OpenTTD Source 20251213-master-g1091fa6071
town_cmd.cpp
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1/*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
6 */
7
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, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
105
106 if (!town_owned) {
107 /* Or other adjacent road */
109 town_owned = IsTileType(adjacent, MP_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 */
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 MP_HOUSE:
139 assert(GetTownIndex(tile) != this->index);
140 break;
141
142 case MP_ROAD:
143 assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
144 break;
145
146 case MP_TUNNELBRIDGE:
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
175{
176 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
178
179 /* Give objects a new home! */
180 for (Object *o : Object::Iterate()) {
181 if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
182 }
183}
184
190{
191 if (layout != TL_RANDOM) {
192 this->layout = layout;
193 return;
194 }
195
196 this->layout = static_cast<TownLayout>(TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1));
197}
198
203/* static */ Town *Town::GetRandom()
204{
205 if (Town::GetNumItems() == 0) return nullptr;
206 int num = RandomRange((uint16_t)Town::GetNumItems());
207 size_t index = std::numeric_limits<size_t>::max();
208
209 while (num >= 0) {
210 num--;
211 index++;
212
213 /* Make sure we have a valid town */
214 while (!Town::IsValidID(index)) {
215 index++;
216 assert(index < Town::GetPoolSize());
217 }
218 }
219
220 return Town::Get(index);
221}
222
223void Town::FillCachedName() const
224{
225 this->cached_name = GetTownName(this);
226}
227
233{
234 return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
235}
236
237static bool TryBuildTownHouse(Town *t, TileIndex tile, TownExpandModes modes);
238static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout);
239
240static void TownDrawHouseLift(const TileInfo *ti)
241{
242 AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
243}
244
245typedef void TownDrawTileProc(const TileInfo *ti);
246static TownDrawTileProc * const _town_draw_tile_procs[1] = {
247 TownDrawHouseLift
248};
249
256{
258}
259
264static void DrawTile_Town(TileInfo *ti)
265{
266 HouseID house_id = GetHouseType(ti->tile);
267
268 if (house_id >= NEW_HOUSE_OFFSET) {
269 /* Houses don't necessarily need new graphics. If they don't have a
270 * spritegroup associated with them, then the sprite for the substitute
271 * house id is drawn instead. */
272 if (HouseSpec::Get(house_id)->grf_prop.HasSpriteGroups()) {
273 DrawNewHouseTile(ti, house_id);
274 return;
275 } else {
276 house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
277 }
278 }
279
280 /* Retrieve pointer to the draw town tile struct */
281 const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
282
284
285 DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
286
287 /* If houses are invisible, do not draw the upper part */
288 if (IsInvisibilitySet(TO_HOUSES)) return;
289
290 /* Add a house on top of the ground? */
291 SpriteID image = dcts->building.sprite;
292 if (image != 0) {
293 AddSortableSpriteToDraw(image, dcts->building.pal, *ti, *dcts, IsTransparencySet(TO_HOUSES));
294
295 if (IsTransparencySet(TO_HOUSES)) return;
296 }
297
298 {
299 int proc = dcts->draw_proc - 1;
300
301 if (proc >= 0) _town_draw_tile_procs[proc](ti);
302 }
303}
304
305static int GetSlopePixelZ_Town(TileIndex tile, uint, uint, bool)
306{
307 return GetTileMaxPixelZ(tile);
308}
309
316{
317 HouseID hid = GetHouseType(tile);
318
319 /* For NewGRF house tiles we might not be drawing a foundation. We need to
320 * account for this, as other structures should
321 * draw the wall of the foundation in this case.
322 */
323 if (hid >= NEW_HOUSE_OFFSET) {
324 const HouseSpec *hs = HouseSpec::Get(hid);
326 uint32_t callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
327 if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
328 }
329 }
330 return FlatteningFoundation(tileh);
331}
332
340{
341 if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
342 AnimateNewHouseTile(tile);
343 return;
344 }
345
346 if (TimerGameTick::counter & 3) return;
347
348 /* If the house is not one with a lift anymore, then stop this animating.
349 * Not exactly sure when this happens, but probably when a house changes.
350 * Before this was just a return...so it'd leak animated tiles..
351 * That bug seems to have been here since day 1?? */
352 if (!HouseSpec::Get(GetHouseType(tile))->building_flags.Test(BuildingFlag::IsAnimated)) {
353 DeleteAnimatedTile(tile);
354 return;
355 }
356
357 if (!LiftHasDestination(tile)) {
358 uint i;
359
360 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
361 * This is due to the fact that the first floor is, in the graphics,
362 * the height of 2 'normal' floors.
363 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
364 do {
365 i = RandomRange(7);
366 } while (i == 1 || i * 6 == GetLiftPosition(tile));
367
368 SetLiftDestination(tile, i);
369 }
370
371 int pos = GetLiftPosition(tile);
372 int dest = GetLiftDestination(tile) * 6;
373 pos += (pos < dest) ? 1 : -1;
374 SetLiftPosition(tile, pos);
375
376 if (pos == dest) {
377 HaltLift(tile);
378 DeleteAnimatedTile(tile);
379 }
380
382}
383
390static bool IsCloseToTown(TileIndex tile, uint dist)
391{
392 if (_town_kdtree.Count() == 0) return false;
393 Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
394 return DistanceManhattan(tile, t->xy) < dist;
395}
396
399{
400 Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
401
402 if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));
403
404 std::string town_string;
405 if (this->larger_town) {
406 town_string = GetString(_settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_CITY_POP : STR_VIEWPORT_TOWN_CITY, this->index, this->cache.population);
407 } else {
408 town_string = GetString(_settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_TOWN_NAME, this->index, this->cache.population);
409 }
410
411 this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_BASE,
412 town_string,
413 GetString(STR_TOWN_NAME, this->index, this->cache.population)
414);
415
416 _viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));
417
419}
420
423{
424 for (Town *t : Town::Iterate()) {
425 t->UpdateVirtCoord();
426 }
427}
428
431{
432 for (Town *t : Town::Iterate()) {
433 t->cached_name.clear();
434 }
435}
436
442static void ChangePopulation(Town *t, int mod)
443{
444 t->cache.population += mod;
445 if (_generating_town) [[unlikely]] return;
446
447 InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
449
450 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_POPULATION_CHANGE);
451}
452
458{
459 uint32_t pop = 0;
460 for (const Town *t : Town::Iterate()) pop += t->cache.population;
461 return pop;
462}
463
472{
473 for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
474 const Station *st = *it;
475
476 bool covers_area = st->TileIsInCatchment(tile);
477 if (flags.Any(BUILDING_2_TILES_Y)) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(0, 1));
478 if (flags.Any(BUILDING_2_TILES_X)) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 0));
479 if (flags.Any(BUILDING_HAS_4_TILES)) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 1));
480
481 if (covers_area && !st->CatchmentCoversTown(t->index)) {
482 it = t->stations_near.erase(it);
483 } else {
484 ++it;
485 }
486 }
487}
488
494{
495 assert(IsTileType(tile, MP_HOUSE));
496
497 /* Progress in construction stages */
499 if (GetHouseConstructionTick(tile) != 0) return;
500
501 TriggerHouseAnimation_ConstructionStageChanged(tile, false);
502
503 if (IsHouseCompleted(tile)) {
504 /* Now that construction is complete, we can add the population of the
505 * building to the town. */
506 ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
507 ResetHouseAge(tile);
508 }
510}
511
517{
519 if (flags.Any(BUILDING_HAS_1_TILE)) AdvanceSingleHouseConstruction(TileAddXY(tile, 0, 0));
520 if (flags.Any(BUILDING_2_TILES_Y)) AdvanceSingleHouseConstruction(TileAddXY(tile, 0, 1));
521 if (flags.Any(BUILDING_2_TILES_X)) AdvanceSingleHouseConstruction(TileAddXY(tile, 1, 0));
522 if (flags.Any(BUILDING_HAS_4_TILES)) AdvanceSingleHouseConstruction(TileAddXY(tile, 1, 1));
523}
524
533static void TownGenerateCargo(Town *t, CargoType cargo, uint amount, StationFinder &stations, bool affected_by_recession)
534{
535 if (amount == 0) return;
536
537 /* All production is halved during a recession (except for NewGRF-supplied town cargo). */
538 if (affected_by_recession && EconomyIsInRecession()) {
539 amount = (amount + 1) >> 1;
540 }
541
542 /* Scale by cargo scale setting. */
543 amount = ScaleByCargoScale(amount, true);
544 if (amount == 0) return;
545
546 /* Actually generate cargo and update town statistics. */
547 auto &supplied = t->GetOrCreateCargoSupplied(cargo);
548 supplied.history[THIS_MONTH].production += amount;
549 supplied.history[THIS_MONTH].transported += MoveGoodsToStation(cargo, amount, {t->index, SourceType::Town}, stations.GetStations());;
550}
551
559static void TownGenerateCargoOriginal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
560{
561 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
562 uint32_t r = Random();
563 if (GB(r, 0, 8) < rate) {
564 CargoType cargo_type = cs->Index();
565 uint amt = (GB(r, 0, 8) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR) / 8 + 1;
566
567 TownGenerateCargo(t, cargo_type, amt, stations, true);
568 }
569 }
570}
571
579static void TownGenerateCargoBinomial(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
580{
581 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
582 CargoType cargo_type = cs->Index();
583 uint32_t r = Random();
584
585 /* Make a bitmask with up to 32 bits set, one for each potential pax. */
586 int genmax = (rate + 7) / 8;
587 uint32_t genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
588
589 /* Mask random value by potential pax and count number of actual pax. */
590 uint amt = CountBits(r & genmask) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR;
591
592 TownGenerateCargo(t, cargo_type, amt, stations, true);
593 }
594}
595
602static void TileLoop_Town(TileIndex tile)
603{
604 HouseID house_id = GetHouseType(tile);
605
606 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
607 * doesn't exist any more, so don't continue here. */
608 if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
609
610 if (!IsHouseCompleted(tile)) {
611 /* Construction is not completed, so we advance a construction stage. */
613 return;
614 }
615
616 const HouseSpec *hs = HouseSpec::Get(house_id);
617
618 /* If the lift has a destination, it is already an animated tile. */
619 if (hs->building_flags.Test(BuildingFlag::IsAnimated) &&
620 house_id < NEW_HOUSE_OFFSET &&
621 !LiftHasDestination(tile) &&
622 Chance16(1, 2)) {
623 AddAnimatedTile(tile);
624 }
625
626 Town *t = Town::GetByTile(tile);
627 uint32_t r = Random();
628
629 StationFinder stations(TileArea(tile, 1, 1));
630
632 for (uint i = 0; i < 256; i++) {
633 uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
634
635 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
636
637 CargoType cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
638 if (!IsValidCargoType(cargo)) continue;
639
640 uint amt = GB(callback, 0, 8);
641 if (amt == 0) continue;
642
643 /* NewGRF-supplied town cargos are not affected by recessions. */
644 TownGenerateCargo(t, cargo, amt, stations, false);
645 }
646 } else {
648 case TCGM_ORIGINAL:
649 /* Original (quadratic) cargo generation algorithm */
652 break;
653
654 case TCGM_BITCOUNT:
655 /* Binomial distribution per tick, by a series of coin flips */
656 /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
657 * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
658 if (GB(TimerGameTick::counter, 8, 2) == GB(tile.base(), 0, 2)) {
661 }
662 break;
663
664 default:
665 NOT_REACHED();
666 }
667 }
668
670
671 if (hs->building_flags.Any(BUILDING_HAS_1_TILE) &&
673 CanDeleteHouse(tile) &&
674 GetHouseAge(tile) >= hs->minimum_life &&
675 --t->time_until_rebuild == 0) {
676 t->time_until_rebuild = GB(r, 16, 8) + 192;
677
678 ClearTownHouse(t, tile);
679
680 /* Rebuild with another house? */
681 if (GB(r, 24, 8) >= 12) {
682 /* If we are multi-tile houses, make sure to replace the house
683 * closest to city center. If we do not do this, houses tend to
684 * wander away from roads and other houses. */
685 if (hs->building_flags.Any(BUILDING_HAS_2_TILES)) {
686 /* House tiles are always the most north tile. Move the new
687 * house to the south if we are north of the city center. */
688 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
689 int x = Clamp(grid_pos.x, 0, 1);
690 int y = Clamp(grid_pos.y, 0, 1);
691
692 if (hs->building_flags.Test(BuildingFlag::Size2x2)) {
693 tile = TileAddXY(tile, x, y);
694 } else if (hs->building_flags.Test(BuildingFlag::Size1x2)) {
695 tile = TileAddXY(tile, 0, y);
696 } else if (hs->building_flags.Test(BuildingFlag::Size2x1)) {
697 tile = TileAddXY(tile, x, 0);
698 }
699 }
700
703
704 TryBuildTownHouse(t, tile, modes);
705 }
706 }
707
708 cur_company.Restore();
709}
710
718{
719 if (flags.Test(DoCommandFlag::Auto)) return CommandCost(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
720 if (!CanDeleteHouse(tile)) return CommandCost(STR_ERROR_BUILDING_IS_PROTECTED);
721
722 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
723
725 cost.AddCost(hs->GetRemovalCost());
726
727 int rating = hs->remove_rating_decrease;
728 Town *t = Town::GetByTile(tile);
729
732 /* NewGRFs can add indestructible houses. */
733 if (rating > RATING_MAXIMUM) {
734 return CommandCost(STR_ERROR_BUILDING_IS_PROTECTED);
735 }
736 /* If town authority controls removal, check the company's rating. */
737 if (rating > t->ratings[_current_company] && _settings_game.difficulty.town_council_tolerance != TOWN_COUNCIL_PERMISSIVE) {
738 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
739 }
740 }
741 }
742
743 ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
744 if (flags.Test(DoCommandFlag::Execute)) {
745 ClearTownHouse(t, tile);
746 }
747
748 return cost;
749}
750
751static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
752{
753 HouseID house_id = GetHouseType(tile);
754 const HouseSpec *hs = HouseSpec::Get(house_id);
755 Town *t = Town::GetByTile(tile);
756
758 for (uint i = 0; i < 256; i++) {
759 uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
760
761 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
762
763 CargoType cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
764
765 if (!IsValidCargoType(cargo)) continue;
766 produced[cargo]++;
767 }
768 } else {
769 if (hs->population > 0) {
770 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_PASSENGERS]) {
771 produced[cs->Index()]++;
772 }
773 }
774 if (hs->mail_generation > 0) {
775 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_MAIL]) {
776 produced[cs->Index()]++;
777 }
778 }
779 }
780}
781
789static void AddAcceptedCargoSetMask(CargoType cargo, uint amount, CargoArray &acceptance, CargoTypes &always_accepted)
790{
791 if (!IsValidCargoType(cargo) || amount == 0) return;
792 acceptance[cargo] += amount;
793 SetBit(always_accepted, cargo);
794}
795
805void AddAcceptedCargoOfHouse(TileIndex tile, HouseID house, const HouseSpec *hs, Town *t, CargoArray &acceptance, CargoTypes &always_accepted)
806{
807 CargoType accepts[lengthof(hs->accepts_cargo)];
808
809 /* Set the initial accepted cargo types */
810 for (uint8_t i = 0; i < lengthof(accepts); i++) {
811 accepts[i] = hs->accepts_cargo[i];
812 }
813
814 /* Check for custom accepted cargo types */
816 uint16_t callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, house, t, tile, {}, tile == INVALID_TILE);
817 if (callback != CALLBACK_FAILED) {
818 /* Replace accepted cargo types with translated values from callback */
819 accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
820 accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
821 accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
822 }
823 }
824
825 /* Check for custom cargo acceptance */
827 uint16_t callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, house, t, tile, {}, tile == INVALID_TILE);
828 if (callback != CALLBACK_FAILED) {
829 AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
830 AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
831 if (_settings_game.game_creation.landscape != LandscapeType::Temperate && HasBit(callback, 12)) {
832 /* The 'S' bit indicates food instead of goods */
833 AddAcceptedCargoSetMask(GetCargoTypeByLabel(CT_FOOD), GB(callback, 8, 4), acceptance, always_accepted);
834 } else {
835 AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
836 }
837 return;
838 }
839 }
840
841 /* No custom acceptance, so fill in with the default values */
842 for (uint8_t i = 0; i < lengthof(accepts); i++) {
843 AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
844 }
845}
846
847static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes &always_accepted)
848{
849 HouseID house = GetHouseType(tile);
850 AddAcceptedCargoOfHouse(tile, house, HouseSpec::Get(house), Town::GetByTile(tile), acceptance, always_accepted);
851}
852
859{
860 CargoTypes always_accepted{};
861 CargoArray acceptance{};
862 AddAcceptedCargoOfHouse(INVALID_TILE, hs->Index(), hs, nullptr, acceptance, always_accepted);
863 return acceptance;
864}
865
866static void GetTileDesc_Town(TileIndex tile, TileDesc &td)
867{
868 const HouseID house = GetHouseType(tile);
869 const HouseSpec *hs = HouseSpec::Get(house);
870 bool house_completed = IsHouseCompleted(tile);
871
872 td.str = hs->building_name;
874
875 std::array<int32_t, 1> regs100;
876 uint16_t callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile, regs100);
877 if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
878 StringID new_name = STR_NULL;
879 if (callback_res == 0x40F) {
880 new_name = GetGRFStringID(hs->grf_prop.grfid, static_cast<GRFStringID>(regs100[0]));
881 } else if (callback_res > 0x400) {
883 } else {
884 new_name = GetGRFStringID(hs->grf_prop.grfid, GRFSTR_MISC_GRF_TEXT + callback_res);
885 }
886 if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
887 td.str = new_name;
888 }
889 }
890
891 if (!house_completed) {
892 td.dparam = td.str;
893 td.str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
894 }
895
896 if (hs->grf_prop.HasGrfFile()) {
897 const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grfid);
898 td.grf = gc->GetName();
899 }
900
901 td.owner[0] = OWNER_TOWN;
902}
903
904static TrackStatus GetTileTrackStatus_Town(TileIndex, TransportType, uint, DiagDirection)
905{
906 /* not used */
907 return 0;
908}
909
910static void ChangeTileOwner_Town(TileIndex, Owner, Owner)
911{
912 /* not used */
913}
914
915static bool GrowTown(Town *t, TownExpandModes modes);
916
921static void TownTickHandler(Town *t)
922{
926 int i = (int)t->grow_counter - 1;
927 if (i < 0) {
928 if (GrowTown(t, modes)) {
929 i = t->growth_rate;
930 } else {
931 /* If growth failed wait a bit before retrying */
932 i = std::min<uint16_t>(t->growth_rate, Ticks::TOWN_GROWTH_TICKS - 1);
933 }
934 }
935 t->grow_counter = i;
936 }
937}
938
941{
942 if (_game_mode == GM_EDITOR) return;
943
944 for (Town *t : Town::Iterate()) {
946 }
947}
948
955{
956 if (IsRoadDepotTile(tile) || IsBayRoadStopTile(tile)) return ROAD_NONE;
957
958 return GetAnyRoadBits(tile, RTT_ROAD, true);
959}
960
966{
967 RoadType best_rt = ROADTYPE_ROAD;
968 const RoadTypeInfo *best = nullptr;
969 const uint16_t assume_max_speed = 50;
970
972 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
973
974 /* Can town build this road. */
975 if (!rti->flags.Test(RoadTypeFlag::TownBuild)) continue;
976
977 /* Not yet introduced at this date. */
979
980 if (best != nullptr) {
981 if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
982 }
983
984 best_rt = rt;
985 best = rti;
986 }
987
988 return best_rt;
989}
990
996{
997 const RoadTypeInfo *best = nullptr;
999 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
1000
1001 if (!rti->flags.Test(RoadTypeFlag::TownBuild)) continue; // Town can't build this road type.
1002
1003 if (best != nullptr && rti->introduction_date >= best->introduction_date) continue;
1004 best = rti;
1005 }
1006
1007 if (best == nullptr) return TimerGameCalendar::Date(INT32_MAX);
1008 return best->introduction_date;
1009}
1010
1016{
1017 auto min_date = GetTownRoadTypeFirstIntroductionDate();
1018 if (min_date <= TimerGameCalendar::date) return true;
1019
1020 if (min_date < INT32_MAX) {
1022 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET),
1023 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET_EXPLANATION, min_date),
1024 WL_CRITICAL);
1025 } else {
1027 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL),
1028 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL_EXPLANATION), WL_CRITICAL);
1029 }
1030 return false;
1031}
1032
1043static bool IsNeighbourRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
1044{
1045 if (!IsValidTile(tile)) return false;
1046
1047 /* Lookup table for the used diff values */
1048 const TileIndexDiff tid_lt[3] = {
1052 };
1053
1054 dist_multi = (dist_multi + 1) * 4;
1055 for (uint pos = 4; pos < dist_multi; pos++) {
1056 /* Go (pos / 4) tiles to the left or the right */
1057 TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
1058
1059 /* Use the current tile as origin, or go one tile backwards */
1060 if (pos & 2) cur += tid_lt[2];
1061
1062 /* Test for roadbit parallel to dir and facing towards the middle axis */
1063 if (IsValidTile(tile + cur) &&
1064 GetTownRoadBits(TileAdd(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
1065 }
1066 return false;
1067}
1068
1078{
1079 if (DistanceFromEdge(tile) == 0) return false;
1080
1081 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
1082 if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
1083
1084 /* Check if there already is a road at this point? */
1085 if (GetTownRoadBits(tile) == ROAD_NONE) {
1086 /* No, try if we are able to build a road piece there.
1087 * If that fails clear the land, and if that fails exit.
1088 * This is to make sure that we can build a road here later. */
1092 return false;
1093 }
1094 }
1095
1096 Slope cur_slope = _settings_game.construction.build_on_slopes ? std::get<0>(GetFoundationSlope(tile)) : GetTileSlope(tile);
1097 bool ret = !IsNeighbourRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
1098 if (cur_slope == SLOPE_FLAT) return ret;
1099
1100 /* If the tile is not a slope in the right direction, then
1101 * maybe terraform some. */
1102 Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
1103 if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
1104 if (Chance16(1, 8)) {
1105 CommandCost res = CMD_ERROR;
1106 if (!_generating_world && Chance16(1, 10)) {
1107 /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
1109 tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, false));
1110 }
1111 if (res.Failed() && Chance16(1, 3)) {
1112 /* We can consider building on the slope, though. */
1113 return ret;
1114 }
1115 }
1116 return false;
1117 }
1118 return ret;
1119}
1120
1121static bool TerraformTownTile(TileIndex tile, Slope edges, bool dir)
1122{
1123 assert(tile < Map::Size());
1124
1126 if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
1128 return true;
1129}
1130
1131static void LevelTownLand(TileIndex tile)
1132{
1133 assert(tile < Map::Size());
1134
1135 /* Don't terraform if land is plain or if there's a house there. */
1136 if (IsTileType(tile, MP_HOUSE)) return;
1137 Slope tileh = GetTileSlope(tile);
1138 if (tileh == SLOPE_FLAT) return;
1139
1140 /* First try up, then down */
1141 if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, true)) {
1142 TerraformTownTile(tile, tileh & SLOPE_ELEVATED, false);
1143 }
1144}
1145
1155{
1156 /* align the grid to the downtown */
1157 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1158 RoadBits rcmd = ROAD_NONE;
1159
1160 switch (t->layout) {
1161 default: NOT_REACHED();
1162
1163 case TL_2X2_GRID:
1164 if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
1165 if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
1166 break;
1167
1168 case TL_3X3_GRID:
1169 if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
1170 if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
1171 break;
1172 }
1173
1174 /* Optimise only X-junctions */
1175 if (rcmd != ROAD_ALL) return rcmd;
1176
1177 RoadBits rb_template;
1178
1179 switch (GetTileSlope(tile)) {
1180 default: rb_template = ROAD_ALL; break;
1181 case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
1182 case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
1183 case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
1184 case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
1185 case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
1186 case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
1187 case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
1188 case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
1189 case SLOPE_STEEP_W:
1190 case SLOPE_STEEP_S:
1191 case SLOPE_STEEP_E:
1192 case SLOPE_STEEP_N:
1193 rb_template = ROAD_NONE;
1194 break;
1195 }
1196
1197 /* Stop if the template is compatible to the growth dir */
1198 if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
1199 /* If not generate a straight road in the direction of the growth */
1201}
1202
1214{
1215 /* We can't look further than that. */
1216 if (DistanceFromEdge(tile) == 0) return false;
1217
1218 uint counter = 0; // counts the house neighbour tiles
1219
1220 /* Check the tiles E,N,W and S of the current tile for houses */
1221 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1222 /* Count both void and house tiles for checking whether there
1223 * are enough houses in the area. This to make it likely that
1224 * houses get build up to the edge of the map. */
1225 switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1226 case MP_HOUSE:
1227 case MP_VOID:
1228 counter++;
1229 break;
1230
1231 default:
1232 break;
1233 }
1234
1235 /* If there are enough neighbours stop here */
1236 if (counter >= 3) {
1237 return TryBuildTownHouse(t, tile, modes);
1238 }
1239 }
1240 return false;
1241}
1242
1251static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1252{
1255}
1256
1266static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
1267{
1268 const TileIndexDiff delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
1269 TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
1270 RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
1272
1273 /* Before we try anything, make sure the tile is on the map and not the void. */
1274 if (!IsValidTile(next_tile)) return false;
1275
1276 /* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
1277 if (IsTileType(next_tile, MP_TUNNELBRIDGE)) {
1278 return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == road_dir;
1279 }
1280
1281 /* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
1282 if (IsTileType(next_tile, MP_STATION)) {
1283 /* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */
1284 if (IsDriveThroughStopTile(next_tile)) return GetDriveThroughStopAxis(next_tile) == DiagDirToAxis(road_dir);
1285 if (IsBayRoadStopTile(next_tile)) return GetBayRoadStopDir(next_tile) == ReverseDiagDir(road_dir);
1286 return false;
1287 }
1288
1289 /* If the next tile is a road depot, allow if it's facing the right way. */
1290 if (IsTileType(next_tile, MP_ROAD)) {
1291 return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
1292 }
1293
1294 /* If the next tile is a railroad track, check if towns are allowed to build level crossings.
1295 * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
1296 if (IsTileType(next_tile, MP_RAILWAY) && !_settings_game.economy.allow_town_level_crossings) return false;
1297
1298 /* If a road tile can be built, the construction is allowed. */
1299 return Command<CMD_BUILD_ROAD>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, next_tile, rcmd, rt, DRD_NONE, t->index).Succeeded();
1300}
1301
1312static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1313{
1314 assert(bridge_dir < DIAGDIR_END);
1315
1316 const Slope slope = GetTileSlope(tile);
1317
1318 /* Make sure the direction is compatible with the slope.
1319 * Well we check if the slope has an up bit set in the
1320 * reverse direction. */
1321 if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1322
1323 /* Assure that the bridge is connectable to the start side */
1324 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1325
1326 /* We are in the right direction */
1327 uint bridge_length = 0; // This value stores the length of the possible bridge
1328 TileIndex bridge_tile = tile; // Used to store the other waterside
1329
1330 const TileIndexDiff delta = TileOffsByDiagDir(bridge_dir);
1331
1332 /* To prevent really small towns from building disproportionately
1333 * long bridges, make the max a function of its population. */
1334 const uint TOWN_BRIDGE_LENGTH_CAP = 11;
1335 uint base_bridge_length = 5;
1336 uint max_bridge_length = std::min(t->cache.population / 1000 + base_bridge_length, TOWN_BRIDGE_LENGTH_CAP);
1337
1338 if (slope == SLOPE_FLAT) {
1339 /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1340 do {
1341 if (bridge_length++ >= base_bridge_length) {
1342 /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1343 return false;
1344 }
1345 bridge_tile += delta;
1346 } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1347 } else {
1348 do {
1349 if (bridge_length++ >= max_bridge_length) {
1350 /* Ensure the bridge is not longer than the max allowed length. */
1351 return false;
1352 }
1353 bridge_tile += delta;
1354 } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1355 }
1356
1357 /* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
1358 if (bridge_length == 1) return false;
1359
1360 /* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
1361 if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;
1362
1363 /* If another parallel bridge exists nearby, this one would be redundant and shouldn't be built. We don't care about flat bridges. */
1364 if (slope != SLOPE_FLAT) {
1365 for (auto search : SpiralTileSequence(tile, bridge_length, 0, 0)) {
1366 /* Only consider bridge head tiles. */
1367 if (!IsBridgeTile(search)) continue;
1368
1369 /* Only consider road bridges. */
1370 if (GetTunnelBridgeTransportType(search) != TRANSPORT_ROAD) continue;
1371
1372 /* If the bridge is facing the same direction as the proposed bridge, we've found a redundant bridge. */
1373 if (GetTileSlope(search) & InclinedSlope(ReverseDiagDir(bridge_dir))) return false;
1374 }
1375 }
1376
1377 for (uint8_t times = 0; times <= 22; times++) {
1378 uint8_t bridge_type = RandomRange(MAX_BRIDGES - 1);
1379
1380 /* Can we actually build the bridge? */
1382 if (Command<CMD_BUILD_BRIDGE>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt).Succeeded()) {
1383 Command<CMD_BUILD_BRIDGE>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()).Set(DoCommandFlag::Execute), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt);
1384 return true;
1385 }
1386 }
1387 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1388 return false;
1389}
1390
1401static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
1402{
1403 assert(tunnel_dir < DIAGDIR_END);
1404
1405 Slope slope = GetTileSlope(tile);
1406
1407 /* Only consider building a tunnel if the starting tile is sloped properly. */
1408 if (slope != InclinedSlope(tunnel_dir)) return false;
1409
1410 /* Assure that the tunnel is connectable to the start side */
1411 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))) & DiagDirToRoadBits(tunnel_dir))) return false;
1412
1413 const TileIndexDiff delta = TileOffsByDiagDir(tunnel_dir);
1414 int max_tunnel_length = 0;
1415
1416 /* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
1417 if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
1418 /* 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. */
1419 TileIndex slope_tile = tile;
1420 for (uint8_t tiles = 0; tiles < 4; tiles++) {
1421 if (!IsValidTile(slope_tile)) return false;
1422 slope = GetTileSlope(slope_tile);
1423 if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
1424 slope_tile += delta;
1425 }
1426
1427 /* More population means longer tunnels, but make sure we can at least cover the smallest mountain which necessitates tunneling. */
1428 max_tunnel_length = (t->cache.population / 1000) + 7;
1429 } else {
1430 /* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
1431 max_tunnel_length = 5;
1432 }
1433
1434 uint8_t tunnel_length = 0;
1435 TileIndex tunnel_tile = tile; // Iterator to store the other end tile of the tunnel.
1436
1437 /* Find the end tile of the tunnel for length and continuation checks. */
1438 do {
1439 if (tunnel_length++ >= max_tunnel_length) return false;
1440 tunnel_tile += delta;
1441 /* The tunnel ends when start and end tiles are the same height. */
1442 } while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));
1443
1444 /* Don't allow a tunnel where the start and end tiles are adjacent. */
1445 if (tunnel_length == 1) return false;
1446
1447 /* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
1448 if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;
1449
1450 /* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
1452 if (Command<CMD_BUILD_TUNNEL>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt).Succeeded()) {
1453 Command<CMD_BUILD_TUNNEL>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()).Set(DoCommandFlag::Execute), tile, TRANSPORT_ROAD, rt);
1454 return true;
1455 }
1456
1457 return false;
1458}
1459
1467{
1468 static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1469 bool allow = false;
1470
1471 for (const auto &ptr : tiles) {
1472 TileIndex cur_tile = t + ToTileIndexDiff(ptr);
1473 if (!IsValidTile(cur_tile)) continue;
1474
1475 if (!(IsTileType(cur_tile, MP_ROAD) || IsAnyRoadStopTile(cur_tile))) continue;
1476 allow = true;
1477
1478 RoadType road_rt = GetRoadTypeRoad(cur_tile);
1479 if (road_rt != INVALID_ROADTYPE && !GetRoadTypeInfo(road_rt)->flags.Test(RoadTypeFlag::NoHouses)) return true;
1480 }
1481
1482 /* If no road was found surrounding the tile we can allow building the house since there is
1483 * nothing which forbids it, if a road was found but the execution reached this point, then
1484 * all the found roads don't allow houses to be built */
1485 return !allow;
1486}
1487
1493{
1494 if (!IsTileType(tile, MP_ROAD)) return true;
1495
1496 /* Allow extending on roadtypes which can be built by town, or if the road type matches the type the town will build. */
1497 RoadType rt = GetRoadTypeRoad(tile);
1499}
1500
1506{
1507 return modes.Test(TownExpandMode::Roads);
1508}
1509
1510/* The possible states of town growth. */
1511enum class TownGrowthResult {
1512 Succeed,
1513 SearchStopped,
1514 Continue,
1515};
1516
1535static TownGrowthResult GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1, TownExpandModes modes)
1536{
1537 RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1538 TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1539
1540 assert(tile < Map::Size());
1541
1542 if (cur_rb == ROAD_NONE) {
1543 /* Tile has no road.
1544 * We will return TownGrowthResult::SearchStopped to say that this is the last iteration. */
1545
1546 if (!TownAllowedToBuildRoads(modes)) return TownGrowthResult::SearchStopped;
1547 if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return TownGrowthResult::SearchStopped;
1548
1549 /* Remove hills etc */
1550 if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1551
1552 /* Is a road allowed here? */
1553 switch (t1->layout) {
1554 default: NOT_REACHED();
1555
1556 case TL_3X3_GRID:
1557 case TL_2X2_GRID:
1558 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1559 if (rcmd == ROAD_NONE) return TownGrowthResult::SearchStopped;
1560 break;
1561
1562 case TL_BETTER_ROADS:
1563 case TL_ORIGINAL:
1564 if (!IsRoadAllowedHere(t1, tile, target_dir)) return TownGrowthResult::SearchStopped;
1565
1566 DiagDirection source_dir = ReverseDiagDir(target_dir);
1567
1568 if (Chance16(1, 4)) {
1569 /* Randomize a new target dir */
1570 do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1571 }
1572
1573 if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1574 /* A road is not allowed to continue the randomized road,
1575 * return if the road we're trying to build is curved. */
1576 if (target_dir != ReverseDiagDir(source_dir)) return TownGrowthResult::SearchStopped;
1577
1578 /* Return if neither side of the new road is a house */
1581 return TownGrowthResult::SearchStopped;
1582 }
1583
1584 /* That means that the road is only allowed if there is a house
1585 * at any side of the new road. */
1586 }
1587
1588 rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1589 break;
1590 }
1591
1592 } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1593 if (!TownCanGrowRoad(tile)) return TownGrowthResult::Continue;
1594
1595 if (!TownAllowedToBuildRoads(modes)) return TownGrowthResult::SearchStopped;
1596
1597 /* Continue building on a partial road.
1598 * Should be always OK, so we only generate
1599 * the fitting RoadBits */
1600 switch (t1->layout) {
1601 default: NOT_REACHED();
1602
1603 case TL_3X3_GRID:
1604 case TL_2X2_GRID:
1605 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1606 break;
1607
1608 case TL_BETTER_ROADS:
1609 case TL_ORIGINAL:
1610 rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1611 break;
1612 }
1613 } else {
1614 bool allow_house = true; // Value which decides if we want to construct a house
1615
1616 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1617 * it is the starting tile. Half the time, we stay on this side then.*/
1618 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1619 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1620 *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1621 }
1622 return TownGrowthResult::Continue;
1623 }
1624
1625 /* Possibly extend the road in a direction.
1626 * Randomize a direction and if it has a road, bail out. */
1627 target_dir = RandomDiagDir();
1628 RoadBits target_rb = DiagDirToRoadBits(target_dir);
1629 TileIndex house_tile; // position of a possible house
1630
1631 if (cur_rb & target_rb) {
1632 /* If it's a road turn possibly build a house in a corner.
1633 * Use intersection with straight road as an indicator
1634 * that we randomised corner house position.
1635 * A turn (and we check for that later) always has only
1636 * one common bit with a straight road so it has the same
1637 * chance to be chosen as the house on the side of a road.
1638 */
1639 if ((cur_rb & ROAD_X) != target_rb) return TownGrowthResult::Continue;
1640
1641 /* Check whether it is a turn and if so determine
1642 * position of the corner tile */
1643 switch (cur_rb) {
1644 case ROAD_N:
1645 house_tile = TileAddByDir(tile, DIR_S);
1646 break;
1647 case ROAD_S:
1648 house_tile = TileAddByDir(tile, DIR_N);
1649 break;
1650 case ROAD_E:
1651 house_tile = TileAddByDir(tile, DIR_W);
1652 break;
1653 case ROAD_W:
1654 house_tile = TileAddByDir(tile, DIR_E);
1655 break;
1656 default:
1657 return TownGrowthResult::Continue; // not a turn
1658 }
1659 target_dir = DIAGDIR_END;
1660 } else {
1661 house_tile = TileAddByDiagDir(tile, target_dir);
1662 }
1663
1664 /* Don't walk into water. */
1665 if (HasTileWaterGround(house_tile)) return TownGrowthResult::Continue;
1666
1667 if (!IsValidTile(house_tile)) return TownGrowthResult::Continue;
1668
1669 TownGrowthResult result = TownGrowthResult::Continue;
1670
1671 if (target_dir != DIAGDIR_END && TownAllowedToBuildRoads(modes)) {
1672 switch (t1->layout) {
1673 default: NOT_REACHED();
1674
1675 case TL_3X3_GRID: // Use 2x2 grid afterwards!
1676 if (GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir), modes)) {
1677 result = TownGrowthResult::Succeed;
1678 }
1679 [[fallthrough]];
1680
1681 case TL_2X2_GRID:
1682 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1683 allow_house = (rcmd & target_rb) == ROAD_NONE;
1684 break;
1685
1686 case TL_BETTER_ROADS: // Use original afterwards!
1687 if (GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir), modes)) {
1688 result = TownGrowthResult::Succeed;
1689 }
1690 [[fallthrough]];
1691
1692 case TL_ORIGINAL:
1693 /* Allow a house at the edge. 60% chance or
1694 * always ok if no road allowed. */
1695 rcmd = target_rb;
1696 allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1697 break;
1698 }
1699 }
1700
1701 allow_house &= RoadTypesAllowHouseHere(house_tile);
1702
1703 if (allow_house) {
1704 /* Build a house, but not if there already is a house there. */
1705 if (!IsTileType(house_tile, MP_HOUSE)) {
1706 /* Level the land if possible */
1707 if (Chance16(1, 6)) LevelTownLand(house_tile);
1708
1709 /* And build a house.
1710 * Set result to -1 if we managed to build it. */
1711 if (TryBuildTownHouse(t1, house_tile, modes)) {
1712 result = TownGrowthResult::Succeed;
1713 }
1714 }
1715 return result;
1716 }
1717
1718 if (!TownCanGrowRoad(tile)) return result;
1719 }
1720
1721 /* Return if a water tile */
1722 if (HasTileWaterGround(tile)) return TownGrowthResult::SearchStopped;
1723
1724 /* Make the roads look nicer */
1725 rcmd = CleanUpRoadBits(tile, rcmd);
1726 if (rcmd == ROAD_NONE) return TownGrowthResult::SearchStopped;
1727
1728 /* Only use the target direction for bridges and tunnels to ensure they're connected.
1729 * The target_dir is as computed previously according to town layout, so
1730 * it will match it perfectly. */
1731 if (GrowTownWithBridge(t1, tile, target_dir)) {
1732 return TownGrowthResult::Succeed;
1733 }
1734 if (GrowTownWithTunnel(t1, tile, target_dir)) {
1735 return TownGrowthResult::Succeed;
1736 }
1737
1738 if (GrowTownWithRoad(t1, tile, rcmd)) {
1739 return TownGrowthResult::Succeed;
1740 }
1741 return TownGrowthResult::SearchStopped;
1742}
1743
1752{
1753 TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1754 if (!IsValidTile(target_tile)) return false;
1755 if (HasTileWaterGround(target_tile)) return false;
1756
1757 RoadBits target_rb = GetTownRoadBits(target_tile);
1758 if (TownAllowedToBuildRoads(modes)) {
1759 /* Check whether a road connection exists or can be build. */
1760 switch (GetTileType(target_tile)) {
1761 case MP_ROAD:
1762 return target_rb != ROAD_NONE;
1763
1764 case MP_STATION:
1765 return IsDriveThroughStopTile(target_tile);
1766
1767 case MP_TUNNELBRIDGE:
1768 return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1769
1770 case MP_HOUSE:
1771 case MP_INDUSTRY:
1772 case MP_OBJECT:
1773 return false;
1774
1775 default:
1776 /* Checked for void and water earlier */
1777 return true;
1778 }
1779 } else {
1780 /* Check whether a road connection already exists,
1781 * and it leads somewhere else. */
1783 return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1784 }
1785}
1786
1793static bool GrowTownAtRoad(Town *t, TileIndex tile, TownExpandModes modes)
1794{
1795 /* Special case.
1796 * @see GrowTownInTile Check the else if
1797 */
1798 DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1799
1800 assert(tile < Map::Size());
1801
1802 /* Number of times to search.
1803 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1804 * them a little handicap. */
1805 int iterations;
1806 switch (t->layout) {
1807 case TL_BETTER_ROADS:
1808 iterations = 10 + t->cache.num_houses * 2 / 9;
1809 break;
1810
1811 case TL_3X3_GRID:
1812 case TL_2X2_GRID:
1813 iterations = 10 + t->cache.num_houses * 1 / 9;
1814 break;
1815
1816 default:
1817 iterations = 10 + t->cache.num_houses * 4 / 9;
1818 break;
1819 }
1820
1821 do {
1822 RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1823
1824 /* Try to grow the town from this point */
1825 switch (GrowTownInTile(&tile, cur_rb, target_dir, t, modes)) {
1826 case TownGrowthResult::Succeed:
1827 return true;
1828 case TownGrowthResult::SearchStopped:
1829 iterations = 0;
1830 break;
1831 default:
1832 break;
1833 };
1834
1835 /* Exclude the source position from the bitmask
1836 * and return if no more road blocks available */
1837 if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1838 if (cur_rb == ROAD_NONE) return false;
1839
1840 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1841 /* Only build in the direction away from the tunnel or bridge. */
1842 target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1843 } else {
1844 /* Select a random bit from the blockmask, walk a step
1845 * and continue the search from there. */
1846 do {
1847 if (cur_rb == ROAD_NONE) return false;
1848 RoadBits target_bits;
1849 do {
1850 target_dir = RandomDiagDir();
1851 target_bits = DiagDirToRoadBits(target_dir);
1852 } while (!(cur_rb & target_bits));
1853 cur_rb &= ~target_bits;
1854 } while (!CanFollowRoad(tile, target_dir, modes));
1855 }
1856 tile = TileAddByDiagDir(tile, target_dir);
1857
1858 if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
1859 /* Don't allow building over roads of other cities */
1860 if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1861 return false;
1862 } else if (IsRoadOwner(tile, RTT_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1863 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1864 * owner :) (happy happy happy road now) */
1866 SetTownIndex(tile, t->index);
1867 }
1868 }
1869
1870 /* Max number of times is checked. */
1871 } while (--iterations >= 0);
1872
1873 return false;
1874}
1875
1884{
1885 uint32_t r = Random();
1886 uint a = GB(r, 0, 2);
1887 uint b = GB(r, 8, 2);
1888 if (a == b) b ^= 2;
1889 return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1890}
1891
1897static bool GrowTown(Town *t, TownExpandModes modes)
1898{
1899 static const TileIndexDiffC _town_coord_mod[] = {
1900 {-1, 0},
1901 { 1, 1},
1902 { 1, -1},
1903 {-1, -1},
1904 {-1, 0},
1905 { 0, 2},
1906 { 2, 0},
1907 { 0, -2},
1908 {-1, -1},
1909 {-2, 2},
1910 { 2, 2},
1911 { 2, -2},
1912 { 0, 0}
1913 };
1914
1915 /* Current "company" is a town */
1917
1918 TileIndex tile = t->xy; // The tile we are working with ATM
1919
1920 /* Find a road that we can base the construction on. */
1921 for (const auto &ptr : _town_coord_mod) {
1922 if (GetTownRoadBits(tile) != ROAD_NONE) {
1923 bool success = GrowTownAtRoad(t, tile, modes);
1924 cur_company.Restore();
1925 return success;
1926 }
1927 tile = TileAdd(tile, ToTileIndexDiff(ptr));
1928 }
1929
1930 /* No road available, try to build a random road block by
1931 * clearing some land and then building a road there. */
1932 if (TownAllowedToBuildRoads(modes)) {
1933 tile = t->xy;
1934 for (const auto &ptr : _town_coord_mod) {
1935 /* Only work with plain land that not already has a house */
1936 if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1940 cur_company.Restore();
1941 return true;
1942 }
1943 }
1944 tile = TileAdd(tile, ToTileIndexDiff(ptr));
1945 }
1946 }
1947
1948 cur_company.Restore();
1949 return false;
1950}
1951
1957{
1958 static const std::array<std::array<uint32_t, NUM_HOUSE_ZONES>, 23> _town_squared_town_zone_radius_data = {{
1959 { 4, 0, 0, 0, 0}, // 0
1960 { 16, 0, 0, 0, 0},
1961 { 25, 0, 0, 0, 0},
1962 { 36, 0, 0, 0, 0},
1963 { 49, 0, 4, 0, 0},
1964 { 64, 0, 4, 0, 0}, // 20
1965 { 64, 0, 9, 0, 1},
1966 { 64, 0, 9, 0, 4},
1967 { 64, 0, 16, 0, 4},
1968 { 81, 0, 16, 0, 4},
1969 { 81, 0, 16, 0, 4}, // 40
1970 { 81, 0, 25, 0, 9},
1971 { 81, 36, 25, 0, 9},
1972 { 81, 36, 25, 16, 9},
1973 { 81, 49, 0, 25, 9},
1974 { 81, 64, 0, 25, 9}, // 60
1975 { 81, 64, 0, 36, 9},
1976 { 81, 64, 0, 36, 16},
1977 {100, 81, 0, 49, 16},
1978 {100, 81, 0, 49, 25},
1979 {121, 81, 0, 49, 25}, // 80
1980 {121, 81, 0, 49, 25},
1981 {121, 81, 0, 49, 36}, // 88
1982 }};
1983
1984 if (t->cache.num_houses < std::size(_town_squared_town_zone_radius_data) * 4) {
1985 t->cache.squared_town_zone_radius = _town_squared_town_zone_radius_data[t->cache.num_houses / 4];
1986 } else {
1987 int mass = t->cache.num_houses / 8;
1988 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1989 * The offsets are to make sure the radii do not decrease in size when going from the table
1990 * to the calculated value.*/
1991 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownEdge)] = mass * 15 - 40;
1992 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownOutskirt)] = mass * 9 - 15;
1993 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownOuterSuburb)] = 0;
1994 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownInnerSuburb)] = mass * 5 - 5;
1995 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownCentre)] = mass * 3 + 5;
1996 }
1997}
1998
2004{
2006 uint32_t production = ScaleByCargoScale(t->cache.population >> 3, true);
2007 if (production == 0) continue;
2008
2009 auto &supplied = t->GetOrCreateCargoSupplied(cs->Index());
2010 supplied.history[LAST_MONTH].production = production;
2011 }
2012
2014 uint32_t production = ScaleByCargoScale(t->cache.population >> 4, true);
2015 if (production == 0) continue;
2016
2017 auto &supplied = t->GetOrCreateCargoSupplied(cs->Index());
2018 supplied.history[LAST_MONTH].production = production;
2019 }
2020}
2021
2022static void UpdateTownGrowthRate(Town *t);
2023static void UpdateTownGrowth(Town *t);
2024
2036static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
2037{
2038 AutoRestoreBackup backup(_generating_town, true);
2039
2040 t->xy = tile;
2041 t->cache.num_houses = 0;
2042 t->time_until_rebuild = 10;
2044 t->flags.Reset();
2045 t->cache.population = 0;
2047 /* Spread growth across ticks so even if there are many
2048 * similar towns they're unlikely to grow all in one tick */
2050 t->growth_rate = TownTicksToGameTicks(250);
2051 t->show_zone = false;
2052
2053 _town_kdtree.Insert(t->index);
2054
2055 /* Set the default cargo requirement for town growth */
2057 case LandscapeType::Arctic:
2059 break;
2060
2061 case LandscapeType::Tropic:
2064 break;
2065
2066 default:
2067 break;
2068 }
2069
2070 t->fund_buildings_months = 0;
2071
2072 for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
2073
2074 t->have_ratings = {};
2075 t->exclusivity = CompanyID::Invalid();
2076 t->exclusive_counter = 0;
2077 t->statues = {};
2078
2079 {
2081 t->townnamegrfid = tnp.grfid;
2082 t->townnametype = tnp.type;
2083 }
2084 t->townnameparts = townnameparts;
2085
2086 t->InitializeLayout(layout);
2087
2088 t->larger_town = city;
2089
2090 int x = (int)size * 16 + 3;
2091 if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
2092 /* Don't create huge cities when founding town in-game */
2093 if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
2094
2095 t->cache.num_houses += x;
2097
2098 int i = x * 4;
2099 do {
2101 } while (--i);
2102
2103 t->UpdateVirtCoord();
2104 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
2105
2106 t->cache.num_houses -= x;
2111}
2112
2119static CommandCost TownCanBePlacedHere(TileIndex tile, bool check_surrounding)
2120{
2121 /* Check if too close to the edge of map */
2122 if (DistanceFromEdge(tile) < 12) {
2123 return CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
2124 }
2125
2126 /* Check distance to all other towns. */
2128 return CommandCost(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
2129 }
2130
2131 /* Can only build on clear flat areas, possibly with trees. */
2132 if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
2133 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
2134 }
2135
2136 /* We might want to make sure the town has enough room. */
2137 if (check_surrounding) {
2138 constexpr uint SEARCH_DIAMETER = 5; // Center tile of town + 2 tile radius.
2139 /* Half of the tiles in the search must be valid for the town to build upon. */
2140 constexpr uint VALID_TILE_GOAL = (SEARCH_DIAMETER * SEARCH_DIAMETER) / 2;
2141 uint counter = 0;
2142 for (TileIndex t : SpiralTileSequence(tile, SEARCH_DIAMETER)) {
2143 if (counter == VALID_TILE_GOAL) break;
2144
2145 /* The most likely unsuitable tile type is water, test that first. */
2146 if (IsTileType(tile, MP_WATER)) continue;
2147
2148 /* Don't allow rough tiles, as they are likely wetlands. */
2149 bool clear = IsTileType(t, MP_CLEAR) && GetClearDensity(t) != CLEAR_ROUGH;
2150 bool trees = IsTileType(t, MP_TREES) && GetTreeGround(t) != TREE_GROUND_ROUGH;
2151 int town_height = GetTileZ(tile);
2152 bool elevation_similar = (GetTileMaxZ(t) <= town_height + 1) && (GetTileZ(t) >= town_height - 1);
2153 if ((clear || trees) && elevation_similar) counter++;
2154 }
2155
2156 if (counter < VALID_TILE_GOAL) return CommandCost(STR_ERROR_SITE_UNSUITABLE);
2157 }
2158
2160}
2161
2167static bool IsUniqueTownName(const std::string &name)
2168{
2169 for (const Town *t : Town::Iterate()) {
2170 if (!t->name.empty() && t->name == name) return false;
2171 }
2172
2173 return true;
2174}
2175
2188std::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)
2189{
2191
2192 if (size >= TSZ_END) return { CMD_ERROR, 0, TownID::Invalid() };
2193 if (layout >= NUM_TLS) return { CMD_ERROR, 0, TownID::Invalid() };
2194
2195 /* Some things are allowed only in the scenario editor and for game scripts. */
2196 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
2197 if (_settings_game.economy.found_town == TF_FORBIDDEN) return { CMD_ERROR, 0, TownID::Invalid() };
2198 if (size == TSZ_LARGE) return { CMD_ERROR, 0, TownID::Invalid() };
2199 if (random_location) return { CMD_ERROR, 0, TownID::Invalid() };
2201 return { CMD_ERROR, 0, TownID::Invalid() };
2202 }
2203 } else if (_current_company == OWNER_DEITY && random_location) {
2204 /* Random parameter is not allowed for Game Scripts. */
2205 return { CMD_ERROR, 0, TownID::Invalid() };
2206 }
2207
2208 if (text.empty()) {
2209 /* If supplied name is empty, townnameparts has to generate unique automatic name */
2210 if (!VerifyTownName(townnameparts, &par)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, TownID::Invalid() };
2211 } else {
2212 /* If name is not empty, it has to be unique custom name */
2213 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return { CMD_ERROR, 0, TownID::Invalid() };
2214 if (!IsUniqueTownName(text)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, TownID::Invalid() };
2215 }
2216
2217 /* Allocate town struct */
2218 if (!Town::CanAllocateItem()) return { CommandCost(STR_ERROR_TOO_MANY_TOWNS), 0, TownID::Invalid() };
2219
2220 if (!random_location) {
2221 CommandCost ret = TownCanBePlacedHere(tile, false);
2222 if (ret.Failed()) return { ret, 0, TownID::Invalid() };
2223 }
2224
2225 static const uint8_t price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
2226 /* multidimensional arrays have to have defined length of non-first dimension */
2227 static_assert(lengthof(price_mult[0]) == 4);
2228
2229 CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
2230 uint8_t mult = price_mult[city][size];
2231
2232 cost.MultiplyCost(mult);
2233
2234 /* Create the town */
2235 TownID new_town = TownID::Invalid();
2236 if (flags.Test(DoCommandFlag::Execute)) {
2237 if (cost.GetCost() > GetAvailableMoneyForCommand()) {
2238 return { CommandCost(EXPENSES_OTHER), cost.GetCost(), TownID::Invalid() };
2239 }
2240
2241 Backup<bool> old_generating_world(_generating_world, true);
2243 Town *t;
2244 if (random_location) {
2245 t = CreateRandomTown(20, townnameparts, size, city, layout);
2246 } else {
2247 t = new Town(tile);
2248 DoCreateTown(t, tile, townnameparts, size, city, layout, true);
2249 }
2250
2252 old_generating_world.Restore();
2253
2254 if (t == nullptr) return { CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN), 0, TownID::Invalid() };
2255
2256 new_town = t->index;
2257
2258 if (!text.empty()) {
2259 t->name = text;
2260 t->UpdateVirtCoord();
2261 }
2262
2263 if (_game_mode != GM_EDITOR) {
2264 /* 't' can't be nullptr since 'random' is false outside scenedit */
2265 assert(!random_location);
2266
2268 AddTileNewsItem(GetEncodedString(STR_NEWS_NEW_TOWN_UNSPONSORED, t->index), NewsType::IndustryOpen, tile);
2269 } else {
2270 std::string company_name = GetString(STR_COMPANY_NAME, _current_company);
2271 AddTileNewsItem(GetEncodedString(STR_NEWS_NEW_TOWN, company_name, t->index), NewsType::IndustryOpen, tile);
2272 }
2273 AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
2274 Game::NewEvent(new ScriptEventTownFounded(t->index));
2275 }
2276 }
2277 return { cost, 0, new_town };
2278}
2279
2290{
2291 switch (layout) {
2292 case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
2293 case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
2294 default: return tile;
2295 }
2296}
2297
2308{
2309 switch (layout) {
2310 case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
2311 case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
2312 default: return true;
2313 }
2314}
2315
2329{
2330 for (auto coast : SpiralTileSequence(tile, 40)) {
2331 /* Find nearest land tile */
2332 if (!IsTileType(tile, MP_CLEAR)) continue;
2333
2334 TileIndex furthest = INVALID_TILE;
2335 uint max_dist = 0;
2336 for (auto test : SpiralTileSequence(coast, 10)) {
2337 if (!IsTileType(test, MP_CLEAR) || !IsTileFlat(test) || !IsTileAlignedToGrid(test, layout)) continue;
2338 if (TownCanBePlacedHere(tile, true).Failed()) continue;
2339
2340 uint dist = GetClosestWaterDistance(test, true);
2341 if (dist > max_dist) {
2342 furthest = test;
2343 max_dist = dist;
2344 }
2345 }
2346 return furthest;
2347 }
2348
2349 /* if we get here just give up */
2350 return INVALID_TILE;
2351}
2352
2358{
2360 case LandscapeType::Temperate: return HouseZone::ClimateTemperate;
2362 case LandscapeType::Tropic: return HouseZone::ClimateSubtropic;
2363 case LandscapeType::Toyland: return HouseZone::ClimateToyland;
2364 default: NOT_REACHED();
2365 }
2366}
2367
2377static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout)
2378{
2379 assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
2380
2381 if (!Town::CanAllocateItem()) return nullptr;
2382
2383 do {
2384 /* Generate a tile index not too close from the edge */
2385 TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2386
2387 /* If we tried to place the town on water, find a suitable land tile nearby.
2388 * Otherwise, evaluate the land tile. */
2389 if (IsTileType(tile, MP_WATER)) {
2390 tile = FindNearestGoodCoastalTownSpot(tile, layout);
2391 if (tile == INVALID_TILE) continue;
2392 } else if (TownCanBePlacedHere(tile, true).Failed()) continue;
2393
2394 /* Allocate a town struct */
2395 Town *t = new Town(tile);
2396
2397 DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2398
2399 /* if the population is still 0 at the point, then the
2400 * placement is so bad it couldn't grow at all */
2401 if (t->cache.population > 0) return t;
2402
2405 cur_company.Restore();
2406 assert(rc.Succeeded());
2407
2408 /* We already know that we can allocate a single town when
2409 * entering this function. However, we create and delete
2410 * a town which "resets" the allocation checks. As such we
2411 * need to check again when assertions are enabled. */
2412 assert(Town::CanAllocateItem());
2413 } while (--attempts != 0);
2414
2415 return nullptr;
2416}
2417
2424{
2425 static const uint8_t num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2428 }
2429 return Map::ScaleBySize(num_initial_towns[_settings_game.difficulty.number_towns]);
2430}
2431
2439bool GenerateTowns(TownLayout layout, std::optional<uint> number)
2440{
2441 uint current_number = 0;
2442 uint total;
2443 if (number.has_value()) {
2444 total = number.value();
2445 } else if (_settings_game.difficulty.number_towns == static_cast<uint>(CUSTOM_TOWN_NUMBER_DIFFICULTY)) {
2446 total = GetDefaultTownsForMapSize();
2447 } else {
2449 }
2450
2451 total = Clamp<uint>(total, 1, TownPool::MAX_SIZE);
2452 uint32_t townnameparts;
2453 TownNames town_names;
2454
2456
2457 /* Pre-populate the town names list with the names of any towns already on the map */
2458 for (const Town *town : Town::Iterate()) {
2459 town_names.insert(town->GetCachedName());
2460 }
2461
2462 /* Randomised offset for city status. This means with e.g. 1-in-4 towns being cities, a map with 10 towns
2463 * may have 2 or 3 cities, instead of always 3. */
2464 uint city_random_offset = _settings_game.economy.larger_towns == 0 ? 0 : (Random() % _settings_game.economy.larger_towns);
2465
2466 /* First attempt will be made at creating the suggested number of towns.
2467 * Note that this is really a suggested value, not a required one.
2468 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2469 do {
2470 bool city = (_settings_game.economy.larger_towns != 0 && ((city_random_offset + current_number) % _settings_game.economy.larger_towns) == 0);
2472 /* Get a unique name for the town. */
2473 if (!GenerateTownName(_random, &townnameparts, &town_names)) continue;
2474 /* try 20 times to create a random-sized town for the first loop. */
2475 if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2476 } while (--total);
2477
2478 town_names.clear();
2479
2480 /* Build the town k-d tree again to make sure it's well balanced */
2481 RebuildTownKdtree();
2482
2483 if (current_number != 0) return true;
2484
2485 /* If current_number is still zero at this point, it means that not a single town has been created.
2486 * So give it a last try, but now more aggressive */
2487 if (GenerateTownName(_random, &townnameparts) &&
2488 CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2489 return true;
2490 }
2491
2492 /* If there are no towns at all and we are generating new game, bail out */
2493 if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
2494 ShowErrorMessage(GetEncodedString(STR_ERROR_COULD_NOT_CREATE_TOWN), {}, WL_CRITICAL);
2495 }
2496
2497 return false; // we are still without a town? we failed, simply
2498}
2499
2500
2508{
2509 uint dist = DistanceSquare(tile, t->xy);
2510
2511 if (t->fund_buildings_months != 0 && dist <= 25) return HouseZone::TownCentre;
2512
2513 HouseZone smallest = HouseZone::TownEdge;
2514 for (HouseZone i : HZ_ZONE_ALL) {
2515 if (dist < t->cache.squared_town_zone_radius[to_underlying(i)]) smallest = i;
2516 }
2517
2518 return smallest;
2519}
2520
2532static inline void ClearMakeHouseTile(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool is_protected)
2533{
2535 assert(cc.Succeeded());
2536
2537 IncreaseBuildingCount(t, type);
2538 MakeHouseTile(tile, t->index, counter, stage, type, random_bits, is_protected);
2539 if (HouseSpec::Get(type)->building_flags.Test(BuildingFlag::IsAnimated)) AddAnimatedTile(tile, false);
2540
2541 MarkTileDirtyByTile(tile);
2542}
2543
2544
2556static void MakeTownHouse(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool is_protected)
2557{
2559
2560 ClearMakeHouseTile(tile, t, counter, stage, type, random_bits, is_protected);
2561 if (size.Any(BUILDING_2_TILES_Y)) ClearMakeHouseTile(tile + TileDiffXY(0, 1), t, counter, stage, ++type, random_bits, is_protected);
2562 if (size.Any(BUILDING_2_TILES_X)) ClearMakeHouseTile(tile + TileDiffXY(1, 0), t, counter, stage, ++type, random_bits, is_protected);
2563 if (size.Any(BUILDING_HAS_4_TILES)) ClearMakeHouseTile(tile + TileDiffXY(1, 1), t, counter, stage, ++type, random_bits, is_protected);
2564
2565 ForAllStationsAroundTiles(TileArea(tile, size.Any(BUILDING_2_TILES_X) ? 2 : 1, size.Any(BUILDING_2_TILES_Y) ? 2 : 1), [t](Station *st, TileIndex) {
2566 t->stations_near.insert(st);
2567 return true;
2568 });
2569}
2570
2571
2578static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2579{
2580 /* cannot build on these slopes... */
2581 Slope slope = GetTileSlope(tile);
2582 if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2583
2584 /* at least one RoadTypes allow building the house here? */
2585 if (!RoadTypesAllowHouseHere(tile)) return false;
2586
2587 /* building under a bridge? */
2588 if (IsBridgeAbove(tile)) return false;
2589
2590 /* can we clear the land? */
2592}
2593
2594
2603static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2604{
2605 if (!CanBuildHouseHere(tile, noslope)) return false;
2606
2607 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2608 if (GetTileMaxZ(tile) != z) return false;
2609
2610 return true;
2611}
2612
2613
2622static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2623{
2624 /* we need to check this tile too because we can be at different tile now */
2625 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2626
2627 for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2628 tile += TileOffsByDiagDir(d);
2629 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2630 }
2631
2632 return true;
2633}
2634
2635
2643static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile, TownExpandModes modes)
2644{
2645 if (!modes.Test(TownExpandMode::Buildings)) return false;
2646
2647 /* Allow towns everywhere when we don't build roads */
2648 if (!TownAllowedToBuildRoads(modes)) return true;
2649
2650 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2651
2652 switch (t->layout) {
2653 case TL_2X2_GRID:
2654 if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2655 break;
2656
2657 case TL_3X3_GRID:
2658 if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2659 break;
2660
2661 default:
2662 break;
2663 }
2664
2665 return true;
2666}
2667
2668
2677{
2678 if (!modes.Test(TownExpandMode::Buildings)) return false;
2679
2680 /* Allow towns everywhere when we don't build roads */
2681 if (!TownAllowedToBuildRoads(modes)) return true;
2682
2683 /* Compute relative position of tile. (Positive offsets are towards north) */
2684 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2685
2686 switch (t->layout) {
2687 case TL_2X2_GRID:
2688 grid_pos.x %= 3;
2689 grid_pos.y %= 3;
2690 if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2691 (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2692 break;
2693
2694 case TL_3X3_GRID:
2695 if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2696 break;
2697
2698 default:
2699 break;
2700 }
2701
2702 return true;
2703}
2704
2705
2715static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second, TownExpandModes modes)
2716{
2717 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2718
2719 TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2720 if (TownLayoutAllowsHouseHere(t, tile2, modes) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2721
2722 tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2723 if (TownLayoutAllowsHouseHere(t, tile2, modes) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2724 *tile = tile2;
2725 return true;
2726 }
2727
2728 return false;
2729}
2730
2731
2740static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope, TownExpandModes modes)
2741{
2742 TileIndex tile2 = *tile;
2743
2744 for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2745 if (TownLayoutAllows2x2HouseHere(t, tile2, modes) && CheckFree2x2Area(tile2, maxz, noslope)) {
2746 *tile = tile2;
2747 return true;
2748 }
2749 if (d == DIAGDIR_END) break;
2750 tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2751 }
2752
2753 return false;
2754}
2755
2766static void BuildTownHouse(Town *t, TileIndex tile, const HouseSpec *hs, HouseID house, uint8_t random_bits, bool house_completed, bool is_protected)
2767{
2768 /* build the house */
2769 t->cache.num_houses++;
2770
2771 uint8_t construction_counter = 0;
2772 uint8_t construction_stage = 0;
2773
2774 if (_generating_world || _game_mode == GM_EDITOR || house_completed) {
2775 uint32_t construction_random = Random();
2776
2777 construction_stage = TOWN_HOUSE_COMPLETED;
2778 if (_generating_world && !hs->extra_flags.Test(HouseExtraFlag::BuildingIsHistorical) && Chance16(1, 7)) construction_stage = GB(construction_random, 0, 2);
2779
2780 if (construction_stage == TOWN_HOUSE_COMPLETED) {
2782 } else {
2783 construction_counter = GB(construction_random, 2, 2);
2784 }
2785 }
2786
2787 MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits, is_protected);
2790
2791 BuildingFlags size = hs->building_flags;
2792
2793 TriggerHouseAnimation_ConstructionStageChanged(tile, true);
2794 if (size.Any(BUILDING_2_TILES_Y)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(0, 1), true);
2795 if (size.Any(BUILDING_2_TILES_X)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(1, 0), true);
2796 if (size.Any(BUILDING_HAS_4_TILES)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(1, 1), true);
2797}
2798
2806{
2807 /* forbidden building here by town layout */
2808 if (!TownLayoutAllowsHouseHere(t, tile, modes)) return false;
2809
2810 /* no house allowed at all, bail out */
2811 if (!CanBuildHouseHere(tile, false)) return false;
2812
2813 Slope slope = GetTileSlope(tile);
2814 int maxz = GetTileMaxZ(tile);
2815
2816 /* Get the town zone type of the current tile, as well as the climate.
2817 * This will allow to easily compare with the specs of the new house to build */
2818 HouseZones zones = GetTownRadiusGroup(t, tile);
2819
2821 case LandscapeType::Temperate: zones.Set(HouseZone::ClimateTemperate); break;
2822 case LandscapeType::Arctic: zones.Set(maxz > HighestSnowLine() ? HouseZone::ClimateSubarcticAboveSnow : HouseZone::ClimateSubarcticBelowSnow); break;
2823 case LandscapeType::Tropic: zones.Set(HouseZone::ClimateSubtropic); break;
2824 case LandscapeType::Toyland: zones.Set(HouseZone::ClimateToyland); break;
2825 }
2826
2827 /* bits 0-4 are used
2828 * bits 11-15 are used
2829 * bits 5-10 are not used. */
2830 static std::vector<std::pair<HouseID, uint>> probs;
2831 probs.clear();
2832
2833 uint probability_max = 0;
2834
2835 /* Generate a list of all possible houses that can be built. */
2836 for (const auto &hs : HouseSpec::Specs()) {
2837 /* Verify that the candidate house spec matches the current tile status */
2838 if (!hs.building_availability.All(zones) || !hs.enabled || hs.grf_prop.override_id != INVALID_HOUSE_ID) continue;
2839
2840 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2841 if (hs.class_id != HOUSE_NO_CLASS) {
2842 /* id_count is always <= class_count, so it doesn't need to be checked */
2843 if (t->cache.building_counts.class_count[hs.class_id] == UINT16_MAX) continue;
2844 } else {
2845 /* If the house has no class, check id_count instead */
2846 if (t->cache.building_counts.id_count[hs.Index()] == UINT16_MAX) continue;
2847 }
2848
2849 uint cur_prob = hs.probability;
2850 probability_max += cur_prob;
2851 probs.emplace_back(hs.Index(), cur_prob);
2852 }
2853
2854 TileIndex base_tile = tile;
2855
2856 while (probability_max > 0) {
2857 /* Building a multitile building can change the location of tile.
2858 * The building would still be built partially on that tile, but
2859 * its northern tile would be elsewhere. However, if the callback
2860 * fails we would be basing further work from the changed tile.
2861 * So a next 1x1 tile building could be built on the wrong tile. */
2862 tile = base_tile;
2863
2864 uint r = RandomRange(probability_max);
2865 uint i;
2866 for (i = 0; i < probs.size(); i++) {
2867 if (probs[i].second > r) break;
2868 r -= probs[i].second;
2869 }
2870
2871 HouseID house = probs[i].first;
2872 probability_max -= probs[i].second;
2873
2874 /* remove tested house from the set */
2875 probs[i] = probs.back();
2876 probs.pop_back();
2877
2878 const HouseSpec *hs = HouseSpec::Get(house);
2879
2880 if (!_generating_world && _game_mode != GM_EDITOR && hs->extra_flags.Test(HouseExtraFlag::BuildingIsHistorical)) {
2881 continue;
2882 }
2883
2884 if (TimerGameCalendar::year < hs->min_year || TimerGameCalendar::year > hs->max_year) continue;
2885
2886 /* Special houses that there can be only one of. */
2887 TownFlags oneof{};
2888
2889 if (hs->building_flags.Test(BuildingFlag::IsChurch)) {
2890 oneof.Set(TownFlag::HasChurch);
2891 } else if (hs->building_flags.Test(BuildingFlag::IsStadium)) {
2892 oneof.Set(TownFlag::HasStadium);
2893 }
2894
2895 if (t->flags.Any(oneof)) continue;
2896
2897 /* Make sure there is no slope? */
2898 bool noslope = hs->building_flags.Test(BuildingFlag::NotSloped);
2899 if (noslope && slope != SLOPE_FLAT) continue;
2900
2901 if (hs->building_flags.Test(BuildingFlag::Size2x2)) {
2902 if (!CheckTownBuild2x2House(&tile, t, maxz, noslope, modes)) continue;
2903 } else if (hs->building_flags.Test(BuildingFlag::Size2x1)) {
2904 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW, modes)) continue;
2905 } else if (hs->building_flags.Test(BuildingFlag::Size1x2)) {
2906 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE, modes)) continue;
2907 } else {
2908 /* 1x1 house checks are already done */
2909 }
2910
2911 uint8_t random_bits = Random();
2912
2914 uint16_t callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, {}, true, random_bits);
2915 if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2916 }
2917
2918 /* Special houses that there can be only one of. */
2919 t->flags.Set(oneof);
2920
2921 BuildTownHouse(t, tile, hs, house, random_bits, false, hs->extra_flags.Test(HouseExtraFlag::BuildingIsProtected));
2922
2923 return true;
2924 }
2925
2926 return false;
2927}
2928
2938CommandCost CmdPlaceHouse(DoCommandFlags flags, TileIndex tile, HouseID house, bool is_protected, bool replace)
2939{
2940 if (_game_mode != GM_EDITOR && _settings_game.economy.place_houses == PH_FORBIDDEN) return CMD_ERROR;
2941
2942 if (Town::GetNumItems() == 0) return CommandCost(STR_ERROR_MUST_FOUND_TOWN_FIRST);
2943
2944 if (static_cast<size_t>(house) >= HouseSpec::Specs().size()) return CMD_ERROR;
2945 const HouseSpec *hs = HouseSpec::Get(house);
2946 if (!hs->enabled) return CMD_ERROR;
2947
2948 int maxz = GetTileMaxZ(tile);
2949
2950 /* Check each tile of a multi-tile house. */
2951 TileArea ta(tile, 1, 1);
2952 if (hs->building_flags.Test(BuildingFlag::Size2x2)) ta.Add(TileAddXY(tile, 1, 1));
2953 if (hs->building_flags.Test(BuildingFlag::Size2x1)) ta.Add(TileAddByDiagDir(tile, DIAGDIR_SW));
2954 if (hs->building_flags.Test(BuildingFlag::Size1x2)) ta.Add(TileAddByDiagDir(tile, DIAGDIR_SE));
2955
2956 for (const TileIndex subtile : ta) {
2957 /* Houses cannot be built on steep slopes. */
2958 Slope slope = GetTileSlope(subtile);
2959 if (IsSteepSlope(slope)) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2960
2961 /* Houses cannot be built under bridges. */
2962 if (IsBridgeAbove(subtile)) return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
2963
2964 /* Make sure there is no slope? */
2965 bool noslope = hs->building_flags.Test(BuildingFlag::NotSloped);
2966 if (noslope && slope != SLOPE_FLAT) return CommandCost(STR_ERROR_FLAT_LAND_REQUIRED);
2967
2968 /* All tiles of a multi-tile house must have the same z-level. */
2969 if (GetTileMaxZ(subtile) != maxz) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2970
2971 /* We might be replacing an existing house, otherwise check if we can clear land. */
2972 if (!(replace && GetTileType(subtile) == MP_HOUSE)) {
2974 if (!cost.Succeeded()) return cost;
2975 }
2976 }
2977
2978 if (flags.Test(DoCommandFlag::Execute)) {
2979 /* If replacing, clear any existing houses first. */
2980 if (replace) {
2981 for (const TileIndex &subtile : ta) {
2982 if (GetTileType(subtile) == MP_HOUSE) ClearTownHouse(Town::GetByTile(subtile), subtile);
2983 }
2984 }
2985
2986 Town *t = ClosestTownFromTile(tile, UINT_MAX);
2987 bool house_completed = _settings_game.economy.place_houses == PH_ALLOWED_CONSTRUCTED;
2988 BuildTownHouse(t, tile, hs, house, Random(), house_completed, is_protected);
2989 }
2990
2991 return CommandCost();
2992}
2993
3000static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
3001{
3002 assert(IsTileType(tile, MP_HOUSE));
3003 DecreaseBuildingCount(t, house);
3004 DoClearSquare(tile);
3005
3006 DeleteNewGRFInspectWindow(GSF_HOUSES, tile.base());
3007}
3008
3017{
3018 if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
3019 if (HouseSpec::Get(house - 1)->building_flags.Test(BuildingFlag::Size2x1)) {
3020 house--;
3021 return TileDiffXY(-1, 0);
3022 } else if (HouseSpec::Get(house - 1)->building_flags.Any(BUILDING_2_TILES_Y)) {
3023 house--;
3024 return TileDiffXY(0, -1);
3025 } else if (HouseSpec::Get(house - 2)->building_flags.Any(BUILDING_HAS_4_TILES)) {
3026 house -= 2;
3027 return TileDiffXY(-1, 0);
3028 } else if (HouseSpec::Get(house - 3)->building_flags.Any(BUILDING_HAS_4_TILES)) {
3029 house -= 3;
3030 return TileDiffXY(-1, -1);
3031 }
3032 }
3033 return TileDiffXY(0, 0);
3034}
3035
3042{
3043 assert(IsTileType(tile, MP_HOUSE));
3044
3045 HouseID house = GetHouseType(tile);
3046
3047 /* The northernmost tile of the house is the main house. */
3048 tile += GetHouseNorthPart(house);
3049
3050 const HouseSpec *hs = HouseSpec::Get(house);
3051
3052 /* Remove population from the town if the house is finished. */
3053 if (IsHouseCompleted(tile)) {
3055 }
3056
3057 t->cache.num_houses--;
3058
3059 /* Clear flags for houses that only may exist once/town. */
3060 if (hs->building_flags.Test(BuildingFlag::IsChurch)) {
3062 } else if (hs->building_flags.Test(BuildingFlag::IsStadium)) {
3064 }
3065
3066 /* Do the actual clearing of tiles */
3067 DoClearTownHouseHelper(tile, t, house);
3068 if (hs->building_flags.Any(BUILDING_2_TILES_Y)) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
3069 if (hs->building_flags.Any(BUILDING_2_TILES_X)) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
3070 if (hs->building_flags.Any(BUILDING_HAS_4_TILES)) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
3071
3073
3075}
3076
3084CommandCost CmdRenameTown(DoCommandFlags flags, TownID town_id, const std::string &text)
3085{
3086 Town *t = Town::GetIfValid(town_id);
3087 if (t == nullptr) return CMD_ERROR;
3088
3089 bool reset = text.empty();
3090
3091 if (!reset) {
3093 if (!IsUniqueTownName(text)) return CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE);
3094 }
3095
3096 if (flags.Test(DoCommandFlag::Execute)) {
3097 t->cached_name.clear();
3098 if (reset) {
3099 t->name.clear();
3100 } else {
3101 t->name = text;
3102 }
3103
3104 t->UpdateVirtCoord();
3105 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_RESORT);
3106 ClearAllStationCachedNames();
3107 ClearAllIndustryCachedNames();
3109 }
3110 return CommandCost();
3111}
3112
3119{
3120 for (const CargoSpec *cs : CargoSpec::Iterate()) {
3121 if (cs->town_acceptance_effect == effect) return cs;
3122 }
3123 return nullptr;
3124}
3125
3135{
3136 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3137
3138 if (tae < TAE_BEGIN || tae >= TAE_END) return CMD_ERROR;
3139
3140 Town *t = Town::GetIfValid(town_id);
3141 if (t == nullptr) return CMD_ERROR;
3142
3143 /* Validate if there is a cargo which is the requested TownEffect */
3145 if (cargo == nullptr) return CMD_ERROR;
3146
3147 if (flags.Test(DoCommandFlag::Execute)) {
3148 t->goal[tae] = goal;
3151 }
3152
3153 return CommandCost();
3154}
3155
3164{
3165 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3166 Town *t = Town::GetIfValid(town_id);
3167 if (t == nullptr) return CMD_ERROR;
3168
3169 if (flags.Test(DoCommandFlag::Execute)) {
3170 t->text.clear();
3171 if (!text.empty()) t->text = text;
3173 }
3174
3175 return CommandCost();
3176}
3177
3185CommandCost CmdTownGrowthRate(DoCommandFlags flags, TownID town_id, uint16_t growth_rate)
3186{
3187 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3188
3189 Town *t = Town::GetIfValid(town_id);
3190 if (t == nullptr) return CMD_ERROR;
3191
3192 if (flags.Test(DoCommandFlag::Execute)) {
3193 if (growth_rate == 0) {
3194 /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
3196 } else {
3197 uint old_rate = t->growth_rate;
3198 if (t->grow_counter >= old_rate) {
3199 /* This also catches old_rate == 0 */
3200 t->grow_counter = growth_rate;
3201 } else {
3202 /* Scale grow_counter, so half finished houses stay half finished */
3203 t->grow_counter = t->grow_counter * growth_rate / old_rate;
3204 }
3205 t->growth_rate = growth_rate;
3207 }
3210 }
3211
3212 return CommandCost();
3213}
3214
3223CommandCost CmdTownRating(DoCommandFlags flags, TownID town_id, CompanyID company_id, int16_t rating)
3224{
3225 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3226
3227 Town *t = Town::GetIfValid(town_id);
3228 if (t == nullptr) return CMD_ERROR;
3229
3230 if (!Company::IsValidID(company_id)) return CMD_ERROR;
3231
3232 int16_t new_rating = Clamp(rating, RATING_MINIMUM, RATING_MAXIMUM);
3233 if (flags.Test(DoCommandFlag::Execute)) {
3234 t->ratings[company_id] = new_rating;
3236 }
3237
3238 return CommandCost();
3239}
3240
3248CommandCost CmdExpandTown(DoCommandFlags flags, TownID town_id, uint32_t grow_amount, TownExpandModes modes)
3249{
3250 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
3251 if (modes.None()) return CMD_ERROR;
3252 Town *t = Town::GetIfValid(town_id);
3253 if (t == nullptr) return CMD_ERROR;
3254
3255 if (flags.Test(DoCommandFlag::Execute)) {
3256 /* The more houses, the faster we grow */
3257 if (grow_amount == 0) {
3258 uint amount = RandomRange(ClampTo<uint16_t>(t->cache.num_houses / 10)) + 3;
3259 t->cache.num_houses += amount;
3261
3262 uint n = amount * 10;
3263 do GrowTown(t, modes); while (--n);
3264
3265 t->cache.num_houses -= amount;
3266 } else {
3267 for (; grow_amount > 0; grow_amount--) {
3268 /* Try several times to grow, as we are really suppose to grow */
3269 for (uint i = 0; i < 25; i++) if (GrowTown(t, modes)) break;
3270 }
3271 }
3273
3275 }
3276
3277 return CommandCost();
3278}
3279
3287{
3288 if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
3289 Town *t = Town::GetIfValid(town_id);
3290 if (t == nullptr) return CMD_ERROR;
3291
3292 /* Stations refer to towns. */
3293 for (const Station *st : Station::Iterate()) {
3294 if (st->town == t) {
3295 /* Non-oil rig stations are always a problem. */
3296 if (!st->facilities.Test(StationFacility::Airport) || st->airport.type != AT_OILRIG) return CMD_ERROR;
3297 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
3298 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, st->airport.tile);
3299 if (ret.Failed()) return ret;
3300 }
3301 }
3302
3303 /* Waypoints refer to towns. */
3304 for (const Waypoint *wp : Waypoint::Iterate()) {
3305 if (wp->town == t) return CMD_ERROR;
3306 }
3307
3308 /* Depots refer to towns. */
3309 for (const Depot *d : Depot::Iterate()) {
3310 if (d->town == t) return CMD_ERROR;
3311 }
3312
3313 /* Check all tiles for town ownership. First check for bridge tiles, as
3314 * these do not directly have an owner so we need to check adjacent
3315 * tiles. This won't work correctly in the same loop if the adjacent
3316 * tile was already deleted earlier in the loop. */
3317 for (const auto current_tile : Map::Iterate()) {
3318 if (IsTileType(current_tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(current_tile, t)) {
3319 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3320 if (ret.Failed()) return ret;
3321 }
3322 }
3323
3324 /* Check all remaining tiles for town ownership. */
3325 for (const auto current_tile : Map::Iterate()) {
3326 bool try_clear = false;
3327 switch (GetTileType(current_tile)) {
3328 case MP_ROAD:
3329 try_clear = HasTownOwnedRoad(current_tile) && GetTownIndex(current_tile) == t->index;
3330 break;
3331
3332 case MP_HOUSE:
3333 try_clear = GetTownIndex(current_tile) == t->index;
3334 break;
3335
3336 case MP_INDUSTRY:
3337 try_clear = Industry::GetByTile(current_tile)->town == t;
3338 break;
3339
3340 case MP_OBJECT:
3341 if (Town::GetNumItems() == 1) {
3342 /* No towns will be left, remove it! */
3343 try_clear = true;
3344 } else {
3345 Object *o = Object::GetByTile(current_tile);
3346 if (o->town == t) {
3347 if (o->type == OBJECT_STATUE) {
3348 /* Statue... always remove. */
3349 try_clear = true;
3350 } else {
3351 /* Tell to find a new town. */
3352 if (flags.Test(DoCommandFlag::Execute)) o->town = nullptr;
3353 }
3354 }
3355 }
3356 break;
3357
3358 default:
3359 break;
3360 }
3361 if (try_clear) {
3362 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3363 if (ret.Failed()) return ret;
3364 }
3365 }
3366
3367 /* The town destructor will delete the other things related to the town. */
3368 if (flags.Test(DoCommandFlag::Execute)) {
3369 _town_kdtree.Remove(t->index);
3370 if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
3371 delete t;
3372 }
3373
3374 return CommandCost();
3375}
3376
3383{
3388 static const uint8_t town_action_costs[] = {
3389 2, 4, 9, 35, 48, 53, 117, 175
3390 };
3391 static_assert(std::size(town_action_costs) == to_underlying(TownAction::End));
3392
3393 assert(to_underlying(action) < std::size(town_action_costs));
3394 return town_action_costs[to_underlying(action)];
3395}
3396
3404{
3405 if (flags.Test(DoCommandFlag::Execute)) {
3407 }
3408 return CommandCost();
3409}
3410
3418{
3419 if (flags.Test(DoCommandFlag::Execute)) {
3421 }
3422 return CommandCost();
3423}
3424
3432{
3433 if (flags.Test(DoCommandFlag::Execute)) {
3435 }
3436 return CommandCost();
3437}
3438
3446{
3447 /* Check if the company is allowed to fund new roads. */
3449
3450 if (flags.Test(DoCommandFlag::Execute)) {
3451 t->road_build_months = 6;
3452
3453 std::string company_name = GetString(STR_COMPANY_NAME, _current_company);
3454
3456 GetEncodedString(TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_ROAD_REBUILDING_MINUTES : STR_NEWS_ROAD_REBUILDING_MONTHS, t->index, company_name),
3458 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction(_current_company, t->index));
3459 Game::NewEvent(new ScriptEventRoadReconstruction(_current_company, t->index));
3460 }
3461 return CommandCost();
3462}
3463
3469static bool CheckClearTile(TileIndex tile)
3470{
3473 cur_company.Restore();
3474 return r.Succeeded();
3475}
3476
3485{
3486 if (!Object::CanAllocateItem()) return CommandCost(STR_ERROR_TOO_MANY_OBJECTS);
3487
3488 static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3489
3490 TileIndex best_position = INVALID_TILE;
3491 uint tile_count = 0;
3492 for (auto tile : SpiralTileSequence(t->xy, 9)) {
3493 tile_count++;
3494
3495 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3496 if (IsSteepSlope(GetTileSlope(tile))) continue;
3497 /* Don't build statues under bridges. */
3498 if (IsBridgeAbove(tile)) continue;
3499
3500 /* A clear-able open space is always preferred. */
3501 if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && CheckClearTile(tile)) {
3502 best_position = tile;
3503 break;
3504 }
3505
3506 bool house = IsTileType(tile, MP_HOUSE);
3507
3508 /* Searching inside the inner circle. */
3509 if (tile_count <= STATUE_NUMBER_INNER_TILES) {
3510 /* Save first house in inner circle. */
3511 if (house && best_position == INVALID_TILE && CheckClearTile(tile)) {
3512 best_position = tile;
3513 }
3514
3515 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3516 if (tile_count == STATUE_NUMBER_INNER_TILES && best_position != INVALID_TILE) break;
3517 }
3518
3519 /* Searching outside the circle, just pick the first possible spot. */
3520 if (!house || !CheckClearTile(tile)) continue;
3521 best_position = tile;
3522 break;
3523 }
3524 if (best_position == INVALID_TILE) return CommandCost(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3525
3526 if (flags.Test(DoCommandFlag::Execute)) {
3529 cur_company.Restore();
3530 BuildObject(OBJECT_STATUE, best_position, _current_company, t);
3531 t->statues.Set(_current_company); // Once found and built, "inform" the Town.
3532 MarkTileDirtyByTile(best_position);
3533 }
3534 return CommandCost();
3535}
3536
3544{
3545 /* Check if it's allowed to buy the rights */
3547
3548 if (flags.Test(DoCommandFlag::Execute)) {
3549 /* And grow for 3 months */
3550 t->fund_buildings_months = 3;
3551
3552 /* Enable growth (also checking GameScript's opinion) */
3554
3555 /* Build a new house, but add a small delay to make sure
3556 * that spamming funding doesn't let town grow any faster
3557 * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3558 * Also emulate original behaviour when town was only growing in
3559 * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3560 * tick-perfect and gives player some time window where they can
3561 * spam funding with the exact same efficiency.
3562 */
3564
3566 }
3567 return CommandCost();
3568}
3569
3577{
3578 /* Check if it's allowed to buy the rights */
3580 if (t->exclusivity != CompanyID::Invalid()) return CMD_ERROR;
3581
3582 if (flags.Test(DoCommandFlag::Execute)) {
3583 t->exclusive_counter = 12;
3585
3587
3589
3590 /* Spawn news message */
3591 auto cni = std::make_unique<CompanyNewsInformation>(STR_NEWS_EXCLUSIVE_RIGHTS_TITLE, Company::Get(_current_company));
3592 EncodedString message = GetEncodedString(TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MINUTES : STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MONTHS, t->index, cni->company_name);
3593 AddNewsItem(std::move(message),
3594 NewsType::General, NewsStyle::Company, {}, t->index, {}, std::move(cni));
3595 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights(_current_company, t->index));
3596 Game::NewEvent(new ScriptEventExclusiveTransportRights(_current_company, t->index));
3597 }
3598 return CommandCost();
3599}
3600
3608{
3609 if (flags.Test(DoCommandFlag::Execute)) {
3610 if (Chance16(1, 14)) {
3611 /* set as unwanted for 6 months */
3612 t->unwanted[_current_company] = 6;
3613
3614 /* set all close by station ratings to 0 */
3615 for (Station *st : Station::Iterate()) {
3616 if (st->town == t && st->owner == _current_company) {
3617 for (GoodsEntry &ge : st->goods) ge.rating = 0;
3618 }
3619 }
3620
3621 /* only show error message to the executing player. All errors are handled command.c
3622 * but this is special, because it can only 'fail' on a DoCommandFlag::Execute */
3623 if (IsLocalCompany()) ShowErrorMessage(GetEncodedString(STR_ERROR_BRIBE_FAILED), {}, WL_INFO);
3624
3625 /* decrease by a lot!
3626 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3627 * be independent of any cheat settings
3628 */
3629 if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3630 t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3632 }
3633 } else {
3634 ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DoCommandFlag::Execute);
3635 if (t->exclusivity != _current_company && t->exclusivity != CompanyID::Invalid()) {
3636 t->exclusivity = CompanyID::Invalid();
3637 t->exclusive_counter = 0;
3638 }
3639 }
3640 }
3641 return CommandCost();
3642}
3643
3644typedef CommandCost TownActionProc(Town *t, DoCommandFlags flags);
3645static TownActionProc * const _town_action_proc[] = {
3654};
3655static_assert(std::size(_town_action_proc) == to_underlying(TownAction::End));
3656
3664{
3665 TownActions buttons{};
3666
3667 /* Spectators and unwanted have no options */
3668 if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3669
3670 /* Actions worth more than this are not able to be performed */
3671 Money avail = GetAvailableMoney(cid);
3672
3673 /* Check the action bits for validity and
3674 * if they are valid add them */
3675 for (TownAction cur = {}; cur != TownAction::End; ++cur) {
3676
3677 /* Is the company prohibited from bribing ? */
3678 if (cur == TownAction::Bribe) {
3679 /* Company can't bribe if setting is disabled */
3680 if (!_settings_game.economy.bribe) continue;
3681 /* Company can bribe if another company has exclusive transport rights,
3682 * or its standing with the town is less than outstanding. */
3683 if (t->ratings[cid] >= RATING_BRIBE_MAXIMUM) {
3684 if (t->exclusivity == _current_company) continue;
3685 if (t->exclusive_counter == 0) continue;
3686 }
3687 }
3688
3689 /* Is the company not able to buy exclusive rights ? */
3691
3692 /* Is the company not able to fund buildings ? */
3694
3695 /* Is the company not able to fund local road reconstruction? */
3697
3698 /* Is the company not able to build a statue ? */
3699 if (cur == TownAction::BuildStatue && t->statues.Test(cid)) continue;
3700
3701 if (avail >= GetTownActionCost(cur) * _price[PR_TOWN_ACTION] >> 8) {
3702 buttons.Set(cur);
3703 }
3704 }
3705 }
3706
3707 return buttons;
3708}
3709
3720{
3721 Town *t = Town::GetIfValid(town_id);
3722 if (t == nullptr || to_underlying(action) >= std::size(_town_action_proc)) return CMD_ERROR;
3723
3724 if (!GetMaskOfTownActions(_current_company, t).Test(action)) return CMD_ERROR;
3725
3726 CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * GetTownActionCost(action) >> 8);
3727
3728 CommandCost ret = _town_action_proc[to_underlying(action)](t, flags);
3729 if (ret.Failed()) return ret;
3730
3731 if (flags.Test(DoCommandFlag::Execute)) {
3733 }
3734
3735 return cost;
3736}
3737
3738template <typename Func>
3739static void ForAllStationsNearTown(Town *t, Func func)
3740{
3741 /* Ideally the search radius should be close to the actual town zone 0 radius.
3742 * The true radius is not stored or calculated anywhere, only the squared radius. */
3743 /* The efficiency of this search might be improved for large towns and many stations on the map,
3744 * by using an integer square root approximation giving a value not less than the true square root. */
3745 uint search_radius = t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownEdge)] / 2;
3746 ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3747 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownEdge)]) {
3748 func(st);
3749 }
3750 });
3751}
3752
3757static void UpdateTownRating(Town *t)
3758{
3759 /* Increase company ratings if they're low */
3760 for (const Company *c : Company::Iterate()) {
3761 if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3762 t->ratings[c->index] = std::min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3763 }
3764 }
3765
3766 ForAllStationsNearTown(t, [&](const Station *st) {
3767 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3768 if (Company::IsValidID(st->owner)) {
3769 int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3770 t->ratings[st->owner] = std::min<int>(new_rating, INT16_MAX); // do not let it overflow
3771 }
3772 } else {
3773 if (Company::IsValidID(st->owner)) {
3774 int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3775 t->ratings[st->owner] = std::max(new_rating, INT16_MIN);
3776 }
3777 }
3778 });
3779
3780 /* clamp all ratings to valid values */
3781 for (uint i = 0; i < MAX_COMPANIES; i++) {
3782 t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3783 }
3784
3786}
3787
3788
3795static void UpdateTownGrowCounter(Town *t, uint16_t prev_growth_rate)
3796{
3797 if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3798 if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3799 t->grow_counter = std::min<uint16_t>(t->growth_rate, t->grow_counter);
3800 return;
3801 }
3802 t->grow_counter = RoundDivSU((uint32_t)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3803}
3804
3811{
3812 int n = 0;
3813 ForAllStationsNearTown(t, [&](const Station * st) {
3814 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3815 n++;
3816 }
3817 });
3818 return n;
3819}
3820
3828{
3834 static const uint16_t _grow_count_values[2][6] = {
3835 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3836 { 320, 420, 300, 220, 160, 100 } // Normal values
3837 };
3838
3839 int n = CountActiveStations(t);
3840 uint16_t m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][std::min(n, 5)];
3841
3842 uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3843
3844 m >>= growth_multiplier;
3845 if (t->larger_town) m /= 2;
3846
3847 return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3848}
3849
3855{
3856 if (t->flags.Test(TownFlag::CustomGrowth)) return;
3857 uint old_rate = t->growth_rate;
3859 UpdateTownGrowCounter(t, old_rate);
3861}
3862
3867static void UpdateTownGrowth(Town *t)
3868{
3870
3873
3875
3876 if (t->fund_buildings_months == 0) {
3877 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3878 for (int i = TAE_BEGIN; i < TAE_END; i++) {
3879 switch (t->goal[i]) {
3880 case TOWN_GROWTH_WINTER:
3881 if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3882 break;
3883 case TOWN_GROWTH_DESERT:
3884 if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3885 break;
3886 default:
3887 if (t->goal[i] > t->received[i].old_act) return;
3888 break;
3889 }
3890 }
3891 }
3892
3896 return;
3897 }
3898
3899 if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3900
3903}
3904
3912{
3913 /* The required rating is hardcoded to RATING_VERYPOOR (see below), not the authority attitude setting, so we can bail out like this. */
3914 if (_settings_game.difficulty.town_council_tolerance == TOWN_COUNCIL_PERMISSIVE) return CommandCost();
3915
3917
3919 if (t == nullptr) return CommandCost();
3920
3921 if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3922
3923 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
3924}
3925
3935{
3936 if (Town::GetNumItems() == 0) return nullptr;
3937
3938 TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3939 Town *town = Town::Get(tid);
3940 if (DistanceManhattan(tile, town->xy) < threshold) return town;
3941 return nullptr;
3942}
3943
3952Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3953{
3954 switch (GetTileType(tile)) {
3955 case MP_ROAD:
3956 if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3957
3958 if (!HasTownOwnedRoad(tile)) {
3959 TownID tid = GetTownIndex(tile);
3960
3961 if (tid == TownID::Invalid()) {
3962 /* in the case we are generating "many random towns", this value may be TownID::Invalid() */
3963 if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3964 assert(Town::GetNumItems() == 0);
3965 return nullptr;
3966 }
3967
3968 assert(Town::IsValidID(tid));
3969 Town *town = Town::Get(tid);
3970
3971 if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
3972
3973 return town;
3974 }
3975 [[fallthrough]];
3976
3977 case MP_HOUSE:
3978 return Town::GetByTile(tile);
3979
3980 default:
3981 return CalcClosestTownFromTile(tile, threshold);
3982 }
3983}
3984
3985static bool _town_rating_test = false;
3986static std::map<const Town *, int> _town_test_ratings;
3987
3994{
3995 static int ref_count = 0; // Number of times test-mode is switched on.
3996 if (mode) {
3997 if (ref_count == 0) {
3998 _town_test_ratings.clear();
3999 }
4000 ref_count++;
4001 } else {
4002 assert(ref_count > 0);
4003 ref_count--;
4004 }
4005 _town_rating_test = !(ref_count == 0);
4006}
4007
4013static int GetRating(const Town *t)
4014{
4015 if (_town_rating_test) {
4016 auto it = _town_test_ratings.find(t);
4017 if (it != _town_test_ratings.end()) {
4018 return it->second;
4019 }
4020 }
4021 return t->ratings[_current_company];
4022}
4023
4031void ChangeTownRating(Town *t, int add, int max, DoCommandFlags flags)
4032{
4033 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
4034 if (t == nullptr || flags.Test(DoCommandFlag::NoModifyTownRating) ||
4036 (_cheats.magic_bulldozer.value && add < 0)) {
4037 return;
4038 }
4039
4040 int rating = GetRating(t);
4041 if (add < 0) {
4042 if (rating > max) {
4043 rating += add;
4044 if (rating < max) rating = max;
4045 }
4046 } else {
4047 if (rating < max) {
4048 rating += add;
4049 if (rating > max) rating = max;
4050 }
4051 }
4052 if (_town_rating_test) {
4053 _town_test_ratings[t] = rating;
4054 } else {
4056 t->ratings[_current_company] = rating;
4058 }
4059}
4060
4069{
4070 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
4071 if (t == nullptr || !Company::IsValidID(_current_company) ||
4073 return CommandCost();
4074 }
4075
4076 /* minimum rating needed to be allowed to remove stuff */
4077 static const int needed_rating[][to_underlying(TownRatingCheckType::End)] = {
4078 /* RoadRemove, TunnelBridgeRemove */
4083 };
4084
4085 /* check if you're allowed to remove the road/bridge/tunnel
4086 * owned by a town no removal if rating is lower than ... depends now on
4087 * difficulty setting. Minimum town rating selected by difficulty level
4088 */
4089 int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][to_underlying(type)];
4090
4091 if (GetRating(t) < needed) {
4092 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
4093 }
4094
4095 return CommandCost();
4096}
4097
4098template <>
4099Town::SuppliedHistory SumHistory(std::span<const Town::SuppliedHistory> history)
4100{
4101 uint32_t production = std::accumulate(std::begin(history), std::end(history), 0, [](uint32_t r, const auto &s) { return r + s.production; });
4102 uint32_t transported = std::accumulate(std::begin(history), std::end(history), 0, [](uint32_t r, const auto &s) { return r + s.transported; });
4103 auto count = std::size(history);
4104 return {.production = ClampTo<uint16_t>(production / count), .transported = ClampTo<uint16_t>(transported / count)};
4105}
4106
4107static const IntervalTimer<TimerGameEconomy> _economy_towns_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::TOWN}, [](auto)
4108{
4109 for (Town *t : Town::Iterate()) {
4110 /* Check for active town actions and decrement their counters. */
4111 if (t->road_build_months != 0) t->road_build_months--;
4113
4114 if (t->exclusive_counter != 0) {
4115 if (--t->exclusive_counter == 0) t->exclusivity = CompanyID::Invalid();
4116 }
4117
4118 /* Check for active failed bribe cooloff periods and decrement them. */
4119 for (const Company *c : Company::Iterate()) {
4120 if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
4121 }
4122
4124
4125 /* Update cargo statistics. */
4126 for (auto &s : t->supplied) RotateHistory(s.history, t->valid_history, HISTORY_YEAR, TimerGameEconomy::month);
4127 for (auto &received : t->received) received.NewMonth();
4128
4131
4133 }
4134});
4135
4136static const IntervalTimer<TimerGameEconomy> _economy_towns_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::TOWN}, [](auto)
4137{
4138 /* Increment house ages */
4139 for (const auto t : Map::Iterate()) {
4140 if (!IsTileType(t, MP_HOUSE)) continue;
4142 }
4143});
4144
4145static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlags flags, int z_new, Slope tileh_new)
4146{
4147 if (AutoslopeEnabled()) {
4148 HouseID house = GetHouseType(tile);
4149 GetHouseNorthPart(house); // modifies house to the ID of the north tile
4150 const HouseSpec *hs = HouseSpec::Get(house);
4151
4152 /* Here we differ from TTDP by checking BuildingFlag::NotSloped */
4153 if (!hs->building_flags.Test(BuildingFlag::NotSloped) && !IsSteepSlope(tileh_new) &&
4154 (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
4155 bool allow_terraform = true;
4156
4157 /* Call the autosloping callback per tile, not for the whole building at once. */
4158 house = GetHouseType(tile);
4159 hs = HouseSpec::Get(house);
4161 /* If the callback fails, allow autoslope. */
4162 uint16_t res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
4163 if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
4164 }
4165
4166 if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
4167 }
4168 }
4169
4170 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
4171}
4172
4174extern const TileTypeProcs _tile_type_town_procs = {
4175 DrawTile_Town, // draw_tile_proc
4176 GetSlopePixelZ_Town, // get_slope_z_proc
4177 ClearTile_Town, // clear_tile_proc
4178 AddAcceptedCargo_Town, // add_accepted_cargo_proc
4179 GetTileDesc_Town, // get_tile_desc_proc
4180 GetTileTrackStatus_Town, // get_tile_track_status_proc
4181 nullptr, // click_tile_proc
4182 AnimateTile_Town, // animate_tile_proc
4183 TileLoop_Town, // tile_loop_proc
4184 ChangeTileOwner_Town, // change_tile_owner_proc
4185 AddProducedCargo_Town, // add_produced_cargo_proc
4186 nullptr, // vehicle_enter_tile_proc
4187 GetFoundation_Town, // get_foundation_proc
4188 TerraformTile_Town, // terraform_tile_proc
4189 nullptr, // check_build_above_proc
4190};
4191
4192std::span<const DrawBuildingsTileStruct> GetTownDrawTileData()
4193{
4194 return _town_draw_tile_data;
4195}
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!
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 T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
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
uint8_t CargoType
Cargo slots to indicate a cargo type within a game.
Definition cargo_type.h:21
bool IsValidCargoType(CargoType cargo)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:104
TownProductionEffect
Town effect when producing cargo.
Definition cargotype.h:35
@ TPE_PASSENGERS
Cargo behaves passenger-like for production.
Definition cargotype.h:37
@ TPE_MAIL
Cargo behaves mail-like for production.
Definition cargotype.h:38
TownAcceptanceEffect
Town growth effect when delivering cargo.
Definition cargotype.h:22
@ TAE_END
End of town effects.
Definition cargotype.h:30
@ TAE_FOOD
Cargo behaves food/fizzy-drinks-like.
Definition cargotype.h:29
@ TAE_WATER
Cargo behaves water-like.
Definition cargotype.h:28
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:255
constexpr bool All(const Timpl &other) const
Test if all of the values are set.
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is 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.
Enum-as-bit-set wrapper.
static void NewEvent(class ScriptEvent *event)
Queue a new event for a Game Script.
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition timer.h:76
K-dimensional tree, specialised for 2-dimensional space.
Definition kdtree.hpp:33
void Build(It begin, It end)
Clear and rebuild the tree from a new sequence of elements,.
Definition kdtree.hpp:360
size_t Count() const
Get number of elements stored in tree.
Definition kdtree.hpp:428
void Insert(const T &element)
Insert a single element in the tree.
Definition kdtree.hpp:396
void Remove(const T &element)
Remove a single element from the tree, if it exists.
Definition kdtree.hpp:415
T FindNearest(CoordT x, CoordT y) const
Find the element closest to given coordinate, in Manhattan distance.
Definition kdtree.hpp:439
TimerGameCalendar::Date introduction_date
Introduction date.
Definition road.h:140
RoadTypeFlags flags
Bit mask of road type flags.
Definition road.h:101
uint16_t max_speed
Maximum speed for vehicles travelling on this road type.
Definition road.h:116
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 Date date
Current date in days (day counter).
static Year year
Current year, starting at 0.
static constexpr TimerGame< struct Calendar >::Date MAX_DATE
The date of the last day of the max year.
Timer that is increased every 27ms, and counts towards economy time units, expressed in days / months...
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.
Map accessors for 'clear' tiles.
@ CLEAR_ROUGH
3
Definition clear_map.h:21
uint GetClearDensity(Tile t)
Get the density of a non-field clear tile.
Definition clear_map.h:71
CommandCost CommandCostWithParam(StringID str, uint64_t value)
Return an error status, with string and parameter.
Definition command.cpp:417
Functions related to commands.
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
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.
@ DIR_N
North.
@ DIR_S
South.
@ DIR_W
West.
@ DIR_E
East.
@ DIAGDIRDIFF_90RIGHT
90 degrees right
@ DIAGDIRDIFF_90LEFT
90 degrees left
DiagDirection
Enumeration for diagonal directions.
@ DIAGDIR_NW
Northwest.
@ DIAGDIR_SE
Southeast.
@ DIAGDIR_END
Used for iterations.
@ DIAGDIR_BEGIN
Used for iterations.
@ DIAGDIR_SW
Southwest.
bool EconomyIsInRecession()
Is the economy in recession?
uint ScaleByCargoScale(uint num, bool town)
Scale a number by the cargo scale setting.
@ EXPENSES_CONSTRUCTION
Construction costs.
@ EXPENSES_OTHER
Other expenses.
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23)
Definition enum_type.hpp:17
Functions related to errors.
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition error.h:27
@ WL_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.
@ GWP_TOWN
Generate towns.
Definition genworld.h:66
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:1543
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
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
@ BuildingIsProtected
towns and AI will not remove this house, while human players will be able to
static const HouseID NEW_HOUSE_OFFSET
Offset for new houses.
Definition house.h:28
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
Definition house.h:55
@ ClimateSubarcticAboveSnow
Building can appear in sub-arctic climate above the snow line.
@ ClimateSubarcticBelowSnow
Building can appear in sub-arctic climate below the snow line.
@ ClimateTemperate
Building can appear in temperate climate.
@ ClimateToyland
Building can appear in toyland climate.
@ ClimateSubtropic
Building can appear in subtropical climate.
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,...
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.).
@ Random
Randomise borders.
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition map.cpp:175
uint DistanceFromEdge(TileIndex tile)
Param the minimum distance to an edge.
Definition map.cpp:218
uint DistanceManhattan(TileIndex t0, TileIndex t1)
Gets the Manhattan distance between the two given tiles.
Definition map.cpp:158
uint GetClosestWaterDistance(TileIndex tile, bool water)
Finds the distance for the closest tile with water/land given a tile.
Definition map.cpp:252
Functions related to maps.
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition map_func.h:482
TileIndex TileAddByDir(TileIndex tile, Direction dir)
Adds a Direction to a tile.
Definition map_func.h:611
TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between two tiles from a TileIndexDiffC struct.
Definition map_func.h:452
TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition map_func.h:623
TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition map_func.h:401
static TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition map_func.h:385
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:437
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:427
constexpr TileIndex TileAdd(TileIndex tile, TileIndexDiff offset)
Adds a given offset to a tile.
Definition map_func.h:469
#define RandomTile()
Get a valid random tile.
Definition map_func.h:664
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:582
TileIndexDiffC TileIndexToTileIndexDiffC(TileIndex tile_a, TileIndex tile_b)
Returns the diff between two tiles.
Definition map_func.h:543
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
@ GSF_FAKE_TOWNS
Fake town GrfSpecFeature for NewGRF debugging (parent scope)
Definition newgrf.h:94
@ 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.
void ErrorUnknownCallbackResult(uint32_t grfid, uint16_t cbid, uint16_t cb_res)
Record that a NewGRF returned an unknown/invalid callback result.
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.
GRFConfig * GetGRFConfig(uint32_t grfid, uint32_t mask)
Retrieve a NewGRF from the current config by its grfid.
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.
void InitializeBuildingCounts()
Initialise global building counts and all town building counts.
Functions related to NewGRF houses.
StringID GetGRFStringID(uint32_t grfid, GRFStringID stringid)
Returns the index for this stringid associated with its grfID.
Header of Action 04 "universal holder" structure and functions.
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:900
@ General
General news (from towns)
@ IndustryOpen
Opening of industries.
@ Company
Company news item. (Newspaper with face)
@ Normal
Normal news item. (Newspaper with text only)
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
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
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.
@ TownBuild
Bit number for allowing towns to build this roadtype.
RoadTypes GetMaskForRoadTramType(RoadTramType rtt)
Get the mask for road types of the given RoadTramType.
Definition road.h:183
const RoadTypeInfo * GetRoadTypeInfo(RoadType roadtype)
Returns a pointer to the Roadtype information for a given roadtype.
Definition road.h:215
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:96
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:235
bool HasTownOwnedRoad(Tile t)
Checks if given tile has town owned road.
Definition road_map.h:264
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:285
bool HasTileRoadType(Tile t, RoadTramType rtt)
Check if a tile has a road or a tram road type.
Definition road_map.h:195
DiagDirection GetRoadDepotDirection(Tile t)
Get the direction of the exit of a road depot.
Definition road_map.h:550
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:252
RoadBits
Enumeration for the road parts on a tile.
Definition road_type.h:56
@ ROAD_SW
South-west part.
Definition road_type.h:59
@ ROAD_ALL
Full 4-way crossing.
Definition road_type.h:70
@ ROAD_NONE
No road-part is build.
Definition road_type.h:57
@ ROAD_E
Road at the two eastern edges.
Definition road_type.h:66
@ ROAD_NE
North-east part.
Definition road_type.h:61
@ ROAD_N
Road at the two northern edges.
Definition road_type.h:65
@ ROAD_SE
South-east part.
Definition road_type.h:60
@ ROAD_Y
Full road along the y-axis (north-west + south-east)
Definition road_type.h:63
@ ROAD_S
Road at the two southern edges.
Definition road_type.h:67
@ ROAD_W
Road at the two western edges.
Definition road_type.h:68
@ ROAD_NW
North-west part.
Definition road_type.h:58
@ ROAD_X
Full road along the x-axis (south-west + north-east)
Definition road_type.h:62
@ RTT_ROAD
Road road type.
Definition road_type.h:38
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
@ DRD_NONE
None of the directions are disallowed.
Definition road_type.h:78
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:160
bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition slope_func.h:88
static constexpr bool IsSteepSlope(Slope s)
Checks if a slope is steep.
Definition slope_func.h:36
Foundation FlatteningFoundation(Slope s)
Returns the foundation needed to flatten a slope.
Definition slope_func.h:369
Slope InclinedSlope(DiagDirection dir)
Returns the slope that is inclined in a specific direction.
Definition slope_func.h:256
Slope ComplementSlope(Slope s)
Return the complement of a slope.
Definition slope_func.h:76
Slope
Enumeration for the slope-type.
Definition slope_type.h:48
@ SLOPE_W
the west corner of the tile is raised
Definition slope_type.h:50
@ SLOPE_ELEVATED
bit mask containing all 'simple' slopes
Definition slope_type.h:61
@ SLOPE_E
the east corner of the tile is raised
Definition slope_type.h:52
@ SLOPE_S
the south corner of the tile is raised
Definition slope_type.h:51
@ SLOPE_N
the north corner of the tile is raised
Definition slope_type.h:53
@ SLOPE_SW
south and west corner are raised
Definition slope_type.h:56
@ SLOPE_FLAT
a flat tile
Definition slope_type.h:49
@ SLOPE_STEEP_W
a steep slope falling to east (from west)
Definition slope_type.h:66
@ SLOPE_NE
north and east corner are raised
Definition slope_type.h:58
@ SLOPE_STEEP_E
a steep slope falling to west (from east)
Definition slope_type.h:68
@ SLOPE_SE
south and east corner are raised
Definition slope_type.h:57
@ SLOPE_NW
north and west corner are raised
Definition slope_type.h:55
@ SLOPE_STEEP_N
a steep slope falling to south (from north)
Definition slope_type.h:69
@ SLOPE_STEEP_S
a steep slope falling to north (from south)
Definition slope_type.h:67
Foundation
Enumeration for Foundations.
Definition slope_type.h:93
@ FOUNDATION_LEVELED
The tile is leveled up to a flat slope.
Definition slope_type.h:95
@ FOUNDATION_NONE
The tile has no foundation, the slope remains unchanged.
Definition slope_type.h:94
@ Town
Source/destination is a town.
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:349
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:111
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:74
static IterateWrapper Iterate(size_t from=0)
Returns an iterable ensemble of all valid CargoSpec.
Definition cargotype.h:192
static std::array< std::vector< const CargoSpec * >, NUM_TPE > town_production_cargoes
List of cargo specs for each Town Product Effect.
Definition cargotype.h:25
bool value
tells if the bool cheat is active or not
Definition cheat_type.h:18
Cheat magic_bulldozer
dynamite industries, objects
Definition cheat_type.h:27
GUISettings gui
settings related to the GUI
bool build_on_slopes
allow building on slopes
T y
Y coordinate.
T x
X coordinate.
T x
X coordinate.
T y
Y coordinate.
uint8_t number_towns
the amount of towns
uint8_t town_council_tolerance
minimum required town ratings to be allowed to demolish stuff
This structure is the same for both Industries and Houses.
Definition sprite.h:81
bool bribe
enable bribing the local authority
TownFounding found_town
town founding.
PlaceHouses place_houses
players are allowed to place town houses.
bool exclusive_rights
allow buying exclusive rights
uint16_t town_min_distance
minimum distance between towns.
uint8_t initial_city_size
multiplier for the initial size of the cities compared to towns
TownLayout town_layout
select town layout,
bool allow_town_level_crossings
towns are allowed to build level crossings
uint8_t town_growth_rate
town growth rate
bool allow_town_roads
towns are allowed to build roads (always allowed when generating world / in SE)
bool fund_buildings
allow funding new buildings
bool fund_roads
allow funding local road reconstruction
TownCargoGenMode town_cargogen_mode
algorithm for generating cargo from houses,
uint8_t dist_local_authority
distance for town local authority, default 20
uint8_t larger_towns
the number of cities to build. These start off larger and grow twice as fast
Information about GRF, used in the game and (part of it) in savegames.
std::string GetName() const
Get the name of this grf.
const struct GRFFile * grffile
grf file that introduced this entity
uint32_t grfid
grfid that introduced this entity.
bool HasGrfFile() const
Test if this entity was introduced by NewGRF.
bool population_in_label
show the population of a town in its label?
uint16_t custom_town_number
manually entered number of towns
LandscapeType landscape
the landscape we're currently in
uint8_t town_name
the town name generator used for town names
EconomySettings economy
settings to change the economy
ConstructionSettings construction
construction of things in-game
DifficultySettings difficulty
settings related to the difficulty
GameCreationSettings game_creation
settings used during the creation of a game (map)
Stores station stats for a single cargo.
CargoType accepts_cargo[HOUSE_NUM_ACCEPTS]
input cargo slots
Definition house.h:108
SubstituteGRFFileProps grf_prop
Properties related the the grf file.
Definition house.h:114
uint8_t probability
Relative probability of appearing (16 is the standard value)
Definition house.h:117
uint8_t removal_cost
cost multiplier for removing it
Definition house.h:103
uint8_t mail_generation
mail generation multiplier (tile based, as the acceptances below)
Definition house.h:106
bool enabled
the house is available to build (true by default, but can be disabled by newgrf)
Definition house.h:111
Money GetRemovalCost() const
Get the cost for removing this house.
Definition town_cmd.cpp:232
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:109
TimerGameCalendar::Year max_year
last year it can be built
Definition house.h:101
HouseCallbackMasks callback_mask
Bitmask of house callbacks that have to be called.
Definition house.h:115
uint16_t remove_rating_decrease
rating decrease if removed
Definition house.h:105
uint8_t population
population (Zero on other tiles in multi tile house.)
Definition house.h:102
HouseExtraFlags extra_flags
some more flags
Definition house.h:118
uint8_t cargo_acceptance[HOUSE_NUM_ACCEPTS]
acceptance level for the cargo slots
Definition house.h:107
HouseID Index() const
Gets the index of this spec.
HouseClassID class_id
defines the class this house has (not grf file based)
Definition house.h:119
StringID building_name
building name
Definition house.h:104
uint8_t minimum_life
The minimum number of years this house will survive before the town rebuilds it.
Definition house.h:122
HouseZones building_availability
where can it be built (climates, zones)
Definition house.h:110
static std::vector< HouseSpec > & Specs()
Get a reference to all HouseSpecs.
Defines the internal data of a functional industry.
Definition industry.h:62
Town * town
Nearest town.
Definition industry.h:107
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition industry.h:251
Size related data of the map.
Definition map_func.h:206
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:340
static IterateWrapper Iterate()
Returns an iterable ensemble of all Tiles.
Definition map_func.h:375
static uint ScaleByLandProportion(uint n)
Scales the given value by the number of water tiles.
Definition map_func.h:318
static uint Size()
Get the size of the map.
Definition map_func.h:290
An object, such as transmitter, on the map.
Definition object_base.h:23
ObjectType type
Type of the object.
Definition object_base.h:24
Town * town
Town the object is built in.
Definition object_base.h:25
static Object * GetByTile(TileIndex tile)
Get the object associated with a tile.
Represents the covered area of e.g.
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< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
static size_t GetPoolSize()
Returns first unused index.
static Titem * Get(auto index)
Returns Titem with given index.
static size_t GetNumItems()
Returns number of valid items in the pool.
Tindex index
Index of this pool item.
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
static bool IsValidID(auto index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static bool CleaningPool()
Returns current state of pool cleaning - yes or no.
static Titem * GetIfValid(auto index)
Returns Titem with given index.
Base class for all pools.
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
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)
Returns an iterable ensemble of all valid stations of type T.
Station data structure.
bool CatchmentCoversTown(TownID t) const
Test if the given town ID is covered by our catchment area.
Definition station.cpp:452
uint16_t override_id
id of the entity been replaced by
Tile description for the 'land area information' tool.
Definition tile_cmd.h:36
std::optional< std::string > grf
newGRF used for the tile contents
Definition tile_cmd.h:47
StringID str
Description of the tile.
Definition tile_cmd.h:37
std::array< Owner, 4 > owner
Name of the owner(s)
Definition tile_cmd.h:39
uint64_t dparam
Parameter of the str string.
Definition tile_cmd.h:38
std::optional< bool > town_can_upgrade
Whether the town can upgrade this house during town growth.
Definition tile_cmd.h:54
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:30
Slope tileh
Slope of the tile.
Definition tile_cmd.h:31
TileIndex tile
Tile index.
Definition tile_cmd.h:32
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:152
uint32_t population
Current population of people.
Definition town.h:53
uint32_t num_houses
Amount of houses.
Definition town.h:52
TrackedViewportSign sign
Location of name sign, UpdateVirtCoord updates this.
Definition town.h:54
BuildingCounts< uint16_t > building_counts
The number of each type of building in the town.
Definition town.h:57
std::array< uint32_t, NUM_HOUSE_ZONES > squared_town_zone_radius
UpdateTownRadius updates this given the house count.
Definition town.h:56
Struct holding parameters used to generate town name.
uint16_t type
town name style
uint32_t grfid
newgrf ID (0 if not used)
Town data structure.
Definition town.h:63
EncodedString text
General text with additional information.
Definition town.h:114
bool larger_town
if this is a larger town and should grow more quickly
Definition town.h:150
CompanyMask statues
which companies have a statue?
Definition town.h:79
uint16_t time_until_rebuild
time until we rebuild a house
Definition town.h:142
std::string cached_name
NOSAVE: Cache of the resolved name of the town, if not using a custom town name.
Definition town.h:73
TileIndex xy
town center tile
Definition town.h:64
uint8_t fund_buildings_months
fund buildings program in action?
Definition town.h:147
TownLayout layout
town specific road layout
Definition town.h:151
static Town * GetRandom()
Return a random valid town.
Definition town_cmd.cpp:203
std::string name
Custom town name. If empty, the town was not renamed and uses the generated name.
Definition town.h:72
uint16_t grow_counter
counter to count when to grow, value is smaller than or equal to growth_rate
Definition town.h:144
TownFlags flags
See TownFlags.
Definition town.h:75
TownCache cache
Container for all cacheable data.
Definition town.h:66
TypedIndexContainer< std::array< uint8_t, MAX_COMPANIES >, CompanyID > unwanted
how many months companies aren't wanted by towns (bribe)
Definition town.h:83
CompanyID exclusivity
which company has exclusivity
Definition town.h:84
ValidHistoryMask valid_history
Mask of valid history records.
Definition town.h:112
void InitializeLayout(TownLayout layout)
Assign the town layout.
Definition town_cmd.cpp:189
bool show_zone
NOSAVE: mark town to show the local authority zone in the viewports.
Definition town.h:153
uint8_t exclusive_counter
months till the exclusivity expires
Definition town.h:85
void UpdateVirtCoord()
Resize the sign (label) of the town after it changes population.
Definition town_cmd.cpp:398
CompanyMask have_ratings
which companies have a rating
Definition town.h:82
~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:86
uint16_t growth_rate
town growth rate
Definition town.h:145
StationList stations_near
NOSAVE: List of nearby stations.
Definition town.h:140
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:174
uint8_t road_build_months
fund road reconstruction in action?
Definition town.h:148
std::array< TransportedCargoStat< uint16_t >, NUM_TAE > received
Cargo statistics about received cargotypes.
Definition town.h:110
std::array< uint32_t, NUM_TAE > goal
Amount of cargo required for the town to grow.
Definition town.h:111
void UpdatePosition(int center, int top, std::string_view str, std::string_view str_small={})
Update the position of the viewport sign.
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:95
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition tile_map.cpp:136
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition tile_map.cpp:116
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
@ TROPICZONE_DESERT
Tile is desert.
Definition tile_type.h:78
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:95
static constexpr uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
@ MP_TREES
Tile got trees.
Definition tile_type.h:52
@ MP_ROAD
A tile with road (or tram tracks)
Definition tile_type.h:50
@ MP_STATION
A tile of a station.
Definition tile_type.h:53
@ MP_TUNNELBRIDGE
Tunnel entry/exit and bridge heads.
Definition tile_type.h:57
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition tile_type.h:48
@ MP_HOUSE
A house by a town.
Definition tile_type.h:51
@ MP_WATER
Water tile.
Definition tile_type.h:54
@ MP_RAILWAY
A railway.
Definition tile_type.h:49
@ MP_INDUSTRY
Part of an industry.
Definition tile_type.h:56
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition tile_type.h:55
@ MP_OBJECT
Contains objects such as transmitters and owned land.
Definition tile_type.h:58
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:224
static const uint TOWN_GROWTH_DESERT
The town needs the cargo for growth when on desert (any amount)
Definition town.h:33
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:247
@ RoadRebuild
Rebuild the roads.
@ Bribe
Try to bribe the council.
@ BuildStatue
Build a statue.
@ BuyRights
Buy exclusive transport rights.
@ FundBuildings
Fund new buildings.
@ HasChurch
There can be only one church by town.
@ CustomGrowth
Growth rate is controlled by GS.
@ HasStadium
There can be only one stadium by town.
@ IsGrowing
Conditions for town growth are met. Grow according to Town::growth_rate.
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 CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlags flags)
Perform the "small advertising campaign" town action.
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.
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.
Definition town_cmd.cpp:602
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 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:579
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:516
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:457
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)
Callback function to clear a house tile.
Definition town_cmd.cpp:717
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:559
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:442
CargoArray GetAcceptedCargoOfHouse(const HouseSpec *hs)
Get accepted cargo of a house prototype.
Definition town_cmd.cpp:858
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:789
static DiagDirection RandomDiagDir()
Return a random direction.
Definition town_cmd.cpp:255
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:471
uint8_t GetTownActionCost(TownAction action)
Get cost factors for a TownAction.
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:430
CommandCost CmdDeleteTown(DoCommandFlags flags, TownID town_id)
Delete a town (scenario editor or worldgen only).
static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
Get the foundation for a house.
Definition town_cmd.cpp:315
static TimerGameCalendar::Date GetTownRoadTypeFirstIntroductionDate()
Get the calendar date of the earliest town-buildable road type.
Definition town_cmd.cpp:995
static void AnimateTile_Town(TileIndex tile)
Animate a tile for a town.
Definition town_cmd.cpp:339
CommandCost CmdPlaceHouse(DoCommandFlags flags, TileIndex tile, HouseID house, bool is_protected, bool replace)
Place an individual house.
const TileTypeProcs _tile_type_town_procs
Tile callback functions for a town.
Definition landscape.cpp:54
RoadType GetTownRoadType()
Get the road type that towns should build at this current moment.
Definition town_cmd.cpp:965
static RoadBits GetTownRoadBits(TileIndex tile)
Return the RoadBits of a tile, ignoring depot and bay road stops.
Definition town_cmd.cpp:954
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 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:940
static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlags flags)
Perform the "large advertising campaign" town action.
bool CheckTownRoadTypes()
Check if towns are able to build road.
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:493
static void TownTickHandler(Town *t)
Handle the town tick for a single town, by growing the town if desired.
Definition town_cmd.cpp:921
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:805
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:390
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:533
static bool IsUniqueTownName(const std::string &name)
Verifies this custom name is unique.
static void DrawTile_Town(TileInfo *ti)
Draw a house and its tile.
Definition town_cmd.cpp:264
void UpdateAllTownVirtCoords()
Update the virtual coords needed to draw the town sign for all towns.
Definition town_cmd.cpp:422
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:53
static constexpr int RATING_INITIAL
initial rating
Definition town_type.h:45
static constexpr int RATING_ROAD_NEEDED_HOSTILE
"Hostile"
Definition town_type.h:71
@ TCGM_BITCOUNT
Bit-counted algorithm (normal distribution from individual house population)
Definition town_type.h:115
@ TCGM_ORIGINAL
Original algorithm (quadratic cargo by population)
Definition town_type.h:114
static constexpr int RATING_ROAD_NEEDED_NEUTRAL
"Neutral"
Definition town_type.h:70
TownLayout
Town Layouts.
Definition town_type.h:81
@ TL_3X3_GRID
Geometric 3x3 grid algorithm.
Definition town_type.h:86
@ TL_ORIGINAL
Original algorithm (min. 1 distance between roads)
Definition town_type.h:83
@ TL_2X2_GRID
Geometric 2x2 grid algorithm.
Definition town_type.h:85
@ TL_RANDOM
Random town layout.
Definition town_type.h:88
@ TL_BETTER_ROADS
Extended original algorithm (min. 2 distance between roads)
Definition town_type.h:84
@ NUM_TLS
Number of town layouts.
Definition town_type.h:90
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_LENIENT
rating needed, "Lenient" difficulty settings
Definition town_type.h:61
@ TF_CUSTOM_LAYOUT
Allowed, with custom town layout.
Definition town_type.h:107
@ TF_FORBIDDEN
Forbidden.
Definition town_type.h:105
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE
"Hostile"
Definition town_type.h:63
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
"Permissive" (local authority disabled)
Definition town_type.h:64
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL
"Neutral"
Definition town_type.h:62
static constexpr int RATING_ROAD_NEEDED_LENIENT
rating needed, "Lenient" difficulty settings
Definition town_type.h:69
TownSize
Supported initial town sizes.
Definition town_type.h:21
@ TSZ_RANDOM
Random size, bigger than small, smaller than large.
Definition town_type.h:25
@ TSZ_END
Number of available town sizes.
Definition town_type.h:27
@ TSZ_LARGE
Large town.
Definition town_type.h:24
static const uint MAX_LENGTH_TOWN_NAME_CHARS
The maximum length of a town name in characters including '\0'.
Definition town_type.h:119
@ Roads
Allow town to place roads.
@ Buildings
Allow town to place buildings.
static constexpr int RATING_ROAD_NEEDED_PERMISSIVE
"Permissive" (local authority disabled)
Definition town_type.h:72
static constexpr int RATING_GROWTH_MAXIMUM
... up to RATING_MEDIOCRE
Definition town_type.h:54
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...
@ TO_HOUSES
town buildings
TransportType
Available types of transport.
@ TRANSPORT_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
@ TREE_GROUND_ROUGH
some rough tile
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:663
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:824
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.
bool HasTileWaterGround(Tile t)
Checks whether the tile has water at the ground.
Definition water_map.h:352
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:1193
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition window.cpp:3202
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:3294
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition window.cpp:3176
Window functions not directly related to making/drawing windows.
@ WC_TOWN_AUTHORITY
Town authority; Window numbers:
@ WC_STATION_VIEW
Station view; Window numbers:
@ WC_TOWN_VIEW
Town view; Window numbers:
@ WC_TOWN_DIRECTORY
Town directory; Window numbers:
@ WC_TOWN_CARGO_GRAPH
Town cargo history graph; Window numbers: