
2303  return true;
2304 }
2305 
2306 
2314 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2315 {
2316  /* Allow towns everywhere when we don't build roads */
2318 
2319  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2320 
2321  switch (t->layout) {
2322  case TL_2X2_GRID:
2323  if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2324  break;
2325 
2326  case TL_3X3_GRID:
2327  if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2328  break;
2329 
2330  default:
2331  break;
2332  }
2333 
2334  return true;
2335 }
2336 
2337 
2345 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2346 {
2347  /* Allow towns everywhere when we don't build roads */
2349 
2350  /* Compute relative position of tile. (Positive offsets are towards north) */
2351  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2352 
2353  switch (t->layout) {
2354  case TL_2X2_GRID:
2355  grid_pos.x %= 3;
2356  grid_pos.y %= 3;
2357  if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2358  (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2359  break;
2360 
2361  case TL_3X3_GRID:
2362  if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2363  break;
2364 
2365  default:
2366  break;
2367  }
2368 
2369  return true;
2370 }
2371 
2372 
2382 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2383 {
2384  /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2385 
2386  TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2387  if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2388 
2389  tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2390  if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2391  *tile = tile2;
2392  return true;
2393  }
2394 
2395  return false;
2396 }
2397 
2398 
2407 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2408 {
2409  TileIndex tile2 = *tile;
2410 
2411  for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2412  if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
2413  *tile = tile2;
2414  return true;
2415  }
2416  if (d == DIAGDIR_END) break;
2417  tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2418  }
2419 
2420  return false;
2421 }
2422 
2423 
2430 static bool BuildTownHouse(Town *t, TileIndex tile)
2431 {
2432  /* forbidden building here by town layout */
2433  if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2434 
2435  /* no house allowed at all, bail out */
2436  if (!CanBuildHouseHere(tile, false)) return false;
2437 
2438  Slope slope = GetTileSlope(tile);
2439  int maxz = GetTileMaxZ(tile);
2440 
2441  /* Get the town zone type of the current tile, as well as the climate.
2442  * This will allow to easily compare with the specs of the new house to build */
2443  HouseZonesBits rad = GetTownRadiusGroup(t, tile);
2444 
2445  /* Above snow? */
2447  if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
2448 
2449  uint bitmask = (1 << rad) + (1 << (land + 12));
2450 
2451  /* bits 0-4 are used
2452  * bits 11-15 are used
2453  * bits 5-10 are not used. */
2454  HouseID houses[NUM_HOUSES];
2455  uint num = 0;
2456  uint probs[NUM_HOUSES];
2457  uint probability_max = 0;
2458 
2459  /* Generate a list of all possible houses that can be built. */
2460  for (uint i = 0; i < NUM_HOUSES; i++) {
2461  const HouseSpec *hs = HouseSpec::Get(i);
2462 
2463  /* Verify that the candidate house spec matches the current tile status */
2464  if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
2465 
2466  /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2467  if (hs->class_id != HOUSE_NO_CLASS) {
2468  /* id_count is always <= class_count, so it doesn't need to be checked */
2469  if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
2470  } else {
2471  /* If the house has no class, check id_count instead */
2472  if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
2473  }
2474 
2475  /* Without NewHouses, all houses have probability '1' */
2476  uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
2477  probability_max += cur_prob;
2478  probs[num] = cur_prob;
2479  houses[num++] = (HouseID)i;
2480  }
2481 
2482  TileIndex baseTile = tile;
2483 
2484  while (probability_max > 0) {
2485  /* Building a multitile building can change the location of tile.
2486  * The building would still be built partially on that tile, but
2487  * its northern tile would be elsewhere. However, if the callback
2488  * fails we would be basing further work from the changed tile.
2489  * So a next 1x1 tile building could be built on the wrong tile. */
2490  tile = baseTile;
2491 
2492  uint r = RandomRange(probability_max);
2493  uint i;
2494  for (i = 0; i < num; i++) {
2495  if (probs[i] > r) break;
2496  r -= probs[i];
2497  }
2498 
2499  HouseID house = houses[i];
2500  probability_max -= probs[i];
2501 
2502  /* remove tested house from the set */
2503  num--;
2504  houses[i] = houses[num];
2505  probs[i] = probs[num];
2506 
2507  const HouseSpec *hs = HouseSpec::Get(house);
2508 
2510  _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
2511  continue;
2512  }
2513 
2514  if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
2515 
2516  /* Special houses that there can be only one of. */
2517  uint oneof = 0;
2518 
2519  if (hs->building_flags & BUILDING_IS_CHURCH) {
2520  SetBit(oneof, TOWN_HAS_CHURCH);
2521  } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2522  SetBit(oneof, TOWN_HAS_STADIUM);
2523  }
2524 
2525  if (t->flags & oneof) continue;
2526 
2527  /* Make sure there is no slope? */
2528  bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2529  if (noslope && slope != SLOPE_FLAT) continue;
2530 
2531  if (hs->building_flags & TILE_SIZE_2x2) {
2532  if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2533  } else if (hs->building_flags & TILE_SIZE_2x1) {
2534  if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2535  } else if (hs->building_flags & TILE_SIZE_1x2) {
2536  if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2537  } else {
2538  /* 1x1 house checks are already done */
2539  }
2540 
2541  byte random_bits = Random();
2542 
2544  uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
2545  if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2546  }
2547 
2548  /* build the house */
2549  t->cache.num_houses++;
2550 
2551  /* Special houses that there can be only one of. */
2552  t->flags |= oneof;
2553 
2554  byte construction_counter = 0;
2555  byte construction_stage = 0;
2556 
2557  if (_generating_world || _game_mode == GM_EDITOR) {
2558  uint32 r = Random();
2559 
2560  construction_stage = TOWN_HOUSE_COMPLETED;
2561  if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
2562 
2563  if (construction_stage == TOWN_HOUSE_COMPLETED) {
2564  ChangePopulation(t, hs->population);
2565  } else {
2566  construction_counter = GB(r, 2, 2);
2567  }
2568  }
2569 
2570  MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
2571  UpdateTownRadius(t);
2573  UpdateTownCargoes(t, tile);
2574 
2575  return true;
2576  }
2577 
2578  return false;
2579 }
2580 
2587 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2588 {
2589  assert(IsTileType(tile, MP_HOUSE));
2590  DecreaseBuildingCount(t, house);
2591  DoClearSquare(tile);
2592  DeleteAnimatedTile(tile);
2593 
2594  DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
2595 }
2596 
2605 {
2606  if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2607  if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
2608  house--;
2609  return TileDiffXY(-1, 0);
2610  } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
2611  house--;
2612  return TileDiffXY(0, -1);
2613  } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
2614  house -= 2;
2615  return TileDiffXY(-1, 0);
2616  } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
2617  house -= 3;
2618  return TileDiffXY(-1, -1);
2619  }
2620  }
2621  return 0;
2622 }
2623 
2624 void ClearTownHouse(Town *t, TileIndex tile)
2625 {
2626  assert(IsTileType(tile, MP_HOUSE));
2627 
2628  HouseID house = GetHouseType(tile);
2629 
2630  /* need to align the tile to point to the upper left corner of the house */
2631  tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
2632 
2633  const HouseSpec *hs = HouseSpec::Get(house);
2634 
2635  /* Remove population from the town if the house is finished. */
2636  if (IsHouseCompleted(tile)) {
2637  ChangePopulation(t, -hs->population);
2638  }
2639 
2640  t->cache.num_houses--;
2641 
2642  /* Clear flags for houses that only may exist once/town. */
2643  if (hs->building_flags & BUILDING_IS_CHURCH) {
2645  } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2647  }
2648 
2649  /* Do the actual clearing of tiles */
2650  uint eflags = hs->building_flags;
2651  DoClearTownHouseHelper(tile, t, house);
2652  if (eflags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
2653  if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
2654  if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
2655 
2656  UpdateTownRadius(t);
2657 
2658  /* Update cargo acceptance. */
2659  UpdateTownCargoes(t, tile);
2660 }
2661 
2671 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2672 {
2673  Town *t = Town::GetIfValid(p1);
2674  if (t == nullptr) return CMD_ERROR;
2675 
2676  bool reset = StrEmpty(text);
2677 
2678  if (!reset) {
2680  if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
2681  }
2682 
2683  if (flags & DC_EXEC) {
2684  free(t->name);
2685  t->name = reset ? nullptr : stredup(text);
2686 
2687  t->UpdateVirtCoord();
2690  }
2691  return CommandCost();
2692 }
2693 
2700 {
2701  const CargoSpec *cs;
2702  FOR_ALL_CARGOSPECS(cs) {
2703  if (cs->town_effect == effect) return cs;
2704  }
2705  return nullptr;
2706 }
2707 
2719 CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2720 {
2721  if (_current_company != OWNER_DEITY) return CMD_ERROR;
2722 
2723  TownEffect te = (TownEffect)GB(p1, 16, 8);
2724  if (te < TE_BEGIN || te >= TE_END) return CMD_ERROR;
2725 
2726  uint16 index = GB(p1, 0, 16);
2727  Town *t = Town::GetIfValid(index);
2728  if (t == nullptr) return CMD_ERROR;
2729 
2730  /* Validate if there is a cargo which is the requested TownEffect */
2731  const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
2732  if (cargo == nullptr) return CMD_ERROR;
2733 
2734  if (flags & DC_EXEC) {
2735  t->goal[te] = p2;
2736  UpdateTownGrowth(t);
2738  }
2739 
2740  return CommandCost();
2741 }
2742 
2752 CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2753 {
2754  if (_current_company != OWNER_DEITY) return CMD_ERROR;
2755  Town *t = Town::GetIfValid(p1);
2756  if (t == nullptr) return CMD_ERROR;
2757 
2758  if (flags & DC_EXEC) {
2759  free(t->text);
2760  t->text = StrEmpty(text) ? nullptr : stredup(text);
2762  }
2763 
2764  return CommandCost();
2765 }
2766 
2776 CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2777 {
2778  if (_current_company != OWNER_DEITY) return CMD_ERROR;
2779  if (GB(p2, 16, 16) != 0) return CMD_ERROR;
2780 
2781  Town *t = Town::GetIfValid(p1);
2782  if (t == nullptr) return CMD_ERROR;
2783 
2784  if (flags & DC_EXEC) {
2785  if (p2 == 0) {
2786  /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
2788  } else {
2789  uint old_rate = t->growth_rate;
2790  if (t->grow_counter >= old_rate) {
2791  /* This also catches old_rate == 0 */
2792  t->grow_counter = p2;
2793  } else {
2794  /* Scale grow_counter, so half finished houses stay half finished */
2795  t->grow_counter = t->grow_counter * p2 / old_rate;
2796  }
2797  t->growth_rate = p2;
2799  }
2800  UpdateTownGrowth(t);
2802  }
2803 
2804  return CommandCost();
2805 }
2806 
2816 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2817 {
2818  if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
2819  Town *t = Town::GetIfValid(p1);
2820  if (t == nullptr) return CMD_ERROR;
2821 
2822  if (flags & DC_EXEC) {
2823  /* The more houses, the faster we grow */
2824  if (p2 == 0) {
2825  uint amount = RandomRange(ClampToU16(t->cache.num_houses / 10)) + 3;
2826  t->cache.num_houses += amount;
2827  UpdateTownRadius(t);
2828 
2829  uint n = amount * 10;
2830  do GrowTown(t); while (--n);
2831 
2832  t->cache.num_houses -= amount;
2833  } else {
2834  for (; p2 > 0; p2--) {
2835  /* Try several times to grow, as we are really suppose to grow */
2836  for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
2837  }
2838  }
2839  UpdateTownRadius(t);
2840 
2841  UpdateTownMaxPass(t);
2842  }
2843 
2844  return CommandCost();
2845 }
2846 
2856 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2857 {
2858  if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
2859  Town *t = Town::GetIfValid(p1);
2860  if (t == nullptr) return CMD_ERROR;
2861 
2862  /* Stations refer to towns. */
2863  for (const Station *st : Station::Iterate()) {
2864  if (st->town == t) {
2865  /* Non-oil rig stations are always a problem. */
2866  if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
2867  /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
2868  CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2869  if (ret.Failed()) return ret;
2870  }
2871  }
2872 
2873  /* Depots refer to towns. */
2874  for (const Depot *d : Depot::Iterate()) {
2875  if (d->town == t) return CMD_ERROR;
2876  }
2877 
2878  /* Check all tiles for town ownership. First check for bridge tiles, as
2879  * these do not directly have an owner so we need to check adjacent
2880  * tiles. This won't work correctly in the same loop if the adjacent
2881  * tile was already deleted earlier in the loop. */
2882  for (TileIndex tile = 0; tile < MapSize(); ++tile) {
2883  if (IsTileType(tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(tile, t)) {
2884  CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2885  if (ret.Failed()) return ret;
2886  }
2887  }
2888 
2889  /* Check all remaining tiles for town ownership. */
2890  for (TileIndex tile = 0; tile < MapSize(); ++tile) {
2891  bool try_clear = false;
2892  switch (GetTileType(tile)) {
2893  case MP_ROAD:
2894  try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
2895  break;
2896 
2897  case MP_HOUSE:
2898  try_clear = GetTownIndex(tile) == t->index;
2899  break;
2900 
2901  case MP_INDUSTRY:
2902  try_clear = Industry::GetByTile(tile)->town == t;
2903  break;
2904 
2905  case MP_OBJECT:
2906  if (Town::GetNumItems() == 1) {
2907  /* No towns will be left, remove it! */
2908  try_clear = true;
2909  } else {
2910  Object *o = Object::GetByTile(tile);
2911  if (o->town == t) {
2912  if (o->type == OBJECT_STATUE) {
2913  /* Statue... always remove. */
2914  try_clear = true;
2915  } else {
2916  /* Tell to find a new town. */
2917  if (flags & DC_EXEC) o->town = nullptr;
2918  }
2919  }
2920  }
2921  break;
2922 
2923  default:
2924  break;
2925  }
2926  if (try_clear) {
2927  CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2928  if (ret.Failed()) return ret;
2929  }
2930  }
2931 
2932  /* The town destructor will delete the other things related to the town. */
2933  if (flags & DC_EXEC) {
2934  _town_kdtree.Remove(t->index);
2935  if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
2936  delete t;
2937  }
2938 
2939  return CommandCost();
2940 }
2941 
2947  2, 4, 9, 35, 48, 53, 117, 175
2948 };
2949 
2950 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
2951 {
2952  if (flags & DC_EXEC) {
2953  ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
2954  }
2955  return CommandCost();
2956 }
2957 
2958 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
2959 {
2960  if (flags & DC_EXEC) {
2961  ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
2962  }
2963  return CommandCost();
2964 }
2965 
2966 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
2967 {
2968  if (flags & DC_EXEC) {
2969  ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
2970  }
2971  return CommandCost();
2972 }
2973 
2974 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
2975 {
2976  /* Check if the company is allowed to fund new roads. */
2978 
2979  if (flags & DC_EXEC) {
2980  t->road_build_months = 6;
2981 
2982  char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
2984  GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
2985 
2986  char *cn = stredup(company_name);
2987  SetDParam(0, t->index);
2988  SetDParamStr(1, cn);
2989 
2990  AddNewsItem(STR_NEWS_ROAD_REBUILDING, NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
2991  AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2992  Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
2993  }
2994  return CommandCost();
2995 }
2996 
3002 static bool TryClearTile(TileIndex tile)
3003 {
3004  Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3006  cur_company.Restore();
3007  return r.Succeeded();
3008 }
3009 
3014 
3015  StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
3016 };
3017 
3024 static bool SearchTileForStatue(TileIndex tile, void *user_data)
3025 {
3026  static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3027 
3028  StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
3029  statue_data->tile_count++;
3030 
3031  /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3032  if (IsSteepSlope(GetTileSlope(tile))) return false;
3033  /* Don't build statues under bridges. */
3034  if (IsBridgeAbove(tile)) return false;
3035 
3036  /* A clear-able open space is always preferred. */
3037  if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) {
3038  statue_data->best_position = tile;
3039  return true;
3040  }
3041 
3042  bool house = IsTileType(tile, MP_HOUSE);
3043 
3044  /* Searching inside the inner circle. */
3045  if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
3046  /* Save first house in inner circle. */
3047  if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) {
3048  statue_data->best_position = tile;
3049  }
3050 
3051  /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3052  return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
3053  }
3054 
3055  /* Searching outside the circle, just pick the first possible spot. */
3056  statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
3057  return house && TryClearTile(tile);
3058 }
3059 
3068 {
3069  if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
3070 
3071  TileIndex tile = t->xy;
3072  StatueBuildSearchData statue_data(INVALID_TILE, 0);
3073  if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3074 
3075  if (flags & DC_EXEC) {
3076  Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3077  DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
3078  cur_company.Restore();
3080  SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
3081  MarkTileDirtyByTile(statue_data.best_position);
3082  }
3083  return CommandCost();
3084 }
3085 
3086 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
3087 {
3088  /* Check if it's allowed to buy the rights */
3090 
3091  if (flags & DC_EXEC) {
3092  /* And grow for 3 months */
3093  t->fund_buildings_months = 3;
3094 
3095  /* Enable growth (also checking GameScript's opinion) */
3096  UpdateTownGrowth(t);
3097 
3098  /* Build a new house, but add a small delay to make sure
3099  * that spamming funding doesn't let town grow any faster
3100  * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3101  * Also emulate original behaviour when town was only growing in
3102  * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3103  * tick-perfect and gives player some time window where he can
3104  * spam funding with the exact same efficiency.
3105  */
3107 
3109  }
3110  return CommandCost();
3111 }
3112 
3113 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
3114 {
3115  /* Check if it's allowed to buy the rights */
3117 
3118  if (flags & DC_EXEC) {
3119  t->exclusive_counter = 12;
3121 
3122  ModifyStationRatingAround(t->xy, _current_company, 130, 17);
3123 
3125 
3126  /* Spawn news message */
3127  CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
3129  SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
3130  SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION);
3131  SetDParam(2, t->index);
3132  SetDParamStr(3, cni->company_name);
3133  AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
3134  AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3135  Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3136  }
3137  return CommandCost();
3138 }
3139 
3140 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
3141 {
3142  if (flags & DC_EXEC) {
3143  if (Chance16(1, 14)) {
3144  /* set as unwanted for 6 months */
3145  t->unwanted[_current_company] = 6;
3146 
3147  /* set all close by station ratings to 0 */
3148  for (Station *st : Station::Iterate()) {
3149  if (st->town == t && st->owner == _current_company) {
3150  for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
3151  }
3152  }
3153 
3154  /* only show error message to the executing player. All errors are handled command.c
3155  * but this is special, because it can only 'fail' on a DC_EXEC */
3156  if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
3157 
3158  /* decrease by a lot!
3159  * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3160  * be independent of any cheat settings
3161  */
3162  if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3163  t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3165  }
3166  } else {
3167  ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
3168  }
3169  }
3170  return CommandCost();
3171 }
3172 
3173 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
3174 static TownActionProc * const _town_action_proc[] = {
3175  TownActionAdvertiseSmall,
3176  TownActionAdvertiseMedium,
3177  TownActionAdvertiseLarge,
3178  TownActionRoadRebuild,
3180  TownActionFundBuildings,
3181  TownActionBuyRights,
3182  TownActionBribe
3183 };
3184 
3192 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
3193 {
3194  int num = 0;
3195  TownActions buttons = TACT_NONE;
3196 
3197  /* Spectators and unwanted have no options */
3198  if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3199 
3200  /* Things worth more than this are not shown */
3201  Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
3202 
3203  /* Check the action bits for validity and
3204  * if they are valid add them */
3205  for (uint i = 0; i != lengthof(_town_action_costs); i++) {
3206  const TownActions cur = (TownActions)(1 << i);
3207 
3208  /* Is the company not able to bribe ? */
3209  if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
3210 
3211  /* Is the company not able to buy exclusive rights ? */
3212  if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
3213 
3214  /* Is the company not able to fund buildings ? */
3215  if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
3216 
3217  /* Is the company not able to fund local road reconstruction? */
3218  if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
3219 
3220  /* Is the company not able to build a statue ? */
3221  if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
3222 
3223  if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
3224  buttons |= cur;
3225  num++;
3226  }
3227  }
3228  }
3229 
3230  if (nump != nullptr) *nump = num;
3231  return buttons;
3232 }
3233 
3245 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
3246 {
3247  Town *t = Town::GetIfValid(p1);
3248  if (t == nullptr || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
3249 
3250  if (!HasBit(GetMaskOfTownActions(nullptr, _current_company, t), p2)) return CMD_ERROR;
3251 
3252  CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
3253 
3254  CommandCost ret = _town_action_proc[p2](t, flags);
3255  if (ret.Failed()) return ret;
3256 
3257  if (flags & DC_EXEC) {
3259  }
3260 
3261  return cost;
3262 }
3263 
3264 template <typename Func>
3265 static void ForAllStationsNearTown(Town *t, Func func)
3266 {
3267  /* Ideally the search radius should be close to the actual town zone 0 radius.
3268  * The true radius is not stored or calculated anywhere, only the squared radius. */
3269  /* The efficiency of this search might be improved for large towns and many stations on the map,
3270  * by using an integer square root approximation giving a value not less than the true square root. */
3271  uint search_radius = t->cache.squared_town_zone_radius[0] / 2;
3272  ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3273  if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
3274  func(st);
3275  }
3276  });
3277 }
3278 
3279 static void UpdateTownRating(Town *t)
3280 {
3281  /* Increase company ratings if they're low */
3282  for (const Company *c : Company::Iterate()) {
3283  if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3284  t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3285  }
3286  }
3287 
3288  ForAllStationsNearTown(t, [&](const Station *st) {
3289  if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3290  if (Company::IsValidID(st->owner)) {
3291  int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3292  t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
3293  }
3294  } else {
3295  if (Company::IsValidID(st->owner)) {
3296  int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3297  t->ratings[st->owner] = max(new_rating, INT16_MIN);
3298  }
3299  }
3300  });
3301 
3302  /* clamp all ratings to valid values */
3303  for (uint i = 0; i < MAX_COMPANIES; i++) {
3304  t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3305  }
3306 
3308 }
3309 
3310 
3317 static void UpdateTownGrowCounter(Town *t, uint16 prev_growth_rate)
3318 {
3319  if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3320  if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3322  return;
3323  }
3324  t->grow_counter = RoundDivSU((uint32)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3325 }
3326 
3333 {
3334  int n = 0;
3335  ForAllStationsNearTown(t, [&](const Station * st) {
3336  if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3337  n++;
3338  }
3339  });
3340  return n;
3341 }
3342 
3349 static uint GetNormalGrowthRate(Town *t)
3350 {
3356  static const uint16 _grow_count_values[2][6] = {
3357  { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3358  { 320, 420, 300, 220, 160, 100 } // Normal values
3359  };
3360 
3361  int n = CountActiveStations(t);
3362  uint16 m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][min(n, 5)];
3363 
3364  uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3365 
3366  m >>= growth_multiplier;
3367  if (t->larger_town) m /= 2;
3368 
3369  return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3370 }
3371 
3377 {
3378  if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) return;
3379  uint old_rate = t->growth_rate;
3381  UpdateTownGrowCounter(t, old_rate);
3383 }
3384 
3389 static void UpdateTownGrowth(Town *t)
3390 {
3392 
3395 
3396  if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3397 
3398  if (t->fund_buildings_months == 0) {
3399  /* Check if all goals are reached for this town to grow (given we are not funding it) */
3400  for (int i = TE_BEGIN; i < TE_END; i++) {
3401  switch (t->goal[i]) {
3402  case TOWN_GROWTH_WINTER:
3403  if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3404  break;
3405  case TOWN_GROWTH_DESERT:
3406  if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3407  break;
3408  default:
3409  if (t->goal[i] > t->received[i].old_act) return;
3410  break;
3411  }
3412  }
3413  }
3414 
3415  if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) {
3418  return;
3419  }
3420 
3421  if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3422 
3425 }
3426 
3427 static void UpdateTownAmounts(Town *t)
3428 {
3429  for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
3430  for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
3431  if (t->fund_buildings_months != 0) t->fund_buildings_months--;
3432 
3434 }
3435 
3436 static void UpdateTownUnwanted(Town *t)
3437 {
3438  for (const Company *c : Company::Iterate()) {
3439  if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
3440  }
3441 }
3442 
3450 {
3452 
3454  if (t == nullptr) return CommandCost();
3455 
3456  if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3457 
3458  SetDParam(0, t->index);
3459  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3460 }
3461 
3471 {
3472  if (Town::GetNumItems() == 0) return nullptr;
3473 
3474  TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3475  Town *town = Town::Get(tid);
3476  if (DistanceManhattan(tile, town->xy) < threshold) return town;
3477  return nullptr;
3478 }
3479 
3488 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3489 {
3490  switch (GetTileType(tile)) {
3491  case MP_ROAD:
3492  if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3493 
3494  if (!HasTownOwnedRoad(tile)) {
3495  TownID tid = GetTownIndex(tile);
3496 
3497  if (tid == INVALID_TOWN) {
3498  /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3499  if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3500  assert(Town::GetNumItems() == 0);
3501  return nullptr;
3502  }
3503 
3504  assert(Town::IsValidID(tid));
3505  Town *town = Town::Get(tid);
3506 
3507  if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
3508 
3509  return town;
3510  }
3511  FALLTHROUGH;
3512 
3513  case MP_HOUSE:
3514  return Town::GetByTile(tile);
3515 
3516  default:
3517  return CalcClosestTownFromTile(tile, threshold);
3518  }
3519 }
3520 
3521 static bool _town_rating_test = false;
3523 
3529 void SetTownRatingTestMode(bool mode)
3530 {
3531  static int ref_count = 0; // Number of times test-mode is switched on.
3532  if (mode) {
3533  if (ref_count == 0) {
3534  _town_test_ratings.clear();
3535  }
3536  ref_count++;
3537  } else {
3538  assert(ref_count > 0);
3539  ref_count--;
3540  }
3541  _town_rating_test = !(ref_count == 0);
3542 }
3543 
3549 static int GetRating(const Town *t)
3550 {
3551  if (_town_rating_test) {
3552  SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
3553  if (it != _town_test_ratings.End()) {
3554  return it->second;
3555  }
3556  }
3557  return t->ratings[_current_company];
3558 }
3559 
3568 {
3569  /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3570  if (t == nullptr || (flags & DC_NO_MODIFY_TOWN_RATING) ||
3572  (_cheats.magic_bulldozer.value && add < 0)) {
3573  return;
3574  }
3575 
3576  int rating = GetRating(t);
3577  if (add < 0) {
3578  if (rating > max) {
3579  rating += add;
3580  if (rating < max) rating = max;
3581  }
3582  } else {
3583  if (rating < max) {
3584  rating += add;
3585  if (rating > max) rating = max;
3586  }
3587  }
3588  if (_town_rating_test) {
3589  _town_test_ratings[t] = rating;
3590  } else {
3592  t->ratings[_current_company] = rating;
3594  }
3595 }
3596 
3605 {
3606  /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3607  if (t == nullptr || !Company::IsValidID(_current_company) ||
3609  return CommandCost();
3610  }
3611 
3612  /* minimum rating needed to be allowed to remove stuff */
3613  static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
3614  /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3618  };
3619 
3620  /* check if you're allowed to remove the road/bridge/tunnel
3621  * owned by a town no removal if rating is lower than ... depends now on
3622  * difficulty setting. Minimum town rating selected by difficulty level
3623  */
3624  int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
3625 
3626  if (GetRating(t) < needed) {
3627  SetDParam(0, t->index);
3628  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3629  }
3630 
3631  return CommandCost();
3632 }
3633 
3634 void TownsMonthlyLoop()
3635 {
3636  for (Town *t : Town::Iterate()) {
3637  if (t->road_build_months != 0) t->road_build_months--;
3638 
3639  if (t->exclusive_counter != 0) {
3640  if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
3641  }
3642 
3643  UpdateTownAmounts(t);
3644  UpdateTownGrowth(t);
3645  UpdateTownRating(t);
3646  UpdateTownUnwanted(t);
3647  UpdateTownCargoes(t);
3648  }
3649 
3651 }
3652 
3653 void TownsYearlyLoop()
3654 {
3655  /* Increment house ages */
3656  for (TileIndex t = 0; t < MapSize(); t++) {
3657  if (!IsTileType(t, MP_HOUSE)) continue;
3658  IncrementHouseAge(t);
3659  }
3660 }
3661 
3662 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
3663 {
3664  if (AutoslopeEnabled()) {
3665  HouseID house = GetHouseType(tile);
3666  GetHouseNorthPart(house); // modifies house to the ID of the north tile
3667  const HouseSpec *hs = HouseSpec::Get(house);
3668 
3669  /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
3670  if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
3671  (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3672  bool allow_terraform = true;
3673 
3674  /* Call the autosloping callback per tile, not for the whole building at once. */
3675  house = GetHouseType(tile);
3676  hs = HouseSpec::Get(house);
3678  /* If the callback fails, allow autoslope. */
3679  uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
3680  if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
3681  }
3682 
3683  if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3684  }
3685  }
3686 
3687  return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
3688 }
3689 
3691 extern const TileTypeProcs _tile_type_town_procs = {
3692  DrawTile_Town, // draw_tile_proc
3693  GetSlopePixelZ_Town, // get_slope_z_proc
3694  ClearTile_Town, // clear_tile_proc
3695  AddAcceptedCargo_Town, // add_accepted_cargo_proc
3696  GetTileDesc_Town, // get_tile_desc_proc
3697  GetTileTrackStatus_Town, // get_tile_track_status_proc
3698  nullptr, // click_tile_proc
3699  AnimateTile_Town, // animate_tile_proc
3700  TileLoop_Town, // tile_loop_proc
3701  ChangeTileOwner_Town, // change_tile_owner_proc
3702  AddProducedCargo_Town, // add_produced_cargo_proc
3703  nullptr, // vehicle_enter_tile_proc
3704  GetFoundation_Town, // get_foundation_proc
3705  TerraformTile_Town, // terraform_tile_proc
3706 };
3707 
3708 
3709 HouseSpec _house_specs[NUM_HOUSES];
3710 
3711 void ResetHouses()
3712 {
3713  memset(&_house_specs, 0, sizeof(_house_specs));
3714  memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
3715 
3716  /* Reset any overrides that have been set. */
3717  _house_mngr.ResetOverride();
3718 }
bool enabled
the house is available to build (true by default, but can be disabled by newgrf)
Definition: house.h:111
Functions related to OTTD&#39;s strings.
static TileType GetTileType(TileIndex tile)
Get the tiletype of a given tile.
Definition: tile_map.h:96
Owner
Enum for all companies/owners.
Definition: company_type.h:18
static const uint TOWN_GROWTH_WINTER
The town only needs this cargo in the winter (any amount)
Definition: town.h:34
don&#39;t allow building on structures
Definition: command_type.h:345
Functions/types related to NewGRF debugging.
AcceptanceMatrix cargo_accepted
Bitmap of cargoes accepted by houses for each 4*4 map square of the town.
Definition: town.h:87
the north corner of the tile is raised
Definition: slope_type.h:53
do not change town rating
Definition: command_type.h:354
uint16 custom_town_number
manually entered number of towns
#define RandomTile()
Get a valid random tile.
Definition: map_func.h:435
static bool IsLocalCompany()
Is the current company the local company?
Definition: company_func.h:43
Source/destination is a town.
Definition: cargo_type.h:148
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:37
TownRatingCheckType
Action types that a company must ask permission for to a town authority.
Definition: town.h:155
There can be only one stadium by town.
Definition: town.h:177
static Year GetHouseAge(TileIndex t)
Get the age of the house.
Definition: town_map.h:249
byte probability
Relative probability of appearing (16 is the standard value)
Definition: house.h:117
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:79
static void NewEvent(class ScriptEvent *event)
Queue a new event for a Game Script.
Definition: game_core.cpp:141
static void UpdateTownCargoes(Town *t, TileIndex start, bool update_total=true)
Update accepted town cargoes around a specific tile.
Definition: town_cmd.cpp:791
Definition of stuff that is very close to a company, like the company struct itself.
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:302
static void ChangePopulation(Town *t, int mod)
Change the towns population.
Definition: town_cmd.cpp:420
void UpdateNearestTownForRoadTiles(bool invalidate)
Updates cached nearest town for all road tiles.
Definition: road_cmd.cpp:1823
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
Grows the town with an extra house.
Definition: town_cmd.cpp:1103
Number of town layouts.
Definition: town_type.h:87
static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
Grows the given town.
Definition: town_cmd.cpp:1270
static TropicZone GetTropicZone(TileIndex tile)
Get the tropic zone.
Definition: tile_map.h:238
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
static TransportType GetTunnelBridgeTransportType(TileIndex t)
Tunnel: Get the transport type of the tunnel (road or rail) Bridge: Get the transport type of the bri...
static RoadBits GetTownRoadBits(TileIndex tile)
Return the RoadBits of a tile.
Definition: town_cmd.cpp:884
TransportedCargoStat< uint16 > received[NUM_TE]
Cargo statistics about received cargotypes.
Definition: town.h:78
Geometric 2x2 grid algorithm.
Definition: town_type.h:82
static TileArea GetAreaForTile(TileIndex tile, uint extend=0)
Get the area of the matrix square that contains a specific tile.
Tile information, used while rendering the tile.
Definition: tile_cmd.h:42
bool bribe
enable bribing the local authority
static const byte TOWN_HOUSE_COMPLETED
Simple value that indicates the house has reached the final stage of construction.
Definition: house.h:23
CompanyMask statues
which companies have a statue?
Definition: town.h:68
south and east corner are raised
Definition: slope_type.h:57
static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
Grows the town with a bridge.
Definition: town_cmd.cpp:1165
bool VerifyTownName(uint32 r, const TownNameParams *par, TownNames *town_names)
Verifies the town name is valid and unique.
Definition: townname.cpp:82
void InitializeLayout(TownLayout layout)
Assigns town layout.
Definition: town_cmd.cpp:168
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:2129
the west corner of the tile is raised
Definition: slope_type.h:50
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition: window.cpp:3215
byte landscape
the landscape we&#39;re currently in
void AddAnimatedTile(TileIndex tile)
Add the given tile to the animated tile table (if it does not exist on that table yet)...
decides accepted types
Tile is desert.
Definition: tile_type.h:71
Sprites to use and how to display them for town tiles.
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:2205
TownLayout layout
tells us what kind of town we&#39;re building
Definition: town_cmd.cpp:2004
Part of an industry.
Definition: tile_type.h:49
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
EconomySettings economy
settings to change the economy
uint32 squared_town_zone_radius[HZB_END]
UpdateTownRadius updates this given the house count.
Definition: town.h:48
int32 TileIndexDiff
An offset value between to tiles.
Definition: map_func.h:154
static Titem * Get(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:291
Money GetAvailableMoneyForCommand()
Definition: command.cpp:519
Declarations for accessing the k-d tree of towns.
static bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
Checks if current town layout allows 2x2 building here.
Definition: town_cmd.cpp:2345
Functions related to dates.
Town * town
Town the object is built in.
Definition: object_base.h:25
const char * grf
newGRF used for the tile contents
Definition: tile_cmd.h:61
byte fund_buildings_months
fund buildings program in action?
Definition: town.h:96
Northwest.
Basic road type.
Definition: road_type.h:24
Random town layout.
Definition: town_type.h:85
West.
Called to determine if one can alter the ground below a house tile.
static bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
Checks if current town layout allows building here.
Definition: town_cmd.cpp:2314
Town * town
Nearest town.
Definition: industry.h:42
static bool HasTileRoadType(TileIndex t, RoadTramType rtt)
Check if a tile has a road or a tram road type.
Definition: road_map.h:210
Used for iterations.
TileIndex best_position
Best position found so far.
Definition: town_cmd.cpp:3012
static T SetBit(T &x, const uint8 y)
Set a bit in a variable.
void UpdateAllTownVirtCoords()
Update the virtual coords needed to draw the town sign for all towns.
Definition: town_cmd.cpp:408
byte flags
See TownFlags.
Definition: town.h:64
terraform a tile
Definition: command_type.h:186
uint8 unwanted[MAX_COMPANIES]
how many months companies aren&#39;t wanted by towns (bribe)
Definition: town.h:72
RoadTypeFlags flags
Bit mask of road type flags.
Definition: road.h:124
static void UpdateTownGrowth(Town *t)
Updates town growth state (whether it is growing or not).
Definition: town_cmd.cpp:3389
CargoID GetCargoTranslation(uint8 cargo, const GRFFile *grffile, bool usebit)
Translate a GRF-local cargo slot/bitnum into a CargoID.
static bool _town_rating_test
If true, town rating is in test-mode.
Definition: town_cmd.cpp:3521
A tile with road (or tram tracks)
Definition: tile_type.h:43
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
Definition: command_func.h:23
Slope tileh
Slope of the tile.
Definition: tile_cmd.h:45
static const ObjectType OBJECT_STATUE
Statue in towns.
Definition: object_type.h:18
Maximal number of cargo types in a game.
Definition: cargo_type.h:64
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
Full road along the x-axis (south-west + north-east)
Definition: road_type.h:56
byte cargo_acceptance[HOUSE_NUM_ACCEPTS]
acceptance level for the cargo slots
Definition: house.h:107
Functions used internally by the roads.
no flag is set
Definition: command_type.h:343
A town owns the tile, or a town is expanding.
Definition: company_type.h:24
CargoTypes cargo_produced
Bitmap of all cargoes produced by houses in this town.
Definition: town.h:86
Used for iterations.
Definition: road_type.h:26
Specification of a cargo type.
Definition: cargotype.h:55
std::vector< Pair >::const_iterator Find(const T &key) const
Finds given key in this map.
Road specific functions.
static void UpdateTownGrowthRate(Town *t)
Updates town growth rate.
Definition: town_cmd.cpp:3376
static bool IsCloseToTown(TileIndex tile, uint dist)
Determines if a town is close to a tile.
Definition: town_cmd.cpp:379
bool CatchmentCoversTown(TownID t) const
Test if the given town ID is covered by our catchment area.
Definition: station.cpp:395
bool population_in_label
show the population of a town in his label?
Implementation of simple mapping class.
CargoID accepts_cargo[HOUSE_NUM_ACCEPTS]
input cargo slots
Definition: house.h:108
bool GenerateTownName(uint32 *townnameparts, TownNames *town_names)
Generates valid town name.
Definition: townname.cpp:119
static bool HasTileWaterGround(TileIndex t)
Checks whether the tile has water at the ground.
Definition: water_map.h:344
TownLayout
Town Layouts.
Definition: town_type.h:78
Build a statue.
Definition: town.h:213
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
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition: map_func.h:205
South-west part.
Definition: road_type.h:53
Town(TileIndex tile=INVALID_TILE)
Creates a new town.
Definition: town.h:110
static TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition: map_func.h:382
TownFounding found_town
town founding.
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
Base for all depots (except hangars)
static const DrawBuildingsTileStruct _town_draw_tile_data[]
structure of houses graphics
Definition: town_land.h:27
Opening of industries.
Definition: news_type.h:26
Defines the internal data of a functional industry.
Definition: industry.h:40
static SmallMap< const Town *, int > _town_test_ratings
Map of towns to modified ratings, while in town rating test-mode.
Definition: town_cmd.cpp:3522
demolish a tile
Definition: command_type.h:180
Tile description for the &#39;land area information&#39; tool.
Definition: tile_cmd.h:51
DifficultySettings difficulty
settings related to the difficulty
static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company=MAX_COMPANIES)
Broadcast a new event to all active AIs.
Definition: ai_core.cpp:259
Tindex index
Index of this pool item.
Definition: pool_type.hpp:189
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:2293
the east corner of the tile is raised
Definition: slope_type.h:52
flag for invalid roadtype
Definition: road_type.h:27
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:380
static bool IsSteepSlope(Slope s)
Checks if a slope is steep.
Definition: slope_func.h:36
bool show_zone
NOSAVE: mark town to show the local authority zone in the viewports.
Definition: town.h:102
void UpdatePosition(int center, int top, StringID str, StringID str_small=STR_NULL)
Update the position of the viewport sign.
Definition: viewport_type.h:64
Declarations for accessing the k-d tree of stations.
uint16 time_until_rebuild
time until we rebuild a house
Definition: town.h:91
CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Do a town action.
Definition: town_cmd.cpp:3245
Helper functions to extract data from command parameters.
static bool IsRoadOwner(TileIndex t, RoadTramType rtt, Owner o)
Check if a specific road type is owned by an owner.
Definition: road_map.h:267
Cargo behaves water-like.
Definition: cargotype.h:30
build a "half" road
Definition: command_type.h:201
Other expenses.
Definition: economy_type.h:161
Used as the user_data for FindFurthestFromWater.
Definition: town_cmd.cpp:2001
void NewMonth()
Update stats for a new month.
Definition: town_type.h:121
TownLayout town_layout
select town layout,
#define lastof(x)
Get the last element of an fixed size array.
Definition: depend.cpp:48
void UpdateVirtCoord()
Resize the sign(label) of the town after changes in population (creation or growth or else) ...
Definition: town_cmd.cpp:390
T FindNearest(CoordT x, CoordT y) const
Find the element closest to given coordinate, in Manhattan distance.
Definition: kdtree.hpp:444
StringID GetGRFStringID(uint32 grfid, StringID stringid)
Returns the index for this stringid associated with its grfID.
Data that needs to be stored for company news messages.
Definition: news_type.h:148
A railway.
Definition: tile_type.h:42
Called to determine which cargoes a town building should accept.
byte dist_local_authority
distance for town local authority, default 20
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
Functions related to world/map generation.
initial rating
Definition: town_type.h:44
Money GetCost() const
The costs as made up to this moment.
Definition: command_type.h:82
Contains objects such as transmitters and owned land.
Definition: tile_type.h:51
static bool BuildTownHouse(Town *t, TileIndex tile)
Tries to build a house at this tile.
Definition: town_cmd.cpp:2430
Construction costs.
Definition: economy_type.h:149
south and west corner are raised
Definition: slope_type.h:56
Common return value for all commands.
Definition: command_type.h:23
static bool LiftHasDestination(TileIndex t)
Check if the lift of this animated house has a destination.
Definition: town_map.h:82
static bool IsStandardRoadStopTile(TileIndex t)
Is tile t a standard (non-drive through) road stop station?
Definition: station_map.h:223
uint16 callback_mask
Bitmask of house callbacks that have to be called.
Definition: house.h:115
CommandFlags GetCommandFlags(uint32 cmd)
Definition: command.cpp:384
RoadType
The different roadtypes we support.
Definition: road_type.h:22
static T max(const T a, const T b)
Returns the maximum of two values.
Definition: math_func.hpp:24
static bool IsDriveThroughStopTile(TileIndex t)
Is tile t a drive through road stop station?
Definition: station_map.h:233
bool allow_town_roads
towns are allowed to build roads (always allowed when generating world / in SE)
Town directory; Window numbers:
Definition: window_type.h:247
uint16 HouseID
OpenTTD ID of house types.
Definition: house_type.h:13
static void InvalidateAllFrom(SourceType src_type, SourceID src)
Invalidates (sets source_id to INVALID_SOURCE) all cargo packets from given source.
void ForAllStationsRadius(TileIndex center, uint radius, Func func)
Call a function on all stations whose sign is within a radius of a center tile.
uint32 population
Current population of people.
Definition: town.h:45
Year _cur_year
Current year, starting at 0.
Definition: date.cpp:24
void MultiplyCost(int factor)
Multiplies the cost of the command by the given factor.
Definition: command_type.h:73
static RoadBits GenRandomRoadBits()
Generate a random road block.
Definition: town_cmd.cpp:1597
Tstorage new_act
Actually transported this month.
Definition: town_type.h:116
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition: tile_map.cpp:100
decides amount of cargo acceptance
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:2062
void DeleteSubsidyWith(SourceType type, SourceID index)
Delete the subsidies associated with a given cargo source type and id.
Definition: subsidy.cpp:148
a flat tile
Definition: slope_type.h:49
int z
Height.
Definition: tile_cmd.h:47
static const uint TILE_SIZE
Tile size in world coordinates.
Definition: tile_type.h:13
static byte GetLiftDestination(TileIndex t)
Get the current destination for this lift.
Definition: town_map.h:104
static uint32 RandomRange(uint32 limit)
Pick a random number between 0 and limit - 1, inclusive.
Definition: random_func.hpp:81
static const HouseID NUM_HOUSES
Total number of houses.
Definition: house.h:29
void DrawFoundation(TileInfo *ti, Foundation f)
Draw foundation f at tile ti.
Definition: landscape.cpp:470
Forbidden.
Definition: town_type.h:94
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Definition: command_type.h:62
Owner owner[4]
Name of the owner(s)
Definition: tile_cmd.h:53
static int RoundDivSU(int a, uint b)
Computes round(a / b) for signed a and unsigned b.
Definition: math_func.hpp:336
North.
static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
Check for parallel road inside a given distance.
Definition: town_cmd.cpp:932
Rebuild the roads.
Definition: town.h:212
this house will only appear during town generation in random games, thus the historical ...
Definition: house.h:90
north and east corner are raised
Definition: slope_type.h:58
static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
Update data structures when a house is removed.
Definition: town_cmd.cpp:2587
HouseZones building_availability
where can it be built (climates, zones)
Definition: house.h:110
Class to backup a specific variable and restore it later.
Definition: backup_type.hpp:21
Called to determine the type (if any) of foundation to draw for house tile.
Functions related to (drawing on) viewports.
Pseudo random number generator.
char company_name[64]
The name of the company.
Definition: news_type.h:149
byte population
population (Zero on other tiles in multi tile house.)
Definition: house.h:102
static byte GetHouseBuildingStage(TileIndex t)
House Construction Scheme.
Definition: town_map.h:183
uint32 goal[NUM_TE]
Amount of cargo required for the town to grow.
Definition: town.h:79
Invalid cargo type.
Definition: cargo_type.h:68
CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
Checks whether the local authority allows construction of a new station (rail, road, airport, dock) on the given tile.
Definition: town_cmd.cpp:3449
static bool IsHouseCompleted(TileIndex t)
Get the completion of this house.
Definition: town_map.h:145
int16 y
The y value of the coordinate.
Definition: map_type.h:59
Slope GetTileSlope(TileIndex tile, int *h)
Return the slope of a given tile inside the map.
Definition: tile_map.cpp:59
CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Expand a town (scenario editor only).
Definition: town_cmd.cpp:2816
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:328
static const size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:86
static bool IsValidTile(TileIndex tile)
Checks if a tile is valid.
Definition: tile_map.h:161
bool exclusive_rights
allow buying exclusive rights
static bool IsInsideMM(const T x, const size_t min, const size_t max)
Checks if a value is in an interval.
Definition: math_func.hpp:264
static bool IsBridgeAbove(TileIndex t)
checks if a bridge is set above the ground of this tile
Definition: bridge_map.h:45
TownActions
Town actions of a company.
Definition: town.h:206
Bit number for setting this roadtype as not house friendly.
Definition: road.h:41
Fake town GrfSpecFeature for NewGRF debugging (parent scope)
Definition: newgrf.h:89
Critical errors, the MessageBox is shown in all cases.
Definition: error.h:24
town buildings
Definition: transparency.h:25
static bool IsTileOwner(TileIndex tile, Owner owner)
Checks if a tile belongs to the given owner.
Definition: tile_map.h:214
static void DrawTile_Town(TileInfo *ti)
House Tile drawing handler.
Definition: town_cmd.cpp:249
static uint TileHash2Bit(uint x, uint y)
Get the last two bits of the TileHash from a tile position.
Definition: tile_map.h:334
void UpdateAirportsNoise()
Recalculate the noise generated by the airports of each town.
uint max_dist
holds the distance that tile is from the water
Definition: town_cmd.cpp:2003
Base for all objects.
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
Grows the town with a road piece.
Definition: town_cmd.cpp:1145
Header of Action 04 "universal holder" structure and functions.
void SetDParamStr(uint n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
Definition: strings.cpp:279
90 degrees right
static byte GetHouseConstructionTick(TileIndex t)
Gets the construction stage of a house.
Definition: town_map.h:195
void FindStationsAroundTiles(const TileArea &location, StationList *const stations, bool use_nearby)
Find all stations around a rectangular producer (industry, house, headquarter, ...)
Tile animation!
static const RoadTypeInfo * GetRoadTypeInfo(RoadType roadtype)
Returns a pointer to the Roadtype information for a given roadtype.
Definition: road.h:224
static Slope ComplementSlope(Slope s)
Return the complement of a slope.
Definition: slope_func.h:76
TownEffect
Town growth effect when delivering cargo.
Definition: cargotype.h:24
Functions related to low-level strings.
Some methods of Pool are placed here in order to reduce compilation time and binary size...
static const int MAX_CHAR_LENGTH
Max. length of UTF-8 encoded unicode character.
Definition: strings_type.h:18
static RoadBits DiagDirToRoadBits(DiagDirection d)
Create the road-part which belongs to the given DiagDirection.
Definition: road_func.h:96
uint x
X position of the tile in unit coordinates.
Definition: tile_cmd.h:43
None of the directions are disallowed.
Definition: road_map.h:286
The tile has no ownership.
Definition: company_type.h:25
Full 4-way crossing.
Definition: road_type.h:64
static TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition: map_func.h:341
static void RemoveNearbyStations(Town *t)
Remove stations from nearby station list if a town is no longer in the catchment area of each...
Definition: town_cmd.cpp:445
Called on the Get Tile Description for an house tile.
OrthogonalTileArea TileArea
Shorthand for the much more common orthogonal tile area.
Definition: tilearea_type.h:96
Foundation
Enumeration for Foundations.
Definition: slope_type.h:93
Types related to cheating.
Bit number for allowing towns to build this roadtype.
Definition: road.h:43
TileIndex xy
town center tile
Definition: town.h:54
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:1730
byte mail_generation
mail generation multiplier (tile based, as the acceptances below)
Definition: house.h:106
static bool IsTileType(TileIndex tile, TileType type)
Checks if a tile is a given tiletype.
Definition: tile_map.h:150
Southeast.
static CommandCost TownCanBePlacedHere(TileIndex tile)
Checks if it&#39;s possible to place a town at given tile.
Definition: town_cmd.cpp:1811
TileIndex tile
Tile index.
Definition: tile_cmd.h:46
Functions related to errors.
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:2407
CommandCost DoCommand(const CommandContainer *container, DoCommandFlag flags)
Shorthand for calling the long DoCommand with a container.
Definition: command.cpp:441
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:2274
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:3488
The tile is leveled up to a flat slope.
Definition: slope_type.h:95
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:2382
static DiagDirection RandomDiagDir()
Return a random direction.
Definition: town_cmd.cpp:239
TownSize
Supported initial town sizes.
Definition: town_type.h:19
The client is spectating.
Definition: company_type.h:35
static size_t GetPoolSize()
Returns first unused index.
Definition: pool_type.hpp:312
HouseClassID class_id
defines the class this house has (not grf file based)
Definition: house.h:119
void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
Changes town rating of the current company.
Definition: town_cmd.cpp:3567
Information about GRF, used in the game and (part of it) in savegames.
Original algorithm (quadratic cargo by population)
Definition: town_type.h:103
Simple pair of data.
static bool IsUniqueTownName(const char *name)
Verifies this custom name is unique.
Definition: town_cmd.cpp:1836
size_t Count() const
Get number of elements stored in tree.
Definition: kdtree.hpp:433
int16 ratings[MAX_COMPANIES]
ratings of each company for this town
Definition: town.h:75
Generate towns.
Definition: genworld.h:72
Fund new buildings.
Definition: town.h:214
static bool HasTownOwnedRoad(TileIndex t)
Checks if given tile has town owned road.
Definition: road_map.h:279
East.
static TownID GetTownIndex(TileIndex t)
Get the index of which town this house/street is attached to.
Definition: town_map.h:22
const StationList * GetStations()
Run a tile loop to find stations around a tile, on demand.
Functions related to NewGRF houses.
bool ConvertBooleanCallback(const GRFFile *grffile, uint16 cbid, uint16 cb_res)
Converts a callback result into a boolean.
static DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
custom cargo production
DoCommandFlag
List of flags for a command.
Definition: command_type.h:342
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:78
bool Succeeded() const
Did this command succeed?
Definition: command_type.h:150
rating needed, "Permissive" difficulty settings
Definition: town_type.h:66
General news (from towns)
Definition: news_type.h:36
static uint GetNormalGrowthRate(Town *t)
Calculates town growth rate in normal conditions (custom growth rate not set).
Definition: town_cmd.cpp:3349
void DeleteAnimatedTile(TileIndex tile)
Removes the given tile from the animated tile table.
#define TILE_AREA_LOOP(var, ta)
A loop which iterates over the tiles of a TileArea.
Definition of base types and functions in a cross-platform compatible way.
when a town grows, all companies have rating increased a bit ...
Definition: town_type.h:52
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:154
Road at the two southern edges.
Definition: road_type.h:61
static const uint MAX_LENGTH_COMPANY_NAME_CHARS
The maximum length of a company name in characters including &#39;\0&#39;.
Definition: company_type.h:40
Map accessors for object tiles.
#define TILE_ADDXY(tile, x, y)
Adds a given offset to a tile.
Definition: map_func.h:258
A number of safeguards to prevent using unsafe methods.
StationList stations_near
NOSAVE: List of nearby stations.
Definition: town.h:89
Road at the two eastern edges.
Definition: road_type.h:60
bool value
tells if the bool cheat is active or not
Definition: cheat_type.h:18
int16 x
The x value of the coordinate.
Definition: map_type.h:58
Number of available town sizes.
Definition: town_type.h:25
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
static Town * GetRandom()
Return a random valid town.
Definition: town_cmd.cpp:182
Water tile.
Definition: tile_type.h:47
Allowed, with custom town layout.
Definition: town_type.h:96
uint y
Y position of the tile in unit coordinates.
Definition: tile_cmd.h:44
static bool RoadTypesAllowHouseHere(TileIndex t)
Checks whether at least one surrounding roads allows to build a house here.
Definition: town_cmd.cpp:1229
static byte GetLiftPosition(TileIndex t)
Get the position of the lift on this animated house.
Definition: town_map.h:125
static bool IsRoadDepotTile(TileIndex t)
Return whether a tile is a road depot tile.
Definition: road_map.h:115
RoadBits
Enumeration for the road parts on a tile.
Definition: road_type.h:50
Geometric 3x3 grid algorithm.
Definition: town_type.h:83
BuildingCounts< uint16 > building_counts
The number of each type of building in the town.
Definition: town.h:49
An object, such as transmitter, on the map.
Definition: object_base.h:23
rating needed, "Permissive" difficulty settings
Definition: town_type.h:59
Bit-counted algorithm (normal distribution from individual house population)
Definition: town_type.h:104
Empty reference.
Definition: news_type.h:50
static bool IsValidDiagDirection(DiagDirection d)
Checks if an integer value is a valid DiagDirection.
No road-part is build.
Definition: road_type.h:51
void UpdateTownCargoBitmap()
Updates the bitmap of all cargoes accepted by houses.
Definition: town_cmd.cpp:840
bool fund_roads
allow funding local road reconstruction
Represents the covered area of e.g.
Definition: tilearea_type.h:16
char * stredup(const char *s, const char *last)
Create a duplicate of the given string.
Definition: string.cpp:136
delete a town
Definition: command_type.h:267
Number of available town actions.
Definition: town.h:218
CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Change the growth rate of the town.
Definition: town_cmd.cpp:2776
Extended original algorithm (min. 2 distance between roads)
Definition: town_type.h:81
Normal news item. (Newspaper with text only)
Definition: news_type.h:78
decides allowance of autosloping
static DiagDirection ChangeDiagDir(DiagDirection d, DiagDirDiff delta)
Applies a difference on a DiagDirection.
don&#39;t allow building on water
Definition: command_type.h:347
... up to RATING_MEDIOCRE
Definition: town_type.h:53
static bool FindFurthestFromWater(TileIndex tile, void *user_data)
CircularTileSearch callback; finds the tile furthest from any water.
Definition: town_cmd.cpp:2023
uint16 max_speed
Maximum speed for vehicles travelling on this road type.
Definition: road.h:139
North-east part.
Definition: road_type.h:55
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
uint32 GetWorldPopulation()
Determines the world population Basically, count population of all towns, one by one.
Definition: town_cmd.cpp:434
South.
Tstorage new_max
Maximum amount this month.
Definition: town_type.h:114
This structure is the same for both Industries and Houses.
Definition: sprite.h:67
Money GetRemovalCost() const
Get the cost for removing this house.
Definition: town_cmd.cpp:206
static bool GrowTown(Town *t)
Grow the town.
Definition: town_cmd.cpp:1611
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:1938
static DoCommandFlag CommandFlagsToDCFlags(CommandFlags cmd_flags)
Extracts the DC flags needed for DoCommand from the flags returned by GetCommandFlags.
Definition: command_func.h:58
TileIndexDiff GetHouseNorthPart(HouseID &house)
Determines if a given HouseID is part of a multitile house.
Definition: town_cmd.cpp:2604
Structure for storing data while searching the best place to build a statue.
Definition: town_cmd.cpp:3011
Station view; Window numbers:
Definition: window_type.h:338
StringID building_name
building name
Definition: house.h:104
const TileArea & GetArea() const
Get the total covered area.
static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
Check if a town &#39;owns&#39; a bridge.
Definition: town_cmd.cpp:86
CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Delete a town (scenario editor or worldgen only).
Definition: town_cmd.cpp:2856
#define lengthof(x)
Return the length of an fixed size array.
Definition: depend.cpp:40
bit mask containing all &#39;simple&#39; slopes
Definition: slope_type.h:61
static uint TileHash(uint x, uint y)
Calculate a hash value from a tile position.
Definition: tile_map.h:316
static bool IsWaterTile(TileIndex t)
Is it a water tile with plain water?
Definition: water_map.h:184
CargoTypes _town_cargoes_accepted
Bitmap of all cargoes accepted by houses.
Definition: town_cmd.cpp:58
static T min(const T a, const T b)
Returns the minimum of two values.
Definition: math_func.hpp:40
#define MAX_UVALUE(type)
The largest value that can be entered in a variable.
Definition: stdafx.h:469
static Foundation FlatteningFoundation(Slope s)
Returns the foundation needed to flatten a slope.
Definition: slope_func.h:369
static bool EconomyIsInRecession()
Is the economy in recession?
Definition: economy_func.h:47
void FillData(const struct Company *c, const struct Company *other=nullptr)
Fill the CompanyNewsInformation struct with the required data.
CargoTypes cargo_accepted_total
NOSAVE: Bitmap of all cargoes accepted by houses in this town.
Definition: town.h:88
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
RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb)
Clean up unnecessary RoadBits of a planned tile.
Definition: road.cpp:47
Functions related to autoslope.
Year max_year
last year it can be built
Definition: house.h:101
static DiagDirection GetTunnelBridgeDirection(TileIndex t)
Get the direction pointing to the other end.
static bool IsPlainRailTile(TileIndex t)
Checks whether the tile is a rail tile or rail tile with signals.
Definition: rail_map.h:60
byte number_towns
the amount of towns
Definition: settings_type.h:55
bool Convert8bitBooleanCallback(const GRFFile *grffile, uint16 cbid, uint16 cb_res)
Converts a callback result into a boolean.
uint32 StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
static bool AutoslopeEnabled()
Tests if autoslope is enabled for _current_company.
Definition: autoslope.h:44
uint DistanceFromEdge(TileIndex tile)
Param the minimum distance to an edge.
Definition: map.cpp:217
static bool GrowTownAtRoad(Town *t, TileIndex tile)
Returns "growth" if a house was built, or no if the build failed.
Definition: town_cmd.cpp:1515
bool build_on_slopes
allow building on slopes
bool Failed() const
Did this command fail?
Definition: command_type.h:159
const struct SpriteGroup * spritegroup[Tcnt]
pointer to the different sprites of the entity
HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
Returns the bit corresponding to the town zone of the specified tile.
Definition: town_cmd.cpp:2181
BuildingFlags building_flags
some flags that describe the house (size, stadium etc...)
Definition: house.h:109
a steep slope falling to east (from west)
Definition: slope_type.h:66
static Axis GetBridgeAxis(TileIndex t)
Get the axis of the bridge that goes over the tile.
Definition: bridge_map.h:68
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:659
uint8 town_growth_rate
town growth rate
bool has_newhouses
Set if there are any newhouses loaded.
Definition: newgrf.h:177
Empty action set.
Definition: town.h:207
#define return_cmd_error(errcode)
Returns from a function with a specific StringID as error.
Definition: command_func.h:33
static void SetRoadOwner(TileIndex t, RoadTramType rtt, Owner o)
Set the owner of a specific road type.
Definition: road_map.h:250
Town * CalcClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest to the given tile within threshold.
Definition: town_cmd.cpp:3470
Number of town checking action types.
Definition: town.h:158
Base class for all pools.
Definition: pool_type.hpp:82
static T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition: math_func.hpp:137
North-west part.
Definition: road_type.h:52
static bool IsSea(TileIndex t)
Is it a sea water tile?
Definition: water_map.h:152
Company news item. (Newspaper with face)
Definition: news_type.h:80
Road related functions.
static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
Check if a Road is allowed on a given tile.
Definition: town_cmd.cpp:966
Determine whether the house can be built on the specified tile.
static bool Chance16(const uint a, const uint b)
Flips a coin with given probability.
South-east part.
Definition: road_type.h:54
int tile_count
Number of tiles tried.
Definition: town_cmd.cpp:3013
uint16 override
id of the entity been replaced by
TileIndex tile
The base tile of the area.
Definition: tilearea_type.h:17
uint16 _tick_counter
Ever incrementing (and sometimes wrapping) tick counter for setting off various events.
Definition: date.cpp:28
uint64 dparam[2]
Parameters of the str string.
Definition: tile_cmd.h:62
uint GetClosestWaterDistance(TileIndex tile, bool water)
Finds the distance for the closest tile with water/land given a tile.
Definition: map.cpp:340
A pair-construct of a TileIndexDiff.
Definition: map_type.h:57
void UpdateAllStationVirtCoords()
Update the virtual coords needed to draw the station sign for all stations.
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don&#39;t get linker errors.
Definition: pool_func.hpp:224
void DeleteWindowById(WindowClass cls, WindowNumber number, bool force)
Delete a window by its class and window number (if it is open).
Definition: window.cpp:1162
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:2229
static Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
static void MakeTownHouseBigger(TileIndex tile)
Make the house advance in its construction stages until completion.
Definition: town_cmd.cpp:484
static TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between to tiles from a TileIndexDiffC struct.
Definition: map_func.h:230
static TileIndex GetOtherTunnelBridgeEnd(TileIndex t)
Determines type of the wormhole and returns its other end.
char * text
General text with additional information.
Definition: town.h:81
static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY
value for custom town number in difficulty settings
Definition: town.h:29
execute the given command
Definition: command_type.h:344
Station with an airport.
Definition: station_type.h:55
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, the function returns the same as GetTileSlope.
Definition: landscape.cpp:422
static bool CleaningPool()
Returns current state of pool cleaning - yes or no.
Definition: pool_type.hpp:270
static void MakeSingleHouseBigger(TileIndex tile)
Helper function for house completion stages progression.
Definition: town_cmd.cpp:461
CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Change the cargo goal of a town.
Definition: town_cmd.cpp:2719
static const uint TOWN_GROWTH_DESERT
The town needs the cargo for growth when on desert (any amount)
Definition: town.h:35
static Slope InclinedSlope(DiagDirection dir)
Returns the slope that is inclined in a specific direction.
Definition: slope_func.h:256
uint16 growth_rate
town growth rate
Definition: town.h:94
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:3067
static void HaltLift(TileIndex t)
Stop the lift of this animated house from moving.
Definition: town_map.h:115
An invalid company.
Definition: company_type.h:30
Tile got trees.
Definition: tile_type.h:45
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:1473
GRFConfig * GetGRFConfig(uint32 grfid, uint32 mask)
Retrieve a NewGRF from the current config by its grfid.
Tstorage old_max
Maximum amount last month.
Definition: town_type.h:113
static uint MapSize()
Get the size of the map.
Definition: map_func.h:92
TownEffect town_effect
The effect that delivering this cargo type has on towns. Also affects destination of subsidies...
Definition: cargotype.h:66
void ErrorUnknownCallbackResult(uint32 grfid, uint16 cbid, uint16 cb_res)
Record that a NewGRF returned an unknown/invalid callback result.
Class for storing amounts of cargo.
Definition: cargo_type.h:81
bool _generating_world
Whether we are generating the map or not.
Definition: genworld.cpp:60
Used for iterations.
Definition: road_type.h:23
TownLayout layout
town specific road layout
Definition: town.h:100
static bool IsNormalRoadTile(TileIndex t)
Return whether a tile is a normal road tile.
Definition: road_map.h:73
static void TileLoop_Town(TileIndex tile)
Tile callback function.
Definition: town_cmd.cpp:499
void DecreaseBuildingCount(Town *t, HouseID house_id)
DecreaseBuildingCount() Decrease the number of a building when it is deleted.
static T ClrBit(T &x, const uint8 y)
Clears a bit in a variable.
There can be only one church by town.
Definition: town.h:176
Town authority; Window numbers:
Definition: window_type.h:187
GUISettings gui
settings related to the GUI
Tunnel entry/exit and bridge heads.
Definition: tile_type.h:50
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:340
HouseExtraFlags extra_flags
some more flags
Definition: house.h:118
Invisible tiles at the SW and SE border.
Definition: tile_type.h:48
Reference town. Scroll to town when clicking on the news.
Definition: news_type.h:55
void Build(It begin, It end)
Clear and rebuild the tree from a new sequence of elements,.
Definition: kdtree.hpp:365
uint32 SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition: gfx_type.h:17
static bool StrEmpty(const char *s)
Check if a string buffer is empty.
Definition: string_func.h:57
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition: tile_map.cpp:141
static void SetLiftPosition(TileIndex t, byte pos)
Set the position of the lift on this animated house.
Definition: town_map.h:135
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:310
static CargoSpec * Get(size_t index)
Retrieve cargo details for the given cargo ID.
Definition: cargotype.h:117
Set of callback functions for performing tile operations of a given tile type.
Definition: tile_cmd.h:145
Oilrig airport.
Definition: airport.h:38
uint32 TileIndex
The index/ID of a Tile.
Definition: tile_type.h:78
Functions related to objects.
Used for iterations.
uint DistanceManhattan(TileIndex t0, TileIndex t1)
Gets the Manhattan distance between the two given tiles.
Definition: map.cpp:157
Cargo support for NewGRFs.
static int GetRating(const Town *t)
Get the rating of a town for the _current_company.
Definition: town_cmd.cpp:3549
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:321
static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
CircularTileSearch callback; finds the nearest land tile.
Definition: town_cmd.cpp:2045
byte minimum_life
The minimum number of years this house will survive before the town rebuilds it.
Definition: house.h:122
Buy exclusive transport rights.
Definition: town.h:215
uint16 remove_rating_decrease
rating decrease if removed
Definition: house.h:105
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
north and west corner are raised
Definition: slope_type.h:55
void Remove(const T &element)
Remove a single element from the tree, if it exists.
Definition: kdtree.hpp:420
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition: map_func.h:215
Random size, bigger than small, smaller than large.
Definition: town_type.h:23
Cheat magic_bulldozer
dynamite industries, objects
Definition: cheat_type.h:27
byte town_council_tolerance
minimum required town ratings to be allowed to demolish stuff
Definition: settings_type.h:69
Date introduction_date
Introduction date.
Definition: road.h:163
The tile has no foundation, the slope remains unchanged.
Definition: slope_type.h:94
CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
Does the town authority allow the (destructive) action of the current company?
Definition: town_cmd.cpp:3604
static const uint MAX_BRIDGES
Maximal number of available bridge specs.
Definition: bridge.h:34
TransportType
Available types of transport.
static uint GB(const T x, const uint8 s, const uint8 n)
Fetch n bits from x, started at bit s.
uint8 initial_city_size
multiplier for the initial size of the cities compared to towns
ObjectType type
Type of the object.
Definition: object_base.h:24
Slope
Enumeration for the slope-type.
Definition: slope_type.h:48
static bool CanBuildHouseHere(TileIndex tile, bool noslope)
Checks if a house can be built here.
Definition: town_cmd.cpp:2249
Town view; Window numbers:
Definition: window_type.h:326
Growth rate is controlled by GS.
Definition: town.h:178
A tile of a station.
Definition: tile_type.h:46
const byte _town_action_costs[TACT_COUNT]
Factor in the cost of each town action.
Definition: town_cmd.cpp:2946
TownCache cache
Container for all cacheable data.
Definition: town.h:56
uint8 larger_towns
the number of cities to build. These start off larger and grow twice as fast
static const HouseID NEW_HOUSE_OFFSET
Offset for new houses.
Definition: house.h:28
Maximum number of companies.
Definition: company_type.h:23
#define endof(x)
Get the end element of an fixed size array.
Definition: stdafx.h:384
Town data structure.
Definition: town.h:53
static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
Generate the RoadBits of a grid tile.
Definition: town_cmd.cpp:1044
#define MAX_DAY
The number of days till the last day.
Definition: date_type.h:95
uint8 exclusive_counter
months till the exclusivity expires
Definition: town.h:74
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function() ...
Definition: pool_type.hpp:261
Transport by road vehicle.
static const uint16 TOWN_GROWTH_RATE_NONE
Special value for Town::growth_rate to disable town growth.
Definition: town.h:36
Functions related to OTTD&#39;s landscape.
static void ResetHouseAge(TileIndex t)
Sets the age of the house to zero.
Definition: town_map.h:226
byte town_name
the town name generator used for town names
static uint CountBits(T value)
Counts the number of set bits in a variable.
Base functions for all Games.
End of town effects.
Definition: cargotype.h:32
Functions related to commands.
Original algorithm (min. 1 distance between roads)
Definition: town_type.h:80
bool larger_town
if this is a larger town and should grow more quickly
Definition: town.h:99
char * name
Custom town name. If nullptr, the town was not renamed and uses the generated name.
Definition: town.h:62
Coordinates of a point in 2D.
a steep slope falling to south (from north)
Definition: slope_type.h:69
Large town.
Definition: town_type.h:22
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:45
Struct holding parameters used to generate town name.
Definition: townname_type.h:27
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:575
TrackedViewportSign sign
Location of name sign, UpdateVirtCoord updates this.
Definition: town.h:46
Owner owner
The owner of this station.
byte GetSnowLine()
Get the current snow line, either variable or static.
Definition: landscape.cpp:644
TownCargoGenMode town_cargogen_mode
algorithm for generating cargo from houses,
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:280
static uint TileHeight(TileIndex tile)
Returns the height of a tile.
Definition: tile_map.h:29
decides if default foundations need to be drawn
static Object * GetByTile(TileIndex tile)
Get the object associated with a tile.
Definition: object_cmd.cpp:50
build a bridge
Definition: command_type.h:181
Cargo behaves food/fizzy-drinks-like.
Definition: cargotype.h:31
static const uint MAX_LENGTH_TOWN_NAME_CHARS
The maximum length of a town name in characters including &#39;\0&#39;.
Definition: town_type.h:108
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:83
static bool TryClearTile(TileIndex tile)
Check whether the land can be cleared.
Definition: town_cmd.cpp:3002
ConstructionSettings construction
construction of things in-game
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition: strings_type.h:17
Functions that have tunnels and bridges in common.
static TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition: map_func.h:179
static const HouseSpec _original_house_specs[]
House specifications from original data.
Definition: town_land.h:1819
Base of all industries.
static DisallowedRoadDirections GetDisallowedRoadDirections(TileIndex t)
Gets the disallowed directions.
Definition: road_map.h:301
const char * GetName() const
Get the name of this grf.
static TileIndex TileAddByDir(TileIndex tile, Direction dir)
Adds a Direction to a tile.
Definition: map_func.h:370
K-dimensional tree, specialised for 2-dimensional space.
Definition: kdtree.hpp:38
void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale)
Add a child sprite to a parent sprite.
Definition: viewport.cpp:815
static void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition: depend.cpp:129
GRFFileProps grf_prop
Properties related the the grf file.
Definition: house.h:114
void ResetOverride()
Resets the override, which is used while initializing game.
const struct GRFFile * grffile
grf file that introduced this entity
StringID str
Description of the tile.
Definition: tile_cmd.h:52
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition: error.h:21
uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
Get a list of available actions to do at a town.
Definition: town_cmd.cpp:3192
static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
Tile callback routine.
Definition: town_cmd.cpp:304
static bool HasBit(const T x, const uint8 y)
Checks if a bit in a value is set.
Town name generator stuff.
void Restore()
Restore the variable.
DiagDirection
Enumeration for diagonal directions.
Base functions for all AIs.
Try to bribe the council.
Definition: town.h:216
void AddNewsItem(StringID string, NewsType type, NewsFlag flags, NewsReferenceType reftype1=NR_NONE, uint32 ref1=UINT32_MAX, NewsReferenceType reftype2=NR_NONE, uint32 ref2=UINT32_MAX, void *free_data=nullptr)
Add a new newsitem to be shown.
Definition: news_gui.cpp:745
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:1971
static const TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition: tile_type.h:83
Base of the town class.
TileIndex tile
holds the tile that was found
Definition: town_cmd.cpp:2002
static int CountActiveStations(Town *t)
Calculates amount of active stations in the range of town (HZB_TOWN_EDGE).
Definition: town_cmd.cpp:3332
TransportedCargoStat< uint32 > supplied[NUM_CARGO]
Cargo statistics about supplied cargo.
Definition: town.h:77
GameCreationSettings game_creation
settings used during the creation of a game (map)
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition: tile_type.h:41
int _nb_orig_names
Number of original town names.
A house by a town.
Definition: tile_type.h:44
Full road along the y-axis (north-west + south-east)
Definition: road_type.h:57
byte CargoID
Cargo slots to indicate a cargo type within a game.
Definition: cargo_type.h:20
bool fund_buildings
allow funding new buildings
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the &#39;Square&#39; distance between the two given tiles.
Definition: map.cpp:174
static bool IsInvisibilitySet(TransparencyOption to)
Check if the invisibility option bit is set and if we aren&#39;t in the game menu (there&#39;s never transpar...
Definition: transparency.h:59
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition: industry.h:113
void IncreaseBuildingCount(Town *t, HouseID house_id)
IncreaseBuildingCount() Increase the count of a building when it has been added by a town...
Window functions not directly related to making/drawing windows.
~Town()
Destroy the town.
Definition: town_cmd.cpp:102
Called to determine how much cargo a town building produces.
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
uint32 num_houses
Amount of houses.
Definition: town.h:44
a steep slope falling to west (from east)
Definition: slope_type.h:68
GRFLoadedFeatures _loaded_newgrf_features
Indicates which are the newgrf features currently loaded ingame.
Definition: newgrf.cpp:76
void UpdateTownCargoTotal(Town *t)
Update the total cargo acceptance of the whole town.
Definition: town_cmd.cpp:773
Conditions for town growth are met. Grow according to Town::growth_rate.
Definition: town.h:175
town rating does not disallow you from building
Definition: command_type.h:349
decide whether the house can be built on a given tile
#define TILE_ADD(x, y)
Adds to tiles together.
Definition: map_func.h:244
SpriteID sprite
The &#39;real&#39; sprite.
Definition: gfx_type.h:23
Called to decide how much cargo a town building can accept.
static bool SearchTileForStatue(TileIndex tile, void *user_data)
Search callback function for TownActionBuildStatue.
Definition: town_cmd.cpp:3024
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3243
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:189
static const uint CALLBACK_HOUSEPRODCARGO_END
Sentinel indicating that the loop for CBID_HOUSE_PRODUCE_CARGO has ended.
Functions related to news.
Structure contains cached list of stations nearby.
Definition: station_type.h:100
CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Set a custom text in the Town window.
Definition: town_cmd.cpp:2752
byte road_build_months
fund road reconstruction in action?
Definition: town.h:97
CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Rename a town (server-only).
Definition: town_cmd.cpp:2671
Base classes/functions for stations.
bool kdtree_valid
Are the sign data valid for use with the _viewport_sign_kdtree?
Definition: viewport_type.h:58
static void SetTownIndex(TileIndex t, TownID index)
Set the town index for a road or house tile.
Definition: town_map.h:34
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
Date _date
Current date in days (day counter)
Definition: date.cpp:26
void Insert(const T &element)
Insert a single element in the tree.
Definition: kdtree.hpp:401
90 degrees left
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
CompanyID exclusivity
which company has exclusivity
Definition: town.h:73
bool allow_town_level_crossings
towns are allowed to build level crossings
the south corner of the tile is raised
Definition: slope_type.h:51
uint16 grow_counter
counter to count when to grow, value is smaller than or equal to growth_rate
Definition: town.h:93
The object is owned by a superuser / goal script.
Definition: company_type.h:27
void DeleteNewGRFInspectWindow(GrfSpecFeature feature, uint index)
Delete inspect window for a given feature and index.
Class for backupping variables and making sure they are restored later.
static uint16 ClampToU16(const uint64 a)
Reduce an unsigned 64-bit int to an unsigned 16-bit one.
Definition: math_func.hpp:213
Station data structure.
Definition: station_base.h:450
static bool IsTransparencySet(TransparencyOption to)
Check if the transparency option bit is set and if we aren&#39;t in the game menu (there&#39;s never transpar...
Definition: transparency.h:48
static bool IsRoadDepot(TileIndex t)
Return whether a tile is a road depot.
Definition: road_map.h:105
Functions related to subsidies.
CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Create a new town.
Definition: town_cmd.cpp:1857
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:1989
static TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition: map_func.h:163
static TileIndexDiffC TileIndexToTileIndexDiffC(TileIndex tile_a, TileIndex tile_b)
Returns the diff between two tiles.
Definition: map_func.h:316
static void UpdateTownGrowCounter(Town *t, uint16 prev_growth_rate)
Updates town grow counter after growth rate change.
Definition: town_cmd.cpp:3317
static void IncrementHouseAge(TileIndex t)
Increments the age of the house.
Definition: town_map.h:237
const CargoSpec * FindFirstCargoWithTownEffect(TownEffect effect)
Determines the first cargo with a certain town effect.
Definition: town_cmd.cpp:2699
a steep slope falling to north (from south)
Definition: slope_type.h:67
const TileTypeProcs _tile_type_town_procs
Tile callback functions for a town.
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:3316
RoadTypeLabel label
Unique 32 bit road type identifier.
Definition: road.h:144
Tstorage old_act
Actually transported last month.
Definition: town_type.h:115
CompanyMask have_ratings
which companies have a rating
Definition: town.h:71
byte HighestSnowLine()
Get the highest possible snow line height, either variable or static.
Definition: landscape.cpp:658
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition: gfx.cpp:1462
Southwest.
Cheats _cheats
All the cheats.
Definition: cheat.cpp:16
static int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition: tile_map.h:304
Road at the two northern edges.
Definition: road_type.h:59
Road at the two western edges.
Definition: road_type.h:62
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:199
PaletteID pal
The palette (use PAL_NONE) if not needed)
Definition: gfx_type.h:24
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:3529