OpenTTD Source  1.10.0-RC1
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 {
156  InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
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 
202 void Town::FillCachedName() const
203 {
205  char *end = GetTownName(buf, this, lastof(buf));
206  this->cached_name.assign(buf, end);
207 }
208 
214 {
215  return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
216 }
217 
218 /* Local */
219 static int _grow_town_result;
220 
221 /* Describe the possible states */
222 enum TownGrowthResult {
223  GROWTH_SUCCEED = -1,
224  GROWTH_SEARCH_STOPPED = 0
225 // GROWTH_SEARCH_RUNNING >= 1
226 };
227 
228 static bool BuildTownHouse(Town *t, TileIndex tile);
229 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
230 
231 static void TownDrawHouseLift(const TileInfo *ti)
232 {
233  AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
234 }
235 
236 typedef void TownDrawTileProc(const TileInfo *ti);
237 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
238  TownDrawHouseLift
239 };
240 
247 {
248  return (DiagDirection)(3 & Random());
249 }
250 
256 static void DrawTile_Town(TileInfo *ti)
257 {
258  HouseID house_id = GetHouseType(ti->tile);
259 
260  if (house_id >= NEW_HOUSE_OFFSET) {
261  /* Houses don't necessarily need new graphics. If they don't have a
262  * spritegroup associated with them, then the sprite for the substitute
263  * house id is drawn instead. */
264  if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != nullptr) {
265  DrawNewHouseTile(ti, house_id);
266  return;
267  } else {
268  house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
269  }
270  }
271 
272  /* Retrieve pointer to the draw town tile struct */
273  const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
274 
276 
277  DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
278 
279  /* If houses are invisible, do not draw the upper part */
280  if (IsInvisibilitySet(TO_HOUSES)) return;
281 
282  /* Add a house on top of the ground? */
283  SpriteID image = dcts->building.sprite;
284  if (image != 0) {
285  AddSortableSpriteToDraw(image, dcts->building.pal,
286  ti->x + dcts->subtile_x,
287  ti->y + dcts->subtile_y,
288  dcts->width,
289  dcts->height,
290  dcts->dz,
291  ti->z,
293  );
294 
295  if (IsTransparencySet(TO_HOUSES)) return;
296  }
297 
298  {
299  int proc = dcts->draw_proc - 1;
300 
301  if (proc >= 0) _town_draw_tile_procs[proc](ti);
302  }
303 }
304 
305 static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
306 {
307  return GetTileMaxPixelZ(tile);
308 }
309 
312 {
313  HouseID hid = GetHouseType(tile);
314 
315  /* For NewGRF house tiles we might not be drawing a foundation. We need to
316  * account for this, as other structures should
317  * draw the wall of the foundation in this case.
318  */
319  if (hid >= NEW_HOUSE_OFFSET) {
320  const HouseSpec *hs = HouseSpec::Get(hid);
321  if (hs->grf_prop.spritegroup[0] != nullptr && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
322  uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
323  if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
324  }
325  }
326  return FlatteningFoundation(tileh);
327 }
328 
335 static void AnimateTile_Town(TileIndex tile)
336 {
337  if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
338  AnimateNewHouseTile(tile);
339  return;
340  }
341 
342  if (_tick_counter & 3) return;
343 
344  /* If the house is not one with a lift anymore, then stop this animating.
345  * Not exactly sure when this happens, but probably when a house changes.
346  * Before this was just a return...so it'd leak animated tiles..
347  * That bug seems to have been here since day 1?? */
348  if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
349  DeleteAnimatedTile(tile);
350  return;
351  }
352 
353  if (!LiftHasDestination(tile)) {
354  uint i;
355 
356  /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
357  * This is due to the fact that the first floor is, in the graphics,
358  * the height of 2 'normal' floors.
359  * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
360  do {
361  i = RandomRange(7);
362  } while (i == 1 || i * 6 == GetLiftPosition(tile));
363 
364  SetLiftDestination(tile, i);
365  }
366 
367  int pos = GetLiftPosition(tile);
368  int dest = GetLiftDestination(tile) * 6;
369  pos += (pos < dest) ? 1 : -1;
370  SetLiftPosition(tile, pos);
371 
372  if (pos == dest) {
373  HaltLift(tile);
374  DeleteAnimatedTile(tile);
375  }
376 
377  MarkTileDirtyByTile(tile);
378 }
379 
386 static bool IsCloseToTown(TileIndex tile, uint dist)
387 {
388  if (_town_kdtree.Count() == 0) return false;
389  Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
390  return DistanceManhattan(tile, t->xy) < dist;
391 }
392 
398 {
399  Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
400 
401  if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));
402 
403  SetDParam(0, this->index);
404  SetDParam(1, this->cache.population);
405  this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
406  _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
407  STR_VIEWPORT_TOWN);
408 
409  _viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));
410 
412 }
413 
416 {
417  for (Town *t : Town::Iterate()) {
418  t->UpdateVirtCoord();
419  }
420 }
421 
422 void ClearAllTownCachedNames()
423 {
424  for (Town *t : Town::Iterate()) {
425  t->cached_name.clear();
426  }
427 }
428 
434 static void ChangePopulation(Town *t, int mod)
435 {
436  t->cache.population += mod;
437  InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
439 
440  InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_POPULATION_CHANGE);
441 }
442 
449 {
450  uint32 pop = 0;
451  for (const Town *t : Town::Iterate()) pop += t->cache.population;
452  return pop;
453 }
454 
459 static void RemoveNearbyStations(Town *t)
460 {
461  for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
462  const Station *st = *it;
463  if (!st->CatchmentCoversTown(t->index)) {
464  it = t->stations_near.erase(it);
465  } else {
466  ++it;
467  }
468  }
469 }
470 
476 {
477  assert(IsTileType(tile, MP_HOUSE));
478 
479  /* progress in construction stages */
481  if (GetHouseConstructionTick(tile) != 0) return;
482 
483  AnimateNewHouseConstruction(tile);
484 
485  if (IsHouseCompleted(tile)) {
486  /* Now that construction is complete, we can add the population of the
487  * building to the town. */
488  ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
489  ResetHouseAge(tile);
490  }
491  MarkTileDirtyByTile(tile);
492 }
493 
499 {
500  uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
501  if (flags & BUILDING_HAS_1_TILE) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
502  if (flags & BUILDING_2_TILES_Y) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
503  if (flags & BUILDING_2_TILES_X) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
504  if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
505 }
506 
513 static void TileLoop_Town(TileIndex tile)
514 {
515  HouseID house_id = GetHouseType(tile);
516 
517  /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
518  * doesn't exist any more, so don't continue here. */
519  if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
520 
521  if (!IsHouseCompleted(tile)) {
522  /* Construction is not completed. See if we can go further in construction*/
523  MakeTownHouseBigger(tile);
524  return;
525  }
526 
527  const HouseSpec *hs = HouseSpec::Get(house_id);
528 
529  /* If the lift has a destination, it is already an animated tile. */
530  if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
531  house_id < NEW_HOUSE_OFFSET &&
532  !LiftHasDestination(tile) &&
533  Chance16(1, 2)) {
534  AddAnimatedTile(tile);
535  }
536 
537  Town *t = Town::GetByTile(tile);
538  uint32 r = Random();
539 
540  StationFinder stations(TileArea(tile, 1, 1));
541 
543  for (uint i = 0; i < 256; i++) {
544  uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
545 
546  if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
547 
548  CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
549  if (cargo == CT_INVALID) continue;
550 
551  uint amt = GB(callback, 0, 8);
552  if (amt == 0) continue;
553 
554  uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
555 
556  const CargoSpec *cs = CargoSpec::Get(cargo);
557  t->supplied[cs->Index()].new_max += amt;
558  t->supplied[cs->Index()].new_act += moved;
559  }
560  } else {
562  case TCGM_ORIGINAL:
563  /* Original (quadratic) cargo generation algorithm */
564  if (GB(r, 0, 8) < hs->population) {
565  uint amt = GB(r, 0, 8) / 8 + 1;
566 
567  if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
568  t->supplied[CT_PASSENGERS].new_max += amt;
569  t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
570  }
571 
572  if (GB(r, 8, 8) < hs->mail_generation) {
573  uint amt = GB(r, 8, 8) / 8 + 1;
574 
575  if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
576  t->supplied[CT_MAIL].new_max += amt;
577  t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
578  }
579  break;
580 
581  case TCGM_BITCOUNT:
582  /* Binomial distribution per tick, by a series of coin flips */
583  /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
584  * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
585  if (GB(_tick_counter, 8, 2) == GB(tile, 0, 2)) {
586  /* Make a bitmask with up to 32 bits set, one for each potential pax */
587  int genmax = (hs->population + 7) / 8;
588  uint32 genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
589  /* Mask random value by potential pax and count number of actual pax */
590  uint amt = CountBits(r & genmask);
591  /* Adjust and apply */
592  if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
593  t->supplied[CT_PASSENGERS].new_max += amt;
594  t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
595 
596  /* Do the same for mail, with a fresh random */
597  r = Random();
598  genmax = (hs->mail_generation + 7) / 8;
599  genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
600  amt = CountBits(r & genmask);
601  if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
602  t->supplied[CT_MAIL].new_max += amt;
603  t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
604  }
605  break;
606 
607  default:
608  NOT_REACHED();
609  }
610  }
611 
612  Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
613 
614  if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
616  CanDeleteHouse(tile) &&
617  GetHouseAge(tile) >= hs->minimum_life &&
618  --t->time_until_rebuild == 0) {
619  t->time_until_rebuild = GB(r, 16, 8) + 192;
620 
621  ClearTownHouse(t, tile);
622 
623  /* Rebuild with another house? */
624  if (GB(r, 24, 8) < 12 || !BuildTownHouse(t, tile))
625  {
626  /* House wasn't replaced, so remove it */
628  }
629  }
630 
631  cur_company.Restore();
632 }
633 
634 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
635 {
636  if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
637  if (!CanDeleteHouse(tile)) return CMD_ERROR;
638 
639  const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
640 
642  cost.AddCost(hs->GetRemovalCost());
643 
644  int rating = hs->remove_rating_decrease;
645  Town *t = Town::GetByTile(tile);
646 
648  if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
649  SetDParam(0, t->index);
650  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
651  }
652  }
653 
654  ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
655  if (flags & DC_EXEC) {
656  ClearTownHouse(t, tile);
658  }
659 
660  return cost;
661 }
662 
663 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
664 {
665  HouseID house_id = GetHouseType(tile);
666  const HouseSpec *hs = HouseSpec::Get(house_id);
667  Town *t = Town::GetByTile(tile);
668 
670  for (uint i = 0; i < 256; i++) {
671  uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
672 
673  if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
674 
675  CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
676 
677  if (cargo == CT_INVALID) continue;
678  produced[cargo]++;
679  }
680  } else {
681  if (hs->population > 0) {
682  produced[CT_PASSENGERS]++;
683  }
684  if (hs->mail_generation > 0) {
685  produced[CT_MAIL]++;
686  }
687  }
688 }
689 
690 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, CargoTypes *always_accepted)
691 {
692  if (cargo == CT_INVALID || amount == 0) return;
693  acceptance[cargo] += amount;
694  SetBit(*always_accepted, cargo);
695 }
696 
697 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes *always_accepted)
698 {
699  const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
700  CargoID accepts[lengthof(hs->accepts_cargo)];
701 
702  /* Set the initial accepted cargo types */
703  for (uint8 i = 0; i < lengthof(accepts); i++) {
704  accepts[i] = hs->accepts_cargo[i];
705  }
706 
707  /* Check for custom accepted cargo types */
709  uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
710  if (callback != CALLBACK_FAILED) {
711  /* Replace accepted cargo types with translated values from callback */
712  accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
713  accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
714  accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
715  }
716  }
717 
718  /* Check for custom cargo acceptance */
720  uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
721  if (callback != CALLBACK_FAILED) {
722  AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
723  AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
724  if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
725  /* The 'S' bit indicates food instead of goods */
726  AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
727  } else {
728  AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
729  }
730  return;
731  }
732  }
733 
734  /* No custom acceptance, so fill in with the default values */
735  for (uint8 i = 0; i < lengthof(accepts); i++) {
736  AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
737  }
738 }
739 
740 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
741 {
742  const HouseID house = GetHouseType(tile);
743  const HouseSpec *hs = HouseSpec::Get(house);
744  bool house_completed = IsHouseCompleted(tile);
745 
746  td->str = hs->building_name;
747 
748  uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
749  if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
750  if (callback_res > 0x400) {
752  } else {
753  StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
754  if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
755  td->str = new_name;
756  }
757  }
758  }
759 
760  if (!house_completed) {
761  SetDParamX(td->dparam, 0, td->str);
762  td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
763  }
764 
765  if (hs->grf_prop.grffile != nullptr) {
766  const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
767  td->grf = gc->GetName();
768  }
769 
770  td->owner[0] = OWNER_TOWN;
771 }
772 
773 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
774 {
775  /* not used */
776  return 0;
777 }
778 
779 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
780 {
781  /* not used */
782 }
783 
788 {
789  t->cargo_accepted_total = 0;
790 
791  const TileArea &area = t->cargo_accepted.GetArea();
792  TILE_AREA_LOOP(tile, area) {
793  if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
794  t->cargo_accepted_total |= t->cargo_accepted[tile];
795  }
796  }
797 }
798 
805 static void UpdateTownCargoes(Town *t, TileIndex start, bool update_total = true)
806 {
807  CargoArray accepted, produced;
808  CargoTypes dummy = 0;
809 
810  /* Gather acceptance for all houses in an area around the start tile.
811  * The area is composed of the square the tile is in, extended one square in all
812  * directions as the coverage area of a single station is bigger than just one square. */
814  TILE_AREA_LOOP(tile, area) {
815  if (!IsTileType(tile, MP_HOUSE) || GetTownIndex(tile) != t->index) continue;
816 
817  AddAcceptedCargo_Town(tile, accepted, &dummy);
818  AddProducedCargo_Town(tile, produced);
819  }
820 
821  /* Create bitmap of produced and accepted cargoes. */
822  CargoTypes acc = 0;
823  for (uint cid = 0; cid < NUM_CARGO; cid++) {
824  if (accepted[cid] >= 8) SetBit(acc, cid);
825  if (produced[cid] > 0) SetBit(t->cargo_produced, cid);
826  }
827  t->cargo_accepted[start] = acc;
828 
829  if (update_total) UpdateTownCargoTotal(t);
830 }
831 
836 {
837  t->cargo_produced = 0;
838 
839  const TileArea &area = t->cargo_accepted.GetArea();
840  if (area.tile == INVALID_TILE) return;
841 
842  /* Update acceptance for each grid square. */
843  TILE_AREA_LOOP(tile, area) {
844  if (TileX(tile) % AcceptanceMatrix::GRID == 0 && TileY(tile) % AcceptanceMatrix::GRID == 0) {
845  UpdateTownCargoes(t, tile, false);
846  }
847  }
848 
849  /* Update the total acceptance. */
851 }
852 
855 {
857 
858  for (const Town *town : Town::Iterate()) {
859  _town_cargoes_accepted |= town->cargo_accepted_total;
860  }
861 }
862 
863 static bool GrowTown(Town *t);
864 
865 static void TownTickHandler(Town *t)
866 {
867  if (HasBit(t->flags, TOWN_IS_GROWING)) {
868  int i = (int)t->grow_counter - 1;
869  if (i < 0) {
870  if (GrowTown(t)) {
871  i = t->growth_rate;
872  } else {
873  /* If growth failed wait a bit before retrying */
874  i = min(t->growth_rate, TOWN_GROWTH_TICKS - 1);
875  }
876  }
877  t->grow_counter = i;
878  }
879 }
880 
881 void OnTick_Town()
882 {
883  if (_game_mode == GM_EDITOR) return;
884 
885  for (Town *t : Town::Iterate()) {
886  TownTickHandler(t);
887  }
888 }
889 
899 {
900  if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
901 
902  return GetAnyRoadBits(tile, RTT_ROAD, true);
903 }
904 
905 RoadType GetTownRoadType(const Town *t)
906 {
907  RoadType best_rt = ROADTYPE_ROAD;
908  const RoadTypeInfo *best = nullptr;
909  const uint16 assume_max_speed = 50;
910 
911  for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
912  if (RoadTypeIsTram(rt)) continue;
913 
914  const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
915 
916  /* Unused road type. */
917  if (rti->label == 0) continue;
918 
919  /* Can town build this road. */
920  if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue;
921 
922  /* Not yet introduced at this date. */
923  if (IsInsideMM(rti->introduction_date, 0, MAX_DAY) && rti->introduction_date > _date) continue;
924 
925  if (best != nullptr) {
926  if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
927  }
928 
929  best_rt = rt;
930  best = rti;
931  }
932 
933  return best_rt;
934 }
935 
946 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
947 {
948  if (!IsValidTile(tile)) return false;
949 
950  /* Lookup table for the used diff values */
951  const TileIndexDiff tid_lt[3] = {
955  };
956 
957  dist_multi = (dist_multi + 1) * 4;
958  for (uint pos = 4; pos < dist_multi; pos++) {
959  /* Go (pos / 4) tiles to the left or the right */
960  TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
961 
962  /* Use the current tile as origin, or go one tile backwards */
963  if (pos & 2) cur += tid_lt[2];
964 
965  /* Test for roadbit parallel to dir and facing towards the middle axis */
966  if (IsValidTile(tile + cur) &&
967  GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
968  }
969  return false;
970 }
971 
980 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
981 {
982  if (DistanceFromEdge(tile) == 0) return false;
983 
984  /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
985  if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
986 
987  /* Check if there already is a road at this point? */
988  if (GetTownRoadBits(tile) == ROAD_NONE) {
989  /* No, try if we are able to build a road piece there.
990  * If that fails clear the land, and if that fails exit.
991  * This is to make sure that we can build a road here later. */
992  RoadType rt = GetTownRoadType(t);
993  if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X) | (rt << 4), 0, DC_AUTO, CMD_BUILD_ROAD).Failed() &&
994  DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR).Failed()) {
995  return false;
996  }
997  }
998 
1000  bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
1001  if (cur_slope == SLOPE_FLAT) return ret;
1002 
1003  /* If the tile is not a slope in the right direction, then
1004  * maybe terraform some. */
1005  Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
1006  if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
1007  if (Chance16(1, 8)) {
1008  CommandCost res = CMD_ERROR;
1009  if (!_generating_world && Chance16(1, 10)) {
1010  /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
1011  res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
1013  }
1014  if (res.Failed() && Chance16(1, 3)) {
1015  /* We can consider building on the slope, though. */
1016  return ret;
1017  }
1018  }
1019  return false;
1020  }
1021  return ret;
1022 }
1023 
1024 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
1025 {
1026  assert(tile < MapSize());
1027 
1028  CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
1029  if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
1030  DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
1031  return true;
1032 }
1033 
1034 static void LevelTownLand(TileIndex tile)
1035 {
1036  assert(tile < MapSize());
1037 
1038  /* Don't terraform if land is plain or if there's a house there. */
1039  if (IsTileType(tile, MP_HOUSE)) return;
1040  Slope tileh = GetTileSlope(tile);
1041  if (tileh == SLOPE_FLAT) return;
1042 
1043  /* First try up, then down */
1044  if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
1045  TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
1046  }
1047 }
1048 
1059 {
1060  /* align the grid to the downtown */
1061  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1062  RoadBits rcmd = ROAD_NONE;
1063 
1064  switch (t->layout) {
1065  default: NOT_REACHED();
1066 
1067  case TL_2X2_GRID:
1068  if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
1069  if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
1070  break;
1071 
1072  case TL_3X3_GRID:
1073  if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
1074  if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
1075  break;
1076  }
1077 
1078  /* Optimise only X-junctions */
1079  if (rcmd != ROAD_ALL) return rcmd;
1080 
1081  RoadBits rb_template;
1082 
1083  switch (GetTileSlope(tile)) {
1084  default: rb_template = ROAD_ALL; break;
1085  case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
1086  case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
1087  case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
1088  case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
1089  case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
1090  case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
1091  case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
1092  case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
1093  case SLOPE_STEEP_W:
1094  case SLOPE_STEEP_S:
1095  case SLOPE_STEEP_E:
1096  case SLOPE_STEEP_N:
1097  rb_template = ROAD_NONE;
1098  break;
1099  }
1100 
1101  /* Stop if the template is compatible to the growth dir */
1102  if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
1103  /* If not generate a straight road in the direction of the growth */
1105 }
1106 
1118 {
1119  /* We can't look further than that. */
1120  if (DistanceFromEdge(tile) == 0) return false;
1121 
1122  uint counter = 0; // counts the house neighbor tiles
1123 
1124  /* Check the tiles E,N,W and S of the current tile for houses */
1125  for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1126  /* Count both void and house tiles for checking whether there
1127  * are enough houses in the area. This to make it likely that
1128  * houses get build up to the edge of the map. */
1129  switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1130  case MP_HOUSE:
1131  case MP_VOID:
1132  counter++;
1133  break;
1134 
1135  default:
1136  break;
1137  }
1138 
1139  /* If there are enough neighbors stop here */
1140  if (counter >= 3) {
1141  if (BuildTownHouse(t, tile)) {
1142  _grow_town_result = GROWTH_SUCCEED;
1143  return true;
1144  }
1145  return false;
1146  }
1147  }
1148  return false;
1149 }
1150 
1159 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1160 {
1161  RoadType rt = GetTownRoadType(t);
1162  if (DoCommand(tile, rcmd | (rt << 4), t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
1163  _grow_town_result = GROWTH_SUCCEED;
1164  return true;
1165  }
1166  return false;
1167 }
1168 
1179 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1180 {
1181  assert(bridge_dir < DIAGDIR_END);
1182 
1183  const Slope slope = GetTileSlope(tile);
1184 
1185  /* Make sure the direction is compatible with the slope.
1186  * Well we check if the slope has an up bit set in the
1187  * reverse direction. */
1188  if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1189 
1190  /* Assure that the bridge is connectable to the start side */
1191  if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1192 
1193  /* We are in the right direction */
1194  uint8 bridge_length = 0; // This value stores the length of the possible bridge
1195  TileIndex bridge_tile = tile; // Used to store the other waterside
1196 
1197  const int delta = TileOffsByDiagDir(bridge_dir);
1198 
1199  if (slope == SLOPE_FLAT) {
1200  /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1201  do {
1202  if (bridge_length++ >= 4) {
1203  /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1204  return false;
1205  }
1206  bridge_tile += delta;
1207  } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1208  } else {
1209  do {
1210  if (bridge_length++ >= 11) {
1211  /* Max 11 tile long bridges */
1212  return false;
1213  }
1214  bridge_tile += delta;
1215  } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1216  }
1217 
1218  /* no water tiles in between? */
1219  if (bridge_length == 1) return false;
1220 
1221  for (uint8 times = 0; times <= 22; times++) {
1222  byte bridge_type = RandomRange(MAX_BRIDGES - 1);
1223 
1224  /* Can we actually build the bridge? */
1225  RoadType rt = GetTownRoadType(t);
1226  if (DoCommand(tile, bridge_tile, bridge_type | rt << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
1227  DoCommand(tile, bridge_tile, bridge_type | rt << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
1228  _grow_town_result = GROWTH_SUCCEED;
1229  return true;
1230  }
1231  }
1232  /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1233  return false;
1234 }
1235 
1236 
1243 static inline bool RoadTypesAllowHouseHere(TileIndex t)
1244 {
1245  static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1246  bool allow = false;
1247 
1248  for (const TileIndexDiffC *ptr = tiles; ptr != endof(tiles); ++ptr) {
1249  TileIndex cur_tile = t + ToTileIndexDiff(*ptr);
1250  if (!IsValidTile(cur_tile)) continue;
1251 
1252  if (!(IsTileType(cur_tile, MP_ROAD) || IsTileType(cur_tile, MP_STATION))) continue;
1253  allow = true;
1254 
1255  RoadType road_rt = GetRoadTypeRoad(cur_tile);
1256  RoadType tram_rt = GetRoadTypeTram(cur_tile);
1257  if (road_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(road_rt)->flags, ROTF_NO_HOUSES)) return true;
1258  if (tram_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(tram_rt)->flags, ROTF_NO_HOUSES)) return true;
1259  }
1260 
1261  /* If no road was found surrounding the tile we can allow building the house since there is
1262  * nothing which forbids it, if a road was found but the execution reached this point, then
1263  * all the found roads don't allow houses to be built */
1264  return !allow;
1265 }
1266 
1284 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1285 {
1286  RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1287  TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1288 
1289  assert(tile < MapSize());
1290 
1291  if (cur_rb == ROAD_NONE) {
1292  /* Tile has no road. First reset the status counter
1293  * to say that this is the last iteration. */
1294  _grow_town_result = GROWTH_SEARCH_STOPPED;
1295 
1298 
1299  /* Remove hills etc */
1300  if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1301 
1302  /* Is a road allowed here? */
1303  switch (t1->layout) {
1304  default: NOT_REACHED();
1305 
1306  case TL_3X3_GRID:
1307  case TL_2X2_GRID:
1308  rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1309  if (rcmd == ROAD_NONE) return;
1310  break;
1311 
1312  case TL_BETTER_ROADS:
1313  case TL_ORIGINAL:
1314  if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
1315 
1316  DiagDirection source_dir = ReverseDiagDir(target_dir);
1317 
1318  if (Chance16(1, 4)) {
1319  /* Randomize a new target dir */
1320  do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1321  }
1322 
1323  if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1324  /* A road is not allowed to continue the randomized road,
1325  * return if the road we're trying to build is curved. */
1326  if (target_dir != ReverseDiagDir(source_dir)) return;
1327 
1328  /* Return if neither side of the new road is a house */
1331  return;
1332  }
1333 
1334  /* That means that the road is only allowed if there is a house
1335  * at any side of the new road. */
1336  }
1337 
1338  rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1339  break;
1340  }
1341 
1342  } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1343  /* Continue building on a partial road.
1344  * Should be always OK, so we only generate
1345  * the fitting RoadBits */
1346  _grow_town_result = GROWTH_SEARCH_STOPPED;
1347 
1349 
1350  switch (t1->layout) {
1351  default: NOT_REACHED();
1352 
1353  case TL_3X3_GRID:
1354  case TL_2X2_GRID:
1355  rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1356  break;
1357 
1358  case TL_BETTER_ROADS:
1359  case TL_ORIGINAL:
1360  rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1361  break;
1362  }
1363  } else {
1364  bool allow_house = true; // Value which decides if we want to construct a house
1365 
1366  /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1367  * it is the starting tile. Half the time, we stay on this side then.*/
1368  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1369  if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1370  *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1371  }
1372  return;
1373  }
1374 
1375  /* Possibly extend the road in a direction.
1376  * Randomize a direction and if it has a road, bail out. */
1377  target_dir = RandomDiagDir();
1378  RoadBits target_rb = DiagDirToRoadBits(target_dir);
1379  TileIndex house_tile; // position of a possible house
1380 
1381  if (cur_rb & target_rb) {
1382  /* If it's a road turn possibly build a house in a corner.
1383  * Use intersection with straight road as an indicator
1384  * that we randomed corner house position.
1385  * A turn (and we check for that later) always has only
1386  * one common bit with a straight road so it has the same
1387  * chance to be chosen as the house on the side of a road.
1388  */
1389  if ((cur_rb & ROAD_X) != target_rb) return;
1390 
1391  /* Check whether it is a turn and if so determine
1392  * position of the corner tile */
1393  switch (cur_rb) {
1394  case ROAD_N:
1395  house_tile = TileAddByDir(tile, DIR_S);
1396  break;
1397  case ROAD_S:
1398  house_tile = TileAddByDir(tile, DIR_N);
1399  break;
1400  case ROAD_E:
1401  house_tile = TileAddByDir(tile, DIR_W);
1402  break;
1403  case ROAD_W:
1404  house_tile = TileAddByDir(tile, DIR_E);
1405  break;
1406  default:
1407  return; // not a turn
1408  }
1409  target_dir = DIAGDIR_END;
1410  } else {
1411  house_tile = TileAddByDiagDir(tile, target_dir);
1412  }
1413 
1414  /* Don't walk into water. */
1415  if (HasTileWaterGround(house_tile)) return;
1416 
1417  if (!IsValidTile(house_tile)) return;
1418 
1420  switch (t1->layout) {
1421  default: NOT_REACHED();
1422 
1423  case TL_3X3_GRID: // Use 2x2 grid afterwards!
1424  GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1425  FALLTHROUGH;
1426 
1427  case TL_2X2_GRID:
1428  rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1429  allow_house = (rcmd & target_rb) == ROAD_NONE;
1430  break;
1431 
1432  case TL_BETTER_ROADS: // Use original afterwards!
1433  GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1434  FALLTHROUGH;
1435 
1436  case TL_ORIGINAL:
1437  /* Allow a house at the edge. 60% chance or
1438  * always ok if no road allowed. */
1439  rcmd = target_rb;
1440  allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1441  break;
1442  }
1443  }
1444 
1445  allow_house &= RoadTypesAllowHouseHere(house_tile);
1446 
1447  if (allow_house) {
1448  /* Build a house, but not if there already is a house there. */
1449  if (!IsTileType(house_tile, MP_HOUSE)) {
1450  /* Level the land if possible */
1451  if (Chance16(1, 6)) LevelTownLand(house_tile);
1452 
1453  /* And build a house.
1454  * Set result to -1 if we managed to build it. */
1455  if (BuildTownHouse(t1, house_tile)) {
1456  _grow_town_result = GROWTH_SUCCEED;
1457  }
1458  }
1459  return;
1460  }
1461 
1462  _grow_town_result = GROWTH_SEARCH_STOPPED;
1463  }
1464 
1465  /* Return if a water tile */
1466  if (HasTileWaterGround(tile)) return;
1467 
1468  /* Make the roads look nicer */
1469  rcmd = CleanUpRoadBits(tile, rcmd);
1470  if (rcmd == ROAD_NONE) return;
1471 
1472  /* Only use the target direction for bridges to ensure they're connected.
1473  * The target_dir is as computed previously according to town layout, so
1474  * it will match it perfectly. */
1475  if (GrowTownWithBridge(t1, tile, target_dir)) return;
1476 
1477  GrowTownWithRoad(t1, tile, rcmd);
1478 }
1479 
1487 static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
1488 {
1489  TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1490  if (!IsValidTile(target_tile)) return false;
1491  if (HasTileWaterGround(target_tile)) return false;
1492 
1493  RoadBits target_rb = GetTownRoadBits(target_tile);
1495  /* Check whether a road connection exists or can be build. */
1496  switch (GetTileType(target_tile)) {
1497  case MP_ROAD:
1498  return target_rb != ROAD_NONE;
1499 
1500  case MP_STATION:
1501  return IsDriveThroughStopTile(target_tile);
1502 
1503  case MP_TUNNELBRIDGE:
1504  return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1505 
1506  case MP_HOUSE:
1507  case MP_INDUSTRY:
1508  case MP_OBJECT:
1509  return false;
1510 
1511  default:
1512  /* Checked for void and water earlier */
1513  return true;
1514  }
1515  } else {
1516  /* Check whether a road connection already exists,
1517  * and it leads somewhere else. */
1518  RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
1519  return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1520  }
1521 }
1522 
1529 static bool GrowTownAtRoad(Town *t, TileIndex tile)
1530 {
1531  /* Special case.
1532  * @see GrowTownInTile Check the else if
1533  */
1534  DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1535 
1536  assert(tile < MapSize());
1537 
1538  /* Number of times to search.
1539  * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1540  * them a little handicap. */
1541  switch (t->layout) {
1542  case TL_BETTER_ROADS:
1543  _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
1544  break;
1545 
1546  case TL_3X3_GRID:
1547  case TL_2X2_GRID:
1548  _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
1549  break;
1550 
1551  default:
1552  _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
1553  break;
1554  }
1555 
1556  do {
1557  RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1558 
1559  /* Try to grow the town from this point */
1560  GrowTownInTile(&tile, cur_rb, target_dir, t);
1561  if (_grow_town_result == GROWTH_SUCCEED) return true;
1562 
1563  /* Exclude the source position from the bitmask
1564  * and return if no more road blocks available */
1565  if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1566  if (cur_rb == ROAD_NONE) return false;
1567 
1568  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1569  /* Only build in the direction away from the tunnel or bridge. */
1570  target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1571  } else {
1572  /* Select a random bit from the blockmask, walk a step
1573  * and continue the search from there. */
1574  do {
1575  if (cur_rb == ROAD_NONE) return false;
1576  RoadBits target_bits;
1577  do {
1578  target_dir = RandomDiagDir();
1579  target_bits = DiagDirToRoadBits(target_dir);
1580  } while (!(cur_rb & target_bits));
1581  cur_rb &= ~target_bits;
1582  } while (!CanFollowRoad(tile, target_dir));
1583  }
1584  tile = TileAddByDiagDir(tile, target_dir);
1585 
1586  if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
1587  /* Don't allow building over roads of other cities */
1588  if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1589  return false;
1590  } else if (IsRoadOwner(tile, RTT_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1591  /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1592  * owner :) (happy happy happy road now) */
1593  SetRoadOwner(tile, RTT_ROAD, OWNER_TOWN);
1594  SetTownIndex(tile, t->index);
1595  }
1596  }
1597 
1598  /* Max number of times is checked. */
1599  } while (--_grow_town_result >= 0);
1600 
1601  return false;
1602 }
1603 
1612 {
1613  uint32 r = Random();
1614  uint a = GB(r, 0, 2);
1615  uint b = GB(r, 8, 2);
1616  if (a == b) b ^= 2;
1617  return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1618 }
1619 
1625 static bool GrowTown(Town *t)
1626 {
1627  static const TileIndexDiffC _town_coord_mod[] = {
1628  {-1, 0},
1629  { 1, 1},
1630  { 1, -1},
1631  {-1, -1},
1632  {-1, 0},
1633  { 0, 2},
1634  { 2, 0},
1635  { 0, -2},
1636  {-1, -1},
1637  {-2, 2},
1638  { 2, 2},
1639  { 2, -2},
1640  { 0, 0}
1641  };
1642 
1643  /* Current "company" is a town */
1644  Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1645 
1646  TileIndex tile = t->xy; // The tile we are working with ATM
1647 
1648  /* Find a road that we can base the construction on. */
1649  const TileIndexDiffC *ptr;
1650  for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1651  if (GetTownRoadBits(tile) != ROAD_NONE) {
1652  bool success = GrowTownAtRoad(t, tile);
1653  cur_company.Restore();
1654  return success;
1655  }
1656  tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1657  }
1658 
1659  /* No road available, try to build a random road block by
1660  * clearing some land and then building a road there. */
1662  tile = t->xy;
1663  for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1664  /* Only work with plain land that not already has a house */
1665  if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1666  if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
1667  RoadType rt = GetTownRoadType(t);
1668  DoCommand(tile, GenRandomRoadBits() | (rt << 4), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
1669  cur_company.Restore();
1670  return true;
1671  }
1672  }
1673  tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1674  }
1675  }
1676 
1677  cur_company.Restore();
1678  return false;
1679 }
1680 
1681 void UpdateTownRadius(Town *t)
1682 {
1683  static const uint32 _town_squared_town_zone_radius_data[23][5] = {
1684  { 4, 0, 0, 0, 0}, // 0
1685  { 16, 0, 0, 0, 0},
1686  { 25, 0, 0, 0, 0},
1687  { 36, 0, 0, 0, 0},
1688  { 49, 0, 4, 0, 0},
1689  { 64, 0, 4, 0, 0}, // 20
1690  { 64, 0, 9, 0, 1},
1691  { 64, 0, 9, 0, 4},
1692  { 64, 0, 16, 0, 4},
1693  { 81, 0, 16, 0, 4},
1694  { 81, 0, 16, 0, 4}, // 40
1695  { 81, 0, 25, 0, 9},
1696  { 81, 36, 25, 0, 9},
1697  { 81, 36, 25, 16, 9},
1698  { 81, 49, 0, 25, 9},
1699  { 81, 64, 0, 25, 9}, // 60
1700  { 81, 64, 0, 36, 9},
1701  { 81, 64, 0, 36, 16},
1702  {100, 81, 0, 49, 16},
1703  {100, 81, 0, 49, 25},
1704  {121, 81, 0, 49, 25}, // 80
1705  {121, 81, 0, 49, 25},
1706  {121, 81, 0, 49, 36}, // 88
1707  };
1708 
1709  if (t->cache.num_houses < 92) {
1710  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));
1711  } else {
1712  int mass = t->cache.num_houses / 8;
1713  /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1714  * The offsets are to make sure the radii do not decrease in size when going from the table
1715  * to the calculated value.*/
1716  t->cache.squared_town_zone_radius[0] = mass * 15 - 40;
1717  t->cache.squared_town_zone_radius[1] = mass * 9 - 15;
1718  t->cache.squared_town_zone_radius[2] = 0;
1719  t->cache.squared_town_zone_radius[3] = mass * 5 - 5;
1720  t->cache.squared_town_zone_radius[4] = mass * 3 + 5;
1721  }
1722 }
1723 
1724 void UpdateTownMaxPass(Town *t)
1725 {
1726  t->supplied[CT_PASSENGERS].old_max = t->cache.population >> 3;
1727  t->supplied[CT_MAIL].old_max = t->cache.population >> 4;
1728 }
1729 
1730 static void UpdateTownGrowthRate(Town *t);
1731 static void UpdateTownGrowth(Town *t);
1732 
1744 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
1745 {
1746  t->xy = tile;
1747  t->cache.num_houses = 0;
1748  t->time_until_rebuild = 10;
1749  UpdateTownRadius(t);
1750  t->flags = 0;
1751  t->cache.population = 0;
1752  /* Spread growth across ticks so even if there are many
1753  * similar towns they're unlikely to grow all in one tick */
1755  t->growth_rate = TownTicksToGameTicks(250);
1756  t->show_zone = false;
1757 
1758  _town_kdtree.Insert(t->index);
1759 
1760  /* Set the default cargo requirement for town growth */
1762  case LT_ARCTIC:
1764  break;
1765 
1766  case LT_TROPIC:
1769  break;
1770  }
1771 
1772  t->fund_buildings_months = 0;
1773 
1774  for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
1775 
1776  t->have_ratings = 0;
1778  t->exclusive_counter = 0;
1779  t->statues = 0;
1780 
1781  extern int _nb_orig_names;
1783  /* Original town name */
1784  t->townnamegrfid = 0;
1785  t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
1786  } else {
1787  /* Newgrf town name */
1788  t->townnamegrfid = GetGRFTownNameId(_settings_game.game_creation.town_name - _nb_orig_names);
1789  t->townnametype = GetGRFTownNameType(_settings_game.game_creation.town_name - _nb_orig_names);
1790  }
1791  t->townnameparts = townnameparts;
1792 
1793  t->UpdateVirtCoord();
1794  InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
1795 
1796  t->InitializeLayout(layout);
1797 
1798  t->larger_town = city;
1799 
1800  int x = (int)size * 16 + 3;
1801  if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
1802  /* Don't create huge cities when founding town in-game */
1803  if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
1804 
1805  t->cache.num_houses += x;
1806  UpdateTownRadius(t);
1807 
1808  int i = x * 4;
1809  do {
1810  GrowTown(t);
1811  } while (--i);
1812 
1813  t->cache.num_houses -= x;
1814  UpdateTownRadius(t);
1816  UpdateTownMaxPass(t);
1818 }
1819 
1826 {
1827  /* Check if too close to the edge of map */
1828  if (DistanceFromEdge(tile) < 12) {
1829  return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
1830  }
1831 
1832  /* Check distance to all other towns. */
1833  if (IsCloseToTown(tile, 20)) {
1834  return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
1835  }
1836 
1837  /* Can only build on clear flat areas, possibly with trees. */
1838  if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
1839  return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1840  }
1841 
1842  return CommandCost(EXPENSES_OTHER);
1843 }
1844 
1850 static bool IsUniqueTownName(const char *name)
1851 {
1852  for (const Town *t : Town::Iterate()) {
1853  if (t->name != nullptr && strcmp(t->name, name) == 0) return false;
1854  }
1855 
1856  return true;
1857 }
1858 
1871 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1872 {
1873  TownSize size = Extract<TownSize, 0, 2>(p1);
1874  bool city = HasBit(p1, 2);
1875  TownLayout layout = Extract<TownLayout, 3, 3>(p1);
1877  bool random = HasBit(p1, 6);
1878  uint32 townnameparts = p2;
1879 
1880  if (size >= TSZ_END) return CMD_ERROR;
1881  if (layout >= NUM_TLS) return CMD_ERROR;
1882 
1883  /* Some things are allowed only in the scenario editor and for game scripts. */
1884  if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
1886  if (size == TSZ_LARGE) return CMD_ERROR;
1887  if (random) return CMD_ERROR;
1889  return CMD_ERROR;
1890  }
1891  } else if (_current_company == OWNER_DEITY && random) {
1892  /* Random parameter is not allowed for Game Scripts. */
1893  return CMD_ERROR;
1894  }
1895 
1896  if (StrEmpty(text)) {
1897  /* If supplied name is empty, townnameparts has to generate unique automatic name */
1898  if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
1899  } else {
1900  /* If name is not empty, it has to be unique custom name */
1902  if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
1903  }
1904 
1905  /* Allocate town struct */
1906  if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
1907 
1908  if (!random) {
1909  CommandCost ret = TownCanBePlacedHere(tile);
1910  if (ret.Failed()) return ret;
1911  }
1912 
1913  static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
1914  /* multidimensional arrays have to have defined length of non-first dimension */
1915  assert_compile(lengthof(price_mult[0]) == 4);
1916 
1917  CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
1918  byte mult = price_mult[city][size];
1919 
1920  cost.MultiplyCost(mult);
1921 
1922  /* Create the town */
1923  if (flags & DC_EXEC) {
1924  if (cost.GetCost() > GetAvailableMoneyForCommand()) {
1925  _additional_cash_required = cost.GetCost();
1926  return CommandCost(EXPENSES_OTHER);
1927  }
1928 
1929  Backup<bool> old_generating_world(_generating_world, true, FILE_LINE);
1931  Town *t;
1932  if (random) {
1933  t = CreateRandomTown(20, townnameparts, size, city, layout);
1934  if (t == nullptr) {
1935  cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
1936  } else {
1937  _new_town_id = t->index;
1938  }
1939  } else {
1940  t = new Town(tile);
1941  DoCreateTown(t, tile, townnameparts, size, city, layout, true);
1942  }
1944  old_generating_world.Restore();
1945 
1946  if (t != nullptr && !StrEmpty(text)) {
1947  t->name = stredup(text);
1948  t->UpdateVirtCoord();
1949  }
1950 
1951  if (_game_mode != GM_EDITOR) {
1952  /* 't' can't be nullptr since 'random' is false outside scenedit */
1953  assert(!random);
1954 
1955  if (_current_company == OWNER_DEITY) {
1956  SetDParam(0, t->index);
1957  AddTileNewsItem(STR_NEWS_NEW_TOWN_UNSPONSORED, NT_INDUSTRY_OPEN, tile);
1958  } else {
1959  char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
1961  GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
1962 
1963  char *cn = stredup(company_name);
1964  SetDParamStr(0, cn);
1965  SetDParam(1, t->index);
1966 
1967  AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, cn);
1968  }
1969  AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
1970  Game::NewEvent(new ScriptEventTownFounded(t->index));
1971  }
1972  }
1973  return cost;
1974 }
1975 
1986 {
1987  switch (layout) {
1988  case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
1989  case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
1990  default: return tile;
1991  }
1992 }
1993 
2003 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
2004 {
2005  switch (layout) {
2006  case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
2007  case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
2008  default: return true;
2009  }
2010 }
2011 
2015 struct SpotData {
2017  uint max_dist;
2019 };
2020 
2037 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
2038 {
2039  SpotData *sp = (SpotData*)user_data;
2040  uint dist = GetClosestWaterDistance(tile, true);
2041 
2042  if (IsTileType(tile, MP_CLEAR) &&
2043  IsTileFlat(tile) &&
2044  IsTileAlignedToGrid(tile, sp->layout) &&
2045  dist > sp->max_dist) {
2046  sp->tile = tile;
2047  sp->max_dist = dist;
2048  }
2049 
2050  return false;
2051 }
2052 
2059 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
2060 {
2061  return IsTileType(tile, MP_CLEAR);
2062 }
2063 
2077 {
2078  SpotData sp = { INVALID_TILE, 0, layout };
2079 
2080  TileIndex coast = tile;
2081  if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, nullptr)) {
2082  CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
2083  return sp.tile;
2084  }
2085 
2086  /* if we get here just give up */
2087  return INVALID_TILE;
2088 }
2089 
2090 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
2091 {
2092  assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
2093 
2094  if (!Town::CanAllocateItem()) return nullptr;
2095 
2096  do {
2097  /* Generate a tile index not too close from the edge */
2098  TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2099 
2100  /* if we tried to place the town on water, slide it over onto
2101  * the nearest likely-looking spot */
2102  if (IsTileType(tile, MP_WATER)) {
2103  tile = FindNearestGoodCoastalTownSpot(tile, layout);
2104  if (tile == INVALID_TILE) continue;
2105  }
2106 
2107  /* Make sure town can be placed here */
2108  if (TownCanBePlacedHere(tile).Failed()) continue;
2109 
2110  /* Allocate a town struct */
2111  Town *t = new Town(tile);
2112 
2113  DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2114 
2115  /* if the population is still 0 at the point, then the
2116  * placement is so bad it couldn't grow at all */
2117  if (t->cache.population > 0) return t;
2118 
2119  Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
2121  cur_company.Restore();
2122  assert(rc.Succeeded());
2123 
2124  /* We already know that we can allocate a single town when
2125  * entering this function. However, we create and delete
2126  * a town which "resets" the allocation checks. As such we
2127  * need to check again when assertions are enabled. */
2128  assert(Town::CanAllocateItem());
2129  } while (--attempts != 0);
2130 
2131  return nullptr;
2132 }
2133 
2134 static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2135 
2144 {
2145  uint current_number = 0;
2146  uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
2147  uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
2148  total = min(TownPool::MAX_SIZE, total);
2149  uint32 townnameparts;
2150  TownNames town_names;
2151 
2153 
2154  /* First attempt will be made at creating the suggested number of towns.
2155  * Note that this is really a suggested value, not a required one.
2156  * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2157  do {
2160  /* Get a unique name for the town. */
2161  if (!GenerateTownName(&townnameparts, &town_names)) continue;
2162  /* try 20 times to create a random-sized town for the first loop. */
2163  if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2164  } while (--total);
2165 
2166  town_names.clear();
2167 
2168  /* Build the town k-d tree again to make sure it's well balanced */
2169  RebuildTownKdtree();
2170 
2171  if (current_number != 0) return true;
2172 
2173  /* If current_number is still zero at this point, it means that not a single town has been created.
2174  * So give it a last try, but now more aggressive */
2175  if (GenerateTownName(&townnameparts) &&
2176  CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2177  return true;
2178  }
2179 
2180  /* If there are no towns at all and we are generating new game, bail out */
2181  if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
2182  ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
2183  }
2184 
2185  return false; // we are still without a town? we failed, simply
2186 }
2187 
2188 
2195 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
2196 {
2197  uint dist = DistanceSquare(tile, t->xy);
2198 
2199  if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
2200 
2201  HouseZonesBits smallest = HZB_TOWN_EDGE;
2202  for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
2203  if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
2204  }
2205 
2206  return smallest;
2207 }
2208 
2219 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
2220 {
2222 
2223  assert(cc.Succeeded());
2224 
2225  IncreaseBuildingCount(t, type);
2226  MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
2227  if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
2228 
2229  MarkTileDirtyByTile(tile);
2230 }
2231 
2232 
2243 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
2244 {
2245  BuildingFlags size = HouseSpec::Get(type)->building_flags;
2246 
2247  ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
2248  if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
2249  if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
2250  if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
2251 
2252  if (!_generating_world) FindStationsAroundTiles(TileArea(t, (size & BUILDING_2_TILES_X) ? 2 : 1, (size & BUILDING_2_TILES_Y) ? 2 : 1), &town->stations_near, false);
2253 }
2254 
2255 
2263 static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2264 {
2265  /* cannot build on these slopes... */
2266  Slope slope = GetTileSlope(tile);
2267  if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2268 
2269  /* at least one RoadTypes allow building the house here? */
2270  if (!RoadTypesAllowHouseHere(tile)) return false;
2271 
2272  /* building under a bridge? */
2273  if (IsBridgeAbove(tile)) return false;
2274 
2275  /* can we clear the land? */
2276  return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
2277 }
2278 
2279 
2288 static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2289 {
2290  if (!CanBuildHouseHere(tile, noslope)) return false;
2291 
2292  /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2293  if (GetTileMaxZ(tile) != z) return false;
2294 
2295  return true;
2296 }
2297 
2298 
2307 static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2308 {
2309  /* we need to check this tile too because we can be at different tile now */
2310  if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2311 
2312  for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2313  tile += TileOffsByDiagDir(d);
2314  if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2315  }
2316 
2317  return true;
2318 }
2319 
2320 
2328 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2329 {
2330  /* Allow towns everywhere when we don't build roads */
2332 
2333  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2334 
2335  switch (t->layout) {
2336  case TL_2X2_GRID:
2337  if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2338  break;
2339 
2340  case TL_3X3_GRID:
2341  if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2342  break;
2343 
2344  default:
2345  break;
2346  }
2347 
2348  return true;
2349 }
2350 
2351 
2359 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2360 {
2361  /* Allow towns everywhere when we don't build roads */
2363 
2364  /* Compute relative position of tile. (Positive offsets are towards north) */
2365  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2366 
2367  switch (t->layout) {
2368  case TL_2X2_GRID:
2369  grid_pos.x %= 3;
2370  grid_pos.y %= 3;
2371  if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2372  (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2373  break;
2374 
2375  case TL_3X3_GRID:
2376  if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2377  break;
2378 
2379  default:
2380  break;
2381  }
2382 
2383  return true;
2384 }
2385 
2386 
2396 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2397 {
2398  /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2399 
2400  TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2401  if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2402 
2403  tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2404  if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2405  *tile = tile2;
2406  return true;
2407  }
2408 
2409  return false;
2410 }
2411 
2412 
2421 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2422 {
2423  TileIndex tile2 = *tile;
2424 
2425  for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2426  if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
2427  *tile = tile2;
2428  return true;
2429  }
2430  if (d == DIAGDIR_END) break;
2431  tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2432  }
2433 
2434  return false;
2435 }
2436 
2437 
2444 static bool BuildTownHouse(Town *t, TileIndex tile)
2445 {
2446  /* forbidden building here by town layout */
2447  if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2448 
2449  /* no house allowed at all, bail out */
2450  if (!CanBuildHouseHere(tile, false)) return false;
2451 
2452  Slope slope = GetTileSlope(tile);
2453  int maxz = GetTileMaxZ(tile);
2454 
2455  /* Get the town zone type of the current tile, as well as the climate.
2456  * This will allow to easily compare with the specs of the new house to build */
2457  HouseZonesBits rad = GetTownRadiusGroup(t, tile);
2458 
2459  /* Above snow? */
2461  if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
2462 
2463  uint bitmask = (1 << rad) + (1 << (land + 12));
2464 
2465  /* bits 0-4 are used
2466  * bits 11-15 are used
2467  * bits 5-10 are not used. */
2468  HouseID houses[NUM_HOUSES];
2469  uint num = 0;
2470  uint probs[NUM_HOUSES];
2471  uint probability_max = 0;
2472 
2473  /* Generate a list of all possible houses that can be built. */
2474  for (uint i = 0; i < NUM_HOUSES; i++) {
2475  const HouseSpec *hs = HouseSpec::Get(i);
2476 
2477  /* Verify that the candidate house spec matches the current tile status */
2478  if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
2479 
2480  /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2481  if (hs->class_id != HOUSE_NO_CLASS) {
2482  /* id_count is always <= class_count, so it doesn't need to be checked */
2483  if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
2484  } else {
2485  /* If the house has no class, check id_count instead */
2486  if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
2487  }
2488 
2489  /* Without NewHouses, all houses have probability '1' */
2490  uint cur_prob = (_loaded_newgrf_features.has_newhouses ? hs->probability : 1);
2491  probability_max += cur_prob;
2492  probs[num] = cur_prob;
2493  houses[num++] = (HouseID)i;
2494  }
2495 
2496  TileIndex baseTile = tile;
2497 
2498  while (probability_max > 0) {
2499  /* Building a multitile building can change the location of tile.
2500  * The building would still be built partially on that tile, but
2501  * its northern tile would be elsewhere. However, if the callback
2502  * fails we would be basing further work from the changed tile.
2503  * So a next 1x1 tile building could be built on the wrong tile. */
2504  tile = baseTile;
2505 
2506  uint r = RandomRange(probability_max);
2507  uint i;
2508  for (i = 0; i < num; i++) {
2509  if (probs[i] > r) break;
2510  r -= probs[i];
2511  }
2512 
2513  HouseID house = houses[i];
2514  probability_max -= probs[i];
2515 
2516  /* remove tested house from the set */
2517  num--;
2518  houses[i] = houses[num];
2519  probs[i] = probs[num];
2520 
2521  const HouseSpec *hs = HouseSpec::Get(house);
2522 
2524  _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
2525  continue;
2526  }
2527 
2528  if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
2529 
2530  /* Special houses that there can be only one of. */
2531  uint oneof = 0;
2532 
2533  if (hs->building_flags & BUILDING_IS_CHURCH) {
2534  SetBit(oneof, TOWN_HAS_CHURCH);
2535  } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2536  SetBit(oneof, TOWN_HAS_STADIUM);
2537  }
2538 
2539  if (t->flags & oneof) continue;
2540 
2541  /* Make sure there is no slope? */
2542  bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2543  if (noslope && slope != SLOPE_FLAT) continue;
2544 
2545  if (hs->building_flags & TILE_SIZE_2x2) {
2546  if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2547  } else if (hs->building_flags & TILE_SIZE_2x1) {
2548  if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2549  } else if (hs->building_flags & TILE_SIZE_1x2) {
2550  if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2551  } else {
2552  /* 1x1 house checks are already done */
2553  }
2554 
2555  byte random_bits = Random();
2556 
2558  uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
2559  if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2560  }
2561 
2562  /* build the house */
2563  t->cache.num_houses++;
2564 
2565  /* Special houses that there can be only one of. */
2566  t->flags |= oneof;
2567 
2568  byte construction_counter = 0;
2569  byte construction_stage = 0;
2570 
2571  if (_generating_world || _game_mode == GM_EDITOR) {
2572  uint32 r = Random();
2573 
2574  construction_stage = TOWN_HOUSE_COMPLETED;
2575  if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
2576 
2577  if (construction_stage == TOWN_HOUSE_COMPLETED) {
2578  ChangePopulation(t, hs->population);
2579  } else {
2580  construction_counter = GB(r, 2, 2);
2581  }
2582  }
2583 
2584  MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
2585  UpdateTownRadius(t);
2587  UpdateTownCargoes(t, tile);
2588 
2589  return true;
2590  }
2591 
2592  return false;
2593 }
2594 
2601 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2602 {
2603  assert(IsTileType(tile, MP_HOUSE));
2604  DecreaseBuildingCount(t, house);
2605  DoClearSquare(tile);
2606  DeleteAnimatedTile(tile);
2607 
2608  DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
2609 }
2610 
2619 {
2620  if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2621  if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
2622  house--;
2623  return TileDiffXY(-1, 0);
2624  } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
2625  house--;
2626  return TileDiffXY(0, -1);
2627  } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
2628  house -= 2;
2629  return TileDiffXY(-1, 0);
2630  } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
2631  house -= 3;
2632  return TileDiffXY(-1, -1);
2633  }
2634  }
2635  return 0;
2636 }
2637 
2638 void ClearTownHouse(Town *t, TileIndex tile)
2639 {
2640  assert(IsTileType(tile, MP_HOUSE));
2641 
2642  HouseID house = GetHouseType(tile);
2643 
2644  /* need to align the tile to point to the upper left corner of the house */
2645  tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
2646 
2647  const HouseSpec *hs = HouseSpec::Get(house);
2648 
2649  /* Remove population from the town if the house is finished. */
2650  if (IsHouseCompleted(tile)) {
2651  ChangePopulation(t, -hs->population);
2652  }
2653 
2654  t->cache.num_houses--;
2655 
2656  /* Clear flags for houses that only may exist once/town. */
2657  if (hs->building_flags & BUILDING_IS_CHURCH) {
2659  } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2661  }
2662 
2663  /* Do the actual clearing of tiles */
2664  uint eflags = hs->building_flags;
2665  DoClearTownHouseHelper(tile, t, house);
2666  if (eflags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
2667  if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
2668  if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
2669 
2670  UpdateTownRadius(t);
2671 
2672  /* Update cargo acceptance. */
2673  UpdateTownCargoes(t, tile);
2674 }
2675 
2685 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2686 {
2687  Town *t = Town::GetIfValid(p1);
2688  if (t == nullptr) return CMD_ERROR;
2689 
2690  bool reset = StrEmpty(text);
2691 
2692  if (!reset) {
2694  if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
2695  }
2696 
2697  if (flags & DC_EXEC) {
2698  t->cached_name.clear();
2699  free(t->name);
2700  t->name = reset ? nullptr : stredup(text);
2701 
2702  t->UpdateVirtCoord();
2703  InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_RESORT);
2704  ClearAllStationCachedNames();
2705  ClearAllIndustryCachedNames();
2707  }
2708  return CommandCost();
2709 }
2710 
2717 {
2718  const CargoSpec *cs;
2719  FOR_ALL_CARGOSPECS(cs) {
2720  if (cs->town_effect == effect) return cs;
2721  }
2722  return nullptr;
2723 }
2724 
2736 CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2737 {
2738  if (_current_company != OWNER_DEITY) return CMD_ERROR;
2739 
2740  TownEffect te = (TownEffect)GB(p1, 16, 8);
2741  if (te < TE_BEGIN || te >= TE_END) return CMD_ERROR;
2742 
2743  uint16 index = GB(p1, 0, 16);
2744  Town *t = Town::GetIfValid(index);
2745  if (t == nullptr) return CMD_ERROR;
2746 
2747  /* Validate if there is a cargo which is the requested TownEffect */
2748  const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
2749  if (cargo == nullptr) return CMD_ERROR;
2750 
2751  if (flags & DC_EXEC) {
2752  t->goal[te] = p2;
2753  UpdateTownGrowth(t);
2755  }
2756 
2757  return CommandCost();
2758 }
2759 
2769 CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2770 {
2771  if (_current_company != OWNER_DEITY) return CMD_ERROR;
2772  Town *t = Town::GetIfValid(p1);
2773  if (t == nullptr) return CMD_ERROR;
2774 
2775  if (flags & DC_EXEC) {
2776  free(t->text);
2777  t->text = StrEmpty(text) ? nullptr : stredup(text);
2779  }
2780 
2781  return CommandCost();
2782 }
2783 
2793 CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2794 {
2795  if (_current_company != OWNER_DEITY) return CMD_ERROR;
2796  if (GB(p2, 16, 16) != 0) return CMD_ERROR;
2797 
2798  Town *t = Town::GetIfValid(p1);
2799  if (t == nullptr) return CMD_ERROR;
2800 
2801  if (flags & DC_EXEC) {
2802  if (p2 == 0) {
2803  /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
2805  } else {
2806  uint old_rate = t->growth_rate;
2807  if (t->grow_counter >= old_rate) {
2808  /* This also catches old_rate == 0 */
2809  t->grow_counter = p2;
2810  } else {
2811  /* Scale grow_counter, so half finished houses stay half finished */
2812  t->grow_counter = t->grow_counter * p2 / old_rate;
2813  }
2814  t->growth_rate = p2;
2816  }
2817  UpdateTownGrowth(t);
2819  }
2820 
2821  return CommandCost();
2822 }
2823 
2833 CommandCost CmdTownRating(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2834 {
2835  if (_current_company != OWNER_DEITY) return CMD_ERROR;
2836 
2837  TownID town_id = (TownID)GB(p1, 0, 16);
2838  Town *t = Town::GetIfValid(town_id);
2839  if (t == nullptr) return CMD_ERROR;
2840 
2841  CompanyID company_id = (CompanyID)GB(p1, 16, 8);
2842  if (!Company::IsValidID(company_id)) return CMD_ERROR;
2843 
2844  int16 new_rating = Clamp((int16)GB(p2, 0, 16), RATING_MINIMUM, RATING_MAXIMUM);
2845  if (flags & DC_EXEC) {
2846  t->ratings[company_id] = new_rating;
2848  }
2849 
2850  return CommandCost();
2851 }
2852 
2862 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2863 {
2864  if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
2865  Town *t = Town::GetIfValid(p1);
2866  if (t == nullptr) return CMD_ERROR;
2867 
2868  if (flags & DC_EXEC) {
2869  /* The more houses, the faster we grow */
2870  if (p2 == 0) {
2871  uint amount = RandomRange(ClampToU16(t->cache.num_houses / 10)) + 3;
2872  t->cache.num_houses += amount;
2873  UpdateTownRadius(t);
2874 
2875  uint n = amount * 10;
2876  do GrowTown(t); while (--n);
2877 
2878  t->cache.num_houses -= amount;
2879  } else {
2880  for (; p2 > 0; p2--) {
2881  /* Try several times to grow, as we are really suppose to grow */
2882  for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
2883  }
2884  }
2885  UpdateTownRadius(t);
2886 
2887  UpdateTownMaxPass(t);
2888  }
2889 
2890  return CommandCost();
2891 }
2892 
2902 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2903 {
2904  if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
2905  Town *t = Town::GetIfValid(p1);
2906  if (t == nullptr) return CMD_ERROR;
2907 
2908  /* Stations refer to towns. */
2909  for (const Station *st : Station::Iterate()) {
2910  if (st->town == t) {
2911  /* Non-oil rig stations are always a problem. */
2912  if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
2913  /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
2914  CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2915  if (ret.Failed()) return ret;
2916  }
2917  }
2918 
2919  /* Depots refer to towns. */
2920  for (const Depot *d : Depot::Iterate()) {
2921  if (d->town == t) return CMD_ERROR;
2922  }
2923 
2924  /* Check all tiles for town ownership. First check for bridge tiles, as
2925  * these do not directly have an owner so we need to check adjacent
2926  * tiles. This won't work correctly in the same loop if the adjacent
2927  * tile was already deleted earlier in the loop. */
2928  for (TileIndex tile = 0; tile < MapSize(); ++tile) {
2929  if (IsTileType(tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(tile, t)) {
2930  CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2931  if (ret.Failed()) return ret;
2932  }
2933  }
2934 
2935  /* Check all remaining tiles for town ownership. */
2936  for (TileIndex tile = 0; tile < MapSize(); ++tile) {
2937  bool try_clear = false;
2938  switch (GetTileType(tile)) {
2939  case MP_ROAD:
2940  try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
2941  break;
2942 
2943  case MP_HOUSE:
2944  try_clear = GetTownIndex(tile) == t->index;
2945  break;
2946 
2947  case MP_INDUSTRY:
2948  try_clear = Industry::GetByTile(tile)->town == t;
2949  break;
2950 
2951  case MP_OBJECT:
2952  if (Town::GetNumItems() == 1) {
2953  /* No towns will be left, remove it! */
2954  try_clear = true;
2955  } else {
2956  Object *o = Object::GetByTile(tile);
2957  if (o->town == t) {
2958  if (o->type == OBJECT_STATUE) {
2959  /* Statue... always remove. */
2960  try_clear = true;
2961  } else {
2962  /* Tell to find a new town. */
2963  if (flags & DC_EXEC) o->town = nullptr;
2964  }
2965  }
2966  }
2967  break;
2968 
2969  default:
2970  break;
2971  }
2972  if (try_clear) {
2973  CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2974  if (ret.Failed()) return ret;
2975  }
2976  }
2977 
2978  /* The town destructor will delete the other things related to the town. */
2979  if (flags & DC_EXEC) {
2980  _town_kdtree.Remove(t->index);
2981  if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
2982  delete t;
2983  }
2984 
2985  return CommandCost();
2986 }
2987 
2993  2, 4, 9, 35, 48, 53, 117, 175
2994 };
2995 
2996 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
2997 {
2998  if (flags & DC_EXEC) {
2999  ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
3000  }
3001  return CommandCost();
3002 }
3003 
3004 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
3005 {
3006  if (flags & DC_EXEC) {
3007  ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
3008  }
3009  return CommandCost();
3010 }
3011 
3012 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
3013 {
3014  if (flags & DC_EXEC) {
3015  ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
3016  }
3017  return CommandCost();
3018 }
3019 
3020 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
3021 {
3022  /* Check if the company is allowed to fund new roads. */
3024 
3025  if (flags & DC_EXEC) {
3026  t->road_build_months = 6;
3027 
3028  char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
3030  GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
3031 
3032  char *cn = stredup(company_name);
3033  SetDParam(0, t->index);
3034  SetDParamStr(1, cn);
3035 
3036  AddNewsItem(STR_NEWS_ROAD_REBUILDING, NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
3037  AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3038  Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3039  }
3040  return CommandCost();
3041 }
3042 
3048 static bool TryClearTile(TileIndex tile)
3049 {
3050  Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3052  cur_company.Restore();
3053  return r.Succeeded();
3054 }
3055 
3060 
3061  StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
3062 };
3063 
3070 static bool SearchTileForStatue(TileIndex tile, void *user_data)
3071 {
3072  static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3073 
3074  StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
3075  statue_data->tile_count++;
3076 
3077  /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3078  if (IsSteepSlope(GetTileSlope(tile))) return false;
3079  /* Don't build statues under bridges. */
3080  if (IsBridgeAbove(tile)) return false;
3081 
3082  /* A clear-able open space is always preferred. */
3083  if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) {
3084  statue_data->best_position = tile;
3085  return true;
3086  }
3087 
3088  bool house = IsTileType(tile, MP_HOUSE);
3089 
3090  /* Searching inside the inner circle. */
3091  if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
3092  /* Save first house in inner circle. */
3093  if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) {
3094  statue_data->best_position = tile;
3095  }
3096 
3097  /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3098  return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
3099  }
3100 
3101  /* Searching outside the circle, just pick the first possible spot. */
3102  statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
3103  return house && TryClearTile(tile);
3104 }
3105 
3114 {
3115  if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
3116 
3117  TileIndex tile = t->xy;
3118  StatueBuildSearchData statue_data(INVALID_TILE, 0);
3119  if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3120 
3121  if (flags & DC_EXEC) {
3122  Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3123  DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
3124  cur_company.Restore();
3126  SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
3127  MarkTileDirtyByTile(statue_data.best_position);
3128  }
3129  return CommandCost();
3130 }
3131 
3132 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
3133 {
3134  /* Check if it's allowed to buy the rights */
3136 
3137  if (flags & DC_EXEC) {
3138  /* And grow for 3 months */
3139  t->fund_buildings_months = 3;
3140 
3141  /* Enable growth (also checking GameScript's opinion) */
3142  UpdateTownGrowth(t);
3143 
3144  /* Build a new house, but add a small delay to make sure
3145  * that spamming funding doesn't let town grow any faster
3146  * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3147  * Also emulate original behaviour when town was only growing in
3148  * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3149  * tick-perfect and gives player some time window where he can
3150  * spam funding with the exact same efficiency.
3151  */
3153 
3155  }
3156  return CommandCost();
3157 }
3158 
3159 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
3160 {
3161  /* Check if it's allowed to buy the rights */
3163 
3164  if (flags & DC_EXEC) {
3165  t->exclusive_counter = 12;
3167 
3168  ModifyStationRatingAround(t->xy, _current_company, 130, 17);
3169 
3171 
3172  /* Spawn news message */
3173  CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
3175  SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
3176  SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION);
3177  SetDParam(2, t->index);
3178  SetDParamStr(3, cni->company_name);
3179  AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
3180  AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3181  Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3182  }
3183  return CommandCost();
3184 }
3185 
3186 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
3187 {
3188  if (flags & DC_EXEC) {
3189  if (Chance16(1, 14)) {
3190  /* set as unwanted for 6 months */
3191  t->unwanted[_current_company] = 6;
3192 
3193  /* set all close by station ratings to 0 */
3194  for (Station *st : Station::Iterate()) {
3195  if (st->town == t && st->owner == _current_company) {
3196  for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
3197  }
3198  }
3199 
3200  /* only show error message to the executing player. All errors are handled command.c
3201  * but this is special, because it can only 'fail' on a DC_EXEC */
3202  if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
3203 
3204  /* decrease by a lot!
3205  * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3206  * be independent of any cheat settings
3207  */
3208  if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3209  t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3211  }
3212  } else {
3213  ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
3214  }
3215  }
3216  return CommandCost();
3217 }
3218 
3219 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
3220 static TownActionProc * const _town_action_proc[] = {
3221  TownActionAdvertiseSmall,
3222  TownActionAdvertiseMedium,
3223  TownActionAdvertiseLarge,
3224  TownActionRoadRebuild,
3226  TownActionFundBuildings,
3227  TownActionBuyRights,
3228  TownActionBribe
3229 };
3230 
3238 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
3239 {
3240  int num = 0;
3241  TownActions buttons = TACT_NONE;
3242 
3243  /* Spectators and unwanted have no options */
3244  if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3245 
3246  /* Things worth more than this are not shown */
3247  Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
3248 
3249  /* Check the action bits for validity and
3250  * if they are valid add them */
3251  for (uint i = 0; i != lengthof(_town_action_costs); i++) {
3252  const TownActions cur = (TownActions)(1 << i);
3253 
3254  /* Is the company not able to bribe ? */
3255  if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
3256 
3257  /* Is the company not able to buy exclusive rights ? */
3258  if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
3259 
3260  /* Is the company not able to fund buildings ? */
3261  if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
3262 
3263  /* Is the company not able to fund local road reconstruction? */
3264  if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
3265 
3266  /* Is the company not able to build a statue ? */
3267  if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
3268 
3269  if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
3270  buttons |= cur;
3271  num++;
3272  }
3273  }
3274  }
3275 
3276  if (nump != nullptr) *nump = num;
3277  return buttons;
3278 }
3279 
3291 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
3292 {
3293  Town *t = Town::GetIfValid(p1);
3294  if (t == nullptr || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
3295 
3296  if (!HasBit(GetMaskOfTownActions(nullptr, _current_company, t), p2)) return CMD_ERROR;
3297 
3298  CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
3299 
3300  CommandCost ret = _town_action_proc[p2](t, flags);
3301  if (ret.Failed()) return ret;
3302 
3303  if (flags & DC_EXEC) {
3305  }
3306 
3307  return cost;
3308 }
3309 
3310 template <typename Func>
3311 static void ForAllStationsNearTown(Town *t, Func func)
3312 {
3313  /* Ideally the search radius should be close to the actual town zone 0 radius.
3314  * The true radius is not stored or calculated anywhere, only the squared radius. */
3315  /* The efficiency of this search might be improved for large towns and many stations on the map,
3316  * by using an integer square root approximation giving a value not less than the true square root. */
3317  uint search_radius = t->cache.squared_town_zone_radius[0] / 2;
3318  ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3319  if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
3320  func(st);
3321  }
3322  });
3323 }
3324 
3325 static void UpdateTownRating(Town *t)
3326 {
3327  /* Increase company ratings if they're low */
3328  for (const Company *c : Company::Iterate()) {
3329  if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3330  t->ratings[c->index] = min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3331  }
3332  }
3333 
3334  ForAllStationsNearTown(t, [&](const Station *st) {
3335  if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3336  if (Company::IsValidID(st->owner)) {
3337  int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3338  t->ratings[st->owner] = min(new_rating, INT16_MAX); // do not let it overflow
3339  }
3340  } else {
3341  if (Company::IsValidID(st->owner)) {
3342  int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3343  t->ratings[st->owner] = max(new_rating, INT16_MIN);
3344  }
3345  }
3346  });
3347 
3348  /* clamp all ratings to valid values */
3349  for (uint i = 0; i < MAX_COMPANIES; i++) {
3350  t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3351  }
3352 
3354 }
3355 
3356 
3363 static void UpdateTownGrowCounter(Town *t, uint16 prev_growth_rate)
3364 {
3365  if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3366  if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3368  return;
3369  }
3370  t->grow_counter = RoundDivSU((uint32)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3371 }
3372 
3379 {
3380  int n = 0;
3381  ForAllStationsNearTown(t, [&](const Station * st) {
3382  if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3383  n++;
3384  }
3385  });
3386  return n;
3387 }
3388 
3395 static uint GetNormalGrowthRate(Town *t)
3396 {
3402  static const uint16 _grow_count_values[2][6] = {
3403  { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3404  { 320, 420, 300, 220, 160, 100 } // Normal values
3405  };
3406 
3407  int n = CountActiveStations(t);
3408  uint16 m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][min(n, 5)];
3409 
3410  uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3411 
3412  m >>= growth_multiplier;
3413  if (t->larger_town) m /= 2;
3414 
3415  return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3416 }
3417 
3423 {
3424  if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) return;
3425  uint old_rate = t->growth_rate;
3427  UpdateTownGrowCounter(t, old_rate);
3429 }
3430 
3435 static void UpdateTownGrowth(Town *t)
3436 {
3438 
3441 
3442  if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3443 
3444  if (t->fund_buildings_months == 0) {
3445  /* Check if all goals are reached for this town to grow (given we are not funding it) */
3446  for (int i = TE_BEGIN; i < TE_END; i++) {
3447  switch (t->goal[i]) {
3448  case TOWN_GROWTH_WINTER:
3449  if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3450  break;
3451  case TOWN_GROWTH_DESERT:
3452  if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3453  break;
3454  default:
3455  if (t->goal[i] > t->received[i].old_act) return;
3456  break;
3457  }
3458  }
3459  }
3460 
3461  if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) {
3464  return;
3465  }
3466 
3467  if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3468 
3471 }
3472 
3473 static void UpdateTownAmounts(Town *t)
3474 {
3475  for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
3476  for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
3477  if (t->fund_buildings_months != 0) t->fund_buildings_months--;
3478 
3480 }
3481 
3482 static void UpdateTownUnwanted(Town *t)
3483 {
3484  for (const Company *c : Company::Iterate()) {
3485  if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
3486  }
3487 }
3488 
3496 {
3498 
3500  if (t == nullptr) return CommandCost();
3501 
3502  if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3503 
3504  SetDParam(0, t->index);
3505  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3506 }
3507 
3517 {
3518  if (Town::GetNumItems() == 0) return nullptr;
3519 
3520  TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3521  Town *town = Town::Get(tid);
3522  if (DistanceManhattan(tile, town->xy) < threshold) return town;
3523  return nullptr;
3524 }
3525 
3534 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3535 {
3536  switch (GetTileType(tile)) {
3537  case MP_ROAD:
3538  if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3539 
3540  if (!HasTownOwnedRoad(tile)) {
3541  TownID tid = GetTownIndex(tile);
3542 
3543  if (tid == INVALID_TOWN) {
3544  /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3545  if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3546  assert(Town::GetNumItems() == 0);
3547  return nullptr;
3548  }
3549 
3550  assert(Town::IsValidID(tid));
3551  Town *town = Town::Get(tid);
3552 
3553  if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
3554 
3555  return town;
3556  }
3557  FALLTHROUGH;
3558 
3559  case MP_HOUSE:
3560  return Town::GetByTile(tile);
3561 
3562  default:
3563  return CalcClosestTownFromTile(tile, threshold);
3564  }
3565 }
3566 
3567 static bool _town_rating_test = false;
3569 
3575 void SetTownRatingTestMode(bool mode)
3576 {
3577  static int ref_count = 0; // Number of times test-mode is switched on.
3578  if (mode) {
3579  if (ref_count == 0) {
3580  _town_test_ratings.clear();
3581  }
3582  ref_count++;
3583  } else {
3584  assert(ref_count > 0);
3585  ref_count--;
3586  }
3587  _town_rating_test = !(ref_count == 0);
3588 }
3589 
3595 static int GetRating(const Town *t)
3596 {
3597  if (_town_rating_test) {
3598  SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
3599  if (it != _town_test_ratings.End()) {
3600  return it->second;
3601  }
3602  }
3603  return t->ratings[_current_company];
3604 }
3605 
3614 {
3615  /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3616  if (t == nullptr || (flags & DC_NO_MODIFY_TOWN_RATING) ||
3618  (_cheats.magic_bulldozer.value && add < 0)) {
3619  return;
3620  }
3621 
3622  int rating = GetRating(t);
3623  if (add < 0) {
3624  if (rating > max) {
3625  rating += add;
3626  if (rating < max) rating = max;
3627  }
3628  } else {
3629  if (rating < max) {
3630  rating += add;
3631  if (rating > max) rating = max;
3632  }
3633  }
3634  if (_town_rating_test) {
3635  _town_test_ratings[t] = rating;
3636  } else {
3638  t->ratings[_current_company] = rating;
3640  }
3641 }
3642 
3651 {
3652  /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3653  if (t == nullptr || !Company::IsValidID(_current_company) ||
3655  return CommandCost();
3656  }
3657 
3658  /* minimum rating needed to be allowed to remove stuff */
3659  static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
3660  /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3664  };
3665 
3666  /* check if you're allowed to remove the road/bridge/tunnel
3667  * owned by a town no removal if rating is lower than ... depends now on
3668  * difficulty setting. Minimum town rating selected by difficulty level
3669  */
3670  int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
3671 
3672  if (GetRating(t) < needed) {
3673  SetDParam(0, t->index);
3674  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3675  }
3676 
3677  return CommandCost();
3678 }
3679 
3680 void TownsMonthlyLoop()
3681 {
3682  for (Town *t : Town::Iterate()) {
3683  if (t->road_build_months != 0) t->road_build_months--;
3684 
3685  if (t->exclusive_counter != 0) {
3686  if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
3687  }
3688 
3689  UpdateTownAmounts(t);
3690  UpdateTownGrowth(t);
3691  UpdateTownRating(t);
3692  UpdateTownUnwanted(t);
3693  UpdateTownCargoes(t);
3694  }
3695 
3697 }
3698 
3699 void TownsYearlyLoop()
3700 {
3701  /* Increment house ages */
3702  for (TileIndex t = 0; t < MapSize(); t++) {
3703  if (!IsTileType(t, MP_HOUSE)) continue;
3704  IncrementHouseAge(t);
3705  }
3706 }
3707 
3708 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
3709 {
3710  if (AutoslopeEnabled()) {
3711  HouseID house = GetHouseType(tile);
3712  GetHouseNorthPart(house); // modifies house to the ID of the north tile
3713  const HouseSpec *hs = HouseSpec::Get(house);
3714 
3715  /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
3716  if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
3717  (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3718  bool allow_terraform = true;
3719 
3720  /* Call the autosloping callback per tile, not for the whole building at once. */
3721  house = GetHouseType(tile);
3722  hs = HouseSpec::Get(house);
3724  /* If the callback fails, allow autoslope. */
3725  uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
3726  if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
3727  }
3728 
3729  if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3730  }
3731  }
3732 
3733  return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
3734 }
3735 
3737 extern const TileTypeProcs _tile_type_town_procs = {
3738  DrawTile_Town, // draw_tile_proc
3739  GetSlopePixelZ_Town, // get_slope_z_proc
3740  ClearTile_Town, // clear_tile_proc
3741  AddAcceptedCargo_Town, // add_accepted_cargo_proc
3742  GetTileDesc_Town, // get_tile_desc_proc
3743  GetTileTrackStatus_Town, // get_tile_track_status_proc
3744  nullptr, // click_tile_proc
3745  AnimateTile_Town, // animate_tile_proc
3746  TileLoop_Town, // tile_loop_proc
3747  ChangeTileOwner_Town, // change_tile_owner_proc
3748  AddProducedCargo_Town, // add_produced_cargo_proc
3749  nullptr, // vehicle_enter_tile_proc
3750  GetFoundation_Town, // get_foundation_proc
3751  TerraformTile_Town, // terraform_tile_proc
3752 };
3753 
3754 
3755 HouseSpec _house_specs[NUM_HOUSES];
3756 
3757 void ResetHouses()
3758 {
3759  memset(&_house_specs, 0, sizeof(_house_specs));
3760  memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
3761 
3762  /* Reset any overrides that have been set. */
3763  _house_mngr.ResetOverride();
3764 }
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:347
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:88
the north corner of the tile is raised
Definition: slope_type.h:53
do not change town rating
Definition: command_type.h:356
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:167
There can be only one stadium by town.
Definition: town.h:190
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:80
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:805
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:340
static void ChangePopulation(Town *t, int mod)
Change the towns population.
Definition: town_cmd.cpp:434
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:1117
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:1284
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:898
TransportedCargoStat< uint16 > received[NUM_TE]
Cargo statistics about received cargotypes.
Definition: town.h:79
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:69
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:1179
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:2143
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:3218
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:2219
TownLayout layout
tells us what kind of town we&#39;re building
Definition: town_cmd.cpp:2018
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:329
Money GetAvailableMoneyForCommand()
Definition: command.cpp:523
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:2359
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:97
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:2328
std::string cached_name
NOSAVE: Cache of the resolved name of the town, if not using a custom town name.
Definition: town.h:63
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:3058
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:415
byte flags
See TownFlags.
Definition: town.h:65
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:73
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:3435
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:3567
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:345
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:87
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:3422
static bool IsCloseToTown(TileIndex tile, uint dist)
Determines if a town is close to a tile.
Definition: town_cmd.cpp:386
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:226
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:111
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:3568
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:227
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:2307
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:103
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:92
CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Do a town action.
Definition: town_cmd.cpp:3291
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:2015
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:397
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:2444
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:388
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:25
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:1611
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:2076
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:946
Rebuild the roads.
Definition: town.h:225
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:2601
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:80
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:3495
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:2862
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:335
static const size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:85
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:219
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:256
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:2017
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:1159
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 RoadBits DiagDirToRoadBits(DiagDirection d)
Create the road-part which belongs to the given DiagDirection.
Definition: road_func.h:96
static const int MAX_CHAR_LENGTH
Max. length of UTF-8 encoded unicode character.
Definition: strings_type.h:18
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:459
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:1744
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:1825
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:2421
CommandCost DoCommand(const CommandContainer *container, DoCommandFlag flags)
Shorthand for calling the long DoCommand with a container.
Definition: command.cpp:445
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:2288
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:3534
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:2396
static DiagDirection RandomDiagDir()
Return a random direction.
Definition: town_cmd.cpp:246
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:350
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:3613
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:1850
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:76
Generate towns.
Definition: genworld.h:72
Fund new buildings.
Definition: town.h:227
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:344
char * GetTownName(char *buff, const TownNameParams *par, uint32 townnameparts, const char *last)
Fills buffer with specified town name.
Definition: townname.cpp:49
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:79
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:3395
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:90
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:1243
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:854
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:269
Number of available town actions.
Definition: town.h:231
CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Change the growth rate of the town.
Definition: town_cmd.cpp:2793
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:349
... 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:2037
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:448
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:213
static bool GrowTown(Town *t)
Grow the town.
Definition: town_cmd.cpp:1625
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:2618
Structure for storing data while searching the best place to build a statue.
Definition: town_cmd.cpp:3057
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:2902
#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
CommandCost CmdTownRating(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Change the rating of a company in a town.
Definition: town_cmd.cpp:2833
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:89
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:1529
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:2195
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:220
#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:3516
Number of town checking action types.
Definition: town.h:170
Base class for all pools.
Definition: pool_type.hpp:81
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:980
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:3059
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:29
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:1165
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:2243
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:498
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:82
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:346
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:308
static void MakeSingleHouseBigger(TileIndex tile)
Helper function for house completion stages progression.
Definition: town_cmd.cpp:475
CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Change the cargo goal of a town.
Definition: town_cmd.cpp:2736
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:95
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:3113
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:1487
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:101
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:513
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:189
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:378
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:3595
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:359
static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
CircularTileSearch callback; finds the nearest land tile.
Definition: town_cmd.cpp:2059
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:228
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:3650
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:2263
Town view; Window numbers:
Definition: window_type.h:326
Growth rate is controlled by GS.
Definition: town.h:191
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:2992
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:1058
#define MAX_DAY
The number of days till the last day.
Definition: date_type.h:97
uint8 exclusive_counter
months till the exclusivity expires
Definition: town.h:75
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function() ...
Definition: pool_type.hpp:299
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:100
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:318
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:3048
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:3238
static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
Tile callback routine.
Definition: town_cmd.cpp:311
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:229
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:1985
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:2016
static int CountActiveStations(Town *t)
Calculates amount of active stations in the range of town (HZB_TOWN_EDGE).
Definition: town_cmd.cpp:3378
TransportedCargoStat< uint32 > supplied[NUM_CARGO]
Cargo statistics about supplied cargo.
Definition: town.h:78
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:114
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:81
void UpdateTownCargoTotal(Town *t)
Update the total cargo acceptance of the whole town.
Definition: town_cmd.cpp:787
Conditions for town growth are met. Grow according to Town::growth_rate.
Definition: town.h:188
town rating does not disallow you from building
Definition: command_type.h:351
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:3070
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3246
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:2769
byte road_build_months
fund road reconstruction in action?
Definition: town.h:98
CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Rename a town (server-only).
Definition: town_cmd.cpp:2685
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:27
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:74
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:94
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:1871
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:2003
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:3363
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:2716
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:3319
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:72
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:1600
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:3575