OpenTTD Source 20251126-master-g67ded4f980
town_cmd.cpp
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1/*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
7
10#include "stdafx.h"
11#include "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 RoadType tram_rt = GetRoadTypeTram(cur_tile);
1480 if (road_rt != INVALID_ROADTYPE && !GetRoadTypeInfo(road_rt)->flags.Test(RoadTypeFlag::NoHouses)) return true;
1481 if (tram_rt != INVALID_ROADTYPE && !GetRoadTypeInfo(tram_rt)->flags.Test(RoadTypeFlag::NoHouses)) return true;
1482 }
1483
1484 /* If no road was found surrounding the tile we can allow building the house since there is
1485 * nothing which forbids it, if a road was found but the execution reached this point, then
1486 * all the found roads don't allow houses to be built */
1487 return !allow;
1488}
1489
1495{
1496 if (!IsTileType(tile, MP_ROAD)) return true;
1497
1498 /* Allow extending on roadtypes which can be built by town, or if the road type matches the type the town will build. */
1499 RoadType rt = GetRoadTypeRoad(tile);
1501}
1502
1508{
1509 return modes.Test(TownExpandMode::Roads);
1510}
1511
1512/* The possible states of town growth. */
1513enum class TownGrowthResult {
1514 Succeed,
1515 SearchStopped,
1516 Continue,
1517};
1518
1537static TownGrowthResult GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1, TownExpandModes modes)
1538{
1539 RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1540 TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1541
1542 assert(tile < Map::Size());
1543
1544 if (cur_rb == ROAD_NONE) {
1545 /* Tile has no road.
1546 * We will return TownGrowthResult::SearchStopped to say that this is the last iteration. */
1547
1548 if (!TownAllowedToBuildRoads(modes)) return TownGrowthResult::SearchStopped;
1549 if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return TownGrowthResult::SearchStopped;
1550
1551 /* Remove hills etc */
1552 if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1553
1554 /* Is a road allowed here? */
1555 switch (t1->layout) {
1556 default: NOT_REACHED();
1557
1558 case TL_3X3_GRID:
1559 case TL_2X2_GRID:
1560 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1561 if (rcmd == ROAD_NONE) return TownGrowthResult::SearchStopped;
1562 break;
1563
1564 case TL_BETTER_ROADS:
1565 case TL_ORIGINAL:
1566 if (!IsRoadAllowedHere(t1, tile, target_dir)) return TownGrowthResult::SearchStopped;
1567
1568 DiagDirection source_dir = ReverseDiagDir(target_dir);
1569
1570 if (Chance16(1, 4)) {
1571 /* Randomize a new target dir */
1572 do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1573 }
1574
1575 if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1576 /* A road is not allowed to continue the randomized road,
1577 * return if the road we're trying to build is curved. */
1578 if (target_dir != ReverseDiagDir(source_dir)) return TownGrowthResult::SearchStopped;
1579
1580 /* Return if neither side of the new road is a house */
1583 return TownGrowthResult::SearchStopped;
1584 }
1585
1586 /* That means that the road is only allowed if there is a house
1587 * at any side of the new road. */
1588 }
1589
1590 rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1591 break;
1592 }
1593
1594 } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1595 if (!TownCanGrowRoad(tile)) return TownGrowthResult::Continue;
1596
1597 if (!TownAllowedToBuildRoads(modes)) return TownGrowthResult::SearchStopped;
1598
1599 /* Continue building on a partial road.
1600 * Should be always OK, so we only generate
1601 * the fitting RoadBits */
1602 switch (t1->layout) {
1603 default: NOT_REACHED();
1604
1605 case TL_3X3_GRID:
1606 case TL_2X2_GRID:
1607 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1608 break;
1609
1610 case TL_BETTER_ROADS:
1611 case TL_ORIGINAL:
1612 rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1613 break;
1614 }
1615 } else {
1616 bool allow_house = true; // Value which decides if we want to construct a house
1617
1618 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1619 * it is the starting tile. Half the time, we stay on this side then.*/
1620 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1621 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1622 *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1623 }
1624 return TownGrowthResult::Continue;
1625 }
1626
1627 /* Possibly extend the road in a direction.
1628 * Randomize a direction and if it has a road, bail out. */
1629 target_dir = RandomDiagDir();
1630 RoadBits target_rb = DiagDirToRoadBits(target_dir);
1631 TileIndex house_tile; // position of a possible house
1632
1633 if (cur_rb & target_rb) {
1634 /* If it's a road turn possibly build a house in a corner.
1635 * Use intersection with straight road as an indicator
1636 * that we randomised corner house position.
1637 * A turn (and we check for that later) always has only
1638 * one common bit with a straight road so it has the same
1639 * chance to be chosen as the house on the side of a road.
1640 */
1641 if ((cur_rb & ROAD_X) != target_rb) return TownGrowthResult::Continue;
1642
1643 /* Check whether it is a turn and if so determine
1644 * position of the corner tile */
1645 switch (cur_rb) {
1646 case ROAD_N:
1647 house_tile = TileAddByDir(tile, DIR_S);
1648 break;
1649 case ROAD_S:
1650 house_tile = TileAddByDir(tile, DIR_N);
1651 break;
1652 case ROAD_E:
1653 house_tile = TileAddByDir(tile, DIR_W);
1654 break;
1655 case ROAD_W:
1656 house_tile = TileAddByDir(tile, DIR_E);
1657 break;
1658 default:
1659 return TownGrowthResult::Continue; // not a turn
1660 }
1661 target_dir = DIAGDIR_END;
1662 } else {
1663 house_tile = TileAddByDiagDir(tile, target_dir);
1664 }
1665
1666 /* Don't walk into water. */
1667 if (HasTileWaterGround(house_tile)) return TownGrowthResult::Continue;
1668
1669 if (!IsValidTile(house_tile)) return TownGrowthResult::Continue;
1670
1671 TownGrowthResult result = TownGrowthResult::Continue;
1672
1673 if (target_dir != DIAGDIR_END && TownAllowedToBuildRoads(modes)) {
1674 switch (t1->layout) {
1675 default: NOT_REACHED();
1676
1677 case TL_3X3_GRID: // Use 2x2 grid afterwards!
1678 if (GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir), modes)) {
1679 result = TownGrowthResult::Succeed;
1680 }
1681 [[fallthrough]];
1682
1683 case TL_2X2_GRID:
1684 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1685 allow_house = (rcmd & target_rb) == ROAD_NONE;
1686 break;
1687
1688 case TL_BETTER_ROADS: // Use original afterwards!
1689 if (GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir), modes)) {
1690 result = TownGrowthResult::Succeed;
1691 }
1692 [[fallthrough]];
1693
1694 case TL_ORIGINAL:
1695 /* Allow a house at the edge. 60% chance or
1696 * always ok if no road allowed. */
1697 rcmd = target_rb;
1698 allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1699 break;
1700 }
1701 }
1702
1703 allow_house &= RoadTypesAllowHouseHere(house_tile);
1704
1705 if (allow_house) {
1706 /* Build a house, but not if there already is a house there. */
1707 if (!IsTileType(house_tile, MP_HOUSE)) {
1708 /* Level the land if possible */
1709 if (Chance16(1, 6)) LevelTownLand(house_tile);
1710
1711 /* And build a house.
1712 * Set result to -1 if we managed to build it. */
1713 if (TryBuildTownHouse(t1, house_tile, modes)) {
1714 result = TownGrowthResult::Succeed;
1715 }
1716 }
1717 return result;
1718 }
1719
1720 if (!TownCanGrowRoad(tile)) return result;
1721 }
1722
1723 /* Return if a water tile */
1724 if (HasTileWaterGround(tile)) return TownGrowthResult::SearchStopped;
1725
1726 /* Make the roads look nicer */
1727 rcmd = CleanUpRoadBits(tile, rcmd);
1728 if (rcmd == ROAD_NONE) return TownGrowthResult::SearchStopped;
1729
1730 /* Only use the target direction for bridges and tunnels to ensure they're connected.
1731 * The target_dir is as computed previously according to town layout, so
1732 * it will match it perfectly. */
1733 if (GrowTownWithBridge(t1, tile, target_dir)) {
1734 return TownGrowthResult::Succeed;
1735 }
1736 if (GrowTownWithTunnel(t1, tile, target_dir)) {
1737 return TownGrowthResult::Succeed;
1738 }
1739
1740 if (GrowTownWithRoad(t1, tile, rcmd)) {
1741 return TownGrowthResult::Succeed;
1742 }
1743 return TownGrowthResult::SearchStopped;
1744}
1745
1754{
1755 TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1756 if (!IsValidTile(target_tile)) return false;
1757 if (HasTileWaterGround(target_tile)) return false;
1758
1759 RoadBits target_rb = GetTownRoadBits(target_tile);
1760 if (TownAllowedToBuildRoads(modes)) {
1761 /* Check whether a road connection exists or can be build. */
1762 switch (GetTileType(target_tile)) {
1763 case MP_ROAD:
1764 return target_rb != ROAD_NONE;
1765
1766 case MP_STATION:
1767 return IsDriveThroughStopTile(target_tile);
1768
1769 case MP_TUNNELBRIDGE:
1770 return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1771
1772 case MP_HOUSE:
1773 case MP_INDUSTRY:
1774 case MP_OBJECT:
1775 return false;
1776
1777 default:
1778 /* Checked for void and water earlier */
1779 return true;
1780 }
1781 } else {
1782 /* Check whether a road connection already exists,
1783 * and it leads somewhere else. */
1785 return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1786 }
1787}
1788
1795static bool GrowTownAtRoad(Town *t, TileIndex tile, TownExpandModes modes)
1796{
1797 /* Special case.
1798 * @see GrowTownInTile Check the else if
1799 */
1800 DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1801
1802 assert(tile < Map::Size());
1803
1804 /* Number of times to search.
1805 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1806 * them a little handicap. */
1807 int iterations;
1808 switch (t->layout) {
1809 case TL_BETTER_ROADS:
1810 iterations = 10 + t->cache.num_houses * 2 / 9;
1811 break;
1812
1813 case TL_3X3_GRID:
1814 case TL_2X2_GRID:
1815 iterations = 10 + t->cache.num_houses * 1 / 9;
1816 break;
1817
1818 default:
1819 iterations = 10 + t->cache.num_houses * 4 / 9;
1820 break;
1821 }
1822
1823 do {
1824 RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1825
1826 /* Try to grow the town from this point */
1827 switch (GrowTownInTile(&tile, cur_rb, target_dir, t, modes)) {
1828 case TownGrowthResult::Succeed:
1829 return true;
1830 case TownGrowthResult::SearchStopped:
1831 iterations = 0;
1832 break;
1833 default:
1834 break;
1835 };
1836
1837 /* Exclude the source position from the bitmask
1838 * and return if no more road blocks available */
1839 if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1840 if (cur_rb == ROAD_NONE) return false;
1841
1842 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1843 /* Only build in the direction away from the tunnel or bridge. */
1844 target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1845 } else {
1846 /* Select a random bit from the blockmask, walk a step
1847 * and continue the search from there. */
1848 do {
1849 if (cur_rb == ROAD_NONE) return false;
1850 RoadBits target_bits;
1851 do {
1852 target_dir = RandomDiagDir();
1853 target_bits = DiagDirToRoadBits(target_dir);
1854 } while (!(cur_rb & target_bits));
1855 cur_rb &= ~target_bits;
1856 } while (!CanFollowRoad(tile, target_dir, modes));
1857 }
1858 tile = TileAddByDiagDir(tile, target_dir);
1859
1860 if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
1861 /* Don't allow building over roads of other cities */
1862 if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1863 return false;
1864 } else if (IsRoadOwner(tile, RTT_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1865 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1866 * owner :) (happy happy happy road now) */
1868 SetTownIndex(tile, t->index);
1869 }
1870 }
1871
1872 /* Max number of times is checked. */
1873 } while (--iterations >= 0);
1874
1875 return false;
1876}
1877
1886{
1887 uint32_t r = Random();
1888 uint a = GB(r, 0, 2);
1889 uint b = GB(r, 8, 2);
1890 if (a == b) b ^= 2;
1891 return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1892}
1893
1899static bool GrowTown(Town *t, TownExpandModes modes)
1900{
1901 static const TileIndexDiffC _town_coord_mod[] = {
1902 {-1, 0},
1903 { 1, 1},
1904 { 1, -1},
1905 {-1, -1},
1906 {-1, 0},
1907 { 0, 2},
1908 { 2, 0},
1909 { 0, -2},
1910 {-1, -1},
1911 {-2, 2},
1912 { 2, 2},
1913 { 2, -2},
1914 { 0, 0}
1915 };
1916
1917 /* Current "company" is a town */
1919
1920 TileIndex tile = t->xy; // The tile we are working with ATM
1921
1922 /* Find a road that we can base the construction on. */
1923 for (const auto &ptr : _town_coord_mod) {
1924 if (GetTownRoadBits(tile) != ROAD_NONE) {
1925 bool success = GrowTownAtRoad(t, tile, modes);
1926 cur_company.Restore();
1927 return success;
1928 }
1929 tile = TileAdd(tile, ToTileIndexDiff(ptr));
1930 }
1931
1932 /* No road available, try to build a random road block by
1933 * clearing some land and then building a road there. */
1934 if (TownAllowedToBuildRoads(modes)) {
1935 tile = t->xy;
1936 for (const auto &ptr : _town_coord_mod) {
1937 /* Only work with plain land that not already has a house */
1938 if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1942 cur_company.Restore();
1943 return true;
1944 }
1945 }
1946 tile = TileAdd(tile, ToTileIndexDiff(ptr));
1947 }
1948 }
1949
1950 cur_company.Restore();
1951 return false;
1952}
1953
1959{
1960 static const std::array<std::array<uint32_t, NUM_HOUSE_ZONES>, 23> _town_squared_town_zone_radius_data = {{
1961 { 4, 0, 0, 0, 0}, // 0
1962 { 16, 0, 0, 0, 0},
1963 { 25, 0, 0, 0, 0},
1964 { 36, 0, 0, 0, 0},
1965 { 49, 0, 4, 0, 0},
1966 { 64, 0, 4, 0, 0}, // 20
1967 { 64, 0, 9, 0, 1},
1968 { 64, 0, 9, 0, 4},
1969 { 64, 0, 16, 0, 4},
1970 { 81, 0, 16, 0, 4},
1971 { 81, 0, 16, 0, 4}, // 40
1972 { 81, 0, 25, 0, 9},
1973 { 81, 36, 25, 0, 9},
1974 { 81, 36, 25, 16, 9},
1975 { 81, 49, 0, 25, 9},
1976 { 81, 64, 0, 25, 9}, // 60
1977 { 81, 64, 0, 36, 9},
1978 { 81, 64, 0, 36, 16},
1979 {100, 81, 0, 49, 16},
1980 {100, 81, 0, 49, 25},
1981 {121, 81, 0, 49, 25}, // 80
1982 {121, 81, 0, 49, 25},
1983 {121, 81, 0, 49, 36}, // 88
1984 }};
1985
1986 if (t->cache.num_houses < std::size(_town_squared_town_zone_radius_data) * 4) {
1987 t->cache.squared_town_zone_radius = _town_squared_town_zone_radius_data[t->cache.num_houses / 4];
1988 } else {
1989 int mass = t->cache.num_houses / 8;
1990 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1991 * The offsets are to make sure the radii do not decrease in size when going from the table
1992 * to the calculated value.*/
1993 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownEdge)] = mass * 15 - 40;
1994 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownOutskirt)] = mass * 9 - 15;
1995 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownOuterSuburb)] = 0;
1996 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownInnerSuburb)] = mass * 5 - 5;
1997 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownCentre)] = mass * 3 + 5;
1998 }
1999}
2000
2006{
2008 uint32_t production = ScaleByCargoScale(t->cache.population >> 3, true);
2009 if (production == 0) continue;
2010
2011 auto &supplied = t->GetOrCreateCargoSupplied(cs->Index());
2012 supplied.history[LAST_MONTH].production = production;
2013 }
2014
2016 uint32_t production = ScaleByCargoScale(t->cache.population >> 4, true);
2017 if (production == 0) continue;
2018
2019 auto &supplied = t->GetOrCreateCargoSupplied(cs->Index());
2020 supplied.history[LAST_MONTH].production = production;
2021 }
2022}
2023
2024static void UpdateTownGrowthRate(Town *t);
2025static void UpdateTownGrowth(Town *t);
2026
2038static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
2039{
2040 AutoRestoreBackup backup(_generating_town, true);
2041
2042 t->xy = tile;
2043 t->cache.num_houses = 0;
2044 t->time_until_rebuild = 10;
2046 t->flags.Reset();
2047 t->cache.population = 0;
2049 /* Spread growth across ticks so even if there are many
2050 * similar towns they're unlikely to grow all in one tick */
2052 t->growth_rate = TownTicksToGameTicks(250);
2053 t->show_zone = false;
2054
2055 _town_kdtree.Insert(t->index);
2056
2057 /* Set the default cargo requirement for town growth */
2059 case LandscapeType::Arctic:
2061 break;
2062
2063 case LandscapeType::Tropic:
2066 break;
2067
2068 default:
2069 break;
2070 }
2071
2072 t->fund_buildings_months = 0;
2073
2074 for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
2075
2076 t->have_ratings = {};
2077 t->exclusivity = CompanyID::Invalid();
2078 t->exclusive_counter = 0;
2079 t->statues = {};
2080
2081 {
2083 t->townnamegrfid = tnp.grfid;
2084 t->townnametype = tnp.type;
2085 }
2086 t->townnameparts = townnameparts;
2087
2088 t->InitializeLayout(layout);
2089
2090 t->larger_town = city;
2091
2092 int x = (int)size * 16 + 3;
2093 if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
2094 /* Don't create huge cities when founding town in-game */
2095 if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
2096
2097 t->cache.num_houses += x;
2099
2100 int i = x * 4;
2101 do {
2103 } while (--i);
2104
2105 t->UpdateVirtCoord();
2106 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
2107
2108 t->cache.num_houses -= x;
2113}
2114
2121static CommandCost TownCanBePlacedHere(TileIndex tile, bool check_surrounding)
2122{
2123 /* Check if too close to the edge of map */
2124 if (DistanceFromEdge(tile) < 12) {
2125 return CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
2126 }
2127
2128 /* Check distance to all other towns. */
2129 if (IsCloseToTown(tile, 20)) {
2130 return CommandCost(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
2131 }
2132
2133 /* Can only build on clear flat areas, possibly with trees. */
2134 if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
2135 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
2136 }
2137
2138 /* We might want to make sure the town has enough room. */
2139 if (check_surrounding) {
2140 constexpr uint SEARCH_DIAMETER = 5; // Center tile of town + 2 tile radius.
2141 /* Half of the tiles in the search must be valid for the town to build upon. */
2142 constexpr uint VALID_TILE_GOAL = (SEARCH_DIAMETER * SEARCH_DIAMETER) / 2;
2143 uint counter = 0;
2144 for (TileIndex t : SpiralTileSequence(tile, SEARCH_DIAMETER)) {
2145 if (counter == VALID_TILE_GOAL) break;
2146
2147 /* The most likely unsuitable tile type is water, test that first. */
2148 if (IsTileType(tile, MP_WATER)) continue;
2149
2150 /* Don't allow rough tiles, as they are likely wetlands. */
2151 bool clear = IsTileType(t, MP_CLEAR) && GetClearDensity(t) != CLEAR_ROUGH;
2152 bool trees = IsTileType(t, MP_TREES) && GetTreeGround(t) != TREE_GROUND_ROUGH;
2153 int town_height = GetTileZ(tile);
2154 bool elevation_similar = (GetTileMaxZ(t) <= town_height + 1) && (GetTileZ(t) >= town_height - 1);
2155 if ((clear || trees) && elevation_similar) counter++;
2156 }
2157
2158 if (counter < VALID_TILE_GOAL) return CommandCost(STR_ERROR_SITE_UNSUITABLE);
2159 }
2160
2162}
2163
2169static bool IsUniqueTownName(const std::string &name)
2170{
2171 for (const Town *t : Town::Iterate()) {
2172 if (!t->name.empty() && t->name == name) return false;
2173 }
2174
2175 return true;
2176}
2177
2190std::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)
2191{
2193
2194 if (size >= TSZ_END) return { CMD_ERROR, 0, TownID::Invalid() };
2195 if (layout >= NUM_TLS) return { CMD_ERROR, 0, TownID::Invalid() };
2196
2197 /* Some things are allowed only in the scenario editor and for game scripts. */
2198 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
2199 if (_settings_game.economy.found_town == TF_FORBIDDEN) return { CMD_ERROR, 0, TownID::Invalid() };
2200 if (size == TSZ_LARGE) return { CMD_ERROR, 0, TownID::Invalid() };
2201 if (random_location) return { CMD_ERROR, 0, TownID::Invalid() };
2203 return { CMD_ERROR, 0, TownID::Invalid() };
2204 }
2205 } else if (_current_company == OWNER_DEITY && random_location) {
2206 /* Random parameter is not allowed for Game Scripts. */
2207 return { CMD_ERROR, 0, TownID::Invalid() };
2208 }
2209
2210 if (text.empty()) {
2211 /* If supplied name is empty, townnameparts has to generate unique automatic name */
2212 if (!VerifyTownName(townnameparts, &par)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, TownID::Invalid() };
2213 } else {
2214 /* If name is not empty, it has to be unique custom name */
2215 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return { CMD_ERROR, 0, TownID::Invalid() };
2216 if (!IsUniqueTownName(text)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, TownID::Invalid() };
2217 }
2218
2219 /* Allocate town struct */
2220 if (!Town::CanAllocateItem()) return { CommandCost(STR_ERROR_TOO_MANY_TOWNS), 0, TownID::Invalid() };
2221
2222 if (!random_location) {
2223 CommandCost ret = TownCanBePlacedHere(tile, false);
2224 if (ret.Failed()) return { ret, 0, TownID::Invalid() };
2225 }
2226
2227 static const uint8_t price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
2228 /* multidimensional arrays have to have defined length of non-first dimension */
2229 static_assert(lengthof(price_mult[0]) == 4);
2230
2231 CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
2232 uint8_t mult = price_mult[city][size];
2233
2234 cost.MultiplyCost(mult);
2235
2236 /* Create the town */
2237 TownID new_town = TownID::Invalid();
2238 if (flags.Test(DoCommandFlag::Execute)) {
2239 if (cost.GetCost() > GetAvailableMoneyForCommand()) {
2240 return { CommandCost(EXPENSES_OTHER), cost.GetCost(), TownID::Invalid() };
2241 }
2242
2243 Backup<bool> old_generating_world(_generating_world, true);
2245 Town *t;
2246 if (random_location) {
2247 t = CreateRandomTown(20, townnameparts, size, city, layout);
2248 } else {
2249 t = new Town(tile);
2250 DoCreateTown(t, tile, townnameparts, size, city, layout, true);
2251 }
2252
2254 old_generating_world.Restore();
2255
2256 if (t == nullptr) return { CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN), 0, TownID::Invalid() };
2257
2258 new_town = t->index;
2259
2260 if (!text.empty()) {
2261 t->name = text;
2262 t->UpdateVirtCoord();
2263 }
2264
2265 if (_game_mode != GM_EDITOR) {
2266 /* 't' can't be nullptr since 'random' is false outside scenedit */
2267 assert(!random_location);
2268
2270 AddTileNewsItem(GetEncodedString(STR_NEWS_NEW_TOWN_UNSPONSORED, t->index), NewsType::IndustryOpen, tile);
2271 } else {
2272 std::string company_name = GetString(STR_COMPANY_NAME, _current_company);
2273 AddTileNewsItem(GetEncodedString(STR_NEWS_NEW_TOWN, company_name, t->index), NewsType::IndustryOpen, tile);
2274 }
2275 AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
2276 Game::NewEvent(new ScriptEventTownFounded(t->index));
2277 }
2278 }
2279 return { cost, 0, new_town };
2280}
2281
2292{
2293 switch (layout) {
2294 case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
2295 case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
2296 default: return tile;
2297 }
2298}
2299
2310{
2311 switch (layout) {
2312 case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
2313 case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
2314 default: return true;
2315 }
2316}
2317
2331{
2332 for (auto coast : SpiralTileSequence(tile, 40)) {
2333 /* Find nearest land tile */
2334 if (!IsTileType(tile, MP_CLEAR)) continue;
2335
2336 TileIndex furthest = INVALID_TILE;
2337 uint max_dist = 0;
2338 for (auto test : SpiralTileSequence(coast, 10)) {
2339 if (!IsTileType(test, MP_CLEAR) || !IsTileFlat(test) || !IsTileAlignedToGrid(test, layout)) continue;
2340 if (TownCanBePlacedHere(tile, true).Failed()) continue;
2341
2342 uint dist = GetClosestWaterDistance(test, true);
2343 if (dist > max_dist) {
2344 furthest = test;
2345 max_dist = dist;
2346 }
2347 }
2348 return furthest;
2349 }
2350
2351 /* if we get here just give up */
2352 return INVALID_TILE;
2353}
2354
2360{
2362 case LandscapeType::Temperate: return HouseZone::ClimateTemperate;
2364 case LandscapeType::Tropic: return HouseZone::ClimateSubtropic;
2365 case LandscapeType::Toyland: return HouseZone::ClimateToyland;
2366 default: NOT_REACHED();
2367 }
2368}
2369
2379static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout)
2380{
2381 assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
2382
2383 if (!Town::CanAllocateItem()) return nullptr;
2384
2385 do {
2386 /* Generate a tile index not too close from the edge */
2387 TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2388
2389 /* If we tried to place the town on water, find a suitable land tile nearby.
2390 * Otherwise, evaluate the land tile. */
2391 if (IsTileType(tile, MP_WATER)) {
2392 tile = FindNearestGoodCoastalTownSpot(tile, layout);
2393 if (tile == INVALID_TILE) continue;
2394 } else if (TownCanBePlacedHere(tile, true).Failed()) continue;
2395
2396 /* Allocate a town struct */
2397 Town *t = new Town(tile);
2398
2399 DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2400
2401 /* if the population is still 0 at the point, then the
2402 * placement is so bad it couldn't grow at all */
2403 if (t->cache.population > 0) return t;
2404
2407 cur_company.Restore();
2408 assert(rc.Succeeded());
2409
2410 /* We already know that we can allocate a single town when
2411 * entering this function. However, we create and delete
2412 * a town which "resets" the allocation checks. As such we
2413 * need to check again when assertions are enabled. */
2414 assert(Town::CanAllocateItem());
2415 } while (--attempts != 0);
2416
2417 return nullptr;
2418}
2419
2426{
2427 static const uint8_t num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2430 }
2431 return Map::ScaleBySize(num_initial_towns[_settings_game.difficulty.number_towns]);
2432}
2433
2441bool GenerateTowns(TownLayout layout, std::optional<uint> number)
2442{
2443 uint current_number = 0;
2444 uint total;
2445 if (number.has_value()) {
2446 total = number.value();
2447 } else if (_settings_game.difficulty.number_towns == static_cast<uint>(CUSTOM_TOWN_NUMBER_DIFFICULTY)) {
2448 total = GetDefaultTownsForMapSize();
2449 } else {
2451 }
2452
2453 total = std::min<uint>(TownPool::MAX_SIZE, total);
2454 uint32_t townnameparts;
2455 TownNames town_names;
2456
2458
2459 /* Pre-populate the town names list with the names of any towns already on the map */
2460 for (const Town *town : Town::Iterate()) {
2461 town_names.insert(town->GetCachedName());
2462 }
2463
2464 /* Randomised offset for city status. This means with e.g. 1-in-4 towns being cities, a map with 10 towns
2465 * may have 2 or 3 cities, instead of always 3. */
2466 uint city_random_offset = _settings_game.economy.larger_towns == 0 ? 0 : (Random() % _settings_game.economy.larger_towns);
2467
2468 /* First attempt will be made at creating the suggested number of towns.
2469 * Note that this is really a suggested value, not a required one.
2470 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2471 do {
2472 bool city = (_settings_game.economy.larger_towns != 0 && ((city_random_offset + current_number) % _settings_game.economy.larger_towns) == 0);
2474 /* Get a unique name for the town. */
2475 if (!GenerateTownName(_random, &townnameparts, &town_names)) continue;
2476 /* try 20 times to create a random-sized town for the first loop. */
2477 if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2478 } while (--total);
2479
2480 town_names.clear();
2481
2482 /* Build the town k-d tree again to make sure it's well balanced */
2483 RebuildTownKdtree();
2484
2485 if (current_number != 0) return true;
2486
2487 /* If current_number is still zero at this point, it means that not a single town has been created.
2488 * So give it a last try, but now more aggressive */
2489 if (GenerateTownName(_random, &townnameparts) &&
2490 CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2491 return true;
2492 }
2493
2494 /* If there are no towns at all and we are generating new game, bail out */
2495 if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
2496 ShowErrorMessage(GetEncodedString(STR_ERROR_COULD_NOT_CREATE_TOWN), {}, WL_CRITICAL);
2497 }
2498
2499 return false; // we are still without a town? we failed, simply
2500}
2501
2502
2510{
2511 uint dist = DistanceSquare(tile, t->xy);
2512
2513 if (t->fund_buildings_months != 0 && dist <= 25) return HouseZone::TownCentre;
2514
2515 HouseZone smallest = HouseZone::TownEdge;
2516 for (HouseZone i : HZ_ZONE_ALL) {
2517 if (dist < t->cache.squared_town_zone_radius[to_underlying(i)]) smallest = i;
2518 }
2519
2520 return smallest;
2521}
2522
2534static inline void ClearMakeHouseTile(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool is_protected)
2535{
2537 assert(cc.Succeeded());
2538
2539 IncreaseBuildingCount(t, type);
2540 MakeHouseTile(tile, t->index, counter, stage, type, random_bits, is_protected);
2541 if (HouseSpec::Get(type)->building_flags.Test(BuildingFlag::IsAnimated)) AddAnimatedTile(tile, false);
2542
2543 MarkTileDirtyByTile(tile);
2544}
2545
2546
2558static void MakeTownHouse(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool is_protected)
2559{
2561
2562 ClearMakeHouseTile(tile, t, counter, stage, type, random_bits, is_protected);
2563 if (size.Any(BUILDING_2_TILES_Y)) ClearMakeHouseTile(tile + TileDiffXY(0, 1), t, counter, stage, ++type, random_bits, is_protected);
2564 if (size.Any(BUILDING_2_TILES_X)) ClearMakeHouseTile(tile + TileDiffXY(1, 0), t, counter, stage, ++type, random_bits, is_protected);
2565 if (size.Any(BUILDING_HAS_4_TILES)) ClearMakeHouseTile(tile + TileDiffXY(1, 1), t, counter, stage, ++type, random_bits, is_protected);
2566
2567 ForAllStationsAroundTiles(TileArea(tile, size.Any(BUILDING_2_TILES_X) ? 2 : 1, size.Any(BUILDING_2_TILES_Y) ? 2 : 1), [t](Station *st, TileIndex) {
2568 t->stations_near.insert(st);
2569 return true;
2570 });
2571}
2572
2573
2580static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2581{
2582 /* cannot build on these slopes... */
2583 Slope slope = GetTileSlope(tile);
2584 if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2585
2586 /* at least one RoadTypes allow building the house here? */
2587 if (!RoadTypesAllowHouseHere(tile)) return false;
2588
2589 /* building under a bridge? */
2590 if (IsBridgeAbove(tile)) return false;
2591
2592 /* can we clear the land? */
2594}
2595
2596
2605static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2606{
2607 if (!CanBuildHouseHere(tile, noslope)) return false;
2608
2609 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2610 if (GetTileMaxZ(tile) != z) return false;
2611
2612 return true;
2613}
2614
2615
2624static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2625{
2626 /* we need to check this tile too because we can be at different tile now */
2627 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2628
2629 for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2630 tile += TileOffsByDiagDir(d);
2631 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2632 }
2633
2634 return true;
2635}
2636
2637
2645static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile, TownExpandModes modes)
2646{
2647 if (!modes.Test(TownExpandMode::Buildings)) return false;
2648
2649 /* Allow towns everywhere when we don't build roads */
2650 if (!TownAllowedToBuildRoads(modes)) return true;
2651
2652 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2653
2654 switch (t->layout) {
2655 case TL_2X2_GRID:
2656 if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2657 break;
2658
2659 case TL_3X3_GRID:
2660 if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2661 break;
2662
2663 default:
2664 break;
2665 }
2666
2667 return true;
2668}
2669
2670
2679{
2680 if (!modes.Test(TownExpandMode::Buildings)) return false;
2681
2682 /* Allow towns everywhere when we don't build roads */
2683 if (!TownAllowedToBuildRoads(modes)) return true;
2684
2685 /* Compute relative position of tile. (Positive offsets are towards north) */
2686 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2687
2688 switch (t->layout) {
2689 case TL_2X2_GRID:
2690 grid_pos.x %= 3;
2691 grid_pos.y %= 3;
2692 if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2693 (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2694 break;
2695
2696 case TL_3X3_GRID:
2697 if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2698 break;
2699
2700 default:
2701 break;
2702 }
2703
2704 return true;
2705}
2706
2707
2717static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second, TownExpandModes modes)
2718{
2719 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2720
2721 TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2722 if (TownLayoutAllowsHouseHere(t, tile2, modes) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2723
2724 tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2725 if (TownLayoutAllowsHouseHere(t, tile2, modes) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2726 *tile = tile2;
2727 return true;
2728 }
2729
2730 return false;
2731}
2732
2733
2742static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope, TownExpandModes modes)
2743{
2744 TileIndex tile2 = *tile;
2745
2746 for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2747 if (TownLayoutAllows2x2HouseHere(t, tile2, modes) && CheckFree2x2Area(tile2, maxz, noslope)) {
2748 *tile = tile2;
2749 return true;
2750 }
2751 if (d == DIAGDIR_END) break;
2752 tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2753 }
2754
2755 return false;
2756}
2757
2768static void BuildTownHouse(Town *t, TileIndex tile, const HouseSpec *hs, HouseID house, uint8_t random_bits, bool house_completed, bool is_protected)
2769{
2770 /* build the house */
2771 t->cache.num_houses++;
2772
2773 uint8_t construction_counter = 0;
2774 uint8_t construction_stage = 0;
2775
2776 if (_generating_world || _game_mode == GM_EDITOR || house_completed) {
2777 uint32_t construction_random = Random();
2778
2779 construction_stage = TOWN_HOUSE_COMPLETED;
2780 if (_generating_world && !hs->extra_flags.Test(HouseExtraFlag::BuildingIsHistorical) && Chance16(1, 7)) construction_stage = GB(construction_random, 0, 2);
2781
2782 if (construction_stage == TOWN_HOUSE_COMPLETED) {
2784 } else {
2785 construction_counter = GB(construction_random, 2, 2);
2786 }
2787 }
2788
2789 MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits, is_protected);
2792
2793 BuildingFlags size = hs->building_flags;
2794
2795 TriggerHouseAnimation_ConstructionStageChanged(tile, true);
2796 if (size.Any(BUILDING_2_TILES_Y)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(0, 1), true);
2797 if (size.Any(BUILDING_2_TILES_X)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(1, 0), true);
2798 if (size.Any(BUILDING_HAS_4_TILES)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(1, 1), true);
2799}
2800
2808{
2809 /* forbidden building here by town layout */
2810 if (!TownLayoutAllowsHouseHere(t, tile, modes)) return false;
2811
2812 /* no house allowed at all, bail out */
2813 if (!CanBuildHouseHere(tile, false)) return false;
2814
2815 Slope slope = GetTileSlope(tile);
2816 int maxz = GetTileMaxZ(tile);
2817
2818 /* Get the town zone type of the current tile, as well as the climate.
2819 * This will allow to easily compare with the specs of the new house to build */
2820 HouseZones zones = GetTownRadiusGroup(t, tile);
2821
2823 case LandscapeType::Temperate: zones.Set(HouseZone::ClimateTemperate); break;
2824 case LandscapeType::Arctic: zones.Set(maxz > HighestSnowLine() ? HouseZone::ClimateSubarcticAboveSnow : HouseZone::ClimateSubarcticBelowSnow); break;
2825 case LandscapeType::Tropic: zones.Set(HouseZone::ClimateSubtropic); break;
2826 case LandscapeType::Toyland: zones.Set(HouseZone::ClimateToyland); break;
2827 }
2828
2829 /* bits 0-4 are used
2830 * bits 11-15 are used
2831 * bits 5-10 are not used. */
2832 static std::vector<std::pair<HouseID, uint>> probs;
2833 probs.clear();
2834
2835 uint probability_max = 0;
2836
2837 /* Generate a list of all possible houses that can be built. */
2838 for (const auto &hs : HouseSpec::Specs()) {
2839 /* Verify that the candidate house spec matches the current tile status */
2840 if (!hs.building_availability.All(zones) || !hs.enabled || hs.grf_prop.override_id != INVALID_HOUSE_ID) continue;
2841
2842 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2843 if (hs.class_id != HOUSE_NO_CLASS) {
2844 /* id_count is always <= class_count, so it doesn't need to be checked */
2845 if (t->cache.building_counts.class_count[hs.class_id] == UINT16_MAX) continue;
2846 } else {
2847 /* If the house has no class, check id_count instead */
2848 if (t->cache.building_counts.id_count[hs.Index()] == UINT16_MAX) continue;
2849 }
2850
2851 uint cur_prob = hs.probability;
2852 probability_max += cur_prob;
2853 probs.emplace_back(hs.Index(), cur_prob);
2854 }
2855
2856 TileIndex base_tile = tile;
2857
2858 while (probability_max > 0) {
2859 /* Building a multitile building can change the location of tile.
2860 * The building would still be built partially on that tile, but
2861 * its northern tile would be elsewhere. However, if the callback
2862 * fails we would be basing further work from the changed tile.
2863 * So a next 1x1 tile building could be built on the wrong tile. */
2864 tile = base_tile;
2865
2866 uint r = RandomRange(probability_max);
2867 uint i;
2868 for (i = 0; i < probs.size(); i++) {
2869 if (probs[i].second > r) break;
2870 r -= probs[i].second;
2871 }
2872
2873 HouseID house = probs[i].first;
2874 probability_max -= probs[i].second;
2875
2876 /* remove tested house from the set */
2877 probs[i] = probs.back();
2878 probs.pop_back();
2879
2880 const HouseSpec *hs = HouseSpec::Get(house);
2881
2882 if (!_generating_world && _game_mode != GM_EDITOR && hs->extra_flags.Test(HouseExtraFlag::BuildingIsHistorical)) {
2883 continue;
2884 }
2885
2886 if (TimerGameCalendar::year < hs->min_year || TimerGameCalendar::year > hs->max_year) continue;
2887
2888 /* Special houses that there can be only one of. */
2889 TownFlags oneof{};
2890
2891 if (hs->building_flags.Test(BuildingFlag::IsChurch)) {
2892 oneof.Set(TownFlag::HasChurch);
2893 } else if (hs->building_flags.Test(BuildingFlag::IsStadium)) {
2894 oneof.Set(TownFlag::HasStadium);
2895 }
2896
2897 if (t->flags.Any(oneof)) continue;
2898
2899 /* Make sure there is no slope? */
2900 bool noslope = hs->building_flags.Test(BuildingFlag::NotSloped);
2901 if (noslope && slope != SLOPE_FLAT) continue;
2902
2903 if (hs->building_flags.Test(BuildingFlag::Size2x2)) {
2904 if (!CheckTownBuild2x2House(&tile, t, maxz, noslope, modes)) continue;
2905 } else if (hs->building_flags.Test(BuildingFlag::Size2x1)) {
2906 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW, modes)) continue;
2907 } else if (hs->building_flags.Test(BuildingFlag::Size1x2)) {
2908 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE, modes)) continue;
2909 } else {
2910 /* 1x1 house checks are already done */
2911 }
2912
2913 uint8_t random_bits = Random();
2914
2916 uint16_t callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, {}, true, random_bits);
2917 if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2918 }
2919
2920 /* Special houses that there can be only one of. */
2921 t->flags.Set(oneof);
2922
2923 BuildTownHouse(t, tile, hs, house, random_bits, false, hs->extra_flags.Test(HouseExtraFlag::BuildingIsProtected));
2924
2925 return true;
2926 }
2927
2928 return false;
2929}
2930
2939CommandCost CmdPlaceHouse(DoCommandFlags flags, TileIndex tile, HouseID house, bool is_protected)
2940{
2941 if (_game_mode != GM_EDITOR && _settings_game.economy.place_houses == PH_FORBIDDEN) return CMD_ERROR;
2942
2943 if (Town::GetNumItems() == 0) return CommandCost(STR_ERROR_MUST_FOUND_TOWN_FIRST);
2944
2945 if (static_cast<size_t>(house) >= HouseSpec::Specs().size()) return CMD_ERROR;
2946 const HouseSpec *hs = HouseSpec::Get(house);
2947 if (!hs->enabled) return CMD_ERROR;
2948
2949 Town *t = ClosestTownFromTile(tile, UINT_MAX);
2950
2951 /* cannot build on these slopes... */
2952 Slope slope = GetTileSlope(tile);
2953 if (IsSteepSlope(slope)) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2954
2955 /* building under a bridge? */
2956 if (IsBridgeAbove(tile)) return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
2957
2958 /* can we clear the land? */
2960 if (!cost.Succeeded()) return cost;
2961
2962 int maxz = GetTileMaxZ(tile);
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 TileArea ta = tile;
2969 if (hs->building_flags.Test(BuildingFlag::Size2x2)) ta.Add(TileAddXY(tile, 1, 1));
2970 if (hs->building_flags.Test(BuildingFlag::Size2x1)) ta.Add(TileAddByDiagDir(tile, DIAGDIR_SW));
2971 if (hs->building_flags.Test(BuildingFlag::Size1x2)) ta.Add(TileAddByDiagDir(tile, DIAGDIR_SE));
2972
2973 /* Check additional tiles covered by this house. */
2974 for (const TileIndex &subtile : ta) {
2976 if (!cost.Succeeded()) return cost;
2977
2978 if (!CheckBuildHouseSameZ(subtile, maxz, noslope)) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2979 }
2980
2981 if (flags.Test(DoCommandFlag::Execute)) {
2982 bool house_completed = _settings_game.economy.place_houses == PH_ALLOWED_CONSTRUCTED;
2983 BuildTownHouse(t, tile, hs, house, Random(), house_completed, is_protected);
2984 }
2985
2986 return CommandCost();
2987}
2988
2995static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2996{
2997 assert(IsTileType(tile, MP_HOUSE));
2998 DecreaseBuildingCount(t, house);
2999 DoClearSquare(tile);
3000
3001 DeleteNewGRFInspectWindow(GSF_HOUSES, tile.base());
3002}
3003
3012{
3013 if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
3014 if (HouseSpec::Get(house - 1)->building_flags.Test(BuildingFlag::Size2x1)) {
3015 house--;
3016 return TileDiffXY(-1, 0);
3017 } else if (HouseSpec::Get(house - 1)->building_flags.Any(BUILDING_2_TILES_Y)) {
3018 house--;
3019 return TileDiffXY(0, -1);
3020 } else if (HouseSpec::Get(house - 2)->building_flags.Any(BUILDING_HAS_4_TILES)) {
3021 house -= 2;
3022 return TileDiffXY(-1, 0);
3023 } else if (HouseSpec::Get(house - 3)->building_flags.Any(BUILDING_HAS_4_TILES)) {
3024 house -= 3;
3025 return TileDiffXY(-1, -1);
3026 }
3027 }
3028 return TileDiffXY(0, 0);
3029}
3030
3037{
3038 assert(IsTileType(tile, MP_HOUSE));
3039
3040 HouseID house = GetHouseType(tile);
3041
3042 /* The northernmost tile of the house is the main house. */
3043 tile += GetHouseNorthPart(house);
3044
3045 const HouseSpec *hs = HouseSpec::Get(house);
3046
3047 /* Remove population from the town if the house is finished. */
3048 if (IsHouseCompleted(tile)) {
3050 }
3051
3052 t->cache.num_houses--;
3053
3054 /* Clear flags for houses that only may exist once/town. */
3055 if (hs->building_flags.Test(BuildingFlag::IsChurch)) {
3057 } else if (hs->building_flags.Test(BuildingFlag::IsStadium)) {
3059 }
3060
3061 /* Do the actual clearing of tiles */
3062 DoClearTownHouseHelper(tile, t, house);
3063 if (hs->building_flags.Any(BUILDING_2_TILES_Y)) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
3064 if (hs->building_flags.Any(BUILDING_2_TILES_X)) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
3065 if (hs->building_flags.Any(BUILDING_HAS_4_TILES)) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
3066
3068
3070}
3071
3079CommandCost CmdRenameTown(DoCommandFlags flags, TownID town_id, const std::string &text)
3080{
3081 Town *t = Town::GetIfValid(town_id);
3082 if (t == nullptr) return CMD_ERROR;
3083
3084 bool reset = text.empty();
3085
3086 if (!reset) {
3088 if (!IsUniqueTownName(text)) return CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE);
3089 }
3090
3091 if (flags.Test(DoCommandFlag::Execute)) {
3092 t->cached_name.clear();
3093 if (reset) {
3094 t->name.clear();
3095 } else {
3096 t->name = text;
3097 }
3098
3099 t->UpdateVirtCoord();
3100 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_RESORT);
3101 ClearAllStationCachedNames();
3102 ClearAllIndustryCachedNames();
3104 }
3105 return CommandCost();
3106}
3107
3114{
3115 for (const CargoSpec *cs : CargoSpec::Iterate()) {
3116 if (cs->town_acceptance_effect == effect) return cs;
3117 }
3118 return nullptr;
3119}
3120
3130{
3131 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3132
3133 if (tae < TAE_BEGIN || tae >= TAE_END) return CMD_ERROR;
3134
3135 Town *t = Town::GetIfValid(town_id);
3136 if (t == nullptr) return CMD_ERROR;
3137
3138 /* Validate if there is a cargo which is the requested TownEffect */
3140 if (cargo == nullptr) return CMD_ERROR;
3141
3142 if (flags.Test(DoCommandFlag::Execute)) {
3143 t->goal[tae] = goal;
3146 }
3147
3148 return CommandCost();
3149}
3150
3159{
3160 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3161 Town *t = Town::GetIfValid(town_id);
3162 if (t == nullptr) return CMD_ERROR;
3163
3164 if (flags.Test(DoCommandFlag::Execute)) {
3165 t->text.clear();
3166 if (!text.empty()) t->text = text;
3168 }
3169
3170 return CommandCost();
3171}
3172
3180CommandCost CmdTownGrowthRate(DoCommandFlags flags, TownID town_id, uint16_t growth_rate)
3181{
3182 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3183
3184 Town *t = Town::GetIfValid(town_id);
3185 if (t == nullptr) return CMD_ERROR;
3186
3187 if (flags.Test(DoCommandFlag::Execute)) {
3188 if (growth_rate == 0) {
3189 /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
3191 } else {
3192 uint old_rate = t->growth_rate;
3193 if (t->grow_counter >= old_rate) {
3194 /* This also catches old_rate == 0 */
3195 t->grow_counter = growth_rate;
3196 } else {
3197 /* Scale grow_counter, so half finished houses stay half finished */
3198 t->grow_counter = t->grow_counter * growth_rate / old_rate;
3199 }
3200 t->growth_rate = growth_rate;
3202 }
3205 }
3206
3207 return CommandCost();
3208}
3209
3218CommandCost CmdTownRating(DoCommandFlags flags, TownID town_id, CompanyID company_id, int16_t rating)
3219{
3220 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3221
3222 Town *t = Town::GetIfValid(town_id);
3223 if (t == nullptr) return CMD_ERROR;
3224
3225 if (!Company::IsValidID(company_id)) return CMD_ERROR;
3226
3227 int16_t new_rating = Clamp(rating, RATING_MINIMUM, RATING_MAXIMUM);
3228 if (flags.Test(DoCommandFlag::Execute)) {
3229 t->ratings[company_id] = new_rating;
3231 }
3232
3233 return CommandCost();
3234}
3235
3243CommandCost CmdExpandTown(DoCommandFlags flags, TownID town_id, uint32_t grow_amount, TownExpandModes modes)
3244{
3245 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
3246 if (modes.None()) return CMD_ERROR;
3247 Town *t = Town::GetIfValid(town_id);
3248 if (t == nullptr) return CMD_ERROR;
3249
3250 if (flags.Test(DoCommandFlag::Execute)) {
3251 /* The more houses, the faster we grow */
3252 if (grow_amount == 0) {
3253 uint amount = RandomRange(ClampTo<uint16_t>(t->cache.num_houses / 10)) + 3;
3254 t->cache.num_houses += amount;
3256
3257 uint n = amount * 10;
3258 do GrowTown(t, modes); while (--n);
3259
3260 t->cache.num_houses -= amount;
3261 } else {
3262 for (; grow_amount > 0; grow_amount--) {
3263 /* Try several times to grow, as we are really suppose to grow */
3264 for (uint i = 0; i < 25; i++) if (GrowTown(t, modes)) break;
3265 }
3266 }
3268
3270 }
3271
3272 return CommandCost();
3273}
3274
3282{
3283 if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
3284 Town *t = Town::GetIfValid(town_id);
3285 if (t == nullptr) return CMD_ERROR;
3286
3287 /* Stations refer to towns. */
3288 for (const Station *st : Station::Iterate()) {
3289 if (st->town == t) {
3290 /* Non-oil rig stations are always a problem. */
3291 if (!st->facilities.Test(StationFacility::Airport) || st->airport.type != AT_OILRIG) return CMD_ERROR;
3292 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
3293 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, st->airport.tile);
3294 if (ret.Failed()) return ret;
3295 }
3296 }
3297
3298 /* Waypoints refer to towns. */
3299 for (const Waypoint *wp : Waypoint::Iterate()) {
3300 if (wp->town == t) return CMD_ERROR;
3301 }
3302
3303 /* Depots refer to towns. */
3304 for (const Depot *d : Depot::Iterate()) {
3305 if (d->town == t) return CMD_ERROR;
3306 }
3307
3308 /* Check all tiles for town ownership. First check for bridge tiles, as
3309 * these do not directly have an owner so we need to check adjacent
3310 * tiles. This won't work correctly in the same loop if the adjacent
3311 * tile was already deleted earlier in the loop. */
3312 for (const auto current_tile : Map::Iterate()) {
3313 if (IsTileType(current_tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(current_tile, t)) {
3314 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3315 if (ret.Failed()) return ret;
3316 }
3317 }
3318
3319 /* Check all remaining tiles for town ownership. */
3320 for (const auto current_tile : Map::Iterate()) {
3321 bool try_clear = false;
3322 switch (GetTileType(current_tile)) {
3323 case MP_ROAD:
3324 try_clear = HasTownOwnedRoad(current_tile) && GetTownIndex(current_tile) == t->index;
3325 break;
3326
3327 case MP_HOUSE:
3328 try_clear = GetTownIndex(current_tile) == t->index;
3329 break;
3330
3331 case MP_INDUSTRY:
3332 try_clear = Industry::GetByTile(current_tile)->town == t;
3333 break;
3334
3335 case MP_OBJECT:
3336 if (Town::GetNumItems() == 1) {
3337 /* No towns will be left, remove it! */
3338 try_clear = true;
3339 } else {
3340 Object *o = Object::GetByTile(current_tile);
3341 if (o->town == t) {
3342 if (o->type == OBJECT_STATUE) {
3343 /* Statue... always remove. */
3344 try_clear = true;
3345 } else {
3346 /* Tell to find a new town. */
3347 if (flags.Test(DoCommandFlag::Execute)) o->town = nullptr;
3348 }
3349 }
3350 }
3351 break;
3352
3353 default:
3354 break;
3355 }
3356 if (try_clear) {
3357 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3358 if (ret.Failed()) return ret;
3359 }
3360 }
3361
3362 /* The town destructor will delete the other things related to the town. */
3363 if (flags.Test(DoCommandFlag::Execute)) {
3364 _town_kdtree.Remove(t->index);
3365 if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
3366 delete t;
3367 }
3368
3369 return CommandCost();
3370}
3371
3378{
3383 static const uint8_t town_action_costs[] = {
3384 2, 4, 9, 35, 48, 53, 117, 175
3385 };
3386 static_assert(std::size(town_action_costs) == to_underlying(TownAction::End));
3387
3388 assert(to_underlying(action) < std::size(town_action_costs));
3389 return town_action_costs[to_underlying(action)];
3390}
3391
3399{
3400 if (flags.Test(DoCommandFlag::Execute)) {
3402 }
3403 return CommandCost();
3404}
3405
3413{
3414 if (flags.Test(DoCommandFlag::Execute)) {
3416 }
3417 return CommandCost();
3418}
3419
3427{
3428 if (flags.Test(DoCommandFlag::Execute)) {
3430 }
3431 return CommandCost();
3432}
3433
3441{
3442 /* Check if the company is allowed to fund new roads. */
3444
3445 if (flags.Test(DoCommandFlag::Execute)) {
3446 t->road_build_months = 6;
3447
3448 std::string company_name = GetString(STR_COMPANY_NAME, _current_company);
3449
3451 GetEncodedString(TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_ROAD_REBUILDING_MINUTES : STR_NEWS_ROAD_REBUILDING_MONTHS, t->index, company_name),
3453 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction(_current_company, t->index));
3454 Game::NewEvent(new ScriptEventRoadReconstruction(_current_company, t->index));
3455 }
3456 return CommandCost();
3457}
3458
3464static bool CheckClearTile(TileIndex tile)
3465{
3468 cur_company.Restore();
3469 return r.Succeeded();
3470}
3471
3480{
3481 if (!Object::CanAllocateItem()) return CommandCost(STR_ERROR_TOO_MANY_OBJECTS);
3482
3483 static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3484
3485 TileIndex best_position = INVALID_TILE;
3486 uint tile_count = 0;
3487 for (auto tile : SpiralTileSequence(t->xy, 9)) {
3488 tile_count++;
3489
3490 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3491 if (IsSteepSlope(GetTileSlope(tile))) continue;
3492 /* Don't build statues under bridges. */
3493 if (IsBridgeAbove(tile)) continue;
3494
3495 /* A clear-able open space is always preferred. */
3496 if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && CheckClearTile(tile)) {
3497 best_position = tile;
3498 break;
3499 }
3500
3501 bool house = IsTileType(tile, MP_HOUSE);
3502
3503 /* Searching inside the inner circle. */
3504 if (tile_count <= STATUE_NUMBER_INNER_TILES) {
3505 /* Save first house in inner circle. */
3506 if (house && best_position == INVALID_TILE && CheckClearTile(tile)) {
3507 best_position = tile;
3508 }
3509
3510 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3511 if (tile_count == STATUE_NUMBER_INNER_TILES && best_position != INVALID_TILE) break;
3512 }
3513
3514 /* Searching outside the circle, just pick the first possible spot. */
3515 if (!house || !CheckClearTile(tile)) continue;
3516 best_position = tile;
3517 break;
3518 }
3519 if (best_position == INVALID_TILE) return CommandCost(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3520
3521 if (flags.Test(DoCommandFlag::Execute)) {
3524 cur_company.Restore();
3525 BuildObject(OBJECT_STATUE, best_position, _current_company, t);
3526 t->statues.Set(_current_company); // Once found and built, "inform" the Town.
3527 MarkTileDirtyByTile(best_position);
3528 }
3529 return CommandCost();
3530}
3531
3539{
3540 /* Check if it's allowed to buy the rights */
3542
3543 if (flags.Test(DoCommandFlag::Execute)) {
3544 /* And grow for 3 months */
3545 t->fund_buildings_months = 3;
3546
3547 /* Enable growth (also checking GameScript's opinion) */
3549
3550 /* Build a new house, but add a small delay to make sure
3551 * that spamming funding doesn't let town grow any faster
3552 * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3553 * Also emulate original behaviour when town was only growing in
3554 * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3555 * tick-perfect and gives player some time window where they can
3556 * spam funding with the exact same efficiency.
3557 */
3559
3561 }
3562 return CommandCost();
3563}
3564
3572{
3573 /* Check if it's allowed to buy the rights */
3575 if (t->exclusivity != CompanyID::Invalid()) return CMD_ERROR;
3576
3577 if (flags.Test(DoCommandFlag::Execute)) {
3578 t->exclusive_counter = 12;
3580
3582
3584
3585 /* Spawn news message */
3586 auto cni = std::make_unique<CompanyNewsInformation>(STR_NEWS_EXCLUSIVE_RIGHTS_TITLE, Company::Get(_current_company));
3587 EncodedString message = GetEncodedString(TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MINUTES : STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MONTHS, t->index, cni->company_name);
3588 AddNewsItem(std::move(message),
3589 NewsType::General, NewsStyle::Company, {}, t->index, {}, std::move(cni));
3590 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights(_current_company, t->index));
3591 Game::NewEvent(new ScriptEventExclusiveTransportRights(_current_company, t->index));
3592 }
3593 return CommandCost();
3594}
3595
3603{
3604 if (flags.Test(DoCommandFlag::Execute)) {
3605 if (Chance16(1, 14)) {
3606 /* set as unwanted for 6 months */
3607 t->unwanted[_current_company] = 6;
3608
3609 /* set all close by station ratings to 0 */
3610 for (Station *st : Station::Iterate()) {
3611 if (st->town == t && st->owner == _current_company) {
3612 for (GoodsEntry &ge : st->goods) ge.rating = 0;
3613 }
3614 }
3615
3616 /* only show error message to the executing player. All errors are handled command.c
3617 * but this is special, because it can only 'fail' on a DoCommandFlag::Execute */
3618 if (IsLocalCompany()) ShowErrorMessage(GetEncodedString(STR_ERROR_BRIBE_FAILED), {}, WL_INFO);
3619
3620 /* decrease by a lot!
3621 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3622 * be independent of any cheat settings
3623 */
3624 if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3625 t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3627 }
3628 } else {
3629 ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DoCommandFlag::Execute);
3630 if (t->exclusivity != _current_company && t->exclusivity != CompanyID::Invalid()) {
3631 t->exclusivity = CompanyID::Invalid();
3632 t->exclusive_counter = 0;
3633 }
3634 }
3635 }
3636 return CommandCost();
3637}
3638
3639typedef CommandCost TownActionProc(Town *t, DoCommandFlags flags);
3640static TownActionProc * const _town_action_proc[] = {
3649};
3650static_assert(std::size(_town_action_proc) == to_underlying(TownAction::End));
3651
3659{
3660 TownActions buttons{};
3661
3662 /* Spectators and unwanted have no options */
3663 if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3664
3665 /* Actions worth more than this are not able to be performed */
3666 Money avail = GetAvailableMoney(cid);
3667
3668 /* Check the action bits for validity and
3669 * if they are valid add them */
3670 for (TownAction cur = {}; cur != TownAction::End; ++cur) {
3671
3672 /* Is the company prohibited from bribing ? */
3673 if (cur == TownAction::Bribe) {
3674 /* Company can't bribe if setting is disabled */
3675 if (!_settings_game.economy.bribe) continue;
3676 /* Company can bribe if another company has exclusive transport rights,
3677 * or its standing with the town is less than outstanding. */
3678 if (t->ratings[cid] >= RATING_BRIBE_MAXIMUM) {
3679 if (t->exclusivity == _current_company) continue;
3680 if (t->exclusive_counter == 0) continue;
3681 }
3682 }
3683
3684 /* Is the company not able to buy exclusive rights ? */
3686
3687 /* Is the company not able to fund buildings ? */
3689
3690 /* Is the company not able to fund local road reconstruction? */
3692
3693 /* Is the company not able to build a statue ? */
3694 if (cur == TownAction::BuildStatue && t->statues.Test(cid)) continue;
3695
3696 if (avail >= GetTownActionCost(cur) * _price[PR_TOWN_ACTION] >> 8) {
3697 buttons.Set(cur);
3698 }
3699 }
3700 }
3701
3702 return buttons;
3703}
3704
3715{
3716 Town *t = Town::GetIfValid(town_id);
3717 if (t == nullptr || to_underlying(action) >= std::size(_town_action_proc)) return CMD_ERROR;
3718
3719 if (!GetMaskOfTownActions(_current_company, t).Test(action)) return CMD_ERROR;
3720
3721 CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * GetTownActionCost(action) >> 8);
3722
3723 CommandCost ret = _town_action_proc[to_underlying(action)](t, flags);
3724 if (ret.Failed()) return ret;
3725
3726 if (flags.Test(DoCommandFlag::Execute)) {
3728 }
3729
3730 return cost;
3731}
3732
3733template <typename Func>
3734static void ForAllStationsNearTown(Town *t, Func func)
3735{
3736 /* Ideally the search radius should be close to the actual town zone 0 radius.
3737 * The true radius is not stored or calculated anywhere, only the squared radius. */
3738 /* The efficiency of this search might be improved for large towns and many stations on the map,
3739 * by using an integer square root approximation giving a value not less than the true square root. */
3740 uint search_radius = t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownEdge)] / 2;
3741 ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3742 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownEdge)]) {
3743 func(st);
3744 }
3745 });
3746}
3747
3752static void UpdateTownRating(Town *t)
3753{
3754 /* Increase company ratings if they're low */
3755 for (const Company *c : Company::Iterate()) {
3756 if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3757 t->ratings[c->index] = std::min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3758 }
3759 }
3760
3761 ForAllStationsNearTown(t, [&](const Station *st) {
3762 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3763 if (Company::IsValidID(st->owner)) {
3764 int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3765 t->ratings[st->owner] = std::min<int>(new_rating, INT16_MAX); // do not let it overflow
3766 }
3767 } else {
3768 if (Company::IsValidID(st->owner)) {
3769 int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3770 t->ratings[st->owner] = std::max(new_rating, INT16_MIN);
3771 }
3772 }
3773 });
3774
3775 /* clamp all ratings to valid values */
3776 for (uint i = 0; i < MAX_COMPANIES; i++) {
3777 t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3778 }
3779
3781}
3782
3783
3790static void UpdateTownGrowCounter(Town *t, uint16_t prev_growth_rate)
3791{
3792 if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3793 if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3794 t->grow_counter = std::min<uint16_t>(t->growth_rate, t->grow_counter);
3795 return;
3796 }
3797 t->grow_counter = RoundDivSU((uint32_t)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3798}
3799
3806{
3807 int n = 0;
3808 ForAllStationsNearTown(t, [&](const Station * st) {
3809 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3810 n++;
3811 }
3812 });
3813 return n;
3814}
3815
3823{
3829 static const uint16_t _grow_count_values[2][6] = {
3830 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3831 { 320, 420, 300, 220, 160, 100 } // Normal values
3832 };
3833
3834 int n = CountActiveStations(t);
3835 uint16_t m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][std::min(n, 5)];
3836
3837 uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3838
3839 m >>= growth_multiplier;
3840 if (t->larger_town) m /= 2;
3841
3842 return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3843}
3844
3850{
3851 if (t->flags.Test(TownFlag::CustomGrowth)) return;
3852 uint old_rate = t->growth_rate;
3854 UpdateTownGrowCounter(t, old_rate);
3856}
3857
3862static void UpdateTownGrowth(Town *t)
3863{
3865
3868
3870
3871 if (t->fund_buildings_months == 0) {
3872 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3873 for (int i = TAE_BEGIN; i < TAE_END; i++) {
3874 switch (t->goal[i]) {
3875 case TOWN_GROWTH_WINTER:
3876 if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3877 break;
3878 case TOWN_GROWTH_DESERT:
3879 if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3880 break;
3881 default:
3882 if (t->goal[i] > t->received[i].old_act) return;
3883 break;
3884 }
3885 }
3886 }
3887
3891 return;
3892 }
3893
3894 if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3895
3898}
3899
3907{
3908 /* The required rating is hardcoded to RATING_VERYPOOR (see below), not the authority attitude setting, so we can bail out like this. */
3909 if (_settings_game.difficulty.town_council_tolerance == TOWN_COUNCIL_PERMISSIVE) return CommandCost();
3910
3912
3914 if (t == nullptr) return CommandCost();
3915
3916 if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3917
3918 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
3919}
3920
3930{
3931 if (Town::GetNumItems() == 0) return nullptr;
3932
3933 TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3934 Town *town = Town::Get(tid);
3935 if (DistanceManhattan(tile, town->xy) < threshold) return town;
3936 return nullptr;
3937}
3938
3947Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3948{
3949 switch (GetTileType(tile)) {
3950 case MP_ROAD:
3951 if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3952
3953 if (!HasTownOwnedRoad(tile)) {
3954 TownID tid = GetTownIndex(tile);
3955
3956 if (tid == TownID::Invalid()) {
3957 /* in the case we are generating "many random towns", this value may be TownID::Invalid() */
3958 if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3959 assert(Town::GetNumItems() == 0);
3960 return nullptr;
3961 }
3962
3963 assert(Town::IsValidID(tid));
3964 Town *town = Town::Get(tid);
3965
3966 if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
3967
3968 return town;
3969 }
3970 [[fallthrough]];
3971
3972 case MP_HOUSE:
3973 return Town::GetByTile(tile);
3974
3975 default:
3976 return CalcClosestTownFromTile(tile, threshold);
3977 }
3978}
3979
3980static bool _town_rating_test = false;
3981static std::map<const Town *, int> _town_test_ratings;
3982
3989{
3990 static int ref_count = 0; // Number of times test-mode is switched on.
3991 if (mode) {
3992 if (ref_count == 0) {
3993 _town_test_ratings.clear();
3994 }
3995 ref_count++;
3996 } else {
3997 assert(ref_count > 0);
3998 ref_count--;
3999 }
4000 _town_rating_test = !(ref_count == 0);
4001}
4002
4008static int GetRating(const Town *t)
4009{
4010 if (_town_rating_test) {
4011 auto it = _town_test_ratings.find(t);
4012 if (it != _town_test_ratings.end()) {
4013 return it->second;
4014 }
4015 }
4016 return t->ratings[_current_company];
4017}
4018
4026void ChangeTownRating(Town *t, int add, int max, DoCommandFlags flags)
4027{
4028 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
4029 if (t == nullptr || flags.Test(DoCommandFlag::NoModifyTownRating) ||
4031 (_cheats.magic_bulldozer.value && add < 0)) {
4032 return;
4033 }
4034
4035 int rating = GetRating(t);
4036 if (add < 0) {
4037 if (rating > max) {
4038 rating += add;
4039 if (rating < max) rating = max;
4040 }
4041 } else {
4042 if (rating < max) {
4043 rating += add;
4044 if (rating > max) rating = max;
4045 }
4046 }
4047 if (_town_rating_test) {
4048 _town_test_ratings[t] = rating;
4049 } else {
4051 t->ratings[_current_company] = rating;
4053 }
4054}
4055
4064{
4065 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
4066 if (t == nullptr || !Company::IsValidID(_current_company) ||
4068 return CommandCost();
4069 }
4070
4071 /* minimum rating needed to be allowed to remove stuff */
4072 static const int needed_rating[][to_underlying(TownRatingCheckType::End)] = {
4073 /* RoadRemove, TunnelBridgeRemove */
4078 };
4079
4080 /* check if you're allowed to remove the road/bridge/tunnel
4081 * owned by a town no removal if rating is lower than ... depends now on
4082 * difficulty setting. Minimum town rating selected by difficulty level
4083 */
4084 int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][to_underlying(type)];
4085
4086 if (GetRating(t) < needed) {
4087 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
4088 }
4089
4090 return CommandCost();
4091}
4092
4093template <>
4094Town::SuppliedHistory SumHistory(std::span<const Town::SuppliedHistory> history)
4095{
4096 uint32_t production = std::accumulate(std::begin(history), std::end(history), 0, [](uint32_t r, const auto &s) { return r + s.production; });
4097 uint32_t transported = std::accumulate(std::begin(history), std::end(history), 0, [](uint32_t r, const auto &s) { return r + s.transported; });
4098 auto count = std::size(history);
4099 return {.production = ClampTo<uint16_t>(production / count), .transported = ClampTo<uint16_t>(transported / count)};
4100}
4101
4102static const IntervalTimer<TimerGameEconomy> _economy_towns_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::TOWN}, [](auto)
4103{
4104 for (Town *t : Town::Iterate()) {
4105 /* Check for active town actions and decrement their counters. */
4106 if (t->road_build_months != 0) t->road_build_months--;
4108
4109 if (t->exclusive_counter != 0) {
4110 if (--t->exclusive_counter == 0) t->exclusivity = CompanyID::Invalid();
4111 }
4112
4113 /* Check for active failed bribe cooloff periods and decrement them. */
4114 for (const Company *c : Company::Iterate()) {
4115 if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
4116 }
4117
4119
4120 /* Update cargo statistics. */
4121 for (auto &s : t->supplied) RotateHistory(s.history, t->valid_history, HISTORY_YEAR, TimerGameEconomy::month);
4122 for (auto &received : t->received) received.NewMonth();
4123
4126
4128 }
4129});
4130
4131static const IntervalTimer<TimerGameEconomy> _economy_towns_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::TOWN}, [](auto)
4132{
4133 /* Increment house ages */
4134 for (const auto t : Map::Iterate()) {
4135 if (!IsTileType(t, MP_HOUSE)) continue;
4137 }
4138});
4139
4140static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlags flags, int z_new, Slope tileh_new)
4141{
4142 if (AutoslopeEnabled()) {
4143 HouseID house = GetHouseType(tile);
4144 GetHouseNorthPart(house); // modifies house to the ID of the north tile
4145 const HouseSpec *hs = HouseSpec::Get(house);
4146
4147 /* Here we differ from TTDP by checking BuildingFlag::NotSloped */
4148 if (!hs->building_flags.Test(BuildingFlag::NotSloped) && !IsSteepSlope(tileh_new) &&
4149 (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
4150 bool allow_terraform = true;
4151
4152 /* Call the autosloping callback per tile, not for the whole building at once. */
4153 house = GetHouseType(tile);
4154 hs = HouseSpec::Get(house);
4156 /* If the callback fails, allow autoslope. */
4157 uint16_t res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
4158 if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
4159 }
4160
4161 if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
4162 }
4163 }
4164
4165 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
4166}
4167
4169extern const TileTypeProcs _tile_type_town_procs = {
4170 DrawTile_Town, // draw_tile_proc
4171 GetSlopePixelZ_Town, // get_slope_z_proc
4172 ClearTile_Town, // clear_tile_proc
4173 AddAcceptedCargo_Town, // add_accepted_cargo_proc
4174 GetTileDesc_Town, // get_tile_desc_proc
4175 GetTileTrackStatus_Town, // get_tile_track_status_proc
4176 nullptr, // click_tile_proc
4177 AnimateTile_Town, // animate_tile_proc
4178 TileLoop_Town, // tile_loop_proc
4179 ChangeTileOwner_Town, // change_tile_owner_proc
4180 AddProducedCargo_Town, // add_produced_cargo_proc
4181 nullptr, // vehicle_enter_tile_proc
4182 GetFoundation_Town, // get_foundation_proc
4183 TerraformTile_Town, // terraform_tile_proc
4184 nullptr, // check_build_above_proc
4185};
4186
4187std::span<const DrawBuildingsTileStruct> GetTownDrawTileData()
4188{
4189 return _town_draw_tile_data;
4190}
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.
debug_inline constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
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.
debug_inline static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
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:23
bool IsValidCargoType(CargoType cargo)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:106
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:141
RoadTypeFlags flags
Bit mask of road type flags.
Definition road.h:102
uint16_t max_speed
Maximum speed for vehicles travelling on this road type.
Definition road.h:117
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:1547
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:13
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
static debug_inline TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition map_func.h:385
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
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
static debug_inline uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:437
static debug_inline uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:427
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:95
@ 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:902
@ 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 debug_inline 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:184
const RoadTypeInfo * GetRoadTypeInfo(RoadType roadtype)
Returns a pointer to the Roadtype information for a given roadtype.
Definition road.h:216
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 debug_inline bool IsNormalRoadTile(Tile t)
Return whether a tile is a normal road tile.
Definition road_map.h:58
static debug_inline bool IsRoadDepot(Tile t)
Return whether a tile is a road depot.
Definition road_map.h:90
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 debug_inline bool IsRoadDepotTile(Tile t)
Return whether a tile is a road depot tile.
Definition road_map.h:100
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:350
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:113
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
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 debug_inline 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
uint TileHash(uint x, uint y)
Calculate a hash value from a tile position.
Definition tile_map.h:324
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
static debug_inline TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
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
static debug_inline bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.h:279
static debug_inline uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
@ 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.
CommandCost CmdPlaceHouse(DoCommandFlags flags, TileIndex tile, HouseID house, bool is_protected)
Place an individual house.
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
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: