OpenTTD Source  14.0-beta1
town_cmd.cpp
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1 /*
2  * This file is part of OpenTTD.
3  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6  */
7 
10 #include "stdafx.h"
11 #include "road.h"
12 #include "road_internal.h" /* Cleaning up road bits */
13 #include "road_cmd.h"
14 #include "landscape.h"
15 #include "viewport_func.h"
16 #include "viewport_kdtree.h"
17 #include "command_func.h"
18 #include "company_func.h"
19 #include "industry.h"
20 #include "station_base.h"
21 #include "waypoint_base.h"
22 #include "station_kdtree.h"
23 #include "company_base.h"
24 #include "news_func.h"
25 #include "error.h"
26 #include "object.h"
27 #include "genworld.h"
28 #include "newgrf_debug.h"
29 #include "newgrf_house.h"
30 #include "newgrf_text.h"
31 #include "autoslope.h"
32 #include "tunnelbridge_map.h"
33 #include "strings_func.h"
34 #include "window_func.h"
35 #include "string_func.h"
36 #include "newgrf_cargo.h"
37 #include "cheat_type.h"
38 #include "animated_tile_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 #include "town_cmd.h"
52 #include "landscape_cmd.h"
53 #include "road_cmd.h"
54 #include "terraform_cmd.h"
55 #include "tunnelbridge_cmd.h"
56 #include "timer/timer.h"
59 #include "timer/timer_game_tick.h"
60 
61 #include "table/strings.h"
62 #include "table/town_land.h"
63 
64 #include "safeguards.h"
65 
66 /* Initialize the town-pool */
67 TownPool _town_pool("Town");
69 
70 
71 TownKdtree _town_kdtree(&Kdtree_TownXYFunc);
72 
73 void RebuildTownKdtree()
74 {
75  std::vector<TownID> townids;
76  for (const Town *town : Town::Iterate()) {
77  townids.push_back(town->index);
78  }
79  _town_kdtree.Build(townids.begin(), townids.end());
80 }
81 
82 
92 static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
93 {
94  if (!IsTileOwner(tile, OWNER_TOWN)) return false;
95 
97  bool town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
98 
99  if (!town_owned) {
100  /* Or other adjacent road */
102  town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
103  }
104 
105  return town_owned;
106 }
107 
109 {
110  if (CleaningPool()) return;
111 
112  /* Delete town authority window
113  * and remove from list of sorted towns */
115 
116 #ifdef WITH_ASSERT
117  /* Check no industry is related to us. */
118  for (const Industry *i : Industry::Iterate()) {
119  assert(i->town != this);
120  }
121 
122  /* ... and no object is related to us. */
123  for (const Object *o : Object::Iterate()) {
124  assert(o->town != this);
125  }
126 #endif /* WITH_ASSERT */
127 
128  /* Check no tile is related to us. */
129  for (TileIndex tile = 0; tile < Map::Size(); ++tile) {
130  switch (GetTileType(tile)) {
131  case MP_HOUSE:
132  assert(GetTownIndex(tile) != this->index);
133  break;
134 
135  case MP_ROAD:
136  assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
137  break;
138 
139  case MP_TUNNELBRIDGE:
140  assert(!TestTownOwnsBridge(tile, this));
141  break;
142 
143  default:
144  break;
145  }
146  }
147 
148  /* Clear the persistent storage list. */
149  this->psa_list.clear();
150 
155 }
156 
157 
163 {
164  InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
166 
167  /* Give objects a new home! */
168  for (Object *o : Object::Iterate()) {
169  if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
170  }
171 }
172 
178 {
179  if (layout != TL_RANDOM) {
180  this->layout = layout;
181  return;
182  }
183 
184  this->layout = static_cast<TownLayout>(TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1));
185 }
186 
191 /* static */ Town *Town::GetRandom()
192 {
193  if (Town::GetNumItems() == 0) return nullptr;
194  int num = RandomRange((uint16_t)Town::GetNumItems());
195  size_t index = MAX_UVALUE(size_t);
196 
197  while (num >= 0) {
198  num--;
199  index++;
200 
201  /* Make sure we have a valid town */
202  while (!Town::IsValidID(index)) {
203  index++;
204  assert(index < Town::GetPoolSize());
205  }
206  }
207 
208  return Town::Get(index);
209 }
210 
211 void Town::FillCachedName() const
212 {
213  this->cached_name = GetTownName(this);
214 }
215 
221 {
222  return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
223 }
224 
225 /* Local */
226 static int _grow_town_result;
227 
228 /* The possible states of town growth. */
229 enum TownGrowthResult {
230  GROWTH_SUCCEED = -1,
231  GROWTH_SEARCH_STOPPED = 0
232 // GROWTH_SEARCH_RUNNING >= 1
233 };
234 
235 static bool BuildTownHouse(Town *t, TileIndex tile);
236 static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout);
237 
238 static void TownDrawHouseLift(const TileInfo *ti)
239 {
240  AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
241 }
242 
243 typedef void TownDrawTileProc(const TileInfo *ti);
244 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
245  TownDrawHouseLift
246 };
247 
254 {
256 }
257 
262 static void DrawTile_Town(TileInfo *ti)
263 {
264  HouseID house_id = GetHouseType(ti->tile);
265 
266  if (house_id >= NEW_HOUSE_OFFSET) {
267  /* Houses don't necessarily need new graphics. If they don't have a
268  * spritegroup associated with them, then the sprite for the substitute
269  * house id is drawn instead. */
270  if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != nullptr) {
271  DrawNewHouseTile(ti, house_id);
272  return;
273  } else {
274  house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
275  }
276  }
277 
278  /* Retrieve pointer to the draw town tile struct */
279  const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
280 
282 
283  DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
284 
285  /* If houses are invisible, do not draw the upper part */
286  if (IsInvisibilitySet(TO_HOUSES)) return;
287 
288  /* Add a house on top of the ground? */
289  SpriteID image = dcts->building.sprite;
290  if (image != 0) {
291  AddSortableSpriteToDraw(image, dcts->building.pal,
292  ti->x + dcts->subtile_x,
293  ti->y + dcts->subtile_y,
294  dcts->width,
295  dcts->height,
296  dcts->dz,
297  ti->z,
299  );
300 
301  if (IsTransparencySet(TO_HOUSES)) return;
302  }
303 
304  {
305  int proc = dcts->draw_proc - 1;
306 
307  if (proc >= 0) _town_draw_tile_procs[proc](ti);
308  }
309 }
310 
311 static int GetSlopePixelZ_Town(TileIndex tile, uint, uint, bool)
312 {
313  return GetTileMaxPixelZ(tile);
314 }
315 
322 {
323  HouseID hid = GetHouseType(tile);
324 
325  /* For NewGRF house tiles we might not be drawing a foundation. We need to
326  * account for this, as other structures should
327  * draw the wall of the foundation in this case.
328  */
329  if (hid >= NEW_HOUSE_OFFSET) {
330  const HouseSpec *hs = HouseSpec::Get(hid);
331  if (hs->grf_prop.spritegroup[0] != nullptr && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
332  uint32_t callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
333  if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
334  }
335  }
336  return FlatteningFoundation(tileh);
337 }
338 
345 static void AnimateTile_Town(TileIndex tile)
346 {
347  if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
348  AnimateNewHouseTile(tile);
349  return;
350  }
351 
352  if (TimerGameTick::counter & 3) return;
353 
354  /* If the house is not one with a lift anymore, then stop this animating.
355  * Not exactly sure when this happens, but probably when a house changes.
356  * Before this was just a return...so it'd leak animated tiles..
357  * That bug seems to have been here since day 1?? */
358  if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
359  DeleteAnimatedTile(tile);
360  return;
361  }
362 
363  if (!LiftHasDestination(tile)) {
364  uint i;
365 
366  /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
367  * This is due to the fact that the first floor is, in the graphics,
368  * the height of 2 'normal' floors.
369  * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
370  do {
371  i = RandomRange(7);
372  } while (i == 1 || i * 6 == GetLiftPosition(tile));
373 
374  SetLiftDestination(tile, i);
375  }
376 
377  int pos = GetLiftPosition(tile);
378  int dest = GetLiftDestination(tile) * 6;
379  pos += (pos < dest) ? 1 : -1;
380  SetLiftPosition(tile, pos);
381 
382  if (pos == dest) {
383  HaltLift(tile);
384  DeleteAnimatedTile(tile);
385  }
386 
387  MarkTileDirtyByTile(tile);
388 }
389 
396 static bool IsCloseToTown(TileIndex tile, uint dist)
397 {
398  if (_town_kdtree.Count() == 0) return false;
399  Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
400  return DistanceManhattan(tile, t->xy) < dist;
401 }
402 
405 {
406  Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
407 
408  if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));
409 
410  SetDParam(0, this->index);
411  SetDParam(1, this->cache.population);
412  this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE,
413  _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
414  STR_VIEWPORT_TOWN_TINY_WHITE);
415 
416  _viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));
417 
419 }
420 
423 {
424  for (Town *t : Town::Iterate()) {
425  t->UpdateVirtCoord();
426  }
427 }
428 
431 {
432  for (Town *t : Town::Iterate()) {
433  t->cached_name.clear();
434  }
435 }
436 
442 static void ChangePopulation(Town *t, int mod)
443 {
444  t->cache.population += mod;
445  InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
447 
448  InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_POPULATION_CHANGE);
449 }
450 
456 {
457  uint32_t pop = 0;
458  for (const Town *t : Town::Iterate()) pop += t->cache.population;
459  return pop;
460 }
461 
469 static void RemoveNearbyStations(Town *t, TileIndex tile, BuildingFlags flags)
470 {
471  for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
472  const Station *st = *it;
473 
474  bool covers_area = st->TileIsInCatchment(tile);
475  if (flags & BUILDING_2_TILES_Y) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(0, 1));
476  if (flags & BUILDING_2_TILES_X) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 0));
477  if (flags & BUILDING_HAS_4_TILES) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 1));
478 
479  if (covers_area && !st->CatchmentCoversTown(t->index)) {
480  it = t->stations_near.erase(it);
481  } else {
482  ++it;
483  }
484  }
485 }
486 
492 {
493  assert(IsTileType(tile, MP_HOUSE));
494 
495  /* Progress in construction stages */
497  if (GetHouseConstructionTick(tile) != 0) return;
498 
499  AnimateNewHouseConstruction(tile);
500 
501  if (IsHouseCompleted(tile)) {
502  /* Now that construction is complete, we can add the population of the
503  * building to the town. */
504  ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
505  ResetHouseAge(tile);
506  }
507  MarkTileDirtyByTile(tile);
508 }
509 
515 {
516  uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
517  if (flags & BUILDING_HAS_1_TILE) AdvanceSingleHouseConstruction(TILE_ADDXY(tile, 0, 0));
518  if (flags & BUILDING_2_TILES_Y) AdvanceSingleHouseConstruction(TILE_ADDXY(tile, 0, 1));
519  if (flags & BUILDING_2_TILES_X) AdvanceSingleHouseConstruction(TILE_ADDXY(tile, 1, 0));
520  if (flags & BUILDING_HAS_4_TILES) AdvanceSingleHouseConstruction(TILE_ADDXY(tile, 1, 1));
521 }
522 
531 static void TownGenerateCargo(Town *t, CargoID ct, uint amount, StationFinder &stations, bool affected_by_recession)
532 {
533  if (amount == 0) return;
534 
535  /* All production is halved during a recession (except for NewGRF-supplied town cargo). */
536  if (affected_by_recession && EconomyIsInRecession()) {
537  amount = (amount + 1) >> 1;
538  }
539 
540  /* Scale by cargo scale setting. */
541  amount = ScaleByCargoScale(amount, true);
542 
543  /* Actually generate cargo and update town statistics. */
544  t->supplied[ct].new_max += amount;
545  t->supplied[ct].new_act += MoveGoodsToStation(ct, amount, SourceType::Town, t->index, stations.GetStations());;
546 }
547 
555 static void TownGenerateCargoOriginal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
556 {
557  for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
558  uint32_t r = Random();
559  if (GB(r, 0, 8) < rate) {
560  CargoID cid = cs->Index();
561  uint amt = (GB(r, 0, 8) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR) / 8 + 1;
562 
563  TownGenerateCargo(t, cid, amt, stations, true);
564  }
565  }
566 }
567 
575 static void TownGenerateCargoBinominal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
576 {
577  for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
578  CargoID cid = cs->Index();
579  uint32_t r = Random();
580 
581  /* Make a bitmask with up to 32 bits set, one for each potential pax. */
582  int genmax = (rate + 7) / 8;
583  uint32_t genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
584 
585  /* Mask random value by potential pax and count number of actual pax. */
586  uint amt = CountBits(r & genmask) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR;
587 
588  TownGenerateCargo(t, cid, amt, stations, true);
589  }
590 }
591 
598 static void TileLoop_Town(TileIndex tile)
599 {
600  HouseID house_id = GetHouseType(tile);
601 
602  /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
603  * doesn't exist any more, so don't continue here. */
604  if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
605 
606  if (!IsHouseCompleted(tile)) {
607  /* Construction is not completed, so we advance a construction stage. */
609  return;
610  }
611 
612  const HouseSpec *hs = HouseSpec::Get(house_id);
613 
614  /* If the lift has a destination, it is already an animated tile. */
615  if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
616  house_id < NEW_HOUSE_OFFSET &&
617  !LiftHasDestination(tile) &&
618  Chance16(1, 2)) {
619  AddAnimatedTile(tile);
620  }
621 
622  Town *t = Town::GetByTile(tile);
623  uint32_t r = Random();
624 
625  StationFinder stations(TileArea(tile, 1, 1));
626 
628  for (uint i = 0; i < 256; i++) {
629  uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
630 
631  if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
632 
633  CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
634  if (!IsValidCargoID(cargo)) continue;
635 
636  uint amt = GB(callback, 0, 8);
637  if (amt == 0) continue;
638 
639  /* NewGRF-supplied town cargos are not affected by recessions. */
640  TownGenerateCargo(t, cargo, amt, stations, false);
641  }
642  } else {
644  case TCGM_ORIGINAL:
645  /* Original (quadratic) cargo generation algorithm */
648  break;
649 
650  case TCGM_BITCOUNT:
651  /* Binomial distribution per tick, by a series of coin flips */
652  /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
653  * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
654  if (GB(TimerGameTick::counter, 8, 2) == GB(tile.base(), 0, 2)) {
657  }
658  break;
659 
660  default:
661  NOT_REACHED();
662  }
663  }
664 
665  Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
666 
667  if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
669  CanDeleteHouse(tile) &&
670  GetHouseAge(tile) >= hs->minimum_life &&
671  --t->time_until_rebuild == 0) {
672  t->time_until_rebuild = GB(r, 16, 8) + 192;
673 
674  ClearTownHouse(t, tile);
675 
676  /* Rebuild with another house? */
677  if (GB(r, 24, 8) >= 12) {
678  /* If we are multi-tile houses, make sure to replace the house
679  * closest to city center. If we do not do this, houses tend to
680  * wander away from roads and other houses. */
681  if (hs->building_flags & BUILDING_HAS_2_TILES) {
682  /* House tiles are always the most north tile. Move the new
683  * house to the south if we are north of the city center. */
684  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
685  int x = Clamp(grid_pos.x, 0, 1);
686  int y = Clamp(grid_pos.y, 0, 1);
687 
688  if (hs->building_flags & TILE_SIZE_2x2) {
689  tile = TILE_ADDXY(tile, x, y);
690  } else if (hs->building_flags & TILE_SIZE_1x2) {
691  tile = TILE_ADDXY(tile, 0, y);
692  } else if (hs->building_flags & TILE_SIZE_2x1) {
693  tile = TILE_ADDXY(tile, x, 0);
694  }
695  }
696 
697  BuildTownHouse(t, tile);
698  }
699  }
700 
701  cur_company.Restore();
702 }
703 
711 {
712  if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
713  if (!CanDeleteHouse(tile)) return CMD_ERROR;
714 
715  const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
716 
718  cost.AddCost(hs->GetRemovalCost());
719 
720  int rating = hs->remove_rating_decrease;
721  Town *t = Town::GetByTile(tile);
722 
724  if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) &&
726  SetDParam(0, t->index);
727  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
728  }
729  }
730 
731  ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
732  if (flags & DC_EXEC) {
733  ClearTownHouse(t, tile);
734  }
735 
736  return cost;
737 }
738 
739 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
740 {
741  HouseID house_id = GetHouseType(tile);
742  const HouseSpec *hs = HouseSpec::Get(house_id);
743  Town *t = Town::GetByTile(tile);
744 
746  for (uint i = 0; i < 256; i++) {
747  uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
748 
749  if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
750 
751  CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
752 
753  if (!IsValidCargoID(cargo)) continue;
754  produced[cargo]++;
755  }
756  } else {
757  if (hs->population > 0) {
759  produced[cs->Index()]++;
760  }
761  }
762  if (hs->mail_generation > 0) {
764  produced[cs->Index()]++;
765  }
766  }
767  }
768 }
769 
770 static inline void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, CargoTypes *always_accepted)
771 {
772  if (!IsValidCargoID(cargo) || amount == 0) return;
773  acceptance[cargo] += amount;
774  SetBit(*always_accepted, cargo);
775 }
776 
777 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes *always_accepted)
778 {
779  const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
780  CargoID accepts[lengthof(hs->accepts_cargo)];
781 
782  /* Set the initial accepted cargo types */
783  for (uint8_t i = 0; i < lengthof(accepts); i++) {
784  accepts[i] = hs->accepts_cargo[i];
785  }
786 
787  /* Check for custom accepted cargo types */
789  uint16_t callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
790  if (callback != CALLBACK_FAILED) {
791  /* Replace accepted cargo types with translated values from callback */
792  accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
793  accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
794  accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
795  }
796  }
797 
798  /* Check for custom cargo acceptance */
800  uint16_t callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
801  if (callback != CALLBACK_FAILED) {
802  AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
803  AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
804  if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
805  /* The 'S' bit indicates food instead of goods */
806  AddAcceptedCargoSetMask(CT_FOOD, GB(callback, 8, 4), acceptance, always_accepted);
807  } else {
808  AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
809  }
810  return;
811  }
812  }
813 
814  /* No custom acceptance, so fill in with the default values */
815  for (uint8_t i = 0; i < lengthof(accepts); i++) {
816  AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
817  }
818 }
819 
820 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
821 {
822  const HouseID house = GetHouseType(tile);
823  const HouseSpec *hs = HouseSpec::Get(house);
824  bool house_completed = IsHouseCompleted(tile);
825 
826  td->str = hs->building_name;
827 
828  uint16_t callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
829  if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
830  if (callback_res > 0x400) {
832  } else {
833  StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
834  if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
835  td->str = new_name;
836  }
837  }
838  }
839 
840  if (!house_completed) {
841  td->dparam = td->str;
842  td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
843  }
844 
845  if (hs->grf_prop.grffile != nullptr) {
846  const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
847  td->grf = gc->GetName();
848  }
849 
850  td->owner[0] = OWNER_TOWN;
851 }
852 
853 static TrackStatus GetTileTrackStatus_Town(TileIndex, TransportType, uint, DiagDirection)
854 {
855  /* not used */
856  return 0;
857 }
858 
859 static void ChangeTileOwner_Town(TileIndex, Owner, Owner)
860 {
861  /* not used */
862 }
863 
864 static bool GrowTown(Town *t);
865 
870 static void TownTickHandler(Town *t)
871 {
872  if (HasBit(t->flags, TOWN_IS_GROWING)) {
873  int i = (int)t->grow_counter - 1;
874  if (i < 0) {
875  if (GrowTown(t)) {
876  i = t->growth_rate;
877  } else {
878  /* If growth failed wait a bit before retrying */
879  i = std::min<uint16_t>(t->growth_rate, Ticks::TOWN_GROWTH_TICKS - 1);
880  }
881  }
882  t->grow_counter = i;
883  }
884 }
885 
888 {
889  if (_game_mode == GM_EDITOR) return;
890 
891  for (Town *t : Town::Iterate()) {
892  TownTickHandler(t);
893  }
894 }
895 
902 {
903  if (IsRoadDepotTile(tile) || IsBayRoadStopTile(tile)) return ROAD_NONE;
904 
905  return GetAnyRoadBits(tile, RTT_ROAD, true);
906 }
907 
913 {
914  RoadType best_rt = ROADTYPE_ROAD;
915  const RoadTypeInfo *best = nullptr;
916  const uint16_t assume_max_speed = 50;
917 
918  for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
919  if (RoadTypeIsTram(rt)) continue;
920 
921  const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
922 
923  /* Unused road type. */
924  if (rti->label == 0) continue;
925 
926  /* Can town build this road. */
927  if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue;
928 
929  /* Not yet introduced at this date. */
931 
932  if (best != nullptr) {
933  if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
934  }
935 
936  best_rt = rt;
937  best = rti;
938  }
939 
940  return best_rt;
941 }
942 
953 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
954 {
955  if (!IsValidTile(tile)) return false;
956 
957  /* Lookup table for the used diff values */
958  const TileIndexDiff tid_lt[3] = {
962  };
963 
964  dist_multi = (dist_multi + 1) * 4;
965  for (uint pos = 4; pos < dist_multi; pos++) {
966  /* Go (pos / 4) tiles to the left or the right */
967  TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
968 
969  /* Use the current tile as origin, or go one tile backwards */
970  if (pos & 2) cur += tid_lt[2];
971 
972  /* Test for roadbit parallel to dir and facing towards the middle axis */
973  if (IsValidTile(tile + cur) &&
974  GetTownRoadBits(TILE_ADD(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
975  }
976  return false;
977 }
978 
987 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
988 {
989  if (DistanceFromEdge(tile) == 0) return false;
990 
991  /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
992  if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
993 
994  /* Check if there already is a road at this point? */
995  if (GetTownRoadBits(tile) == ROAD_NONE) {
996  /* No, try if we are able to build a road piece there.
997  * If that fails clear the land, and if that fails exit.
998  * This is to make sure that we can build a road here later. */
999  RoadType rt = GetTownRoadType();
1000  if (Command<CMD_BUILD_ROAD>::Do(DC_AUTO | DC_NO_WATER, tile, (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X, rt, DRD_NONE, 0).Failed() &&
1002  return false;
1003  }
1004  }
1005 
1007  bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
1008  if (cur_slope == SLOPE_FLAT) return ret;
1009 
1010  /* If the tile is not a slope in the right direction, then
1011  * maybe terraform some. */
1012  Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
1013  if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
1014  if (Chance16(1, 8)) {
1015  CommandCost res = CMD_ERROR;
1016  if (!_generating_world && Chance16(1, 10)) {
1017  /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
1019  tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, false));
1020  }
1021  if (res.Failed() && Chance16(1, 3)) {
1022  /* We can consider building on the slope, though. */
1023  return ret;
1024  }
1025  }
1026  return false;
1027  }
1028  return ret;
1029 }
1030 
1031 static bool TerraformTownTile(TileIndex tile, Slope edges, bool dir)
1032 {
1033  assert(tile < Map::Size());
1034 
1035  CommandCost r = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER, tile, edges, dir));
1036  if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
1038  return true;
1039 }
1040 
1041 static void LevelTownLand(TileIndex tile)
1042 {
1043  assert(tile < Map::Size());
1044 
1045  /* Don't terraform if land is plain or if there's a house there. */
1046  if (IsTileType(tile, MP_HOUSE)) return;
1047  Slope tileh = GetTileSlope(tile);
1048  if (tileh == SLOPE_FLAT) return;
1049 
1050  /* First try up, then down */
1051  if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, true)) {
1052  TerraformTownTile(tile, tileh & SLOPE_ELEVATED, false);
1053  }
1054 }
1055 
1065 {
1066  /* align the grid to the downtown */
1067  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1068  RoadBits rcmd = ROAD_NONE;
1069 
1070  switch (t->layout) {
1071  default: NOT_REACHED();
1072 
1073  case TL_2X2_GRID:
1074  if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
1075  if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
1076  break;
1077 
1078  case TL_3X3_GRID:
1079  if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
1080  if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
1081  break;
1082  }
1083 
1084  /* Optimise only X-junctions */
1085  if (rcmd != ROAD_ALL) return rcmd;
1086 
1087  RoadBits rb_template;
1088 
1089  switch (GetTileSlope(tile)) {
1090  default: rb_template = ROAD_ALL; break;
1091  case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
1092  case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
1093  case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
1094  case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
1095  case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
1096  case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
1097  case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
1098  case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
1099  case SLOPE_STEEP_W:
1100  case SLOPE_STEEP_S:
1101  case SLOPE_STEEP_E:
1102  case SLOPE_STEEP_N:
1103  rb_template = ROAD_NONE;
1104  break;
1105  }
1106 
1107  /* Stop if the template is compatible to the growth dir */
1108  if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
1109  /* If not generate a straight road in the direction of the growth */
1111 }
1112 
1124 {
1125  /* We can't look further than that. */
1126  if (DistanceFromEdge(tile) == 0) return false;
1127 
1128  uint counter = 0; // counts the house neighbor tiles
1129 
1130  /* Check the tiles E,N,W and S of the current tile for houses */
1131  for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1132  /* Count both void and house tiles for checking whether there
1133  * are enough houses in the area. This to make it likely that
1134  * houses get build up to the edge of the map. */
1135  switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1136  case MP_HOUSE:
1137  case MP_VOID:
1138  counter++;
1139  break;
1140 
1141  default:
1142  break;
1143  }
1144 
1145  /* If there are enough neighbors stop here */
1146  if (counter >= 3) {
1147  if (BuildTownHouse(t, tile)) {
1148  _grow_town_result = GROWTH_SUCCEED;
1149  return true;
1150  }
1151  return false;
1152  }
1153  }
1154  return false;
1155 }
1156 
1165 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1166 {
1167  RoadType rt = GetTownRoadType();
1168  if (Command<CMD_BUILD_ROAD>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile, rcmd, rt, DRD_NONE, t->index).Succeeded()) {
1169  _grow_town_result = GROWTH_SUCCEED;
1170  return true;
1171  }
1172  return false;
1173 }
1174 
1184 static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
1185 {
1186  const int delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
1187  TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
1188  RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
1189  RoadType rt = GetTownRoadType();
1190 
1191  /* Before we try anything, make sure the tile is on the map and not the void. */
1192  if (!IsValidTile(next_tile)) return false;
1193 
1194  /* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
1195  if (IsTileType(next_tile, MP_TUNNELBRIDGE)) {
1196  return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == road_dir;
1197  }
1198 
1199  /* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
1200  if (IsTileType(next_tile, MP_STATION)) {
1201  /* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */
1202  return IsRoadStop(next_tile) && (GetRoadStopDir(next_tile) == ReverseDiagDir(road_dir) || (IsDriveThroughStopTile(next_tile) && GetRoadStopDir(next_tile) == road_dir));
1203  }
1204 
1205  /* If the next tile is a road depot, allow if it's facing the right way. */
1206  if (IsTileType(next_tile, MP_ROAD)) {
1207  return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
1208  }
1209 
1210  /* If the next tile is a railroad track, check if towns are allowed to build level crossings.
1211  * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
1212  if (IsTileType(next_tile, MP_RAILWAY) && !_settings_game.economy.allow_town_level_crossings) return false;
1213 
1214  /* If a road tile can be built, the construction is allowed. */
1215  return Command<CMD_BUILD_ROAD>::Do(DC_AUTO | DC_NO_WATER, next_tile, rcmd, rt, DRD_NONE, t->index).Succeeded();
1216 }
1217 
1224 static bool RedundantBridgeExistsNearby(TileIndex tile, void *user_data)
1225 {
1226  /* Don't look into the void. */
1227  if (!IsValidTile(tile)) return false;
1228 
1229  /* Only consider bridge head tiles. */
1230  if (!IsBridgeTile(tile)) return false;
1231 
1232  /* Only consider road bridges. */
1233  if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) return false;
1234 
1235  /* If the bridge is facing the same direction as the proposed bridge, we've found a redundant bridge. */
1236  return (GetTileSlope(tile) & InclinedSlope(ReverseDiagDir(*(DiagDirection *)user_data)));
1237 }
1238 
1249 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1250 {
1251  assert(bridge_dir < DIAGDIR_END);
1252 
1253  const Slope slope = GetTileSlope(tile);
1254 
1255  /* Make sure the direction is compatible with the slope.
1256  * Well we check if the slope has an up bit set in the
1257  * reverse direction. */
1258  if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1259 
1260  /* Assure that the bridge is connectable to the start side */
1261  if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1262 
1263  /* We are in the right direction */
1264  uint bridge_length = 0; // This value stores the length of the possible bridge
1265  TileIndex bridge_tile = tile; // Used to store the other waterside
1266 
1267  const int delta = TileOffsByDiagDir(bridge_dir);
1268 
1269  /* To prevent really small towns from building disproportionately
1270  * long bridges, make the max a function of its population. */
1271  const uint TOWN_BRIDGE_LENGTH_CAP = 11;
1272  uint base_bridge_length = 5;
1273  uint max_bridge_length = std::min(t->cache.population / 1000 + base_bridge_length, TOWN_BRIDGE_LENGTH_CAP);
1274 
1275  if (slope == SLOPE_FLAT) {
1276  /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1277  do {
1278  if (bridge_length++ >= base_bridge_length) {
1279  /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1280  return false;
1281  }
1282  bridge_tile += delta;
1283  } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1284  } else {
1285  do {
1286  if (bridge_length++ >= max_bridge_length) {
1287  /* Ensure the bridge is not longer than the max allowed length. */
1288  return false;
1289  }
1290  bridge_tile += delta;
1291  } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1292  }
1293 
1294  /* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
1295  if (bridge_length == 1) return false;
1296 
1297  /* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
1298  if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;
1299 
1300  /* If another parallel bridge exists nearby, this one would be redundant and shouldn't be built. We don't care about flat bridges. */
1301  TileIndex search = tile;
1302  DiagDirection direction_to_match = bridge_dir;
1303  if (slope != SLOPE_FLAT && CircularTileSearch(&search, bridge_length, 0, 0, RedundantBridgeExistsNearby, &direction_to_match)) return false;
1304 
1305  for (uint8_t times = 0; times <= 22; times++) {
1306  byte bridge_type = RandomRange(MAX_BRIDGES - 1);
1307 
1308  /* Can we actually build the bridge? */
1309  RoadType rt = GetTownRoadType();
1310  if (Command<CMD_BUILD_BRIDGE>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt).Succeeded()) {
1311  Command<CMD_BUILD_BRIDGE>::Do(DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt);
1312  _grow_town_result = GROWTH_SUCCEED;
1313  return true;
1314  }
1315  }
1316  /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1317  return false;
1318 }
1319 
1330 static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
1331 {
1332  assert(tunnel_dir < DIAGDIR_END);
1333 
1334  Slope slope = GetTileSlope(tile);
1335 
1336  /* Only consider building a tunnel if the starting tile is sloped properly. */
1337  if (slope != InclinedSlope(tunnel_dir)) return false;
1338 
1339  /* Assure that the tunnel is connectable to the start side */
1340  if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))) & DiagDirToRoadBits(tunnel_dir))) return false;
1341 
1342  const int delta = TileOffsByDiagDir(tunnel_dir);
1343  int max_tunnel_length = 0;
1344 
1345  /* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
1346  if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
1347  /* 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. */
1348  TileIndex slope_tile = tile;
1349  for (uint8_t tiles = 0; tiles < 4; tiles++) {
1350  if (!IsValidTile(slope_tile)) return false;
1351  slope = GetTileSlope(slope_tile);
1352  if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
1353  slope_tile += delta;
1354  }
1355 
1356  /* More population means longer tunnels, but make sure we can at least cover the smallest mountain which neccesitates tunneling. */
1357  max_tunnel_length = (t->cache.population / 1000) + 7;
1358  } else {
1359  /* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
1360  max_tunnel_length = 5;
1361  }
1362 
1363  uint8_t tunnel_length = 0;
1364  TileIndex tunnel_tile = tile; // Iteratator to store the other end tile of the tunnel.
1365 
1366  /* Find the end tile of the tunnel for length and continuation checks. */
1367  do {
1368  if (tunnel_length++ >= max_tunnel_length) return false;
1369  tunnel_tile += delta;
1370  /* The tunnel ends when start and end tiles are the same height. */
1371  } while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));
1372 
1373  /* Don't allow a tunnel where the start and end tiles are adjacent. */
1374  if (tunnel_length == 1) return false;
1375 
1376  /* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
1377  if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;
1378 
1379  /* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
1380  RoadType rt = GetTownRoadType();
1381  if (Command<CMD_BUILD_TUNNEL>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt).Succeeded()) {
1382  Command<CMD_BUILD_TUNNEL>::Do(DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt);
1383  _grow_town_result = GROWTH_SUCCEED;
1384  return true;
1385  }
1386 
1387  return false;
1388 }
1389 
1396 static inline bool RoadTypesAllowHouseHere(TileIndex t)
1397 {
1398  static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1399  bool allow = false;
1400 
1401  for (const TileIndexDiffC *ptr = tiles; ptr != endof(tiles); ++ptr) {
1402  TileIndex cur_tile = t + ToTileIndexDiff(*ptr);
1403  if (!IsValidTile(cur_tile)) continue;
1404 
1405  if (!(IsTileType(cur_tile, MP_ROAD) || IsRoadStopTile(cur_tile))) continue;
1406  allow = true;
1407 
1408  RoadType road_rt = GetRoadTypeRoad(cur_tile);
1409  RoadType tram_rt = GetRoadTypeTram(cur_tile);
1410  if (road_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(road_rt)->flags, ROTF_NO_HOUSES)) return true;
1411  if (tram_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(tram_rt)->flags, ROTF_NO_HOUSES)) return true;
1412  }
1413 
1414  /* If no road was found surrounding the tile we can allow building the house since there is
1415  * nothing which forbids it, if a road was found but the execution reached this point, then
1416  * all the found roads don't allow houses to be built */
1417  return !allow;
1418 }
1419 
1424 static bool TownCanGrowRoad(TileIndex tile)
1425 {
1426  if (!IsTileType(tile, MP_ROAD)) return true;
1427 
1428  /* Allow extending on roadtypes which can be built by town, or if the road type matches the type the town will build. */
1429  RoadType rt = GetRoadTypeRoad(tile);
1430  return HasBit(GetRoadTypeInfo(rt)->flags, ROTF_TOWN_BUILD) || GetTownRoadType() == rt;
1431 }
1432 
1437 static inline bool TownAllowedToBuildRoads()
1438 {
1439  return _settings_game.economy.allow_town_roads || _generating_world || _game_mode == GM_EDITOR;
1440 }
1441 
1459 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1460 {
1461  RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1462  TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1463 
1464  assert(tile < Map::Size());
1465 
1466  if (cur_rb == ROAD_NONE) {
1467  /* Tile has no road. First reset the status counter
1468  * to say that this is the last iteration. */
1469  _grow_town_result = GROWTH_SEARCH_STOPPED;
1470 
1471  if (!TownAllowedToBuildRoads()) return;
1473 
1474  /* Remove hills etc */
1475  if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1476 
1477  /* Is a road allowed here? */
1478  switch (t1->layout) {
1479  default: NOT_REACHED();
1480 
1481  case TL_3X3_GRID:
1482  case TL_2X2_GRID:
1483  rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1484  if (rcmd == ROAD_NONE) return;
1485  break;
1486 
1487  case TL_BETTER_ROADS:
1488  case TL_ORIGINAL:
1489  if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
1490 
1491  DiagDirection source_dir = ReverseDiagDir(target_dir);
1492 
1493  if (Chance16(1, 4)) {
1494  /* Randomize a new target dir */
1495  do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1496  }
1497 
1498  if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1499  /* A road is not allowed to continue the randomized road,
1500  * return if the road we're trying to build is curved. */
1501  if (target_dir != ReverseDiagDir(source_dir)) return;
1502 
1503  /* Return if neither side of the new road is a house */
1506  return;
1507  }
1508 
1509  /* That means that the road is only allowed if there is a house
1510  * at any side of the new road. */
1511  }
1512 
1513  rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1514  break;
1515  }
1516 
1517  } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1518  if (!TownCanGrowRoad(tile)) return;
1519 
1520  /* Continue building on a partial road.
1521  * Should be always OK, so we only generate
1522  * the fitting RoadBits */
1523  _grow_town_result = GROWTH_SEARCH_STOPPED;
1524 
1525  if (!TownAllowedToBuildRoads()) return;
1526 
1527  switch (t1->layout) {
1528  default: NOT_REACHED();
1529 
1530  case TL_3X3_GRID:
1531  case TL_2X2_GRID:
1532  rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1533  break;
1534 
1535  case TL_BETTER_ROADS:
1536  case TL_ORIGINAL:
1537  rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1538  break;
1539  }
1540  } else {
1541  bool allow_house = true; // Value which decides if we want to construct a house
1542 
1543  /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1544  * it is the starting tile. Half the time, we stay on this side then.*/
1545  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1546  if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1547  *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1548  }
1549  return;
1550  }
1551 
1552  /* Possibly extend the road in a direction.
1553  * Randomize a direction and if it has a road, bail out. */
1554  target_dir = RandomDiagDir();
1555  RoadBits target_rb = DiagDirToRoadBits(target_dir);
1556  TileIndex house_tile; // position of a possible house
1557 
1558  if (cur_rb & target_rb) {
1559  /* If it's a road turn possibly build a house in a corner.
1560  * Use intersection with straight road as an indicator
1561  * that we randomed corner house position.
1562  * A turn (and we check for that later) always has only
1563  * one common bit with a straight road so it has the same
1564  * chance to be chosen as the house on the side of a road.
1565  */
1566  if ((cur_rb & ROAD_X) != target_rb) return;
1567 
1568  /* Check whether it is a turn and if so determine
1569  * position of the corner tile */
1570  switch (cur_rb) {
1571  case ROAD_N:
1572  house_tile = TileAddByDir(tile, DIR_S);
1573  break;
1574  case ROAD_S:
1575  house_tile = TileAddByDir(tile, DIR_N);
1576  break;
1577  case ROAD_E:
1578  house_tile = TileAddByDir(tile, DIR_W);
1579  break;
1580  case ROAD_W:
1581  house_tile = TileAddByDir(tile, DIR_E);
1582  break;
1583  default:
1584  return; // not a turn
1585  }
1586  target_dir = DIAGDIR_END;
1587  } else {
1588  house_tile = TileAddByDiagDir(tile, target_dir);
1589  }
1590 
1591  /* Don't walk into water. */
1592  if (HasTileWaterGround(house_tile)) return;
1593 
1594  if (!IsValidTile(house_tile)) return;
1595 
1596  if (target_dir != DIAGDIR_END && TownAllowedToBuildRoads()) {
1597  switch (t1->layout) {
1598  default: NOT_REACHED();
1599 
1600  case TL_3X3_GRID: // Use 2x2 grid afterwards!
1601  GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1602  [[fallthrough]];
1603 
1604  case TL_2X2_GRID:
1605  rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1606  allow_house = (rcmd & target_rb) == ROAD_NONE;
1607  break;
1608 
1609  case TL_BETTER_ROADS: // Use original afterwards!
1610  GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1611  [[fallthrough]];
1612 
1613  case TL_ORIGINAL:
1614  /* Allow a house at the edge. 60% chance or
1615  * always ok if no road allowed. */
1616  rcmd = target_rb;
1617  allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1618  break;
1619  }
1620  }
1621 
1622  allow_house &= RoadTypesAllowHouseHere(house_tile);
1623 
1624  if (allow_house) {
1625  /* Build a house, but not if there already is a house there. */
1626  if (!IsTileType(house_tile, MP_HOUSE)) {
1627  /* Level the land if possible */
1628  if (Chance16(1, 6)) LevelTownLand(house_tile);
1629 
1630  /* And build a house.
1631  * Set result to -1 if we managed to build it. */
1632  if (BuildTownHouse(t1, house_tile)) {
1633  _grow_town_result = GROWTH_SUCCEED;
1634  }
1635  }
1636  return;
1637  }
1638 
1639  if (!TownCanGrowRoad(tile)) return;
1640 
1641  _grow_town_result = GROWTH_SEARCH_STOPPED;
1642  }
1643 
1644  /* Return if a water tile */
1645  if (HasTileWaterGround(tile)) return;
1646 
1647  /* Make the roads look nicer */
1648  rcmd = CleanUpRoadBits(tile, rcmd);
1649  if (rcmd == ROAD_NONE) return;
1650 
1651  /* Only use the target direction for bridges and tunnels to ensure they're connected.
1652  * The target_dir is as computed previously according to town layout, so
1653  * it will match it perfectly. */
1654  if (GrowTownWithBridge(t1, tile, target_dir)) return;
1655  if (GrowTownWithTunnel(t1, tile, target_dir)) return;
1656 
1657  GrowTownWithRoad(t1, tile, rcmd);
1658 }
1659 
1667 static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
1668 {
1669  TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1670  if (!IsValidTile(target_tile)) return false;
1671  if (HasTileWaterGround(target_tile)) return false;
1672 
1673  RoadBits target_rb = GetTownRoadBits(target_tile);
1674  if (TownAllowedToBuildRoads()) {
1675  /* Check whether a road connection exists or can be build. */
1676  switch (GetTileType(target_tile)) {
1677  case MP_ROAD:
1678  return target_rb != ROAD_NONE;
1679 
1680  case MP_STATION:
1681  return IsDriveThroughStopTile(target_tile);
1682 
1683  case MP_TUNNELBRIDGE:
1684  return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1685 
1686  case MP_HOUSE:
1687  case MP_INDUSTRY:
1688  case MP_OBJECT:
1689  return false;
1690 
1691  default:
1692  /* Checked for void and water earlier */
1693  return true;
1694  }
1695  } else {
1696  /* Check whether a road connection already exists,
1697  * and it leads somewhere else. */
1698  RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
1699  return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1700  }
1701 }
1702 
1709 static bool GrowTownAtRoad(Town *t, TileIndex tile)
1710 {
1711  /* Special case.
1712  * @see GrowTownInTile Check the else if
1713  */
1714  DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1715 
1716  assert(tile < Map::Size());
1717 
1718  /* Number of times to search.
1719  * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1720  * them a little handicap. */
1721  switch (t->layout) {
1722  case TL_BETTER_ROADS:
1723  _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
1724  break;
1725 
1726  case TL_3X3_GRID:
1727  case TL_2X2_GRID:
1728  _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
1729  break;
1730 
1731  default:
1732  _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
1733  break;
1734  }
1735 
1736  do {
1737  RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1738 
1739  /* Try to grow the town from this point */
1740  GrowTownInTile(&tile, cur_rb, target_dir, t);
1741  if (_grow_town_result == GROWTH_SUCCEED) return true;
1742 
1743  /* Exclude the source position from the bitmask
1744  * and return if no more road blocks available */
1745  if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1746  if (cur_rb == ROAD_NONE) return false;
1747 
1748  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1749  /* Only build in the direction away from the tunnel or bridge. */
1750  target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1751  } else {
1752  /* Select a random bit from the blockmask, walk a step
1753  * and continue the search from there. */
1754  do {
1755  if (cur_rb == ROAD_NONE) return false;
1756  RoadBits target_bits;
1757  do {
1758  target_dir = RandomDiagDir();
1759  target_bits = DiagDirToRoadBits(target_dir);
1760  } while (!(cur_rb & target_bits));
1761  cur_rb &= ~target_bits;
1762  } while (!CanFollowRoad(tile, target_dir));
1763  }
1764  tile = TileAddByDiagDir(tile, target_dir);
1765 
1766  if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
1767  /* Don't allow building over roads of other cities */
1768  if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1769  return false;
1770  } else if (IsRoadOwner(tile, RTT_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1771  /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1772  * owner :) (happy happy happy road now) */
1773  SetRoadOwner(tile, RTT_ROAD, OWNER_TOWN);
1774  SetTownIndex(tile, t->index);
1775  }
1776  }
1777 
1778  /* Max number of times is checked. */
1779  } while (--_grow_town_result >= 0);
1780 
1781  return false;
1782 }
1783 
1792 {
1793  uint32_t r = Random();
1794  uint a = GB(r, 0, 2);
1795  uint b = GB(r, 8, 2);
1796  if (a == b) b ^= 2;
1797  return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1798 }
1799 
1805 static bool GrowTown(Town *t)
1806 {
1807  static const TileIndexDiffC _town_coord_mod[] = {
1808  {-1, 0},
1809  { 1, 1},
1810  { 1, -1},
1811  {-1, -1},
1812  {-1, 0},
1813  { 0, 2},
1814  { 2, 0},
1815  { 0, -2},
1816  {-1, -1},
1817  {-2, 2},
1818  { 2, 2},
1819  { 2, -2},
1820  { 0, 0}
1821  };
1822 
1823  /* Current "company" is a town */
1824  Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
1825 
1826  TileIndex tile = t->xy; // The tile we are working with ATM
1827 
1828  /* Find a road that we can base the construction on. */
1829  const TileIndexDiffC *ptr;
1830  for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1831  if (GetTownRoadBits(tile) != ROAD_NONE) {
1832  bool success = GrowTownAtRoad(t, tile);
1833  cur_company.Restore();
1834  return success;
1835  }
1836  tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1837  }
1838 
1839  /* No road available, try to build a random road block by
1840  * clearing some land and then building a road there. */
1841  if (TownAllowedToBuildRoads()) {
1842  tile = t->xy;
1843  for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
1844  /* Only work with plain land that not already has a house */
1845  if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1846  if (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded()) {
1847  RoadType rt = GetTownRoadType();
1849  cur_company.Restore();
1850  return true;
1851  }
1852  }
1853  tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
1854  }
1855  }
1856 
1857  cur_company.Restore();
1858  return false;
1859 }
1860 
1866 {
1867  static const uint32_t _town_squared_town_zone_radius_data[23][HZB_END] = {
1868  { 4, 0, 0, 0, 0}, // 0
1869  { 16, 0, 0, 0, 0},
1870  { 25, 0, 0, 0, 0},
1871  { 36, 0, 0, 0, 0},
1872  { 49, 0, 4, 0, 0},
1873  { 64, 0, 4, 0, 0}, // 20
1874  { 64, 0, 9, 0, 1},
1875  { 64, 0, 9, 0, 4},
1876  { 64, 0, 16, 0, 4},
1877  { 81, 0, 16, 0, 4},
1878  { 81, 0, 16, 0, 4}, // 40
1879  { 81, 0, 25, 0, 9},
1880  { 81, 36, 25, 0, 9},
1881  { 81, 36, 25, 16, 9},
1882  { 81, 49, 0, 25, 9},
1883  { 81, 64, 0, 25, 9}, // 60
1884  { 81, 64, 0, 36, 9},
1885  { 81, 64, 0, 36, 16},
1886  {100, 81, 0, 49, 16},
1887  {100, 81, 0, 49, 25},
1888  {121, 81, 0, 49, 25}, // 80
1889  {121, 81, 0, 49, 25},
1890  {121, 81, 0, 49, 36}, // 88
1891  };
1892 
1893  if (t->cache.num_houses < 92) {
1894  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));
1895  } else {
1896  int mass = t->cache.num_houses / 8;
1897  /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1898  * The offsets are to make sure the radii do not decrease in size when going from the table
1899  * to the calculated value.*/
1900  t->cache.squared_town_zone_radius[HZB_TOWN_EDGE] = mass * 15 - 40;
1901  t->cache.squared_town_zone_radius[HZB_TOWN_OUTSKIRT] = mass * 9 - 15;
1902  t->cache.squared_town_zone_radius[HZB_TOWN_OUTER_SUBURB] = 0;
1903  t->cache.squared_town_zone_radius[HZB_TOWN_INNER_SUBURB] = mass * 5 - 5;
1904  t->cache.squared_town_zone_radius[HZB_TOWN_CENTRE] = mass * 3 + 5;
1905  }
1906 }
1907 
1913 {
1915  t->supplied[cs->Index()].old_max = ScaleByCargoScale(t->cache.population >> 3, true);
1916  }
1918  t->supplied[cs->Index()].old_max = ScaleByCargoScale(t->cache.population >> 4, true);
1919  }
1920 }
1921 
1922 static void UpdateTownGrowthRate(Town *t);
1923 static void UpdateTownGrowth(Town *t);
1924 
1936 static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
1937 {
1938  t->xy = tile;
1939  t->cache.num_houses = 0;
1940  t->time_until_rebuild = 10;
1941  UpdateTownRadius(t);
1942  t->flags = 0;
1943  t->cache.population = 0;
1944  /* Spread growth across ticks so even if there are many
1945  * similar towns they're unlikely to grow all in one tick */
1947  t->growth_rate = TownTicksToGameTicks(250);
1948  t->show_zone = false;
1949 
1950  _town_kdtree.Insert(t->index);
1951 
1952  /* Set the default cargo requirement for town growth */
1954  case LT_ARCTIC:
1956  break;
1957 
1958  case LT_TROPIC:
1961  break;
1962  }
1963 
1964  t->fund_buildings_months = 0;
1965 
1966  for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
1967 
1968  t->have_ratings = 0;
1970  t->exclusive_counter = 0;
1971  t->statues = 0;
1972 
1973  {
1975  t->townnamegrfid = tnp.grfid;
1976  t->townnametype = tnp.type;
1977  }
1978  t->townnameparts = townnameparts;
1979 
1980  t->UpdateVirtCoord();
1981  InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
1982 
1983  t->InitializeLayout(layout);
1984 
1985  t->larger_town = city;
1986 
1987  int x = (int)size * 16 + 3;
1988  if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
1989  /* Don't create huge cities when founding town in-game */
1990  if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
1991 
1992  t->cache.num_houses += x;
1993  UpdateTownRadius(t);
1994 
1995  int i = x * 4;
1996  do {
1997  GrowTown(t);
1998  } while (--i);
1999 
2000  t->cache.num_houses -= x;
2001  UpdateTownRadius(t);
2003  UpdateTownMaxPass(t);
2005 }
2006 
2013 {
2014  /* Check if too close to the edge of map */
2015  if (DistanceFromEdge(tile) < 12) {
2016  return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
2017  }
2018 
2019  /* Check distance to all other towns. */
2020  if (IsCloseToTown(tile, 20)) {
2021  return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
2022  }
2023 
2024  /* Can only build on clear flat areas, possibly with trees. */
2025  if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
2026  return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
2027  }
2028 
2029  return CommandCost(EXPENSES_OTHER);
2030 }
2031 
2037 static bool IsUniqueTownName(const std::string &name)
2038 {
2039  for (const Town *t : Town::Iterate()) {
2040  if (!t->name.empty() && t->name == name) return false;
2041  }
2042 
2043  return true;
2044 }
2045 
2058 std::tuple<CommandCost, Money, TownID> CmdFoundTown(DoCommandFlag flags, TileIndex tile, TownSize size, bool city, TownLayout layout, bool random_location, uint32_t townnameparts, const std::string &text)
2059 {
2061 
2062  if (size >= TSZ_END) return { CMD_ERROR, 0, INVALID_TOWN };
2063  if (layout >= NUM_TLS) return { CMD_ERROR, 0, INVALID_TOWN };
2064 
2065  /* Some things are allowed only in the scenario editor and for game scripts. */
2066  if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
2067  if (_settings_game.economy.found_town == TF_FORBIDDEN) return { CMD_ERROR, 0, INVALID_TOWN };
2068  if (size == TSZ_LARGE) return { CMD_ERROR, 0, INVALID_TOWN };
2069  if (random_location) return { CMD_ERROR, 0, INVALID_TOWN };
2071  return { CMD_ERROR, 0, INVALID_TOWN };
2072  }
2073  } else if (_current_company == OWNER_DEITY && random_location) {
2074  /* Random parameter is not allowed for Game Scripts. */
2075  return { CMD_ERROR, 0, INVALID_TOWN };
2076  }
2077 
2078  if (text.empty()) {
2079  /* If supplied name is empty, townnameparts has to generate unique automatic name */
2080  if (!VerifyTownName(townnameparts, &par)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, INVALID_TOWN };
2081  } else {
2082  /* If name is not empty, it has to be unique custom name */
2083  if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return { CMD_ERROR, 0, INVALID_TOWN };
2084  if (!IsUniqueTownName(text)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, INVALID_TOWN };
2085  }
2086 
2087  /* Allocate town struct */
2088  if (!Town::CanAllocateItem()) return { CommandCost(STR_ERROR_TOO_MANY_TOWNS), 0, INVALID_TOWN };
2089 
2090  if (!random_location) {
2091  CommandCost ret = TownCanBePlacedHere(tile);
2092  if (ret.Failed()) return { ret, 0, INVALID_TOWN };
2093  }
2094 
2095  static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
2096  /* multidimensional arrays have to have defined length of non-first dimension */
2097  static_assert(lengthof(price_mult[0]) == 4);
2098 
2099  CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
2100  byte mult = price_mult[city][size];
2101 
2102  cost.MultiplyCost(mult);
2103 
2104  /* Create the town */
2105  TownID new_town = INVALID_TOWN;
2106  if (flags & DC_EXEC) {
2107  if (cost.GetCost() > GetAvailableMoneyForCommand()) {
2108  return { CommandCost(EXPENSES_OTHER), cost.GetCost(), INVALID_TOWN };
2109  }
2110 
2111  Backup<bool> old_generating_world(_generating_world, true, FILE_LINE);
2113  Town *t;
2114  if (random_location) {
2115  t = CreateRandomTown(20, townnameparts, size, city, layout);
2116  if (t == nullptr) {
2117  cost = CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN);
2118  } else {
2119  new_town = t->index;
2120  }
2121  } else {
2122  t = new Town(tile);
2123  DoCreateTown(t, tile, townnameparts, size, city, layout, true);
2124  }
2126  old_generating_world.Restore();
2127 
2128  if (t != nullptr && !text.empty()) {
2129  t->name = text;
2130  t->UpdateVirtCoord();
2131  }
2132 
2133  if (_game_mode != GM_EDITOR) {
2134  /* 't' can't be nullptr since 'random' is false outside scenedit */
2135  assert(!random_location);
2136 
2137  if (_current_company == OWNER_DEITY) {
2138  SetDParam(0, t->index);
2139  AddTileNewsItem(STR_NEWS_NEW_TOWN_UNSPONSORED, NT_INDUSTRY_OPEN, tile);
2140  } else {
2142  NewsStringData *company_name = new NewsStringData(GetString(STR_COMPANY_NAME));
2143 
2144  SetDParamStr(0, company_name->string);
2145  SetDParam(1, t->index);
2146 
2147  AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, company_name);
2148  }
2149  AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
2150  Game::NewEvent(new ScriptEventTownFounded(t->index));
2151  }
2152  }
2153  return { cost, 0, new_town };
2154 }
2155 
2166 {
2167  switch (layout) {
2168  case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
2169  case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
2170  default: return tile;
2171  }
2172 }
2173 
2183 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
2184 {
2185  switch (layout) {
2186  case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
2187  case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
2188  default: return true;
2189  }
2190 }
2191 
2195 struct SpotData {
2197  uint max_dist;
2199 };
2200 
2217 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
2218 {
2219  SpotData *sp = (SpotData*)user_data;
2220  uint dist = GetClosestWaterDistance(tile, true);
2221 
2222  if (IsTileType(tile, MP_CLEAR) &&
2223  IsTileFlat(tile) &&
2224  IsTileAlignedToGrid(tile, sp->layout) &&
2225  dist > sp->max_dist) {
2226  sp->tile = tile;
2227  sp->max_dist = dist;
2228  }
2229 
2230  return false;
2231 }
2232 
2237 static bool FindNearestEmptyLand(TileIndex tile, void *)
2238 {
2239  return IsTileType(tile, MP_CLEAR);
2240 }
2241 
2255 {
2256  SpotData sp = { INVALID_TILE, 0, layout };
2257 
2258  TileIndex coast = tile;
2259  if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, nullptr)) {
2260  CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
2261  return sp.tile;
2262  }
2263 
2264  /* if we get here just give up */
2265  return INVALID_TILE;
2266 }
2267 
2277 static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout)
2278 {
2279  assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
2280 
2281  if (!Town::CanAllocateItem()) return nullptr;
2282 
2283  do {
2284  /* Generate a tile index not too close from the edge */
2285  TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2286 
2287  /* if we tried to place the town on water, slide it over onto
2288  * the nearest likely-looking spot */
2289  if (IsTileType(tile, MP_WATER)) {
2290  tile = FindNearestGoodCoastalTownSpot(tile, layout);
2291  if (tile == INVALID_TILE) continue;
2292  }
2293 
2294  /* Make sure town can be placed here */
2295  if (TownCanBePlacedHere(tile).Failed()) continue;
2296 
2297  /* Allocate a town struct */
2298  Town *t = new Town(tile);
2299 
2300  DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2301 
2302  /* if the population is still 0 at the point, then the
2303  * placement is so bad it couldn't grow at all */
2304  if (t->cache.population > 0) return t;
2305 
2306  Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
2307  [[maybe_unused]] CommandCost rc = Command<CMD_DELETE_TOWN>::Do(DC_EXEC, t->index);
2308  cur_company.Restore();
2309  assert(rc.Succeeded());
2310 
2311  /* We already know that we can allocate a single town when
2312  * entering this function. However, we create and delete
2313  * a town which "resets" the allocation checks. As such we
2314  * need to check again when assertions are enabled. */
2315  assert(Town::CanAllocateItem());
2316  } while (--attempts != 0);
2317 
2318  return nullptr;
2319 }
2320 
2321 static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2322 
2330 {
2331  uint current_number = 0;
2332  uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
2333  uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : Map::ScaleBySize(_num_initial_towns[difficulty] + (Random() & 7));
2334  total = std::min<uint>(TownPool::MAX_SIZE, total);
2335  uint32_t townnameparts;
2336  TownNames town_names;
2337 
2339 
2340  /* Pre-populate the town names list with the names of any towns already on the map */
2341  for (const Town *town : Town::Iterate()) {
2342  town_names.insert(town->GetCachedName());
2343  }
2344 
2345  /* First attempt will be made at creating the suggested number of towns.
2346  * Note that this is really a suggested value, not a required one.
2347  * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2348  do {
2351  /* Get a unique name for the town. */
2352  if (!GenerateTownName(_random, &townnameparts, &town_names)) continue;
2353  /* try 20 times to create a random-sized town for the first loop. */
2354  if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2355  } while (--total);
2356 
2357  town_names.clear();
2358 
2359  /* Build the town k-d tree again to make sure it's well balanced */
2360  RebuildTownKdtree();
2361 
2362  if (current_number != 0) return true;
2363 
2364  /* If current_number is still zero at this point, it means that not a single town has been created.
2365  * So give it a last try, but now more aggressive */
2366  if (GenerateTownName(_random, &townnameparts) &&
2367  CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2368  return true;
2369  }
2370 
2371  /* If there are no towns at all and we are generating new game, bail out */
2372  if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
2373  ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
2374  }
2375 
2376  return false; // we are still without a town? we failed, simply
2377 }
2378 
2379 
2386 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
2387 {
2388  uint dist = DistanceSquare(tile, t->xy);
2389 
2390  if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
2391 
2392  HouseZonesBits smallest = HZB_TOWN_EDGE;
2393  for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
2394  if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
2395  }
2396 
2397  return smallest;
2398 }
2399 
2410 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
2411 {
2412  [[maybe_unused]] CommandCost cc = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile);
2413  assert(cc.Succeeded());
2414 
2415  IncreaseBuildingCount(t, type);
2416  MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
2417  if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile);
2418 
2419  MarkTileDirtyByTile(tile);
2420 }
2421 
2422 
2433 static void MakeTownHouse(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
2434 {
2435  BuildingFlags size = HouseSpec::Get(type)->building_flags;
2436 
2437  ClearMakeHouseTile(tile, t, counter, stage, type, random_bits);
2438  if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(tile + TileDiffXY(0, 1), t, counter, stage, ++type, random_bits);
2439  if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(tile + TileDiffXY(1, 0), t, counter, stage, ++type, random_bits);
2440  if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(tile + TileDiffXY(1, 1), t, counter, stage, ++type, random_bits);
2441 
2442  ForAllStationsAroundTiles(TileArea(tile, (size & BUILDING_2_TILES_X) ? 2 : 1, (size & BUILDING_2_TILES_Y) ? 2 : 1), [t](Station *st, TileIndex) {
2443  t->stations_near.insert(st);
2444  return true;
2445  });
2446 }
2447 
2448 
2455 static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2456 {
2457  /* cannot build on these slopes... */
2458  Slope slope = GetTileSlope(tile);
2459  if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2460 
2461  /* at least one RoadTypes allow building the house here? */
2462  if (!RoadTypesAllowHouseHere(tile)) return false;
2463 
2464  /* building under a bridge? */
2465  if (IsBridgeAbove(tile)) return false;
2466 
2467  /* can we clear the land? */
2468  return Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded();
2469 }
2470 
2471 
2480 static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2481 {
2482  if (!CanBuildHouseHere(tile, noslope)) return false;
2483 
2484  /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2485  if (GetTileMaxZ(tile) != z) return false;
2486 
2487  return true;
2488 }
2489 
2490 
2499 static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2500 {
2501  /* we need to check this tile too because we can be at different tile now */
2502  if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2503 
2504  for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2505  tile += TileOffsByDiagDir(d);
2506  if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2507  }
2508 
2509  return true;
2510 }
2511 
2512 
2520 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2521 {
2522  /* Allow towns everywhere when we don't build roads */
2523  if (!TownAllowedToBuildRoads()) return true;
2524 
2525  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2526 
2527  switch (t->layout) {
2528  case TL_2X2_GRID:
2529  if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2530  break;
2531 
2532  case TL_3X3_GRID:
2533  if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2534  break;
2535 
2536  default:
2537  break;
2538  }
2539 
2540  return true;
2541 }
2542 
2543 
2551 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2552 {
2553  /* Allow towns everywhere when we don't build roads */
2554  if (!TownAllowedToBuildRoads()) return true;
2555 
2556  /* Compute relative position of tile. (Positive offsets are towards north) */
2557  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2558 
2559  switch (t->layout) {
2560  case TL_2X2_GRID:
2561  grid_pos.x %= 3;
2562  grid_pos.y %= 3;
2563  if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2564  (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2565  break;
2566 
2567  case TL_3X3_GRID:
2568  if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2569  break;
2570 
2571  default:
2572  break;
2573  }
2574 
2575  return true;
2576 }
2577 
2578 
2588 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2589 {
2590  /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2591 
2592  TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2593  if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2594 
2595  tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2596  if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2597  *tile = tile2;
2598  return true;
2599  }
2600 
2601  return false;
2602 }
2603 
2604 
2613 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2614 {
2615  TileIndex tile2 = *tile;
2616 
2617  for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2618  if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
2619  *tile = tile2;
2620  return true;
2621  }
2622  if (d == DIAGDIR_END) break;
2623  tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2624  }
2625 
2626  return false;
2627 }
2628 
2629 
2636 static bool BuildTownHouse(Town *t, TileIndex tile)
2637 {
2638  /* forbidden building here by town layout */
2639  if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2640 
2641  /* no house allowed at all, bail out */
2642  if (!CanBuildHouseHere(tile, false)) return false;
2643 
2644  Slope slope = GetTileSlope(tile);
2645  int maxz = GetTileMaxZ(tile);
2646 
2647  /* Get the town zone type of the current tile, as well as the climate.
2648  * This will allow to easily compare with the specs of the new house to build */
2649  HouseZonesBits rad = GetTownRadiusGroup(t, tile);
2650 
2651  /* Above snow? */
2653  if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
2654 
2655  uint bitmask = (1 << rad) + (1 << (land + 12));
2656 
2657  /* bits 0-4 are used
2658  * bits 11-15 are used
2659  * bits 5-10 are not used. */
2660  HouseID houses[NUM_HOUSES];
2661  uint num = 0;
2662  uint probs[NUM_HOUSES];
2663  uint probability_max = 0;
2664 
2665  /* Generate a list of all possible houses that can be built. */
2666  for (uint i = 0; i < NUM_HOUSES; i++) {
2667  const HouseSpec *hs = HouseSpec::Get(i);
2668 
2669  /* Verify that the candidate house spec matches the current tile status */
2670  if ((~hs->building_availability & bitmask) != 0 || !hs->enabled || hs->grf_prop.override != INVALID_HOUSE_ID) continue;
2671 
2672  /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2673  if (hs->class_id != HOUSE_NO_CLASS) {
2674  /* id_count is always <= class_count, so it doesn't need to be checked */
2675  if (t->cache.building_counts.class_count[hs->class_id] == UINT16_MAX) continue;
2676  } else {
2677  /* If the house has no class, check id_count instead */
2678  if (t->cache.building_counts.id_count[i] == UINT16_MAX) continue;
2679  }
2680 
2681  uint cur_prob = hs->probability;
2682  probability_max += cur_prob;
2683  probs[num] = cur_prob;
2684  houses[num++] = (HouseID)i;
2685  }
2686 
2687  TileIndex baseTile = tile;
2688 
2689  while (probability_max > 0) {
2690  /* Building a multitile building can change the location of tile.
2691  * The building would still be built partially on that tile, but
2692  * its northern tile would be elsewhere. However, if the callback
2693  * fails we would be basing further work from the changed tile.
2694  * So a next 1x1 tile building could be built on the wrong tile. */
2695  tile = baseTile;
2696 
2697  uint r = RandomRange(probability_max);
2698  uint i;
2699  for (i = 0; i < num; i++) {
2700  if (probs[i] > r) break;
2701  r -= probs[i];
2702  }
2703 
2704  HouseID house = houses[i];
2705  probability_max -= probs[i];
2706 
2707  /* remove tested house from the set */
2708  num--;
2709  houses[i] = houses[num];
2710  probs[i] = probs[num];
2711 
2712  const HouseSpec *hs = HouseSpec::Get(house);
2713 
2714  if (!_generating_world && _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
2715  continue;
2716  }
2717 
2718  if (TimerGameCalendar::year < hs->min_year || TimerGameCalendar::year > hs->max_year) continue;
2719 
2720  /* Special houses that there can be only one of. */
2721  uint oneof = 0;
2722 
2723  if (hs->building_flags & BUILDING_IS_CHURCH) {
2724  SetBit(oneof, TOWN_HAS_CHURCH);
2725  } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2726  SetBit(oneof, TOWN_HAS_STADIUM);
2727  }
2728 
2729  if (t->flags & oneof) continue;
2730 
2731  /* Make sure there is no slope? */
2732  bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2733  if (noslope && slope != SLOPE_FLAT) continue;
2734 
2735  if (hs->building_flags & TILE_SIZE_2x2) {
2736  if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2737  } else if (hs->building_flags & TILE_SIZE_2x1) {
2738  if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2739  } else if (hs->building_flags & TILE_SIZE_1x2) {
2740  if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2741  } else {
2742  /* 1x1 house checks are already done */
2743  }
2744 
2745  byte random_bits = Random();
2746 
2748  uint16_t callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
2749  if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2750  }
2751 
2752  /* build the house */
2753  t->cache.num_houses++;
2754 
2755  /* Special houses that there can be only one of. */
2756  t->flags |= oneof;
2757 
2758  byte construction_counter = 0;
2759  byte construction_stage = 0;
2760 
2761  if (_generating_world || _game_mode == GM_EDITOR) {
2762  uint32_t construction_random = Random();
2763 
2764  construction_stage = TOWN_HOUSE_COMPLETED;
2765  if (Chance16(1, 7)) construction_stage = GB(construction_random, 0, 2);
2766 
2767  if (construction_stage == TOWN_HOUSE_COMPLETED) {
2768  ChangePopulation(t, hs->population);
2769  } else {
2770  construction_counter = GB(construction_random, 2, 2);
2771  }
2772  }
2773 
2774  MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
2775  UpdateTownRadius(t);
2777 
2778  return true;
2779  }
2780 
2781  return false;
2782 }
2783 
2790 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2791 {
2792  assert(IsTileType(tile, MP_HOUSE));
2793  DecreaseBuildingCount(t, house);
2794  DoClearSquare(tile);
2795  DeleteAnimatedTile(tile);
2796 
2797  DeleteNewGRFInspectWindow(GSF_HOUSES, tile.base());
2798 }
2799 
2808 {
2809  if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2810  if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
2811  house--;
2812  return TileDiffXY(-1, 0);
2813  } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
2814  house--;
2815  return TileDiffXY(0, -1);
2816  } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
2817  house -= 2;
2818  return TileDiffXY(-1, 0);
2819  } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
2820  house -= 3;
2821  return TileDiffXY(-1, -1);
2822  }
2823  }
2824  return 0;
2825 }
2826 
2833 {
2834  assert(IsTileType(tile, MP_HOUSE));
2835 
2836  HouseID house = GetHouseType(tile);
2837 
2838  /* The northernmost tile of the house is the main house. */
2839  tile += GetHouseNorthPart(house);
2840 
2841  const HouseSpec *hs = HouseSpec::Get(house);
2842 
2843  /* Remove population from the town if the house is finished. */
2844  if (IsHouseCompleted(tile)) {
2845  ChangePopulation(t, -hs->population);
2846  }
2847 
2848  t->cache.num_houses--;
2849 
2850  /* Clear flags for houses that only may exist once/town. */
2851  if (hs->building_flags & BUILDING_IS_CHURCH) {
2853  } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2855  }
2856 
2857  /* Do the actual clearing of tiles */
2858  DoClearTownHouseHelper(tile, t, house);
2859  if (hs->building_flags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
2860  if (hs->building_flags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
2861  if (hs->building_flags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
2862 
2863  RemoveNearbyStations(t, tile, hs->building_flags);
2864 
2865  UpdateTownRadius(t);
2866 }
2867 
2875 CommandCost CmdRenameTown(DoCommandFlag flags, TownID town_id, const std::string &text)
2876 {
2877  Town *t = Town::GetIfValid(town_id);
2878  if (t == nullptr) return CMD_ERROR;
2879 
2880  bool reset = text.empty();
2881 
2882  if (!reset) {
2884  if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
2885  }
2886 
2887  if (flags & DC_EXEC) {
2888  t->cached_name.clear();
2889  if (reset) {
2890  t->name.clear();
2891  } else {
2892  t->name = text;
2893  }
2894 
2895  t->UpdateVirtCoord();
2896  InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_RESORT);
2897  ClearAllStationCachedNames();
2898  ClearAllIndustryCachedNames();
2900  }
2901  return CommandCost();
2902 }
2903 
2910 {
2911  for (const CargoSpec *cs : CargoSpec::Iterate()) {
2912  if (cs->town_acceptance_effect == effect) return cs;
2913  }
2914  return nullptr;
2915 }
2916 
2925 CommandCost CmdTownCargoGoal(DoCommandFlag flags, TownID town_id, TownAcceptanceEffect tae, uint32_t goal)
2926 {
2927  if (_current_company != OWNER_DEITY) return CMD_ERROR;
2928 
2929  if (tae < TAE_BEGIN || tae >= TAE_END) return CMD_ERROR;
2930 
2931  Town *t = Town::GetIfValid(town_id);
2932  if (t == nullptr) return CMD_ERROR;
2933 
2934  /* Validate if there is a cargo which is the requested TownEffect */
2936  if (cargo == nullptr) return CMD_ERROR;
2937 
2938  if (flags & DC_EXEC) {
2939  t->goal[tae] = goal;
2940  UpdateTownGrowth(t);
2942  }
2943 
2944  return CommandCost();
2945 }
2946 
2954 CommandCost CmdTownSetText(DoCommandFlag flags, TownID town_id, const std::string &text)
2955 {
2956  if (_current_company != OWNER_DEITY) return CMD_ERROR;
2957  Town *t = Town::GetIfValid(town_id);
2958  if (t == nullptr) return CMD_ERROR;
2959 
2960  if (flags & DC_EXEC) {
2961  t->text.clear();
2962  if (!text.empty()) t->text = text;
2964  }
2965 
2966  return CommandCost();
2967 }
2968 
2976 CommandCost CmdTownGrowthRate(DoCommandFlag flags, TownID town_id, uint16_t growth_rate)
2977 {
2978  if (_current_company != OWNER_DEITY) return CMD_ERROR;
2979 
2980  Town *t = Town::GetIfValid(town_id);
2981  if (t == nullptr) return CMD_ERROR;
2982 
2983  if (flags & DC_EXEC) {
2984  if (growth_rate == 0) {
2985  /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
2987  } else {
2988  uint old_rate = t->growth_rate;
2989  if (t->grow_counter >= old_rate) {
2990  /* This also catches old_rate == 0 */
2991  t->grow_counter = growth_rate;
2992  } else {
2993  /* Scale grow_counter, so half finished houses stay half finished */
2994  t->grow_counter = t->grow_counter * growth_rate / old_rate;
2995  }
2996  t->growth_rate = growth_rate;
2998  }
2999  UpdateTownGrowth(t);
3001  }
3002 
3003  return CommandCost();
3004 }
3005 
3014 CommandCost CmdTownRating(DoCommandFlag flags, TownID town_id, CompanyID company_id, int16_t rating)
3015 {
3016  if (_current_company != OWNER_DEITY) return CMD_ERROR;
3017 
3018  Town *t = Town::GetIfValid(town_id);
3019  if (t == nullptr) return CMD_ERROR;
3020 
3021  if (!Company::IsValidID(company_id)) return CMD_ERROR;
3022 
3023  int16_t new_rating = Clamp(rating, RATING_MINIMUM, RATING_MAXIMUM);
3024  if (flags & DC_EXEC) {
3025  t->ratings[company_id] = new_rating;
3027  }
3028 
3029  return CommandCost();
3030 }
3031 
3039 CommandCost CmdExpandTown(DoCommandFlag flags, TownID town_id, uint32_t grow_amount)
3040 {
3041  if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
3042  Town *t = Town::GetIfValid(town_id);
3043  if (t == nullptr) return CMD_ERROR;
3044 
3045  if (flags & DC_EXEC) {
3046  /* The more houses, the faster we grow */
3047  if (grow_amount == 0) {
3048  uint amount = RandomRange(ClampTo<uint16_t>(t->cache.num_houses / 10)) + 3;
3049  t->cache.num_houses += amount;
3050  UpdateTownRadius(t);
3051 
3052  uint n = amount * 10;
3053  do GrowTown(t); while (--n);
3054 
3055  t->cache.num_houses -= amount;
3056  } else {
3057  for (; grow_amount > 0; grow_amount--) {
3058  /* Try several times to grow, as we are really suppose to grow */
3059  for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
3060  }
3061  }
3062  UpdateTownRadius(t);
3063 
3064  UpdateTownMaxPass(t);
3065  }
3066 
3067  return CommandCost();
3068 }
3069 
3077 {
3078  if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
3079  Town *t = Town::GetIfValid(town_id);
3080  if (t == nullptr) return CMD_ERROR;
3081 
3082  /* Stations refer to towns. */
3083  for (const Station *st : Station::Iterate()) {
3084  if (st->town == t) {
3085  /* Non-oil rig stations are always a problem. */
3086  if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
3087  /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
3088  CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, st->airport.tile);
3089  if (ret.Failed()) return ret;
3090  }
3091  }
3092 
3093  /* Waypoints refer to towns. */
3094  for (const Waypoint *wp : Waypoint::Iterate()) {
3095  if (wp->town == t) return CMD_ERROR;
3096  }
3097 
3098  /* Depots refer to towns. */
3099  for (const Depot *d : Depot::Iterate()) {
3100  if (d->town == t) return CMD_ERROR;
3101  }
3102 
3103  /* Check all tiles for town ownership. First check for bridge tiles, as
3104  * these do not directly have an owner so we need to check adjacent
3105  * tiles. This won't work correctly in the same loop if the adjacent
3106  * tile was already deleted earlier in the loop. */
3107  for (TileIndex current_tile = 0; current_tile < Map::Size(); ++current_tile) {
3108  if (IsTileType(current_tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(current_tile, t)) {
3109  CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3110  if (ret.Failed()) return ret;
3111  }
3112  }
3113 
3114  /* Check all remaining tiles for town ownership. */
3115  for (TileIndex current_tile = 0; current_tile < Map::Size(); ++current_tile) {
3116  bool try_clear = false;
3117  switch (GetTileType(current_tile)) {
3118  case MP_ROAD:
3119  try_clear = HasTownOwnedRoad(current_tile) && GetTownIndex(current_tile) == t->index;
3120  break;
3121 
3122  case MP_HOUSE:
3123  try_clear = GetTownIndex(current_tile) == t->index;
3124  break;
3125 
3126  case MP_INDUSTRY:
3127  try_clear = Industry::GetByTile(current_tile)->town == t;
3128  break;
3129 
3130  case MP_OBJECT:
3131  if (Town::GetNumItems() == 1) {
3132  /* No towns will be left, remove it! */
3133  try_clear = true;
3134  } else {
3135  Object *o = Object::GetByTile(current_tile);
3136  if (o->town == t) {
3137  if (o->type == OBJECT_STATUE) {
3138  /* Statue... always remove. */
3139  try_clear = true;
3140  } else {
3141  /* Tell to find a new town. */
3142  if (flags & DC_EXEC) o->town = nullptr;
3143  }
3144  }
3145  }
3146  break;
3147 
3148  default:
3149  break;
3150  }
3151  if (try_clear) {
3152  CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3153  if (ret.Failed()) return ret;
3154  }
3155  }
3156 
3157  /* The town destructor will delete the other things related to the town. */
3158  if (flags & DC_EXEC) {
3159  _town_kdtree.Remove(t->index);
3160  if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
3161  delete t;
3162  }
3163 
3164  return CommandCost();
3165 }
3166 
3172  2, 4, 9, 35, 48, 53, 117, 175
3173 };
3174 
3182 {
3183  if (flags & DC_EXEC) {
3184  ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
3185  }
3186  return CommandCost();
3187 }
3188 
3196 {
3197  if (flags & DC_EXEC) {
3198  ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
3199  }
3200  return CommandCost();
3201 }
3202 
3210 {
3211  if (flags & DC_EXEC) {
3212  ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
3213  }
3214  return CommandCost();
3215 }
3216 
3224 {
3225  /* Check if the company is allowed to fund new roads. */
3227 
3228  if (flags & DC_EXEC) {
3229  t->road_build_months = 6;
3230 
3232  NewsStringData *company_name = new NewsStringData(GetString(STR_COMPANY_NAME));
3233 
3234  SetDParam(0, t->index);
3235  SetDParamStr(1, company_name->string);
3236 
3237  AddNewsItem(
3238  TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_ROAD_REBUILDING_MINUTES : STR_NEWS_ROAD_REBUILDING_MONTHS,
3239  NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, company_name);
3240  AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3241  Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3242  }
3243  return CommandCost();
3244 }
3245 
3251 static bool CheckClearTile(TileIndex tile)
3252 {
3253  Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3255  cur_company.Restore();
3256  return r.Succeeded();
3257 }
3258 
3263 
3264  StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
3265 };
3266 
3273 static bool SearchTileForStatue(TileIndex tile, void *user_data)
3274 {
3275  static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3276 
3277  StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
3278  statue_data->tile_count++;
3279 
3280  /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3281  if (IsSteepSlope(GetTileSlope(tile))) return false;
3282  /* Don't build statues under bridges. */
3283  if (IsBridgeAbove(tile)) return false;
3284 
3285  /* A clear-able open space is always preferred. */
3286  if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && CheckClearTile(tile)) {
3287  statue_data->best_position = tile;
3288  return true;
3289  }
3290 
3291  bool house = IsTileType(tile, MP_HOUSE);
3292 
3293  /* Searching inside the inner circle. */
3294  if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
3295  /* Save first house in inner circle. */
3296  if (house && statue_data->best_position == INVALID_TILE && CheckClearTile(tile)) {
3297  statue_data->best_position = tile;
3298  }
3299 
3300  /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3301  return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
3302  }
3303 
3304  /* Searching outside the circle, just pick the first possible spot. */
3305  statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
3306  return house && CheckClearTile(tile);
3307 }
3308 
3317 {
3318  if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
3319 
3320  TileIndex tile = t->xy;
3321  StatueBuildSearchData statue_data(INVALID_TILE, 0);
3322  if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3323 
3324  if (flags & DC_EXEC) {
3325  Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
3327  cur_company.Restore();
3329  SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
3330  MarkTileDirtyByTile(statue_data.best_position);
3331  }
3332  return CommandCost();
3333 }
3334 
3342 {
3343  /* Check if it's allowed to buy the rights */
3345 
3346  if (flags & DC_EXEC) {
3347  /* And grow for 3 months */
3348  t->fund_buildings_months = 3;
3349 
3350  /* Enable growth (also checking GameScript's opinion) */
3351  UpdateTownGrowth(t);
3352 
3353  /* Build a new house, but add a small delay to make sure
3354  * that spamming funding doesn't let town grow any faster
3355  * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3356  * Also emulate original behaviour when town was only growing in
3357  * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3358  * tick-perfect and gives player some time window where they can
3359  * spam funding with the exact same efficiency.
3360  */
3362 
3364  }
3365  return CommandCost();
3366 }
3367 
3375 {
3376  /* Check if it's allowed to buy the rights */
3378  if (t->exclusivity != INVALID_COMPANY) return CMD_ERROR;
3379 
3380  if (flags & DC_EXEC) {
3381  t->exclusive_counter = 12;
3383 
3384  ModifyStationRatingAround(t->xy, _current_company, 130, 17);
3385 
3387 
3388  /* Spawn news message */
3390  SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
3391  SetDParam(1, TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MINUTES : STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MONTHS);
3392  SetDParam(2, t->index);
3393  SetDParamStr(3, cni->company_name);
3394  AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
3395  AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3396  Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3397  }
3398  return CommandCost();
3399 }
3400 
3408 {
3409  if (flags & DC_EXEC) {
3410  if (Chance16(1, 14)) {
3411  /* set as unwanted for 6 months */
3412  t->unwanted[_current_company] = 6;
3413 
3414  /* set all close by station ratings to 0 */
3415  for (Station *st : Station::Iterate()) {
3416  if (st->town == t && st->owner == _current_company) {
3417  for (GoodsEntry &ge : st->goods) ge.rating = 0;
3418  }
3419  }
3420 
3421  /* only show error message to the executing player. All errors are handled command.c
3422  * but this is special, because it can only 'fail' on a DC_EXEC */
3423  if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
3424 
3425  /* decrease by a lot!
3426  * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3427  * be independent of any cheat settings
3428  */
3429  if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3430  t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3432  }
3433  } else {
3434  ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
3437  t->exclusive_counter = 0;
3438  }
3439  }
3440  }
3441  return CommandCost();
3442 }
3443 
3444 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
3445 static TownActionProc * const _town_action_proc[] = {
3454 };
3455 
3463 {
3464  TownActions buttons = TACT_NONE;
3465 
3466  /* Spectators and unwanted have no options */
3467  if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3468 
3469  /* Actions worth more than this are not able to be performed */
3470  Money avail = GetAvailableMoney(cid);
3471 
3472  /* Check the action bits for validity and
3473  * if they are valid add them */
3474  for (uint i = 0; i != lengthof(_town_action_costs); i++) {
3475  const TownActions cur = (TownActions)(1 << i);
3476 
3477  /* Is the company not able to bribe ? */
3478  if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM)) continue;
3479 
3480  /* Is the company not able to buy exclusive rights ? */
3481  if (cur == TACT_BUY_RIGHTS && (!_settings_game.economy.exclusive_rights || t->exclusive_counter != 0)) continue;
3482 
3483  /* Is the company not able to fund buildings ? */
3484  if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
3485 
3486  /* Is the company not able to fund local road reconstruction? */
3487  if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
3488 
3489  /* Is the company not able to build a statue ? */
3490  if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
3491 
3492  if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
3493  buttons |= cur;
3494  }
3495  }
3496  }
3497 
3498  return buttons;
3499 }
3500 
3510 CommandCost CmdDoTownAction(DoCommandFlag flags, TownID town_id, uint8_t action)
3511 {
3512  Town *t = Town::GetIfValid(town_id);
3513  if (t == nullptr || action >= lengthof(_town_action_proc)) return CMD_ERROR;
3514 
3515  if (!HasBit(GetMaskOfTownActions(_current_company, t), action)) return CMD_ERROR;
3516 
3517  CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[action] >> 8);
3518 
3519  CommandCost ret = _town_action_proc[action](t, flags);
3520  if (ret.Failed()) return ret;
3521 
3522  if (flags & DC_EXEC) {
3524  }
3525 
3526  return cost;
3527 }
3528 
3529 template <typename Func>
3530 static void ForAllStationsNearTown(Town *t, Func func)
3531 {
3532  /* Ideally the search radius should be close to the actual town zone 0 radius.
3533  * The true radius is not stored or calculated anywhere, only the squared radius. */
3534  /* The efficiency of this search might be improved for large towns and many stations on the map,
3535  * by using an integer square root approximation giving a value not less than the true square root. */
3536  uint search_radius = t->cache.squared_town_zone_radius[HZB_TOWN_EDGE] / 2;
3537  ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3538  if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
3539  func(st);
3540  }
3541  });
3542 }
3543 
3548 static void UpdateTownRating(Town *t)
3549 {
3550  /* Increase company ratings if they're low */
3551  for (const Company *c : Company::Iterate()) {
3552  if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3553  t->ratings[c->index] = std::min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3554  }
3555  }
3556 
3557  ForAllStationsNearTown(t, [&](const Station *st) {
3558  if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3559  if (Company::IsValidID(st->owner)) {
3560  int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3561  t->ratings[st->owner] = std::min<int>(new_rating, INT16_MAX); // do not let it overflow
3562  }
3563  } else {
3564  if (Company::IsValidID(st->owner)) {
3565  int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3566  t->ratings[st->owner] = std::max(new_rating, INT16_MIN);
3567  }
3568  }
3569  });
3570 
3571  /* clamp all ratings to valid values */
3572  for (uint i = 0; i < MAX_COMPANIES; i++) {
3573  t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3574  }
3575 
3577 }
3578 
3579 
3586 static void UpdateTownGrowCounter(Town *t, uint16_t prev_growth_rate)
3587 {
3588  if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3589  if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3590  t->grow_counter = std::min<uint16_t>(t->growth_rate, t->grow_counter);
3591  return;
3592  }
3593  t->grow_counter = RoundDivSU((uint32_t)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3594 }
3595 
3602 {
3603  int n = 0;
3604  ForAllStationsNearTown(t, [&](const Station * st) {
3605  if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3606  n++;
3607  }
3608  });
3609  return n;
3610 }
3611 
3618 static uint GetNormalGrowthRate(Town *t)
3619 {
3625  static const uint16_t _grow_count_values[2][6] = {
3626  { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3627  { 320, 420, 300, 220, 160, 100 } // Normal values
3628  };
3629 
3630  int n = CountActiveStations(t);
3631  uint16_t m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][std::min(n, 5)];
3632 
3633  uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3634 
3635  m >>= growth_multiplier;
3636  if (t->larger_town) m /= 2;
3637 
3638  return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3639 }
3640 
3646 {
3647  if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) return;
3648  uint old_rate = t->growth_rate;
3650  UpdateTownGrowCounter(t, old_rate);
3652 }
3653 
3658 static void UpdateTownGrowth(Town *t)
3659 {
3661 
3664 
3665  if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3666 
3667  if (t->fund_buildings_months == 0) {
3668  /* Check if all goals are reached for this town to grow (given we are not funding it) */
3669  for (int i = TAE_BEGIN; i < TAE_END; i++) {
3670  switch (t->goal[i]) {
3671  case TOWN_GROWTH_WINTER:
3672  if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3673  break;
3674  case TOWN_GROWTH_DESERT:
3675  if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3676  break;
3677  default:
3678  if (t->goal[i] > t->received[i].old_act) return;
3679  break;
3680  }
3681  }
3682  }
3683 
3684  if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) {
3687  return;
3688  }
3689 
3690  if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3691 
3694 }
3695 
3703 {
3704  /* The required rating is hardcoded to RATING_VERYPOOR (see below), not the authority attitude setting, so we can bail out like this. */
3705  if (_settings_game.difficulty.town_council_tolerance == TOWN_COUNCIL_PERMISSIVE) return CommandCost();
3706 
3708 
3710  if (t == nullptr) return CommandCost();
3711 
3712  if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3713 
3714  SetDParam(0, t->index);
3715  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3716 }
3717 
3727 {
3728  if (Town::GetNumItems() == 0) return nullptr;
3729 
3730  TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3731  Town *town = Town::Get(tid);
3732  if (DistanceManhattan(tile, town->xy) < threshold) return town;
3733  return nullptr;
3734 }
3735 
3744 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3745 {
3746  switch (GetTileType(tile)) {
3747  case MP_ROAD:
3748  if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3749 
3750  if (!HasTownOwnedRoad(tile)) {
3751  TownID tid = GetTownIndex(tile);
3752 
3753  if (tid == INVALID_TOWN) {
3754  /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3755  if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3756  assert(Town::GetNumItems() == 0);
3757  return nullptr;
3758  }
3759 
3760  assert(Town::IsValidID(tid));
3761  Town *town = Town::Get(tid);
3762 
3763  if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
3764 
3765  return town;
3766  }
3767  [[fallthrough]];
3768 
3769  case MP_HOUSE:
3770  return Town::GetByTile(tile);
3771 
3772  default:
3773  return CalcClosestTownFromTile(tile, threshold);
3774  }
3775 }
3776 
3777 static bool _town_rating_test = false;
3778 static std::map<const Town *, int> _town_test_ratings;
3779 
3785 void SetTownRatingTestMode(bool mode)
3786 {
3787  static int ref_count = 0; // Number of times test-mode is switched on.
3788  if (mode) {
3789  if (ref_count == 0) {
3790  _town_test_ratings.clear();
3791  }
3792  ref_count++;
3793  } else {
3794  assert(ref_count > 0);
3795  ref_count--;
3796  }
3797  _town_rating_test = !(ref_count == 0);
3798 }
3799 
3805 static int GetRating(const Town *t)
3806 {
3807  if (_town_rating_test) {
3808  auto it = _town_test_ratings.find(t);
3809  if (it != _town_test_ratings.end()) {
3810  return it->second;
3811  }
3812  }
3813  return t->ratings[_current_company];
3814 }
3815 
3823 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
3824 {
3825  /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3826  if (t == nullptr || (flags & DC_NO_MODIFY_TOWN_RATING) ||
3828  (_cheats.magic_bulldozer.value && add < 0)) {
3829  return;
3830  }
3831 
3832  int rating = GetRating(t);
3833  if (add < 0) {
3834  if (rating > max) {
3835  rating += add;
3836  if (rating < max) rating = max;
3837  }
3838  } else {
3839  if (rating < max) {
3840  rating += add;
3841  if (rating > max) rating = max;
3842  }
3843  }
3844  if (_town_rating_test) {
3845  _town_test_ratings[t] = rating;
3846  } else {
3848  t->ratings[_current_company] = rating;
3850  }
3851 }
3852 
3861 {
3862  /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3863  if (t == nullptr || !Company::IsValidID(_current_company) ||
3865  return CommandCost();
3866  }
3867 
3868  /* minimum rating needed to be allowed to remove stuff */
3869  static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
3870  /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3875  };
3876 
3877  /* check if you're allowed to remove the road/bridge/tunnel
3878  * owned by a town no removal if rating is lower than ... depends now on
3879  * difficulty setting. Minimum town rating selected by difficulty level
3880  */
3881  int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
3882 
3883  if (GetRating(t) < needed) {
3884  SetDParam(0, t->index);
3885  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3886  }
3887 
3888  return CommandCost();
3889 }
3890 
3891 static IntervalTimer<TimerGameEconomy> _economy_towns_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::TOWN}, [](auto)
3892 {
3893  for (Town *t : Town::Iterate()) {
3894  /* Check for active town actions and decrement their counters. */
3895  if (t->road_build_months != 0) t->road_build_months--;
3896  if (t->fund_buildings_months != 0) t->fund_buildings_months--;
3897 
3898  if (t->exclusive_counter != 0) {
3899  if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
3900  }
3901 
3902  /* Check for active failed bribe cooloff periods and decrement them. */
3903  for (const Company *c : Company::Iterate()) {
3904  if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
3905  }
3906 
3907  /* Update cargo statistics. */
3908  for (auto &supplied : t->supplied) supplied.NewMonth();
3909  for (auto &received : t->received) received.NewMonth();
3910 
3911  UpdateTownGrowth(t);
3912  UpdateTownRating(t);
3913 
3915  }
3916 });
3917 
3918 static IntervalTimer<TimerGameEconomy> _economy_towns_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::TOWN}, [](auto)
3919 {
3920  /* Increment house ages */
3921  for (TileIndex t = 0; t < Map::Size(); t++) {
3922  if (!IsTileType(t, MP_HOUSE)) continue;
3923  IncrementHouseAge(t);
3924  }
3925 });
3926 
3927 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
3928 {
3929  if (AutoslopeEnabled()) {
3930  HouseID house = GetHouseType(tile);
3931  GetHouseNorthPart(house); // modifies house to the ID of the north tile
3932  const HouseSpec *hs = HouseSpec::Get(house);
3933 
3934  /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
3935  if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
3936  (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
3937  bool allow_terraform = true;
3938 
3939  /* Call the autosloping callback per tile, not for the whole building at once. */
3940  house = GetHouseType(tile);
3941  hs = HouseSpec::Get(house);
3943  /* If the callback fails, allow autoslope. */
3944  uint16_t res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
3945  if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
3946  }
3947 
3948  if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
3949  }
3950  }
3951 
3952  return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
3953 }
3954 
3956 extern const TileTypeProcs _tile_type_town_procs = {
3957  DrawTile_Town, // draw_tile_proc
3958  GetSlopePixelZ_Town, // get_slope_z_proc
3959  ClearTile_Town, // clear_tile_proc
3960  AddAcceptedCargo_Town, // add_accepted_cargo_proc
3961  GetTileDesc_Town, // get_tile_desc_proc
3962  GetTileTrackStatus_Town, // get_tile_track_status_proc
3963  nullptr, // click_tile_proc
3964  AnimateTile_Town, // animate_tile_proc
3965  TileLoop_Town, // tile_loop_proc
3966  ChangeTileOwner_Town, // change_tile_owner_proc
3967  AddProducedCargo_Town, // add_produced_cargo_proc
3968  nullptr, // vehicle_enter_tile_proc
3969  GetFoundation_Town, // get_foundation_proc
3970  TerraformTile_Town, // terraform_tile_proc
3971 };
3972 
3973 
3974 HouseSpec _house_specs[NUM_HOUSES];
3975 
3976 void ResetHouses()
3977 {
3978  ResetHouseClassIDs();
3979 
3980  auto insert = std::copy(std::begin(_original_house_specs), std::end(_original_house_specs), std::begin(_house_specs));
3981  std::fill(insert, std::end(_house_specs), HouseSpec{});
3982 
3983  /* Reset any overrides that have been set. */
3984  _house_mngr.ResetOverride();
3985 }
GrowTownInTile
static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
Grows the given town.
Definition: town_cmd.cpp:1459
game.hpp
RoadTypeInfo::flags
RoadTypeFlags flags
Bit mask of road type flags.
Definition: road.h:127
TileY
static debug_inline uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition: map_func.h:437
TileInfo::z
int z
Height.
Definition: tile_cmd.h:48
MP_CLEAR
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition: tile_type.h:48
MP_HOUSE
@ MP_HOUSE
A house by a town.
Definition: tile_type.h:51
HouseSpec::removal_cost
byte removal_cost
cost multiplier for removing it
Definition: house.h:103
DeleteNewGRFInspectWindow
void DeleteNewGRFInspectWindow(GrfSpecFeature feature, uint index)
Delete inspect window for a given feature and index.
Definition: newgrf_debug_gui.cpp:739
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:76
TACT_BRIBE
@ TACT_BRIBE
Try to bribe the council.
Definition: town.h:214
SLOPE_SE
@ SLOPE_SE
south and east corner are raised
Definition: slope_type.h:57
TileDesc::grf
const char * grf
newGRF used for the tile contents
Definition: tile_cmd.h:63
Town::have_ratings
CompanyMask have_ratings
which companies have a rating
Definition: town.h:69
ClearTownHouse
void ClearTownHouse(Town *t, TileIndex tile)
Clear a town house.
Definition: town_cmd.cpp:2832
TROPICZONE_DESERT
@ TROPICZONE_DESERT
Tile is desert.
Definition: tile_type.h:78
RoadTypeInfo
Definition: road.h:78
TACT_BUILD_STATUE
@ TACT_BUILD_STATUE
Build a statue.
Definition: town.h:211
TILE_ADD
#define TILE_ADD(x, y)
Adds two tiles together.
Definition: map_func.h:466
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:3200
StatueBuildSearchData
Structure for storing data while searching the best place to build a statue.
Definition: town_cmd.cpp:3260
TileLoop_Town
static void TileLoop_Town(TileIndex tile)
Tile callback function.
Definition: town_cmd.cpp:598
ResetHouseAge
void ResetHouseAge(Tile t)
Sets the age of the house to zero.
Definition: town_map.h:227
SLOPE_STEEP_E
@ SLOPE_STEEP_E
a steep slope falling to west (from east)
Definition: slope_type.h:68
ROADTYPE_END
@ ROADTYPE_END
Used for iterations.
Definition: road_type.h:29
_town_test_ratings
static std::map< const Town *, int > _town_test_ratings
Map of towns to modified ratings, while in town rating test-mode.
Definition: town_cmd.cpp:3778
Cheats::magic_bulldozer
Cheat magic_bulldozer
dynamite industries, objects
Definition: cheat_type.h:27
GoodsEntry::rating
uint8_t rating
Station rating for this cargo.
Definition: station_base.h:226
SetBit
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
Definition: bitmath_func.hpp:121
newgrf_house.h
TPE_MAIL
@ TPE_MAIL
Cargo behaves mail-like for production.
Definition: cargotype.h:40
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:3726
Pool::PoolItem<&_town_pool >::Get
static Titem * Get(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:335
GetDisallowedRoadDirections
DisallowedRoadDirections GetDisallowedRoadDirections(Tile t)
Gets the disallowed directions.
Definition: road_map.h:301
TimerGameTick::counter
static TickCounter counter
Monotonic counter, in ticks, since start of game.
Definition: timer_game_tick.h:33
station_kdtree.h
TO_HOUSES
@ TO_HOUSES
town buildings
Definition: transparency.h:25
OnTick_Town
void OnTick_Town()
Iterate through all towns and call their tick handler.
Definition: town_cmd.cpp:887
EconomySettings::larger_towns
uint8_t larger_towns
the number of cities to build. These start off larger and grow twice as fast
Definition: settings_type.h:551
SetWindowDirty
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition: window.cpp:3082
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:3805
TAE_FOOD
@ TAE_FOOD
Cargo behaves food/fizzy-drinks-like.
Definition: cargotype.h:31
TownGenerateCargoOriginal
static void TownGenerateCargoOriginal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
Generate cargo for a house using the original algorithm.
Definition: town_cmd.cpp:555
CBM_HOUSE_CARGO_ACCEPTANCE
@ CBM_HOUSE_CARGO_ACCEPTANCE
decides amount of cargo acceptance
Definition: newgrf_callbacks.h:335
DoClearTownHouseHelper
static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
Update data structures when a house is removed.
Definition: town_cmd.cpp:2790
TileHash2Bit
uint TileHash2Bit(uint x, uint y)
Get the last two bits of the TileHash from a tile position.
Definition: tile_map.h:334
command_func.h
TownGenerateCargoBinominal
static void TownGenerateCargoBinominal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
Generate cargo for a house using the binominal algorithm.
Definition: town_cmd.cpp:575
IsInsideMM
constexpr bool IsInsideMM(const T x, const size_t min, const size_t max) noexcept
Checks if a value is in an interval.
Definition: math_func.hpp:268
SLOPE_STEEP_S
@ SLOPE_STEEP_S
a steep slope falling to north (from south)
Definition: slope_type.h:67
Town::InitializeLayout
void InitializeLayout(TownLayout layout)
Assign the town layout.
Definition: town_cmd.cpp:177
Town::road_build_months
byte road_build_months
fund road reconstruction in action?
Definition: town.h:91
IsRoadOwner
bool IsRoadOwner(Tile t, RoadTramType rtt, Owner o)
Check if a specific road type is owned by an owner.
Definition: road_map.h:268
EconomySettings::town_layout
TownLayout town_layout
select town layout,
Definition: settings_type.h:553
FindNearestEmptyLand
static bool FindNearestEmptyLand(TileIndex tile, void *)
CircularTileSearch callback to find the nearest land tile.
Definition: town_cmd.cpp:2237
ShowErrorMessage
void ShowErrorMessage(StringID summary_msg, int x, int y, CommandCost cc)
Display an error message in a window.
Definition: error_gui.cpp:367
Pool::PoolItem<&_town_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:346
CMD_ERROR
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
Definition: command_func.h:28
RoadTypeInfo::introduction_date
TimerGameCalendar::Date introduction_date
Introduction date.
Definition: road.h:166
FlatteningFoundation
Foundation FlatteningFoundation(Slope s)
Returns the foundation needed to flatten a slope.
Definition: slope_func.h:369
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:3316
Kdtree
K-dimensional tree, specialised for 2-dimensional space.
Definition: kdtree.hpp:35
TileInfo
Tile information, used while rendering the tile.
Definition: tile_cmd.h:43
GameCreationSettings::landscape
byte landscape
the landscape we're currently in
Definition: settings_type.h:356
Backup
Class to backup a specific variable and restore it later.
Definition: backup_type.hpp:21
Town::statues
CompanyMask statues
which companies have a statue?
Definition: town.h:66
terraform_cmd.h
company_base.h
HouseSpec::max_year
TimerGameCalendar::Year max_year
last year it can be built
Definition: house.h:101
BuildObject
void BuildObject(ObjectType type, TileIndex tile, CompanyID owner=OWNER_NONE, struct Town *town=nullptr, uint8_t view=0)
Actually build the object.
Definition: object_cmd.cpp:88
tunnelbridge_map.h
EXPENSES_OTHER
@ EXPENSES_OTHER
Other expenses.
Definition: economy_type.h:185
CommandFlagsToDCFlags
static constexpr DoCommandFlag CommandFlagsToDCFlags(CommandFlags cmd_flags)
Extracts the DC flags needed for DoCommand from the flags returned by GetCommandFlags.
Definition: command_func.h:58
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:469
timer_game_calendar.h
CommandCost::MultiplyCost
void MultiplyCost(int factor)
Multiplies the cost of the command by the given factor.
Definition: command_type.h:74
HouseSpec::accepts_cargo
CargoID accepts_cargo[HOUSE_NUM_ACCEPTS]
input cargo slots
Definition: house.h:108
TileDesc::owner
Owner owner[4]
Name of the owner(s)
Definition: tile_cmd.h:55
SLOPE_NW
@ SLOPE_NW
north and west corner are raised
Definition: slope_type.h:55
Station
Station data structure.
Definition: station_base.h:442
GetWorldPopulation
uint32_t GetWorldPopulation()
Get the total population, the sum of all towns in the world.
Definition: town_cmd.cpp:455
GetClosestWaterDistance
uint GetClosestWaterDistance(TileIndex tile, bool water)
Finds the distance for the closest tile with water/land given a tile.
Definition: map.cpp:342
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:137
TF_FORBIDDEN
@ TF_FORBIDDEN
Forbidden.
Definition: town_type.h:96
UpdateTownRating
static void UpdateTownRating(Town *t)
Monthly callback to update town and station ratings.
Definition: town_cmd.cpp:3548
StringID
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
ROAD_S
@ ROAD_S
Road at the two southern edges.
Definition: road_type.h:63
DifficultySettings::town_council_tolerance
byte town_council_tolerance
minimum required town ratings to be allowed to demolish stuff
Definition: settings_type.h:116
CloseWindowById
void CloseWindowById(WindowClass cls, WindowNumber number, bool force, int data)
Close a window by its class and window number (if it is open).
Definition: window.cpp:1141
_town_rating_test
static bool _town_rating_test
If true, town rating is in test-mode.
Definition: town_cmd.cpp:3777
IntervalTimer
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition: timer.h:76
GB
constexpr static debug_inline uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
Definition: bitmath_func.hpp:32
IncHouseConstructionTick
void IncHouseConstructionTick(Tile t)
Sets the increment stage of a house It is working with the whole counter + stage 5 bits,...
Definition: town_map.h:209
TL_RANDOM
@ TL_RANDOM
Random town layout.
Definition: town_type.h:87
TownSize
TownSize
Supported initial town sizes.
Definition: town_type.h:19
DIAGDIR_END
@ DIAGDIR_END
Used for iterations.
Definition: direction_type.h:79
AutoslopeEnabled
bool AutoslopeEnabled()
Tests if autoslope is enabled for _current_company.
Definition: autoslope.h:44
IsTransparencySet
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
Pool::PoolItem::index
Tindex index
Index of this pool item.
Definition: pool_type.hpp:234
TACT_FUND_BUILDINGS
@ TACT_FUND_BUILDINGS
Fund new buildings.
Definition: town.h:212
DiagDirToAxis
Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
Definition: direction_func.h:214
Object::GetByTile
static Object * GetByTile(TileIndex tile)
Get the object associated with a tile.
Definition: object_cmd.cpp:55
GrowTownAtRoad
static bool GrowTownAtRoad(Town *t, TileIndex tile)
Try to grow a town at a given road tile.
Definition: town_cmd.cpp:1709
IsRoadAllowedHere
static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
Check if a Road is allowed on a given tile.
Definition: town_cmd.cpp:987
CargoArray
Class for storing amounts of cargo.
Definition: cargo_type.h:97
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
CheckTownBuild2x2House
static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
Definition: town_cmd.cpp:2613
SLOPE_ELEVATED
@ SLOPE_ELEVATED
bit mask containing all 'simple' slopes
Definition: slope_type.h:61
GameSettings::difficulty
DifficultySettings difficulty
settings related to the difficulty
Definition: settings_type.h:618
GetTileZ
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition: tile_map.cpp:121
INVALID_TILE
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition: tile_type.h:95
Town::growth_rate
uint16_t growth_rate
town growth rate
Definition: town.h:88
AdvanceSingleHouseConstruction
static void AdvanceSingleHouseConstruction(TileIndex tile)
Helper function for house construction stage progression.
Definition: town_cmd.cpp:491
DIAGDIRDIFF_90LEFT
@ DIAGDIRDIFF_90LEFT
90 degrees left
Definition: direction_type.h:100
Waypoint
Representation of a waypoint.
Definition: waypoint_base.h:16
MP_RAILWAY
@ MP_RAILWAY
A railway.
Definition: tile_type.h:49
_tile_type_town_procs
const TileTypeProcs _tile_type_town_procs
Tile callback functions for a town.
Definition: landscape.cpp:50
TileHash
uint TileHash(uint x, uint y)
Calculate a hash value from a tile position.
Definition: tile_map.h:316
IsSteepSlope
static constexpr bool IsSteepSlope(Slope s)
Checks if a slope is steep.
Definition: slope_func.h:36
OBJECT_STATUE
static const ObjectType OBJECT_STATUE
Statue in towns.
Definition: object_type.h:18
GameCreationSettings::town_name
byte town_name
the town name generator used for town names
Definition: settings_type.h:355
TILE_SIZE
static const uint TILE_SIZE
Tile size in world coordinates.
Definition: tile_type.h:15
TownActionBuyRights
static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
Perform the "buy exclusive transport rights" town action.
Definition: town_cmd.cpp:3374
CBID_HOUSE_CUSTOM_NAME
@ CBID_HOUSE_CUSTOM_NAME
Called on the Get Tile Description for an house tile.
Definition: newgrf_callbacks.h:224
VerifyTownName
bool VerifyTownName(uint32_t r, const TownNameParams *par, TownNames *town_names)
Verifies the town name is valid and unique.
Definition: townname.cpp:103
_random
Randomizer _random
Random used in the game state calculations.
Definition: random_func.cpp:37
HasTownOwnedRoad
bool HasTownOwnedRoad(Tile t)
Checks if given tile has town owned road.
Definition: road_map.h:280
HouseSpec::callback_mask
uint16_t callback_mask
Bitmask of house callbacks that have to be called.
Definition: house.h:115
HouseSpec::building_name
StringID building_name
building name
Definition: house.h:104
CargoSpec::Iterate
static IterateWrapper Iterate(size_t from=0)
Returns an iterable ensemble of all valid CargoSpec.
Definition: cargotype.h:190
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:54
Town::xy
TileIndex xy
town center tile
Definition: town.h:51
TCGM_ORIGINAL
@ TCGM_ORIGINAL
Original algorithm (quadratic cargo by population)
Definition: town_type.h:105
CargoSpec
Specification of a cargo type.
Definition: cargotype.h:71
DC_NO_WATER
@ DC_NO_WATER
don't allow building on water
Definition: command_type.h:374
GetRoadStopDir
DiagDirection GetRoadStopDir(Tile t)
Gets the direction the road stop entrance points towards.
Definition: station_map.h:258
TSZ_RANDOM
@ TSZ_RANDOM
Random size, bigger than small, smaller than large.
Definition: town_type.h:23
MP_INDUSTRY
@ MP_INDUSTRY
Part of an industry.
Definition: tile_type.h:56
TimerGameEconomy::UsingWallclockUnits
static bool UsingWallclockUnits(bool newgame=false)
Check if we are using wallclock units.
Definition: timer_game_economy.cpp:97
town.h
newgrf_debug.h
GetGRFConfig
GRFConfig * GetGRFConfig(uint32_t grfid, uint32_t mask)
Retrieve a NewGRF from the current config by its grfid.
Definition: newgrf_config.cpp:716
TileInfo::y
int y
Y position of the tile in unit coordinates.
Definition: tile_cmd.h:45
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > >
SLOPE_S
@ SLOPE_S
the south corner of the tile is raised
Definition: slope_type.h:51
DIAGDIR_NW
@ DIAGDIR_NW
Northwest.
Definition: direction_type.h:78
TownLayout
TownLayout
Town Layouts.
Definition: town_type.h:80
WC_STATION_VIEW
@ WC_STATION_VIEW
Station view; Window numbers:
Definition: window_type.h:345
IsWaterTile
bool IsWaterTile(Tile t)
Is it a water tile with plain water?
Definition: water_map.h:193
DIR_W
@ DIR_W
West.
Definition: direction_type.h:32
CreateRandomTown
static Town * CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout)
Create a random town somewhere in the world.
Definition: town_cmd.cpp:2277
Industry
Defines the internal data of a functional industry.
Definition: industry.h:68
Chance16
bool Chance16(const uint a, const uint b)
Flips a coin with given probability.
Definition: random_func.hpp:131
Station::CatchmentCoversTown
bool CatchmentCoversTown(TownID t) const
Test if the given town ID is covered by our catchment area.
Definition: station.cpp:441
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
Map::ScaleBySize
static uint ScaleBySize(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:328
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:371
Kdtree::Build
void Build(It begin, It end)
Clear and rebuild the tree from a new sequence of elements,.
Definition: kdtree.hpp:362
GetTownRoadBits
static RoadBits GetTownRoadBits(TileIndex tile)
Return the RoadBits of a tile, ignoring depot and bay road stops.
Definition: town_cmd.cpp:901
BaseStation::owner
Owner owner
The owner of this station.
Definition: base_station_base.h:74
DIR_N
@ DIR_N
North.
Definition: direction_type.h:26
MP_ROAD
@ MP_ROAD
A tile with road (or tram tracks)
Definition: tile_type.h:50
TOWN_GROWTH_RATE_NONE
static const uint16_t TOWN_GROWTH_RATE_NONE
Special value for Town::growth_rate to disable town growth.
Definition: town.h:33
TileDesc
Tile description for the 'land area information' tool.
Definition: tile_cmd.h:52
LiftHasDestination
bool LiftHasDestination(Tile t)
Check if the lift of this animated house has a destination.
Definition: town_map.h:83
Town::show_zone
bool show_zone
NOSAVE: mark town to show the local authority zone in the viewports.
Definition: town.h:96
TOWN_HAS_STADIUM
@ TOWN_HAS_STADIUM
There can be only one stadium by town.
Definition: town.h:190
CBM_HOUSE_PRODUCE_CARGO
@ CBM_HOUSE_PRODUCE_CARGO
custom cargo production
Definition: newgrf_callbacks.h:339
SLOPE_E
@ SLOPE_E
the east corner of the tile is raised
Definition: slope_type.h:52
DoCommandFlag
DoCommandFlag
List of flags for a command.
Definition: command_type.h:369
INVALID_ROADTYPE
@ INVALID_ROADTYPE
flag for invalid roadtype
Definition: road_type.h:30
genworld.h
Town::UpdateVirtCoord
void UpdateVirtCoord()
Resize the sign (label) of the town after it changes population.
Definition: town_cmd.cpp:404
Foundation
Foundation
Enumeration for Foundations.
Definition: slope_type.h:93
UpdateTownRadius
void UpdateTownRadius(Town *t)
Update the cached town zone radii of a town, based on the number of houses.
Definition: town_cmd.cpp:1865
GenerateTowns
bool GenerateTowns(TownLayout layout)
Generate a number of towns with a given layout.
Definition: town_cmd.cpp:2329
ROAD_W
@ ROAD_W
Road at the two western edges.
Definition: road_type.h:64
Kdtree::Count
size_t Count() const
Get number of elements stored in tree.
Definition: kdtree.hpp:430
IncreaseGeneratingWorldProgress
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
Definition: genworld_gui.cpp:1550
GetHouseConstructionTick
byte GetHouseConstructionTick(Tile t)
Gets the construction stage of a house.
Definition: town_map.h:196
SpotData
Used as the user_data for FindFurthestFromWater.
Definition: town_cmd.cpp:2195
Town::GetRandom
static Town * GetRandom()
Return a random valid town.
Definition: town_cmd.cpp:191
CommandCost::Succeeded
bool Succeeded() const
Did this command succeed?
Definition: command_type.h:162
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:540
RandomRange
static uint32_t RandomRange(uint32_t limit)
Pick a random number between 0 and limit - 1, inclusive.
Definition: random_func.hpp:81
Kdtree::Remove
void Remove(const T &element)
Remove a single element from the tree, if it exists.
Definition: kdtree.hpp:417
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:619
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:310
ai.hpp
NR_NONE
@ NR_NONE
Empty reference.
Definition: news_type.h:53
EconomySettings::town_growth_rate
uint8_t town_growth_rate
town growth rate
Definition: settings_type.h:550
RATING_INITIAL
@ RATING_INITIAL
initial rating
Definition: town_type.h:44
ComplementSlope
Slope ComplementSlope(Slope s)
Return the complement of a slope.
Definition: slope_func.h:76
TF_CUSTOM_LAYOUT
@ TF_CUSTOM_LAYOUT
Allowed, with custom town layout.
Definition: town_type.h:98
TileInfo::tileh
Slope tileh
Slope of the tile.
Definition: tile_cmd.h:46
GetTileType
static debug_inline TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition: tile_map.h:96
ROAD_X
@ ROAD_X
Full road along the x-axis (south-west + north-east)
Definition: road_type.h:58
TimerGameConst< struct Calendar >::MAX_DATE
static constexpr TimerGame< struct Calendar >::Date MAX_DATE
The date of the last day of the max year.
Definition: timer_game_common.h:187
TestTownOwnsBridge
static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
Check if a town 'owns' a bridge.
Definition: town_cmd.cpp:92
RoundDivSU
constexpr int RoundDivSU(int a, uint b)
Computes round(a / b) for signed a and unsigned b.
Definition: math_func.hpp:342
NR_TOWN
@ NR_TOWN
Reference town. Scroll to town when clicking on the news.
Definition: news_type.h:58
GetRoadDepotDirection
DiagDirection GetRoadDepotDirection(Tile t)
Get the direction of the exit of a road depot.
Definition: road_map.h:565
Pool::MAX_SIZE
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:84
ScaleByCargoScale
uint ScaleByCargoScale(uint num, bool town)
Scale a number by the cargo scale setting.
Definition: economy_func.h:77
IsInvisibilitySet
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
townname_func.h
HouseSpec::extra_flags
HouseExtraFlags extra_flags
some more flags
Definition: house.h:118
GetHouseAge
TimerGameCalendar::Year GetHouseAge(Tile t)
Get the age of the house.
Definition: town_map.h:250
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:1805
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:378
GRFFileProps::override
uint16_t override
id of the entity been replaced by
Definition: newgrf_commons.h:332
ROAD_Y
@ ROAD_Y
Full road along the y-axis (north-west + south-east)
Definition: road_type.h:59
Pool::PoolItem<&_town_pool >::GetPoolSize
static size_t GetPoolSize()
Returns first unused index.
Definition: pool_type.hpp:356
Slope
Slope
Enumeration for the slope-type.
Definition: slope_type.h:48
DistanceManhattan
uint DistanceManhattan(TileIndex t0, TileIndex t1)
Gets the Manhattan distance between the two given tiles.
Definition: map.cpp:159
DIAGDIR_SW
@ DIAGDIR_SW
Southwest.
Definition: direction_type.h:77
EconomySettings::fund_buildings
bool fund_buildings
allow funding new buildings
Definition: settings_type.h:545
depot_base.h
landscape_cmd.h
CompanyNewsInformation::company_name
std::string company_name
The name of the company.
Definition: news_type.h:162
ROAD_ALL
@ ROAD_ALL
Full 4-way crossing.
Definition: road_type.h:66
Town::supplied
TransportedCargoStat< uint32_t > supplied[NUM_CARGO]
Cargo statistics about supplied cargo.
Definition: town.h:75
CmdTownCargoGoal
CommandCost CmdTownCargoGoal(DoCommandFlag flags, TownID town_id, TownAcceptanceEffect tae, uint32_t goal)
Change the cargo goal of a town.
Definition: town_cmd.cpp:2925
return_cmd_error
#define return_cmd_error(errcode)
Returns from a function with a specific StringID as error.
Definition: command_func.h:38
TOWN_RATING_CHECK_TYPE_COUNT
@ TOWN_RATING_CHECK_TYPE_COUNT
Number of town checking action types.
Definition: town.h:170
RandomDiagDir
static DiagDirection RandomDiagDir()
Return a random direction.
Definition: town_cmd.cpp:253
ROAD_NE
@ ROAD_NE
North-east part.
Definition: road_type.h:57
TL_BETTER_ROADS
@ TL_BETTER_ROADS
Extended original algorithm (min. 2 distance between roads)
Definition: town_type.h:83
ToTileIndexDiff
TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between two tiles from a TileIndexDiffC struct.
Definition: map_func.h:452
IsBayRoadStopTile
bool IsBayRoadStopTile(Tile t)
Is tile t a bay (non-drive through) road stop station?
Definition: station_map.h:223
GetTownRoadType
RoadType GetTownRoadType()
Get the road type that towns should build at this current moment.
Definition: town_cmd.cpp:912
GetAvailableMoneyForCommand
Money GetAvailableMoneyForCommand()
This functions returns the money which can be used to execute a command.
Definition: company_cmd.cpp:227
EXPENSES_CONSTRUCTION
@ EXPENSES_CONSTRUCTION
Construction costs.
Definition: economy_type.h:173
TownActionAdvertiseSmall
static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
Perform the "small advertising campaign" town action.
Definition: town_cmd.cpp:3181
GetTownRadiusGroup
HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
Returns the bit corresponding to the town zone of the specified tile.
Definition: town_cmd.cpp:2386
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:611
SetLiftPosition
void SetLiftPosition(Tile t, byte pos)
Set the position of the lift on this animated house.
Definition: town_map.h:136
town_cmd.h
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:260
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:147
NUM_HOUSES
static const HouseID NUM_HOUSES
Total number of houses.
Definition: house.h:29
Town::grow_counter
uint16_t grow_counter
counter to count when to grow, value is smaller than or equal to growth_rate
Definition: town.h:87
ChangeDiagDir
DiagDirection ChangeDiagDir(DiagDirection d, DiagDirDiff delta)
Applies a difference on a DiagDirection.
Definition: direction_func.h:149
WC_TOWN_AUTHORITY
@ WC_TOWN_AUTHORITY
Town authority; Window numbers:
Definition: window_type.h:194
SpotData::tile
TileIndex tile
holds the tile that was found
Definition: town_cmd.cpp:2196
SLOPE_NE
@ SLOPE_NE
north and east corner are raised
Definition: slope_type.h:58
TownAcceptanceEffect
TownAcceptanceEffect
Town growth effect when delivering cargo.
Definition: cargotype.h:24
MAX_BRIDGES
static const uint MAX_BRIDGES
Maximal number of available bridge specs.
Definition: bridge.h:35
Industry::GetByTile
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition: industry.h:207
GSF_FAKE_TOWNS
@ GSF_FAKE_TOWNS
Fake town GrfSpecFeature for NewGRF debugging (parent scope)
Definition: newgrf.h:90
GameCreationSettings::custom_town_number
uint16_t custom_town_number
manually entered number of towns
Definition: settings_type.h:358
GetSlopeMaxZ
static constexpr int GetSlopeMaxZ(Slope s)
Returns the height of the highest corner of a slope relative to TileZ (= minimal height)
Definition: slope_func.h:160
DIR_E
@ DIR_E
East.
Definition: direction_type.h:28
NT_GENERAL
@ NT_GENERAL
General news (from towns)
Definition: news_type.h:39
_original_house_specs
static const HouseSpec _original_house_specs[]
House specifications from original data.
Definition: town_land.h:1819
NEW_HOUSE_OFFSET
static const HouseID NEW_HOUSE_OFFSET
Offset for new houses.
Definition: house.h:28
TSZ_END
@ TSZ_END
Number of available town sizes.
Definition: town_type.h:25
TownCanBePlacedHere
static CommandCost TownCanBePlacedHere(TileIndex tile)
Check if it's possible to place a town on a given tile.
Definition: town_cmd.cpp:2012
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
autoslope.h
SpotData::max_dist
uint max_dist
holds the distance that tile is from the water
Definition: town_cmd.cpp:2197
TownRatingCheckType
TownRatingCheckType
Action types that a company must ask permission for to a town authority.
Definition: town.h:167
CountActiveStations
static int CountActiveStations(Town *t)
Calculates amount of active stations in the range of town (HZB_TOWN_EDGE).
Definition: town_cmd.cpp:3601
DistanceFromEdge
uint DistanceFromEdge(TileIndex tile)
Param the minimum distance to an edge.
Definition: map.cpp:219
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:398
MP_OBJECT
@ MP_OBJECT
Contains objects such as transmitters and owned land.
Definition: tile_type.h:58
TransportType
TransportType
Available types of transport.
Definition: transport_type.h:19
CBID_HOUSE_ALLOW_CONSTRUCTION
@ CBID_HOUSE_ALLOW_CONSTRUCTION
Determine whether the house can be built on the specified tile.
Definition: newgrf_callbacks.h:54
_cheats
Cheats _cheats
All the cheats.
Definition: cheat.cpp:16
GUISettings::population_in_label
bool population_in_label
show the population of a town in its label?
Definition: settings_type.h:167
CBM_HOUSE_ACCEPT_CARGO
@ CBM_HOUSE_ACCEPT_CARGO
decides accepted types
Definition: newgrf_callbacks.h:338
CargoSpec::town_production_cargoes
static std::array< std::vector< const CargoSpec * >, NUM_TPE > town_production_cargoes
List of cargo specs for each Town Product Effect.
Definition: cargotype.h:193
MP_WATER
@ MP_WATER
Water tile.
Definition: tile_type.h:54
UpdateAirportsNoise
void UpdateAirportsNoise()
Recalculate the noise generated by the airports of each town.
Definition: station_cmd.cpp:2363
ReverseDiagDir
DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
Definition: direction_func.h:118
Town::stations_near
StationList stations_near
NOSAVE: List of nearby stations.
Definition: town.h:83
CommandCost::Failed
bool Failed() const
Did this command fail?
Definition: command_type.h:171
DoCreateTown
static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
Actually create a town.
Definition: town_cmd.cpp:1936
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:2165
SetLiftDestination
void SetLiftDestination(Tile t, byte dest)
Set the new destination of the lift for this animated house, and activate the LiftHasDestination bit.
Definition: town_map.h:94
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:1330
CmdTownRating
CommandCost CmdTownRating(DoCommandFlag flags, TownID town_id, CompanyID company_id, int16_t rating)
Change the rating of a company in a town.
Definition: town_cmd.cpp:3014
TACT_ROAD_REBUILD
@ TACT_ROAD_REBUILD
Rebuild the roads.
Definition: town.h:210
TownLayoutAllowsHouseHere
static bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
Checks if the current town layout allows building here.
Definition: town_cmd.cpp:2520
TileDiffXY
TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition: map_func.h:401
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:55
NewsStringData
Container for a single string to be passed as NewsAllocatedData.
Definition: news_type.h:150
DeleteSubsidyWith
void DeleteSubsidyWith(SourceType type, SourceID index)
Delete the subsidies associated with a given cargo source type and id.
Definition: subsidy.cpp:152
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:421
timer_game_tick.h
IsBridgeTile
bool IsBridgeTile(Tile t)
checks if there is a bridge on this tile
Definition: bridge_map.h:35
Game::NewEvent
static void NewEvent(class ScriptEvent *event)
Queue a new event for a Game Script.
Definition: game_core.cpp:147
GameSettings::economy
EconomySettings economy
settings to change the economy
Definition: settings_type.h:628
WL_INFO
@ WL_INFO
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition: error.h:24
DIAGDIRDIFF_90RIGHT
@ DIAGDIRDIFF_90RIGHT
90 degrees right
Definition: direction_type.h:98
Object::type
ObjectType type
Type of the object.
Definition: object_base.h:24
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
AI::BroadcastNewEvent
static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company=MAX_COMPANIES)
Broadcast a new event to all active AIs.
Definition: ai_core.cpp:260
industry.h
safeguards.h
Town::unwanted
uint8_t unwanted[MAX_COMPANIES]
how many months companies aren't wanted by towns (bribe)
Definition: town.h:70
timer.h
HighestSnowLine
byte HighestSnowLine()
Get the highest possible snow line height, either variable or static.
Definition: landscape.cpp:624
RedundantBridgeExistsNearby
static bool RedundantBridgeExistsNearby(TileIndex tile, void *user_data)
CircularTileSearch proc which checks for a nearby parallel bridge to avoid building redundant bridges...
Definition: town_cmd.cpp:1224
ChangePopulation
static void ChangePopulation(Town *t, int mod)
Change the town's population as recorded in the town cache, town label, and town directory.
Definition: town_cmd.cpp:442
RATING_ROAD_NEEDED_HOSTILE
@ RATING_ROAD_NEEDED_HOSTILE
"Hostile"
Definition: town_type.h:69
IsNormalRoadTile
static debug_inline bool IsNormalRoadTile(Tile t)
Return whether a tile is a normal road tile.
Definition: road_map.h:74
SearchTileForStatue
static bool SearchTileForStatue(TileIndex tile, void *user_data)
Search callback function for TownActionBuildStatue.
Definition: town_cmd.cpp:3273
HasTileRoadType
bool HasTileRoadType(Tile t, RoadTramType rtt)
Check if a tile has a road or a tram road type.
Definition: road_map.h:211
CommandCost::GetCost
Money GetCost() const
The costs as made up to this moment.
Definition: command_type.h:83
GetTileSlope
Slope GetTileSlope(TileIndex tile, int *h)
Return the slope of a given tile inside the map.
Definition: tile_map.cpp:59
DIR_S
@ DIR_S
South.
Definition: direction_type.h:30
StatueBuildSearchData::tile_count
int tile_count
Number of tiles tried.
Definition: town_cmd.cpp:3262
IsCloseToTown
static bool IsCloseToTown(TileIndex tile, uint dist)
Determines if a town is close to a tile.
Definition: town_cmd.cpp:396
TownActionRoadRebuild
static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
Perform the "local road reconstruction" town action.
Definition: town_cmd.cpp:3223
GetFoundation_Town
static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
Get the foundation for a house.
Definition: town_cmd.cpp:321
HaltLift
void HaltLift(Tile t)
Stop the lift of this animated house from moving.
Definition: town_map.h:116
RandomTile
#define RandomTile()
Get a valid random tile.
Definition: map_func.h:657
RoadTypesAllowHouseHere
static bool RoadTypesAllowHouseHere(TileIndex t)
Checks whether at least one surrounding road allows to build a house here.
Definition: town_cmd.cpp:1396
TownActionFundBuildings
static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
Perform the "fund new buildings" town action.
Definition: town_cmd.cpp:3341
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:2254
DC_NO_TEST_TOWN_RATING
@ DC_NO_TEST_TOWN_RATING
town rating does not disallow you from building
Definition: command_type.h:376
HouseSpec::minimum_life
byte minimum_life
The minimum number of years this house will survive before the town rebuilds it.
Definition: house.h:122
CleanUpRoadBits
RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb)
Clean up unnecessary RoadBits of a planned tile.
Definition: road.cpp:47
ROADTYPE_ROAD
@ ROADTYPE_ROAD
Basic road type.
Definition: road_type.h:27
EconomySettings::exclusive_rights
bool exclusive_rights
allow buying exclusive rights
Definition: settings_type.h:544
TownActionAdvertiseLarge
static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
Perform the "large advertising campaign" town action.
Definition: town_cmd.cpp:3209
UpdateTownMaxPass
void UpdateTownMaxPass(Town *t)
Update the maximum amount of montly passengers and mail for a town, based on its population.
Definition: town_cmd.cpp:1912
MP_TUNNELBRIDGE
@ MP_TUNNELBRIDGE
Tunnel entry/exit and bridge heads.
Definition: tile_type.h:57
TownLayoutAllows2x2HouseHere
static bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
Checks if the current town layout allows a 2x2 building here.
Definition: town_cmd.cpp:2551
newgrf_text.h
road_internal.h
road.h
TileIndexDiff
int32_t TileIndexDiff
An offset value between two tiles.
Definition: map_func.h:376
Point
Coordinates of a point in 2D.
Definition: geometry_type.hpp:21
GetHouseType
HouseID GetHouseType(Tile t)
Get the type of this house, which is an index into the house spec array.
Definition: town_map.h:60
FOUNDATION_NONE
@ FOUNDATION_NONE
The tile has no foundation, the slope remains unchanged.
Definition: slope_type.h:94
EconomySettings::found_town
TownFounding found_town
town founding.
Definition: settings_type.h:556
error.h
DiagDirToRoadBits
RoadBits DiagDirToRoadBits(DiagDirection d)
Create the road-part which belongs to the given DiagDirection.
Definition: road_func.h:96
DiagDirection
DiagDirection
Enumeration for diagonal directions.
Definition: direction_type.h:73
RATING_TUNNEL_BRIDGE_NEEDED_LENIENT
@ RATING_TUNNEL_BRIDGE_NEEDED_LENIENT
rating needed, "Lenient" difficulty settings
Definition: town_type.h:59
SetTownRatingTestMode
void SetTownRatingTestMode(bool mode)
Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings...
Definition: town_cmd.cpp:3785
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:379
TL_3X3_GRID
@ TL_3X3_GRID
Geometric 3x3 grid algorithm.
Definition: town_type.h:85
GetGRFStringID
StringID GetGRFStringID(uint32_t grfid, StringID stringid)
Returns the index for this stringid associated with its grfID.
Definition: newgrf_text.cpp:587
tunnelbridge_cmd.h
GetTownRoadGridElement
static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
Generate the RoadBits of a grid tile.
Definition: town_cmd.cpp:1064
CommandCost::AddCost
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Definition: command_type.h:63
CBID_HOUSE_CARGO_ACCEPTANCE
@ CBID_HOUSE_CARGO_ACCEPTANCE
Called to decide how much cargo a town building can accept.
Definition: newgrf_callbacks.h:78
stdafx.h
UpdateTownGrowth
static void UpdateTownGrowth(Town *t)
Updates town growth state (whether it is growing or not).
Definition: town_cmd.cpp:3658
TileAddByDir
TileIndex TileAddByDir(TileIndex tile, Direction dir)
Adds a Direction to a tile.
Definition: map_func.h:592
landscape.h
TileTypeProcs
Set of callback functions for performing tile operations of a given tile type.
Definition: tile_cmd.h:158
StationFinder::GetStations
const StationList * GetStations()
Run a tile loop to find stations around a tile, on demand.
Definition: station_cmd.cpp:4147
DRD_NONE
@ DRD_NONE
None of the directions are disallowed.
Definition: road_type.h:74
SpriteID
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition: gfx_type.h:17
CountBits
constexpr uint CountBits(T value)
Counts the number of set bits in a variable.
Definition: bitmath_func.hpp:243
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:1909
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:81
RATING_ROAD_NEEDED_NEUTRAL
@ RATING_ROAD_NEEDED_NEUTRAL
"Neutral"
Definition: town_type.h:68
HouseSpec::population
byte population
population (Zero on other tiles in multi tile house.)
Definition: house.h:102
SourceType::Town
@ Town
Source/destination is a town.
ClearTile_Town
static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
Callback function to clear a house tile.
Definition: town_cmd.cpp:710
EconomySettings::town_cargogen_mode
TownCargoGenMode town_cargogen_mode
algorithm for generating cargo from houses,
Definition: settings_type.h:554
WC_TOWN_DIRECTORY
@ WC_TOWN_DIRECTORY
Town directory; Window numbers:
Definition: window_type.h:254
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:422
IsPlainRailTile
static debug_inline bool IsPlainRailTile(Tile t)
Checks whether the tile is a rail tile or rail tile with signals.
Definition: rail_map.h:60
TownCache::population
uint32_t population
Current population of people.
Definition: town.h:42
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:673
Town::time_until_rebuild
uint16_t time_until_rebuild
time until we rebuild a house
Definition: town.h:85
SLOPE_W
@ SLOPE_W
the west corner of the tile is raised
Definition: slope_type.h:50
IsValidTile
bool IsValidTile(Tile tile)
Checks if a tile is valid.
Definition: tile_map.h:161
RATING_ROAD_NEEDED_PERMISSIVE
@ RATING_ROAD_NEEDED_PERMISSIVE
"Permissive" (local authority disabled)
Definition: town_type.h:70
ConvertBooleanCallback
bool ConvertBooleanCallback(const GRFFile *grffile, uint16_t cbid, uint16_t cb_res)
Converts a callback result into a boolean.
Definition: newgrf_commons.cpp:529
TileOffsByDiagDir
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition: map_func.h:563
object_map.h
MP_TREES
@ MP_TREES
Tile got trees.
Definition: tile_type.h:52
TransportedCargoStat::new_max
Tstorage new_max
Maximum amount this month.
Definition: town_type.h:116
GetRoadTypeInfo
const RoadTypeInfo * GetRoadTypeInfo(RoadType roadtype)
Returns a pointer to the Roadtype information for a given roadtype.
Definition: road.h:227
TileIndexDiffC
A pair-construct of a TileIndexDiff.
Definition: map_type.h:31
Ticks::TOWN_GROWTH_TICKS
static constexpr TimerGameTick::Ticks TOWN_GROWTH_TICKS
Cycle duration for towns trying to grow (this originates from the size of the town array in TTD).
Definition: timer_game_tick.h:56
AdvanceHouseConstruction
static void AdvanceHouseConstruction(TileIndex tile)
Increase the construction stage of a house.
Definition: town_cmd.cpp:514
DrawFoundation
void DrawFoundation(TileInfo *ti, Foundation f)
Draw foundation f at tile ti.
Definition: landscape.cpp:427
NT_INDUSTRY_OPEN
@ NT_INDUSTRY_OPEN
Opening of industries.
Definition: news_type.h:29
_generating_world
bool _generating_world
Whether we are generating the map or not.
Definition: genworld.cpp:62
EconomySettings::dist_local_authority
byte dist_local_authority
distance for town local authority, default 20
Definition: settings_type.h:543
DistanceSquare
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition: map.cpp:176
TransportedCargoStat::old_max
Tstorage old_max
Maximum amount last month.
Definition: town_type.h:115
ForAllStationsRadius
void ForAllStationsRadius(TileIndex center, uint radius, Func func)
Call a function on all stations whose sign is within a radius of a center tile.
Definition: station_kdtree.h:29
Industry::town
Town * town
Nearest town.
Definition: industry.h:97
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
GetAnyRoadBits
RoadBits GetAnyRoadBits(Tile tile, RoadTramType rtt, bool straight_tunnel_bridge_entrance)
Returns the RoadBits on an arbitrary tile Special behaviour:
Definition: road_map.cpp:33
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:162
CALLBACK_FAILED
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
Definition: newgrf_callbacks.h:420
EconomySettings::allow_town_level_crossings
bool allow_town_level_crossings
towns are allowed to build level crossings
Definition: settings_type.h:559
Town::text
std::string text
General text with additional information.
Definition: town.h:79
RemapCoords2
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
TCGM_BITCOUNT
@ TCGM_BITCOUNT
Bit-counted algorithm (normal distribution from individual house population)
Definition: town_type.h:106
IsValidDiagDirection
bool IsValidDiagDirection(DiagDirection d)
Checks if an integer value is a valid DiagDirection.
Definition: direction_func.h:21
GoodsEntry
Stores station stats for a single cargo.
Definition: station_base.h:166
CmdTownSetText
CommandCost CmdTownSetText(DoCommandFlag flags, TownID town_id, const std::string &text)
Set a custom text in the Town window.
Definition: town_cmd.cpp:2954
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:50
TransportedCargoStat::new_act
Tstorage new_act
Actually transported this month.
Definition: town_type.h:118
TownActionBribe
static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
Perform the "bribe" town action.
Definition: town_cmd.cpp:3407
MakeHouseTile
void MakeHouseTile(Tile t, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
Make the tile a house.
Definition: town_map.h:353
station_base.h
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:384
GRFFilePropsBase::spritegroup
const struct SpriteGroup * spritegroup[Tcnt]
pointer to the different sprites of the entity
Definition: newgrf_commons.h:320
CompanyNewsInformation
Data that needs to be stored for company news messages.
Definition: news_type.h:161
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:953
IncrementHouseAge
void IncrementHouseAge(Tile t)
Increments the age of the house.
Definition: town_map.h:238
TownCache::building_counts
BuildingCounts< uint16_t > building_counts
The number of each type of building in the town.
Definition: town.h:46
Pool
Base class for all pools.
Definition: pool_type.hpp:80
RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
@ RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
"Permissive" (local authority disabled)
Definition: town_type.h:62
GetHouseBuildingStage
byte GetHouseBuildingStage(Tile t)
House Construction Scheme.
Definition: town_map.h:184
TownAllowedToBuildRoads
static bool TownAllowedToBuildRoads()
Check if the town is allowed to build roads.
Definition: town_cmd.cpp:1437
TACT_COUNT
@ TACT_COUNT
Number of available town actions.
Definition: town.h:216
CanFollowRoad
static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
Definition: town_cmd.cpp:1667
MP_VOID
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition: tile_type.h:55
subsidy_func.h
Pool::PoolItem<&_town_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:365
DeleteAnimatedTile
void DeleteAnimatedTile(TileIndex tile)
Removes the given tile from the animated tile table.
Definition: animated_tile.cpp:25
RoadTypeInfo::label
RoadTypeLabel label
Unique 32 bit road type identifier.
Definition: road.h:147
Backup::Restore
void Restore()
Restore the variable.
Definition: backup_type.hpp:112
TrackedViewportSign::UpdatePosition
void UpdatePosition(int center, int top, StringID str, StringID str_small=STR_NULL)
Update the position of the viewport sign.
Definition: viewport_type.h:56
CmdExpandTown
CommandCost CmdExpandTown(DoCommandFlag flags, TownID town_id, uint32_t grow_amount)
Expand a town (scenario editor only).
Definition: town_cmd.cpp:3039
SLOPE_N
@ SLOPE_N
the north corner of the tile is raised
Definition: slope_type.h:53
Map::Size
static debug_inline uint Size()
Get the size of the map.
Definition: map_func.h:288
TileDesc::dparam
uint64_t dparam
Parameter of the str string.
Definition: tile_cmd.h:54
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:112
NF_COMPANY
@ NF_COMPANY
Company news item. (Newspaper with face)
Definition: news_type.h:83
UpdateTownGrowCounter
static void UpdateTownGrowCounter(Town *t, uint16_t prev_growth_rate)
Updates town grow counter after growth rate change.
Definition: town_cmd.cpp:3586
SetDParam
void SetDParam(size_t n, uint64_t v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings.cpp:104
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:1536
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:308
ConstructionSettings::build_on_slopes
bool build_on_slopes
allow building on slopes
Definition: settings_type.h:371
GetTownName
static void GetTownName(StringBuilder &builder, const TownNameParams *par, uint32_t townnameparts)
Fills builder with specified town name.
Definition: townname.cpp:48
ROAD_N
@ ROAD_N
Road at the two northern edges.
Definition: road_type.h:61
SLOPE_SW
@ SLOPE_SW
south and west corner are raised
Definition: slope_type.h:56
DrawBuildingsTileStruct
This structure is the same for both Industries and Houses.
Definition: sprite.h:67
cheat_type.h
ClearAllTownCachedNames
void ClearAllTownCachedNames()
Clear the cached_name of all towns.
Definition: town_cmd.cpp:430
Pool::PoolItem<&_town_pool >::CleaningPool
static bool CleaningPool()
Returns current state of pool cleaning - yes or no.
Definition: pool_type.hpp:314
Town::goal
uint32_t goal[NUM_TAE]
Amount of cargo required for the town to grow.
Definition: town.h:77
BuildTownHouse
static bool BuildTownHouse(Town *t, TileIndex tile)
Tries to build a house at this tile.
Definition: town_cmd.cpp:2636
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:2051
OWNER_NONE
@ OWNER_NONE
The tile has no ownership.
Definition: company_type.h:25
AddNewsItem
void AddNewsItem(StringID string, NewsType type, NewsFlag flags, NewsReferenceType reftype1=NR_NONE, uint32_t ref1=UINT32_MAX, NewsReferenceType reftype2=NR_NONE, uint32_t ref2=UINT32_MAX, const NewsAllocatedData *data=nullptr)
Add a new newsitem to be shown.
Definition: news_gui.cpp:827
FOUNDATION_LEVELED
@ FOUNDATION_LEVELED
The tile is leveled up to a flat slope.
Definition: slope_type.h:95
TAE_WATER
@ TAE_WATER
Cargo behaves water-like.
Definition: cargotype.h:30
IsRoadStop
bool IsRoadStop(Tile t)
Is the station at t a road station?
Definition: station_map.h:202
Kdtree::FindNearest
T FindNearest(CoordT x, CoordT y) const
Find the element closest to given coordinate, in Manhattan distance.
Definition: kdtree.hpp:441
TransportedCargoStat::old_act
Tstorage old_act
Actually transported last month.
Definition: town_type.h:117
MP_STATION
@ MP_STATION
A tile of a station.
Definition: tile_type.h:53
GetString
std::string GetString(StringID string)
Resolve the given StringID into a std::string with all the associated DParam lookups and formatting.
Definition: strings.cpp:327
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:78
waypoint_base.h
TrackedViewportSign::kdtree_valid
bool kdtree_valid
Are the sign data valid for use with the _viewport_sign_kdtree?
Definition: viewport_type.h:50
ForAllStationsAroundTiles
void ForAllStationsAroundTiles(const TileArea &ta, Func func)
Call a function on all stations that have any part of the requested area within their catchment.
Definition: station_base.h:567
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:305
IsHouseCompleted
bool IsHouseCompleted(Tile t)
Get the completion of this house.
Definition: town_map.h:146
TownNameParams
Struct holding parameters used to generate town name.
Definition: townname_type.h:28
GetTunnelBridgeTransportType
TransportType GetTunnelBridgeTransportType(Tile 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
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:3744
Town::~Town
~Town()
Destroy the town.
Definition: town_cmd.cpp:108
MakeTownHouse
static void MakeTownHouse(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
Write house information into the map.
Definition: town_cmd.cpp:2433
DIAGDIR_BEGIN
@ DIAGDIR_BEGIN
Used for iterations.
Definition: direction_type.h:74
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:388
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:3860
TOWN_IS_GROWING
@ TOWN_IS_GROWING
Conditions for town growth are met. Grow according to Town::growth_rate.
Definition: town.h:188
ChangeTownRating
void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
Changes town rating of the current company.
Definition: town_cmd.cpp:3823
RoadType
RoadType
The different roadtypes we support.
Definition: road_type.h:25
SetDParamStr
void SetDParamStr(size_t n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
Definition: strings.cpp:352
GetLiftDestination
byte GetLiftDestination(Tile t)
Get the current destination for this lift.
Definition: town_map.h:105
HouseID
uint16_t HouseID
OpenTTD ID of house types.
Definition: house_type.h:13
OWNER_DEITY
@ OWNER_DEITY
The object is owned by a superuser / goal script.
Definition: company_type.h:27
IsBridgeAbove
bool IsBridgeAbove(Tile t)
checks if a bridge is set above the ground of this tile
Definition: bridge_map.h:45
TileDesc::str
StringID str
Description of the tile.
Definition: tile_cmd.h:53
EconomySettings::fund_roads
bool fund_roads
allow funding local road reconstruction
Definition: settings_type.h:546
DC_AUTO
@ DC_AUTO
don't allow building on structures
Definition: command_type.h:372
DC_NO_MODIFY_TOWN_RATING
@ DC_NO_MODIFY_TOWN_RATING
do not change town rating
Definition: command_type.h:381
_town_action_costs
const byte _town_action_costs[TACT_COUNT]
Factor in the cost of each town action.
Definition: town_cmd.cpp:3171
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:1184
company_func.h
SetRoadOwner
void SetRoadOwner(Tile t, RoadTramType rtt, Owner o)
Set the owner of a specific road type.
Definition: road_map.h:251
RoadBits
RoadBits
Enumeration for the road parts on a tile.
Definition: road_type.h:52
StatueBuildSearchData::best_position
TileIndex best_position
Best position found so far.
Definition: town_cmd.cpp:3261
TownCache::num_houses
uint32_t num_houses
Amount of houses.
Definition: town.h:41
ROTF_TOWN_BUILD
@ ROTF_TOWN_BUILD
Bit number for allowing towns to build this roadtype.
Definition: road.h:42
SetTownIndex
void SetTownIndex(Tile t, TownID index)
Set the town index for a road or house tile.
Definition: town_map.h:35
GetOtherTunnelBridgeEnd
TileIndex GetOtherTunnelBridgeEnd(Tile t)
Determines type of the wormhole and returns its other end.
Definition: tunnelbridge_map.h:78
TACT_NONE
@ TACT_NONE
Empty action set.
Definition: town.h:205
GetHouseNorthPart
TileIndexDiff GetHouseNorthPart(HouseID &house)
Determines if a given HouseID is part of a multitile house.
Definition: town_cmd.cpp:2807
GetLiftPosition
byte GetLiftPosition(Tile t)
Get the position of the lift on this animated house.
Definition: town_map.h:126
INSTANTIATE_POOL_METHODS
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition: pool_func.hpp:225
TILE_ADDXY
#define TILE_ADDXY(tile, x, y)
Adds a given offset to a tile.
Definition: map_func.h:480
ErrorUnknownCallbackResult
void ErrorUnknownCallbackResult(uint32_t grfid, uint16_t cbid, uint16_t cb_res)
Record that a NewGRF returned an unknown/invalid callback result.
Definition: newgrf_commons.cpp:499
TileArea
OrthogonalTileArea TileArea
Shorthand for the much more common orthogonal tile area.
Definition: tilearea_type.h:102
TileIndexDiffC::y
int16_t y
The y value of the coordinate.
Definition: map_type.h:33
InclinedSlope
Slope InclinedSlope(DiagDirection dir)
Returns the slope that is inclined in a specific direction.
Definition: slope_func.h:256
TownProductionEffect
TownProductionEffect
Town effect when producing cargo.
Definition: cargotype.h:37
CommandHelper
Definition: command_func.h:93
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.
Definition: town_cmd.cpp:345
ROAD_NW
@ ROAD_NW
North-west part.
Definition: road_type.h:54
TownTickHandler
static void TownTickHandler(Town *t)
Handle the town tick for a single town, by growing the town if desired.
Definition: town_cmd.cpp:870
Depot
Definition: depot_base.h:20
RoadTypeInfo::max_speed
uint16_t max_speed
Maximum speed for vehicles travelling on this road type.
Definition: road.h:142
GrowTownWithExtraHouse
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
Grows the town with an extra house.
Definition: town_cmd.cpp:1123
ROAD_SW
@ ROAD_SW
South-west part.
Definition: road_type.h:55
lengthof
#define lengthof(x)
Return the length of an fixed size array.
Definition: stdafx.h:300
Town
Town data structure.
Definition: town.h:50
TownCanGrowRoad
static bool TownCanGrowRoad(TileIndex tile)
Test if town can grow road onto a specific tile.
Definition: town_cmd.cpp:1424
ROAD_NONE
@ ROAD_NONE
No road-part is build.
Definition: road_type.h:53
ROTF_NO_HOUSES
@ ROTF_NO_HOUSES
Bit number for setting this roadtype as not house friendly.
Definition: road.h:40
AddChildSpriteScreen
void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale, bool relative)
Add a child sprite to a parent sprite.
Definition: viewport.cpp:829
MarkWholeScreenDirty
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition: gfx.cpp:1552
ROAD_SE
@ ROAD_SE
South-east part.
Definition: road_type.h:56
CheckBuildHouseSameZ
static bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
Check if a tile where we want to build a multi-tile house has an appropriate max Z.
Definition: town_cmd.cpp:2480
TileXY
static debug_inline TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition: map_func.h:385
random_func.hpp
GetTileMaxPixelZ
int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition: tile_map.h:304
TileHeight
static debug_inline uint TileHeight(Tile tile)
Returns the height of a tile.
Definition: tile_map.h:29
CmdDeleteTown
CommandCost CmdDeleteTown(DoCommandFlag flags, TownID town_id)
Delete a town (scenario editor or worldgen only).
Definition: town_cmd.cpp:3076
OverflowSafeInt< int64_t >
GenRandomRoadBits
static RoadBits GenRandomRoadBits()
Generate a random road block.
Definition: town_cmd.cpp:1791
CargoID
byte CargoID
Cargo slots to indicate a cargo type within a game.
Definition: cargo_type.h:20
GrowTownWithBridge
static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
Grows the town with a bridge.
Definition: town_cmd.cpp:1249
TAE_END
@ TAE_END
End of town effects.
Definition: cargotype.h:32
HouseSpec
Definition: house.h:98
Town::ratings
int16_t ratings[MAX_COMPANIES]
ratings of each company for this town
Definition: town.h:73
TownGenerateCargo
static void TownGenerateCargo(Town *t, CargoID ct, uint amount, StationFinder &stations, bool affected_by_recession)
Generate cargo for a house, scaled by the current economy scale.
Definition: town_cmd.cpp:531
CmdRenameTown
CommandCost CmdRenameTown(DoCommandFlag flags, TownID town_id, const std::string &text)
Rename a town (server-only).
Definition: town_cmd.cpp:2875
Town::received
TransportedCargoStat< uint16_t > received[NUM_TAE]
Cargo statistics about received cargotypes.
Definition: town.h:76
CBM_HOUSE_AUTOSLOPE
@ CBM_HOUSE_AUTOSLOPE
decides allowance of autosloping
Definition: newgrf_callbacks.h:342
INVALID_COMPANY
@ INVALID_COMPANY
An invalid company.
Definition: company_type.h:30
TRANSPORT_ROAD
@ TRANSPORT_ROAD
Transport by road vehicle.
Definition: transport_type.h:28
NewsStringData::string
std::string string
The string to retain.
Definition: news_type.h:151
IsValidCargoID
bool IsValidCargoID(CargoID t)
Test whether cargo type is not INVALID_CARGO.
Definition: cargo_type.h:90
WC_TOWN_VIEW
@ WC_TOWN_VIEW
Town view; Window numbers:
Definition: window_type.h:333
CmdFoundTown
std::tuple< CommandCost, Money, TownID > CmdFoundTown(DoCommandFlag flags, TileIndex tile, TownSize size, bool city, TownLayout layout, bool random_location, uint32_t townnameparts, const std::string &text)
Create a new town.
Definition: town_cmd.cpp:2058
GenerateTownName
bool GenerateTownName(Randomizer &randomizer, uint32_t *townnameparts, TownNames *town_names)
Generates valid town name.
Definition: townname.cpp:136
Town::layout
TownLayout layout
town specific road layout
Definition: town.h:94
TileInfo::x
int x
X position of the tile in unit coordinates.
Definition: tile_cmd.h:44
FindFirstCargoWithTownAcceptanceEffect
const CargoSpec * FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect)
Determines the first cargo with a certain town effect.
Definition: town_cmd.cpp:2909
CheckClearTile
static bool CheckClearTile(TileIndex tile)
Check whether the land can be cleared.
Definition: town_cmd.cpp:3251
PalSpriteID::pal
PaletteID pal
The palette (use PAL_NONE) if not needed)
Definition: gfx_type.h:24
TL_ORIGINAL
@ TL_ORIGINAL
Original algorithm (min. 1 distance between roads)
Definition: town_type.h:82
TimerGameCalendar::date
static Date date
Current date in days (day counter).
Definition: timer_game_calendar.h:34
IsUniqueTownName
static bool IsUniqueTownName(const std::string &name)
Verifies this custom name is unique.
Definition: town_cmd.cpp:2037
TileInfo::tile
TileIndex tile
Tile index.
Definition: tile_cmd.h:47
GameSettings::construction
ConstructionSettings construction
construction of things in-game
Definition: settings_type.h:620
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:2410
SLOPE_STEEP_W
@ SLOPE_STEEP_W
a steep slope falling to east (from west)
Definition: slope_type.h:66
DC_NONE
@ DC_NONE
no flag is set
Definition: command_type.h:370
NUM_TLS
@ NUM_TLS
Number of town layouts.
Definition: town_type.h:89
_town_draw_tile_data
static const DrawBuildingsTileStruct _town_draw_tile_data[]
structure of houses graphics
Definition: town_land.h:27
IsTileType
static debug_inline bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition: tile_map.h:150
EconomyIsInRecession
bool EconomyIsInRecession()
Is the economy in recession?
Definition: economy_func.h:49
GetAvailableMoney
Money GetAvailableMoney(CompanyID company)
Get the amount of money that a company has available, or INT64_MAX if there is no such valid company.
Definition: company_cmd.cpp:213
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:324
CBM_HOUSE_DRAW_FOUNDATIONS
@ CBM_HOUSE_DRAW_FOUNDATIONS
decides if default foundations need to be drawn
Definition: newgrf_callbacks.h:341
ROAD_E
@ ROAD_E
Road at the two eastern edges.
Definition: road_type.h:62
CheckIfAuthorityAllowsNewStation
CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
Checks whether the local authority allows construction of a new station (rail, road,...
Definition: town_cmd.cpp:3702
FindFurthestFromWater
static bool FindFurthestFromWater(TileIndex tile, void *user_data)
CircularTileSearch callback; finds the tile furthest from any water.
Definition: town_cmd.cpp:2217
TPE_PASSENGERS
@ TPE_PASSENGERS
Cargo behaves passenger-like for production.
Definition: cargotype.h:39
Clamp
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition: math_func.hpp:79
GRFFilePropsBase::grffile
const struct GRFFile * grffile
grf file that introduced this entity
Definition: newgrf_commons.h:319
FACIL_AIRPORT
@ FACIL_AIRPORT
Station with an airport.
Definition: station_type.h:55
TileX
static debug_inline uint TileX(TileIndex tile)
Get the X component of a tile.
Definition: map_func.h:427
Town::larger_town
bool larger_town
if this is a larger town and should grow more quickly
Definition: town.h:93
TownActionAdvertiseMedium
static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
Perform the "medium advertising campaign" town action.
Definition: town_cmd.cpp:3195
DrawTile_Town
static void DrawTile_Town(TileInfo *ti)
Draw a house and its tile.
Definition: town_cmd.cpp:262
MAX_LENGTH_TOWN_NAME_CHARS
static const uint MAX_LENGTH_TOWN_NAME_CHARS
The maximum length of a town name in characters including '\0'.
Definition: town_type.h:110
DecreaseBuildingCount
void DecreaseBuildingCount(Town *t, HouseID house_id)
DecreaseBuildingCount() Decrease the number of a building when it is deleted.
Definition: newgrf_house.cpp:131
BUILDING_IS_HISTORICAL
@ BUILDING_IS_HISTORICAL
this house will only appear during town generation in random games, thus the historical
Definition: house.h:90
CmdDoTownAction
CommandCost CmdDoTownAction(DoCommandFlag flags, TownID town_id, uint8_t action)
Do a town action.
Definition: town_cmd.cpp:3510
TileIndexToTileIndexDiffC
TileIndexDiffC TileIndexToTileIndexDiffC(TileIndex tile_a, TileIndex tile_b)
Returns the diff between two tiles.
Definition: map_func.h:538
SLOPE_FLAT
@ SLOPE_FLAT
a flat tile
Definition: slope_type.h:49
pool_func.hpp
IsRoadStopTile
bool IsRoadStopTile(Tile t)
Is tile t a road stop station?
Definition: station_map.h:213
TL_2X2_GRID
@ TL_2X2_GRID
Geometric 2x2 grid algorithm.
Definition: town_type.h:84
HouseSpec::remove_rating_decrease
uint16_t remove_rating_decrease
rating decrease if removed
Definition: house.h:105
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
CBM_HOUSE_ALLOW_CONSTRUCTION
@ CBM_HOUSE_ALLOW_CONSTRUCTION
decide whether the house can be built on a given tile
Definition: newgrf_callbacks.h:330
GetBridgeAxis
Axis GetBridgeAxis(Tile t)
Get the axis of the bridge that goes over the tile.
Definition: bridge_map.h:68
Company
Definition: company_base.h:116
GetCargoTranslation
CargoID GetCargoTranslation(uint8_t cargo, const GRFFile *grffile, bool usebit)
Translate a GRF-local cargo slot/bitnum into a CargoID.
Definition: newgrf_cargo.cpp:79
IsSlopeWithOneCornerRaised
bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition: slope_func.h:88
TSZ_LARGE
@ TSZ_LARGE
Large town.
Definition: town_type.h:22
IsLocalCompany
bool IsLocalCompany()
Is the current company the local company?
Definition: company_func.h:47
Town::name
std::string name
Custom town name. If empty, the town was not renamed and uses the generated name.
Definition: town.h:59
DifficultySettings::number_towns
byte number_towns
the amount of towns
Definition: settings_type.h:101
Town::exclusivity
CompanyID exclusivity
which company has exclusivity
Definition: town.h:71
RATING_ROAD_NEEDED_LENIENT
@ RATING_ROAD_NEEDED_LENIENT
rating needed, "Lenient" difficulty settings
Definition: town_type.h:67
ClrBit
constexpr T ClrBit(T &x, const uint8_t y)
Clears a bit in a variable.
Definition: bitmath_func.hpp:151
IsTileOwner
bool IsTileOwner(Tile tile, Owner owner)
Checks if a tile belongs to the given owner.
Definition: tile_map.h:214
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3108
UpdateAllStationVirtCoords
void UpdateAllStationVirtCoords()
Update the virtual coords needed to draw the station sign for all stations.
Definition: station_cmd.cpp:472
HouseSpec::GetRemovalCost
Money GetRemovalCost() const
Get the cost for removing this house.
Definition: town_cmd.cpp:220
GetTropicZone
TropicZone GetTropicZone(Tile tile)
Get the tropic zone.
Definition: tile_map.h:238
TOWN_CUSTOM_GROWTH
@ TOWN_CUSTOM_GROWTH
Growth rate is controlled by GS.
Definition: town.h:191
ROADTYPE_BEGIN
@ ROADTYPE_BEGIN
Used for iterations.
Definition: road_type.h:26
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:555
TileAddByDiagDir
TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition: map_func.h:604
GrowTownWithRoad
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
Grows the town with a road piece.
Definition: town_cmd.cpp:1165
GWP_TOWN
@ GWP_TOWN
Generate towns.
Definition: genworld.h:74
HasTileWaterGround
bool HasTileWaterGround(Tile t)
Checks whether the tile has water at the ground.
Definition: water_map.h:353
CBID_HOUSE_ACCEPT_CARGO
@ CBID_HOUSE_ACCEPT_CARGO
Called to determine which cargoes a town building should accept.
Definition: newgrf_callbacks.h:114
TileIndexDiffC::x
int16_t x
The x value of the coordinate.
Definition: map_type.h:32
GetMaskOfTownActions
TownActions GetMaskOfTownActions(CompanyID cid, const Town *t)
Get a list of available town authority actions.
Definition: town_cmd.cpp:3462
newgrf_cargo.h
CheckTownBuild2House
static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
Definition: town_cmd.cpp:2588
Object::town
Town * town
Town the object is built in.
Definition: object_base.h:25
Convert8bitBooleanCallback
bool Convert8bitBooleanCallback(const GRFFile *grffile, uint16_t cbid, uint16_t cb_res)
Converts a callback result into a boolean.
Definition: newgrf_commons.cpp:548
town_kdtree.h
TOWN_HAS_CHURCH
@ TOWN_HAS_CHURCH
There can be only one church by town.
Definition: town.h:189
Town::exclusive_counter
uint8_t exclusive_counter
months till the exclusivity expires
Definition: town.h:72
IsRoadDepot
static debug_inline bool IsRoadDepot(Tile t)
Return whether a tile is a road depot.
Definition: road_map.h:106
town_land.h
TownCache::squared_town_zone_radius
uint32_t squared_town_zone_radius[HZB_END]
UpdateTownRadius updates this given the house count.
Definition: town.h:45
HouseSpec::grf_prop
GRFFileProps grf_prop
Properties related the the grf file.
Definition: house.h:114
Town::cached_name
std::string cached_name
NOSAVE: Cache of the resolved name of the town, if not using a custom town name.
Definition: town.h:60
TownActions
TownActions
Town actions of a company.
Definition: town.h:204
CUSTOM_TOWN_NUMBER_DIFFICULTY
static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY
value for custom town number in difficulty settings
Definition: town.h:26
SLOPE_STEEP_N
@ SLOPE_STEEP_N
a steep slope falling to south (from north)
Definition: slope_type.h:69
OWNER_TOWN
@ OWNER_TOWN
A town owns the tile, or a town is expanding.
Definition: company_type.h:24
CmdTownGrowthRate
CommandCost CmdTownGrowthRate(DoCommandFlag flags, TownID town_id, uint16_t growth_rate)
Change the growth rate of the town.
Definition: town_cmd.cpp:2976
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:3645
timer_game_economy.h
road_cmd.h
IsDriveThroughStopTile
bool IsDriveThroughStopTile(Tile t)
Is tile t a drive through road stop station?
Definition: station_map.h:233
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:589
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
ClientSettings::gui
GUISettings gui
settings related to the GUI
Definition: settings_type.h:636
WL_CRITICAL
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition: error.h:27
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
IsRoadDepotTile
static debug_inline bool IsRoadDepotTile(Tile t)
Return whether a tile is a road depot tile.
Definition: road_map.h:116
GRFConfig::GetName
const char * GetName() const
Get the name of this grf.
Definition: newgrf_config.cpp:98
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:2499
Town::flags
byte flags
See TownFlags.
Definition: town.h:62
TACT_BUY_RIGHTS
@ TACT_BUY_RIGHTS
Buy exclusive transport rights.
Definition: town.h:213
EconomySettings::initial_city_size
uint8_t initial_city_size
multiplier for the initial size of the cities compared to towns
Definition: settings_type.h:552
news_func.h
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:40
GetTunnelBridgeDirection
DiagDirection GetTunnelBridgeDirection(Tile t)
Get the direction pointing to the other end.
Definition: tunnelbridge_map.h:26
SpotData::layout
TownLayout layout
tells us what kind of town we're building
Definition: town_cmd.cpp:2198
GetNormalGrowthRate
static uint GetNormalGrowthRate(Town *t)
Calculates town growth rate in normal conditions (custom growth rate not set).
Definition: town_cmd.cpp:3618
TimerGameCalendar::year
static Year year
Current year, starting at 0.
Definition: timer_game_calendar.h:32
GetTownIndex
TownID GetTownIndex(Tile t)
Get the index of which town this house/street is attached to.
Definition: town_map.h:23
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:2183
CanBuildHouseHere
static bool CanBuildHouseHere(TileIndex tile, bool noslope)
Check if a house can be built here, based on slope, whether there's a bridge above,...
Definition: town_cmd.cpp:2455
backup_type.hpp
IsSea
bool IsSea(Tile t)
Is it a sea water tile?
Definition: water_map.h:161
HasBit
constexpr debug_inline bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
Definition: bitmath_func.hpp:103