OpenTTD Source: src/town_cmd.cpp Source File

OpenTTD Source 1.11.0-RC1

town_cmd.cpp
Go to the documentation of this file.
1 /*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
7
10 #include "stdafx.h"
11 #include "road.h"
12 #include "road_internal.h" /* Cleaning up road bits */
13 #include "road_cmd.h"
14 #include "landscape.h"
15 #include "viewport_func.h"
16 #include "viewport_kdtree.h"
17 #include "cmd_helper.h"
18 #include "command_func.h"
19 #include "industry.h"
20 #include "station_base.h"
21 #include "station_kdtree.h"
22 #include "company_base.h"
23 #include "news_func.h"
24 #include "error.h"
25 #include "object.h"
26 #include "genworld.h"
27 #include "newgrf_debug.h"
28 #include "newgrf_house.h"
29 #include "newgrf_text.h"
30 #include "autoslope.h"
31 #include "tunnelbridge_map.h"
32 #include "strings_func.h"
33 #include "window_func.h"
34 #include "string_func.h"
35 #include "newgrf_cargo.h"
36 #include "cheat_type.h"
37 #include "animated_tile_func.h"
38 #include "date_func.h"
39 #include "subsidy_func.h"
40 #include "core/pool_func.hpp"
41 #include "town.h"
42 #include "town_kdtree.h"
43 #include "townname_func.h"
44 #include "core/random_func.hpp"
45 #include "core/backup_type.hpp"
46 #include "depot_base.h"
47 #include "object_map.h"
48 #include "object_base.h"
49 #include "ai/ai.hpp"
50 #include "game/game.hpp"
51
52 #include "table/strings.h"
53 #include "table/town_land.h"
54
55 #include "safeguards.h"
56
57 TownID _new_town_id;
58
59 /* Initialize the town-pool */
60 TownPool _town_pool("Town");
61 INSTANTIATE_POOL_METHODS(Town)
62
63
64 TownKdtree _town_kdtree(&Kdtree_TownXYFunc);
65
66 void RebuildTownKdtree()
67 {
68 std::vector<TownID> townids;
69 for (const Town *town : Town::Iterate()) {
70 townids.push_back(town->index);
71 }
72 _town_kdtree.Build(townids.begin(), townids.end());
73 }
74
75
85 static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
86 {
87 if (!IsTileOwner(tile, OWNER_TOWN)) return false;
88
89 TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(tile)));
90 bool town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
91
92 if (!town_owned) {
93 /* Or other adjacent road */
94 TileIndex adjacent = tile + TileOffsByDiagDir(ReverseDiagDir(GetTunnelBridgeDirection(GetOtherTunnelBridgeEnd(tile))));
95 town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
96 }
97
98 return town_owned;
99 }
100
101 Town::~Town()
102 {
103 if (CleaningPool()) return;
104
105 /* Delete town authority window
106 * and remove from list of sorted towns */
107 DeleteWindowById(WC_TOWN_VIEW, this->index);
108
109 /* Check no industry is related to us. */
110 for (const Industry *i : Industry::Iterate()) assert(i->town != this);
111
112 /* ... and no object is related to us. */
113 for (const Object *o : Object::Iterate()) assert(o->town != this);
114
115 /* Check no tile is related to us. */
116 for (TileIndex tile = 0; tile < MapSize(); ++tile) {
117 switch (GetTileType(tile)) {
118 case MP_HOUSE:
119 assert(GetTownIndex(tile) != this->index);
120 break;
121
122 case MP_ROAD:
123 assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
124 break;
125
126 case MP_TUNNELBRIDGE:
127 assert(!TestTownOwnsBridge(tile, this));
128 break;
129
130 default:
131 break;
132 }
133 }
134
135 /* Clear the persistent storage list. */
136 this->psa_list.clear();
137
138 DeleteSubsidyWith(ST_TOWN, this->index);
139 DeleteNewGRFInspectWindow(GSF_FAKE_TOWNS, this->index);
140 CargoPacket::InvalidateAllFrom(ST_TOWN, this->index);
141 MarkWholeScreenDirty();
142 }
143
144
150 void Town::PostDestructor(size_t index)
151 {
152 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
153 UpdateNearestTownForRoadTiles(false);
154
155 /* Give objects a new home! */
156 for (Object *o : Object::Iterate()) {
157 if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
158 }
159 }
160
164 void Town::InitializeLayout(TownLayout layout)
165 {
166 if (layout != TL_RANDOM) {
167 this->layout = layout;
168 return;
169 }
170
171 this->layout = static_cast<TownLayout>(TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1));
172 }
173
178 /* static */ Town *Town::GetRandom()
179 {
180 if (Town::GetNumItems() == 0) return nullptr;
181 int num = RandomRange((uint16)Town::GetNumItems());
182 size_t index = MAX_UVALUE(size_t);
183
184 while (num >= 0) {
185 num--;
186 index++;
187
188 /* Make sure we have a valid town */
189 while (!Town::IsValidID(index)) {
190 index++;
191 assert(index < Town::GetPoolSize());
192 }
193 }
194
195 return Town::Get(index);
196 }
197
198 void Town::FillCachedName() const
199 {
200 char buf[MAX_LENGTH_TOWN_NAME_CHARS * MAX_CHAR_LENGTH];
201 char *end = GetTownName(buf, this, lastof(buf));
202 this->cached_name.assign(buf, end);
203 }
204
209 Money HouseSpec::GetRemovalCost() const
210 {
211 return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
212 }
213
214 /* Local */
215 static int _grow_town_result;
216
217 /* Describe the possible states */
218 enum TownGrowthResult {
219 GROWTH_SUCCEED = -1,
220 GROWTH_SEARCH_STOPPED = 0
221 // GROWTH_SEARCH_RUNNING >= 1
222 };
223
224 static bool BuildTownHouse(Town *t, TileIndex tile);
225 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout);
226
227 static void TownDrawHouseLift(const TileInfo *ti)
228 {
229 AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
230 }
231
232 typedef void TownDrawTileProc(const TileInfo *ti);
233 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
234 TownDrawHouseLift
235 };
236
242 static inline DiagDirection RandomDiagDir()
243 {
244 return (DiagDirection)(3 & Random());
245 }
246
252 static void DrawTile_Town(TileInfo *ti)
253 {
254 HouseID house_id = GetHouseType(ti->tile);
255
256 if (house_id >= NEW_HOUSE_OFFSET) {
257 /* Houses don't necessarily need new graphics. If they don't have a
258 * spritegroup associated with them, then the sprite for the substitute
259 * house id is drawn instead. */
260 if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != nullptr) {
261 DrawNewHouseTile(ti, house_id);
262 return;
263 } else {
264 house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
265 }
266 }
267
268 /* Retrieve pointer to the draw town tile struct */
269 const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
270
271 if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
272
273 DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
274
275 /* If houses are invisible, do not draw the upper part */
276 if (IsInvisibilitySet(TO_HOUSES)) return;
277
278 /* Add a house on top of the ground? */
279 SpriteID image = dcts->building.sprite;
280 if (image != 0) {
281 AddSortableSpriteToDraw(image, dcts->building.pal,
282 ti->x + dcts->subtile_x,
283 ti->y + dcts->subtile_y,
284 dcts->width,
285 dcts->height,
286 dcts->dz,
287 ti->z,
288 IsTransparencySet(TO_HOUSES)
289 );
290
291 if (IsTransparencySet(TO_HOUSES)) return;
292 }
293
294 {
295 int proc = dcts->draw_proc - 1;
296
297 if (proc >= 0) _town_draw_tile_procs[proc](ti);
298 }
299 }
300
301 static int GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
302 {
303 return GetTileMaxPixelZ(tile);
304 }
305
307 static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
308 {
309 HouseID hid = GetHouseType(tile);
310
311 /* For NewGRF house tiles we might not be drawing a foundation. We need to
312 * account for this, as other structures should
313 * draw the wall of the foundation in this case.
314 */
315 if (hid >= NEW_HOUSE_OFFSET) {
316 const HouseSpec *hs = HouseSpec::Get(hid);
317 if (hs->grf_prop.spritegroup[0] != nullptr && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
318 uint32 callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
319 if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
320 }
321 }
322 return FlatteningFoundation(tileh);
323 }
324
331 static void AnimateTile_Town(TileIndex tile)
332 {
333 if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
334 AnimateNewHouseTile(tile);
335 return;
336 }
337
338 if (_tick_counter & 3) return;
339
340 /* If the house is not one with a lift anymore, then stop this animating.
341 * Not exactly sure when this happens, but probably when a house changes.
342 * Before this was just a return...so it'd leak animated tiles..
343 * That bug seems to have been here since day 1?? */
344 if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
345 DeleteAnimatedTile(tile);
346 return;
347 }
348
349 if (!LiftHasDestination(tile)) {
350 uint i;
351
352 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
353 * This is due to the fact that the first floor is, in the graphics,
354 * the height of 2 'normal' floors.
355 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
356 do {
357 i = RandomRange(7);
358 } while (i == 1 || i * 6 == GetLiftPosition(tile));
359
360 SetLiftDestination(tile, i);
361 }
362
363 int pos = GetLiftPosition(tile);
364 int dest = GetLiftDestination(tile) * 6;
365 pos += (pos < dest) ? 1 : -1;
366 SetLiftPosition(tile, pos);
367
368 if (pos == dest) {
369 HaltLift(tile);
370 DeleteAnimatedTile(tile);
371 }
372
373 MarkTileDirtyByTile(tile);
374 }
375
382 static bool IsCloseToTown(TileIndex tile, uint dist)
383 {
384 if (_town_kdtree.Count() == 0) return false;
385 Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
386 return DistanceManhattan(tile, t->xy) < dist;
387 }
388
393 void Town::UpdateVirtCoord()
394 {
395 Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
396
397 if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));
398
399 SetDParam(0, this->index);
400 SetDParam(1, this->cache.population);
401 this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
402 _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
403 STR_VIEWPORT_TOWN);
404
405 _viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));
406
407 SetWindowDirty(WC_TOWN_VIEW, this->index);
408 }
409
411 void UpdateAllTownVirtCoords()
412 {
413 for (Town *t : Town::Iterate()) {
414 t->UpdateVirtCoord();
415 }
416 }
417
418 void ClearAllTownCachedNames()
419 {
420 for (Town *t : Town::Iterate()) {
421 t->cached_name.clear();
422 }
423 }
424
430 static void ChangePopulation(Town *t, int mod)
431 {
432 t->cache.population += mod;
433 InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
434 if (_settings_client.gui.population_in_label) t->UpdateVirtCoord();
435
436 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_POPULATION_CHANGE);
437 }
438
444 uint32 GetWorldPopulation()
445 {
446 uint32 pop = 0;
447 for (const Town *t : Town::Iterate()) pop += t->cache.population;
448 return pop;
449 }
450
458 static void RemoveNearbyStations(Town *t, TileIndex tile, BuildingFlags flags)
459 {
460 for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
461 const Station *st = *it;
462
463 bool covers_area = st->TileIsInCatchment(tile);
464 if (flags & BUILDING_2_TILES_Y) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(0, 1));
465 if (flags & BUILDING_2_TILES_X) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 0));
466 if (flags & BUILDING_HAS_4_TILES) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 1));
467
468 if (covers_area && !st->CatchmentCoversTown(t->index)) {
469 it = t->stations_near.erase(it);
470 } else {
471 ++it;
472 }
473 }
474 }
475
480 static void MakeSingleHouseBigger(TileIndex tile)
481 {
482 assert(IsTileType(tile, MP_HOUSE));
483
484 /* progress in construction stages */
485 IncHouseConstructionTick(tile);
486 if (GetHouseConstructionTick(tile) != 0) return;
487
488 AnimateNewHouseConstruction(tile);
489
490 if (IsHouseCompleted(tile)) {
491 /* Now that construction is complete, we can add the population of the
492 * building to the town. */
493 ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
494 ResetHouseAge(tile);
495 }
496 MarkTileDirtyByTile(tile);
497 }
498
503 static void MakeTownHouseBigger(TileIndex tile)
504 {
505 uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
506 if (flags & BUILDING_HAS_1_TILE) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 0));
507 if (flags & BUILDING_2_TILES_Y) MakeSingleHouseBigger(TILE_ADDXY(tile, 0, 1));
508 if (flags & BUILDING_2_TILES_X) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 0));
509 if (flags & BUILDING_HAS_4_TILES) MakeSingleHouseBigger(TILE_ADDXY(tile, 1, 1));
510 }
511
518 static void TileLoop_Town(TileIndex tile)
519 {
520 HouseID house_id = GetHouseType(tile);
521
522 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
523 * doesn't exist any more, so don't continue here. */
524 if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
525
526 if (!IsHouseCompleted(tile)) {
527 /* Construction is not completed. See if we can go further in construction*/
528 MakeTownHouseBigger(tile);
529 return;
530 }
531
532 const HouseSpec *hs = HouseSpec::Get(house_id);
533
534 /* If the lift has a destination, it is already an animated tile. */
535 if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
536 house_id < NEW_HOUSE_OFFSET &&
537 !LiftHasDestination(tile) &&
538 Chance16(1, 2)) {
539 AddAnimatedTile(tile);
540 }
541
542 Town *t = Town::GetByTile(tile);
543 uint32 r = Random();
544
545 StationFinder stations(TileArea(tile, 1, 1));
546
547 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
548 for (uint i = 0; i < 256; i++) {
549 uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
550
551 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
552
553 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
554 if (cargo == CT_INVALID) continue;
555
556 uint amt = GB(callback, 0, 8);
557 if (amt == 0) continue;
558
559 uint moved = MoveGoodsToStation(cargo, amt, ST_TOWN, t->index, stations.GetStations());
560
561 const CargoSpec *cs = CargoSpec::Get(cargo);
562 t->supplied[cs->Index()].new_max += amt;
563 t->supplied[cs->Index()].new_act += moved;
564 }
565 } else {
566 switch (_settings_game.economy.town_cargogen_mode) {
567 case TCGM_ORIGINAL:
568 /* Original (quadratic) cargo generation algorithm */
569 if (GB(r, 0, 8) < hs->population) {
570 uint amt = GB(r, 0, 8) / 8 + 1;
571
572 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
573 t->supplied[CT_PASSENGERS].new_max += amt;
574 t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
575 }
576
577 if (GB(r, 8, 8) < hs->mail_generation) {
578 uint amt = GB(r, 8, 8) / 8 + 1;
579
580 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
581 t->supplied[CT_MAIL].new_max += amt;
582 t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
583 }
584 break;
585
586 case TCGM_BITCOUNT:
587 /* Binomial distribution per tick, by a series of coin flips */
588 /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
589 * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
590 if (GB(_tick_counter, 8, 2) == GB(tile, 0, 2)) {
591 /* Make a bitmask with up to 32 bits set, one for each potential pax */
592 int genmax = (hs->population + 7) / 8;
593 uint32 genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
594 /* Mask random value by potential pax and count number of actual pax */
595 uint amt = CountBits(r & genmask);
596 /* Adjust and apply */
597 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
598 t->supplied[CT_PASSENGERS].new_max += amt;
599 t->supplied[CT_PASSENGERS].new_act += MoveGoodsToStation(CT_PASSENGERS, amt, ST_TOWN, t->index, stations.GetStations());
600
601 /* Do the same for mail, with a fresh random */
602 r = Random();
603 genmax = (hs->mail_generation + 7) / 8;
604 genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
605 amt = CountBits(r & genmask);
606 if (EconomyIsInRecession()) amt = (amt + 1) >> 1;
607 t->supplied[CT_MAIL].new_max += amt;
608 t->supplied[CT_MAIL].new_act += MoveGoodsToStation(CT_MAIL, amt, ST_TOWN, t->index, stations.GetStations());
609 }
610 break;
611
612 default:
613 NOT_REACHED();
614 }
615 }
616
617 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
618
619 if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
620 HasBit(t->flags, TOWN_IS_GROWING) &&
621 CanDeleteHouse(tile) &&
622 GetHouseAge(tile) >= hs->minimum_life &&
623 --t->time_until_rebuild == 0) {
624 t->time_until_rebuild = GB(r, 16, 8) + 192;
625
626 ClearTownHouse(t, tile);
627
628 /* Rebuild with another house? */
629 if (GB(r, 24, 8) >= 12) {
630 /* If we are multi-tile houses, make sure to replace the house
631 * closest to city center. If we do not do this, houses tend to
632 * wander away from roads and other houses. */
633 if (hs->building_flags & BUILDING_HAS_2_TILES) {
634 /* House tiles are always the most north tile. Move the new
635 * house to the south if we are north of the city center. */
636 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
637 int x = Clamp(grid_pos.x, 0, 1);
638 int y = Clamp(grid_pos.y, 0, 1);
639
640 if (hs->building_flags & TILE_SIZE_2x2) {
641 tile = TILE_ADDXY(tile, x, y);
642 } else if (hs->building_flags & TILE_SIZE_1x2) {
643 tile = TILE_ADDXY(tile, 0, y);
644 } else if (hs->building_flags & TILE_SIZE_2x1) {
645 tile = TILE_ADDXY(tile, x, 0);
646 }
647 }
648
649 BuildTownHouse(t, tile);
650 }
651 }
652
653 cur_company.Restore();
654 }
655
656 static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
657 {
658 if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
659 if (!CanDeleteHouse(tile)) return CMD_ERROR;
660
661 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
662
663 CommandCost cost(EXPENSES_CONSTRUCTION);
664 cost.AddCost(hs->GetRemovalCost());
665
666 int rating = hs->remove_rating_decrease;
667 Town *t = Town::GetByTile(tile);
668
669 if (Company::IsValidID(_current_company)) {
670 if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) && !_cheats.magic_bulldozer.value) {
671 SetDParam(0, t->index);
672 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
673 }
674 }
675
676 ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
677 if (flags & DC_EXEC) {
678 ClearTownHouse(t, tile);
679 }
680
681 return cost;
682 }
683
684 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
685 {
686 HouseID house_id = GetHouseType(tile);
687 const HouseSpec *hs = HouseSpec::Get(house_id);
688 Town *t = Town::GetByTile(tile);
689
690 if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
691 for (uint i = 0; i < 256; i++) {
692 uint16 callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
693
694 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
695
696 CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
697
698 if (cargo == CT_INVALID) continue;
699 produced[cargo]++;
700 }
701 } else {
702 if (hs->population > 0) {
703 produced[CT_PASSENGERS]++;
704 }
705 if (hs->mail_generation > 0) {
706 produced[CT_MAIL]++;
707 }
708 }
709 }
710
711 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, CargoTypes *always_accepted)
712 {
713 if (cargo == CT_INVALID || amount == 0) return;
714 acceptance[cargo] += amount;
715 SetBit(*always_accepted, cargo);
716 }
717
718 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes *always_accepted)
719 {
720 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
721 CargoID accepts[lengthof(hs->accepts_cargo)];
722
723 /* Set the initial accepted cargo types */
724 for (uint8 i = 0; i < lengthof(accepts); i++) {
725 accepts[i] = hs->accepts_cargo[i];
726 }
727
728 /* Check for custom accepted cargo types */
729 if (HasBit(hs->callback_mask, CBM_HOUSE_ACCEPT_CARGO)) {
730 uint16 callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
731 if (callback != CALLBACK_FAILED) {
732 /* Replace accepted cargo types with translated values from callback */
733 accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
734 accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
735 accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
736 }
737 }
738
739 /* Check for custom cargo acceptance */
740 if (HasBit(hs->callback_mask, CBM_HOUSE_CARGO_ACCEPTANCE)) {
741 uint16 callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
742 if (callback != CALLBACK_FAILED) {
743 AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
744 AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
745 if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
746 /* The 'S' bit indicates food instead of goods */
747 AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
748 } else {
749 AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
750 }
751 return;
752 }
753 }
754
755 /* No custom acceptance, so fill in with the default values */
756 for (uint8 i = 0; i < lengthof(accepts); i++) {
757 AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
758 }
759 }
760
761 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
762 {
763 const HouseID house = GetHouseType(tile);
764 const HouseSpec *hs = HouseSpec::Get(house);
765 bool house_completed = IsHouseCompleted(tile);
766
767 td->str = hs->building_name;
768
769 uint16 callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
770 if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
771 if (callback_res > 0x400) {
772 ErrorUnknownCallbackResult(hs->grf_prop.grffile->grfid, CBID_HOUSE_CUSTOM_NAME, callback_res);
773 } else {
774 StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
775 if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
776 td->str = new_name;
777 }
778 }
779 }
780
781 if (!house_completed) {
782 SetDParamX(td->dparam, 0, td->str);
783 td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
784 }
785
786 if (hs->grf_prop.grffile != nullptr) {
787 const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
788 td->grf = gc->GetName();
789 }
790
791 td->owner[0] = OWNER_TOWN;
792 }
793
794 static TrackStatus GetTileTrackStatus_Town(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
795 {
796 /* not used */
797 return 0;
798 }
799
800 static void ChangeTileOwner_Town(TileIndex tile, Owner old_owner, Owner new_owner)
801 {
802 /* not used */
803 }
804
805 static bool GrowTown(Town *t);
806
807 static void TownTickHandler(Town *t)
808 {
809 if (HasBit(t->flags, TOWN_IS_GROWING)) {
810 int i = (int)t->grow_counter - 1;
811 if (i < 0) {
812 if (GrowTown(t)) {
813 i = t->growth_rate;
814 } else {
815 /* If growth failed wait a bit before retrying */
816 i = std::min<uint16>(t->growth_rate, TOWN_GROWTH_TICKS - 1);
817 }
818 }
819 t->grow_counter = i;
820 }
821 }
822
823 void OnTick_Town()
824 {
825 if (_game_mode == GM_EDITOR) return;
826
827 for (Town *t : Town::Iterate()) {
828 TownTickHandler(t);
829 }
830 }
831
840 static RoadBits GetTownRoadBits(TileIndex tile)
841 {
842 if (IsRoadDepotTile(tile) || IsStandardRoadStopTile(tile)) return ROAD_NONE;
843
844 return GetAnyRoadBits(tile, RTT_ROAD, true);
845 }
846
847 RoadType GetTownRoadType(const Town *t)
848 {
849 RoadType best_rt = ROADTYPE_ROAD;
850 const RoadTypeInfo *best = nullptr;
851 const uint16 assume_max_speed = 50;
852
853 for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
854 if (RoadTypeIsTram(rt)) continue;
855
856 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
857
858 /* Unused road type. */
859 if (rti->label == 0) continue;
860
861 /* Can town build this road. */
862 if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue;
863
864 /* Not yet introduced at this date. */
865 if (IsInsideMM(rti->introduction_date, 0, MAX_DAY) && rti->introduction_date > _date) continue;
866
867 if (best != nullptr) {
868 if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
869 }
870
871 best_rt = rt;
872 best = rti;
873 }
874
875 return best_rt;
876 }
877
888 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
889 {
890 if (!IsValidTile(tile)) return false;
891
892 /* Lookup table for the used diff values */
893 const TileIndexDiff tid_lt[3] = {
894 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT)),
895 TileOffsByDiagDir(ChangeDiagDir(dir, DIAGDIRDIFF_90LEFT)),
896 TileOffsByDiagDir(ReverseDiagDir(dir)),
897 };
898
899 dist_multi = (dist_multi + 1) * 4;
900 for (uint pos = 4; pos < dist_multi; pos++) {
901 /* Go (pos / 4) tiles to the left or the right */
902 TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
903
904 /* Use the current tile as origin, or go one tile backwards */
905 if (pos & 2) cur += tid_lt[2];
906
907 /* Test for roadbit parallel to dir and facing towards the middle axis */
908 if (IsValidTile(tile + cur) &&
909 GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
910 }
911 return false;
912 }
913
922 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
923 {
924 if (DistanceFromEdge(tile) == 0) return false;
925
926 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
927 if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
928
929 /* Check if there already is a road at this point? */
930 if (GetTownRoadBits(tile) == ROAD_NONE) {
931 /* No, try if we are able to build a road piece there.
932 * If that fails clear the land, and if that fails exit.
933 * This is to make sure that we can build a road here later. */
934 RoadType rt = GetTownRoadType(t);
935 if (DoCommand(tile, ((dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X) | (rt << 4), 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Failed() &&
936 DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Failed()) {
937 return false;
938 }
939 }
940
941 Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile) : GetTileSlope(tile);
942 bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
943 if (cur_slope == SLOPE_FLAT) return ret;
944
945 /* If the tile is not a slope in the right direction, then
946 * maybe terraform some. */
947 Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
948 if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
949 if (Chance16(1, 8)) {
950 CommandCost res = CMD_ERROR;
951 if (!_generating_world && Chance16(1, 10)) {
952 /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
953 res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, 0,
954 DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
955 }
956 if (res.Failed() && Chance16(1, 3)) {
957 /* We can consider building on the slope, though. */
958 return ret;
959 }
960 }
961 return false;
962 }
963 return ret;
964 }
965
966 static bool TerraformTownTile(TileIndex tile, int edges, int dir)
967 {
968 assert(tile < MapSize());
969
970 CommandCost r = DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
971 if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
972 DoCommand(tile, edges, dir, DC_AUTO | DC_NO_WATER | DC_EXEC, CMD_TERRAFORM_LAND);
973 return true;
974 }
975
976 static void LevelTownLand(TileIndex tile)
977 {
978 assert(tile < MapSize());
979
980 /* Don't terraform if land is plain or if there's a house there. */
981 if (IsTileType(tile, MP_HOUSE)) return;
982 Slope tileh = GetTileSlope(tile);
983 if (tileh == SLOPE_FLAT) return;
984
985 /* First try up, then down */
986 if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, 1)) {
987 TerraformTownTile(tile, tileh & SLOPE_ELEVATED, 0);
988 }
989 }
990
1000 static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
1001 {
1002 /* align the grid to the downtown */
1003 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1004 RoadBits rcmd = ROAD_NONE;
1005
1006 switch (t->layout) {
1007 default: NOT_REACHED();
1008
1009 case TL_2X2_GRID:
1010 if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
1011 if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
1012 break;
1013
1014 case TL_3X3_GRID:
1015 if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
1016 if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
1017 break;
1018 }
1019
1020 /* Optimise only X-junctions */
1021 if (rcmd != ROAD_ALL) return rcmd;
1022
1023 RoadBits rb_template;
1024
1025 switch (GetTileSlope(tile)) {
1026 default: rb_template = ROAD_ALL; break;
1027 case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
1028 case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
1029 case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
1030 case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
1031 case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
1032 case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
1033 case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
1034 case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
1035 case SLOPE_STEEP_W:
1036 case SLOPE_STEEP_S:
1037 case SLOPE_STEEP_E:
1038 case SLOPE_STEEP_N:
1039 rb_template = ROAD_NONE;
1040 break;
1041 }
1042
1043 /* Stop if the template is compatible to the growth dir */
1044 if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
1045 /* If not generate a straight road in the direction of the growth */
1046 return DiagDirToRoadBits(dir) | DiagDirToRoadBits(ReverseDiagDir(dir));
1047 }
1048
1059 static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
1060 {
1061 /* We can't look further than that. */
1062 if (DistanceFromEdge(tile) == 0) return false;
1063
1064 uint counter = 0; // counts the house neighbor tiles
1065
1066 /* Check the tiles E,N,W and S of the current tile for houses */
1067 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1068 /* Count both void and house tiles for checking whether there
1069 * are enough houses in the area. This to make it likely that
1070 * houses get build up to the edge of the map. */
1071 switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1072 case MP_HOUSE:
1073 case MP_VOID:
1074 counter++;
1075 break;
1076
1077 default:
1078 break;
1079 }
1080
1081 /* If there are enough neighbors stop here */
1082 if (counter >= 3) {
1083 if (BuildTownHouse(t, tile)) {
1084 _grow_town_result = GROWTH_SUCCEED;
1085 return true;
1086 }
1087 return false;
1088 }
1089 }
1090 return false;
1091 }
1092
1101 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1102 {
1103 RoadType rt = GetTownRoadType(t);
1104 if (DoCommand(tile, rcmd | (rt << 4), t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded()) {
1105 _grow_town_result = GROWTH_SUCCEED;
1106 return true;
1107 }
1108 return false;
1109 }
1110
1120 static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
1121 {
1122 const int delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
1123 TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
1124 RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
1125 RoadType rt = GetTownRoadType(t);
1126
1127 /* Before we try anything, make sure the tile is on the map and not the void. */
1128 if (!IsValidTile(next_tile)) return false;
1129
1130 /* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
1131 if (IsTileType(next_tile, MP_TUNNELBRIDGE)) {
1132 return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == road_dir;
1133 }
1134
1135 /* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
1136 if (IsTileType(next_tile, MP_STATION)) {
1137 /* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */
1138 return IsRoadStop(next_tile) && (GetRoadStopDir(next_tile) == ReverseDiagDir(road_dir) || (IsDriveThroughStopTile(next_tile) && GetRoadStopDir(next_tile) == road_dir));
1139 }
1140
1141 /* If the next tile is a road depot, allow if it's facing the right way. */
1142 if (IsTileType(next_tile, MP_ROAD)) {
1143 return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
1144 }
1145
1146 /* If the next tile is a railroad track, check if towns are allowed to build level crossings.
1147 * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
1148 if (IsTileType(next_tile, MP_RAILWAY) && !_settings_game.economy.allow_town_level_crossings) return false;
1149
1150 /* If a road tile can be built, the construction is allowed. */
1151 return DoCommand(next_tile, rcmd | (rt << 4), t->index, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD).Succeeded();
1152 }
1153
1164 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1165 {
1166 assert(bridge_dir < DIAGDIR_END);
1167
1168 const Slope slope = GetTileSlope(tile);
1169
1170 /* Make sure the direction is compatible with the slope.
1171 * Well we check if the slope has an up bit set in the
1172 * reverse direction. */
1173 if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1174
1175 /* Assure that the bridge is connectable to the start side */
1176 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1177
1178 /* We are in the right direction */
1179 uint8 bridge_length = 0; // This value stores the length of the possible bridge
1180 TileIndex bridge_tile = tile; // Used to store the other waterside
1181
1182 const int delta = TileOffsByDiagDir(bridge_dir);
1183
1184 /* To prevent really small towns from building disproportionately
1185 * long bridges, make the max a function of its population. */
1186 int base_bridge_length = 5;
1187 int max_bridge_length = t->cache.population / 1000 + base_bridge_length;
1188
1189 if (slope == SLOPE_FLAT) {
1190 /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1191 do {
1192 if (bridge_length++ >= base_bridge_length) {
1193 /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1194 return false;
1195 }
1196 bridge_tile += delta;
1197 } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1198 } else {
1199 do {
1200 if (bridge_length++ >= max_bridge_length) {
1201 /* Ensure the bridge is not longer than the max allowed length. */
1202 return false;
1203 }
1204 bridge_tile += delta;
1205 } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1206 }
1207
1208 /* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
1209 if (bridge_length == 1) return false;
1210
1211 /* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
1212 if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;
1213
1214 for (uint8 times = 0; times <= 22; times++) {
1215 byte bridge_type = RandomRange(MAX_BRIDGES - 1);
1216
1217 /* Can we actually build the bridge? */
1218 RoadType rt = GetTownRoadType(t);
1219 if (DoCommand(tile, bridge_tile, bridge_type | rt << 8 | TRANSPORT_ROAD << 15, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE).Succeeded()) {
1220 DoCommand(tile, bridge_tile, bridge_type | rt << 8 | TRANSPORT_ROAD << 15, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)), CMD_BUILD_BRIDGE);
1221 _grow_town_result = GROWTH_SUCCEED;
1222 return true;
1223 }
1224 }
1225 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1226 return false;
1227 }
1228
1239 static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
1240 {
1241 assert(tunnel_dir < DIAGDIR_END);
1242
1243 Slope slope = GetTileSlope(tile);
1244
1245 /* Only consider building a tunnel if the starting tile is sloped properly. */
1246 if (slope != InclinedSlope(tunnel_dir)) return false;
1247
1248 /* Assure that the tunnel is connectable to the start side */
1249 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))) & DiagDirToRoadBits(tunnel_dir))) return false;
1250
1251 const int delta = TileOffsByDiagDir(tunnel_dir);
1252 int max_tunnel_length = 0;
1253
1254 /* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
1255 if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
1256 /* Only tunnel under a mountain if the slope is continuous for at least 4 tiles. We want tunneling to be a last resort for large hills. */
1257 TileIndex slope_tile = tile;
1258 for (uint8 tiles = 0; tiles < 4; tiles++) {
1259 if (!IsValidTile(slope_tile)) return false;
1260 slope = GetTileSlope(slope_tile);
1261 if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
1262 slope_tile += delta;
1263 }
1264
1265 /* More population means longer tunnels, but make sure we can at least cover the smallest mountain which neccesitates tunneling. */
1266 max_tunnel_length = (t->cache.population / 1000) + 7;
1267 } else {
1268 /* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
1269 max_tunnel_length = 5;
1270 }
1271
1272 uint8 tunnel_length = 0;
1273 TileIndex tunnel_tile = tile; // Iteratator to store the other end tile of the tunnel.
1274
1275 /* Find the end tile of the tunnel for length and continuation checks. */
1276 do {
1277 if (tunnel_length++ >= max_tunnel_length) return false;
1278 tunnel_tile += delta;
1279 /* The tunnel ends when start and end tiles are the same height. */
1280 } while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));
1281
1282 /* Don't allow a tunnel where the start and end tiles are adjacent. */
1283 if (tunnel_length == 1) return false;
1284
1285 /* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
1286 if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;
1287
1288 /* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
1289 RoadType rt = GetTownRoadType(t);
1290 if (DoCommand(tile, rt | (TRANSPORT_ROAD << 8), 0, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_TUNNEL)), CMD_BUILD_TUNNEL).Succeeded()) {
1291 DoCommand(tile, rt | (TRANSPORT_ROAD << 8), 0, DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_TUNNEL)), CMD_BUILD_TUNNEL);
1292 _grow_town_result = GROWTH_SUCCEED;
1293 return true;
1294 }
1295
1296 return false;
1297 }
1298
1305 static inline bool RoadTypesAllowHouseHere(TileIndex t)
1306 {
1307 static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1308 bool allow = false;
1309
1310 for (const TileIndexDiffC *ptr = tiles; ptr != endof(tiles); ++ptr) {
1311 TileIndex cur_tile = t + ToTileIndexDiff(*ptr);
1312 if (!IsValidTile(cur_tile)) continue;
1313
1314 if (!(IsTileType(cur_tile, MP_ROAD) || IsTileType(cur_tile, MP_STATION))) continue;
1315 allow = true;
1316
1317 RoadType road_rt = GetRoadTypeRoad(cur_tile);
1318 RoadType tram_rt = GetRoadTypeTram(cur_tile);
1319 if (road_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(road_rt)->flags, ROTF_NO_HOUSES)) return true;
1320 if (tram_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(tram_rt)->flags, ROTF_NO_HOUSES)) return true;
1321 }
1322
1323 /* If no road was found surrounding the tile we can allow building the house since there is
1324 * nothing which forbids it, if a road was found but the execution reached this point, then
1325 * all the found roads don't allow houses to be built */
1326 return !allow;
1327 }
1328
1346 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1347 {
1348 RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1349 TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1350
1351 assert(tile < MapSize());
1352
1353 if (cur_rb == ROAD_NONE) {
1354 /* Tile has no road. First reset the status counter
1355 * to say that this is the last iteration. */
1356 _grow_town_result = GROWTH_SEARCH_STOPPED;
1357
1358 if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
1359 if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return;
1360
1361 /* Remove hills etc */
1362 if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1363
1364 /* Is a road allowed here? */
1365 switch (t1->layout) {
1366 default: NOT_REACHED();
1367
1368 case TL_3X3_GRID:
1369 case TL_2X2_GRID:
1370 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1371 if (rcmd == ROAD_NONE) return;
1372 break;
1373
1374 case TL_BETTER_ROADS:
1375 case TL_ORIGINAL:
1376 if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
1377
1378 DiagDirection source_dir = ReverseDiagDir(target_dir);
1379
1380 if (Chance16(1, 4)) {
1381 /* Randomize a new target dir */
1382 do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1383 }
1384
1385 if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1386 /* A road is not allowed to continue the randomized road,
1387 * return if the road we're trying to build is curved. */
1388 if (target_dir != ReverseDiagDir(source_dir)) return;
1389
1390 /* Return if neither side of the new road is a house */
1391 if (!IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90RIGHT)), MP_HOUSE) &&
1392 !IsTileType(TileAddByDiagDir(tile, ChangeDiagDir(target_dir, DIAGDIRDIFF_90LEFT)), MP_HOUSE)) {
1393 return;
1394 }
1395
1396 /* That means that the road is only allowed if there is a house
1397 * at any side of the new road. */
1398 }
1399
1400 rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1401 break;
1402 }
1403
1404 } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1405 /* Continue building on a partial road.
1406 * Should be always OK, so we only generate
1407 * the fitting RoadBits */
1408 _grow_town_result = GROWTH_SEARCH_STOPPED;
1409
1410 if (!_settings_game.economy.allow_town_roads && !_generating_world) return;
1411
1412 switch (t1->layout) {
1413 default: NOT_REACHED();
1414
1415 case TL_3X3_GRID:
1416 case TL_2X2_GRID:
1417 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1418 break;
1419
1420 case TL_BETTER_ROADS:
1421 case TL_ORIGINAL:
1422 rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1423 break;
1424 }
1425 } else {
1426 bool allow_house = true; // Value which decides if we want to construct a house
1427
1428 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1429 * it is the starting tile. Half the time, we stay on this side then.*/
1430 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1431 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1432 *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1433 }
1434 return;
1435 }
1436
1437 /* Possibly extend the road in a direction.
1438 * Randomize a direction and if it has a road, bail out. */
1439 target_dir = RandomDiagDir();
1440 RoadBits target_rb = DiagDirToRoadBits(target_dir);
1441 TileIndex house_tile; // position of a possible house
1442
1443 if (cur_rb & target_rb) {
1444 /* If it's a road turn possibly build a house in a corner.
1445 * Use intersection with straight road as an indicator
1446 * that we randomed corner house position.
1447 * A turn (and we check for that later) always has only
1448 * one common bit with a straight road so it has the same
1449 * chance to be chosen as the house on the side of a road.
1450 */
1451 if ((cur_rb & ROAD_X) != target_rb) return;
1452
1453 /* Check whether it is a turn and if so determine
1454 * position of the corner tile */
1455 switch (cur_rb) {
1456 case ROAD_N:
1457 house_tile = TileAddByDir(tile, DIR_S);
1458 break;
1459 case ROAD_S:
1460 house_tile = TileAddByDir(tile, DIR_N);
1461 break;
1462 case ROAD_E:
1463 house_tile = TileAddByDir(tile, DIR_W);
1464 break;
1465 case ROAD_W:
1466 house_tile = TileAddByDir(tile, DIR_E);
1467 break;
1468 default:
1469 return; // not a turn
1470 }
1471 target_dir = DIAGDIR_END;
1472 } else {
1473 house_tile = TileAddByDiagDir(tile, target_dir);
1474 }
1475
1476 /* Don't walk into water. */
1477 if (HasTileWaterGround(house_tile)) return;
1478
1479 if (!IsValidTile(house_tile)) return;
1480
1481 if (target_dir != DIAGDIR_END && (_settings_game.economy.allow_town_roads || _generating_world)) {
1482 switch (t1->layout) {
1483 default: NOT_REACHED();
1484
1485 case TL_3X3_GRID: // Use 2x2 grid afterwards!
1486 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1487 FALLTHROUGH;
1488
1489 case TL_2X2_GRID:
1490 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1491 allow_house = (rcmd & target_rb) == ROAD_NONE;
1492 break;
1493
1494 case TL_BETTER_ROADS: // Use original afterwards!
1495 GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1496 FALLTHROUGH;
1497
1498 case TL_ORIGINAL:
1499 /* Allow a house at the edge. 60% chance or
1500 * always ok if no road allowed. */
1501 rcmd = target_rb;
1502 allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1503 break;
1504 }
1505 }
1506
1507 allow_house &= RoadTypesAllowHouseHere(house_tile);
1508
1509 if (allow_house) {
1510 /* Build a house, but not if there already is a house there. */
1511 if (!IsTileType(house_tile, MP_HOUSE)) {
1512 /* Level the land if possible */
1513 if (Chance16(1, 6)) LevelTownLand(house_tile);
1514
1515 /* And build a house.
1516 * Set result to -1 if we managed to build it. */
1517 if (BuildTownHouse(t1, house_tile)) {
1518 _grow_town_result = GROWTH_SUCCEED;
1519 }
1520 }
1521 return;
1522 }
1523
1524 _grow_town_result = GROWTH_SEARCH_STOPPED;
1525 }
1526
1527 /* Return if a water tile */
1528 if (HasTileWaterGround(tile)) return;
1529
1530 /* Make the roads look nicer */
1531 rcmd = CleanUpRoadBits(tile, rcmd);
1532 if (rcmd == ROAD_NONE) return;
1533
1534 /* Only use the target direction for bridges and tunnels to ensure they're connected.
1535 * The target_dir is as computed previously according to town layout, so
1536 * it will match it perfectly. */
1537 if (GrowTownWithBridge(t1, tile, target_dir)) return;
1538 if (GrowTownWithTunnel(t1, tile, target_dir)) return;
1539
1540 GrowTownWithRoad(t1, tile, rcmd);
1541 }
1542
1550 static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
1551 {
1552 TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1553 if (!IsValidTile(target_tile)) return false;
1554 if (HasTileWaterGround(target_tile)) return false;
1555
1556 RoadBits target_rb = GetTownRoadBits(target_tile);
1557 if (_settings_game.economy.allow_town_roads || _generating_world) {
1558 /* Check whether a road connection exists or can be build. */
1559 switch (GetTileType(target_tile)) {
1560 case MP_ROAD:
1561 return target_rb != ROAD_NONE;
1562
1563 case MP_STATION:
1564 return IsDriveThroughStopTile(target_tile);
1565
1566 case MP_TUNNELBRIDGE:
1567 return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1568
1569 case MP_HOUSE:
1570 case MP_INDUSTRY:
1571 case MP_OBJECT:
1572 return false;
1573
1574 default:
1575 /* Checked for void and water earlier */
1576 return true;
1577 }
1578 } else {
1579 /* Check whether a road connection already exists,
1580 * and it leads somewhere else. */
1581 RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
1582 return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1583 }
1584 }
1585
1592 static bool GrowTownAtRoad(Town *t, TileIndex tile)
1593 {
1594 /* Special case.
1595 * @see GrowTownInTile Check the else if
1596 */
1597 DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1598
1599 assert(tile < MapSize());
1600
1601 /* Number of times to search.
1602 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1603 * them a little handicap. */
1604 switch (t->layout) {
1605 case TL_BETTER_ROADS:
1606 _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
1607 break;
1608
1609 case TL_3X3_GRID:
1610 case TL_2X2_GRID:
1611 _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
1612 break;
1613
1614 default:
1615 _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
1616 break;
1617 }
1618
1619 do {
1620 RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1621
1622 /* Try to grow the town from this point */
1623 GrowTownInTile(&tile, cur_rb, target_dir, t);
1624 if (_grow_town_result == GROWTH_SUCCEED) return true;
1625
1626 /* Exclude the source position from the bitmask
1627 * and return if no more road blocks available */
1628 if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1629 if (cur_rb == ROAD_NONE) return false;
1630
1631 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1632 /* Only build in the direction away from the tunnel or bridge. */
1633 target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1634 } else {
1635 /* Select a random bit from the blockmask, walk a step
1636 * and continue the search from there. */
1637 do {
1638 if (cur_rb == ROAD_NONE) return false;
1639 RoadBits target_bits;
1640 do {
1641 target_dir = RandomDiagDir();
1642 target_bits = DiagDirToRoadBits(target_dir);
1643 } while (!(cur_rb & target_bits));
1644 cur_rb &= ~target_bits;
1645 } while (!CanFollowRoad(tile, target_dir));
1646 }
1647 tile = TileAddByDiagDir(tile, target_dir);
1648
1649 if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
1650 /* Don't allow building over roads of other cities */
1651 if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1652 return false;
1653 } else if (IsRoadOwner(tile, RTT_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1654 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1655 * owner :) (happy happy happy road now) */
1656 SetRoadOwner(tile, RTT_ROAD, OWNER_TOWN);
1657 SetTownIndex(tile, t->index);
1658 }
1659 }
1660
1661 /* Max number of times is checked. */
1662 } while (--_grow_town_result >= 0);
1663
1664 return false;
1665 }
1666
1674 static RoadBits GenRandomRoadBits()
1675 {
1676 uint32 r = Random();
1677 uint a = GB(r, 0, 2);
1678 uint b = GB(r, 8, 2);
1679 if (a == b) b ^= 2;
1680 return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1681 }
1682
1688 static bool GrowTown(Town *t)
1689 {
1690 static const TileIndexDiffC _town_coord_mod[] = {
1691 {-1, 0},
1692 { 1, 1},
1693 { 1, -1},
1694 {-1, -1},
1695 {-1, 0},
1696 { 0, 2},
1697 { 2, 0},
1698 { 0, -2},
1699 {-1, -1},
1700 {-2, 2},
1701 { 2, 2},
1702 { 2, -2},
1703 { 0, 0}
1704 };
1705
1706 /* Current "company" is a town */
1707 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1708
1709 TileIndex tile = t->xy; // The tile we are working with ATM
1710
1711 /* Find a road that we can base the construction on. */
1712 const TileIndexDiffC *ptr;
1713 for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1714 if (GetTownRoadBits(tile) != ROAD_NONE) {
1715 bool success = GrowTownAtRoad(t, tile);
1716 cur_company.Restore();
1717 return success;
1718 }
1719 tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1720 }
1721
1722 /* No road available, try to build a random road block by
1723 * clearing some land and then building a road there. */
1724 if (_settings_game.economy.allow_town_roads || _generating_world) {
1725 tile = t->xy;
1726 for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1727 /* Only work with plain land that not already has a house */
1728 if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1729 if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
1730 RoadType rt = GetTownRoadType(t);
1731 DoCommand(tile, GenRandomRoadBits() | (rt << 4), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
1732 cur_company.Restore();
1733 return true;
1734 }
1735 }
1736 tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1737 }
1738 }
1739
1740 cur_company.Restore();
1741 return false;
1742 }
1743
1744 void UpdateTownRadius(Town *t)
1745 {
1746 static const uint32 _town_squared_town_zone_radius_data[23][5] = {
1747 { 4, 0, 0, 0, 0}, // 0
1748 { 16, 0, 0, 0, 0},
1749 { 25, 0, 0, 0, 0},
1750 { 36, 0, 0, 0, 0},
1751 { 49, 0, 4, 0, 0},
1752 { 64, 0, 4, 0, 0}, // 20
1753 { 64, 0, 9, 0, 1},
1754 { 64, 0, 9, 0, 4},
1755 { 64, 0, 16, 0, 4},
1756 { 81, 0, 16, 0, 4},
1757 { 81, 0, 16, 0, 4}, // 40
1758 { 81, 0, 25, 0, 9},
1759 { 81, 36, 25, 0, 9},
1760 { 81, 36, 25, 16, 9},
1761 { 81, 49, 0, 25, 9},
1762 { 81, 64, 0, 25, 9}, // 60
1763 { 81, 64, 0, 36, 9},
1764 { 81, 64, 0, 36, 16},
1765 {100, 81, 0, 49, 16},
1766 {100, 81, 0, 49, 25},
1767 {121, 81, 0, 49, 25}, // 80
1768 {121, 81, 0, 49, 25},
1769 {121, 81, 0, 49, 36}, // 88
1770 };
1771
1772 if (t->cache.num_houses < 92) {
1773 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));
1774 } else {
1775 int mass = t->cache.num_houses / 8;
1776 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1777 * The offsets are to make sure the radii do not decrease in size when going from the table
1778 * to the calculated value.*/
1779 t->cache.squared_town_zone_radius[0] = mass * 15 - 40;
1780 t->cache.squared_town_zone_radius[1] = mass * 9 - 15;
1781 t->cache.squared_town_zone_radius[2] = 0;
1782 t->cache.squared_town_zone_radius[3] = mass * 5 - 5;
1783 t->cache.squared_town_zone_radius[4] = mass * 3 + 5;
1784 }
1785 }
1786
1787 void UpdateTownMaxPass(Town *t)
1788 {
1789 t->supplied[CT_PASSENGERS].old_max = t->cache.population >> 3;
1790 t->supplied[CT_MAIL].old_max = t->cache.population >> 4;
1791 }
1792
1793 static void UpdateTownGrowthRate(Town *t);
1794 static void UpdateTownGrowth(Town *t);
1795
1807 static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
1808 {
1809 t->xy = tile;
1810 t->cache.num_houses = 0;
1811 t->time_until_rebuild = 10;
1812 UpdateTownRadius(t);
1813 t->flags = 0;
1814 t->cache.population = 0;
1815 /* Spread growth across ticks so even if there are many
1816 * similar towns they're unlikely to grow all in one tick */
1817 t->grow_counter = t->index % TOWN_GROWTH_TICKS;
1818 t->growth_rate = TownTicksToGameTicks(250);
1819 t->show_zone = false;
1820
1821 _town_kdtree.Insert(t->index);
1822
1823 /* Set the default cargo requirement for town growth */
1824 switch (_settings_game.game_creation.landscape) {
1825 case LT_ARCTIC:
1826 if (FindFirstCargoWithTownEffect(TE_FOOD) != nullptr) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER;
1827 break;
1828
1829 case LT_TROPIC:
1830 if (FindFirstCargoWithTownEffect(TE_FOOD) != nullptr) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT;
1831 if (FindFirstCargoWithTownEffect(TE_WATER) != nullptr) t->goal[TE_WATER] = TOWN_GROWTH_DESERT;
1832 break;
1833 }
1834
1835 t->fund_buildings_months = 0;
1836
1837 for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
1838
1839 t->have_ratings = 0;
1840 t->exclusivity = INVALID_COMPANY;
1841 t->exclusive_counter = 0;
1842 t->statues = 0;
1843
1844 {
1845 TownNameParams tnp(_settings_game.game_creation.town_name);
1846 t->townnamegrfid = tnp.grfid;
1847 t->townnametype = tnp.type;
1848 }
1849 t->townnameparts = townnameparts;
1850
1851 t->UpdateVirtCoord();
1852 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
1853
1854 t->InitializeLayout(layout);
1855
1856 t->larger_town = city;
1857
1858 int x = (int)size * 16 + 3;
1859 if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
1860 /* Don't create huge cities when founding town in-game */
1861 if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
1862
1863 t->cache.num_houses += x;
1864 UpdateTownRadius(t);
1865
1866 int i = x * 4;
1867 do {
1868 GrowTown(t);
1869 } while (--i);
1870
1871 t->cache.num_houses -= x;
1872 UpdateTownRadius(t);
1873 UpdateTownGrowthRate(t);
1874 UpdateTownMaxPass(t);
1875 UpdateAirportsNoise();
1876 }
1877
1883 static CommandCost TownCanBePlacedHere(TileIndex tile)
1884 {
1885 /* Check if too close to the edge of map */
1886 if (DistanceFromEdge(tile) < 12) {
1887 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
1888 }
1889
1890 /* Check distance to all other towns. */
1891 if (IsCloseToTown(tile, 20)) {
1892 return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
1893 }
1894
1895 /* Can only build on clear flat areas, possibly with trees. */
1896 if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
1897 return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
1898 }
1899
1900 return CommandCost(EXPENSES_OTHER);
1901 }
1902
1908 static bool IsUniqueTownName(const char *name)
1909 {
1910 for (const Town *t : Town::Iterate()) {
1911 if (!t->name.empty() && t->name == name) return false;
1912 }
1913
1914 return true;
1915 }
1916
1929 CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1930 {
1931 TownSize size = Extract<TownSize, 0, 2>(p1);
1932 bool city = HasBit(p1, 2);
1933 TownLayout layout = Extract<TownLayout, 3, 3>(p1);
1934 TownNameParams par(_settings_game.game_creation.town_name);
1935 bool random = HasBit(p1, 6);
1936 uint32 townnameparts = p2;
1937
1938 if (size >= TSZ_END) return CMD_ERROR;
1939 if (layout >= NUM_TLS) return CMD_ERROR;
1940
1941 /* Some things are allowed only in the scenario editor and for game scripts. */
1942 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
1943 if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR;
1944 if (size == TSZ_LARGE) return CMD_ERROR;
1945 if (random) return CMD_ERROR;
1946 if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) {
1947 return CMD_ERROR;
1948 }
1949 } else if (_current_company == OWNER_DEITY && random) {
1950 /* Random parameter is not allowed for Game Scripts. */
1951 return CMD_ERROR;
1952 }
1953
1954 if (StrEmpty(text)) {
1955 /* If supplied name is empty, townnameparts has to generate unique automatic name */
1956 if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
1957 } else {
1958 /* If name is not empty, it has to be unique custom name */
1959 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
1960 if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
1961 }
1962
1963 /* Allocate town struct */
1964 if (!Town::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_TOWNS);
1965
1966 if (!random) {
1967 CommandCost ret = TownCanBePlacedHere(tile);
1968 if (ret.Failed()) return ret;
1969 }
1970
1971 static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
1972 /* multidimensional arrays have to have defined length of non-first dimension */
1973 static_assert(lengthof(price_mult[0]) == 4);
1974
1975 CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
1976 byte mult = price_mult[city][size];
1977
1978 cost.MultiplyCost(mult);
1979
1980 /* Create the town */
1981 if (flags & DC_EXEC) {
1982 if (cost.GetCost() > GetAvailableMoneyForCommand()) {
1983 _additional_cash_required = cost.GetCost();
1984 return CommandCost(EXPENSES_OTHER);
1985 }
1986
1987 Backup<bool> old_generating_world(_generating_world, true, FILE_LINE);
1988 UpdateNearestTownForRoadTiles(true);
1989 Town *t;
1990 if (random) {
1991 t = CreateRandomTown(20, townnameparts, size, city, layout);
1992 if (t == nullptr) {
1993 cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
1994 } else {
1995 _new_town_id = t->index;
1996 }
1997 } else {
1998 t = new Town(tile);
1999 DoCreateTown(t, tile, townnameparts, size, city, layout, true);
2000 }
2001 UpdateNearestTownForRoadTiles(false);
2002 old_generating_world.Restore();
2003
2004 if (t != nullptr && !StrEmpty(text)) {
2005 t->name = stredup(text);
2006 t->UpdateVirtCoord();
2007 }
2008
2009 if (_game_mode != GM_EDITOR) {
2010 /* 't' can't be nullptr since 'random' is false outside scenedit */
2011 assert(!random);
2012
2013 if (_current_company == OWNER_DEITY) {
2014 SetDParam(0, t->index);
2015 AddTileNewsItem(STR_NEWS_NEW_TOWN_UNSPONSORED, NT_INDUSTRY_OPEN, tile);
2016 } else {
2017 char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
2018 SetDParam(0, _current_company);
2019 GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
2020
2021 char *cn = stredup(company_name);
2022 SetDParamStr(0, cn);
2023 SetDParam(1, t->index);
2024
2025 AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, cn);
2026 }
2027 AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
2028 Game::NewEvent(new ScriptEventTownFounded(t->index));
2029 }
2030 }
2031 return cost;
2032 }
2033
2043 static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
2044 {
2045 switch (layout) {
2046 case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
2047 case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
2048 default: return tile;
2049 }
2050 }
2051
2061 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
2062 {
2063 switch (layout) {
2064 case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
2065 case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
2066 default: return true;
2067 }
2068 }
2069
2073 struct SpotData {
2074 TileIndex tile;
2075 uint max_dist;
2076 TownLayout layout;
2077 };
2078
2095 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
2096 {
2097 SpotData *sp = (SpotData*)user_data;
2098 uint dist = GetClosestWaterDistance(tile, true);
2099
2100 if (IsTileType(tile, MP_CLEAR) &&
2101 IsTileFlat(tile) &&
2102 IsTileAlignedToGrid(tile, sp->layout) &&
2103 dist > sp->max_dist) {
2104 sp->tile = tile;
2105 sp->max_dist = dist;
2106 }
2107
2108 return false;
2109 }
2110
2117 static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
2118 {
2119 return IsTileType(tile, MP_CLEAR);
2120 }
2121
2134 static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
2135 {
2136 SpotData sp = { INVALID_TILE, 0, layout };
2137
2138 TileIndex coast = tile;
2139 if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, nullptr)) {
2140 CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
2141 return sp.tile;
2142 }
2143
2144 /* if we get here just give up */
2145 return INVALID_TILE;
2146 }
2147
2148 static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size, bool city, TownLayout layout)
2149 {
2150 assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
2151
2152 if (!Town::CanAllocateItem()) return nullptr;
2153
2154 do {
2155 /* Generate a tile index not too close from the edge */
2156 TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2157
2158 /* if we tried to place the town on water, slide it over onto
2159 * the nearest likely-looking spot */
2160 if (IsTileType(tile, MP_WATER)) {
2161 tile = FindNearestGoodCoastalTownSpot(tile, layout);
2162 if (tile == INVALID_TILE) continue;
2163 }
2164
2165 /* Make sure town can be placed here */
2166 if (TownCanBePlacedHere(tile).Failed()) continue;
2167
2168 /* Allocate a town struct */
2169 Town *t = new Town(tile);
2170
2171 DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2172
2173 /* if the population is still 0 at the point, then the
2174 * placement is so bad it couldn't grow at all */
2175 if (t->cache.population > 0) return t;
2176
2177 Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
2178 CommandCost rc = DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
2179 cur_company.Restore();
2180 assert(rc.Succeeded());
2181
2182 /* We already know that we can allocate a single town when
2183 * entering this function. However, we create and delete
2184 * a town which "resets" the allocation checks. As such we
2185 * need to check again when assertions are enabled. */
2186 assert(Town::CanAllocateItem());
2187 } while (--attempts != 0);
2188
2189 return nullptr;
2190 }
2191
2192 static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2193
2201 bool GenerateTowns(TownLayout layout)
2202 {
2203 uint current_number = 0;
2204 uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
2205 uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
2206 total = std::min<uint>(TownPool::MAX_SIZE, total);
2207 uint32 townnameparts;
2208 TownNames town_names;
2209
2210 SetGeneratingWorldProgress(GWP_TOWN, total);
2211
2212 /* First attempt will be made at creating the suggested number of towns.
2213 * Note that this is really a suggested value, not a required one.
2214 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2215 do {
2216 bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns));
2217 IncreaseGeneratingWorldProgress(GWP_TOWN);
2218 /* Get a unique name for the town. */
2219 if (!GenerateTownName(&townnameparts, &town_names)) continue;
2220 /* try 20 times to create a random-sized town for the first loop. */
2221 if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2222 } while (--total);
2223
2224 town_names.clear();
2225
2226 /* Build the town k-d tree again to make sure it's well balanced */
2227 RebuildTownKdtree();
2228
2229 if (current_number != 0) return true;
2230
2231 /* If current_number is still zero at this point, it means that not a single town has been created.
2232 * So give it a last try, but now more aggressive */
2233 if (GenerateTownName(&townnameparts) &&
2234 CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2235 return true;
2236 }
2237
2238 /* If there are no towns at all and we are generating new game, bail out */
2239 if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
2240 ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
2241 }
2242
2243 return false; // we are still without a town? we failed, simply
2244 }
2245
2246
2253 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
2254 {
2255 uint dist = DistanceSquare(tile, t->xy);
2256
2257 if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
2258
2259 HouseZonesBits smallest = HZB_TOWN_EDGE;
2260 for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
2261 if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
2262 }
2263
2264 return smallest;
2265 }
2266
2277 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
2278 {
2279 CommandCost cc = DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR);
2280
2281 assert(cc.Succeeded());
2282
2283 IncreaseBuildingCount(t, type);
2284 MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
2285 if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
2286
2287 MarkTileDirtyByTile(tile);
2288 }
2289
2290
2301 static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
2302 {
2303 BuildingFlags size = HouseSpec::Get(type)->building_flags;
2304
2305 ClearMakeHouseTile(t, town, counter, stage, type, random_bits);
2306 if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(t + TileDiffXY(0, 1), town, counter, stage, ++type, random_bits);
2307 if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(t + TileDiffXY(1, 0), town, counter, stage, ++type, random_bits);
2308 if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(t + TileDiffXY(1, 1), town, counter, stage, ++type, random_bits);
2309
2310 if (!_generating_world) {
2311 ForAllStationsAroundTiles(TileArea(t, (size & BUILDING_2_TILES_X) ? 2 : 1, (size & BUILDING_2_TILES_Y) ? 2 : 1), [town](Station *st, TileIndex tile) {
2312 town->stations_near.insert(st);
2313 return true;
2314 });
2315 }
2316 }
2317
2318
2326 static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2327 {
2328 /* cannot build on these slopes... */
2329 Slope slope = GetTileSlope(tile);
2330 if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2331
2332 /* at least one RoadTypes allow building the house here? */
2333 if (!RoadTypesAllowHouseHere(tile)) return false;
2334
2335 /* building under a bridge? */
2336 if (IsBridgeAbove(tile)) return false;
2337
2338 /* can we clear the land? */
2339 return DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded();
2340 }
2341
2342
2351 static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2352 {
2353 if (!CanBuildHouseHere(tile, noslope)) return false;
2354
2355 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2356 if (GetTileMaxZ(tile) != z) return false;
2357
2358 return true;
2359 }
2360
2361
2370 static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2371 {
2372 /* we need to check this tile too because we can be at different tile now */
2373 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2374
2375 for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2376 tile += TileOffsByDiagDir(d);
2377 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2378 }
2379
2380 return true;
2381 }
2382
2383
2391 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2392 {
2393 /* Allow towns everywhere when we don't build roads */
2394 if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
2395
2396 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2397
2398 switch (t->layout) {
2399 case TL_2X2_GRID:
2400 if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2401 break;
2402
2403 case TL_3X3_GRID:
2404 if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2405 break;
2406
2407 default:
2408 break;
2409 }
2410
2411 return true;
2412 }
2413
2414
2422 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2423 {
2424 /* Allow towns everywhere when we don't build roads */
2425 if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
2426
2427 /* Compute relative position of tile. (Positive offsets are towards north) */
2428 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2429
2430 switch (t->layout) {
2431 case TL_2X2_GRID:
2432 grid_pos.x %= 3;
2433 grid_pos.y %= 3;
2434 if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2435 (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2436 break;
2437
2438 case TL_3X3_GRID:
2439 if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2440 break;
2441
2442 default:
2443 break;
2444 }
2445
2446 return true;
2447 }
2448
2449
2459 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2460 {
2461 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2462
2463 TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2464 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2465
2466 tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2467 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2468 *tile = tile2;
2469 return true;
2470 }
2471
2472 return false;
2473 }
2474
2475
2484 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2485 {
2486 TileIndex tile2 = *tile;
2487
2488 for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2489 if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
2490 *tile = tile2;
2491 return true;
2492 }
2493 if (d == DIAGDIR_END) break;
2494 tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2495 }
2496
2497 return false;
2498 }
2499
2500
2507 static bool BuildTownHouse(Town *t, TileIndex tile)
2508 {
2509 /* forbidden building here by town layout */
2510 if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2511
2512 /* no house allowed at all, bail out */
2513 if (!CanBuildHouseHere(tile, false)) return false;
2514
2515 Slope slope = GetTileSlope(tile);
2516 int maxz = GetTileMaxZ(tile);
2517
2518 /* Get the town zone type of the current tile, as well as the climate.
2519 * This will allow to easily compare with the specs of the new house to build */
2520 HouseZonesBits rad = GetTownRadiusGroup(t, tile);
2521
2522 /* Above snow? */
2523 int land = _settings_game.game_creation.landscape;
2524 if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
2525
2526 uint bitmask = (1 << rad) + (1 << (land + 12));
2527
2528 /* bits 0-4 are used
2529 * bits 11-15 are used
2530 * bits 5-10 are not used. */
2531 HouseID houses[NUM_HOUSES];
2532 uint num = 0;
2533 uint probs[NUM_HOUSES];
2534 uint probability_max = 0;
2535
2536 /* Generate a list of all possible houses that can be built. */
2537 for (uint i = 0; i < NUM_HOUSES; i++) {
2538 const HouseSpec *hs = HouseSpec::Get(i);
2539
2540 /* Verify that the candidate house spec matches the current tile status */
2541 if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
2542
2543 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2544 if (hs->class_id != HOUSE_NO_CLASS) {
2545 /* id_count is always <= class_count, so it doesn't need to be checked */
2546 if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
2547 } else {
2548 /* If the house has no class, check id_count instead */
2549 if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
2550 }
2551
2552 uint cur_prob = hs->probability;
2553 probability_max += cur_prob;
2554 probs[num] = cur_prob;
2555 houses[num++] = (HouseID)i;
2556 }
2557
2558 TileIndex baseTile = tile;
2559
2560 while (probability_max > 0) {
2561 /* Building a multitile building can change the location of tile.
2562 * The building would still be built partially on that tile, but
2563 * its northern tile would be elsewhere. However, if the callback
2564 * fails we would be basing further work from the changed tile.
2565 * So a next 1x1 tile building could be built on the wrong tile. */
2566 tile = baseTile;
2567
2568 uint r = RandomRange(probability_max);
2569 uint i;
2570 for (i = 0; i < num; i++) {
2571 if (probs[i] > r) break;
2572 r -= probs[i];
2573 }
2574
2575 HouseID house = houses[i];
2576 probability_max -= probs[i];
2577
2578 /* remove tested house from the set */
2579 num--;
2580 houses[i] = houses[num];
2581 probs[i] = probs[num];
2582
2583 const HouseSpec *hs = HouseSpec::Get(house);
2584
2585 if (!_generating_world && _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
2586 continue;
2587 }
2588
2589 if (_cur_year < hs->min_year || _cur_year > hs->max_year) continue;
2590
2591 /* Special houses that there can be only one of. */
2592 uint oneof = 0;
2593
2594 if (hs->building_flags & BUILDING_IS_CHURCH) {
2595 SetBit(oneof, TOWN_HAS_CHURCH);
2596 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2597 SetBit(oneof, TOWN_HAS_STADIUM);
2598 }
2599
2600 if (t->flags & oneof) continue;
2601
2602 /* Make sure there is no slope? */
2603 bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2604 if (noslope && slope != SLOPE_FLAT) continue;
2605
2606 if (hs->building_flags & TILE_SIZE_2x2) {
2607 if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2608 } else if (hs->building_flags & TILE_SIZE_2x1) {
2609 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2610 } else if (hs->building_flags & TILE_SIZE_1x2) {
2611 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2612 } else {
2613 /* 1x1 house checks are already done */
2614 }
2615
2616 byte random_bits = Random();
2617
2618 if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
2619 uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
2620 if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2621 }
2622
2623 /* build the house */
2624 t->cache.num_houses++;
2625
2626 /* Special houses that there can be only one of. */
2627 t->flags |= oneof;
2628
2629 byte construction_counter = 0;
2630 byte construction_stage = 0;
2631
2632 if (_generating_world || _game_mode == GM_EDITOR) {
2633 uint32 r = Random();
2634
2635 construction_stage = TOWN_HOUSE_COMPLETED;
2636 if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
2637
2638 if (construction_stage == TOWN_HOUSE_COMPLETED) {
2639 ChangePopulation(t, hs->population);
2640 } else {
2641 construction_counter = GB(r, 2, 2);
2642 }
2643 }
2644
2645 MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
2646 UpdateTownRadius(t);
2647 UpdateTownGrowthRate(t);
2648
2649 return true;
2650 }
2651
2652 return false;
2653 }
2654
2661 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2662 {
2663 assert(IsTileType(tile, MP_HOUSE));
2664 DecreaseBuildingCount(t, house);
2665 DoClearSquare(tile);
2666 DeleteAnimatedTile(tile);
2667
2668 DeleteNewGRFInspectWindow(GSF_HOUSES, tile);
2669 }
2670
2678 TileIndexDiff GetHouseNorthPart(HouseID &house)
2679 {
2680 if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2681 if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
2682 house--;
2683 return TileDiffXY(-1, 0);
2684 } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
2685 house--;
2686 return TileDiffXY(0, -1);
2687 } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
2688 house -= 2;
2689 return TileDiffXY(-1, 0);
2690 } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
2691 house -= 3;
2692 return TileDiffXY(-1, -1);
2693 }
2694 }
2695 return 0;
2696 }
2697
2698 void ClearTownHouse(Town *t, TileIndex tile)
2699 {
2700 assert(IsTileType(tile, MP_HOUSE));
2701
2702 HouseID house = GetHouseType(tile);
2703
2704 /* need to align the tile to point to the upper left corner of the house */
2705 tile += GetHouseNorthPart(house); // modifies house to the ID of the north tile
2706
2707 const HouseSpec *hs = HouseSpec::Get(house);
2708
2709 /* Remove population from the town if the house is finished. */
2710 if (IsHouseCompleted(tile)) {
2711 ChangePopulation(t, -hs->population);
2712 }
2713
2714 t->cache.num_houses--;
2715
2716 /* Clear flags for houses that only may exist once/town. */
2717 if (hs->building_flags & BUILDING_IS_CHURCH) {
2718 ClrBit(t->flags, TOWN_HAS_CHURCH);
2719 } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2720 ClrBit(t->flags, TOWN_HAS_STADIUM);
2721 }
2722
2723 /* Do the actual clearing of tiles */
2724 DoClearTownHouseHelper(tile, t, house);
2725 if (hs->building_flags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
2726 if (hs->building_flags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
2727 if (hs->building_flags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
2728
2729 RemoveNearbyStations(t, tile, hs->building_flags);
2730
2731 UpdateTownRadius(t);
2732 }
2733
2743 CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2744 {
2745 Town *t = Town::GetIfValid(p1);
2746 if (t == nullptr) return CMD_ERROR;
2747
2748 bool reset = StrEmpty(text);
2749
2750 if (!reset) {
2751 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return CMD_ERROR;
2752 if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
2753 }
2754
2755 if (flags & DC_EXEC) {
2756 t->cached_name.clear();
2757 if (reset) {
2758 t->name.clear();
2759 } else {
2760 t->name = text;
2761 }
2762
2763 t->UpdateVirtCoord();
2764 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_RESORT);
2765 ClearAllStationCachedNames();
2766 ClearAllIndustryCachedNames();
2767 UpdateAllStationVirtCoords();
2768 }
2769 return CommandCost();
2770 }
2771
2777 const CargoSpec *FindFirstCargoWithTownEffect(TownEffect effect)
2778 {
2779 const CargoSpec *cs;
2780 FOR_ALL_CARGOSPECS(cs) {
2781 if (cs->town_effect == effect) return cs;
2782 }
2783 return nullptr;
2784 }
2785
2797 CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2798 {
2799 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2800
2801 TownEffect te = (TownEffect)GB(p1, 16, 8);
2802 if (te < TE_BEGIN || te >= TE_END) return CMD_ERROR;
2803
2804 uint16 index = GB(p1, 0, 16);
2805 Town *t = Town::GetIfValid(index);
2806 if (t == nullptr) return CMD_ERROR;
2807
2808 /* Validate if there is a cargo which is the requested TownEffect */
2809 const CargoSpec *cargo = FindFirstCargoWithTownEffect(te);
2810 if (cargo == nullptr) return CMD_ERROR;
2811
2812 if (flags & DC_EXEC) {
2813 t->goal[te] = p2;
2814 UpdateTownGrowth(t);
2815 InvalidateWindowData(WC_TOWN_VIEW, index);
2816 }
2817
2818 return CommandCost();
2819 }
2820
2830 CommandCost CmdTownSetText(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2831 {
2832 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2833 Town *t = Town::GetIfValid(p1);
2834 if (t == nullptr) return CMD_ERROR;
2835
2836 if (flags & DC_EXEC) {
2837 t->text.clear();
2838 if (!StrEmpty(text)) t->text = text;
2839 InvalidateWindowData(WC_TOWN_VIEW, p1);
2840 }
2841
2842 return CommandCost();
2843 }
2844
2854 CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2855 {
2856 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2857 if (GB(p2, 16, 16) != 0) return CMD_ERROR;
2858
2859 Town *t = Town::GetIfValid(p1);
2860 if (t == nullptr) return CMD_ERROR;
2861
2862 if (flags & DC_EXEC) {
2863 if (p2 == 0) {
2864 /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
2865 ClrBit(t->flags, TOWN_CUSTOM_GROWTH);
2866 } else {
2867 uint old_rate = t->growth_rate;
2868 if (t->grow_counter >= old_rate) {
2869 /* This also catches old_rate == 0 */
2870 t->grow_counter = p2;
2871 } else {
2872 /* Scale grow_counter, so half finished houses stay half finished */
2873 t->grow_counter = t->grow_counter * p2 / old_rate;
2874 }
2875 t->growth_rate = p2;
2876 SetBit(t->flags, TOWN_CUSTOM_GROWTH);
2877 }
2878 UpdateTownGrowth(t);
2879 InvalidateWindowData(WC_TOWN_VIEW, p1);
2880 }
2881
2882 return CommandCost();
2883 }
2884
2894 CommandCost CmdTownRating(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2895 {
2896 if (_current_company != OWNER_DEITY) return CMD_ERROR;
2897
2898 TownID town_id = (TownID)GB(p1, 0, 16);
2899 Town *t = Town::GetIfValid(town_id);
2900 if (t == nullptr) return CMD_ERROR;
2901
2902 CompanyID company_id = (CompanyID)GB(p1, 16, 8);
2903 if (!Company::IsValidID(company_id)) return CMD_ERROR;
2904
2905 int16 new_rating = Clamp((int16)GB(p2, 0, 16), RATING_MINIMUM, RATING_MAXIMUM);
2906 if (flags & DC_EXEC) {
2907 t->ratings[company_id] = new_rating;
2908 InvalidateWindowData(WC_TOWN_AUTHORITY, town_id);
2909 }
2910
2911 return CommandCost();
2912 }
2913
2923 CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2924 {
2925 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
2926 Town *t = Town::GetIfValid(p1);
2927 if (t == nullptr) return CMD_ERROR;
2928
2929 if (flags & DC_EXEC) {
2930 /* The more houses, the faster we grow */
2931 if (p2 == 0) {
2932 uint amount = RandomRange(ClampToU16(t->cache.num_houses / 10)) + 3;
2933 t->cache.num_houses += amount;
2934 UpdateTownRadius(t);
2935
2936 uint n = amount * 10;
2937 do GrowTown(t); while (--n);
2938
2939 t->cache.num_houses -= amount;
2940 } else {
2941 for (; p2 > 0; p2--) {
2942 /* Try several times to grow, as we are really suppose to grow */
2943 for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
2944 }
2945 }
2946 UpdateTownRadius(t);
2947
2948 UpdateTownMaxPass(t);
2949 }
2950
2951 return CommandCost();
2952 }
2953
2963 CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2964 {
2965 if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
2966 Town *t = Town::GetIfValid(p1);
2967 if (t == nullptr) return CMD_ERROR;
2968
2969 /* Stations refer to towns. */
2970 for (const Station *st : Station::Iterate()) {
2971 if (st->town == t) {
2972 /* Non-oil rig stations are always a problem. */
2973 if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
2974 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
2975 CommandCost ret = DoCommand(st->airport.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2976 if (ret.Failed()) return ret;
2977 }
2978 }
2979
2980 /* Depots refer to towns. */
2981 for (const Depot *d : Depot::Iterate()) {
2982 if (d->town == t) return CMD_ERROR;
2983 }
2984
2985 /* Check all tiles for town ownership. First check for bridge tiles, as
2986 * these do not directly have an owner so we need to check adjacent
2987 * tiles. This won't work correctly in the same loop if the adjacent
2988 * tile was already deleted earlier in the loop. */
2989 for (TileIndex tile = 0; tile < MapSize(); ++tile) {
2990 if (IsTileType(tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(tile, t)) {
2991 CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2992 if (ret.Failed()) return ret;
2993 }
2994 }
2995
2996 /* Check all remaining tiles for town ownership. */
2997 for (TileIndex tile = 0; tile < MapSize(); ++tile) {
2998 bool try_clear = false;
2999 switch (GetTileType(tile)) {
3000 case MP_ROAD:
3001 try_clear = HasTownOwnedRoad(tile) && GetTownIndex(tile) == t->index;
3002 break;
3003
3004 case MP_HOUSE:
3005 try_clear = GetTownIndex(tile) == t->index;
3006 break;
3007
3008 case MP_INDUSTRY:
3009 try_clear = Industry::GetByTile(tile)->town == t;
3010 break;
3011
3012 case MP_OBJECT:
3013 if (Town::GetNumItems() == 1) {
3014 /* No towns will be left, remove it! */
3015 try_clear = true;
3016 } else {
3017 Object *o = Object::GetByTile(tile);
3018 if (o->town == t) {
3019 if (o->type == OBJECT_STATUE) {
3020 /* Statue... always remove. */
3021 try_clear = true;
3022 } else {
3023 /* Tell to find a new town. */
3024 if (flags & DC_EXEC) o->town = nullptr;
3025 }
3026 }
3027 }
3028 break;
3029
3030 default:
3031 break;
3032 }
3033 if (try_clear) {
3034 CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
3035 if (ret.Failed()) return ret;
3036 }
3037 }
3038
3039 /* The town destructor will delete the other things related to the town. */
3040 if (flags & DC_EXEC) {
3041 _town_kdtree.Remove(t->index);
3042 if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
3043 delete t;
3044 }
3045
3046 return CommandCost();
3047 }
3048
3053 const byte _town_action_costs[TACT_COUNT] = {
3054 2, 4, 9, 35, 48, 53, 117, 175
3055 };
3056
3057 static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
3058 {
3059 if (flags & DC_EXEC) {
3060 ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
3061 }
3062 return CommandCost();
3063 }
3064
3065 static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
3066 {
3067 if (flags & DC_EXEC) {
3068 ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
3069 }
3070 return CommandCost();
3071 }
3072
3073 static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
3074 {
3075 if (flags & DC_EXEC) {
3076 ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
3077 }
3078 return CommandCost();
3079 }
3080
3081 static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
3082 {
3083 /* Check if the company is allowed to fund new roads. */
3084 if (!_settings_game.economy.fund_roads) return CMD_ERROR;
3085
3086 if (flags & DC_EXEC) {
3087 t->road_build_months = 6;
3088
3089 char company_name[MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH];
3090 SetDParam(0, _current_company);
3091 GetString(company_name, STR_COMPANY_NAME, lastof(company_name));
3092
3093 char *cn = stredup(company_name);
3094 SetDParam(0, t->index);
3095 SetDParamStr(1, cn);
3096
3097 AddNewsItem(STR_NEWS_ROAD_REBUILDING, NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cn);
3098 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3099 Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3100 }
3101 return CommandCost();
3102 }
3103
3109 static bool TryClearTile(TileIndex tile)
3110 {
3111 Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3112 CommandCost r = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
3113 cur_company.Restore();
3114 return r.Succeeded();
3115 }
3116
3118 struct StatueBuildSearchData {
3119 TileIndex best_position;
3120 int tile_count;
3121
3122 StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
3123 };
3124
3131 static bool SearchTileForStatue(TileIndex tile, void *user_data)
3132 {
3133 static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3134
3135 StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
3136 statue_data->tile_count++;
3137
3138 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3139 if (IsSteepSlope(GetTileSlope(tile))) return false;
3140 /* Don't build statues under bridges. */
3141 if (IsBridgeAbove(tile)) return false;
3142
3143 /* A clear-able open space is always preferred. */
3144 if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && TryClearTile(tile)) {
3145 statue_data->best_position = tile;
3146 return true;
3147 }
3148
3149 bool house = IsTileType(tile, MP_HOUSE);
3150
3151 /* Searching inside the inner circle. */
3152 if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
3153 /* Save first house in inner circle. */
3154 if (house && statue_data->best_position == INVALID_TILE && TryClearTile(tile)) {
3155 statue_data->best_position = tile;
3156 }
3157
3158 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3159 return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
3160 }
3161
3162 /* Searching outside the circle, just pick the first possible spot. */
3163 statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
3164 return house && TryClearTile(tile);
3165 }
3166
3174 static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
3175 {
3176 if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
3177
3178 TileIndex tile = t->xy;
3179 StatueBuildSearchData statue_data(INVALID_TILE, 0);
3180 if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3181
3182 if (flags & DC_EXEC) {
3183 Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3184 DoCommand(statue_data.best_position, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
3185 cur_company.Restore();
3186 BuildObject(OBJECT_STATUE, statue_data.best_position, _current_company, t);
3187 SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
3188 MarkTileDirtyByTile(statue_data.best_position);
3189 }
3190 return CommandCost();
3191 }
3192
3193 static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
3194 {
3195 /* Check if it's allowed to buy the rights */
3196 if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
3197
3198 if (flags & DC_EXEC) {
3199 /* And grow for 3 months */
3200 t->fund_buildings_months = 3;
3201
3202 /* Enable growth (also checking GameScript's opinion) */
3203 UpdateTownGrowth(t);
3204
3205 /* Build a new house, but add a small delay to make sure
3206 * that spamming funding doesn't let town grow any faster
3207 * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3208 * Also emulate original behaviour when town was only growing in
3209 * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3210 * tick-perfect and gives player some time window where he can
3211 * spam funding with the exact same efficiency.
3212 */
3213 t->grow_counter = std::min<uint16>(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS);
3214
3215 SetWindowDirty(WC_TOWN_VIEW, t->index);
3216 }
3217 return CommandCost();
3218 }
3219
3220 static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
3221 {
3222 /* Check if it's allowed to buy the rights */
3223 if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
3224
3225 if (flags & DC_EXEC) {
3226 t->exclusive_counter = 12;
3227 t->exclusivity = _current_company;
3228
3229 ModifyStationRatingAround(t->xy, _current_company, 130, 17);
3230
3231 SetWindowClassesDirty(WC_STATION_VIEW);
3232
3233 /* Spawn news message */
3234 CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
3235 cni->FillData(Company::Get(_current_company));
3236 SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
3237 SetDParam(1, STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION);
3238 SetDParam(2, t->index);
3239 SetDParamStr(3, cni->company_name);
3240 AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
3241 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3242 Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3243 }
3244 return CommandCost();
3245 }
3246
3247 static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
3248 {
3249 if (flags & DC_EXEC) {
3250 if (Chance16(1, 14)) {
3251 /* set as unwanted for 6 months */
3252 t->unwanted[_current_company] = 6;
3253
3254 /* set all close by station ratings to 0 */
3255 for (Station *st : Station::Iterate()) {
3256 if (st->town == t && st->owner == _current_company) {
3257 for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
3258 }
3259 }
3260
3261 /* only show error message to the executing player. All errors are handled command.c
3262 * but this is special, because it can only 'fail' on a DC_EXEC */
3263 if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
3264
3265 /* decrease by a lot!
3266 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3267 * be independent of any cheat settings
3268 */
3269 if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3270 t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3271 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3272 }
3273 } else {
3274 ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
3275 }
3276 }
3277 return CommandCost();
3278 }
3279
3280 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
3281 static TownActionProc * const _town_action_proc[] = {
3282 TownActionAdvertiseSmall,
3283 TownActionAdvertiseMedium,
3284 TownActionAdvertiseLarge,
3285 TownActionRoadRebuild,
3286 TownActionBuildStatue,
3287 TownActionFundBuildings,
3288 TownActionBuyRights,
3289 TownActionBribe
3290 };
3291
3299 uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
3300 {
3301 int num = 0;
3302 TownActions buttons = TACT_NONE;
3303
3304 /* Spectators and unwanted have no options */
3305 if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3306
3307 /* Things worth more than this are not shown */
3308 Money avail = Company::Get(cid)->money + _price[PR_STATION_VALUE] * 200;
3309
3310 /* Check the action bits for validity and
3311 * if they are valid add them */
3312 for (uint i = 0; i != lengthof(_town_action_costs); i++) {
3313 const TownActions cur = (TownActions)(1 << i);
3314
3315 /* Is the company not able to bribe ? */
3316 if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
3317
3318 /* Is the company not able to buy exclusive rights ? */
3319 if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights) continue;
3320
3321 /* Is the company not able to fund buildings ? */
3322 if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
3323
3324 /* Is the company not able to fund local road reconstruction? */
3325 if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
3326
3327 /* Is the company not able to build a statue ? */
3328 if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
3329
3330 if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
3331 buttons |= cur;
3332 num++;
3333 }
3334 }
3335 }
3336
3337 if (nump != nullptr) *nump = num;
3338 return buttons;
3339 }
3340
3352 CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
3353 {
3354 Town *t = Town::GetIfValid(p1);
3355 if (t == nullptr || p2 >= lengthof(_town_action_proc)) return CMD_ERROR;
3356
3357 if (!HasBit(GetMaskOfTownActions(nullptr, _current_company, t), p2)) return CMD_ERROR;
3358
3359 CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[p2] >> 8);
3360
3361 CommandCost ret = _town_action_proc[p2](t, flags);
3362 if (ret.Failed()) return ret;
3363
3364 if (flags & DC_EXEC) {
3365 SetWindowDirty(WC_TOWN_AUTHORITY, p1);
3366 }
3367
3368 return cost;
3369 }
3370
3371 template <typename Func>
3372 static void ForAllStationsNearTown(Town *t, Func func)
3373 {
3374 /* Ideally the search radius should be close to the actual town zone 0 radius.
3375 * The true radius is not stored or calculated anywhere, only the squared radius. */
3376 /* The efficiency of this search might be improved for large towns and many stations on the map,
3377 * by using an integer square root approximation giving a value not less than the true square root. */
3378 uint search_radius = t->cache.squared_town_zone_radius[0] / 2;
3379 ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3380 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[0]) {
3381 func(st);
3382 }
3383 });
3384 }
3385
3386 static void UpdateTownRating(Town *t)
3387 {
3388 /* Increase company ratings if they're low */
3389 for (const Company *c : Company::Iterate()) {
3390 if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3391 t->ratings[c->index] = std::min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3392 }
3393 }
3394
3395 ForAllStationsNearTown(t, [&](const Station *st) {
3396 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3397 if (Company::IsValidID(st->owner)) {
3398 int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3399 t->ratings[st->owner] = std::min<int>(new_rating, INT16_MAX); // do not let it overflow
3400 }
3401 } else {
3402 if (Company::IsValidID(st->owner)) {
3403 int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3404 t->ratings[st->owner] = std::max(new_rating, INT16_MIN);
3405 }
3406 }
3407 });
3408
3409 /* clamp all ratings to valid values */
3410 for (uint i = 0; i < MAX_COMPANIES; i++) {
3411 t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3412 }
3413
3414 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3415 }
3416
3417
3424 static void UpdateTownGrowCounter(Town *t, uint16 prev_growth_rate)
3425 {
3426 if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3427 if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3428 t->grow_counter = std::min<uint16>(t->growth_rate, t->grow_counter);
3429 return;
3430 }
3431 t->grow_counter = RoundDivSU((uint32)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3432 }
3433
3439 static int CountActiveStations(Town *t)
3440 {
3441 int n = 0;
3442 ForAllStationsNearTown(t, [&](const Station * st) {
3443 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3444 n++;
3445 }
3446 });
3447 return n;
3448 }
3449
3456 static uint GetNormalGrowthRate(Town *t)
3457 {
3463 static const uint16 _grow_count_values[2][6] = {
3464 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3465 { 320, 420, 300, 220, 160, 100 } // Normal values
3466 };
3467
3468 int n = CountActiveStations(t);
3469 uint16 m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][std::min(n, 5)];
3470
3471 uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3472
3473 m >>= growth_multiplier;
3474 if (t->larger_town) m /= 2;
3475
3476 return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3477 }
3478
3483 static void UpdateTownGrowthRate(Town *t)
3484 {
3485 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) return;
3486 uint old_rate = t->growth_rate;
3487 t->growth_rate = GetNormalGrowthRate(t);
3488 UpdateTownGrowCounter(t, old_rate);
3489 SetWindowDirty(WC_TOWN_VIEW, t->index);
3490 }
3491
3496 static void UpdateTownGrowth(Town *t)
3497 {
3498 UpdateTownGrowthRate(t);
3499
3500 ClrBit(t->flags, TOWN_IS_GROWING);
3501 SetWindowDirty(WC_TOWN_VIEW, t->index);
3502
3503 if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3504
3505 if (t->fund_buildings_months == 0) {
3506 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3507 for (int i = TE_BEGIN; i < TE_END; i++) {
3508 switch (t->goal[i]) {
3509 case TOWN_GROWTH_WINTER:
3510 if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3511 break;
3512 case TOWN_GROWTH_DESERT:
3513 if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3514 break;
3515 default:
3516 if (t->goal[i] > t->received[i].old_act) return;
3517 break;
3518 }
3519 }
3520 }
3521
3522 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) {
3523 if (t->growth_rate != TOWN_GROWTH_RATE_NONE) SetBit(t->flags, TOWN_IS_GROWING);
3524 SetWindowDirty(WC_TOWN_VIEW, t->index);
3525 return;
3526 }
3527
3528 if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3529
3530 SetBit(t->flags, TOWN_IS_GROWING);
3531 SetWindowDirty(WC_TOWN_VIEW, t->index);
3532 }
3533
3534 static void UpdateTownAmounts(Town *t)
3535 {
3536 for (CargoID i = 0; i < NUM_CARGO; i++) t->supplied[i].NewMonth();
3537 for (int i = TE_BEGIN; i < TE_END; i++) t->received[i].NewMonth();
3538 if (t->fund_buildings_months != 0) t->fund_buildings_months--;
3539
3540 SetWindowDirty(WC_TOWN_VIEW, t->index);
3541 }
3542
3543 static void UpdateTownUnwanted(Town *t)
3544 {
3545 for (const Company *c : Company::Iterate()) {
3546 if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
3547 }
3548 }
3549
3556 CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
3557 {
3558 if (!Company::IsValidID(_current_company) || (flags & DC_NO_TEST_TOWN_RATING)) return CommandCost();
3559
3560 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
3561 if (t == nullptr) return CommandCost();
3562
3563 if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3564
3565 SetDParam(0, t->index);
3566 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3567 }
3568
3577 Town *CalcClosestTownFromTile(TileIndex tile, uint threshold)
3578 {
3579 if (Town::GetNumItems() == 0) return nullptr;
3580
3581 TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3582 Town *town = Town::Get(tid);
3583 if (DistanceManhattan(tile, town->xy) < threshold) return town;
3584 return nullptr;
3585 }
3586
3595 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3596 {
3597 switch (GetTileType(tile)) {
3598 case MP_ROAD:
3599 if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3600
3601 if (!HasTownOwnedRoad(tile)) {
3602 TownID tid = GetTownIndex(tile);
3603
3604 if (tid == INVALID_TOWN) {
3605 /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3606 if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3607 assert(Town::GetNumItems() == 0);
3608 return nullptr;
3609 }
3610
3611 assert(Town::IsValidID(tid));
3612 Town *town = Town::Get(tid);
3613
3614 if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
3615
3616 return town;
3617 }
3618 FALLTHROUGH;
3619
3620 case MP_HOUSE:
3621 return Town::GetByTile(tile);
3622
3623 default:
3624 return CalcClosestTownFromTile(tile, threshold);
3625 }
3626 }
3627
3628 static bool _town_rating_test = false;
3629 static SmallMap<const Town *, int> _town_test_ratings;
3630
3636 void SetTownRatingTestMode(bool mode)
3637 {
3638 static int ref_count = 0; // Number of times test-mode is switched on.
3639 if (mode) {
3640 if (ref_count == 0) {
3641 _town_test_ratings.clear();
3642 }
3643 ref_count++;
3644 } else {
3645 assert(ref_count > 0);
3646 ref_count--;
3647 }
3648 _town_rating_test = !(ref_count == 0);
3649 }
3650
3656 static int GetRating(const Town *t)
3657 {
3658 if (_town_rating_test) {
3659 SmallMap<const Town *, int>::iterator it = _town_test_ratings.Find(t);
3660 if (it != _town_test_ratings.End()) {
3661 return it->second;
3662 }
3663 }
3664 return t->ratings[_current_company];
3665 }
3666
3674 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
3675 {
3676 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3677 if (t == nullptr || (flags & DC_NO_MODIFY_TOWN_RATING) ||
3678 !Company::IsValidID(_current_company) ||
3679 (_cheats.magic_bulldozer.value && add < 0)) {
3680 return;
3681 }
3682
3683 int rating = GetRating(t);
3684 if (add < 0) {
3685 if (rating > max) {
3686 rating += add;
3687 if (rating < max) rating = max;
3688 }
3689 } else {
3690 if (rating < max) {
3691 rating += add;
3692 if (rating > max) rating = max;
3693 }
3694 }
3695 if (_town_rating_test) {
3696 _town_test_ratings[t] = rating;
3697 } else {
3698 SetBit(t->have_ratings, _current_company);
3699 t->ratings[_current_company] = rating;
3700 SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
3701 }
3702 }
3703
3711 CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
3712 {
3713 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3714 if (t == nullptr || !Company::IsValidID(_current_company) ||
3715 _cheats.magic_bulldozer.value || (flags & DC_NO_TEST_TOWN_RATING)) {
3716 return CommandCost();
3717 }
3718
3719 /* minimum rating needed to be allowed to remove stuff */
3720 static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
3721 /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3722 { RATING_ROAD_NEEDED_PERMISSIVE, RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE}, // Permissive
3723 { RATING_ROAD_NEEDED_NEUTRAL, RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL}, // Neutral
3724 { RATING_ROAD_NEEDED_HOSTILE, RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE}, // Hostile
3725 };
3726
3727 /* check if you're allowed to remove the road/bridge/tunnel
3728 * owned by a town no removal if rating is lower than ... depends now on
3729 * difficulty setting. Minimum town rating selected by difficulty level
3730 */
3731 int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
3732
3733 if (GetRating(t) < needed) {
3734 SetDParam(0, t->index);
3735 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3736 }
3737
3738 return CommandCost();
3739 }
3740
3741 void TownsMonthlyLoop()
3742 {
3743 for (Town *t : Town::Iterate()) {
3744 if (t->road_build_months != 0) t->road_build_months--;
3745
3746 if (t->exclusive_counter != 0) {
3747 if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
3748 }
3749
3750 UpdateTownAmounts(t);
3751 UpdateTownGrowth(t);
3752 UpdateTownRating(t);
3753 UpdateTownUnwanted(t);
3754 }
3755
3756 }
3757
3758 void TownsYearlyLoop()
3759 {
3760 /* Increment house ages */
3761 for (TileIndex t = 0; t < MapSize(); t++) {
3762 if (!IsTileType(t, MP_HOUSE)) continue;
3763 IncrementHouseAge(t);
3764 }
3765 }
3766
3767 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
3768 {
3769 if (AutoslopeEnabled()) {
3770 HouseID house = GetHouseType(tile);
3771 GetHouseNorthPart(house); // modifies house to the ID of the north tile
3772 const HouseSpec *hs = HouseSpec::Get(house);
3773
3774 /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
3775 if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
3776 (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3777 bool allow_terraform = true;
3778
3779 /* Call the autosloping callback per tile, not for the whole building at once. */
3780 house = GetHouseType(tile);
3781 hs = HouseSpec::Get(house);
3782 if (HasBit(hs->callback_mask, CBM_HOUSE_AUTOSLOPE)) {
3783 /* If the callback fails, allow autoslope. */
3784 uint16 res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
3785 if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
3786 }
3787
3788 if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3789 }
3790 }
3791
3792 return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
3793 }
3794
3796 extern const TileTypeProcs _tile_type_town_procs = {
3797 DrawTile_Town, // draw_tile_proc
3798 GetSlopePixelZ_Town, // get_slope_z_proc
3799 ClearTile_Town, // clear_tile_proc
3800 AddAcceptedCargo_Town, // add_accepted_cargo_proc
3801 GetTileDesc_Town, // get_tile_desc_proc
3802 GetTileTrackStatus_Town, // get_tile_track_status_proc
3803 nullptr, // click_tile_proc
3804 AnimateTile_Town, // animate_tile_proc
3805 TileLoop_Town, // tile_loop_proc
3806 ChangeTileOwner_Town, // change_tile_owner_proc
3807 AddProducedCargo_Town, // add_produced_cargo_proc
3808 nullptr, // vehicle_enter_tile_proc
3809 GetFoundation_Town, // get_foundation_proc
3810 TerraformTile_Town, // terraform_tile_proc
3811 };
3812
3813
3814 HouseSpec _house_specs[NUM_HOUSES];
3815
3816 void ResetHouses()
3817 {
3818 memset(&_house_specs, 0, sizeof(_house_specs));
3819 memcpy(&_house_specs, &_original_house_specs, sizeof(_original_house_specs));
3820
3821 /* Reset any overrides that have been set. */
3822 _house_mngr.ResetOverride();
3823 }
GrowTownInTile
static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
Grows the given town.
Definition: town_cmd.cpp:1346
game.hpp
RoadTypeInfo::flags
RoadTypeFlags flags
Bit mask of road type flags.
Definition: road.h:124
TE_WATER
@ TE_WATER
Cargo behaves water-like.
Definition: cargotype.h:30
TileInfo::z
int z
Height.
Definition: tile_cmd.h:47
MP_CLEAR
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition: tile_type.h:41
MP_HOUSE
@ MP_HOUSE
A house by a town.
Definition: tile_type.h:44
HouseSpec::removal_cost
byte removal_cost
cost multiplier for removing it
Definition: house.h:103
DeleteNewGRFInspectWindow
void DeleteNewGRFInspectWindow(GrfSpecFeature feature, uint index)
Delete inspect window for a given feature and index.
Definition: newgrf_debug_gui.cpp:734
IsTileFlat
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition: tile_map.cpp:100
DIAGDIR_SE
@ DIAGDIR_SE
Southeast.
Definition: direction_type.h:80
TACT_BRIBE
@ TACT_BRIBE
Try to bribe the council.
Definition: town.h:219
HasTownOwnedRoad
static bool HasTownOwnedRoad(TileIndex t)
Checks if given tile has town owned road.
Definition: road_map.h:279
TileDesc::grf
const char * grf
newGRF used for the tile contents
Definition: tile_cmd.h:61
Town::have_ratings
CompanyMask have_ratings
which companies have a rating
Definition: town.h:69
GetRoadDepotDirection
static DiagDirection GetRoadDepotDirection(TileIndex t)
Get the direction of the exit of a road depot.
Definition: road_map.h:565
TileIndex
uint32 TileIndex
The index/ID of a Tile.
Definition: tile_type.h:78
TROPICZONE_DESERT
@ TROPICZONE_DESERT
Tile is desert.
Definition: tile_type.h:71
RoadTypeInfo
Definition: road.h:75
TACT_BUILD_STATUE
@ TACT_BUILD_STATUE
Build a statue.
Definition: town.h:216
NT_INDUSTRY_OPEN
@ NT_INDUSTRY_OPEN
Opening of industries.
Definition: news_type.h:26
TILE_ADD
#define TILE_ADD(x, y)
Adds to tiles together.
Definition: map_func.h:244
InvalidateWindowData
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition: window.cpp:3321
StatueBuildSearchData
Structure for storing data while searching the best place to build a statue.
Definition: town_cmd.cpp:3118
TileLoop_Town
static void TileLoop_Town(TileIndex tile)
Tile callback function.
Definition: town_cmd.cpp:518
TryClearTile
static bool TryClearTile(TileIndex tile)
Check whether the land can be cleared.
Definition: town_cmd.cpp:3109
GRFFileProps::override
uint16 override
id of the entity been replaced by
Definition: newgrf_commons.h:333
ROAD_N
@ ROAD_N
Road at the two northern edges.
Definition: road_type.h:59
IsSea
static bool IsSea(TileIndex t)
Is it a sea water tile?
Definition: water_map.h:152
Cheats::magic_bulldozer
Cheat magic_bulldozer
dynamite industries, objects
Definition: cheat_type.h:27
newgrf_house.h
RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE
@ RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE
"Hostile"
Definition: town_type.h:61
StationFinder
Structure contains cached list of stations nearby.
Definition: station_type.h:100
CalcClosestTownFromTile
Town * CalcClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest to the given tile within threshold.
Definition: town_cmd.cpp:3577
Chance16
static bool Chance16(const uint a, const uint b)
Flips a coin with given probability.
Definition: random_func.hpp:131
DoCommand
CommandCost DoCommand(const CommandContainer *container, DoCommandFlag flags)
Shorthand for calling the long DoCommand with a container.
Definition: command.cpp:450
Pool::PoolItem<&_town_pool >::Get
static Titem * Get(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:329
station_kdtree.h
TO_HOUSES
@ TO_HOUSES
town buildings
Definition: transparency.h:25
TileOffsByDiagDir
static TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition: map_func.h:341
IsRoadStop
static bool IsRoadStop(TileIndex t)
Is the station at t a road station?
Definition: station_map.h:202
GetHouseAge
static Year GetHouseAge(TileIndex t)
Get the age of the house.
Definition: town_map.h:249
SetWindowDirty
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition: window.cpp:3220
GetTileMaxZ
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition: tile_map.cpp:141
GetRating
static int GetRating(const Town *t)
Get the rating of a town for the _current_company.
Definition: town_cmd.cpp:3656
GB
static uint GB(const T x, const uint8 s, const uint8 n)
Fetch n bits from x, started at bit s.
Definition: bitmath_func.hpp:32
CBM_HOUSE_CARGO_ACCEPTANCE
@ CBM_HOUSE_CARGO_ACCEPTANCE
decides amount of cargo acceptance
Definition: newgrf_callbacks.h:319
DoClearTownHouseHelper
static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
Update data structures when a house is removed.
Definition: town_cmd.cpp:2661
command_func.h
Town::InitializeLayout
void InitializeLayout(TownLayout layout)
Assigns town layout.
Definition: town_cmd.cpp:164
Town::road_build_months
byte road_build_months
fund road reconstruction in action?
Definition: town.h:91
InclinedSlope
static Slope InclinedSlope(DiagDirection dir)
Returns the slope that is inclined in a specific direction.
Definition: slope_func.h:256
EconomySettings::town_layout
TownLayout town_layout
select town layout,
Definition: settings_type.h:499
TileInfo::x
uint x
X position of the tile in unit coordinates.
Definition: tile_cmd.h:43
Pool::PoolItem<&_town_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:340
CMD_ERROR
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
Definition: command_func.h:23
TownActionBuildStatue
static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
Perform a 9x9 tiles circular search from the center of the town in order to find a free tile to place...
Definition: town_cmd.cpp:3174
Kdtree
K-dimensional tree, specialised for 2-dimensional space.
Definition: kdtree.hpp:37
TileInfo
Tile information, used while rendering the tile.
Definition: tile_cmd.h:42
Town::unwanted
uint8 unwanted[MAX_COMPANIES]
how many months companies aren't wanted by towns (bribe)
Definition: town.h:70
GameCreationSettings::landscape
byte landscape
the landscape we're currently in
Definition: settings_type.h:305
Backup
Class to backup a specific variable and restore it later.
Definition: backup_type.hpp:21
Town::statues
CompanyMask statues
which companies have a statue?
Definition: town.h:66
company_base.h
ROTF_TOWN_BUILD
@ ROTF_TOWN_BUILD
Bit number for allowing towns to build this roadtype.
Definition: road.h:43
IsTransparencySet
static bool IsTransparencySet(TransparencyOption to)
Check if the transparency option bit is set and if we aren't in the game menu (there's never transpar...
Definition: transparency.h:48
_cur_year
Year _cur_year
Current year, starting at 0.
Definition: date.cpp:26
tunnelbridge_map.h
EXPENSES_OTHER
@ EXPENSES_OTHER
Other expenses.
Definition: economy_type.h:170
RemoveNearbyStations
static void RemoveNearbyStations(Town *t, TileIndex tile, BuildingFlags flags)
Remove stations from nearby station list if a town is no longer in the catchment area of each.
Definition: town_cmd.cpp:458
CommandCost::MultiplyCost
void MultiplyCost(int factor)
Multiplies the cost of the command by the given factor.
Definition: command_type.h:73
HouseSpec::accepts_cargo
CargoID accepts_cargo[HOUSE_NUM_ACCEPTS]
input cargo slots
Definition: house.h:108
TileDesc::owner
Owner owner[4]
Name of the owner(s)
Definition: tile_cmd.h:53
CargoSpec::town_effect
TownEffect town_effect
The effect that delivering this cargo type has on towns. Also affects destination of subsidies.
Definition: cargotype.h:66
Station
Station data structure.
Definition: station_base.h:450
IsHouseCompleted
static bool IsHouseCompleted(TileIndex t)
Get the completion of this house.
Definition: town_map.h:145
GetClosestWaterDistance
uint GetClosestWaterDistance(TileIndex tile, bool water)
Finds the distance for the closest tile with water/land given a tile.
Definition: map.cpp:340
VerifyTownName
bool VerifyTownName(uint32 r, const TownNameParams *par, TownNames *town_names)
Verifies the town name is valid and unique.
Definition: townname.cpp:82
CargoPacket::InvalidateAllFrom
static void InvalidateAllFrom(SourceType src_type, SourceID src)
Invalidates (sets source_id to INVALID_SOURCE) all cargo packets from given source.
Definition: cargopacket.cpp:127
TF_FORBIDDEN
@ TF_FORBIDDEN
Forbidden.
Definition: town_type.h:94
INVALID_ROADTYPE
@ INVALID_ROADTYPE
flag for invalid roadtype
Definition: road_type.h:27
DiagDirToAxis
static Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
Definition: direction_func.h:214
ROAD_SW
@ ROAD_SW
South-west part.
Definition: road_type.h:53
DifficultySettings::town_council_tolerance
byte town_council_tolerance
minimum required town ratings to be allowed to demolish stuff
Definition: settings_type.h:79
TE_FOOD
@ TE_FOOD
Cargo behaves food/fizzy-drinks-like.
Definition: cargotype.h:31
_town_rating_test
static bool _town_rating_test
If true, town rating is in test-mode.
Definition: town_cmd.cpp:3628
CmdTownRating
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:2894
IsRoadDepotTile
static bool IsRoadDepotTile(TileIndex t)
Return whether a tile is a road depot tile.
Definition: road_map.h:115
TileAddByDir
static TileIndex TileAddByDir(TileIndex tile, Direction dir)
Adds a Direction to a tile.
Definition: map_func.h:370
TL_RANDOM
@ TL_RANDOM
Random town layout.
Definition: town_type.h:85
DIAGDIR_END
@ DIAGDIR_END
Used for iterations.
Definition: direction_type.h:83
TownCache::squared_town_zone_radius
uint32 squared_town_zone_radius[HZB_END]
UpdateTownRadius updates this given the house count.
Definition: town.h:45
TOWN_GROWTH_TICKS
static const int TOWN_GROWTH_TICKS
cycle duration for towns trying to grow. (this originates from the size of the town array in TTD
Definition: date_type.h:37
Pool::PoolItem::index
Tindex index
Index of this pool item.
Definition: pool_type.hpp:227
TACT_FUND_BUILDINGS
@ TACT_FUND_BUILDINGS
Fund new buildings.
Definition: town.h:217
CargoSpec::Get
static CargoSpec * Get(size_t index)
Retrieve cargo details for the given cargo ID.
Definition: cargotype.h:117
Object::GetByTile
static Object * GetByTile(TileIndex tile)
Get the object associated with a tile.
Definition: object_cmd.cpp:50
EconomySettings::larger_towns
uint8 larger_towns
the number of cities to build. These start off larger and grow twice as fast
Definition: settings_type.h:497
GrowTownAtRoad
static bool GrowTownAtRoad(Town *t, TileIndex tile)
Returns "growth" if a house was built, or no if the build failed.
Definition: town_cmd.cpp:1592
IsRoadAllowedHere
static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
Check if a Road is allowed on a given tile.
Definition: town_cmd.cpp:922
CargoArray
Class for storing amounts of cargo.
Definition: cargo_type.h:81
PalSpriteID::sprite
SpriteID sprite
The 'real' sprite.
Definition: gfx_type.h:23
HouseSpec::enabled
bool enabled
the house is available to build (true by default, but can be disabled by newgrf)
Definition: house.h:111
TownSize
TownSize
Supported initial town sizes.
Definition: town_type.h:19
GetWorldPopulation
uint32 GetWorldPopulation()
Determines the world population Basically, count population of all towns, one by one.
Definition: town_cmd.cpp:444
CheckTownBuild2x2House
static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
Checks if 2x2 building is allowed here, also takes into account current town layout Also,...
Definition: town_cmd.cpp:2484
GameSettings::difficulty
DifficultySettings difficulty
settings related to the difficulty
Definition: settings_type.h:559
HasBit
static bool HasBit(const T x, const uint8 y)
Checks if a bit in a value is set.
Definition: bitmath_func.hpp:103
GetTileZ
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition: tile_map.cpp:121
Town::goal
uint32 goal[NUM_TE]
Amount of cargo required for the town to grow.
Definition: town.h:77
ROAD_X
@ ROAD_X
Full road along the x-axis (south-west + north-east)
Definition: road_type.h:56
ClrBit
static T ClrBit(T &x, const uint8 y)
Clears a bit in a variable.
Definition: bitmath_func.hpp:151
DIAGDIRDIFF_90LEFT
@ DIAGDIRDIFF_90LEFT
90 degrees left
Definition: direction_type.h:108
MP_RAILWAY
@ MP_RAILWAY
A railway.
Definition: tile_type.h:42
_tile_type_town_procs
const TileTypeProcs _tile_type_town_procs
Tile callback functions for a town.
Definition: landscape.cpp:46
IsStandardRoadStopTile
static bool IsStandardRoadStopTile(TileIndex t)
Is tile t a standard (non-drive through) road stop station?
Definition: station_map.h:223
IsValidDiagDirection
static bool IsValidDiagDirection(DiagDirection d)
Checks if an integer value is a valid DiagDirection.
Definition: direction_func.h:21
SetRoadOwner
static void SetRoadOwner(TileIndex t, RoadTramType rtt, Owner o)
Set the owner of a specific road type.
Definition: road_map.h:250
SetDParamX
static void SetDParamX(uint64 *s, uint n, uint64 v)
Set a string parameter v at index n in a given array s.
Definition: strings_func.h:189
OBJECT_STATUE
static const ObjectType OBJECT_STATUE
Statue in towns.
Definition: object_type.h:18
IsDriveThroughStopTile
static bool IsDriveThroughStopTile(TileIndex t)
Is tile t a drive through road stop station?
Definition: station_map.h:233
ResetHouseAge
static void ResetHouseAge(TileIndex t)
Sets the age of the house to zero.
Definition: town_map.h:226
GameCreationSettings::town_name
byte town_name
the town name generator used for town names
Definition: settings_type.h:304
TILE_SIZE
static const uint TILE_SIZE
Tile size in world coordinates.
Definition: tile_type.h:13
ROADTYPE_END
@ ROADTYPE_END
Used for iterations.
Definition: road_type.h:26
CBID_HOUSE_CUSTOM_NAME
@ CBID_HOUSE_CUSTOM_NAME
Called on the Get Tile Description for an house tile.
Definition: newgrf_callbacks.h:224
CMD_BUILD_BRIDGE
@ CMD_BUILD_BRIDGE
build a bridge
Definition: command_type.h:181
HouseSpec::building_name
StringID building_name
building name
Definition: house.h:104
TileInfo::y
uint y
Y position of the tile in unit coordinates.
Definition: tile_cmd.h:44
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:79
Town::xy
TileIndex xy
town center tile
Definition: town.h:51
TCGM_ORIGINAL
@ TCGM_ORIGINAL
Original algorithm (quadratic cargo by population)
Definition: town_type.h:103
CargoSpec
Specification of a cargo type.
Definition: cargotype.h:55
DC_NO_WATER
@ DC_NO_WATER
don't allow building on water
Definition: command_type.h:351
EconomySettings::initial_city_size
uint8 initial_city_size
multiplier for the initial size of the cities compared to towns
Definition: settings_type.h:498
MP_INDUSTRY
@ MP_INDUSTRY
Part of an industry.
Definition: tile_type.h:49
town.h
newgrf_debug.h
TileY
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition: map_func.h:215
DIAGDIR_NW
@ DIAGDIR_NW
Northwest.
Definition: direction_type.h:82
TownLayout
TownLayout
Town Layouts.
Definition: town_type.h:78
RandomRange
static uint32 RandomRange(uint32 limit)
Pick a random number between 0 and limit - 1, inclusive.
Definition: random_func.hpp:81
WC_STATION_VIEW
@ WC_STATION_VIEW
Station view; Window numbers:
Definition: window_type.h:338
DIR_W
@ DIR_W
West.
Definition: direction_type.h:32
HouseSpec::max_year
Year max_year
last year it can be built
Definition: house.h:101
SLOPE_STEEP_S
@ SLOPE_STEEP_S
a steep slope falling to north (from south)
Definition: slope_type.h:67
TransportType
TransportType
Available types of transport.
Definition: transport_type.h:19
MAX_DAY
#define MAX_DAY
The number of days till the last day.
Definition: date_type.h:97
Industry
Defines the internal data of a functional industry.
Definition: industry.h:66
ConvertBooleanCallback
bool ConvertBooleanCallback(const GRFFile *grffile, uint16 cbid, uint16 cb_res)
Converts a callback result into a boolean.
Definition: newgrf_commons.cpp:550
RoadTypeInfo::introduction_date
Date introduction_date
Introduction date.
Definition: road.h:163
ROADTYPE_ROAD
@ ROADTYPE_ROAD
Basic road type.
Definition: road_type.h:24
Station::CatchmentCoversTown
bool CatchmentCoversTown(TownID t) const
Test if the given town ID is covered by our catchment area.
Definition: station.cpp:393
CBID_HOUSE_DRAW_FOUNDATIONS
@ CBID_HOUSE_DRAW_FOUNDATIONS
Called to determine the type (if any) of foundation to draw for house tile.
Definition: newgrf_callbacks.h:227
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
Town::fund_buildings_months
byte fund_buildings_months
fund buildings program in action?
Definition: town.h:90
DC_EXEC
@ DC_EXEC
execute the given command
Definition: command_type.h:348
Kdtree::Build
void Build(It begin, It end)
Clear and rebuild the tree from a new sequence of elements,.
Definition: kdtree.hpp:364
GetTownRoadBits
static RoadBits GetTownRoadBits(TileIndex tile)
Return the RoadBits of a tile.
Definition: town_cmd.cpp:840
BaseStation::owner
Owner owner
The owner of this station.
Definition: base_station_base.h:62
DIR_N
@ DIR_N
North.
Definition: direction_type.h:26
MP_ROAD
@ MP_ROAD
A tile with road (or tram tracks)
Definition: tile_type.h:43
IsLocalCompany
static bool IsLocalCompany()
Is the current company the local company?
Definition: company_func.h:43
CompanyNewsInformation::company_name
char company_name[64]
The name of the company.
Definition: news_type.h:149
TileDesc
Tile description for the 'land area information' tool.
Definition: tile_cmd.h:51
NT_GENERAL
@ NT_GENERAL
General news (from towns)
Definition: news_type.h:36
SetDParam
static void SetDParam(uint n, uint64 v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings_func.h:199
Town::show_zone
bool show_zone
NOSAVE: mark town to show the local authority zone in the viewports.
Definition: town.h:96
TOWN_HAS_STADIUM
@ TOWN_HAS_STADIUM
There can be only one stadium by town.
Definition: town.h:183
TileIndexToTileIndexDiffC
static TileIndexDiffC TileIndexToTileIndexDiffC(TileIndex tile_a, TileIndex tile_b)
Returns the diff between two tiles.
Definition: map_func.h:316
CBM_HOUSE_PRODUCE_CARGO
@ CBM_HOUSE_PRODUCE_CARGO
custom cargo production
Definition: newgrf_callbacks.h:323
DoCommandFlag
DoCommandFlag
List of flags for a command.
Definition: command_type.h:346
GetTownIndex
static TownID GetTownIndex(TileIndex t)
Get the index of which town this house/street is attached to.
Definition: town_map.h:22
genworld.h
Town::UpdateVirtCoord
void UpdateVirtCoord()
Resize the sign(label) of the town after changes in population (creation or growth or else)
Definition: town_cmd.cpp:393
Foundation
Foundation
Enumeration for Foundations.
Definition: slope_type.h:93
GenerateTowns
bool GenerateTowns(TownLayout layout)
This function will generate a certain amount of towns, with a certain layout It can be called from th...
Definition: town_cmd.cpp:2201
CMD_BUILD_TUNNEL
@ CMD_BUILD_TUNNEL
build a tunnel
Definition: command_type.h:188
Kdtree::Count
size_t Count() const
Get number of elements stored in tree.
Definition: kdtree.hpp:432
IncreaseGeneratingWorldProgress
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
Definition: genworld_gui.cpp:1380
SpotData
Used as the user_data for FindFurthestFromWater.
Definition: town_cmd.cpp:2073
FlatteningFoundation
static Foundation FlatteningFoundation(Slope s)
Returns the foundation needed to flatten a slope.
Definition: slope_func.h:369
IncHouseConstructionTick
static void IncHouseConstructionTick(TileIndex t)
Sets the increment stage of a house It is working with the whole counter + stage 5 bits,...
Definition: town_map.h:208
Town::GetRandom
static Town * GetRandom()
Return a random valid town.
Definition: town_cmd.cpp:178
CommandCost::Succeeded
bool Succeeded() const
Did this command succeed?
Definition: command_type.h:150
RATING_GROWTH_UP_STEP
@ RATING_GROWTH_UP_STEP
when a town grows, all companies have rating increased a bit ...
Definition: town_type.h:52
object_base.h
EconomySettings::bribe
bool bribe
enable bribing the local authority
Definition: settings_type.h:484
ST_TOWN
@ ST_TOWN
Source/destination is a town.
Definition: cargo_type.h:148
TileX
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition: map_func.h:205
Kdtree::Remove
void Remove(const T &element)
Remove a single element from the tree, if it exists.
Definition: kdtree.hpp:419
SmallMap
Implementation of simple mapping class.
Definition: smallmap_type.hpp:26
DiagDirToRoadBits
static RoadBits DiagDirToRoadBits(DiagDirection d)
Create the road-part which belongs to the given DiagDirection.
Definition: road_func.h:96
ShowErrorMessage
void ShowErrorMessage(StringID summary_msg, StringID detailed_msg, WarningLevel wl, int x=0, int y=0, const GRFFile *textref_stack_grffile=nullptr, uint textref_stack_size=0, const uint32 *textref_stack=nullptr)
Display an error message in a window.
Definition: error_gui.cpp:372
CountBits
static uint CountBits(T value)
Counts the number of set bits in a variable.
Definition: bitmath_func.hpp:251
TransportedCargoStat::NewMonth
void NewMonth()
Update stats for a new month.
Definition: town_type.h:121
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:560
MAX_CHAR_LENGTH
static const int MAX_CHAR_LENGTH
Max. length of UTF-8 encoded unicode character.
Definition: strings_type.h:18
SpecializedStation< Station, false >::Iterate
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
Definition: base_station_base.h:270
MAX_LENGTH_COMPANY_NAME_CHARS
static const uint MAX_LENGTH_COMPANY_NAME_CHARS
The maximum length of a company name in characters including '\0'.
Definition: company_type.h:40
ai.hpp
IsInsideMM
static bool IsInsideMM(const T x, const size_t min, const size_t max)
Checks if a value is in an interval.
Definition: math_func.hpp:204
SLOPE_NW
@ SLOPE_NW
north and west corner are raised
Definition: slope_type.h:55
RATING_INITIAL
@ RATING_INITIAL
initial rating
Definition: town_type.h:44
TF_CUSTOM_LAYOUT
@ TF_CUSTOM_LAYOUT
Allowed, with custom town layout.
Definition: town_type.h:96
TileInfo::tileh
Slope tileh
Slope of the tile.
Definition: tile_cmd.h:45
SpriteID
uint32 SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition: gfx_type.h:17
TestTownOwnsBridge
static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
Check if a town 'owns' a bridge.
Definition: town_cmd.cpp:85
SLOPE_FLAT
@ SLOPE_FLAT
a flat tile
Definition: slope_type.h:49
TownCache::building_counts
BuildingCounts< uint16 > building_counts
The number of each type of building in the town.
Definition: town.h:46
GetHouseType
static HouseID GetHouseType(TileIndex t)
Get the type of this house, which is an index into the house spec array.
Definition: town_map.h:59
townname_func.h
TRANSPORT_ROAD
@ TRANSPORT_ROAD
Transport by road vehicle.
Definition: transport_type.h:28
RoadBits
RoadBits
Enumeration for the road parts on a tile.
Definition: road_type.h:50
HouseSpec::extra_flags
HouseExtraFlags extra_flags
some more flags
Definition: house.h:118
ROAD_NONE
@ ROAD_NONE
No road-part is build.
Definition: road_type.h:51
HouseSpec::probability
byte probability
Relative probability of appearing (16 is the standard value)
Definition: house.h:117
GrowTown
static bool GrowTown(Town *t)
Grow the town.
Definition: town_cmd.cpp:1688
GetLiftPosition
static byte GetLiftPosition(TileIndex t)
Get the position of the lift on this animated house.
Definition: town_map.h:125
Utf8StringLength
size_t Utf8StringLength(const char *s)
Get the length of an UTF-8 encoded string in number of characters and thus not the number of bytes th...
Definition: string.cpp:334
ToTileIndexDiff
static TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between to tiles from a TileIndexDiffC struct.
Definition: map_func.h:230
Pool::PoolItem<&_town_pool >::GetPoolSize
static size_t GetPoolSize()
Returns first unused index.
Definition: pool_type.hpp:350
DistanceManhattan
uint DistanceManhattan(TileIndex t0, TileIndex t1)
Gets the Manhattan distance between the two given tiles.
Definition: map.cpp:157
GetSlopeMaxZ
static int GetSlopeMaxZ(Slope s)
Returns the height of the highest corner of a slope relative to TileZ (= minimal height)
Definition: slope_func.h:160
DIAGDIR_SW
@ DIAGDIR_SW
Southwest.
Definition: direction_type.h:81
EconomySettings::fund_buildings
bool fund_buildings
allow funding new buildings
Definition: settings_type.h:491
TileIndexDiffC::y
int16 y
The y value of the coordinate.
Definition: map_type.h:59
TownCache::population
uint32 population
Current population of people.
Definition: town.h:42
CargoSpec::Index
CargoID Index() const
Determines index of this cargospec.
Definition: cargotype.h:88
depot_base.h
return_cmd_error
#define return_cmd_error(errcode)
Returns from a function with a specific StringID as error.
Definition: command_func.h:33
TOWN_RATING_CHECK_TYPE_COUNT
@ TOWN_RATING_CHECK_TYPE_COUNT
Number of town checking action types.
Definition: town.h:163
RandomDiagDir
static DiagDirection RandomDiagDir()
Return a random direction.
Definition: town_cmd.cpp:242
MapSize
static uint MapSize()
Get the size of the map.
Definition: map_func.h:92
TL_BETTER_ROADS
@ TL_BETTER_ROADS
Extended original algorithm (min. 2 distance between roads)
Definition: town_type.h:81
Town::time_until_rebuild
uint16 time_until_rebuild
time until we rebuild a house
Definition: town.h:85
EXPENSES_CONSTRUCTION
@ EXPENSES_CONSTRUCTION
Construction costs.
Definition: economy_type.h:158
GetTownRadiusGroup
HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
Returns the bit corresponding to the town zone of the specified tile.
Definition: town_cmd.cpp:2253
IsSteepSlope
static bool IsSteepSlope(Slope s)
Checks if a slope is steep.
Definition: slope_func.h:36
CommandCost
Common return value for all commands.
Definition: command_type.h:23
GetSnowLine
byte GetSnowLine()
Get the current snow line, either variable or static.
Definition: landscape.cpp:644
HasTileWaterGround
static bool HasTileWaterGround(TileIndex t)
Checks whether the tile has water at the ground.
Definition: water_map.h:344
cmd_helper.h
_date
Date _date
Current date in days (day counter)
Definition: date.cpp:28
GetTownName
char * GetTownName(char *buff, const TownNameParams *par, uint32 townnameparts, const char *last)
Fills buffer with specified town name.
Definition: townname.cpp:49
TileHeight
static uint TileHeight(TileIndex tile)
Returns the height of a tile.
Definition: tile_map.h:29
CircularTileSearch
bool CircularTileSearch(TileIndex *tile, uint size, TestTileOnSearchProc proc, void *user_data)
Function performing a search around a center tile and going outward, thus in circle.
Definition: map.cpp:258
CMD_TERRAFORM_LAND
@ CMD_TERRAFORM_LAND
terraform a tile
Definition: command_type.h:186
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:152
NUM_HOUSES
static const HouseID NUM_HOUSES
Total number of houses.
Definition: house.h:29
CMD_BUILD_ROAD
@ CMD_BUILD_ROAD
build a "half" road
Definition: command_type.h:201
SLOPE_ELEVATED
@ SLOPE_ELEVATED
bit mask containing all 'simple' slopes
Definition: slope_type.h:61
WC_TOWN_AUTHORITY
@ WC_TOWN_AUTHORITY
Town authority; Window numbers:
Definition: window_type.h:187
SpotData::tile
TileIndex tile
holds the tile that was found
Definition: town_cmd.cpp:2074
ChangeDiagDir
static DiagDirection ChangeDiagDir(DiagDirection d, DiagDirDiff delta)
Applies a difference on a DiagDirection.
Definition: direction_func.h:149
GetAnyRoadBits
RoadBits GetAnyRoadBits(TileIndex tile, RoadTramType rtt, bool straight_tunnel_bridge_entrance)
Returns the RoadBits on an arbitrary tile Special behaviour:
Definition: road_map.cpp:33
MAX_BRIDGES
static const uint MAX_BRIDGES
Maximal number of available bridge specs.
Definition: bridge.h:34
Industry::GetByTile
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition: industry.h:144
GSF_FAKE_TOWNS
@ GSF_FAKE_TOWNS
Fake town GrfSpecFeature for NewGRF debugging (parent scope)
Definition: newgrf.h:89
Pool::MAX_SIZE
static const size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:85
IsUniqueTownName
static bool IsUniqueTownName(const char *name)
Verifies this custom name is unique.
Definition: town_cmd.cpp:1908
DIR_E
@ DIR_E
East.
Definition: direction_type.h:28
DRD_NONE
@ DRD_NONE
None of the directions are disallowed.
Definition: road_map.h:286
_original_house_specs
static const HouseSpec _original_house_specs[]
House specifications from original data.
Definition: town_land.h:1819
TileIndexDiff
int32 TileIndexDiff
An offset value between to tiles.
Definition: map_func.h:154
NEW_HOUSE_OFFSET
static const HouseID NEW_HOUSE_OFFSET
Offset for new houses.
Definition: house.h:28
TownCanBePlacedHere
static CommandCost TownCanBePlacedHere(TileIndex tile)
Checks if it's possible to place a town at given tile.
Definition: town_cmd.cpp:1883
TOWN_GROWTH_DESERT
static const uint TOWN_GROWTH_DESERT
The town needs the cargo for growth when on desert (any amount)
Definition: town.h:32
GameCreationSettings::custom_town_number
uint16 custom_town_number
manually entered number of towns
Definition: settings_type.h:307
autoslope.h
SpotData::max_dist
uint max_dist
holds the distance that tile is from the water
Definition: town_cmd.cpp:2075
TownRatingCheckType
TownRatingCheckType
Action types that a company must ask permission for to a town authority.
Definition: town.h:160
Convert8bitBooleanCallback
bool Convert8bitBooleanCallback(const GRFFile *grffile, uint16 cbid, uint16 cb_res)
Converts a callback result into a boolean.
Definition: newgrf_commons.cpp:569
CountActiveStations
static int CountActiveStations(Town *t)
Calculates amount of active stations in the range of town (HZB_TOWN_EDGE).
Definition: town_cmd.cpp:3439
DistanceFromEdge
uint DistanceFromEdge(TileIndex tile)
Param the minimum distance to an edge.
Definition: map.cpp:217
HouseSpec::building_flags
BuildingFlags building_flags
some flags that describe the house (size, stadium etc...)
Definition: house.h:109
Kdtree::Insert
void Insert(const T &element)
Insert a single element in the tree.
Definition: kdtree.hpp:400
MP_OBJECT
@ MP_OBJECT
Contains objects such as transmitters and owned land.
Definition: tile_type.h:51
CBID_HOUSE_ALLOW_CONSTRUCTION
@ CBID_HOUSE_ALLOW_CONSTRUCTION
Determine whether the house can be built on the specified tile.
Definition: newgrf_callbacks.h:54
_cheats
Cheats _cheats
All the cheats.
Definition: cheat.cpp:16
GUISettings::population_in_label
bool population_in_label
show the population of a town in his label?
Definition: settings_type.h:128
CBM_HOUSE_ACCEPT_CARGO
@ CBM_HOUSE_ACCEPT_CARGO
decides accepted types
Definition: newgrf_callbacks.h:322
TE_END
@ TE_END
End of town effects.
Definition: cargotype.h:32
MP_WATER
@ MP_WATER
Water tile.
Definition: tile_type.h:47
UpdateAirportsNoise
void UpdateAirportsNoise()
Recalculate the noise generated by the airports of each town.
Definition: station_cmd.cpp:2216
ROAD_E
@ ROAD_E
Road at the two eastern edges.
Definition: road_type.h:60
Town::stations_near
StationList stations_near
NOSAVE: List of nearby stations.
Definition: town.h:83
IsRoadOwner
static bool IsRoadOwner(TileIndex t, RoadTramType rtt, Owner o)
Check if a specific road type is owned by an owner.
Definition: road_map.h:267
CommandCost::Failed
bool Failed() const
Did this command fail?
Definition: command_type.h:159
MakeSingleHouseBigger
static void MakeSingleHouseBigger(TileIndex tile)
Helper function for house completion stages progression.
Definition: town_cmd.cpp:480
AlignTileToGrid
static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
Towns must all be placed on the same grid or when they eventually interpenetrate their road networks ...
Definition: town_cmd.cpp:2043
IsInvisibilitySet
static bool IsInvisibilitySet(TransparencyOption to)
Check if the invisibility option bit is set and if we aren't in the game menu (there's never transpar...
Definition: transparency.h:59
Object
An object, such as transmitter, on the map.
Definition: object_base.h:23
GrowTownWithTunnel
static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
Grows the town with a tunnel.
Definition: town_cmd.cpp:1239
GetLiftDestination
static byte GetLiftDestination(TileIndex t)
Get the current destination for this lift.
Definition: town_map.h:104
CmdDoTownAction
CommandCost CmdDoTownAction(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Do a town action.
Definition: town_cmd.cpp:3352
HaltLift
static void HaltLift(TileIndex t)
Stop the lift of this animated house from moving.
Definition: town_map.h:115
TACT_ROAD_REBUILD
@ TACT_ROAD_REBUILD
Rebuild the roads.
Definition: town.h:215
TownLayoutAllowsHouseHere
static bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
Checks if current town layout allows building here.
Definition: town_cmd.cpp:2391
HasTileRoadType
static bool HasTileRoadType(TileIndex t, RoadTramType rtt)
Check if a tile has a road or a tram road type.
Definition: road_map.h:210
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:80
GetTropicZone
static TropicZone GetTropicZone(TileIndex tile)
Get the tropic zone.
Definition: tile_map.h:238
DeleteSubsidyWith
void DeleteSubsidyWith(SourceType type, SourceID index)
Delete the subsidies associated with a given cargo source type and id.
Definition: subsidy.cpp:149
CALLBACK_HOUSEPRODCARGO_END
static const uint CALLBACK_HOUSEPRODCARGO_END
Sentinel indicating that the loop for CBID_HOUSE_PRODUCE_CARGO has ended.
Definition: newgrf_callbacks.h:405
Game::NewEvent
static void NewEvent(class ScriptEvent *event)
Queue a new event for a Game Script.
Definition: game_core.cpp:141
BuildObject
void BuildObject(ObjectType type, TileIndex tile, CompanyID owner=OWNER_NONE, struct Town *town=nullptr, uint8 view=0)
Actually build the object.
Definition: object_cmd.cpp:83
GameSettings::economy
EconomySettings economy
settings to change the economy
Definition: settings_type.h:569
WL_INFO
@ WL_INFO
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition: error.h:22
DIAGDIRDIFF_90RIGHT
@ DIAGDIRDIFF_90RIGHT
90 degrees right
Definition: direction_type.h:106
Object::type
ObjectType type
Type of the object.
Definition: object_base.h:24
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
ROAD_NE
@ ROAD_NE
North-east part.
Definition: road_type.h:55
AI::BroadcastNewEvent
static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company=MAX_COMPANIES)
Broadcast a new event to all active AIs.
Definition: ai_core.cpp:259
_tick_counter
uint16 _tick_counter
Ever incrementing (and sometimes wrapping) tick counter for setting off various events.
Definition: date.cpp:30
industry.h
ROAD_SE
@ ROAD_SE
South-east part.
Definition: road_type.h:54
safeguards.h
HighestSnowLine
byte HighestSnowLine()
Get the highest possible snow line height, either variable or static.
Definition: landscape.cpp:658
ChangePopulation
static void ChangePopulation(Town *t, int mod)
Change the towns population.
Definition: town_cmd.cpp:430
RATING_ROAD_NEEDED_HOSTILE
@ RATING_ROAD_NEEDED_HOSTILE
"Hostile"
Definition: town_type.h:68
ROTF_NO_HOUSES
@ ROTF_NO_HOUSES
Bit number for setting this roadtype as not house friendly.
Definition: road.h:41
HouseSpec::callback_mask
uint16 callback_mask
Bitmask of house callbacks that have to be called.
Definition: house.h:115
ROAD_S
@ ROAD_S
Road at the two southern edges.
Definition: road_type.h:61
SearchTileForStatue
static bool SearchTileForStatue(TileIndex tile, void *user_data)
Search callback function for TownActionBuildStatue.
Definition: town_cmd.cpp:3131
IsValidTile
static bool IsValidTile(TileIndex tile)
Checks if a tile is valid.
Definition: tile_map.h:161
CommandCost::GetCost
Money GetCost() const
The costs as made up to this moment.
Definition: command_type.h:82
TileAddByDiagDir
static TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition: map_func.h:382
GetTileSlope
Slope GetTileSlope(TileIndex tile, int *h)
Return the slope of a given tile inside the map.
Definition: tile_map.cpp:59
ReverseDiagDir
static DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
Definition: direction_func.h:118
SetLiftPosition
static void SetLiftPosition(TileIndex t, byte pos)
Set the position of the lift on this animated house.
Definition: town_map.h:135
DIR_S
@ DIR_S
South.
Definition: direction_type.h:30
GetGRFStringID
StringID GetGRFStringID(uint32 grfid, StringID stringid)
Returns the index for this stringid associated with its grfID.
Definition: newgrf_text.cpp:602
IsTileOwner
static bool IsTileOwner(TileIndex tile, Owner owner)
Checks if a tile belongs to the given owner.
Definition: tile_map.h:214
StrEmpty
static bool StrEmpty(const char *s)
Check if a string buffer is empty.
Definition: string_func.h:60
StatueBuildSearchData::tile_count
int tile_count
Number of tiles tried.
Definition: town_cmd.cpp:3120
IsCloseToTown
static bool IsCloseToTown(TileIndex tile, uint dist)
Determines if a town is close to a tile.
Definition: town_cmd.cpp:382
GetFoundation_Town
static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
Tile callback routine.
Definition: town_cmd.cpp:307
RandomTile
#define RandomTile()
Get a valid random tile.
Definition: map_func.h:435
RoadTypesAllowHouseHere
static bool RoadTypesAllowHouseHere(TileIndex t)
Checks whether at least one surrounding roads allows to build a house here.
Definition: town_cmd.cpp:1305
TSZ_END
@ TSZ_END
Number of available town sizes.
Definition: town_type.h:25
FindNearestGoodCoastalTownSpot
static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
Given a spot on the map (presumed to be a water tile), find a good coastal spot to build a city.
Definition: town_cmd.cpp:2134
DC_NO_TEST_TOWN_RATING
@ DC_NO_TEST_TOWN_RATING
town rating does not disallow you from building
Definition: command_type.h:353
HouseSpec::minimum_life
byte minimum_life
The minimum number of years this house will survive before the town rebuilds it.
Definition: house.h:122
TileHash
static uint TileHash(uint x, uint y)
Calculate a hash value from a tile position.
Definition: tile_map.h:316
CleanUpRoadBits
RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb)
Clean up unnecessary RoadBits of a planned tile.
Definition: road.cpp:47
EconomySettings::exclusive_rights
bool exclusive_rights
allow buying exclusive rights
Definition: settings_type.h:490
Town::growth_rate
uint16 growth_rate
town growth rate
Definition: town.h:88
CompanyNewsInformation::FillData
void FillData(const struct Company *c, const struct Company *other=nullptr)
Fill the CompanyNewsInformation struct with the required data.
Definition: company_cmd.cpp:759
MP_TUNNELBRIDGE
@ MP_TUNNELBRIDGE
Tunnel entry/exit and bridge heads.
Definition: tile_type.h:50
ROAD_ALL
@ ROAD_ALL
Full 4-way crossing.
Definition: road_type.h:64
TownLayoutAllows2x2HouseHere
static bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
Checks if current town layout allows 2x2 building here.
Definition: town_cmd.cpp:2422
newgrf_text.h
AutoslopeEnabled
static bool AutoslopeEnabled()
Tests if autoslope is enabled for _current_company.
Definition: autoslope.h:44
road_internal.h
road.h
GetAvailableMoneyForCommand
Money GetAvailableMoneyForCommand()
Definition: command.cpp:528
Point
Coordinates of a point in 2D.
Definition: geometry_type.hpp:21
FOUNDATION_NONE
@ FOUNDATION_NONE
The tile has no foundation, the slope remains unchanged.
Definition: slope_type.h:94
IsRoadDepot
static bool IsRoadDepot(TileIndex t)
Return whether a tile is a road depot.
Definition: road_map.h:105
EconomySettings::found_town
TownFounding found_town
town founding.
Definition: settings_type.h:502
error.h
SLOPE_SW
@ SLOPE_SW
south and west corner are raised
Definition: slope_type.h:56
GetRoadStopDir
static DiagDirection GetRoadStopDir(TileIndex t)
Gets the direction the road stop entrance points towards.
Definition: station_map.h:257
SLOPE_STEEP_E
@ SLOPE_STEEP_E
a steep slope falling to west (from east)
Definition: slope_type.h:68
Slope
Slope
Enumeration for the slope-type.
Definition: slope_type.h:48
DiagDirection
DiagDirection
Enumeration for diagonal directions.
Definition: direction_type.h:77
SetTownRatingTestMode
void SetTownRatingTestMode(bool mode)
Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings...
Definition: town_cmd.cpp:3636
GetFoundationSlope
Slope GetFoundationSlope(TileIndex tile, int *z)
Get slope of a tile on top of a (possible) foundation If a tile does not have a foundation,...
Definition: landscape.cpp:422
TL_3X3_GRID
@ TL_3X3_GRID
Geometric 3x3 grid algorithm.
Definition: town_type.h:83
CmdDeleteTown
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:2963
ROADTYPE_BEGIN
@ ROADTYPE_BEGIN
Used for iterations.
Definition: road_type.h:23
GetTownRoadGridElement
static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
Generate the RoadBits of a grid tile.
Definition: town_cmd.cpp:1000
date_func.h
TileDesc::dparam
uint64 dparam[2]
Parameters of the str string.
Definition: tile_cmd.h:62
CBID_HOUSE_CARGO_ACCEPTANCE
@ CBID_HOUSE_CARGO_ACCEPTANCE
Called to decide how much cargo a town building can accept.
Definition: newgrf_callbacks.h:78
stdafx.h
NR_NONE
@ NR_NONE
Empty reference.
Definition: news_type.h:50
UpdateTownGrowth
static void UpdateTownGrowth(Town *t)
Updates town growth state (whether it is growing or not).
Definition: town_cmd.cpp:3496
RoundDivSU
static int RoundDivSU(int a, uint b)
Computes round(a / b) for signed a and unsigned b.
Definition: math_func.hpp:276
RoadType
RoadType
The different roadtypes we support.
Definition: road_type.h:22
GetHouseConstructionTick
static byte GetHouseConstructionTick(TileIndex t)
Gets the construction stage of a house.
Definition: town_map.h:195
landscape.h
TileTypeProcs
Set of callback functions for performing tile operations of a given tile type.
Definition: tile_cmd.h:145
GetCommandFlags
CommandFlags GetCommandFlags(uint32 cmd)
Definition: command.cpp:393
StationFinder::GetStations
const StationList * GetStations()
Run a tile loop to find stations around a tile, on demand.
Definition: station_cmd.cpp:3979
TSZ_RANDOM
@ TSZ_RANDOM
Random size, bigger than small, smaller than large.
Definition: town_type.h:23
Cheat::value
bool value
tells if the bool cheat is active or not
Definition: cheat_type.h:18
UpdateNearestTownForRoadTiles
void UpdateNearestTownForRoadTiles(bool invalidate)
Updates cached nearest town for all road tiles.
Definition: road_cmd.cpp:1843
HouseSpec::mail_generation
byte mail_generation
mail generation multiplier (tile based, as the acceptances below)
Definition: house.h:106
viewport_func.h
NF_NORMAL
@ NF_NORMAL
Normal news item. (Newspaper with text only)
Definition: news_type.h:78
RATING_ROAD_NEEDED_NEUTRAL
@ RATING_ROAD_NEEDED_NEUTRAL
"Neutral"
Definition: town_type.h:67
HouseSpec::population
byte population
population (Zero on other tiles in multi tile house.)
Definition: house.h:102
Town::ratings
int16 ratings[MAX_COMPANIES]
ratings of each company for this town
Definition: town.h:73
IsTileType
static bool IsTileType(TileIndex tile, TileType type)
Checks if a tile is a given tiletype.
Definition: tile_map.h:150
ROAD_NW
@ ROAD_NW
North-west part.
Definition: road_type.h:52
TownEffect
TownEffect
Town growth effect when delivering cargo.
Definition: cargotype.h:24
EconomySettings::town_cargogen_mode
TownCargoGenMode town_cargogen_mode
algorithm for generating cargo from houses,
Definition: settings_type.h:500
WC_TOWN_DIRECTORY
@ WC_TOWN_DIRECTORY
Town directory; Window numbers:
Definition: window_type.h:247
HouseSpec::cargo_acceptance
byte cargo_acceptance[HOUSE_NUM_ACCEPTS]
acceptance level for the cargo slots
Definition: house.h:107
animated_tile_func.h
UpdateAllTownVirtCoords
void UpdateAllTownVirtCoords()
Update the virtual coords needed to draw the town sign for all towns.
Definition: town_cmd.cpp:411
GetTunnelBridgeDirection
static DiagDirection GetTunnelBridgeDirection(TileIndex t)
Get the direction pointing to the other end.
Definition: tunnelbridge_map.h:26
AddSortableSpriteToDraw
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition: viewport.cpp:660
DoCreateTown
static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
Does the actual town creation.
Definition: town_cmd.cpp:1807
GetBridgeAxis
static Axis GetBridgeAxis(TileIndex t)
Get the axis of the bridge that goes over the tile.
Definition: bridge_map.h:68
RATING_ROAD_NEEDED_PERMISSIVE
@ RATING_ROAD_NEEDED_PERMISSIVE
rating needed, "Permissive" difficulty settings
Definition: town_type.h:66
object_map.h
MP_TREES
@ MP_TREES
Tile got trees.
Definition: tile_type.h:45
TransportedCargoStat::new_max
Tstorage new_max
Maximum amount this month.
Definition: town_type.h:114
TileIndexDiffC
A pair-construct of a TileIndexDiff.
Definition: map_type.h:57
DrawFoundation
void DrawFoundation(TileInfo *ti, Foundation f)
Draw foundation f at tile ti.
Definition: landscape.cpp:470
_generating_world
bool _generating_world
Whether we are generating the map or not.
Definition: genworld.cpp:60
EconomySettings::dist_local_authority
byte dist_local_authority
distance for town local authority, default 20
Definition: settings_type.h:489
DistanceSquare
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition: map.cpp:174
TransportedCargoStat::old_max
Tstorage old_max
Maximum amount last month.
Definition: town_type.h:113
ForAllStationsRadius
void ForAllStationsRadius(TileIndex center, uint radius, Func func)
Call a function on all stations whose sign is within a radius of a center tile.
Definition: station_kdtree.h:29
Industry::town
Town * town
Nearest town.
Definition: industry.h:68
TOWN_GROWTH_WINTER
static const uint TOWN_GROWTH_WINTER
The town only needs this cargo in the winter (any amount)
Definition: town.h:31
string_func.h
Town::PostDestructor
static void PostDestructor(size_t index)
Invalidating of the "nearest town cache" has to be done after removing item from the pool.
Definition: town_cmd.cpp:150
NR_TOWN
@ NR_TOWN
Reference town. Scroll to town when clicking on the news.
Definition: news_type.h:55
EconomyIsInRecession
static bool EconomyIsInRecession()
Is the economy in recession?
Definition: economy_func.h:47
GetMaskOfTownActions
uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
Get a list of available actions to do at a town.
Definition: town_cmd.cpp:3299
CALLBACK_FAILED
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
Definition: newgrf_callbacks.h:404
EconomySettings::allow_town_level_crossings
bool allow_town_level_crossings
towns are allowed to build level crossings
Definition: settings_type.h:505
StringID
uint32 StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
SetLiftDestination
static void SetLiftDestination(TileIndex t, byte dest)
Set the new destination of the lift for this animated house, and activate the LiftHasDestination bit.
Definition: town_map.h:93
Town::text
std::string text
General text with additional information.
Definition: town.h:79
TCGM_BITCOUNT
@ TCGM_BITCOUNT
Bit-counted algorithm (normal distribution from individual house population)
Definition: town_type.h:104
GetDisallowedRoadDirections
static DisallowedRoadDirections GetDisallowedRoadDirections(TileIndex t)
Gets the disallowed directions.
Definition: road_map.h:301
HouseID
uint16 HouseID
OpenTTD ID of house types.
Definition: house_type.h:13
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:47
TransportedCargoStat::new_act
Tstorage new_act
Actually transported this month.
Definition: town_type.h:116
SLOPE_N
@ SLOPE_N
the north corner of the tile is raised
Definition: slope_type.h:53
station_base.h
Clamp
static T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition: math_func.hpp:77
Pool::PoolItem<&_town_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:378
GRFFilePropsBase::spritegroup
const struct SpriteGroup * spritegroup[Tcnt]
pointer to the different sprites of the entity
Definition: newgrf_commons.h:321
CompanyNewsInformation
Data that needs to be stored for company news messages.
Definition: news_type.h:148
strings_func.h
IsNeighborRoadTile
static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
Check for parallel road inside a given distance.
Definition: town_cmd.cpp:888
LiftHasDestination
static bool LiftHasDestination(TileIndex t)
Check if the lift of this animated house has a destination.
Definition: town_map.h:82
Pool
Base class for all pools.
Definition: pool_type.hpp:81
DeleteWindowById
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
RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
@ RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
rating needed, "Permissive" difficulty settings
Definition: town_type.h:59
ScaleByMapSize
static uint ScaleByMapSize(uint n)
Scales the given value by the map size, where the given value is for a 256 by 256 map.
Definition: map_func.h:122
CmdTownCargoGoal
CommandCost CmdTownCargoGoal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Change the cargo goal of a town.
Definition: town_cmd.cpp:2797
TACT_COUNT
@ TACT_COUNT
Number of available town actions.
Definition: town.h:221
CanFollowRoad
static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
Definition: town_cmd.cpp:1550
MP_VOID
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition: tile_type.h:48
subsidy_func.h
GetHouseBuildingStage
static byte GetHouseBuildingStage(TileIndex t)
House Construction Scheme.
Definition: town_map.h:183
Pool::PoolItem<&_town_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:359
DeleteAnimatedTile
void DeleteAnimatedTile(TileIndex tile)
Removes the given tile from the animated tile table.
Definition: animated_tile.cpp:26
TileXY
static TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition: map_func.h:163
RoadTypeInfo::label
RoadTypeLabel label
Unique 32 bit road type identifier.
Definition: road.h:144
Backup::Restore
void Restore()
Restore the variable.
Definition: backup_type.hpp:112
TrackedViewportSign::UpdatePosition
void UpdatePosition(int center, int top, StringID str, StringID str_small=STR_NULL)
Update the position of the viewport sign.
Definition: viewport_type.h:64
MakeTownHouse
static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, HouseID type, byte random_bits)
Write house information into the map.
Definition: town_cmd.cpp:2301
IsSlopeWithOneCornerRaised
static bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition: slope_func.h:88
IsWaterTile
static bool IsWaterTile(TileIndex t)
Is it a water tile with plain water?
Definition: water_map.h:184
IncreaseBuildingCount
void IncreaseBuildingCount(Town *t, HouseID house_id)
IncreaseBuildingCount() Increase the count of a building when it has been added by a town.
Definition: newgrf_house.cpp:107
NF_COMPANY
@ NF_COMPANY
Company news item. (Newspaper with face)
Definition: news_type.h:80
FindNearestEmptyLand
static bool FindNearestEmptyLand(TileIndex tile, void *user_data)
CircularTileSearch callback; finds the nearest land tile.
Definition: town_cmd.cpp:2117
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
SetGeneratingWorldProgress
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
Definition: genworld_gui.cpp:1366
RATING_GROWTH_MAXIMUM
@ RATING_GROWTH_MAXIMUM
... up to RATING_MEDIOCRE
Definition: town_type.h:53
endof
#define endof(x)
Get the end element of an fixed size array.
Definition: stdafx.h:375
ConstructionSettings::build_on_slopes
bool build_on_slopes
allow building on slopes
Definition: settings_type.h:318
DrawBuildingsTileStruct
This structure is the same for both Industries and Houses.
Definition: sprite.h:67
cheat_type.h
SetTownIndex
static void SetTownIndex(TileIndex t, TownID index)
Set the town index for a road or house tile.
Definition: town_map.h:34
Pool::PoolItem<&_town_pool >::CleaningPool
static bool CleaningPool()
Returns current state of pool cleaning - yes or no.
Definition: pool_type.hpp:308
BuildTownHouse
static bool BuildTownHouse(Town *t, TileIndex tile)
Tries to build a house at this tile.
Definition: town_cmd.cpp:2507
MarkTileDirtyByTile
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
Definition: viewport.cpp:1985
OWNER_NONE
@ OWNER_NONE
The tile has no ownership.
Definition: company_type.h:25
FOUNDATION_LEVELED
@ FOUNDATION_LEVELED
The tile is leveled up to a flat slope.
Definition: slope_type.h:95
TileDiffXY
static TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition: map_func.h:179
Kdtree::FindNearest
T FindNearest(CoordT x, CoordT y) const
Find the element closest to given coordinate, in Manhattan distance.
Definition: kdtree.hpp:443
CmdRenameTown
CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Rename a town (server-only).
Definition: town_cmd.cpp:2743
TransportedCargoStat::old_act
Tstorage old_act
Actually transported last month.
Definition: town_type.h:115
MP_STATION
@ MP_STATION
A tile of a station.
Definition: tile_type.h:46
NUM_CARGO
@ NUM_CARGO
Maximal number of cargo types in a game.
Definition: cargo_type.h:64
Town::cache
TownCache cache
Container for all cacheable data.
Definition: town.h:53
OverrideManagerBase::ResetOverride
void ResetOverride()
Resets the override, which is used while initializing game.
Definition: newgrf_commons.cpp:88
GetCargoTranslation
CargoID GetCargoTranslation(uint8 cargo, const GRFFile *grffile, bool usebit)
Translate a GRF-local cargo slot/bitnum into a CargoID.
Definition: newgrf_cargo.cpp:91
TrackedViewportSign::kdtree_valid
bool kdtree_valid
Are the sign data valid for use with the _viewport_sign_kdtree?
Definition: viewport_type.h:58
ROAD_Y
@ ROAD_Y
Full road along the y-axis (north-west + south-east)
Definition: road_type.h:57
ForAllStationsAroundTiles
void ForAllStationsAroundTiles(const TileArea &ta, Func func)
Call a function on all stations that have any part of the requested area within their catchment.
Definition: station_base.h:569
CmdTownGrowthRate
CommandCost CmdTownGrowthRate(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Change the growth rate of the town.
Definition: town_cmd.cpp:2854
HouseSpec::class_id
HouseClassID class_id
defines the class this house has (not grf file based)
Definition: house.h:119
Pool::PoolItem<&_town_pool >::CanAllocateItem
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
Definition: pool_type.hpp:299
EconomySettings::town_growth_rate
uint8 town_growth_rate
town growth rate
Definition: settings_type.h:496
TownNameParams
Struct holding parameters used to generate town name.
Definition: townname_type.h:30
ClosestTownFromTile
Town * ClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest (in distance or ownership) to a given tile, within a given threshold.
Definition: town_cmd.cpp:3595
CmdFoundTown
CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Create a new town.
Definition: town_cmd.cpp:1929
Town::~Town
~Town()
Destroy the town.
Definition: town_cmd.cpp:101
DIAGDIR_BEGIN
@ DIAGDIR_BEGIN
Used for iterations.
Definition: direction_type.h:78
HouseSpec::building_availability
HouseZones building_availability
where can it be built (climates, zones)
Definition: house.h:110
MAX_UVALUE
#define MAX_UVALUE(type)
The largest value that can be entered in a variable.
Definition: stdafx.h:463
CheckforTownRating
CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
Does the town authority allow the (destructive) action of the current company?
Definition: town_cmd.cpp:3711
GetRoadTypeInfo
static const RoadTypeInfo * GetRoadTypeInfo(RoadType roadtype)
Returns a pointer to the Roadtype information for a given roadtype.
Definition: road.h:224
TOWN_IS_GROWING
@ TOWN_IS_GROWING
Conditions for town growth are met. Grow according to Town::growth_rate.
Definition: town.h:181
ChangeTownRating
void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
Changes town rating of the current company.
Definition: town_cmd.cpp:3674
TileHash2Bit
static uint TileHash2Bit(uint x, uint y)
Get the last two bits of the TileHash from a tile position.
Definition: tile_map.h:334
OWNER_DEITY
@ OWNER_DEITY
The object is owned by a superuser / goal script.
Definition: company_type.h:27
TileDesc::str
StringID str
Description of the tile.
Definition: tile_cmd.h:52
EconomySettings::fund_roads
bool fund_roads
allow funding local road reconstruction
Definition: settings_type.h:492
DC_AUTO
@ DC_AUTO
don't allow building on structures
Definition: command_type.h:349
SLOPE_S
@ SLOPE_S
the south corner of the tile is raised
Definition: slope_type.h:51
GetTileMaxPixelZ
static int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition: tile_map.h:304
DC_NO_MODIFY_TOWN_RATING
@ DC_NO_MODIFY_TOWN_RATING
do not change town rating
Definition: command_type.h:358
_town_action_costs
const byte _town_action_costs[TACT_COUNT]
Factor in the cost of each town action.
Definition: town_cmd.cpp:3053
CanRoadContinueIntoNextTile
static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
Checks if a town road can be continued into the next tile.
Definition: town_cmd.cpp:1120
StatueBuildSearchData::best_position
TileIndex best_position
Best position found so far.
Definition: town_cmd.cpp:3119
UpdateTownGrowCounter
static void UpdateTownGrowCounter(Town *t, uint16 prev_growth_rate)
Updates town grow counter after growth rate change.
Definition: town_cmd.cpp:3424
TACT_NONE
@ TACT_NONE
Empty action set.
Definition: town.h:210
GetHouseNorthPart
TileIndexDiff GetHouseNorthPart(HouseID &house)
Determines if a given HouseID is part of a multitile house.
Definition: town_cmd.cpp:2678
INSTANTIATE_POOL_METHODS
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition: pool_func.hpp:224
TILE_ADDXY
#define TILE_ADDXY(tile, x, y)
Adds a given offset to a tile.
Definition: map_func.h:258
stredup
char * stredup(const char *s, const char *last)
Create a duplicate of the given string.
Definition: string.cpp:137
TileArea
OrthogonalTileArea TileArea
Shorthand for the much more common orthogonal tile area.
Definition: tilearea_type.h:96
_town_test_ratings
static SmallMap< const Town *, int > _town_test_ratings
Map of towns to modified ratings, while in town rating test-mode.
Definition: town_cmd.cpp:3629
SLOPE_W
@ SLOPE_W
the west corner of the tile is raised
Definition: slope_type.h:50
AddNewsItem
void AddNewsItem(StringID string, NewsType type, NewsFlag flags, NewsReferenceType reftype1=NR_NONE, uint32 ref1=UINT32_MAX, NewsReferenceType reftype2=NR_NONE, uint32 ref2=UINT32_MAX, void *free_data=nullptr)
Add a new newsitem to be shown.
Definition: news_gui.cpp:789
CBID_HOUSE_PRODUCE_CARGO
@ CBID_HOUSE_PRODUCE_CARGO
Called to determine how much cargo a town building produces.
Definition: newgrf_callbacks.h:129
window_func.h
AnimateTile_Town
static void AnimateTile_Town(TileIndex tile)
Animate a tile for a town Only certain houses can be animated The newhouses animation supersedes regu...
Definition: town_cmd.cpp:331
CommandFlagsToDCFlags
static DoCommandFlag CommandFlagsToDCFlags(CommandFlags cmd_flags)
Extracts the DC flags needed for DoCommand from the flags returned by GetCommandFlags.
Definition: command_func.h:58
Depot
Definition: depot_base.h:19
SetBit
static T SetBit(T &x, const uint8 y)
Set a bit in a variable.
Definition: bitmath_func.hpp:121
GrowTownWithExtraHouse
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
Grows the town with an extra house.
Definition: town_cmd.cpp:1059
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:367
Town
Town data structure.
Definition: town.h:50
RoadTypeInfo::max_speed
uint16 max_speed
Maximum speed for vehicles travelling on this road type.
Definition: road.h:139
MarkWholeScreenDirty
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition: gfx.cpp:1597
CheckBuildHouseSameZ
static bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
Checks if a house can be built at this tile, must have the same max z as parameter.
Definition: town_cmd.cpp:2351
random_func.hpp
OverflowSafeInt< int64, INT64_MAX, INT64_MIN >
GenRandomRoadBits
static RoadBits GenRandomRoadBits()
Generate a random road block.
Definition: town_cmd.cpp:1674
CargoID
byte CargoID
Cargo slots to indicate a cargo type within a game.
Definition: cargo_type.h:20
IsPlainRailTile
static bool IsPlainRailTile(TileIndex t)
Checks whether the tile is a rail tile or rail tile with signals.
Definition: rail_map.h:60
GrowTownWithBridge
static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
Grows the town with a bridge.
Definition: town_cmd.cpp:1164
HouseSpec
Definition: house.h:98
TownCache::num_houses
uint32 num_houses
Amount of houses.
Definition: town.h:41
ClampToU16
static uint16 ClampToU16(const uint64 a)
Reduce an unsigned 64-bit int to an unsigned 16-bit one.
Definition: math_func.hpp:153
INVALID_TILE
static const TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition: tile_type.h:83
IsNormalRoadTile
static bool IsNormalRoadTile(TileIndex t)
Return whether a tile is a normal road tile.
Definition: road_map.h:73
CBM_HOUSE_AUTOSLOPE
@ CBM_HOUSE_AUTOSLOPE
decides allowance of autosloping
Definition: newgrf_callbacks.h:326
INVALID_COMPANY
@ INVALID_COMPANY
An invalid company.
Definition: company_type.h:30
SLOPE_STEEP_W
@ SLOPE_STEEP_W
a steep slope falling to east (from west)
Definition: slope_type.h:66
WC_TOWN_VIEW
@ WC_TOWN_VIEW
Town view; Window numbers:
Definition: window_type.h:326
Town::layout
TownLayout layout
town specific road layout
Definition: town.h:94
GetOtherTunnelBridgeEnd
static TileIndex GetOtherTunnelBridgeEnd(TileIndex t)
Determines type of the wormhole and returns its other end.
Definition: tunnelbridge_map.h:78
PalSpriteID::pal
PaletteID pal
The palette (use PAL_NONE) if not needed)
Definition: gfx_type.h:24
TL_ORIGINAL
@ TL_ORIGINAL
Original algorithm (min. 1 distance between roads)
Definition: town_type.h:80
TileInfo::tile
TileIndex tile
Tile index.
Definition: tile_cmd.h:46
GameSettings::construction
ConstructionSettings construction
construction of things in-game
Definition: settings_type.h:561
ClearMakeHouseTile
static void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
Clears tile and builds a house or house part.
Definition: town_cmd.cpp:2277
ErrorUnknownCallbackResult
void ErrorUnknownCallbackResult(uint32 grfid, uint16 cbid, uint16 cb_res)
Record that a NewGRF returned an unknown/invalid callback result.
Definition: newgrf_commons.cpp:516
DC_NONE
@ DC_NONE
no flag is set
Definition: command_type.h:347
GetTileType
static TileType GetTileType(TileIndex tile)
Get the tiletype of a given tile.
Definition: tile_map.h:96
NUM_TLS
@ NUM_TLS
Number of town layouts.
Definition: town_type.h:87
_town_draw_tile_data
static const DrawBuildingsTileStruct _town_draw_tile_data[]
structure of houses graphics
Definition: town_land.h:27
ROAD_W
@ ROAD_W
Road at the two western edges.
Definition: road_type.h:62
Pool::PoolItem<&_town_pool >::IsValidID
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:318
CBM_HOUSE_DRAW_FOUNDATIONS
@ CBM_HOUSE_DRAW_FOUNDATIONS
decides if default foundations need to be drawn
Definition: newgrf_callbacks.h:325
CheckIfAuthorityAllowsNewStation
CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
Checks whether the local authority allows construction of a new station (rail, road,...
Definition: town_cmd.cpp:3556
FindFurthestFromWater
static bool FindFurthestFromWater(TileIndex tile, void *user_data)
CircularTileSearch callback; finds the tile furthest from any water.
Definition: town_cmd.cpp:2095
MakeTownHouseBigger
static void MakeTownHouseBigger(TileIndex tile)
Make the house advance in its construction stages until completion.
Definition: town_cmd.cpp:503
TSZ_LARGE
@ TSZ_LARGE
Large town.
Definition: town_type.h:22
GRFFilePropsBase::grffile
const struct GRFFile * grffile
grf file that introduced this entity
Definition: newgrf_commons.h:320
FACIL_AIRPORT
@ FACIL_AIRPORT
Station with an airport.
Definition: station_type.h:55
Town::larger_town
bool larger_town
if this is a larger town and should grow more quickly
Definition: town.h:93
DrawTile_Town
static void DrawTile_Town(TileInfo *ti)
House Tile drawing handler.
Definition: town_cmd.cpp:252
MAX_LENGTH_TOWN_NAME_CHARS
static const uint MAX_LENGTH_TOWN_NAME_CHARS
The maximum length of a town name in characters including '\0'.
Definition: town_type.h:108
DecreaseBuildingCount
void DecreaseBuildingCount(Town *t, HouseID house_id)
DecreaseBuildingCount() Decrease the number of a building when it is deleted.
Definition: newgrf_house.cpp:126
BUILDING_IS_HISTORICAL
@ BUILDING_IS_HISTORICAL
this house will only appear during town generation in random games, thus the historical
Definition: house.h:90
pool_func.hpp
CT_INVALID
@ CT_INVALID
Invalid cargo type.
Definition: cargo_type.h:68
CMD_DELETE_TOWN
@ CMD_DELETE_TOWN
delete a town
Definition: command_type.h:270
TL_2X2_GRID
@ TL_2X2_GRID
Geometric 2x2 grid algorithm.
Definition: town_type.h:82
GetTunnelBridgeTransportType
static TransportType GetTunnelBridgeTransportType(TileIndex t)
Tunnel: Get the transport type of the tunnel (road or rail) Bridge: Get the transport type of the bri...
Definition: tunnelbridge_map.h:39
TOWN_HOUSE_COMPLETED
static const byte TOWN_HOUSE_COMPLETED
Simple value that indicates the house has reached the final stage of construction.
Definition: house.h:23
RemapCoords2
static Point RemapCoords2(int x, int y)
Map 3D world or tile coordinate to equivalent 2D coordinate as used in the viewports and smallmap.
Definition: landscape.h:98
CBM_HOUSE_ALLOW_CONSTRUCTION
@ CBM_HOUSE_ALLOW_CONSTRUCTION
decide whether the house can be built on a given tile
Definition: newgrf_callbacks.h:314
Company
Definition: company_base.h:110
Town::name
std::string name
Custom town name. If empty, the town was not renamed and uses the generated name.
Definition: town.h:59
CmdExpandTown
CommandCost CmdExpandTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
Expand a town (scenario editor only).
Definition: town_cmd.cpp:2923
DifficultySettings::number_towns
byte number_towns
the amount of towns
Definition: settings_type.h:65
Town::supplied
TransportedCargoStat< uint32 > supplied[NUM_CARGO]
Cargo statistics about supplied cargo.
Definition: town.h:75
Town::exclusivity
CompanyID exclusivity
which company has exclusivity
Definition: town.h:71
CmdTownSetText
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:2830
HouseSpec::remove_rating_decrease
uint16 remove_rating_decrease
rating decrease if removed
Definition: house.h:105
SLOPE_SE
@ SLOPE_SE
south and east corner are raised
Definition: slope_type.h:57
Town::grow_counter
uint16 grow_counter
counter to count when to grow, value is smaller than or equal to growth_rate
Definition: town.h:87
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3248
UpdateAllStationVirtCoords
void UpdateAllStationVirtCoords()
Update the virtual coords needed to draw the station sign for all stations.
Definition: station_cmd.cpp:447
HouseSpec::GetRemovalCost
Money GetRemovalCost() const
Get the cost for removing this house.
Definition: town_cmd.cpp:209
TOWN_CUSTOM_GROWTH
@ TOWN_CUSTOM_GROWTH
Growth rate is controlled by GS.
Definition: town.h:184
Town::exclusive_counter
uint8 exclusive_counter
months till the exclusivity expires
Definition: town.h:72
lastof
#define lastof(x)
Get the last element of an fixed size array.
Definition: stdafx.h:383
EconomySettings::allow_town_roads
bool allow_town_roads
towns are allowed to build roads (always allowed when generating world / in SE)
Definition: settings_type.h:501
GrowTownWithRoad
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
Grows the town with a road piece.
Definition: town_cmd.cpp:1101
GWP_TOWN
@ GWP_TOWN
Generate towns.
Definition: genworld.h:69
CBID_HOUSE_ACCEPT_CARGO
@ CBID_HOUSE_ACCEPT_CARGO
Called to determine which cargoes a town building should accept.
Definition: newgrf_callbacks.h:114
newgrf_cargo.h
CheckTownBuild2House
static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
Checks if 1x2 or 2x1 building is allowed here, also takes into account current town layout Also,...
Definition: town_cmd.cpp:2459
Object::town
Town * town
Town the object is built in.
Definition: object_base.h:25
IncrementHouseAge
static void IncrementHouseAge(TileIndex t)
Increments the age of the house.
Definition: town_map.h:237
town_kdtree.h
TOWN_HAS_CHURCH
@ TOWN_HAS_CHURCH
There can be only one church by town.
Definition: town.h:182
SLOPE_NE
@ SLOPE_NE
north and east corner are raised
Definition: slope_type.h:58
ComplementSlope
static Slope ComplementSlope(Slope s)
Return the complement of a slope.
Definition: slope_func.h:76
TOWN_GROWTH_RATE_NONE
static const uint16 TOWN_GROWTH_RATE_NONE
Special value for Town::growth_rate to disable town growth.
Definition: town.h:33
town_land.h
HouseSpec::grf_prop
GRFFileProps grf_prop
Properties related the the grf file.
Definition: house.h:114
SLOPE_E
@ SLOPE_E
the east corner of the tile is raised
Definition: slope_type.h:52
Town::cached_name
std::string cached_name
NOSAVE: Cache of the resolved name of the town, if not using a custom town name.
Definition: town.h:60
TownActions
TownActions
Town actions of a company.
Definition: town.h:209
CUSTOM_TOWN_NUMBER_DIFFICULTY
static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY
value for custom town number in difficulty settings
Definition: town.h:26
CMD_LANDSCAPE_CLEAR
@ CMD_LANDSCAPE_CLEAR
demolish a tile
Definition: command_type.h:180
GetGRFConfig
GRFConfig * GetGRFConfig(uint32 grfid, uint32 mask)
Retrieve a NewGRF from the current config by its grfid.
Definition: newgrf_config.cpp:810
OWNER_TOWN
@ OWNER_TOWN
A town owns the tile, or a town is expanding.
Definition: company_type.h:24
CBID_HOUSE_AUTOSLOPE
@ CBID_HOUSE_AUTOSLOPE
Called to determine if one can alter the ground below a house tile.
Definition: newgrf_callbacks.h:230
UpdateTownGrowthRate
static void UpdateTownGrowthRate(Town *t)
Updates town growth rate.
Definition: town_cmd.cpp:3483
SetDParamStr
void SetDParamStr(uint n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
Definition: strings.cpp:286
GenerateTownName
bool GenerateTownName(uint32 *townnameparts, TownNames *town_names)
Generates valid town name.
Definition: townname.cpp:119
road_cmd.h
DrawGroundSprite
void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
Draws a ground sprite for the current tile.
Definition: viewport.cpp:576
AT_OILRIG
@ AT_OILRIG
Oilrig airport.
Definition: airport.h:38
INVALID_STRING_ID
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition: strings_type.h:17
MakeHouseTile
static void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
Make the tile a house.
Definition: town_map.h:352
ClientSettings::gui
GUISettings gui
settings related to the GUI
Definition: settings_type.h:577
WL_CRITICAL
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition: error.h:25
TownCache::sign
TrackedViewportSign sign
Location of name sign, UpdateVirtCoord updates this.
Definition: town.h:43
object.h
RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL
@ RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL
"Neutral"
Definition: town_type.h:60
Town::received
TransportedCargoStat< uint16 > received[NUM_TE]
Cargo statistics about received cargotypes.
Definition: town.h:76
GRFConfig::GetName
const char * GetName() const
Get the name of this grf.
Definition: newgrf_config.cpp:104
CheckFree2x2Area
static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
Checks if a house of size 2x2 can be built at this tile.
Definition: town_cmd.cpp:2370
SLOPE_STEEP_N
@ SLOPE_STEEP_N
a steep slope falling to south (from north)
Definition: slope_type.h:69
Town::flags
byte flags
See TownFlags.
Definition: town.h:62
FindFirstCargoWithTownEffect
const CargoSpec * FindFirstCargoWithTownEffect(TownEffect effect)
Determines the first cargo with a certain town effect.
Definition: town_cmd.cpp:2777
TACT_BUY_RIGHTS
@ TACT_BUY_RIGHTS
Buy exclusive transport rights.
Definition: town.h:218
news_func.h
IsBridgeAbove
static bool IsBridgeAbove(TileIndex t)
checks if a bridge is set above the ground of this tile
Definition: bridge_map.h:45
AddAnimatedTile
void AddAnimatedTile(TileIndex tile)
Add the given tile to the animated tile table (if it does not exist on that table yet).
Definition: animated_tile.cpp:41
SpotData::layout
TownLayout layout
tells us what kind of town we're building
Definition: town_cmd.cpp:2076
GetNormalGrowthRate
static uint GetNormalGrowthRate(Town *t)
Calculates town growth rate in normal conditions (custom growth rate not set).
Definition: town_cmd.cpp:3456
IsTileAlignedToGrid
static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
Towns must all be placed on the same grid or when they eventually interpenetrate their road networks ...
Definition: town_cmd.cpp:2061
CanBuildHouseHere
static bool CanBuildHouseHere(TileIndex tile, bool noslope)
Checks if a house can be built here.
Definition: town_cmd.cpp:2326
AddChildSpriteScreen
void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale)
Add a child sprite to a parent sprite.
Definition: viewport.cpp:814
backup_type.hpp
TileIndexDiffC::x
int16 x
The x value of the coordinate.
Definition: map_type.h:58