OpenTTD Source 20260711-master-g3fb3006dff
town_cmd.cpp
Go to the documentation of this file.
1/*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
6 */
7
9
10#include "stdafx.h"
11#include "misc/history_type.hpp"
12#include "misc/history_func.hpp"
13#include "road.h"
14#include "road_internal.h" /* Cleaning up road bits */
15#include "road_cmd.h"
16#include "landscape.h"
17#include "viewport_func.h"
18#include "viewport_kdtree.h"
19#include "command_func.h"
20#include "company_func.h"
21#include "industry.h"
22#include "station_base.h"
23#include "waypoint_base.h"
24#include "station_kdtree.h"
25#include "company_base.h"
26#include "news_func.h"
27#include "error.h"
28#include "object.h"
29#include "genworld.h"
30#include "newgrf_debug.h"
31#include "newgrf_house.h"
32#include "newgrf_text.h"
33#include "autoslope.h"
34#include "tunnelbridge_map.h"
35#include "strings_func.h"
36#include "window_func.h"
37#include "string_func.h"
38#include "newgrf_cargo.h"
39#include "cheat_type.h"
40#include "animated_tile_func.h"
41#include "subsidy_func.h"
42#include "core/pool_func.hpp"
43#include "town.h"
44#include "town_kdtree.h"
45#include "townname_func.h"
46#include "core/random_func.hpp"
47#include "core/backup_type.hpp"
48#include "depot_base.h"
49#include "object_map.h"
50#include "object_base.h"
51#include "ai/ai.hpp"
52#include "game/game.hpp"
53#include "town_cmd.h"
54#include "landscape_cmd.h"
55#include "road_cmd.h"
56#include "terraform_cmd.h"
57#include "tunnelbridge_cmd.h"
58#include "clear_map.h"
59#include "tree_map.h"
60#include "map_func.h"
61#include "timer/timer.h"
65
66#include "table/strings.h"
67#include "table/town_land.h"
68
69#include "safeguards.h"
70
71/* Initialize the town-pool */
72TownPool _town_pool("Town");
74
75
76TownKdtree _town_kdtree{};
77
78void RebuildTownKdtree()
79{
80 std::vector<TownID> townids;
81 for (const Town *town : Town::Iterate()) {
82 townids.push_back(town->index);
83 }
84 _town_kdtree.Build(townids.begin(), townids.end());
85}
86
88static bool _generating_town = false;
89
99static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
100{
101 if (!IsTileOwner(tile, OWNER_TOWN)) return false;
102
104 bool town_owned = IsTileType(adjacent, TileType::Road) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
105
106 if (!town_owned) {
107 /* Or other adjacent road */
109 town_owned = IsTileType(adjacent, TileType::Road) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
110 }
111
112 return town_owned;
113}
114
116{
117 if (CleaningPool()) return;
118
119 /* Delete town authority window
120 * and remove from list of sorted towns */
121 CloseWindowById(WindowClass::TownView, this->index);
122 CloseWindowById(WindowClass::TownCargoGraph, this->index);
123
124#ifdef WITH_ASSERT
125 /* Check no industry is related to us. */
126 for (const Industry *i : Industry::Iterate()) {
127 assert(i->town != this);
128 }
129
130 /* ... and no object is related to us. */
131 for (const Object *o : Object::Iterate()) {
132 assert(o->town != this);
133 }
134
135 /* Check no tile is related to us. */
136 for (const auto tile : Map::Iterate()) {
137 switch (GetTileType(tile)) {
138 case TileType::House:
139 assert(GetTownIndex(tile) != this->index);
140 break;
141
142 case TileType::Road:
143 assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
144 break;
145
147 assert(!TestTownOwnsBridge(tile, this));
148 break;
149
150 default:
151 break;
152 }
153 }
154#endif /* WITH_ASSERT */
155
156 /* Clear the persistent storage list. */
157 for (auto &psa : this->psa_list) {
158 delete psa;
159 }
160 this->psa_list.clear();
161
162 Source src{this->index, SourceType::Town};
167}
168
169
175void Town::PostDestructor([[maybe_unused]] size_t index)
176{
177 InvalidateWindowData(WindowClass::TownDirectory, 0, TDIWD_FORCE_REBUILD);
179
180 /* Give objects a new home! */
181 for (Object *o : Object::Iterate()) {
182 if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
183 }
184}
185
191{
192 if (layout != TownLayout::Random) {
193 this->layout = layout;
194 return;
195 }
196
197 this->layout = static_cast<TownLayout>(TileHash(TileX(this->xy), TileY(this->xy)) % (to_underlying(TownLayout::End) - 1));
198}
199
204/* static */ Town *Town::GetRandom()
205{
206 if (Town::GetNumItems() == 0) return nullptr;
207 int num = RandomRange((uint16_t)Town::GetNumItems());
208 size_t index = std::numeric_limits<size_t>::max();
209
210 while (num >= 0) {
211 num--;
212 index++;
213
214 /* Make sure we have a valid town */
215 while (!Town::IsValidID(index)) {
216 index++;
217 assert(index < Town::GetPoolSize());
218 }
219 }
220
221 return Town::Get(index);
222}
223
224void Town::FillCachedName() const
225{
226 this->cached_name = GetTownName(this);
227}
228
234{
235 return (_price[Price::ClearHouse] * this->removal_cost) >> 8;
236}
237
238static bool TryBuildTownHouse(Town *t, TileIndex tile, TownExpandModes modes);
239static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout);
240
241static void TownDrawHouseLift(const TileInfo *ti)
242{
243 AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
244}
245
246typedef void TownDrawTileProc(const TileInfo *ti);
247static TownDrawTileProc * const _town_draw_tile_procs[1] = {
248 TownDrawHouseLift
249};
250
257{
259}
260
262static 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.HasSpriteGroups()) {
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 */
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, *ti, *dcts, IsTransparencySet(TransparencyOption::Houses));
292
294 }
295
296 {
297 int proc = dcts->draw_proc - 1;
298
299 if (proc >= 0) _town_draw_tile_procs[proc](ti);
300 }
301}
302
305{
306 HouseID hid = GetHouseType(tile);
307
308 /* For NewGRF house tiles we might not be drawing a foundation. We need to
309 * account for this, as other structures should
310 * draw the wall of the foundation in this case.
311 */
312 if (hid >= NEW_HOUSE_OFFSET) {
313 const HouseSpec *hs = HouseSpec::Get(hid);
315 uint32_t callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
317 }
318 }
319 return FlatteningFoundation(tileh);
320}
321
329{
330 if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
331 AnimateNewHouseTile(tile);
332 return;
333 }
334
335 if (TimerGameTick::counter & 3) return;
336
337 /* If the house is not one with a lift anymore, then stop this animating.
338 * Not exactly sure when this happens, but probably when a house changes.
339 * Before this was just a return...so it'd leak animated tiles..
340 * That bug seems to have been here since day 1?? */
341 if (!HouseSpec::Get(GetHouseType(tile))->building_flags.Test(BuildingFlag::IsAnimated)) {
342 DeleteAnimatedTile(tile);
343 return;
344 }
345
346 if (!LiftHasDestination(tile)) {
347 uint i;
348
349 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
350 * This is due to the fact that the first floor is, in the graphics,
351 * the height of 2 'normal' floors.
352 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
353 do {
354 i = RandomRange(7);
355 } while (i == 1 || i * 6 == GetLiftPosition(tile));
356
357 SetLiftDestination(tile, i);
358 }
359
360 int pos = GetLiftPosition(tile);
361 int dest = GetLiftDestination(tile) * 6;
362 pos += (pos < dest) ? 1 : -1;
363 SetLiftPosition(tile, pos);
364
365 if (pos == dest) {
366 HaltLift(tile);
367 DeleteAnimatedTile(tile);
368 }
369
371}
372
379static bool IsCloseToTown(TileIndex tile, uint dist)
380{
381 if (_town_kdtree.Count() == 0) return false;
382 Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
383 return DistanceManhattan(tile, t->xy) < dist;
384}
385
388{
389 Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
390
391 if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));
392
393 std::string town_string;
394 if (this->larger_town) {
395 town_string = GetString(_settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_CITY_POP : STR_VIEWPORT_TOWN_CITY, this->index, this->cache.population);
396 } else {
397 town_string = GetString(_settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_TOWN_NAME, this->index, this->cache.population);
398 }
399
400 this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_BASE,
401 town_string,
402 GetString(STR_TOWN_NAME, this->index, this->cache.population)
403);
404
405 _viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));
406
407 SetWindowDirty(WindowClass::TownView, this->index);
408}
409
412{
413 for (Town *t : Town::Iterate()) {
414 t->UpdateVirtCoord();
415 }
416}
417
420{
421 for (Town *t : Town::Iterate()) {
422 t->cached_name.clear();
423 }
424}
425
431static void ChangePopulation(Town *t, int mod)
432{
433 t->cache.population += mod;
434 if (_generating_town) [[unlikely]] return;
435
436 InvalidateWindowData(WindowClass::TownView, t->index); // Cargo requirements may appear/vanish for small populations
437 if (_settings_client.gui.population_in_label) t->UpdateVirtCoord();
438
439 InvalidateWindowData(WindowClass::TownDirectory, 0, TDIWD_POPULATION_CHANGE);
440}
441
447{
448 uint32_t pop = 0;
449 for (const Town *t : Town::Iterate()) pop += t->cache.population;
450 return pop;
451}
452
461{
462 for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
463 const Station *st = *it;
464
465 bool covers_area = st->TileIsInCatchment(tile);
466 if (flags.Any(BUILDING_2_TILES_Y)) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(0, 1));
467 if (flags.Any(BUILDING_2_TILES_X)) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 0));
468 if (flags.Any(BUILDING_HAS_4_TILES)) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 1));
469
470 if (covers_area && !st->CatchmentCoversTown(t->index)) {
471 it = t->stations_near.erase(it);
472 } else {
473 ++it;
474 }
475 }
476}
477
483{
484 assert(IsTileType(tile, TileType::House));
485
486 /* Progress in construction stages */
488 if (GetHouseConstructionTick(tile) != 0) return;
489
490 TriggerHouseAnimation_ConstructionStageChanged(tile, false);
491
492 if (IsHouseCompleted(tile)) {
493 /* Now that construction is complete, we can add the population of the
494 * building to the town. */
495 ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
496 ResetHouseAge(tile);
497 }
499}
500
506{
508 if (flags.Any(BUILDING_HAS_1_TILE)) AdvanceSingleHouseConstruction(TileAddXY(tile, 0, 0));
509 if (flags.Any(BUILDING_2_TILES_Y)) AdvanceSingleHouseConstruction(TileAddXY(tile, 0, 1));
510 if (flags.Any(BUILDING_2_TILES_X)) AdvanceSingleHouseConstruction(TileAddXY(tile, 1, 0));
511 if (flags.Any(BUILDING_HAS_4_TILES)) AdvanceSingleHouseConstruction(TileAddXY(tile, 1, 1));
512}
513
522static void TownGenerateCargo(Town *t, CargoType cargo, uint amount, StationFinder &stations, bool affected_by_recession)
523{
524 if (amount == 0) return;
525
526 /* All production is halved during a recession (except for NewGRF-supplied town cargo). */
527 if (affected_by_recession && EconomyIsInRecession()) {
528 amount = (amount + 1) >> 1;
529 }
530
531 /* Scale by cargo scale setting. */
532 amount = ScaleByCargoScale(amount, true);
533 if (amount == 0) return;
534
535 /* Actually generate cargo and update town statistics. */
536 auto &supplied = t->GetOrCreateCargoSupplied(cargo);
537 supplied.history[THIS_MONTH].production += amount;
538 supplied.history[THIS_MONTH].transported += MoveGoodsToStation(cargo, amount, {t->index, SourceType::Town}, stations.GetStations());;
539}
540
548static void TownGenerateCargoOriginal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
549{
550 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
551 uint32_t r = Random();
552 if (GB(r, 0, 8) < rate) {
553 CargoType cargo_type = cs->Index();
554 uint amt = (GB(r, 0, 8) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR) / 8 + 1;
555
556 TownGenerateCargo(t, cargo_type, amt, stations, true);
557 }
558 }
559}
560
568static void TownGenerateCargoBinomial(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
569{
570 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
571 CargoType cargo_type = cs->Index();
572 uint32_t r = Random();
573
574 /* Make a bitmask with up to 32 bits set, one for each potential pax. */
575 int genmax = (rate + 7) / 8;
576 uint32_t genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
577
578 /* Mask random value by potential pax and count number of actual pax. */
579 uint amt = CountBits(r & genmask) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR;
580
581 TownGenerateCargo(t, cargo_type, amt, stations, true);
582 }
583}
584
586static void TileLoop_Town(TileIndex tile)
587{
588 HouseID house_id = GetHouseType(tile);
589
590 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
591 * doesn't exist any more, so don't continue here. */
592 if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
593
594 if (!IsHouseCompleted(tile)) {
595 /* Construction is not completed, so we advance a construction stage. */
597 return;
598 }
599
600 const HouseSpec *hs = HouseSpec::Get(house_id);
601
602 /* If the lift has a destination, it is already an animated tile. */
604 house_id < NEW_HOUSE_OFFSET &&
605 !LiftHasDestination(tile) &&
606 Chance16(1, 2)) {
607 AddAnimatedTile(tile);
608 }
609
610 Town *t = Town::GetByTile(tile);
611 uint32_t r = Random();
612
613 StationFinder stations(TileArea(tile, 1, 1));
614
616 for (uint i = 0; i < 256; i++) {
617 uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
618
619 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
620
621 CargoType cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
622 if (!IsValidCargoType(cargo)) continue;
623
624 uint amt = GB(callback, 0, 8);
625 if (amt == 0) continue;
626
627 /* NewGRF-supplied town cargos are not affected by recessions. */
628 TownGenerateCargo(t, cargo, amt, stations, false);
629 }
630 } else {
631 switch (_settings_game.economy.town_cargogen_mode) {
633 /* Original (quadratic) cargo generation algorithm */
636 break;
637
639 /* Binomial distribution per tick, by a series of coin flips */
640 /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
641 * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
642 if (GB(TimerGameTick::counter, 8, 2) == GB(tile.base(), 0, 2)) {
645 }
646 break;
647
648 default:
649 NOT_REACHED();
650 }
651 }
652
654
655 if (hs->building_flags.Any(BUILDING_HAS_1_TILE) &&
657 CanDeleteHouse(tile) &&
658 GetHouseAge(tile) >= hs->minimum_life &&
659 --t->time_until_rebuild == 0) {
660 t->time_until_rebuild = GB(r, 16, 8) + 192;
661
662 ClearTownHouse(t, tile);
663
664 /* Rebuild with another house? */
665 if (GB(r, 24, 8) >= 12) {
666 /* If we are multi-tile houses, make sure to replace the house
667 * closest to city center. If we do not do this, houses tend to
668 * wander away from roads and other houses. */
669 if (hs->building_flags.Any(BUILDING_HAS_2_TILES)) {
670 /* House tiles are always the most north tile. Move the new
671 * house to the south if we are north of the city center. */
672 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
673 int x = Clamp(grid_pos.x, 0, 1);
674 int y = Clamp(grid_pos.y, 0, 1);
675
677 tile = TileAddXY(tile, x, y);
678 } else if (hs->building_flags.Test(BuildingFlag::Size1x2)) {
679 tile = TileAddXY(tile, 0, y);
680 } else if (hs->building_flags.Test(BuildingFlag::Size2x1)) {
681 tile = TileAddXY(tile, x, 0);
682 }
683 }
684
686 if (_settings_game.economy.allow_town_roads) modes.Set(TownExpandMode::Roads);
687
688 TryBuildTownHouse(t, tile, modes);
689 }
690 }
691}
692
695{
696 if (flags.Test(DoCommandFlag::Auto)) return CommandCost(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
697 if (!CanDeleteHouse(tile)) return CommandCost(STR_ERROR_BUILDING_IS_PROTECTED);
698
699 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
700
702 cost.AddCost(hs->GetRemovalCost());
703
704 int rating = hs->remove_rating_decrease;
705 Town *t = Town::GetByTile(tile);
706
708 if (!_cheats.magic_bulldozer.value && !flags.Test(DoCommandFlag::NoTestTownRating)) {
709 /* NewGRFs can add indestructible houses. */
710 if (rating > RATING_MAXIMUM) {
711 return CommandCost(STR_ERROR_BUILDING_IS_PROTECTED);
712 }
713 /* If town authority controls removal, check the company's rating. */
714 if (rating > t->ratings[_current_company] && _settings_game.difficulty.town_council_tolerance != TOWN_COUNCIL_PERMISSIVE) {
715 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
716 }
717 }
718 }
719
720 ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
721 if (flags.Test(DoCommandFlag::Execute)) {
722 ClearTownHouse(t, tile);
723 }
724
725 return cost;
726}
727
729static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
730{
731 HouseID house_id = GetHouseType(tile);
732 const HouseSpec *hs = HouseSpec::Get(house_id);
733 Town *t = Town::GetByTile(tile);
734
736 for (uint i = 0; i < 256; i++) {
737 uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
738
739 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
740
741 CargoType cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
742
743 if (!IsValidCargoType(cargo)) continue;
744 produced[cargo]++;
745 }
746 } else {
747 if (hs->population > 0) {
749 produced[cs->Index()]++;
750 }
751 }
752 if (hs->mail_generation > 0) {
754 produced[cs->Index()]++;
755 }
756 }
757 }
758}
759
767static void AddAcceptedCargoSetMask(CargoType cargo, uint amount, CargoArray &acceptance, CargoTypes &always_accepted)
768{
769 if (!IsValidCargoType(cargo) || amount == 0) return;
770 acceptance[cargo] += amount;
771 always_accepted.Set(cargo);
772}
773
783void AddAcceptedCargoOfHouse(TileIndex tile, HouseID house, const HouseSpec *hs, Town *t, CargoArray &acceptance, CargoTypes &always_accepted)
784{
785 CargoType accepts[lengthof(hs->accepts_cargo)];
786
787 /* Set the initial accepted cargo types */
788 for (uint8_t i = 0; i < lengthof(accepts); i++) {
789 accepts[i] = hs->accepts_cargo[i];
790 }
791
792 /* Check for custom accepted cargo types */
794 uint16_t callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, house, t, tile, {}, tile == INVALID_TILE);
795 if (callback != CALLBACK_FAILED) {
796 /* Replace accepted cargo types with translated values from callback */
797 accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
798 accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
799 accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
800 }
801 }
802
803 /* Check for custom cargo acceptance */
805 uint16_t callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, house, t, tile, {}, tile == INVALID_TILE);
806 if (callback != CALLBACK_FAILED) {
807 AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
808 AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
809 if (_settings_game.game_creation.landscape != LandscapeType::Temperate && HasBit(callback, 12)) {
810 /* The 'S' bit indicates food instead of goods */
811 AddAcceptedCargoSetMask(GetCargoTypeByLabel(CT_FOOD), GB(callback, 8, 4), acceptance, always_accepted);
812 } else {
813 AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
814 }
815 return;
816 }
817 }
818
819 /* No custom acceptance, so fill in with the default values */
820 for (uint8_t i = 0; i < lengthof(accepts); i++) {
821 AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
822 }
823}
824
826static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes &always_accepted)
827{
828 HouseID house = GetHouseType(tile);
829 AddAcceptedCargoOfHouse(tile, house, HouseSpec::Get(house), Town::GetByTile(tile), acceptance, always_accepted);
830}
831
838{
839 CargoTypes always_accepted{};
840 CargoArray acceptance{};
841 AddAcceptedCargoOfHouse(INVALID_TILE, hs->Index(), hs, nullptr, acceptance, always_accepted);
842 return acceptance;
843}
844
846static void GetTileDesc_Town(TileIndex tile, TileDesc &td)
847{
848 const HouseID house = GetHouseType(tile);
849 const HouseSpec *hs = HouseSpec::Get(house);
850 bool house_completed = IsHouseCompleted(tile);
851
852 td.str = hs->building_name;
854
855 std::array<int32_t, 1> regs100;
856 uint16_t callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile, regs100);
857 if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
858 StringID new_name = STR_NULL;
859 if (callback_res == 0x40F) {
860 new_name = GetGRFStringID(hs->grf_prop.grfid, static_cast<GRFStringID>(regs100[0]));
861 } else if (callback_res > 0x400) {
863 } else {
864 new_name = GetGRFStringID(hs->grf_prop.grfid, GRFSTR_MISC_GRF_TEXT + callback_res);
865 }
866 if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
867 td.str = new_name;
868 }
869 }
870
871 if (!house_completed) {
872 td.dparam = td.str;
873 td.str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
874 }
875
876 if (hs->grf_prop.HasGrfFile()) {
877 const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grfid);
878 td.grf = gc->GetName();
879 }
880
881 td.owner[0] = OWNER_TOWN;
882}
883
884static bool GrowTown(Town *t, TownExpandModes modes);
885
890static void TownTickHandler(Town *t)
891{
894 if (_settings_game.economy.allow_town_roads) modes.Set(TownExpandMode::Roads);
895 int i = (int)t->grow_counter - 1;
896 if (i < 0) {
897 if (GrowTown(t, modes)) {
898 i = t->growth_rate;
899 } else {
900 /* If growth failed wait a bit before retrying */
901 i = std::min<uint16_t>(t->growth_rate, Ticks::TOWN_GROWTH_TICKS - 1);
902 }
903 }
904 t->grow_counter = i;
905 }
906}
907
910{
911 if (_game_mode == GameMode::Editor) return;
912
913 for (Town *t : Town::Iterate()) {
915 }
916}
917
924{
925 if (IsRoadDepotTile(tile) || IsBayRoadStopTile(tile)) return {};
926
927 return GetAnyRoadBits(tile, RoadTramType::Road, true);
928}
929
936{
937 RoadType best_rt = ROADTYPE_ROAD;
938 const RoadTypeInfo *best = nullptr;
939 const uint16_t assume_max_speed = 50;
940
942 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
943
944 /* Can town build this road. */
945 if (!rti->flags.Test(RoadTypeFlag::TownBuild)) continue;
946
947 /* Not yet introduced at this date. */
949
950 if (best != nullptr) {
951 if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
952 }
953
954 best_rt = rt;
955 best = rti;
956 }
957
958 return best_rt;
959}
960
966{
967 const RoadTypeInfo *best = nullptr;
969 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
970
971 if (!rti->flags.Test(RoadTypeFlag::TownBuild)) continue; // Town can't build this road type.
972
973 if (best != nullptr && rti->introduction_date >= best->introduction_date) continue;
974 best = rti;
975 }
976
977 if (best == nullptr) return TimerGameCalendar::Date(INT32_MAX);
978 return best->introduction_date;
979}
980
986{
987 auto min_date = GetTownRoadTypeFirstIntroductionDate();
988 if (min_date <= TimerGameCalendar::date) return true;
989
990 if (min_date < INT32_MAX) {
992 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET),
993 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET_EXPLANATION, min_date),
995 } else {
997 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL),
998 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL_EXPLANATION), WarningLevel::Critical);
999 }
1000 return false;
1001}
1002
1013static bool IsNeighbourRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
1014{
1015 if (!IsValidTile(tile)) return false;
1016
1017 /* Lookup table for the used diff values */
1018 const TileIndexDiff tid_lt[3] = {
1022 };
1023
1024 dist_multi = (dist_multi + 1) * 4;
1025 for (uint pos = 4; pos < dist_multi; pos++) {
1026 /* Go (pos / 4) tiles to the left or the right */
1027 TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
1028
1029 /* Use the current tile as origin, or go one tile backwards */
1030 if (pos & 2) cur += tid_lt[2];
1031
1032 /* Test for roadbit parallel to dir and facing towards the middle axis */
1033 if (IsValidTile(tile + cur) &&
1034 GetTownRoadBits(TileAdd(tile, cur)).Any(DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir)))) return true;
1035 }
1036 return false;
1037}
1038
1048{
1049 if (DistanceFromEdge(tile) == 0) return false;
1050
1051 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
1052 if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
1053
1054 /* Check if there already is a road at this point? */
1055 if (GetTownRoadBits(tile).None()) {
1056 /* No, try if we are able to build a road piece there.
1057 * If that fails clear the land, and if that fails exit.
1058 * This is to make sure that we can build a road here later. */
1060 if (Command<Commands::BuildRoad>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, tile, (dir == DiagDirection::NW || dir == DiagDirection::SE) ? ROAD_Y : ROAD_X, rt, {}, t->index).Failed() &&
1061 Command<Commands::LandscapeClear>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, tile).Failed()) {
1062 return false;
1063 }
1064 }
1065
1066 Slope cur_slope = _settings_game.construction.build_on_slopes ? std::get<Slope>(GetFoundationSlope(tile)) : GetTileSlope(tile);
1067 bool ret = !IsNeighbourRoadTile(tile, dir, t->layout == TownLayout::Original ? 1 : 2);
1068 if (cur_slope == SLOPE_FLAT) return ret;
1069
1070 /* If the tile is not a slope in the right direction, then
1071 * maybe terraform some. */
1072 Slope desired_slope = (dir == DiagDirection::NW || dir == DiagDirection::SE) ? SLOPE_NW : SLOPE_NE;
1073 if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
1074 if (Chance16(1, 8)) {
1075 CommandCost res = CMD_ERROR;
1076 if (!_generating_world && Chance16(1, 10)) {
1077 res = ExtractCommandCost(Command<Commands::TerraformLand>::Do({DoCommandFlag::Execute, DoCommandFlag::Auto, DoCommandFlag::NoWater},
1078 tile, Chance16(1, 16) ? cur_slope : ComplementSlope(RemoveSteepSlope(RemoveHalftileSlope(cur_slope))), false));
1079 }
1080 if (res.Failed() && Chance16(1, 3)) {
1081 /* We can consider building on the slope, though. */
1082 return ret;
1083 }
1084 }
1085 return false;
1086 }
1087 return ret;
1088}
1089
1090static bool TerraformTownTile(TileIndex tile, Slope edges, bool dir)
1091{
1092 assert(tile < Map::Size());
1093
1094 CommandCost r = ExtractCommandCost(Command<Commands::TerraformLand>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, tile, edges, dir));
1095 if (r.Failed() || r.GetCost() >= (_price[Price::Terraform] + 2) * 8) return false;
1096 Command<Commands::TerraformLand>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater, DoCommandFlag::Execute}, tile, edges, dir);
1097 return true;
1098}
1099
1100static void LevelTownLand(TileIndex tile)
1101{
1102 assert(tile < Map::Size());
1103
1104 /* Don't terraform if land is plain or if there's a house there. */
1105 if (IsTileType(tile, TileType::House)) return;
1106 Slope tileh = GetTileSlope(tile);
1107 if (tileh == SLOPE_FLAT) return;
1108
1109 /* First try up, then down */
1110 if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, true)) {
1111 TerraformTownTile(tile, tileh & SLOPE_ELEVATED, false);
1112 }
1113}
1114
1124{
1125 /* align the grid to the downtown */
1126 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1127 RoadBits rcmd{};
1128
1129 switch (t->layout) {
1130 default: NOT_REACHED();
1131
1133 if ((grid_pos.x % 3) == 0) rcmd.Set(ROAD_Y);
1134 if ((grid_pos.y % 3) == 0) rcmd.Set(ROAD_X);
1135 break;
1136
1138 if ((grid_pos.x % 4) == 0) rcmd.Set(ROAD_Y);
1139 if ((grid_pos.y % 4) == 0) rcmd.Set(ROAD_X);
1140 break;
1141 }
1142
1143 /* Optimise only X-junctions */
1144 if (rcmd != ROAD_ALL) return rcmd;
1145
1146 RoadBits rb_template;
1147
1148 switch (GetTileSlope(tile)) {
1149 default: rb_template = ROAD_ALL; break;
1150 case SLOPE_W: rb_template = {RoadBit::NW, RoadBit::SW}; break;
1151 case SLOPE_SW: rb_template = ROAD_Y | RoadBit::SW; break;
1152 case SLOPE_S: rb_template = {RoadBit::SW, RoadBit::SE}; break;
1153 case SLOPE_SE: rb_template = ROAD_X | RoadBit::SE; break;
1154 case SLOPE_E: rb_template = {RoadBit::SE, RoadBit::NE}; break;
1155 case SLOPE_NE: rb_template = ROAD_Y | RoadBit::NE; break;
1156 case SLOPE_N: rb_template = {RoadBit::NE, RoadBit::NW}; break;
1157 case SLOPE_NW: rb_template = ROAD_X | RoadBit::NW; break;
1158 case SLOPE_STEEP_W:
1159 case SLOPE_STEEP_S:
1160 case SLOPE_STEEP_E:
1161 case SLOPE_STEEP_N:
1162 rb_template = {};
1163 break;
1164 }
1165
1166 /* Stop if the template is compatible to the growth dir */
1167 if (DiagDirToRoadBits(ReverseDiagDir(dir)).Any(rb_template)) return rb_template;
1168 /* If not generate a straight road in the direction of the growth */
1170}
1171
1184{
1185 /* We can't look further than that. */
1186 if (DistanceFromEdge(tile) == 0) return false;
1187
1188 uint counter = 0; // counts the house neighbour tiles
1189
1190 /* Check the tiles E,N,W and S of the current tile for houses */
1192 /* Count both void and house tiles for checking whether there
1193 * are enough houses in the area. This to make it likely that
1194 * houses get build up to the edge of the map. */
1195 switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1196 case TileType::House:
1197 case TileType::Void:
1198 counter++;
1199 break;
1200
1201 default:
1202 break;
1203 }
1204
1205 /* If there are enough neighbours stop here */
1206 if (counter >= 3) {
1207 return TryBuildTownHouse(t, tile, modes);
1208 }
1209 }
1210 return false;
1211}
1212
1221static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1222{
1224 return Command<Commands::BuildRoad>::Do({DoCommandFlag::Execute, DoCommandFlag::Auto, DoCommandFlag::NoWater}, tile, rcmd, rt, {}, t->index).Succeeded();
1225}
1226
1236static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
1237{
1238 const TileIndexDiff delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
1239 TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
1240 RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
1242
1243 /* Before we try anything, make sure the tile is on the map and not the void. */
1244 if (!IsValidTile(next_tile)) return false;
1245
1246 /* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
1247 if (IsTileType(next_tile, TileType::TunnelBridge)) {
1248 return GetTunnelBridgeTransportType(next_tile) == TransportType::Road && GetTunnelBridgeDirection(next_tile) == road_dir;
1249 }
1250
1251 /* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
1252 if (IsTileType(next_tile, TileType::Station)) {
1253 /* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */
1254 if (IsDriveThroughStopTile(next_tile)) return GetDriveThroughStopAxis(next_tile) == DiagDirToAxis(road_dir);
1255 if (IsBayRoadStopTile(next_tile)) return GetBayRoadStopDir(next_tile) == ReverseDiagDir(road_dir);
1256 return false;
1257 }
1258
1259 /* If the next tile is a road depot, allow if it's facing the right way. */
1260 if (IsTileType(next_tile, TileType::Road)) {
1261 return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
1262 }
1263
1264 /* If the next tile is a railroad track, check if towns are allowed to build level crossings.
1265 * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
1266 if (IsTileType(next_tile, TileType::Railway) && !_settings_game.economy.allow_town_level_crossings) return false;
1267
1268 /* If a road tile can be built, the construction is allowed. */
1269 return Command<Commands::BuildRoad>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, next_tile, rcmd, rt, {}, t->index).Succeeded();
1270}
1271
1282static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1283{
1284 assert(bridge_dir < DiagDirection::End);
1285
1286 const Slope slope = GetTileSlope(tile);
1287
1288 /* Make sure the direction is compatible with the slope.
1289 * Well we check if the slope has an up bit set in the
1290 * reverse direction. */
1291 if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1292
1293 /* Assure that the bridge is connectable to the start side */
1294 if (!GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))).Any(DiagDirToRoadBits(bridge_dir))) return false;
1295
1296 /* We are in the right direction */
1297 uint bridge_length = 0; // This value stores the length of the possible bridge
1298 TileIndex bridge_tile = tile; // Used to store the other waterside
1299
1300 const TileIndexDiff delta = TileOffsByDiagDir(bridge_dir);
1301
1302 /* To prevent really small towns from building disproportionately
1303 * long bridges, make the max a function of its population. */
1304 const uint TOWN_BRIDGE_LENGTH_CAP = 11;
1305 uint base_bridge_length = 5;
1306 uint max_bridge_length = std::min(t->cache.population / 1000 + base_bridge_length, TOWN_BRIDGE_LENGTH_CAP);
1307
1308 if (slope == SLOPE_FLAT) {
1309 /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1310 do {
1311 if (bridge_length++ >= base_bridge_length) {
1312 /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1313 return false;
1314 }
1315 bridge_tile += delta;
1316 } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile).Any())));
1317 } else {
1318 do {
1319 if (bridge_length++ >= max_bridge_length) {
1320 /* Ensure the bridge is not longer than the max allowed length. */
1321 return false;
1322 }
1323 bridge_tile += delta;
1324 } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile).Any())));
1325 }
1326
1327 /* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
1328 if (bridge_length == 1) return false;
1329
1330 /* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
1331 if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;
1332
1333 /* If another parallel bridge exists nearby, this one would be redundant and shouldn't be built. We don't care about flat bridges. */
1334 if (slope != SLOPE_FLAT) {
1335 for (auto search : SpiralTileSequence(tile, bridge_length, 0, 0)) {
1336 /* Only consider bridge head tiles. */
1337 if (!IsBridgeTile(search)) continue;
1338
1339 /* Only consider road bridges. */
1340 if (GetTunnelBridgeTransportType(search) != TransportType::Road) continue;
1341
1342 /* If the bridge is facing the same direction as the proposed bridge, we've found a redundant bridge. */
1343 if (GetTileSlope(search) & InclinedSlope(ReverseDiagDir(bridge_dir))) return false;
1344 }
1345 }
1346
1347 for (uint8_t times = 0; times <= 22; times++) {
1348 uint8_t bridge_type = RandomRange(MAX_BRIDGES - 1);
1349
1350 /* Can we actually build the bridge? */
1352 if (Command<Commands::BuildBridge>::Do(CommandFlagsToDCFlags(GetCommandFlags<Commands::BuildBridge>()), tile, bridge_tile, TransportType::Road, bridge_type, INVALID_RAILTYPE, rt).Succeeded()) {
1353 Command<Commands::BuildBridge>::Do(CommandFlagsToDCFlags(GetCommandFlags<Commands::BuildBridge>()).Set(DoCommandFlag::Execute), tile, bridge_tile, TransportType::Road, bridge_type, INVALID_RAILTYPE, rt);
1354 return true;
1355 }
1356 }
1357 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1358 return false;
1359}
1360
1371static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
1372{
1373 assert(tunnel_dir < DiagDirection::End);
1374
1375 Slope slope = GetTileSlope(tile);
1376
1377 /* Only consider building a tunnel if the starting tile is sloped properly. */
1378 if (slope != InclinedSlope(tunnel_dir)) return false;
1379
1380 /* Assure that the tunnel is connectable to the start side */
1381 if (!GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))).Any(DiagDirToRoadBits(tunnel_dir))) return false;
1382
1383 const TileIndexDiff delta = TileOffsByDiagDir(tunnel_dir);
1384 int max_tunnel_length = 0;
1385
1386 /* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
1387 if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
1388 /* 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. */
1389 TileIndex slope_tile = tile;
1390 for (uint8_t tiles = 0; tiles < 4; tiles++) {
1391 if (!IsValidTile(slope_tile)) return false;
1392 slope = GetTileSlope(slope_tile);
1393 if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
1394 slope_tile += delta;
1395 }
1396
1397 /* More population means longer tunnels, but make sure we can at least cover the smallest mountain which necessitates tunneling. */
1398 max_tunnel_length = (t->cache.population / 1000) + 7;
1399 } else {
1400 /* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
1401 max_tunnel_length = 5;
1402 }
1403
1404 uint8_t tunnel_length = 0;
1405 TileIndex tunnel_tile = tile; // Iterator to store the other end tile of the tunnel.
1406
1407 /* Find the end tile of the tunnel for length and continuation checks. */
1408 do {
1409 if (tunnel_length++ >= max_tunnel_length) return false;
1410 tunnel_tile += delta;
1411 /* The tunnel ends when start and end tiles are the same height. */
1412 } while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));
1413
1414 /* Don't allow a tunnel where the start and end tiles are adjacent. */
1415 if (tunnel_length == 1) return false;
1416
1417 /* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
1418 if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;
1419
1420 /* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
1422 if (Command<Commands::BuildTunnel>::Do(CommandFlagsToDCFlags(GetCommandFlags<Commands::BuildTunnel>()), tile, TransportType::Road, INVALID_RAILTYPE, rt).Succeeded()) {
1424 return true;
1425 }
1426
1427 return false;
1428}
1429
1437{
1438 static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1439 bool allow = false;
1440
1441 for (const auto &ptr : tiles) {
1442 TileIndex cur_tile = t + ToTileIndexDiff(ptr);
1443 if (!IsValidTile(cur_tile)) continue;
1444
1445 if (!(IsTileType(cur_tile, TileType::Road) || IsAnyRoadStopTile(cur_tile))) continue;
1446 allow = true;
1447
1448 RoadType road_rt = GetRoadTypeRoad(cur_tile);
1449 if (road_rt != INVALID_ROADTYPE && !GetRoadTypeInfo(road_rt)->flags.Test(RoadTypeFlag::NoHouses)) return true;
1450 }
1451
1452 /* If no road was found surrounding the tile we can allow building the house since there is
1453 * nothing which forbids it, if a road was found but the execution reached this point, then
1454 * all the found roads don't allow houses to be built */
1455 return !allow;
1456}
1457
1463{
1464 if (!IsTileType(tile, TileType::Road)) return true;
1465
1466 /* Allow extending on roadtypes which can be built by town, or if the road type matches the type the town will build. */
1467 RoadType rt = GetRoadTypeRoad(tile);
1469}
1470
1477{
1478 return modes.Test(TownExpandMode::Roads);
1479}
1480
1487
1507static TownGrowthResult GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1, TownExpandModes modes)
1508{
1509 RoadBits rcmd{}; // RoadBits for the road construction command
1510 TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1511
1512 assert(tile < Map::Size());
1513
1514 if (cur_rb.None()) {
1515 /* Tile has no road.
1516 * We will return TownGrowthResult::SearchStopped to say that this is the last iteration. */
1517
1519 if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, TileType::Railway)) return TownGrowthResult::SearchStopped;
1520
1521 /* Remove hills etc */
1522 if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1523
1524 /* Is a road allowed here? */
1525 switch (t1->layout) {
1526 default: NOT_REACHED();
1527
1530 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1531 if (rcmd.None()) return TownGrowthResult::SearchStopped;
1532 break;
1533
1536 if (!IsRoadAllowedHere(t1, tile, target_dir)) return TownGrowthResult::SearchStopped;
1537
1538 DiagDirection source_dir = ReverseDiagDir(target_dir);
1539
1540 if (Chance16(1, 4)) {
1541 /* Randomize a new target dir */
1542 do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1543 }
1544
1545 if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1546 /* A road is not allowed to continue the randomized road,
1547 * return if the road we're trying to build is curved. */
1548 if (target_dir != ReverseDiagDir(source_dir)) return TownGrowthResult::SearchStopped;
1549
1550 /* Return if neither side of the new road is a house */
1554 }
1555
1556 /* That means that the road is only allowed if there is a house
1557 * at any side of the new road. */
1558 }
1559
1560 rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1561 break;
1562 }
1563
1564 } else if (target_dir < DiagDirection::End && !cur_rb.Any(DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1566
1568
1569 /* Continue building on a partial road.
1570 * Should be always OK, so we only generate
1571 * the fitting RoadBits */
1572 switch (t1->layout) {
1573 default: NOT_REACHED();
1574
1577 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1578 break;
1579
1582 rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1583 break;
1584 }
1585 } else {
1586 bool allow_house = true; // Value which decides if we want to construct a house
1587
1588 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1589 * it is the starting tile. Half the time, we stay on this side then.*/
1591 if (GetTunnelBridgeTransportType(tile) == TransportType::Road && (target_dir != DiagDirection::End || Chance16(1, 2))) {
1592 *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1593 }
1595 }
1596
1597 /* Possibly extend the road in a direction.
1598 * Randomize a direction and if it has a road, bail out. */
1599 target_dir = RandomDiagDir();
1600 RoadBits target_rb = DiagDirToRoadBits(target_dir);
1601 TileIndex house_tile; // position of a possible house
1602
1603 if (cur_rb.Any(target_rb)) {
1604 /* If it's a road turn possibly build a house in a corner.
1605 * Use intersection with straight road as an indicator
1606 * that we randomised corner house position.
1607 * A turn (and we check for that later) always has only
1608 * one common bit with a straight road so it has the same
1609 * chance to be chosen as the house on the side of a road.
1610 */
1611 if ((cur_rb & ROAD_X) != target_rb) return TownGrowthResult::Continue;
1612
1613 /* Check whether it is a turn and if so determine
1614 * position of the corner tile */
1615 switch (cur_rb.base()) {
1616 case ROAD_N.base():
1617 house_tile = TileAddByDir(tile, Direction::S);
1618 break;
1619 case ROAD_S.base():
1620 house_tile = TileAddByDir(tile, Direction::N);
1621 break;
1622 case ROAD_E.base():
1623 house_tile = TileAddByDir(tile, Direction::W);
1624 break;
1625 case ROAD_W.base():
1626 house_tile = TileAddByDir(tile, Direction::E);
1627 break;
1628 default:
1629 return TownGrowthResult::Continue; // not a turn
1630 }
1631 target_dir = DiagDirection::End;
1632 } else {
1633 house_tile = TileAddByDiagDir(tile, target_dir);
1634 }
1635
1636 /* Don't walk into water. */
1637 if (HasTileWaterGround(house_tile)) return TownGrowthResult::Continue;
1638
1639 if (!IsValidTile(house_tile)) return TownGrowthResult::Continue;
1640
1642
1643 if (target_dir != DiagDirection::End && TownAllowedToBuildRoads(modes)) {
1644 switch (t1->layout) {
1645 default: NOT_REACHED();
1646
1647 case TownLayout::Grid3x3: // Use 2x2 grid afterwards!
1648 if (GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir), modes)) {
1650 }
1651 [[fallthrough]];
1652
1654 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1655 allow_house = !rcmd.Any(target_rb);
1656 break;
1657
1658 case TownLayout::BetterRoads: // Use original afterwards!
1659 if (GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir), modes)) {
1661 }
1662 [[fallthrough]];
1663
1665 /* Allow a house at the edge. 60% chance or
1666 * always ok if no road allowed. */
1667 rcmd = target_rb;
1668 allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1669 break;
1670 }
1671 }
1672
1673 allow_house &= RoadTypesAllowHouseHere(house_tile);
1674
1675 if (allow_house) {
1676 /* Build a house, but not if there already is a house there. */
1677 if (!IsTileType(house_tile, TileType::House)) {
1678 /* Level the land if possible */
1679 if (Chance16(1, 6)) LevelTownLand(house_tile);
1680
1681 /* And build a house.
1682 * Set result to -1 if we managed to build it. */
1683 if (TryBuildTownHouse(t1, house_tile, modes)) {
1685 }
1686 }
1687 return result;
1688 }
1689
1690 if (!TownCanGrowRoad(tile)) return result;
1691 }
1692
1693 /* Return if a water tile */
1695
1696 /* Make the roads look nicer */
1697 rcmd = CleanUpRoadBits(tile, rcmd);
1698 if (rcmd.None()) return TownGrowthResult::SearchStopped;
1699
1700 /* Only use the target direction for bridges and tunnels to ensure they're connected.
1701 * The target_dir is as computed previously according to town layout, so
1702 * it will match it perfectly. */
1703 if (GrowTownWithBridge(t1, tile, target_dir)) {
1705 }
1706 if (GrowTownWithTunnel(t1, tile, target_dir)) {
1708 }
1709
1710 if (GrowTownWithRoad(t1, tile, rcmd)) {
1712 }
1714}
1715
1725{
1726 TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1727 if (!IsValidTile(target_tile)) return false;
1728 if (HasTileWaterGround(target_tile)) return false;
1729
1730 RoadBits target_rb = GetTownRoadBits(target_tile);
1731 if (TownAllowedToBuildRoads(modes)) {
1732 /* Check whether a road connection exists or can be build. */
1733 switch (GetTileType(target_tile)) {
1734 case TileType::Road:
1735 return target_rb.Any();
1736
1737 case TileType::Station:
1738 return IsDriveThroughStopTile(target_tile);
1739
1742
1743 case TileType::House:
1744 case TileType::Industry:
1745 case TileType::Object:
1746 return false;
1747
1748 default:
1749 /* Checked for void and water earlier */
1750 return true;
1751 }
1752 } else {
1753 /* Check whether a road connection already exists,
1754 * and it leads somewhere else. */
1756 return target_rb.Any(back_rb) && target_rb.Reset(back_rb).Any();
1757 }
1758}
1759
1767static bool GrowTownAtRoad(Town *t, TileIndex tile, TownExpandModes modes)
1768{
1769 /* Special case.
1770 * @see GrowTownInTile Check the else if
1771 */
1772 DiagDirection target_dir = DiagDirection::End; // The direction in which we want to extend the town
1773
1774 assert(tile < Map::Size());
1775
1776 /* Number of times to search.
1777 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1778 * them a little handicap. */
1779 int iterations;
1780 switch (t->layout) {
1782 iterations = 10 + t->cache.num_houses * 2 / 9;
1783 break;
1784
1787 iterations = 10 + t->cache.num_houses * 1 / 9;
1788 break;
1789
1790 default:
1791 iterations = 10 + t->cache.num_houses * 4 / 9;
1792 break;
1793 }
1794
1795 do {
1796 RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1797
1798 /* Try to grow the town from this point */
1799 switch (GrowTownInTile(&tile, cur_rb, target_dir, t, modes)) {
1801 return true;
1803 iterations = 0;
1804 break;
1805 default:
1806 break;
1807 };
1808
1809 /* Exclude the source position from the bitmask
1810 * and return if no more road blocks available */
1811 if (IsValidDiagDirection(target_dir)) cur_rb.Reset(DiagDirToRoadBits(ReverseDiagDir(target_dir)));
1812 if (cur_rb.None()) return false;
1813
1815 /* Only build in the direction away from the tunnel or bridge. */
1816 target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1817 } else {
1818 /* Select a random bit from the blockmask, walk a step
1819 * and continue the search from there. */
1820 do {
1821 if (cur_rb.None()) return false;
1822 RoadBits target_bits;
1823 do {
1824 target_dir = RandomDiagDir();
1825 target_bits = DiagDirToRoadBits(target_dir);
1826 } while (!cur_rb.Any(target_bits));
1827 cur_rb.Reset(target_bits);
1828 } while (!CanFollowRoad(tile, target_dir, modes));
1829 }
1830 tile = TileAddByDiagDir(tile, target_dir);
1831
1833 /* Don't allow building over roads of other cities */
1834 if (IsRoadOwner(tile, RoadTramType::Road, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1835 return false;
1836 } else if (IsRoadOwner(tile, RoadTramType::Road, OWNER_NONE) && _game_mode == GameMode::Editor) {
1837 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1838 * owner :) (happy happy happy road now) */
1840 SetTownIndex(tile, t->index);
1841 }
1842 }
1843
1844 /* Max number of times is checked. */
1845 } while (--iterations >= 0);
1846
1847 return false;
1848}
1849
1858{
1859 uint32_t r = Random();
1860 uint a = GB(r, 0, 2);
1861 uint b = GB(r, 8, 2);
1862 if (a == b) b ^= 2;
1863 return static_cast<RoadBits>((RoadBits{RoadBit::NW}.base() << a) + (RoadBits{RoadBit::NW}.base() << b));
1864}
1865
1872static bool GrowTown(Town *t, TownExpandModes modes)
1873{
1874 static const TileIndexDiffC _town_coord_mod[] = {
1875 {-1, 0},
1876 { 1, 1},
1877 { 1, -1},
1878 {-1, -1},
1879 {-1, 0},
1880 { 0, 2},
1881 { 2, 0},
1882 { 0, -2},
1883 {-1, -1},
1884 {-2, 2},
1885 { 2, 2},
1886 { 2, -2},
1887 { 0, 0}
1888 };
1889
1890 /* Current "company" is a town */
1892
1893 TileIndex tile = t->xy; // The tile we are working with ATM
1894
1895 /* Find a road that we can base the construction on. */
1896 for (const auto &ptr : _town_coord_mod) {
1897 if (GetTownRoadBits(tile).Any()) {
1898 bool success = GrowTownAtRoad(t, tile, modes);
1899 return success;
1900 }
1901 tile = TileAdd(tile, ToTileIndexDiff(ptr));
1902 }
1903
1904 /* No road available, try to build a random road block by
1905 * clearing some land and then building a road there. */
1906 if (TownAllowedToBuildRoads(modes)) {
1907 tile = t->xy;
1908 for (const auto &ptr : _town_coord_mod) {
1909 /* Only work with plain land that not already has a house */
1910 if (!IsTileType(tile, TileType::House) && IsTileFlat(tile)) {
1911 if (Command<Commands::LandscapeClear>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, tile).Succeeded()) {
1913 Command<Commands::BuildRoad>::Do({DoCommandFlag::Execute, DoCommandFlag::Auto}, tile, GenRandomRoadBits(), rt, {}, t->index);
1914 return true;
1915 }
1916 }
1917 tile = TileAdd(tile, ToTileIndexDiff(ptr));
1918 }
1919 }
1920
1921 return false;
1922}
1923
1929{
1930 static const std::array<std::array<uint32_t, NUM_HOUSE_ZONES>, 23> _town_squared_town_zone_radius_data = {{
1931 { 4, 0, 0, 0, 0}, // 0
1932 { 16, 0, 0, 0, 0},
1933 { 25, 0, 0, 0, 0},
1934 { 36, 0, 0, 0, 0},
1935 { 49, 0, 4, 0, 0},
1936 { 64, 0, 4, 0, 0}, // 20
1937 { 64, 0, 9, 0, 1},
1938 { 64, 0, 9, 0, 4},
1939 { 64, 0, 16, 0, 4},
1940 { 81, 0, 16, 0, 4},
1941 { 81, 0, 16, 0, 4}, // 40
1942 { 81, 0, 25, 0, 9},
1943 { 81, 36, 25, 0, 9},
1944 { 81, 36, 25, 16, 9},
1945 { 81, 49, 0, 25, 9},
1946 { 81, 64, 0, 25, 9}, // 60
1947 { 81, 64, 0, 36, 9},
1948 { 81, 64, 0, 36, 16},
1949 {100, 81, 0, 49, 16},
1950 {100, 81, 0, 49, 25},
1951 {121, 81, 0, 49, 25}, // 80
1952 {121, 81, 0, 49, 25},
1953 {121, 81, 0, 49, 36}, // 88
1954 }};
1955
1956 if (t->cache.num_houses < std::size(_town_squared_town_zone_radius_data) * 4) {
1957 t->cache.squared_town_zone_radius = _town_squared_town_zone_radius_data[t->cache.num_houses / 4];
1958 } else {
1959 int mass = t->cache.num_houses / 8;
1960 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1961 * The offsets are to make sure the radii do not decrease in size when going from the table
1962 * to the calculated value.*/
1968 }
1969}
1970
1976{
1978 uint32_t production = ScaleByCargoScale(t->cache.population >> 3, true);
1979 if (production == 0) continue;
1980
1981 auto &supplied = t->GetOrCreateCargoSupplied(cs->Index());
1982 supplied.history[LAST_MONTH].production = production;
1983 }
1984
1986 uint32_t production = ScaleByCargoScale(t->cache.population >> 4, true);
1987 if (production == 0) continue;
1988
1989 auto &supplied = t->GetOrCreateCargoSupplied(cs->Index());
1990 supplied.history[LAST_MONTH].production = production;
1991 }
1992}
1993
1994static void UpdateTownGrowthRate(Town *t);
1995static void UpdateTownGrowth(Town *t);
1996
2008static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
2009{
2010 AutoRestoreBackup backup(_generating_town, true);
2011
2012 t->xy = tile;
2013 t->cache.num_houses = 0;
2014 t->time_until_rebuild = 10;
2016 t->flags.Reset();
2017 t->cache.population = 0;
2019 /* Spread growth across ticks so even if there are many
2020 * similar towns they're unlikely to grow all in one tick */
2021 t->grow_counter = t->index % Ticks::TOWN_GROWTH_TICKS;
2022 t->growth_rate = TownTicksToGameTicks(250);
2023 t->show_zone = false;
2024
2025 _town_kdtree.Insert(t->index);
2026
2027 /* Set the default cargo requirement for town growth */
2028 switch (_settings_game.game_creation.landscape) {
2031 break;
2032
2036 break;
2037
2038 default:
2039 break;
2040 }
2041
2042 t->fund_buildings_months = 0;
2043
2044 t->ratings.fill(RATING_INITIAL);
2045
2046 t->have_ratings = {};
2047 t->exclusivity = CompanyID::Invalid();
2048 t->exclusive_counter = 0;
2049 t->statues = {};
2050
2051 {
2052 TownNameParams tnp(_settings_game.game_creation.town_name);
2053 t->townnamegrfid = tnp.grfid;
2054 t->townnametype = tnp.type;
2055 }
2056 t->townnameparts = townnameparts;
2057
2058 t->InitializeLayout(layout);
2059
2060 t->larger_town = city;
2061
2062 int x = to_underlying(size) * 16 + 3;
2063 if (size == TownSize::Random) x = (Random() & 0xF) + 8;
2064 /* Don't create huge cities when founding town in-game */
2065 if (city && (!manual || _game_mode == GameMode::Editor)) x *= _settings_game.economy.initial_city_size;
2066
2067 t->cache.num_houses += x;
2069
2070 int i = x * 4;
2071 do {
2073 } while (--i);
2074
2075 t->UpdateVirtCoord();
2076 InvalidateWindowData(WindowClass::TownDirectory, 0, TDIWD_FORCE_REBUILD);
2077
2078 t->cache.num_houses -= x;
2083}
2084
2091static CommandCost TownCanBePlacedHere(TileIndex tile, bool check_surrounding)
2092{
2093 /* Check if too close to the edge of map */
2094 if (DistanceFromEdge(tile) < 12) {
2095 return CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP);
2096 }
2097
2098 /* Check distance to all other towns. */
2099 if (IsCloseToTown(tile, _settings_game.economy.town_min_distance)) {
2100 return CommandCost(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
2101 }
2102
2103 /* Can only build on clear flat areas, possibly with trees. */
2104 if ((!IsTileType(tile, TileType::Clear) && !IsTileType(tile, TileType::Trees)) || !IsTileFlat(tile)) {
2105 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
2106 }
2107
2108 /* We might want to make sure the town has enough room. */
2109 if (check_surrounding) {
2110 constexpr uint SEARCH_DIAMETER = 5; // Center tile of town + 2 tile radius.
2111 /* Half of the tiles in the search must be valid for the town to build upon. */
2112 constexpr uint VALID_TILE_GOAL = (SEARCH_DIAMETER * SEARCH_DIAMETER) / 2;
2113 uint counter = 0;
2114 int town_height = GetTileZ(tile);
2115 for (TileIndex t : SpiralTileSequence(tile, SEARCH_DIAMETER)) {
2116 if (counter == VALID_TILE_GOAL) break;
2117
2118 switch (GetTileType(t)) {
2119 case TileType::Clear:
2120 /* Don't allow rough tiles, as they are likely wetlands. */
2121 if (GetClearGround(t) == ClearGround::Rough) continue;
2122 break;
2123
2124 case TileType::Trees:
2125 /* Don't allow rough trees, as they are likely wetlands. */
2126 if (GetTreeGround(t) == TreeGround::Rough) continue;
2127 break;
2128
2129 default:
2130 continue;
2131 }
2132
2133 bool elevation_similar = (GetTileMaxZ(t) <= town_height + 1) && (GetTileZ(t) >= town_height - 1);
2134 if (elevation_similar) counter++;
2135 }
2136
2137 if (counter < VALID_TILE_GOAL) return CommandCost(STR_ERROR_SITE_UNSUITABLE);
2138 }
2139
2141}
2142
2148static bool IsUniqueTownName(const std::string &name)
2149{
2150 for (const Town *t : Town::Iterate()) {
2151 if (!t->name.empty() && t->name == name) return false;
2152 }
2153
2154 return true;
2155}
2156
2169std::tuple<CommandCost, Money, TownID> CmdFoundTown(DoCommandFlags flags, TileIndex tile, TownSize size, bool city, TownLayout layout, bool random_location, uint32_t townnameparts, const std::string &text)
2170{
2171 TownNameParams par(_settings_game.game_creation.town_name);
2172
2173 if (size >= TownSize::End) return { CMD_ERROR, 0, TownID::Invalid() };
2174 if (layout >= TownLayout::End) return { CMD_ERROR, 0, TownID::Invalid() };
2175
2176 /* Some things are allowed only in the scenario editor and for game scripts. */
2177 if (_game_mode != GameMode::Editor && _current_company != OWNER_DEITY) {
2178 if (_settings_game.economy.found_town == TownFounding::Forbidden) return { CMD_ERROR, 0, TownID::Invalid() };
2179 if (size == TownSize::Large) return { CMD_ERROR, 0, TownID::Invalid() };
2180 if (random_location) return { CMD_ERROR, 0, TownID::Invalid() };
2181 if (_settings_game.economy.found_town != TownFounding::CustomLayout && layout != _settings_game.economy.town_layout) {
2182 return { CMD_ERROR, 0, TownID::Invalid() };
2183 }
2184 } else if (_current_company == OWNER_DEITY && random_location) {
2185 /* Random parameter is not allowed for Game Scripts. */
2186 return { CMD_ERROR, 0, TownID::Invalid() };
2187 }
2188
2189 if (text.empty()) {
2190 /* If supplied name is empty, townnameparts has to generate unique automatic name */
2191 if (!VerifyTownName(townnameparts, &par)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, TownID::Invalid() };
2192 } else {
2193 /* If name is not empty, it has to be unique custom name */
2194 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return { CMD_ERROR, 0, TownID::Invalid() };
2195 if (!IsUniqueTownName(text)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, TownID::Invalid() };
2196 }
2197
2198 /* Allocate town struct */
2199 if (!Town::CanAllocateItem()) return { CommandCost(STR_ERROR_TOO_MANY_TOWNS), 0, TownID::Invalid() };
2200
2201 if (!random_location) {
2202 CommandCost ret = TownCanBePlacedHere(tile, false);
2203 if (ret.Failed()) return { ret, 0, TownID::Invalid() };
2204 }
2205
2206 static const EnumIndexArray<uint8_t, TownSize, TownSize::End> town_price_mult = {15, 25, 40, 25};
2207 static const EnumIndexArray<uint8_t, TownSize, TownSize::End> city_price_mult = {20, 35, 55, 35};
2208
2210 uint8_t mult = city ? city_price_mult[size] : town_price_mult[size];
2211
2212 cost.MultiplyCost(mult);
2213
2214 /* Create the town */
2215 TownID new_town = TownID::Invalid();
2216 if (flags.Test(DoCommandFlag::Execute)) {
2217 if (cost.GetCost() > GetAvailableMoneyForCommand()) {
2218 return { CommandCost(ExpensesType::Other), cost.GetCost(), TownID::Invalid() };
2219 }
2220
2221 Backup<bool> old_generating_world(_generating_world, true);
2223 Town *t;
2224 if (random_location) {
2225 t = CreateRandomTown(20, townnameparts, size, city, layout);
2226 } else {
2227 t = Town::Create(tile);
2228 DoCreateTown(t, tile, townnameparts, size, city, layout, true);
2229 }
2230
2232 old_generating_world.Restore();
2233
2234 if (t == nullptr) return { CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN), 0, TownID::Invalid() };
2235
2236 new_town = t->index;
2237
2238 if (!text.empty()) {
2239 t->name = text;
2240 t->UpdateVirtCoord();
2241 }
2242
2243 if (_game_mode != GameMode::Editor) {
2244 /* 't' can't be nullptr since 'random' is false outside scenedit */
2245 assert(!random_location);
2246
2248 AddTileNewsItem(GetEncodedString(STR_NEWS_NEW_TOWN_UNSPONSORED, t->index), NewsType::IndustryOpen, tile);
2249 } else {
2250 std::string company_name = GetString(STR_COMPANY_NAME, _current_company);
2251 AddTileNewsItem(GetEncodedString(STR_NEWS_NEW_TOWN, company_name, t->index), NewsType::IndustryOpen, tile);
2252 }
2253 AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
2254 Game::NewEvent(new ScriptEventTownFounded(t->index));
2255 }
2256 }
2257 return { cost, 0, new_town };
2258}
2259
2270{
2271 switch (layout) {
2272 case TownLayout::Grid2x2: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
2273 case TownLayout::Grid3x3: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
2274 default: return tile;
2275 }
2276}
2277
2288{
2289 switch (layout) {
2290 case TownLayout::Grid2x2: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
2291 case TownLayout::Grid3x3: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
2292 default: return true;
2293 }
2294}
2295
2309{
2310 for (auto coast : SpiralTileSequence(tile, 40)) {
2311 /* Find nearest land tile */
2312 if (!IsTileType(coast, TileType::Clear)) continue;
2313
2314 TileIndex furthest = INVALID_TILE;
2315 uint max_dist = 0;
2316 for (auto test : SpiralTileSequence(coast, 10)) {
2317 if (!IsTileType(test, TileType::Clear) || !IsTileFlat(test) || !IsTileAlignedToGrid(test, layout)) continue;
2318 if (TownCanBePlacedHere(test, true).Failed()) continue;
2319
2320 uint dist = GetClosestWaterDistance(test, true);
2321 if (dist > max_dist) {
2322 furthest = test;
2323 max_dist = dist;
2324 }
2325 }
2326 return furthest;
2327 }
2328
2329 /* if we get here just give up */
2330 return INVALID_TILE;
2331}
2332
2347
2357static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout)
2358{
2359 assert(_game_mode == GameMode::Editor || _generating_world); // These are the preconditions for Commands::DeleteTown
2360
2361 if (!Town::CanAllocateItem()) return nullptr;
2362
2363 do {
2364 /* Generate a tile index not too close from the edge */
2365 TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2366
2367 /* If we tried to place the town on water, find a suitable land tile nearby.
2368 * Otherwise, evaluate the land tile. */
2369 if (IsTileType(tile, TileType::Water)) {
2370 tile = FindNearestGoodCoastalTownSpot(tile, layout);
2371 if (tile == INVALID_TILE) continue;
2372 } else if (TownCanBePlacedHere(tile, true).Failed()) continue;
2373
2374 /* Allocate a town struct */
2375 Town *t = Town::Create(tile);
2376
2377 DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2378
2379 /* if the population is still 0 at the point, then the
2380 * placement is so bad it couldn't grow at all */
2381 if (t->cache.population > 0) return t;
2382
2384 [[maybe_unused]] CommandCost rc = Command<Commands::DeleteTown>::Do(DoCommandFlag::Execute, t->index);
2385 assert(rc.Succeeded());
2386
2387 /* We already know that we can allocate a single town when
2388 * entering this function. However, we create and delete
2389 * a town which "resets" the allocation checks. As such we
2390 * need to check again when assertions are enabled. */
2391 assert(Town::CanAllocateItem());
2392 } while (--attempts != 0);
2393
2394 return nullptr;
2395}
2396
2403{
2404 static const uint8_t num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2405 if (_settings_game.difficulty.number_towns == static_cast<uint>(CUSTOM_TOWN_NUMBER_DIFFICULTY)) {
2406 return _settings_newgame.game_creation.custom_town_number;
2407 }
2408 return Map::ScaleBySize(num_initial_towns[_settings_game.difficulty.number_towns]);
2409}
2410
2418bool GenerateTowns(TownLayout layout, std::optional<uint> number)
2419{
2420 uint current_number = 0;
2421 uint total;
2422 if (number.has_value()) {
2423 total = number.value();
2424 } else if (_settings_game.difficulty.number_towns == static_cast<uint>(CUSTOM_TOWN_NUMBER_DIFFICULTY)) {
2425 total = GetDefaultTownsForMapSize();
2426 } else {
2427 total = Map::ScaleByLandProportion(GetDefaultTownsForMapSize() + (Random() & 7));
2428 }
2429
2430 total = Clamp<uint>(total, 1, TownPool::MAX_SIZE);
2431 uint32_t townnameparts;
2432 TownNames town_names;
2433
2435
2436 /* Pre-populate the town names list with the names of any towns already on the map */
2437 for (const Town *town : Town::Iterate()) {
2438 town_names.insert(town->GetCachedName());
2439 }
2440
2441 /* Randomised offset for city status. This means with e.g. 1-in-4 towns being cities, a map with 10 towns
2442 * may have 2 or 3 cities, instead of always 3. */
2443 uint city_random_offset = _settings_game.economy.larger_towns == 0 ? 0 : (Random() % _settings_game.economy.larger_towns);
2444
2445 /* First attempt will be made at creating the suggested number of towns.
2446 * Note that this is really a suggested value, not a required one.
2447 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2448 do {
2449 bool city = (_settings_game.economy.larger_towns != 0 && ((city_random_offset + current_number) % _settings_game.economy.larger_towns) == 0);
2451 /* Get a unique name for the town. */
2452 if (!GenerateTownName(_random, &townnameparts, &town_names)) continue;
2453 /* try 20 times to create a random-sized town for the first loop. */
2454 if (CreateRandomTown(20, townnameparts, TownSize::Random, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2455 } while (--total);
2456
2457 town_names.clear();
2458
2459 /* Build the town k-d tree again to make sure it's well balanced */
2460 RebuildTownKdtree();
2461
2462 if (current_number != 0) return true;
2463
2464 /* If current_number is still zero at this point, it means that not a single town has been created.
2465 * So give it a last try, but now more aggressive */
2466 if (GenerateTownName(_random, &townnameparts) &&
2467 CreateRandomTown(10000, townnameparts, TownSize::Random, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2468 return true;
2469 }
2470
2471 /* If there are no towns at all and we are generating new game, bail out */
2472 if (Town::GetNumItems() == 0 && _game_mode != GameMode::Editor) {
2473 ShowErrorMessage(GetEncodedString(STR_ERROR_COULD_NOT_CREATE_TOWN), {}, WarningLevel::Critical);
2474 }
2475
2476 return false; // we are still without a town? we failed, simply
2477}
2478
2479
2487{
2488 uint dist = DistanceSquare(tile, t->xy);
2489
2490 if (t->fund_buildings_months != 0 && dist <= 25) return HouseZone::TownCentre;
2491
2492 HouseZone smallest = HouseZone::TownEdge;
2493 for (HouseZone i : HZ_ZONE_ALL) {
2494 if (dist < t->cache.squared_town_zone_radius[to_underlying(i)]) smallest = i;
2495 }
2496
2497 return smallest;
2498}
2499
2511static inline void ClearMakeHouseTile(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool is_protected)
2512{
2513 [[maybe_unused]] CommandCost cc = Command<Commands::LandscapeClear>::Do({DoCommandFlag::Execute, DoCommandFlag::Auto, DoCommandFlag::NoWater}, tile);
2514 assert(cc.Succeeded());
2515
2516 IncreaseBuildingCount(t, type);
2517 MakeHouseTile(tile, t->index, counter, stage, type, random_bits, is_protected);
2518 if (HouseSpec::Get(type)->building_flags.Test(BuildingFlag::IsAnimated)) AddAnimatedTile(tile, false);
2519
2520 MarkTileDirtyByTile(tile);
2521}
2522
2523
2535static void MakeTownHouse(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool is_protected)
2536{
2538
2539 ClearMakeHouseTile(tile, t, counter, stage, type, random_bits, is_protected);
2540 if (size.Any(BUILDING_2_TILES_Y)) ClearMakeHouseTile(tile + TileDiffXY(0, 1), t, counter, stage, ++type, random_bits, is_protected);
2541 if (size.Any(BUILDING_2_TILES_X)) ClearMakeHouseTile(tile + TileDiffXY(1, 0), t, counter, stage, ++type, random_bits, is_protected);
2542 if (size.Any(BUILDING_HAS_4_TILES)) ClearMakeHouseTile(tile + TileDiffXY(1, 1), t, counter, stage, ++type, random_bits, is_protected);
2543
2544 ForAllStationsAroundTiles(TileArea(tile, size.Any(BUILDING_2_TILES_X) ? 2 : 1, size.Any(BUILDING_2_TILES_Y) ? 2 : 1), [t](Station *st, TileIndex) {
2545 t->stations_near.insert(st);
2546 return true;
2547 });
2548}
2549
2550
2557static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2558{
2559 /* cannot build on these slopes... */
2560 Slope slope = GetTileSlope(tile);
2561 if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2562
2563 /* at least one RoadTypes allow building the house here? */
2564 if (!RoadTypesAllowHouseHere(tile)) return false;
2565
2566 /* building under a bridge? */
2567 if (IsBridgeAbove(tile)) return false;
2568
2569 /* can we clear the land? */
2570 return Command<Commands::LandscapeClear>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, tile).Succeeded();
2571}
2572
2573
2582static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2583{
2584 if (!CanBuildHouseHere(tile, noslope)) return false;
2585
2586 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2587 if (GetTileMaxZ(tile) != z) return false;
2588
2589 return true;
2590}
2591
2592
2601static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2602{
2603 /* we need to check this tile too because we can be at different tile now */
2604 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2605
2607 tile += TileOffsByDiagDir(d);
2608 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2609 }
2610
2611 return true;
2612}
2613
2614
2623static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile, TownExpandModes modes)
2624{
2625 if (!modes.Test(TownExpandMode::Buildings)) return false;
2626
2627 /* Allow towns everywhere when we don't build roads */
2628 if (!TownAllowedToBuildRoads(modes)) return true;
2629
2630 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2631
2632 switch (t->layout) {
2634 if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2635 break;
2636
2638 if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2639 break;
2640
2641 default:
2642 break;
2643 }
2644
2645 return true;
2646}
2647
2648
2658{
2659 if (!modes.Test(TownExpandMode::Buildings)) return false;
2660
2661 /* Allow towns everywhere when we don't build roads */
2662 if (!TownAllowedToBuildRoads(modes)) return true;
2663
2664 /* Compute relative position of tile. (Positive offsets are towards north) */
2665 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2666
2667 switch (t->layout) {
2669 grid_pos.x %= 3;
2670 grid_pos.y %= 3;
2671 if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2672 (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2673 break;
2674
2676 if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2677 break;
2678
2679 default:
2680 break;
2681 }
2682
2683 return true;
2684}
2685
2686
2698static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second, TownExpandModes modes)
2699{
2700 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2701
2702 TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2703 if (TownLayoutAllowsHouseHere(t, tile2, modes) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2704
2705 tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2706 if (TownLayoutAllowsHouseHere(t, tile2, modes) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2707 *tile = tile2;
2708 return true;
2709 }
2710
2711 return false;
2712}
2713
2714
2725static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope, TownExpandModes modes)
2726{
2727 TileIndex tile2 = *tile;
2728
2729 for (DiagDirection d = DiagDirection::SE;; d++) { // 'd' goes through DiagDirection::SE, DiagDirection::SW, DiagDirection::NW, DiagDirection::End
2730 if (TownLayoutAllows2x2HouseHere(t, tile2, modes) && CheckFree2x2Area(tile2, maxz, noslope)) {
2731 *tile = tile2;
2732 return true;
2733 }
2734 if (d == DiagDirection::End) break;
2735 tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2736 }
2737
2738 return false;
2739}
2740
2751static void BuildTownHouse(Town *t, TileIndex tile, const HouseSpec *hs, HouseID house, uint8_t random_bits, bool house_completed, bool is_protected)
2752{
2753 /* build the house */
2754 t->cache.num_houses++;
2755
2756 uint8_t construction_counter = 0;
2757 uint8_t construction_stage = 0;
2758
2759 if (_generating_world || _game_mode == GameMode::Editor || house_completed) {
2760 uint32_t construction_random = Random();
2761
2762 construction_stage = TOWN_HOUSE_COMPLETED;
2763 if (_generating_world && !hs->extra_flags.Test(HouseExtraFlag::BuildingIsHistorical) && Chance16(1, 7)) construction_stage = GB(construction_random, 0, 2);
2764
2765 if (construction_stage == TOWN_HOUSE_COMPLETED) {
2767 } else {
2768 construction_counter = GB(construction_random, 2, 2);
2769 }
2770 }
2771
2772 MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits, is_protected);
2775
2776 BuildingFlags size = hs->building_flags;
2777
2778 TriggerHouseAnimation_ConstructionStageChanged(tile, true);
2779 if (size.Any(BUILDING_2_TILES_Y)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(0, 1), true);
2780 if (size.Any(BUILDING_2_TILES_X)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(1, 0), true);
2781 if (size.Any(BUILDING_HAS_4_TILES)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(1, 1), true);
2782}
2783
2792{
2793 /* forbidden building here by town layout */
2794 if (!TownLayoutAllowsHouseHere(t, tile, modes)) return false;
2795
2796 /* no house allowed at all, bail out */
2797 if (!CanBuildHouseHere(tile, false)) return false;
2798
2799 Slope slope = GetTileSlope(tile);
2800 int maxz = GetTileMaxZ(tile);
2801
2802 /* Get the town zone type of the current tile, as well as the climate.
2803 * This will allow to easily compare with the specs of the new house to build */
2804 HouseZones zones = GetTownRadiusGroup(t, tile);
2805
2806 switch (_settings_game.game_creation.landscape) {
2811 }
2812
2813 /* bits 0-4 are used
2814 * bits 11-15 are used
2815 * bits 5-10 are not used. */
2816 static std::vector<std::pair<HouseID, uint>> probs;
2817 probs.clear();
2818
2819 uint probability_max = 0;
2820
2821 /* Generate a list of all possible houses that can be built. */
2822 for (const auto &hs : HouseSpec::Specs()) {
2823 /* Verify that the candidate house spec matches the current tile status */
2824 if (!hs.building_availability.All(zones) || !hs.enabled || hs.grf_prop.override_id != INVALID_HOUSE_ID) continue;
2825
2826 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2827 if (hs.class_id != HOUSE_NO_CLASS) {
2828 /* id_count is always <= class_count, so it doesn't need to be checked */
2829 if (t->cache.building_counts.class_count[hs.class_id] == UINT16_MAX) continue;
2830 } else {
2831 /* If the house has no class, check id_count instead */
2832 if (t->cache.building_counts.id_count[hs.Index()] == UINT16_MAX) continue;
2833 }
2834
2835 uint cur_prob = hs.probability;
2836 probability_max += cur_prob;
2837 probs.emplace_back(hs.Index(), cur_prob);
2838 }
2839
2840 TileIndex base_tile = tile;
2841
2842 while (probability_max > 0) {
2843 /* Building a multitile building can change the location of tile.
2844 * The building would still be built partially on that tile, but
2845 * its northern tile would be elsewhere. However, if the callback
2846 * fails we would be basing further work from the changed tile.
2847 * So a next 1x1 tile building could be built on the wrong tile. */
2848 tile = base_tile;
2849
2850 uint r = RandomRange(probability_max);
2851 uint i;
2852 for (i = 0; i < probs.size(); i++) {
2853 if (probs[i].second > r) break;
2854 r -= probs[i].second;
2855 }
2856
2857 HouseID house = probs[i].first;
2858 probability_max -= probs[i].second;
2859
2860 /* remove tested house from the set */
2861 probs[i] = probs.back();
2862 probs.pop_back();
2863
2864 const HouseSpec *hs = HouseSpec::Get(house);
2865
2867 continue;
2868 }
2869
2871
2872 /* Special houses that there can be only one of. */
2873 TownFlags oneof{};
2874
2876 oneof.Set(TownFlag::HasChurch);
2879 }
2880
2881 if (t->flags.Any(oneof)) continue;
2882
2883 /* Make sure there is no slope? */
2884 bool noslope = hs->building_flags.Test(BuildingFlag::NotSloped);
2885 if (noslope && slope != SLOPE_FLAT) continue;
2886
2888 if (!CheckTownBuild2x2House(&tile, t, maxz, noslope, modes)) continue;
2889 } else if (hs->building_flags.Test(BuildingFlag::Size2x1)) {
2890 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DiagDirection::SW, modes)) continue;
2891 } else if (hs->building_flags.Test(BuildingFlag::Size1x2)) {
2892 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DiagDirection::SE, modes)) continue;
2893 } else {
2894 /* 1x1 house checks are already done */
2895 }
2896
2897 uint8_t random_bits = Random();
2898
2900 uint16_t callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, {}, true, random_bits);
2901 if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2902 }
2903
2904 /* Special houses that there can be only one of. */
2905 t->flags.Set(oneof);
2906
2907 BuildTownHouse(t, tile, hs, house, random_bits, false, hs->extra_flags.Test(HouseExtraFlag::BuildingIsProtected));
2908
2909 return true;
2910 }
2911
2912 return false;
2913}
2914
2924CommandCost CmdPlaceHouse(DoCommandFlags flags, TileIndex tile, HouseID house, bool is_protected, bool replace)
2925{
2926 if (_game_mode != GameMode::Editor && _settings_game.economy.place_houses == PlaceHouses::Forbidden) return CMD_ERROR;
2927
2928 if (Town::GetNumItems() == 0) return CommandCost(STR_ERROR_MUST_FOUND_TOWN_FIRST);
2929
2930 if (static_cast<size_t>(house) >= HouseSpec::Specs().size()) return CMD_ERROR;
2931 const HouseSpec *hs = HouseSpec::Get(house);
2932 if (!hs->enabled) return CMD_ERROR;
2933
2934 int maxz = GetTileMaxZ(tile);
2935
2936 /* Check each tile of a multi-tile house. */
2937 TileArea ta(tile, 1, 1);
2938 if (hs->building_flags.Test(BuildingFlag::Size2x2)) ta.Add(TileAddXY(tile, 1, 1));
2941
2942 for (const TileIndex subtile : ta) {
2943 /* Houses cannot be built on steep slopes. */
2944 Slope slope = GetTileSlope(subtile);
2945 if (IsSteepSlope(slope)) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2946
2947 /* Houses cannot be built under bridges. */
2948 if (IsBridgeAbove(subtile)) return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
2949
2950 /* Make sure there is no slope? */
2951 bool noslope = hs->building_flags.Test(BuildingFlag::NotSloped);
2952 if (noslope && slope != SLOPE_FLAT) return CommandCost(STR_ERROR_FLAT_LAND_REQUIRED);
2953
2954 /* All tiles of a multi-tile house must have the same z-level. */
2955 if (GetTileMaxZ(subtile) != maxz) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2956
2957 /* We might be replacing an existing house, otherwise check if we can clear land. */
2958 if (!(replace && GetTileType(subtile) == TileType::House)) {
2959 CommandCost cost = Command<Commands::LandscapeClear>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, subtile);
2960 if (!cost.Succeeded()) return cost;
2961 }
2962 }
2963
2964 if (flags.Test(DoCommandFlag::Execute)) {
2965 /* If replacing, clear any existing houses first. */
2966 if (replace) {
2967 for (const TileIndex &subtile : ta) {
2968 if (GetTileType(subtile) == TileType::House) ClearTownHouse(Town::GetByTile(subtile), subtile);
2969 }
2970 }
2971
2972 Town *t = ClosestTownFromTile(tile, UINT_MAX);
2973 bool house_completed = _settings_game.economy.place_houses == PlaceHouses::AllowedConstructed;
2974 BuildTownHouse(t, tile, hs, house, Random(), house_completed, is_protected);
2975 }
2976
2977 return CommandCost();
2978}
2979
2991CommandCost CmdPlaceHouseArea(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, HouseID house, bool is_protected, bool replace, bool diagonal)
2992{
2993 if (start_tile >= Map::Size()) return CMD_ERROR;
2994
2995 if (_game_mode != GameMode::Editor && _settings_game.economy.place_houses == PlaceHouses::Forbidden) return CMD_ERROR;
2996
2997 if (Town::GetNumItems() == 0) return CommandCost(STR_ERROR_MUST_FOUND_TOWN_FIRST);
2998
2999 if (static_cast<size_t>(house) >= HouseSpec::Specs().size()) return CMD_ERROR;
3000 const HouseSpec *hs = HouseSpec::Get(house);
3001 if (!hs->enabled) return CMD_ERROR;
3002
3003 /* Only allow placing an area of 1x1 houses. */
3005
3006 /* Use the built object limit to rate limit house placement. */
3008 int limit = (c == nullptr ? INT32_MAX : GB(c->build_object_limit, 16, 16));
3009
3010 CommandCost last_error = CMD_ERROR;
3011 bool had_success = false;
3012
3013 std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
3014 for (; *iter != INVALID_TILE; ++(*iter)) {
3015 TileIndex t = *iter;
3016 CommandCost ret = Command<Commands::PlaceHouse>::Do(DoCommandFlags{flags}.Reset(DoCommandFlag::Execute), t, house, is_protected, replace);
3017
3018 /* If we've reached the limit, stop building (or testing). */
3019 if (c != nullptr && limit-- <= 0) break;
3020
3021 if (ret.Failed()) {
3022 last_error = std::move(ret);
3023 continue;
3024 }
3025
3026 if (flags.Test(DoCommandFlag::Execute)) Command<Commands::PlaceHouse>::Do(flags, t, house, is_protected, replace);
3027 had_success = true;
3028 }
3029
3030 return had_success ? CommandCost{} : last_error;
3031}
3032
3039static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
3040{
3041 assert(IsTileType(tile, TileType::House));
3042 DecreaseBuildingCount(t, house);
3043 DoClearSquare(tile);
3044
3046}
3047
3056{
3057 if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
3058 if (HouseSpec::Get(house - 1)->building_flags.Test(BuildingFlag::Size2x1)) {
3059 house--;
3060 return TileDiffXY(-1, 0);
3061 } else if (HouseSpec::Get(house - 1)->building_flags.Any(BUILDING_2_TILES_Y)) {
3062 house--;
3063 return TileDiffXY(0, -1);
3064 } else if (HouseSpec::Get(house - 2)->building_flags.Any(BUILDING_HAS_4_TILES)) {
3065 house -= 2;
3066 return TileDiffXY(-1, 0);
3067 } else if (HouseSpec::Get(house - 3)->building_flags.Any(BUILDING_HAS_4_TILES)) {
3068 house -= 3;
3069 return TileDiffXY(-1, -1);
3070 }
3071 }
3072 return TileDiffXY(0, 0);
3073}
3074
3081{
3082 assert(IsTileType(tile, TileType::House));
3083
3084 HouseID house = GetHouseType(tile);
3085
3086 /* The northernmost tile of the house is the main house. */
3087 tile += GetHouseNorthPart(house);
3088
3089 const HouseSpec *hs = HouseSpec::Get(house);
3090
3091 /* Remove population from the town if the house is finished. */
3092 if (IsHouseCompleted(tile)) {
3094 }
3095
3096 t->cache.num_houses--;
3097
3098 /* Clear flags for houses that only may exist once/town. */
3103 }
3104
3105 /* Do the actual clearing of tiles */
3106 DoClearTownHouseHelper(tile, t, house);
3107 if (hs->building_flags.Any(BUILDING_2_TILES_Y)) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
3108 if (hs->building_flags.Any(BUILDING_2_TILES_X)) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
3109 if (hs->building_flags.Any(BUILDING_HAS_4_TILES)) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
3110
3112
3114}
3115
3123CommandCost CmdRenameTown(DoCommandFlags flags, TownID town_id, const std::string &text)
3124{
3125 Town *t = Town::GetIfValid(town_id);
3126 if (t == nullptr) return CMD_ERROR;
3127
3128 bool reset = text.empty();
3129
3130 if (!reset) {
3132 if (!IsUniqueTownName(text)) return CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE);
3133 }
3134
3135 if (flags.Test(DoCommandFlag::Execute)) {
3136 t->cached_name.clear();
3137 if (reset) {
3138 t->name.clear();
3139 } else {
3140 t->name = text;
3141 }
3142
3143 t->UpdateVirtCoord();
3144 InvalidateWindowData(WindowClass::TownDirectory, 0, TDIWD_FORCE_RESORT);
3145 ClearAllStationCachedNames();
3146 ClearAllIndustryCachedNames();
3148 }
3149 return CommandCost();
3150}
3151
3158{
3159 for (const CargoSpec *cs : CargoSpec::Iterate()) {
3160 if (cs->town_acceptance_effect == effect) return cs;
3161 }
3162 return nullptr;
3163}
3164
3173CommandCost CmdTownCargoGoal(DoCommandFlags flags, TownID town_id, TownAcceptanceEffect tae, uint32_t goal)
3174{
3175 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3176
3177 if (tae < TownAcceptanceEffect::Begin || tae >= TownAcceptanceEffect::End) return CMD_ERROR;
3178
3179 Town *t = Town::GetIfValid(town_id);
3180 if (t == nullptr) return CMD_ERROR;
3181
3182 /* Validate if there is a cargo which is the requested TownEffect */
3184 if (cargo == nullptr) return CMD_ERROR;
3185
3186 if (flags.Test(DoCommandFlag::Execute)) {
3187 t->goal[tae] = goal;
3189 InvalidateWindowData(WindowClass::TownView, town_id);
3190 }
3191
3192 return CommandCost();
3193}
3194
3202CommandCost CmdTownSetText(DoCommandFlags flags, TownID town_id, const EncodedString &text)
3203{
3204 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3205 Town *t = Town::GetIfValid(town_id);
3206 if (t == nullptr) return CMD_ERROR;
3207
3208 if (flags.Test(DoCommandFlag::Execute)) {
3209 t->text.clear();
3210 if (!text.empty()) t->text = text;
3211 InvalidateWindowData(WindowClass::TownView, town_id);
3212 }
3213
3214 return CommandCost();
3215}
3216
3224CommandCost CmdTownGrowthRate(DoCommandFlags flags, TownID town_id, uint16_t growth_rate)
3225{
3226 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3227
3228 Town *t = Town::GetIfValid(town_id);
3229 if (t == nullptr) return CMD_ERROR;
3230
3231 if (flags.Test(DoCommandFlag::Execute)) {
3232 if (growth_rate == 0) {
3233 /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
3235 } else {
3236 uint old_rate = t->growth_rate;
3237 if (t->grow_counter >= old_rate) {
3238 /* This also catches old_rate == 0 */
3239 t->grow_counter = growth_rate;
3240 } else {
3241 /* Scale grow_counter, so half finished houses stay half finished */
3242 t->grow_counter = t->grow_counter * growth_rate / old_rate;
3243 }
3244 t->growth_rate = growth_rate;
3246 }
3248 InvalidateWindowData(WindowClass::TownView, town_id);
3249 }
3250
3251 return CommandCost();
3252}
3253
3262CommandCost CmdTownRating(DoCommandFlags flags, TownID town_id, CompanyID company_id, int16_t rating)
3263{
3264 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3265
3266 Town *t = Town::GetIfValid(town_id);
3267 if (t == nullptr) return CMD_ERROR;
3268
3269 if (!Company::IsValidID(company_id)) return CMD_ERROR;
3270
3271 int16_t new_rating = Clamp(rating, RATING_MINIMUM, RATING_MAXIMUM);
3272 if (flags.Test(DoCommandFlag::Execute)) {
3273 t->ratings[company_id] = new_rating;
3274 InvalidateWindowData(WindowClass::TownAuthority, town_id);
3275 }
3276
3277 return CommandCost();
3278}
3279
3288CommandCost CmdExpandTown(DoCommandFlags flags, TownID town_id, uint32_t grow_amount, TownExpandModes modes)
3289{
3290 if (_game_mode != GameMode::Editor && _current_company != OWNER_DEITY) return CMD_ERROR;
3291 if (modes.None()) return CMD_ERROR;
3292 Town *t = Town::GetIfValid(town_id);
3293 if (t == nullptr) return CMD_ERROR;
3294
3295 if (flags.Test(DoCommandFlag::Execute)) {
3296 /* The more houses, the faster we grow */
3297 if (grow_amount == 0) {
3298 uint amount = RandomRange(ClampTo<uint16_t>(t->cache.num_houses / 10)) + 3;
3299 t->cache.num_houses += amount;
3301
3302 uint n = amount * 10;
3303 do GrowTown(t, modes); while (--n);
3304
3305 t->cache.num_houses -= amount;
3306 } else {
3307 for (; grow_amount > 0; grow_amount--) {
3308 /* Try several times to grow, as we are really suppose to grow */
3309 for (uint i = 0; i < 25; i++) if (GrowTown(t, modes)) break;
3310 }
3311 }
3313
3315 }
3316
3317 return CommandCost();
3318}
3319
3327{
3328 if (_game_mode != GameMode::Editor && !_generating_world) return CMD_ERROR;
3329 Town *t = Town::GetIfValid(town_id);
3330 if (t == nullptr) return CMD_ERROR;
3331
3332 /* Stations refer to towns. */
3333 for (const Station *st : Station::Iterate()) {
3334 if (st->town == t) {
3335 /* Non-oil rig stations are always a problem. */
3336 if (!st->facilities.Test(StationFacility::Airport) || st->airport.type != AT_OILRIG) return CMD_ERROR;
3337 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
3338 CommandCost ret = Command<Commands::LandscapeClear>::Do(flags, st->airport.tile);
3339 if (ret.Failed()) return ret;
3340 }
3341 }
3342
3343 /* Waypoints refer to towns. */
3344 for (const Waypoint *wp : Waypoint::Iterate()) {
3345 if (wp->town == t) return CMD_ERROR;
3346 }
3347
3348 /* Depots refer to towns. */
3349 for (const Depot *d : Depot::Iterate()) {
3350 if (d->town == t) return CMD_ERROR;
3351 }
3352
3353 /* Check all tiles for town ownership. First check for bridge tiles, as
3354 * these do not directly have an owner so we need to check adjacent
3355 * tiles. This won't work correctly in the same loop if the adjacent
3356 * tile was already deleted earlier in the loop. */
3357 for (const auto current_tile : Map::Iterate()) {
3358 if (IsTileType(current_tile, TileType::TunnelBridge) && TestTownOwnsBridge(current_tile, t)) {
3359 CommandCost ret = Command<Commands::LandscapeClear>::Do(flags, current_tile);
3360 if (ret.Failed()) return ret;
3361 }
3362 }
3363
3364 /* Check all remaining tiles for town ownership. */
3365 for (const auto current_tile : Map::Iterate()) {
3366 bool try_clear = false;
3367 switch (GetTileType(current_tile)) {
3368 case TileType::Road:
3369 try_clear = HasTownOwnedRoad(current_tile) && GetTownIndex(current_tile) == t->index;
3370 break;
3371
3372 case TileType::House:
3373 try_clear = GetTownIndex(current_tile) == t->index;
3374 break;
3375
3376 case TileType::Industry:
3377 try_clear = Industry::GetByTile(current_tile)->town == t;
3378 break;
3379
3380 case TileType::Object:
3381 if (Town::GetNumItems() == 1) {
3382 /* No towns will be left, remove it! */
3383 try_clear = true;
3384 } else {
3385 Object *o = Object::GetByTile(current_tile);
3386 if (o->town == t) {
3387 if (o->type == OBJECT_STATUE) {
3388 /* Statue... always remove. */
3389 try_clear = true;
3390 } else {
3391 /* Tell to find a new town. */
3392 if (flags.Test(DoCommandFlag::Execute)) o->town = nullptr;
3393 }
3394 }
3395 }
3396 break;
3397
3398 default:
3399 break;
3400 }
3401 if (try_clear) {
3402 CommandCost ret = Command<Commands::LandscapeClear>::Do(flags, current_tile);
3403 if (ret.Failed()) return ret;
3404 }
3405 }
3406
3407 /* The town destructor will delete the other things related to the town. */
3408 if (flags.Test(DoCommandFlag::Execute)) {
3409 _town_kdtree.Remove(t->index);
3410 if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
3411 delete t;
3412 }
3413
3414 return CommandCost();
3415}
3416
3423{
3428 static const uint8_t town_action_costs[] = {
3429 2, 4, 9, 35, 48, 53, 117, 175
3430 };
3431 static_assert(std::size(town_action_costs) == to_underlying(TownAction::End));
3432
3433 assert(to_underlying(action) < std::size(town_action_costs));
3434 return town_action_costs[to_underlying(action)];
3435}
3436
3444{
3445 if (flags.Test(DoCommandFlag::Execute)) {
3447 }
3448 return CommandCost();
3449}
3450
3458{
3459 if (flags.Test(DoCommandFlag::Execute)) {
3461 }
3462 return CommandCost();
3463}
3464
3472{
3473 if (flags.Test(DoCommandFlag::Execute)) {
3475 }
3476 return CommandCost();
3477}
3478
3486{
3487 /* Check if the company is allowed to fund new roads. */
3488 if (!_settings_game.economy.fund_roads) return CMD_ERROR;
3489
3490 if (flags.Test(DoCommandFlag::Execute)) {
3491 t->road_build_months = 6;
3492
3493 std::string company_name = GetString(STR_COMPANY_NAME, _current_company);
3494
3496 GetEncodedString(TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_ROAD_REBUILDING_MINUTES : STR_NEWS_ROAD_REBUILDING_MONTHS, t->index, company_name),
3497 NewsType::General, NewsStyle::Normal, {}, t->index);
3498 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction(_current_company, t->index));
3499 Game::NewEvent(new ScriptEventRoadReconstruction(_current_company, t->index));
3500 }
3501 return CommandCost();
3502}
3503
3509static bool CheckClearTile(TileIndex tile)
3510{
3512 return Command<Commands::LandscapeClear>::Do({}, tile).Succeeded();
3513}
3514
3523{
3524 if (!Object::CanAllocateItem()) return CommandCost(STR_ERROR_TOO_MANY_OBJECTS);
3525
3526 static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3527
3528 TileIndex best_position = INVALID_TILE;
3529 uint tile_count = 0;
3530 for (auto tile : SpiralTileSequence(t->xy, 9)) {
3531 tile_count++;
3532
3533 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3534 if (IsSteepSlope(GetTileSlope(tile))) continue;
3535 /* Don't build statues under bridges. */
3536 if (IsBridgeAbove(tile)) continue;
3537
3538 /* A clear-able open space is always preferred. */
3539 if ((IsTileType(tile, TileType::Clear) || IsTileType(tile, TileType::Trees)) && CheckClearTile(tile)) {
3540 best_position = tile;
3541 break;
3542 }
3543
3544 bool house = IsTileType(tile, TileType::House);
3545
3546 /* Searching inside the inner circle. */
3547 if (tile_count <= STATUE_NUMBER_INNER_TILES) {
3548 /* Save first house in inner circle. */
3549 if (house && best_position == INVALID_TILE && CheckClearTile(tile)) {
3550 best_position = tile;
3551 }
3552
3553 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3554 if (tile_count == STATUE_NUMBER_INNER_TILES && best_position != INVALID_TILE) break;
3555 }
3556
3557 /* Searching outside the circle, just pick the first possible spot. */
3558 if (!house || !CheckClearTile(tile)) continue;
3559 best_position = tile;
3560 break;
3561 }
3562 if (best_position == INVALID_TILE) return CommandCost(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3563
3564 if (flags.Test(DoCommandFlag::Execute)) {
3566 Command<Commands::LandscapeClear>::Do(DoCommandFlag::Execute, best_position);
3567 cur_company.Restore();
3568 BuildObject(OBJECT_STATUE, best_position, _current_company, t);
3569 t->statues.Set(_current_company); // Once found and built, "inform" the Town.
3570 MarkTileDirtyByTile(best_position);
3571 }
3572 return CommandCost();
3573}
3574
3582{
3583 /* Check if it's allowed to buy the rights */
3584 if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
3585
3586 if (flags.Test(DoCommandFlag::Execute)) {
3587 /* And grow for 3 months */
3588 t->fund_buildings_months = 3;
3589
3590 /* Enable growth (also checking GameScript's opinion) */
3592
3593 /* Build a new house, but add a small delay to make sure
3594 * that spamming funding doesn't let town grow any faster
3595 * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3596 * Also emulate original behaviour when town was only growing in
3597 * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3598 * tick-perfect and gives player some time window where they can
3599 * spam funding with the exact same efficiency.
3600 */
3602
3603 SetWindowDirty(WindowClass::TownView, t->index);
3604 }
3605 return CommandCost();
3606}
3607
3615{
3616 /* Check if it's allowed to buy the rights */
3617 if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
3618 if (t->exclusivity != CompanyID::Invalid()) return CMD_ERROR;
3619
3620 if (flags.Test(DoCommandFlag::Execute)) {
3621 t->exclusive_counter = 12;
3623
3625
3626 SetWindowClassesDirty(WindowClass::StationView);
3627
3628 /* Spawn news message */
3629 auto cni = std::make_unique<CompanyNewsInformation>(STR_NEWS_EXCLUSIVE_RIGHTS_TITLE, Company::Get(_current_company));
3630 EncodedString message = GetEncodedString(TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MINUTES : STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MONTHS, t->index, cni->company_name);
3631 AddNewsItem(std::move(message),
3632 NewsType::General, NewsStyle::Company, {}, t->index, {}, std::move(cni));
3633 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights(_current_company, t->index));
3634 Game::NewEvent(new ScriptEventExclusiveTransportRights(_current_company, t->index));
3635 }
3636 return CommandCost();
3637}
3638
3646{
3647 if (flags.Test(DoCommandFlag::Execute)) {
3648 if (Chance16(1, 14)) {
3649 /* set as unwanted for 6 months */
3650 t->unwanted[_current_company] = 6;
3651
3652 /* set all close by station ratings to 0 */
3653 for (Station *st : Station::Iterate()) {
3654 if (st->town == t && st->owner == _current_company) {
3655 for (GoodsEntry &ge : st->goods) ge.rating = 0;
3656 }
3657 }
3658
3659 /* only show error message to the executing player. All errors are handled command.c
3660 * but this is special, because it can only 'fail' on a DoCommandFlag::Execute */
3661 if (IsLocalCompany()) ShowErrorMessage(GetEncodedString(STR_ERROR_BRIBE_FAILED), {}, WarningLevel::Info);
3662
3663 /* decrease by a lot!
3664 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3665 * be independent of any cheat settings
3666 */
3667 if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3668 t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3669 SetWindowDirty(WindowClass::TownAuthority, t->index);
3670 }
3671 } else {
3672 ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DoCommandFlag::Execute);
3673 if (t->exclusivity != _current_company && t->exclusivity != CompanyID::Invalid()) {
3674 t->exclusivity = CompanyID::Invalid();
3675 t->exclusive_counter = 0;
3676 }
3677 }
3678 }
3679 return CommandCost();
3680}
3681
3682typedef CommandCost TownActionProc(Town *t, DoCommandFlags flags);
3683static TownActionProc * const _town_action_proc[] = {
3692};
3693static_assert(std::size(_town_action_proc) == to_underlying(TownAction::End));
3694
3701TownActions GetMaskOfTownActions(CompanyID cid, const Town *t)
3702{
3703 TownActions buttons{};
3704
3705 /* Spectators and unwanted have no options */
3706 if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3707
3708 /* Actions worth more than this are not able to be performed */
3709 Money avail = GetAvailableMoney(cid);
3710
3711 /* Check the action bits for validity and
3712 * if they are valid add them */
3713 for (TownAction cur : EnumRange(TownAction::End)) {
3714
3715 /* Is the company prohibited from bribing ? */
3716 if (cur == TownAction::Bribe) {
3717 /* Company can't bribe if setting is disabled */
3718 if (!_settings_game.economy.bribe) continue;
3719 /* Company can bribe if another company has exclusive transport rights,
3720 * or its standing with the town is less than outstanding. */
3721 if (t->ratings[cid] >= RATING_BRIBE_MAXIMUM) {
3722 if (t->exclusivity == _current_company) continue;
3723 if (t->exclusive_counter == 0) continue;
3724 }
3725 }
3726
3727 /* Is the company not able to buy exclusive rights ? */
3728 if (cur == TownAction::BuyRights && (!_settings_game.economy.exclusive_rights || t->exclusive_counter != 0)) continue;
3729
3730 /* Is the company not able to fund buildings ? */
3731 if (cur == TownAction::FundBuildings && !_settings_game.economy.fund_buildings) continue;
3732
3733 /* Is the company not able to fund local road reconstruction? */
3734 if (cur == TownAction::RoadRebuild && !_settings_game.economy.fund_roads) continue;
3735
3736 /* Is the company not able to build a statue ? */
3737 if (cur == TownAction::BuildStatue && t->statues.Test(cid)) continue;
3738
3739 if (avail >= GetTownActionCost(cur) * _price[Price::TownAction] >> 8) {
3740 buttons.Set(cur);
3741 }
3742 }
3743 }
3744
3745 return buttons;
3746}
3747
3758{
3759 Town *t = Town::GetIfValid(town_id);
3760 if (t == nullptr || to_underlying(action) >= std::size(_town_action_proc)) return CMD_ERROR;
3761
3762 if (!GetMaskOfTownActions(_current_company, t).Test(action)) return CMD_ERROR;
3763
3765
3766 CommandCost ret = _town_action_proc[to_underlying(action)](t, flags);
3767 if (ret.Failed()) return ret;
3768
3769 if (flags.Test(DoCommandFlag::Execute)) {
3770 SetWindowDirty(WindowClass::TownAuthority, town_id);
3771 }
3772
3773 return cost;
3774}
3775
3776template <typename Func>
3777static void ForAllStationsNearTown(Town *t, Func func)
3778{
3779 /* Ideally the search radius should be close to the actual town zone 0 radius.
3780 * The true radius is not stored or calculated anywhere, only the squared radius. */
3781 /* The efficiency of this search might be improved for large towns and many stations on the map,
3782 * by using an integer square root approximation giving a value not less than the true square root. */
3784 ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3785 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownEdge)]) {
3786 func(st);
3787 }
3788 });
3789}
3790
3795static void UpdateTownRating(Town *t)
3796{
3797 /* Increase company ratings if they're low */
3798 for (const Company *c : Company::Iterate()) {
3799 if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3800 t->ratings[c->index] = std::min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3801 }
3802 }
3803
3804 ForAllStationsNearTown(t, [&](const Station *st) {
3805 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3806 if (Company::IsValidID(st->owner)) {
3807 int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3808 t->ratings[st->owner] = std::min<int>(new_rating, INT16_MAX); // do not let it overflow
3809 }
3810 } else {
3811 if (Company::IsValidID(st->owner)) {
3812 int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3813 t->ratings[st->owner] = std::max(new_rating, INT16_MIN);
3814 }
3815 }
3816 });
3817
3818 /* clamp all ratings to valid values */
3819 for (auto it = t->ratings.begin(); it != t->ratings.end(); ++it) {
3820 *it = Clamp(*it, RATING_MINIMUM, RATING_MAXIMUM);
3821 }
3822
3823 SetWindowDirty(WindowClass::TownAuthority, t->index);
3824}
3825
3826
3833static void UpdateTownGrowCounter(Town *t, uint16_t prev_growth_rate)
3834{
3835 if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3836 if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3837 t->grow_counter = std::min<uint16_t>(t->growth_rate, t->grow_counter);
3838 return;
3839 }
3840 t->grow_counter = RoundDivSU((uint32_t)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3841}
3842
3849{
3850 int n = 0;
3851 ForAllStationsNearTown(t, [&](const Station * st) {
3852 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3853 n++;
3854 }
3855 });
3856 return n;
3857}
3858
3866{
3872 static const uint16_t _grow_count_values[2][6] = {
3873 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3874 { 320, 420, 300, 220, 160, 100 } // Normal values
3875 };
3876
3877 int n = CountActiveStations(t);
3878 uint16_t m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][std::min(n, 5)];
3879
3880 uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3881
3882 m >>= growth_multiplier;
3883 if (t->larger_town) m /= 2;
3884
3885 return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3886}
3887
3893{
3894 if (t->flags.Test(TownFlag::CustomGrowth)) return;
3895 uint old_rate = t->growth_rate;
3897 UpdateTownGrowCounter(t, old_rate);
3898 SetWindowDirty(WindowClass::TownView, t->index);
3899}
3900
3905static void UpdateTownGrowth(Town *t)
3906{
3908
3910 SetWindowDirty(WindowClass::TownView, t->index);
3911
3912 if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3913
3914 if (t->fund_buildings_months == 0) {
3915 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3917 switch (t->goal[i]) {
3918 case TOWN_GROWTH_WINTER:
3919 if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3920 break;
3921 case TOWN_GROWTH_DESERT:
3922 if (GetTropicZone(t->xy) == TropicZone::Desert && t->received[i].old_act == 0 && t->cache.population > 60) return;
3923 break;
3924 default:
3925 if (t->goal[i] > t->received[i].old_act) return;
3926 break;
3927 }
3928 }
3929 }
3930
3933 SetWindowDirty(WindowClass::TownView, t->index);
3934 return;
3935 }
3936
3937 if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3938
3940 SetWindowDirty(WindowClass::TownView, t->index);
3941}
3942
3950{
3951 /* The required rating is hardcoded to RATING_VERYPOOR (see below), not the authority attitude setting, so we can bail out like this. */
3952 if (_settings_game.difficulty.town_council_tolerance == TOWN_COUNCIL_PERMISSIVE) return CommandCost();
3953
3955
3956 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
3957 if (t == nullptr) return CommandCost();
3958
3959 if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3960
3961 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
3962}
3963
3973{
3974 if (Town::GetNumItems() == 0) return nullptr;
3975
3976 TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3977 Town *town = Town::Get(tid);
3978 if (DistanceManhattan(tile, town->xy) < threshold) return town;
3979 return nullptr;
3980}
3981
3990Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3991{
3992 switch (GetTileType(tile)) {
3993 case TileType::Road:
3994 if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3995
3996 if (!HasTownOwnedRoad(tile)) {
3997 TownID tid = GetTownIndex(tile);
3998
3999 if (tid == TownID::Invalid()) {
4000 /* in the case we are generating "many random towns", this value may be TownID::Invalid() */
4001 if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
4002 assert(Town::GetNumItems() == 0);
4003 return nullptr;
4004 }
4005
4006 assert(Town::IsValidID(tid));
4007 Town *town = Town::Get(tid);
4008
4009 if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
4010
4011 return town;
4012 }
4013 [[fallthrough]];
4014
4015 case TileType::House:
4016 return Town::GetByTile(tile);
4017
4018 default:
4019 return CalcClosestTownFromTile(tile, threshold);
4020 }
4021}
4022
4023static bool _town_rating_test = false;
4024static std::map<const Town *, int> _town_test_ratings;
4025
4032{
4033 static int ref_count = 0; // Number of times test-mode is switched on.
4034 if (mode) {
4035 if (ref_count == 0) {
4036 _town_test_ratings.clear();
4037 }
4038 ref_count++;
4039 } else {
4040 assert(ref_count > 0);
4041 ref_count--;
4042 }
4043 _town_rating_test = !(ref_count == 0);
4044}
4045
4051static int GetRating(const Town *t)
4052{
4053 if (_town_rating_test) {
4054 auto it = _town_test_ratings.find(t);
4055 if (it != _town_test_ratings.end()) {
4056 return it->second;
4057 }
4058 }
4059 return t->ratings[_current_company];
4060}
4061
4069void ChangeTownRating(Town *t, int add, int max, DoCommandFlags flags)
4070{
4071 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
4072 if (t == nullptr || flags.Test(DoCommandFlag::NoModifyTownRating) ||
4074 (_cheats.magic_bulldozer.value && add < 0)) {
4075 return;
4076 }
4077
4078 int rating = GetRating(t);
4079 if (add < 0) {
4080 if (rating > max) {
4081 rating += add;
4082 if (rating < max) rating = max;
4083 }
4084 } else {
4085 if (rating < max) {
4086 rating += add;
4087 if (rating > max) rating = max;
4088 }
4089 }
4090 if (_town_rating_test) {
4091 _town_test_ratings[t] = rating;
4092 } else {
4094 t->ratings[_current_company] = rating;
4095 SetWindowDirty(WindowClass::TownAuthority, t->index);
4096 }
4097}
4098
4107{
4108 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
4109 if (t == nullptr || !Company::IsValidID(_current_company) ||
4110 _cheats.magic_bulldozer.value || flags.Test(DoCommandFlag::NoTestTownRating)) {
4111 return CommandCost();
4112 }
4113
4114 /* minimum rating needed to be allowed to remove stuff */
4115 static const int needed_rating[][to_underlying(TownRatingCheckType::End)] = {
4116 /* RoadRemove, TunnelBridgeRemove */
4121 };
4122
4123 /* check if you're allowed to remove the road/bridge/tunnel
4124 * owned by a town no removal if rating is lower than ... depends now on
4125 * difficulty setting. Minimum town rating selected by difficulty level
4126 */
4127 int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][to_underlying(type)];
4128
4129 if (GetRating(t) < needed) {
4130 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
4131 }
4132
4133 return CommandCost();
4134}
4135
4141template <>
4142Town::SuppliedHistory SumHistory(std::span<const Town::SuppliedHistory> history)
4143{
4144 uint64_t production = std::accumulate(std::begin(history), std::end(history), 0, [](uint64_t r, const auto &s) { return r + s.production; });
4145 uint64_t transported = std::accumulate(std::begin(history), std::end(history), 0, [](uint64_t r, const auto &s) { return r + s.transported; });
4146 auto count = std::size(history);
4147 return {.production = ClampTo<uint32_t>(production / count), .transported = ClampTo<uint32_t>(transported / count)};
4148}
4149
4155template <>
4156Town::AcceptedHistory SumHistory(std::span<const Town::AcceptedHistory> history)
4157{
4158 uint64_t accepted = std::accumulate(std::begin(history), std::end(history), 0, [](uint64_t r, const auto &s) { return r + s.accepted; });
4159 auto count = std::size(history);
4160 return {.accepted = ClampTo<uint32_t>(accepted / count)};
4161}
4162
4164static const IntervalTimer<TimerGameEconomy> _economy_towns_monthly({TimerGameEconomy::Trigger::Month, TimerGameEconomy::Priority::Town}, [](auto)
4165{
4166 for (Town *t : Town::Iterate()) {
4167 /* Check for active town actions and decrement their counters. */
4168 if (t->road_build_months != 0) t->road_build_months--;
4169 if (t->fund_buildings_months != 0) t->fund_buildings_months--;
4170
4171 if (t->exclusive_counter != 0) {
4172 if (--t->exclusive_counter == 0) t->exclusivity = CompanyID::Invalid();
4173 }
4174
4175 /* Check for active failed bribe cooloff periods and decrement them. */
4176 for (const Company *c : Company::Iterate()) {
4177 if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
4178 }
4179
4180 UpdateValidHistory(t->valid_history, HISTORY_YEAR, TimerGameEconomy::month);
4181
4182 /* Update cargo statistics. */
4183 for (auto &s : t->supplied) RotateHistory(s.history, t->valid_history, HISTORY_YEAR, TimerGameEconomy::month);
4184 for (auto &a : t->accepted) RotateHistory(a.history, t->valid_history, HISTORY_YEAR, TimerGameEconomy::month);
4185 for (auto &received : t->received) received.NewMonth();
4186
4189
4190 SetWindowDirty(WindowClass::TownView, t->index);
4191 }
4192});
4193
4194static const IntervalTimer<TimerGameEconomy> _economy_towns_yearly({TimerGameEconomy::Trigger::Year, TimerGameEconomy::Priority::Town}, [](auto)
4195{
4196 /* Increment house ages */
4197 for (const auto t : Map::Iterate()) {
4198 if (!IsTileType(t, TileType::House)) continue;
4200 }
4201});
4202
4204static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlags flags, int z_new, Slope tileh_new)
4205{
4206 if (AutoslopeEnabled()) {
4207 HouseID house = GetHouseType(tile);
4208 GetHouseNorthPart(house); // modifies house to the ID of the north tile
4209 const HouseSpec *hs = HouseSpec::Get(house);
4210
4211 /* Here we differ from TTDP by checking BuildingFlag::NotSloped */
4212 if (!hs->building_flags.Test(BuildingFlag::NotSloped) && !IsSteepSlope(tileh_new) &&
4213 (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
4214 bool allow_terraform = true;
4215
4216 /* Call the autosloping callback per tile, not for the whole building at once. */
4217 house = GetHouseType(tile);
4218 hs = HouseSpec::Get(house);
4220 /* If the callback fails, allow autoslope. */
4221 uint16_t res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
4222 if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
4223 }
4224
4226 }
4227 }
4228
4229 return Command<Commands::LandscapeClear>::Do(flags, tile);
4230}
4231
4233extern const TileTypeProcs _tile_type_town_procs = {
4234 .draw_tile_proc = DrawTile_Town,
4235 .get_slope_pixel_z_proc = [](TileIndex tile, uint, uint, bool) { return GetTileMaxPixelZ(tile); },
4236 .clear_tile_proc = ClearTile_Town,
4237 .add_accepted_cargo_proc = AddAcceptedCargo_Town,
4238 .get_tile_desc_proc = GetTileDesc_Town,
4239 .animate_tile_proc = AnimateTile_Town,
4240 .tile_loop_proc = TileLoop_Town,
4241 .add_produced_cargo_proc = AddProducedCargo_Town,
4242 .get_foundation_proc = GetFoundation_Town,
4243 .terraform_tile_proc = TerraformTile_Town,
4244};
4245
4246std::span<const DrawBuildingsTileStruct> GetTownDrawTileData()
4247{
4248 return _town_draw_tile_data;
4249}
Base functions for all AIs.
@ AT_OILRIG
Oilrig airport.
Definition airport.h:38
void AddAnimatedTile(TileIndex tile, bool mark_dirty)
Add the given tile to the animated tile table (if it does not exist yet).
void DeleteAnimatedTile(TileIndex tile, bool immediate)
Stops animation on the given tile.
Tile animation!
@ None
Tile is not animated.
Functions related to autoslope.
bool AutoslopeEnabled()
Tests if autoslope is enabled for _current_company.
Definition autoslope.h:65
Class for backupping variables and making sure they are restored later.
static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
constexpr uint CountBits(T value)
Counts the number of set bits in a variable.
constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
static const uint MAX_BRIDGES
Maximal number of available bridge specs.
Definition bridge.h:18
bool IsBridgeTile(Tile t)
checks if there is a bridge on this tile
Definition bridge_map.h:35
bool IsBridgeAbove(Tile t)
checks if a bridge is set above the ground of this tile
Definition bridge_map.h:45
Axis GetBridgeAxis(Tile t)
Get the axis of the bridge that goes over the tile.
Definition bridge_map.h:68
bool IsValidCargoType(CargoType cargo)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:110
EnumBitSet< CargoType, uint64_t > CargoTypes
Bitset of CargoType elements.
Definition cargo_type.h:113
CargoType
Cargo slots to indicate a cargo type within a game.
Definition cargo_type.h:22
TownProductionEffect
Town effect when producing cargo.
Definition cargotype.h:36
@ Mail
Cargo behaves mail-like for production.
Definition cargotype.h:39
@ Passengers
Cargo behaves passenger-like for production.
Definition cargotype.h:38
TownAcceptanceEffect
Town growth effect when delivering cargo.
Definition cargotype.h:22
@ Food
Cargo behaves food/fizzy-drinks-like.
Definition cargotype.h:29
@ Water
Cargo behaves water-like.
Definition cargotype.h:28
@ End
End of town effects.
Definition cargotype.h:30
Cheats _cheats
All the cheats.
Definition cheat.cpp:16
Types related to cheating.
static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company=CompanyID::Invalid())
Broadcast a new event to all active AIs.
Definition ai_core.cpp:250
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr Tstorage base() const noexcept
Retrieve the raw value behind this bit set.
constexpr bool None() const
Test if none of the values are set.
constexpr Timpl & Reset()
Reset all bits.
constexpr Timpl & Set()
Set all bits.
constexpr bool Any(const Timpl &other) const
Test if any of the given values are set.
Common return value for all commands.
bool Succeeded() const
Did this command succeed?
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Money GetCost() const
The costs as made up to this moment.
bool Failed() const
Did this command fail?
void MultiplyCost(int factor)
Multiplies the cost of the command by the given factor.
Container for an encoded string, created by GetEncodedString.
Iterate a range of enum values.
static void NewEvent(class ScriptEvent *event)
Queue a new event for the game script.
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition timer.h:76
TimerGameCalendar::Date introduction_date
Introduction date.
Definition road.h:142
RoadTypeFlags flags
Bit mask of road type flags.
Definition road.h:103
uint16_t max_speed
Maximum speed for vehicles travelling on this road type.
Definition road.h:118
Generate TileIndices around a center tile or tile area, with increasing distance.
Structure contains cached list of stations nearby.
const StationList & GetStations()
Run a tile loop to find stations around a tile, on demand.
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).
static std::unique_ptr< TileIterator > Create(TileIndex corner1, TileIndex corner2, bool diagonal)
Create either an OrthogonalTileIterator or DiagonalTileIterator given the diagonal parameter.
Definition tilearea.cpp:292
static Date date
Current date in days (day counter).
static Year year
Current year, starting at 0.
static constexpr TimerGame< struct Calendar >::Date MAX_DATE
static Month month
Current month (0..11).
static bool UsingWallclockUnits(bool newgame=false)
Check if we are using wallclock units.
static TickCounter counter
Monotonic counter, in ticks, since start of game.
StrongType::Typedef< int32_t, DateTag< struct Calendar >, StrongType::Compare, StrongType::Integer > Date
Map accessors for 'clear' tiles.
@ Rough
Rough mounds (3).
Definition clear_map.h:23
ClearGround GetClearGround(Tile t)
Get the type of clear tile.
Definition clear_map.h:52
CommandFlags GetCommandFlags(Commands cmd)
Get the command flags associated with the given command.
Definition command.cpp:113
CommandCost CommandCostWithParam(StringID str, uint64_t value)
Return an error status, with string and parameter.
Definition command.cpp:416
Functions related to commands.
CommandCost & ExtractCommandCost(Tret &ret)
Extract the CommandCost from a command proc result.
static constexpr DoCommandFlags CommandFlagsToDCFlags(CommandFlags cmd_flags)
Extracts the DC flags needed for DoCommand from the flags returned by GetCommandFlags.
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
@ Auto
don't allow building on structures
@ NoModifyTownRating
do not change town rating
@ NoWater
don't allow building on water
@ Execute
execute the given command
@ NoTestTownRating
town rating does not disallow you from building
EnumBitSet< DoCommandFlag, uint16_t > DoCommandFlags
Bitset of DoCommandFlag elements.
Definition of stuff that is very close to a company, like the company struct itself.
Money GetAvailableMoneyForCommand()
This functions returns the money which can be used to execute a command.
Money GetAvailableMoney(CompanyID company)
Get the amount of money that a company has available, or INT64_MAX if there is no such valid company.
CompanyID _current_company
Company currently doing an action.
Functions related to companies.
bool IsLocalCompany()
Is the current company the local company?
static constexpr Owner OWNER_DEITY
The object is owned by a superuser / goal script.
static constexpr CompanyID COMPANY_SPECTATOR
The client is spectating.
static constexpr Owner OWNER_TOWN
A town owns the tile, or a town is expanding.
static constexpr Owner OWNER_NONE
The tile has no ownership.
Base for all depots (except hangars).
DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
bool IsValidDiagDirection(DiagDirection d)
Checks if an integer value is a valid DiagDirection.
DiagDirection ChangeDiagDir(DiagDirection d, DiagDirDiff delta)
Applies a difference on a DiagDirection.
Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
@ Left90
90 degrees left
@ Right90
90 degrees right
DiagDirection
Enumeration for diagonal directions.
@ SW
Southwest.
@ NW
Northwest.
@ End
Used for iterations.
@ SE
Southeast.
Prices _price
Prices and also the fractional part.
Definition economy.cpp:106
bool EconomyIsInRecession()
Is the economy in recession?
uint ScaleByCargoScale(uint num, bool town)
Scale a number by the cargo scale setting.
@ Construction
Construction costs.
@ Other
Other expenses.
@ Terraform
Price for terraforming land, e.g. rising, lowering and flattening.
@ BuildFoundation
Price for building foundation under other constructions e.g. roads, rails, depots,...
@ TownAction
Price for interaction with local authorities.
@ ClearHouse
Price for destroying houses and other town buildings.
@ BuildTown
Price for funding new towns and cities.
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23).
Definition enum_type.hpp:21
EnumClassIndexContainer< std::array< T, to_underlying(N)>, Index > EnumIndexArray
A typedef for EnumClassIndexContainer using std::array as the backing container type.
Functions related to errors.
@ Critical
Critical errors, the MessageBox is shown in all cases.
Definition error.h:27
@ Info
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition error.h:24
void ShowErrorMessage(EncodedString &&summary_msg, int x, int y, CommandCost &cc)
Display an error message in a window.
Base functions for all Games.
bool _generating_world
Whether we are generating the map or not.
Definition genworld.cpp:74
Functions related to world/map generation.
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
@ Towns
Generate towns.
Definition genworld.h:64
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition gfx_type.h:17
uint8_t GetSnowLine()
Get the current snow line, either variable or static.
uint8_t HighestSnowLine()
Get the highest possible snow line height, either variable or static.
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition gfx.cpp:1553
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
static const SpriteID SPR_LIFT
Definition sprites.h:1146
void UpdateValidHistory(ValidHistoryMask &valid_history, const HistoryRange &hr, uint cur_month)
Update mask of valid records for a historical data.
Definition history.cpp:25
Functions for storing historical data.
void RotateHistory(HistoryData< T > &history, ValidHistoryMask valid_history, const HistoryRange &hr, uint cur_month)
Rotate historical data.
Types for storing historical data.
@ BuildingIsHistorical
this house will only appear during town generation in random games, thus the historical
Definition house.h:97
@ BuildingIsProtected
towns and AI will not remove this house, while human players will be able to
Definition house.h:98
@ Size1x1
The building is a single tile.
Definition house.h:39
@ Size2x2
The building is 2x2 tiles.
Definition house.h:43
@ IsAnimated
The building uses animation.
Definition house.h:44
@ NotSloped
The building can only be built on flat land; when not set foundations are placed.
Definition house.h:40
@ Size2x1
The building is 2x1 tiles, i.e. wider on the X-axis.
Definition house.h:41
@ IsChurch
The building functions as a church, i.e. only one can be built in a town.
Definition house.h:45
@ IsStadium
The building functions as a stadium, i.e. only one can be built in a town.
Definition house.h:46
@ Size1x2
The building is 1x2 tiles, i.e. wider on the Y-axis.
Definition house.h:42
static const HouseID NEW_HOUSE_OFFSET
Offset for new houses.
Definition house.h:28
EnumBitSet< BuildingFlag, uint8_t > BuildingFlags
Bitset of BuildingFlag elements.
Definition house.h:50
EnumBitSet< HouseZone, uint16_t > HouseZones
Bitset of HouseZone elements.
Definition house.h:75
static const uint8_t TOWN_HOUSE_COMPLETED
Simple value that indicates the house has reached the final stage of construction.
Definition house.h:25
HouseZone
Concentric rings of zoning around the centre of a town.
Definition house.h:59
@ TownOuterSuburb
Outer suburbs; roads with pavement.
Definition house.h:62
@ ClimateSubarcticAboveSnow
Building can appear in sub-arctic climate above the snow line.
Definition house.h:67
@ ClimateSubarcticBelowSnow
Building can appear in sub-arctic climate below the snow line.
Definition house.h:69
@ TownInnerSuburb
Inner suburbs; roads with pavement and trees.
Definition house.h:63
@ TownOutskirt
Outskirts of a town; roads without pavement.
Definition house.h:61
@ TownEdge
Edge of the town; roads without pavement.
Definition house.h:60
@ TownCentre
Centre of town; roads with pavement and streetlights.
Definition house.h:64
@ ClimateTemperate
Building can appear in temperate climate.
Definition house.h:68
@ ClimateToyland
Building can appear in toyland climate.
Definition house.h:71
@ ClimateSubtropic
Building can appear in subtropical climate.
Definition house.h:70
uint16_t HouseID
OpenTTD ID of house types.
Definition house_type.h:15
Base of all industries.
void DrawFoundation(TileInfo *ti, Foundation f)
Draw foundation f at tile ti.
std::tuple< Slope, int > GetFoundationSlope(TileIndex tile)
Get slope of a tile on top of a (possible) foundation If a tile does not have a foundation,...
const TileTypeProcs _tile_type_town_procs
TileTypeProcs definitions for TileType::Town tiles.
Definition landscape.cpp:55
Functions related to OTTD's landscape.
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:97
Command definitions related to landscape (slopes etc.).
@ Arctic
Landscape with snow levels.
@ Toyland
Landscape with funky industries and vehicles.
@ Tropic
Landscape with distinct rainforests and deserts,.
@ Temperate
Base landscape.
#define Point
Macro that prevents name conflicts between included headers.
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition map.cpp:186
uint DistanceFromEdge(TileIndex tile)
Param the minimum distance to an edge.
Definition map.cpp:229
uint DistanceManhattan(TileIndex t0, TileIndex t1)
Gets the Manhattan distance between the two given tiles.
Definition map.cpp:169
uint GetClosestWaterDistance(TileIndex tile, bool water)
Finds the distance for the closest tile with water/land given a tile.
Definition map.cpp:263
Functions related to maps.
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition map_func.h:474
TileIndex TileAddByDir(TileIndex tile, Direction dir)
Adds a Direction to a tile.
Definition map_func.h:603
TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between two tiles from a TileIndexDiffC struct.
Definition map_func.h:444
TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition map_func.h:615
TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition map_func.h:392
static TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition map_func.h:376
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:429
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:419
constexpr TileIndex TileAdd(TileIndex tile, TileIndexDiff offset)
Adds a given offset to a tile.
Definition map_func.h:461
#define RandomTile()
Get a valid random tile.
Definition map_func.h:656
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:574
TileIndexDiffC TileIndexToTileIndexDiffC(TileIndex tile_a, TileIndex tile_b)
Returns the diff between two tiles.
Definition map_func.h:535
int32_t TileIndexDiff
An offset value between two tiles.
Definition map_type.h:23
constexpr bool IsInsideMM(const size_t x, const size_t min, const size_t max) noexcept
Checks if a value is in an interval.
constexpr int RoundDivSU(int a, uint b)
Computes round(a / b) for signed a and unsigned b.
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition math_func.hpp:79
constexpr To ClampTo(From value)
Clamp the given value down to lie within the requested type.
@ FakeTowns
Fake town GrfSpecFeature for NewGRF debugging (parent scope).
Definition newgrf.h:104
@ Houses
Houses feature.
Definition newgrf.h:86
@ CBID_HOUSE_DRAW_FOUNDATIONS
Called to determine the type (if any) of foundation to draw for house tile.
@ CBID_HOUSE_CARGO_ACCEPTANCE
Called to decide how much cargo a town building can accept.
@ CBID_HOUSE_AUTOSLOPE
Called to determine if one can alter the ground below a house tile.
@ CBID_HOUSE_CUSTOM_NAME
Called on the Get Tile Description for an house tile.
@ CBID_HOUSE_ALLOW_CONSTRUCTION
Determine whether the house can be built on the specified tile.
@ CBID_HOUSE_ACCEPT_CARGO
Called to determine which cargoes a town building should accept.
@ CBID_HOUSE_PRODUCE_CARGO
Called to determine how much cargo a town building produces.
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
@ AllowConstruction
decide whether the house can be built on a given tile
@ AcceptCargo
decides accepted types
@ CargoAcceptance
decides amount of cargo acceptance
@ DrawFoundations
decides if default foundations need to be drawn
@ ProduceCargo
custom cargo production
@ Autoslope
decides allowance of autosloping
static const uint CALLBACK_HOUSEPRODCARGO_END
Sentinel indicating that the loop for CBID_HOUSE_PRODUCE_CARGO has ended.
CargoType GetCargoTranslation(uint8_t cargo, const GRFFile *grffile, bool usebit)
Translate a GRF-local cargo slot/bitnum into a CargoType.
Cargo support for NewGRFs.
bool Convert8bitBooleanCallback(const GRFFile *grffile, uint16_t cbid, uint16_t cb_res)
Converts a callback result into a boolean.
bool ConvertBooleanCallback(const GRFFile *grffile, uint16_t cbid, uint16_t cb_res)
Converts a callback result into a boolean.
void ErrorUnknownCallbackResult(GrfID grfid, uint16_t cbid, uint16_t cb_res)
Record that a NewGRF returned an unknown/invalid callback result.
GRFConfig * GetGRFConfig(GrfID grfid, uint32_t mask)
Retrieve a NewGRF from the current config by its grfid.
@ Any
Use first found.
Functions/types related to NewGRF debugging.
void DeleteNewGRFInspectWindow(GrfSpecFeature feature, uint index)
Delete inspect window for a given feature and index.
void DecreaseBuildingCount(Town *t, HouseID house_id)
DecreaseBuildingCount() Decrease the number of a building when it is deleted.
void IncreaseBuildingCount(Town *t, HouseID house_id)
IncreaseBuildingCount() Increase the count of a building when it has been added by a town.
uint16_t GetHouseCallback(CallbackID callback, uint32_t param1, uint32_t param2, HouseID house_id, Town *town, TileIndex tile, std::span< int32_t > regs100, bool not_yet_constructed, uint8_t initial_random_bits, CargoTypes watched_cargo_triggers, int view)
Get the result of a house callback.
void InitializeBuildingCounts()
Initialise global building counts and all town building counts.
Functions related to NewGRF houses.
StringID GetGRFStringID(GrfID grfid, GRFStringID stringid)
Returns the index for this stringid associated with its grfID.
Header of Action 04 "universal holder" structure and functions.
StrongType::Typedef< uint32_t, struct GRFStringIDTag, StrongType::Compare, StrongType::Integer > GRFStringID
Type for GRF-internal string IDs.
static constexpr GRFStringID GRFSTR_MISC_GRF_TEXT
Miscellaneous GRF text range.
Functions related to news.
void AddNewsItem(EncodedString &&headline, NewsType type, NewsStyle style, NewsFlags flags, NewsReference ref1={}, NewsReference ref2={}, std::unique_ptr< NewsAllocatedData > &&data=nullptr, AdviceType advice_type=AdviceType::Invalid)
Add a new newsitem to be shown.
Definition news_gui.cpp:917
@ General
General news (from towns).
Definition news_type.h:45
@ IndustryOpen
Opening of industries.
Definition news_type.h:35
@ Company
Company news item. (Newspaper with face).
Definition news_type.h:82
@ Normal
Normal news item. (Newspaper with text only).
Definition news_type.h:80
Functions related to objects.
void BuildObject(ObjectType type, TileIndex tile, CompanyID owner=OWNER_NONE, struct Town *town=nullptr, uint8_t view=0)
Actually build the object.
Base for all objects.
Map accessors for object tiles.
static const ObjectType OBJECT_STATUE
Statue in towns.
Definition object_type.h:20
@ Editor
In the scenario editor.
Definition openttd.h:21
Some methods of Pool are placed here in order to reduce compilation time and binary size.
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
static bool IsPlainRailTile(Tile t)
Checks whether the tile is a rail tile or rail tile with signals.
Definition rail_map.h:60
@ INVALID_RAILTYPE
Flag for invalid railtype.
Definition rail_type.h:32
Randomizer _random
Random used in the game state calculations.
Pseudo random number generator.
uint32_t RandomRange(uint32_t limit, const std::source_location location=std::source_location::current())
Pick a random number between 0 and limit - 1, inclusive.
bool Chance16(const uint32_t a, const uint32_t b, const std::source_location location=std::source_location::current())
Flips a coin with given probability.
RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb)
Clean up unnecessary RoadBits of a planned tile.
Definition road.cpp:59
Road specific functions.
@ NoHouses
Bit number for setting this roadtype as not house friendly.
Definition road.h:27
@ TownBuild
Bit number for allowing towns to build this roadtype.
Definition road.h:29
RoadTypes GetMaskForRoadTramType(RoadTramType rtt)
Get the mask for road types of the given RoadTramType.
Definition road.h:185
const RoadTypeInfo * GetRoadTypeInfo(RoadType roadtype)
Returns a pointer to the Roadtype information for a given roadtype.
Definition road.h:217
void UpdateNearestTownForRoadTiles(bool invalidate)
Updates cached nearest town for all road tiles.
Road related functions.
RoadBits DiagDirToRoadBits(DiagDirection d)
Create the road-part which belongs to the given DiagDirection.
Definition road_func.h:78
Functions used internally by the roads.
RoadBits GetAnyRoadBits(Tile tile, RoadTramType rtt, bool straight_tunnel_bridge_entrance)
Returns the RoadBits on an arbitrary tile Special behaviour:
Definition road_map.cpp:54
void SetRoadOwner(Tile t, RoadTramType rtt, Owner o)
Set the owner of a specific road type.
Definition road_map.h:261
bool HasTownOwnedRoad(Tile t)
Checks if given tile has town owned road.
Definition road_map.h:290
RoadType GetRoadTypeRoad(Tile t)
Get the road type for RoadTramType being RoadTramType::Road.
Definition road_map.h:152
static bool IsRoadDepotTile(Tile t)
Return whether a tile is a road depot tile.
Definition road_map.h:100
DisallowedRoadDirections GetDisallowedRoadDirections(Tile t)
Gets the disallowed directions.
Definition road_map.h:311
bool HasTileRoadType(Tile t, RoadTramType rtt)
Check if a tile has a road or a tram road type.
Definition road_map.h:221
DiagDirection GetRoadDepotDirection(Tile t)
Get the direction of the exit of a road depot.
Definition road_map.h:565
static bool IsRoadDepot(Tile t)
Return whether a tile is a road depot.
Definition road_map.h:90
static bool IsNormalRoadTile(Tile t)
Return whether a tile is a normal road tile.
Definition road_map.h:58
bool IsRoadOwner(Tile t, RoadTramType rtt, Owner o)
Check if a specific road type is owned by an owner.
Definition road_map.h:278
static constexpr RoadBits ROAD_W
Road at the two western edges.
Definition road_type.h:72
static constexpr RoadBits ROAD_X
Full road along the x-axis (south-west + north-east).
Definition road_type.h:66
EnumBitSet< RoadBit, uint8_t > RoadBits
Bitset of RoadBit elements.
Definition road_type.h:64
static constexpr RoadBits ROAD_E
Road at the two eastern edges.
Definition road_type.h:70
@ SW
South-west part.
Definition road_type.h:58
@ NW
North-west part.
Definition road_type.h:57
@ NE
North-east part.
Definition road_type.h:60
@ SE
South-east part.
Definition road_type.h:59
static constexpr RoadBits ROAD_ALL
Full 4-way crossing.
Definition road_type.h:74
static constexpr RoadBits ROAD_Y
Full road along the y-axis (north-west + south-east).
Definition road_type.h:67
static constexpr RoadBits ROAD_N
Road at the two northern edges.
Definition road_type.h:69
RoadType
The different roadtypes we support.
Definition road_type.h:23
@ INVALID_ROADTYPE
flag for invalid roadtype
Definition road_type.h:28
@ ROADTYPE_ROAD
Basic road type.
Definition road_type.h:25
static constexpr RoadBits ROAD_S
Road at the two southern edges.
Definition road_type.h:71
@ Road
Road type.
Definition road_type.h:38
A number of safeguards to prevent using unsafe methods.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:61
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition settings.cpp:62
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
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:170
static constexpr Slope RemoveHalftileSlope(Slope s)
Removes a halftile slope from a slope.
Definition slope_func.h:70
bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition slope_func.h:98
static constexpr bool IsSteepSlope(Slope s)
Checks if a slope is steep.
Definition slope_func.h:36
static constexpr Slope RemoveSteepSlope(Slope s)
Removes a steep flag from a slope.
Definition slope_func.h:46
Foundation FlatteningFoundation(Slope s)
Returns the foundation needed to flatten a slope.
Definition slope_func.h:377
Slope InclinedSlope(DiagDirection dir)
Returns the slope that is inclined in a specific direction.
Definition slope_func.h:266
Slope ComplementSlope(Slope s)
Return the complement of a slope.
Definition slope_func.h:86
Slope
Enumeration for the slope-type.
Definition slope_type.h:53
@ SLOPE_W
the west corner of the tile is raised
Definition slope_type.h:55
@ SLOPE_ELEVATED
bit mask containing all 'simple' slopes
Definition slope_type.h:66
@ SLOPE_E
the east corner of the tile is raised
Definition slope_type.h:57
@ SLOPE_S
the south corner of the tile is raised
Definition slope_type.h:56
@ SLOPE_N
the north corner of the tile is raised
Definition slope_type.h:58
@ SLOPE_SW
south and west corner are raised
Definition slope_type.h:61
@ SLOPE_FLAT
a flat tile
Definition slope_type.h:54
@ SLOPE_STEEP_W
a steep slope falling to east (from west)
Definition slope_type.h:71
@ SLOPE_NE
north and east corner are raised
Definition slope_type.h:63
@ SLOPE_STEEP_E
a steep slope falling to west (from east)
Definition slope_type.h:73
@ SLOPE_SE
south and east corner are raised
Definition slope_type.h:62
@ SLOPE_NW
north and west corner are raised
Definition slope_type.h:60
@ SLOPE_STEEP_N
a steep slope falling to south (from north)
Definition slope_type.h:74
@ SLOPE_STEEP_S
a steep slope falling to north (from south)
Definition slope_type.h:72
Foundation
Enumeration for Foundations.
Definition slope_type.h:98
@ Leveled
The tile is leveled up to a flat slope.
Definition slope_type.h:100
@ None
The tile has no foundation, the slope remains unchanged.
Definition slope_type.h:99
@ Town
Source/destination is a town.
Definition source_type.h:22
Base classes/functions for stations.
void ForAllStationsAroundTiles(const TileArea &ta, Func func)
Call a function on all stations that have any part of the requested area within their catchment.
void UpdateAllStationVirtCoords()
Update the virtual coords needed to draw the station sign for all stations.
void UpdateAirportsNoise()
Recalculate the noise generated by the airports of each town.
void ModifyStationRatingAround(TileIndex tile, Owner owner, int amount, uint radius)
Forcibly modify station ratings near a given tile.
Declarations for accessing the k-d tree of stations.
void ForAllStationsRadius(TileIndex center, uint radius, Func func)
Call a function on all stations whose sign is within a radius of a center tile.
bool IsBayRoadStopTile(Tile t)
Is tile t a bay (non-drive through) road stop station?
bool IsDriveThroughStopTile(Tile t)
Is tile t a drive through road stop station or waypoint?
Axis GetDriveThroughStopAxis(Tile t)
Gets the axis of the drive through stop.
DiagDirection GetBayRoadStopDir(Tile t)
Gets the direction the bay road stop entrance points towards.
bool IsAnyRoadStopTile(Tile t)
Is tile t a road stop station?
@ Airport
Station with an airport.
Definition of base types and functions in a cross-platform compatible way.
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:271
size_t Utf8StringLength(std::string_view str)
Get the length of an UTF-8 encoded string in number of characters and thus not the number of bytes th...
Definition string.cpp:351
Functions related to low-level strings.
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:90
std::string GetString(StringID string)
Resolve the given StringID into a std::string with formatting but no parameters.
Definition strings.cpp:424
Functions related to OTTD's strings.
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Class to backup a specific variable and restore it upon destruction of this object to prevent stack v...
Class to backup a specific variable and restore it later.
void Restore()
Restore the variable.
Owner owner
The owner of this station.
Class for storing amounts of cargo.
Definition cargo_type.h:118
static void InvalidateAllFrom(Source src)
Invalidates (sets source_id to INVALID_SOURCE) all cargo packets from given source.
Specification of a cargo type.
Definition cargotype.h:77
static EnumIndexArray< std::vector< const CargoSpec * >, TownProductionEffect, TownProductionEffect::End > town_production_cargoes
List of cargo specs for each Town Product Effect.
Definition cargotype.h:197
static IterateWrapper Iterate(size_t from=0)
Returns an iterable ensemble of all valid CargoSpec.
Definition cargotype.h:194
uint32_t build_object_limit
Amount of tiles we can (still) build objects on (times 65536). Also applies to buying land and placin...
T y
Y coordinate.
T x
X coordinate.
T x
X coordinate.
T y
Y coordinate.
This structure is the same for both Industries and Houses.
Definition sprite.h:90
uint8_t draw_proc
This allows to specify a special drawing procedure.
Definition sprite.h:93
Information about GRF, used in the game and (part of it) in savegames.
std::string GetName() const
Get the name of this grf.
GrfID grfid
grfid that introduced this entity.
const struct GRFFile * grffile
grf file that introduced this entity
bool HasGrfFile() const
Test if this entity was introduced by NewGRF.
Stores station stats for a single cargo.
uint8_t rating
Station rating for this cargo.
CargoType accepts_cargo[HOUSE_NUM_ACCEPTS]
input cargo slots
Definition house.h:116
SubstituteGRFFileProps grf_prop
Properties related the the grf file.
Definition house.h:122
uint8_t removal_cost
cost multiplier for removing it
Definition house.h:111
uint8_t mail_generation
mail generation multiplier (tile based, as the acceptances below)
Definition house.h:114
bool enabled
the house is available to build (true by default, but can be disabled by newgrf)
Definition house.h:119
Money GetRemovalCost() const
Get the cost for removing this house.
Definition town_cmd.cpp:233
static HouseSpec * Get(size_t house_id)
Get the spec for a house ID.
BuildingFlags building_flags
some flags that describe the house (size, stadium etc...)
Definition house.h:117
TimerGameCalendar::Year max_year
last year it can be built
Definition house.h:109
HouseCallbackMasks callback_mask
Bitmask of house callbacks that have to be called.
Definition house.h:123
uint16_t remove_rating_decrease
rating decrease if removed
Definition house.h:113
uint8_t population
population (Zero on other tiles in multi tile house.)
Definition house.h:110
HouseExtraFlags extra_flags
some more flags
Definition house.h:126
uint8_t cargo_acceptance[HOUSE_NUM_ACCEPTS]
acceptance level for the cargo slots
Definition house.h:115
HouseID Index() const
Gets the index of this spec.
StringID building_name
building name
Definition house.h:112
uint8_t minimum_life
The minimum number of years this house will survive before the town rebuilds it.
Definition house.h:130
static std::vector< HouseSpec > & Specs()
Get a reference to all HouseSpecs.
Defines the internal data of a functional industry.
Definition industry.h:64
Town * town
Nearest town.
Definition industry.h:109
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition industry.h:253
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:331
static IterateWrapper Iterate()
Returns an iterable ensemble of all Tiles.
Definition map_func.h:366
static uint ScaleByLandProportion(uint n)
Scales the given value by the number of water tiles.
Definition map_func.h:308
static uint Size()
Get the size of the map.
Definition map_func.h:280
An object, such as transmitter, on the map.
Definition object_base.h:24
ObjectType type
Type of the object.
Definition object_base.h:25
Town * town
Town the object is built in.
Definition object_base.h:26
static Object * GetByTile(TileIndex tile)
Get the object associated with a tile.
void Add(TileIndex to_add)
Add a single tile to a tile area; enlarge if needed.
Definition tilearea.cpp:43
SpriteID sprite
The 'real' sprite.
Definition gfx_type.h:23
PaletteID pal
The palette (use PAL_NONE) if not needed).
Definition gfx_type.h:24
static Pool::IterateWrapper< Town > Iterate(size_t from=0)
static T * Create(Targs &&... args)
static Town * Get(auto index)
static bool CanAllocateItem(size_t n=1)
static bool IsValidID(auto index)
static Company * GetIfValid(auto index)
static constexpr size_t MAX_SIZE
A location from where cargo can come from (or go to).
Definition source_type.h:32
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Station data structure.
bool CatchmentCoversTown(TownID t) const
Test if the given town ID is covered by our catchment area.
Definition station.cpp:455
uint16_t subst_id
The id of the entity to replace.
Tile description for the 'land area information' tool.
Definition tile_cmd.h:40
std::optional< std::string > grf
newGRF used for the tile contents
Definition tile_cmd.h:51
StringID str
Description of the tile.
Definition tile_cmd.h:41
std::array< Owner, 4 > owner
Name of the owner(s).
Definition tile_cmd.h:43
uint64_t dparam
Parameter of the str string.
Definition tile_cmd.h:42
std::optional< bool > town_can_upgrade
Whether the town can upgrade this house during town growth.
Definition tile_cmd.h:58
A pair-construct of a TileIndexDiff.
Definition map_type.h:31
int16_t x
The x value of the coordinate.
Definition map_type.h:32
int16_t y
The y value of the coordinate.
Definition map_type.h:33
Tile information, used while rendering the tile.
Definition tile_cmd.h:34
Slope tileh
Slope of the tile.
Definition tile_cmd.h:35
TileIndex tile
Tile index.
Definition tile_cmd.h:36
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:214
uint32_t population
Current population of people.
Definition town.h:54
uint32_t num_houses
Amount of houses.
Definition town.h:53
TrackedViewportSign sign
Location of name sign, UpdateVirtCoord updates this.
Definition town.h:55
BuildingCounts< uint16_t > building_counts
The number of each type of building in the town.
Definition town.h:58
std::array< uint32_t, NUM_HOUSE_ZONES > squared_town_zone_radius
UpdateTownRadius updates this given the house count.
Definition town.h:57
Struct holding parameters used to generate town name.
GrfID grfid
newgrf ID (0 if not used)
uint16_t type
town name style
Individual data point for accepted cargo history.
Definition town.h:111
Town data structure.
Definition town.h:64
EncodedString text
General text with additional information.
Definition town.h:137
bool larger_town
if this is a larger town and should grow more quickly
Definition town.h:199
CompanyMask statues
which companies have a statue?
Definition town.h:82
uint16_t time_until_rebuild
time until we rebuild a house
Definition town.h:191
std::string cached_name
NOSAVE: Cache of the resolved name of the town, if not using a custom town name.
Definition town.h:75
TileIndex xy
town center tile
Definition town.h:65
uint8_t fund_buildings_months
fund buildings program in action?
Definition town.h:196
TownLayout layout
town specific road layout
Definition town.h:200
static Town * GetRandom()
Return a random valid town.
Definition town_cmd.cpp:204
std::string name
Custom town name. If empty, the town was not renamed and uses the generated name.
Definition town.h:74
Town(TownID index, TileIndex tile=INVALID_TILE)
Creates a new town.
Definition town.h:211
GrfID townnamegrfid
NewGRF id that contains the name. O is not used.
Definition town.h:71
uint16_t grow_counter
counter to count when to grow, value is smaller than or equal to growth_rate
Definition town.h:193
uint32_t townnameparts
Random number that give unique town name when passed to generator.
Definition town.h:73
TownFlags flags
See TownFlags.
Definition town.h:78
TownCache cache
Container for all cacheable data.
Definition town.h:67
TypedIndexContainer< std::array< uint8_t, MAX_COMPANIES >, CompanyID > unwanted
how many months companies aren't wanted by towns (bribe)
Definition town.h:86
CompanyID exclusivity
which company has exclusivity
Definition town.h:87
void InitializeLayout(TownLayout layout)
Assign the town layout.
Definition town_cmd.cpp:190
bool show_zone
NOSAVE: mark town to show the local authority zone in the viewports.
Definition town.h:202
uint8_t exclusive_counter
months till the exclusivity expires
Definition town.h:88
void UpdateVirtCoord()
Resize the sign (label) of the town after it changes population.
Definition town_cmd.cpp:387
EnumIndexArray< TransportedCargoStat< uint16_t >, TownAcceptanceEffect, TownAcceptanceEffect::End > received
Cargo statistics about received cargotypes.
Definition town.h:133
CompanyMask have_ratings
which companies have a rating
Definition town.h:85
~Town()
Destroy the town.
Definition town_cmd.cpp:115
TypedIndexContainer< std::array< int16_t, MAX_COMPANIES >, CompanyID > ratings
ratings of each company for this town
Definition town.h:89
uint16_t growth_rate
town growth rate
Definition town.h:194
StationList stations_near
NOSAVE: List of nearby stations.
Definition town.h:189
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:175
uint8_t road_build_months
fund road reconstruction in action?
Definition town.h:197
EnumIndexArray< uint32_t, TownAcceptanceEffect, TownAcceptanceEffect::End > goal
Amount of cargo required for the town to grow.
Definition town.h:134
uint16_t townnametype
The style of the name.
Definition town.h:72
bool kdtree_valid
Are the sign data valid for use with the _viewport_sign_kdtree?
Representation of a waypoint.
void DeleteSubsidyWith(Source source)
Delete the subsidies associated with a given cargo source type and id.
Definition subsidy.cpp:119
Functions related to subsidies.
Command definitions related to terraforming.
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition tile_map.cpp:94
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition tile_map.cpp:135
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition tile_map.cpp:115
static bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
uint TileHash(uint x, uint y)
Calculate a hash value from a tile position.
Definition tile_map.h:324
static uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
bool IsTileOwner(Tile tile, Owner owner)
Checks if a tile belongs to the given owner.
Definition tile_map.h:214
int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition tile_map.h:312
bool IsValidTile(Tile tile)
Checks if a tile is valid.
Definition tile_map.h:161
uint TileHash2Bit(uint x, uint y)
Get the last two bits of the TileHash from a tile position.
Definition tile_map.h:342
TropicZone GetTropicZone(Tile tile)
Get the tropic zone.
Definition tile_map.h:238
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.h:279
static TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > > TileIndex
The index/ID of a Tile.
Definition tile_type.h:92
@ Desert
Tile is desert.
Definition tile_type.h:83
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:100
static constexpr uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
@ TunnelBridge
Tunnel entry/exit and bridge heads.
Definition tile_type.h:58
@ Water
Water tile.
Definition tile_type.h:55
@ Station
A tile of a station or airport.
Definition tile_type.h:54
@ Object
Contains objects such as transmitters and owned land.
Definition tile_type.h:59
@ Industry
Part of an industry.
Definition tile_type.h:57
@ Railway
A tile with railway.
Definition tile_type.h:50
@ Void
Invisible tiles at the SW and SE border.
Definition tile_type.h:56
@ Trees
Tile with one or more trees.
Definition tile_type.h:53
@ House
A house by a town.
Definition tile_type.h:52
@ Road
A tile with road and/or tram tracks.
Definition tile_type.h:51
@ Clear
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition tile_type.h:49
OrthogonalTileArea TileArea
Shorthand for the much more common orthogonal tile area.
Definition of Interval and OneShot timers.
Definition of the game-calendar-timer.
Definition of the game-economy-timer.
Definition of the tick-based game-timer.
Base of the town class.
static const uint TOWN_GROWTH_WINTER
The town only needs this cargo in the winter (any amount).
Definition town.h:32
TownRatingCheckType
Action types that a company must ask permission for to a town authority.
Definition town.h:274
@ End
End marker.
Definition town.h:277
EnumBitSet< TownFlag, uint8_t > TownFlags
Bitset of TownFlag elements.
Definition town.h:49
static const uint TOWN_GROWTH_DESERT
The town needs the cargo for growth when on desert (any amount).
Definition town.h:33
EnumBitSet< TownAction, uint8_t > TownActions
Bitset of TownAction elements.
Definition town.h:310
static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY
value for custom town number in difficulty settings
Definition town.h:29
Town * CalcClosestTownFromTile(TileIndex tile, uint threshold=UINT_MAX)
Return the town closest to the given tile within threshold.
TownAction
Town actions of a company.
Definition town.h:297
@ RoadRebuild
Rebuild the roads.
Definition town.h:301
@ Bribe
Try to bribe the council.
Definition town.h:305
@ End
End marker.
Definition town.h:306
@ BuildStatue
Build a statue.
Definition town.h:302
@ BuyRights
Buy exclusive transport rights.
Definition town.h:304
@ FundBuildings
Fund new buildings.
Definition town.h:303
@ HasChurch
There can be only one church by town.
Definition town.h:43
@ CustomGrowth
Growth rate is controlled by GS.
Definition town.h:45
@ HasStadium
There can be only one stadium by town.
Definition town.h:44
@ IsGrowing
Conditions for town growth are met. Grow according to Town::growth_rate.
Definition town.h:42
static const uint16_t TOWN_GROWTH_RATE_NONE
Special value for Town::growth_rate to disable town growth.
Definition town.h:34
static bool RoadTypesAllowHouseHere(TileIndex t)
Checks whether at least one surrounding road allows to build a house here.
static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
Checks if a house of size 2x2 can be built at this tile.
std::tuple< CommandCost, Money, TownID > CmdFoundTown(DoCommandFlags flags, TileIndex tile, TownSize size, bool city, TownLayout layout, bool random_location, uint32_t townnameparts, const std::string &text)
Create a new town.
void ChangeTownRating(Town *t, int add, int max, DoCommandFlags flags)
Changes town rating of the current company.
HouseZones GetClimateMaskForLandscape()
Get the HouseZones climate mask for the current landscape type.
static bool GrowTownAtRoad(Town *t, TileIndex tile, TownExpandModes modes)
Try to grow a town at a given road tile.
static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes &always_accepted)
Tile callback function signature for obtaining cargo acceptance of a tile.
Definition town_cmd.cpp:826
static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlags flags)
Perform the "small advertising campaign" town action.
static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlags flags, int z_new, Slope tileh_new)
Tile callback function signature of the terraforming callback.
static CommandCost TownActionFundBuildings(Town *t, DoCommandFlags flags)
Perform the "fund new buildings" town action.
static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
Towns must all be placed on the same grid or when they eventually interpenetrate their road networks ...
static CommandCost TownActionBuildStatue(Town *t, DoCommandFlags flags)
Perform a 9x9 tiles circular search from the center of the town in order to find a free tile to place...
static CommandCost TownActionBribe(Town *t, DoCommandFlags flags)
Perform the "bribe" town action.
TileIndexDiff GetHouseNorthPart(HouseID &house)
Determines if a given HouseID is part of a multitile house.
static int GetRating(const Town *t)
Get the rating of a town for the _current_company.
uint GetDefaultTownsForMapSize()
Calculate the number of towns which should be on the map according to the current "town density" newg...
void ClearTownHouse(Town *t, TileIndex tile)
Clear a town house.
static uint GetNormalGrowthRate(Town *t)
Calculates town growth rate in normal conditions (custom growth rate not set).
TownActions GetMaskOfTownActions(CompanyID cid, const Town *t)
Get a list of available town authority actions.
static CommandCost TownActionBuyRights(Town *t, DoCommandFlags flags)
Perform the "buy exclusive transport rights" town action.
static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
Grows the town with a bridge.
const CargoSpec * FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect)
Determines the first cargo with a certain town effect.
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.
Town * ClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest (in distance or ownership) to a given tile, within a given threshold.
static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
Check if a Road is allowed on a given tile.
TownGrowthResult
The possible states of town growth.
@ Continue
The town hasn't grown yet, but try again.
@ Succeed
The town has grown.
@ SearchStopped
There is a reason not to try growing the town now.
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.
static bool TryBuildTownHouse(Town *t, TileIndex tile, TownExpandModes modes)
Tries to build a house at this tile.
static void UpdateTownGrowCounter(Town *t, uint16_t prev_growth_rate)
Updates town grow counter after growth rate change.
static int CountActiveStations(Town *t)
Calculates amount of active stations in the range of town (HZB_TOWN_EDGE).
static bool IsNeighbourRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
Check for parallel road inside a given distance.
static bool _generating_town
Set if a town is being generated.
Definition town_cmd.cpp:88
static void MakeTownHouse(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool is_protected)
Write house information into the map.
static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope, TownExpandModes modes)
Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
static void TileLoop_Town(TileIndex tile)
Tile callback function signature for running periodic tile updates.
Definition town_cmd.cpp:586
static bool CanBuildHouseHere(TileIndex tile, bool noslope)
Check if a house can be built here, based on slope, whether there's a bridge above,...
static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
Tile callback function signature for obtaining the produced cargo of a tile.
Definition town_cmd.cpp:729
static bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile, TownExpandModes modes)
Checks if the current town layout allows building here.
bool GenerateTowns(TownLayout layout, std::optional< uint > number)
Generate a number of towns with a given layout.
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
Grows the town with a road piece.
CommandCost CmdDoTownAction(DoCommandFlags flags, TownID town_id, TownAction action)
Do a town action.
static void TownGenerateCargoBinomial(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
Generate cargo for a house using the binomial algorithm.
Definition town_cmd.cpp:568
static void UpdateTownRating(Town *t)
Monthly callback to update town and station ratings.
static bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile, TownExpandModes modes)
Checks if the current town layout allows a 2x2 building here.
static void AdvanceHouseConstruction(TileIndex tile)
Increase the construction stage of a house.
Definition town_cmd.cpp:505
static bool TownCanGrowRoad(TileIndex tile)
Test if town can grow road onto a specific tile.
uint32_t GetWorldPopulation()
Get the total population, the sum of all towns in the world.
Definition town_cmd.cpp:446
static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
Grows the town with a tunnel.
static std::map< const Town *, int > _town_test_ratings
Map of towns to modified ratings, while in town rating test-mode.
static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlags flags)
Tile callback function signature for clearing a tile.
Definition town_cmd.cpp:694
static bool CheckClearTile(TileIndex tile)
Check whether the land can be cleared.
static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlags flags)
Perform the "medium advertising campaign" town action.
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:548
static void ClearMakeHouseTile(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool is_protected)
Clears tile and builds a house or house part.
void UpdateTownMaxPass(Town *t)
Update the maximum amount of monthly passengers and mail for a town, based on its population.
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:431
Town::SuppliedHistory SumHistory(std::span< const Town::SuppliedHistory > history)
Sum history for town supplied cargo.
CargoArray GetAcceptedCargoOfHouse(const HouseSpec *hs)
Get accepted cargo of a house prototype.
Definition town_cmd.cpp:837
static void AddAcceptedCargoSetMask(CargoType cargo, uint amount, CargoArray &acceptance, CargoTypes &always_accepted)
Fill cargo acceptance array and always_accepted mask, if cargo type is valid.
Definition town_cmd.cpp:767
static DiagDirection RandomDiagDir()
Return a random direction.
Definition town_cmd.cpp:256
static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
Towns must all be placed on the same grid or when they eventually interpenetrate their road networks ...
static Town * CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout)
Create a random town somewhere in the world.
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:460
uint8_t GetTownActionCost(TownAction action)
Get cost factors for a TownAction.
static const IntervalTimer< TimerGameEconomy > _economy_towns_monthly({TimerGameEconomy::Trigger::Month, TimerGameEconomy::Priority::Town}, [](auto) { for(Town *t :Town::Iterate()) { if(t->road_build_months !=0) t->road_build_months--;if(t->fund_buildings_months !=0) t->fund_buildings_months--;if(t->exclusive_counter !=0) { if(--t->exclusive_counter==0) t->exclusivity=CompanyID::Invalid();} for(const Company *c :Company::Iterate()) { if(t->unwanted[c->index] > 0) t->unwanted[c->index]--;} UpdateValidHistory(t->valid_history, HISTORY_YEAR, TimerGameEconomy::month);for(auto &s :t->supplied) RotateHistory(s.history, t->valid_history, HISTORY_YEAR, TimerGameEconomy::month);for(auto &a :t->accepted) RotateHistory(a.history, t->valid_history, HISTORY_YEAR, TimerGameEconomy::month);for(auto &received :t->received) received.NewMonth();UpdateTownGrowth(t);UpdateTownRating(t);SetWindowDirty(WindowClass::TownView, t->index);} })
Economy monthly timer for towns.
CommandCost CmdTownSetText(DoCommandFlags flags, TownID town_id, const EncodedString &text)
Set a custom text in the Town window.
Town * CalcClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest to the given tile within threshold.
CommandCost CmdTownGrowthRate(DoCommandFlags flags, TownID town_id, uint16_t growth_rate)
Change the growth rate of the town.
static TownGrowthResult GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1, TownExpandModes modes)
Grows the given town.
static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlags flags)
Perform the "local road reconstruction" town action.
void ClearAllTownCachedNames()
Clear the cached_name of all towns.
Definition town_cmd.cpp:419
CommandCost CmdDeleteTown(DoCommandFlags flags, TownID town_id)
Delete a town (scenario editor or worldgen only).
static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
Tile callback function signature for getting the foundation of a tile.
Definition town_cmd.cpp:304
static TimerGameCalendar::Date GetTownRoadTypeFirstIntroductionDate()
Get the calendar date of the earliest town-buildable road type.
Definition town_cmd.cpp:965
static void AnimateTile_Town(TileIndex tile)
Tile callback function signature for animating a tile.
Definition town_cmd.cpp:328
CommandCost CmdPlaceHouse(DoCommandFlags flags, TileIndex tile, HouseID house, bool is_protected, bool replace)
Place an individual house.
RoadType GetTownRoadType()
Get the road type that towns should build at this current moment.
Definition town_cmd.cpp:935
static RoadBits GetTownRoadBits(TileIndex tile)
Return the RoadBits of a tile, ignoring depot and bay road stops.
Definition town_cmd.cpp:923
CommandCost CmdRenameTown(DoCommandFlags flags, TownID town_id, const std::string &text)
Rename a town (server-only).
CommandCost CmdTownCargoGoal(DoCommandFlags flags, TownID town_id, TownAcceptanceEffect tae, uint32_t goal)
Change the cargo goal of a town.
static void GetTileDesc_Town(TileIndex tile, TileDesc &td)
Tile callback function signature for obtaining a tile description.
Definition town_cmd.cpp:846
static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
Actually create a town.
CommandCost CheckforTownRating(DoCommandFlags flags, Town *t, TownRatingCheckType type)
Does the town authority allow the (destructive) action of the current company?
HouseZone GetTownRadiusGroup(const Town *t, TileIndex tile)
Returns the bit corresponding to the town zone of the specified tile.
static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second, TownExpandModes modes)
Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
static CommandCost TownCanBePlacedHere(TileIndex tile, bool check_surrounding)
Check if it's possible to place a town on a given tile.
static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
Check if a town 'owns' a bridge.
Definition town_cmd.cpp:99
void OnTick_Town()
Iterate through all towns and call their tick handler.
Definition town_cmd.cpp:909
static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlags flags)
Perform the "large advertising campaign" town action.
bool CheckTownRoadTypes()
Check if towns are able to build road.
Definition town_cmd.cpp:985
static bool GrowTown(Town *t, TownExpandModes modes)
Grow the town.
static void UpdateTownGrowthRate(Town *t)
Updates town growth rate.
static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
Generate the RoadBits of a grid tile.
static void AdvanceSingleHouseConstruction(TileIndex tile)
Helper function for house construction stage progression.
Definition town_cmd.cpp:482
static void TownTickHandler(Town *t)
Handle the town tick for a single town, by growing the town if desired.
Definition town_cmd.cpp:890
void SetTownRatingTestMode(bool mode)
Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings...
static bool _town_rating_test
If true, town rating is in test-mode.
CommandCost CmdTownRating(DoCommandFlags flags, TownID town_id, CompanyID company_id, int16_t rating)
Change the rating of a company in a town.
void UpdateTownRadius(Town *t)
Update the cached town zone radii of a town, based on the number of houses.
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile, TownExpandModes modes)
Grows the town with an extra house.
void AddAcceptedCargoOfHouse(TileIndex tile, HouseID house, const HouseSpec *hs, Town *t, CargoArray &acceptance, CargoTypes &always_accepted)
Determine accepted cargo for a house.
Definition town_cmd.cpp:783
static bool TownAllowedToBuildRoads(TownExpandModes modes)
Check if the town is allowed to build roads.
CommandCost CmdExpandTown(DoCommandFlags flags, TownID town_id, uint32_t grow_amount, TownExpandModes modes)
Expand a town (scenario editor only).
static bool IsCloseToTown(TileIndex tile, uint dist)
Determines if a town is close to a tile.
Definition town_cmd.cpp:379
static void UpdateTownGrowth(Town *t)
Updates town growth state (whether it is growing or not).
static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
Update data structures when a house is removed.
static RoadBits GenRandomRoadBits()
Generate a random road block.
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.
CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlags flags)
Checks whether the local authority allows construction of a new station (rail, road,...
static bool CanFollowRoad(TileIndex tile, DiagDirection dir, TownExpandModes modes)
Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
static void BuildTownHouse(Town *t, TileIndex tile, const HouseSpec *hs, HouseID house, uint8_t random_bits, bool house_completed, bool is_protected)
Build a house at this tile.
static void TownGenerateCargo(Town *t, CargoType cargo, uint amount, StationFinder &stations, bool affected_by_recession)
Generate cargo for a house, scaled by the current economy scale.
Definition town_cmd.cpp:522
static bool IsUniqueTownName(const std::string &name)
Verifies this custom name is unique.
static void DrawTile_Town(TileInfo *ti)
Tile callback function signature for drawing a tile and its contents to the screen.
Definition town_cmd.cpp:262
void UpdateAllTownVirtCoords()
Update the virtual coords needed to draw the town sign for all towns.
Definition town_cmd.cpp:411
CommandCost CmdPlaceHouseArea(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, HouseID house, bool is_protected, bool replace, bool diagonal)
Construct multiple houses in an area.
Command definitions related to towns.
Declarations for accessing the k-d tree of towns.
Sprites to use and how to display them for town tiles.
static const DrawBuildingsTileStruct _town_draw_tile_data[]
structure of houses graphics
Definition town_land.h:27
void IncrementHouseAge(Tile t)
Increments the age of the house.
Definition town_map.h:259
void HaltLift(Tile t)
Stop the lift of this animated house from moving.
Definition town_map.h:137
HouseID GetHouseType(Tile t)
Get the type of this house, which is an index into the house spec array.
Definition town_map.h:60
void ResetHouseAge(Tile t)
Sets the age of the house to zero.
Definition town_map.h:248
void MakeHouseTile(Tile t, TownID tid, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool house_protected)
Make the tile a house.
Definition town_map.h:375
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:230
uint8_t GetLiftPosition(Tile t)
Get the position of the lift on this animated house.
Definition town_map.h:147
void SetLiftDestination(Tile t, uint8_t dest)
Set the new destination of the lift for this animated house, and activate the LiftHasDestination bit.
Definition town_map.h:115
TimerGameCalendar::Year GetHouseAge(Tile t)
Get the age of the house.
Definition town_map.h:271
void SetLiftPosition(Tile t, uint8_t pos)
Set the position of the lift on this animated house.
Definition town_map.h:157
uint8_t GetLiftDestination(Tile t)
Get the current destination for this lift.
Definition town_map.h:126
uint8_t GetHouseBuildingStage(Tile t)
House Construction Scheme.
Definition town_map.h:205
TownID GetTownIndex(Tile t)
Get the index of which town this house/street is attached to.
Definition town_map.h:23
void SetTownIndex(Tile t, TownID index)
Set the town index for a road or house tile.
Definition town_map.h:35
bool LiftHasDestination(Tile t)
Check if the lift of this animated house has a destination.
Definition town_map.h:104
bool IsHouseCompleted(Tile t)
Get the completion of this house.
Definition town_map.h:167
bool IsHouseProtected(Tile t)
Check if the house is protected from removal by towns.
Definition town_map.h:82
uint8_t GetHouseConstructionTick(Tile t)
Gets the construction stage of a house.
Definition town_map.h:217
static constexpr int RATING_GROWTH_UP_STEP
when a town grows, all companies have rating increased a bit ...
Definition town_type.h:52
static constexpr int RATING_INITIAL
initial rating
Definition town_type.h:44
static constexpr int RATING_ROAD_NEEDED_HOSTILE
"Hostile"
Definition town_type.h:70
@ Original
Original algorithm (quadratic cargo by population).
Definition town_type.h:112
@ Bitcount
Bit-counted algorithm (normal distribution from individual house population).
Definition town_type.h:113
static constexpr int RATING_ROAD_NEEDED_NEUTRAL
"Neutral"
Definition town_type.h:69
TownLayout
Town Layouts.
Definition town_type.h:83
@ Original
Original algorithm (min. 1 distance between roads).
Definition town_type.h:84
@ Random
Random town layout.
Definition town_type.h:89
@ BetterRoads
Extended original algorithm (min. 2 distance between roads).
Definition town_type.h:85
@ End
Number of town layouts.
Definition town_type.h:91
@ Grid2x2
Geometric 2x2 grid algorithm.
Definition town_type.h:86
@ Grid3x3
Geometric 3x3 grid algorithm.
Definition town_type.h:87
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_LENIENT
rating needed, "Lenient" difficulty settings
Definition town_type.h:60
@ CustomLayout
Allowed, with custom town layout.
Definition town_type.h:107
@ Forbidden
Forbidden.
Definition town_type.h:105
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE
"Hostile"
Definition town_type.h:62
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
"Permissive" (local authority disabled)
Definition town_type.h:63
static constexpr int RATING_STATION_DOWN_STEP
... but loses for badly serviced stations
Definition town_type.h:55
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL
"Neutral"
Definition town_type.h:61
static constexpr int RATING_ROAD_NEEDED_LENIENT
rating needed, "Lenient" difficulty settings
Definition town_type.h:68
static constexpr int RATING_STATION_UP_STEP
when a town grows, company gains reputation for all well serviced stations ...
Definition town_type.h:54
TownSize
Supported initial town sizes.
Definition town_type.h:21
@ Large
Large town.
Definition town_type.h:24
@ Random
Random size, bigger than small, smaller than large.
Definition town_type.h:25
@ End
Number of available town sizes.
Definition town_type.h:27
static const uint MAX_LENGTH_TOWN_NAME_CHARS
The maximum length of a town name in characters including '\0'.
Definition town_type.h:116
@ Roads
Allow town to place roads.
Definition town_type.h:97
@ Buildings
Allow town to place buildings.
Definition town_type.h:96
EnumBitSet< TownExpandMode, uint8_t > TownExpandModes
Bitset of TownExpandMode elements.
Definition town_type.h:101
static constexpr int RATING_ROAD_NEEDED_PERMISSIVE
"Permissive" (local authority disabled)
Definition town_type.h:71
static constexpr int RATING_GROWTH_MAXIMUM
... up to RATING_MEDIOCRE
Definition town_type.h:53
bool VerifyTownName(uint32_t r, const TownNameParams *par, TownNames *town_names)
Verifies the town name is valid and unique.
Definition townname.cpp:103
bool GenerateTownName(Randomizer &randomizer, uint32_t *townnameparts, TownNames *town_names)
Generates valid town name.
Definition townname.cpp:136
Town name generator stuff.
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...
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...
@ Houses
town buildings
@ Road
Transport by road vehicle.
Map accessors for tree tiles.
TreeGround GetTreeGround(Tile t)
Returns the groundtype for tree tiles.
Definition tree_map.h:102
@ Rough
Rough land.
Definition tree_map.h:54
Command definitions related to tunnels and bridges.
Functions that have tunnels and bridges in common.
DiagDirection GetTunnelBridgeDirection(Tile t)
Get the direction pointing to the other end.
TransportType GetTunnelBridgeTransportType(Tile t)
Tunnel: Get the transport type of the tunnel (road or rail) Bridge: Get the transport type of the bri...
TileIndex GetOtherTunnelBridgeEnd(Tile t)
Determines type of the wormhole and returns its other end.
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int z, const SpriteBounds &bounds, bool transparent, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition viewport.cpp:664
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:826
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:579
Functions related to (drawing on) viewports.
Declarations for accessing the k-d tree of viewports.
bool HasTileWaterGround(Tile t)
Checks whether the tile has water at the ground.
Definition water_map.h:353
bool IsWaterTile(Tile t)
Is it a water tile with plain water?
Definition water_map.h:192
bool IsSea(Tile t)
Is it a sea water tile?
Definition water_map.h:160
Base of waypoints.
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:1201
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting).
Definition window.cpp:3223
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:3315
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting).
Definition window.cpp:3193
Window functions not directly related to making/drawing windows.