OpenTTD Source  20240917-master-g9ab0a47812
town_cmd.cpp
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1 /*
2  * This file is part of OpenTTD.
3  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6  */
7 
10 #include "stdafx.h"
11 #include "road.h"
12 #include "road_internal.h" /* Cleaning up road bits */
13 #include "road_cmd.h"
14 #include "landscape.h"
15 #include "viewport_func.h"
16 #include "viewport_kdtree.h"
17 #include "command_func.h"
18 #include "company_func.h"
19 #include "industry.h"
20 #include "station_base.h"
21 #include "waypoint_base.h"
22 #include "station_kdtree.h"
23 #include "company_base.h"
24 #include "news_func.h"
25 #include "error.h"
26 #include "object.h"
27 #include "genworld.h"
28 #include "newgrf_debug.h"
29 #include "newgrf_house.h"
30 #include "newgrf_text.h"
31 #include "autoslope.h"
32 #include "tunnelbridge_map.h"
33 #include "strings_func.h"
34 #include "window_func.h"
35 #include "string_func.h"
36 #include "newgrf_cargo.h"
37 #include "cheat_type.h"
38 #include "animated_tile_func.h"
39 #include "subsidy_func.h"
40 #include "core/pool_func.hpp"
41 #include "town.h"
42 #include "town_kdtree.h"
43 #include "townname_func.h"
44 #include "core/random_func.hpp"
45 #include "core/backup_type.hpp"
46 #include "depot_base.h"
47 #include "object_map.h"
48 #include "object_base.h"
49 #include "ai/ai.hpp"
50 #include "game/game.hpp"
51 #include "town_cmd.h"
52 #include "landscape_cmd.h"
53 #include "road_cmd.h"
54 #include "terraform_cmd.h"
55 #include "tunnelbridge_cmd.h"
56 #include "timer/timer.h"
59 #include "timer/timer_game_tick.h"
60 
61 #include "table/strings.h"
62 #include "table/town_land.h"
63 
64 #include "safeguards.h"
65 
66 /* Initialize the town-pool */
67 TownPool _town_pool("Town");
69 
70 
71 TownKdtree _town_kdtree(&Kdtree_TownXYFunc);
72 
73 void RebuildTownKdtree()
74 {
75  std::vector<TownID> townids;
76  for (const Town *town : Town::Iterate()) {
77  townids.push_back(town->index);
78  }
79  _town_kdtree.Build(townids.begin(), townids.end());
80 }
81 
83 static bool _generating_town = false;
84 
94 static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
95 {
96  if (!IsTileOwner(tile, OWNER_TOWN)) return false;
97 
99  bool town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
100 
101  if (!town_owned) {
102  /* Or other adjacent road */
104  town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
105  }
106 
107  return town_owned;
108 }
109 
111 {
112  if (CleaningPool()) return;
113 
114  /* Delete town authority window
115  * and remove from list of sorted towns */
117 
118 #ifdef WITH_ASSERT
119  /* Check no industry is related to us. */
120  for (const Industry *i : Industry::Iterate()) {
121  assert(i->town != this);
122  }
123 
124  /* ... and no object is related to us. */
125  for (const Object *o : Object::Iterate()) {
126  assert(o->town != this);
127  }
128 #endif /* WITH_ASSERT */
129 
130  /* Check no tile is related to us. */
131  for (TileIndex tile = 0; tile < Map::Size(); ++tile) {
132  switch (GetTileType(tile)) {
133  case MP_HOUSE:
134  assert(GetTownIndex(tile) != this->index);
135  break;
136 
137  case MP_ROAD:
138  assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
139  break;
140 
141  case MP_TUNNELBRIDGE:
142  assert(!TestTownOwnsBridge(tile, this));
143  break;
144 
145  default:
146  break;
147  }
148  }
149 
150  /* Clear the persistent storage list. */
151  for (auto &psa : this->psa_list) {
152  delete psa;
153  }
154  this->psa_list.clear();
155 
160 }
161 
162 
168 {
169  InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
171 
172  /* Give objects a new home! */
173  for (Object *o : Object::Iterate()) {
174  if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
175  }
176 }
177 
183 {
184  if (layout != TL_RANDOM) {
185  this->layout = layout;
186  return;
187  }
188 
189  this->layout = static_cast<TownLayout>(TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1));
190 }
191 
196 /* static */ Town *Town::GetRandom()
197 {
198  if (Town::GetNumItems() == 0) return nullptr;
199  int num = RandomRange((uint16_t)Town::GetNumItems());
200  size_t index = MAX_UVALUE(size_t);
201 
202  while (num >= 0) {
203  num--;
204  index++;
205 
206  /* Make sure we have a valid town */
207  while (!Town::IsValidID(index)) {
208  index++;
209  assert(index < Town::GetPoolSize());
210  }
211  }
212 
213  return Town::Get(index);
214 }
215 
216 void Town::FillCachedName() const
217 {
218  this->cached_name = GetTownName(this);
219 }
220 
226 {
227  return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
228 }
229 
230 /* Local */
231 static int _grow_town_result;
232 
233 /* The possible states of town growth. */
234 enum TownGrowthResult {
235  GROWTH_SUCCEED = -1,
236  GROWTH_SEARCH_STOPPED = 0
237 // GROWTH_SEARCH_RUNNING >= 1
238 };
239 
240 static bool TryBuildTownHouse(Town *t, TileIndex tile);
241 static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout);
242 
243 static void TownDrawHouseLift(const TileInfo *ti)
244 {
245  AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
246 }
247 
248 typedef void TownDrawTileProc(const TileInfo *ti);
249 static TownDrawTileProc * const _town_draw_tile_procs[1] = {
250  TownDrawHouseLift
251 };
252 
259 {
261 }
262 
267 static void DrawTile_Town(TileInfo *ti)
268 {
269  HouseID house_id = GetHouseType(ti->tile);
270 
271  if (house_id >= NEW_HOUSE_OFFSET) {
272  /* Houses don't necessarily need new graphics. If they don't have a
273  * spritegroup associated with them, then the sprite for the substitute
274  * house id is drawn instead. */
275  if (HouseSpec::Get(house_id)->grf_prop.spritegroup[0] != nullptr) {
276  DrawNewHouseTile(ti, house_id);
277  return;
278  } else {
279  house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
280  }
281  }
282 
283  /* Retrieve pointer to the draw town tile struct */
284  const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
285 
287 
288  DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
289 
290  /* If houses are invisible, do not draw the upper part */
291  if (IsInvisibilitySet(TO_HOUSES)) return;
292 
293  /* Add a house on top of the ground? */
294  SpriteID image = dcts->building.sprite;
295  if (image != 0) {
296  AddSortableSpriteToDraw(image, dcts->building.pal,
297  ti->x + dcts->subtile_x,
298  ti->y + dcts->subtile_y,
299  dcts->width,
300  dcts->height,
301  dcts->dz,
302  ti->z,
304  );
305 
306  if (IsTransparencySet(TO_HOUSES)) return;
307  }
308 
309  {
310  int proc = dcts->draw_proc - 1;
311 
312  if (proc >= 0) _town_draw_tile_procs[proc](ti);
313  }
314 }
315 
316 static int GetSlopePixelZ_Town(TileIndex tile, uint, uint, bool)
317 {
318  return GetTileMaxPixelZ(tile);
319 }
320 
327 {
328  HouseID hid = GetHouseType(tile);
329 
330  /* For NewGRF house tiles we might not be drawing a foundation. We need to
331  * account for this, as other structures should
332  * draw the wall of the foundation in this case.
333  */
334  if (hid >= NEW_HOUSE_OFFSET) {
335  const HouseSpec *hs = HouseSpec::Get(hid);
336  if (hs->grf_prop.spritegroup[0] != nullptr && HasBit(hs->callback_mask, CBM_HOUSE_DRAW_FOUNDATIONS)) {
337  uint32_t callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
338  if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
339  }
340  }
341  return FlatteningFoundation(tileh);
342 }
343 
350 static void AnimateTile_Town(TileIndex tile)
351 {
352  if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
353  AnimateNewHouseTile(tile);
354  return;
355  }
356 
357  if (TimerGameTick::counter & 3) return;
358 
359  /* If the house is not one with a lift anymore, then stop this animating.
360  * Not exactly sure when this happens, but probably when a house changes.
361  * Before this was just a return...so it'd leak animated tiles..
362  * That bug seems to have been here since day 1?? */
363  if (!(HouseSpec::Get(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
364  DeleteAnimatedTile(tile);
365  return;
366  }
367 
368  if (!LiftHasDestination(tile)) {
369  uint i;
370 
371  /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
372  * This is due to the fact that the first floor is, in the graphics,
373  * the height of 2 'normal' floors.
374  * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
375  do {
376  i = RandomRange(7);
377  } while (i == 1 || i * 6 == GetLiftPosition(tile));
378 
379  SetLiftDestination(tile, i);
380  }
381 
382  int pos = GetLiftPosition(tile);
383  int dest = GetLiftDestination(tile) * 6;
384  pos += (pos < dest) ? 1 : -1;
385  SetLiftPosition(tile, pos);
386 
387  if (pos == dest) {
388  HaltLift(tile);
389  DeleteAnimatedTile(tile);
390  }
391 
392  MarkTileDirtyByTile(tile);
393 }
394 
401 static bool IsCloseToTown(TileIndex tile, uint dist)
402 {
403  if (_town_kdtree.Count() == 0) return false;
404  Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
405  return DistanceManhattan(tile, t->xy) < dist;
406 }
407 
410 {
411  Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
412 
413  if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));
414 
415  SetDParam(0, this->index);
416  SetDParam(1, this->cache.population);
417  this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_BASE,
418  _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
419  STR_VIEWPORT_TOWN_TINY_WHITE);
420 
421  _viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));
422 
424 }
425 
428 {
429  for (Town *t : Town::Iterate()) {
430  t->UpdateVirtCoord();
431  }
432 }
433 
436 {
437  for (Town *t : Town::Iterate()) {
438  t->cached_name.clear();
439  }
440 }
441 
447 static void ChangePopulation(Town *t, int mod)
448 {
449  t->cache.population += mod;
450  if (_generating_town) [[unlikely]] return;
451 
452  InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
454 
455  InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_POPULATION_CHANGE);
456 }
457 
463 {
464  uint32_t pop = 0;
465  for (const Town *t : Town::Iterate()) pop += t->cache.population;
466  return pop;
467 }
468 
476 static void RemoveNearbyStations(Town *t, TileIndex tile, BuildingFlags flags)
477 {
478  for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
479  const Station *st = *it;
480 
481  bool covers_area = st->TileIsInCatchment(tile);
482  if (flags & BUILDING_2_TILES_Y) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(0, 1));
483  if (flags & BUILDING_2_TILES_X) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 0));
484  if (flags & BUILDING_HAS_4_TILES) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 1));
485 
486  if (covers_area && !st->CatchmentCoversTown(t->index)) {
487  it = t->stations_near.erase(it);
488  } else {
489  ++it;
490  }
491  }
492 }
493 
499 {
500  assert(IsTileType(tile, MP_HOUSE));
501 
502  /* Progress in construction stages */
504  if (GetHouseConstructionTick(tile) != 0) return;
505 
506  AnimateNewHouseConstruction(tile);
507 
508  if (IsHouseCompleted(tile)) {
509  /* Now that construction is complete, we can add the population of the
510  * building to the town. */
511  ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
512  ResetHouseAge(tile);
513  }
514  MarkTileDirtyByTile(tile);
515 }
516 
522 {
523  uint flags = HouseSpec::Get(GetHouseType(tile))->building_flags;
524  if (flags & BUILDING_HAS_1_TILE) AdvanceSingleHouseConstruction(TileAddXY(tile, 0, 0));
525  if (flags & BUILDING_2_TILES_Y) AdvanceSingleHouseConstruction(TileAddXY(tile, 0, 1));
526  if (flags & BUILDING_2_TILES_X) AdvanceSingleHouseConstruction(TileAddXY(tile, 1, 0));
527  if (flags & BUILDING_HAS_4_TILES) AdvanceSingleHouseConstruction(TileAddXY(tile, 1, 1));
528 }
529 
538 static void TownGenerateCargo(Town *t, CargoID ct, uint amount, StationFinder &stations, bool affected_by_recession)
539 {
540  if (amount == 0) return;
541 
542  /* All production is halved during a recession (except for NewGRF-supplied town cargo). */
543  if (affected_by_recession && EconomyIsInRecession()) {
544  amount = (amount + 1) >> 1;
545  }
546 
547  /* Scale by cargo scale setting. */
548  amount = ScaleByCargoScale(amount, true);
549 
550  /* Actually generate cargo and update town statistics. */
551  t->supplied[ct].new_max += amount;
552  t->supplied[ct].new_act += MoveGoodsToStation(ct, amount, SourceType::Town, t->index, stations.GetStations());;
553 }
554 
562 static void TownGenerateCargoOriginal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
563 {
564  for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
565  uint32_t r = Random();
566  if (GB(r, 0, 8) < rate) {
567  CargoID cid = cs->Index();
568  uint amt = (GB(r, 0, 8) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR) / 8 + 1;
569 
570  TownGenerateCargo(t, cid, amt, stations, true);
571  }
572  }
573 }
574 
582 static void TownGenerateCargoBinominal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
583 {
584  for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
585  CargoID cid = cs->Index();
586  uint32_t r = Random();
587 
588  /* Make a bitmask with up to 32 bits set, one for each potential pax. */
589  int genmax = (rate + 7) / 8;
590  uint32_t genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
591 
592  /* Mask random value by potential pax and count number of actual pax. */
593  uint amt = CountBits(r & genmask) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR;
594 
595  TownGenerateCargo(t, cid, amt, stations, true);
596  }
597 }
598 
605 static void TileLoop_Town(TileIndex tile)
606 {
607  HouseID house_id = GetHouseType(tile);
608 
609  /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
610  * doesn't exist any more, so don't continue here. */
611  if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
612 
613  if (!IsHouseCompleted(tile)) {
614  /* Construction is not completed, so we advance a construction stage. */
616  return;
617  }
618 
619  const HouseSpec *hs = HouseSpec::Get(house_id);
620 
621  /* If the lift has a destination, it is already an animated tile. */
622  if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
623  house_id < NEW_HOUSE_OFFSET &&
624  !LiftHasDestination(tile) &&
625  Chance16(1, 2)) {
626  AddAnimatedTile(tile);
627  }
628 
629  Town *t = Town::GetByTile(tile);
630  uint32_t r = Random();
631 
632  StationFinder stations(TileArea(tile, 1, 1));
633 
635  for (uint i = 0; i < 256; i++) {
636  uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
637 
638  if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
639 
640  CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
641  if (!IsValidCargoID(cargo)) continue;
642 
643  uint amt = GB(callback, 0, 8);
644  if (amt == 0) continue;
645 
646  /* NewGRF-supplied town cargos are not affected by recessions. */
647  TownGenerateCargo(t, cargo, amt, stations, false);
648  }
649  } else {
651  case TCGM_ORIGINAL:
652  /* Original (quadratic) cargo generation algorithm */
655  break;
656 
657  case TCGM_BITCOUNT:
658  /* Binomial distribution per tick, by a series of coin flips */
659  /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
660  * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
661  if (GB(TimerGameTick::counter, 8, 2) == GB(tile.base(), 0, 2)) {
664  }
665  break;
666 
667  default:
668  NOT_REACHED();
669  }
670  }
671 
673 
674  if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
676  CanDeleteHouse(tile) &&
677  GetHouseAge(tile) >= hs->minimum_life &&
678  --t->time_until_rebuild == 0) {
679  t->time_until_rebuild = GB(r, 16, 8) + 192;
680 
681  ClearTownHouse(t, tile);
682 
683  /* Rebuild with another house? */
684  if (GB(r, 24, 8) >= 12) {
685  /* If we are multi-tile houses, make sure to replace the house
686  * closest to city center. If we do not do this, houses tend to
687  * wander away from roads and other houses. */
688  if (hs->building_flags & BUILDING_HAS_2_TILES) {
689  /* House tiles are always the most north tile. Move the new
690  * house to the south if we are north of the city center. */
691  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
692  int x = Clamp(grid_pos.x, 0, 1);
693  int y = Clamp(grid_pos.y, 0, 1);
694 
695  if (hs->building_flags & TILE_SIZE_2x2) {
696  tile = TileAddXY(tile, x, y);
697  } else if (hs->building_flags & TILE_SIZE_1x2) {
698  tile = TileAddXY(tile, 0, y);
699  } else if (hs->building_flags & TILE_SIZE_2x1) {
700  tile = TileAddXY(tile, x, 0);
701  }
702  }
703 
704  TryBuildTownHouse(t, tile);
705  }
706  }
707 
708  cur_company.Restore();
709 }
710 
718 {
719  if (flags & DC_AUTO) return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
720  if (!CanDeleteHouse(tile)) return CMD_ERROR;
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 
731  if (rating > t->ratings[_current_company] && !(flags & DC_NO_TEST_TOWN_RATING) &&
733  SetDParam(0, t->index);
734  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
735  }
736  }
737 
738  ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
739  if (flags & DC_EXEC) {
740  ClearTownHouse(t, tile);
741  }
742 
743  return cost;
744 }
745 
746 static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
747 {
748  HouseID house_id = GetHouseType(tile);
749  const HouseSpec *hs = HouseSpec::Get(house_id);
750  Town *t = Town::GetByTile(tile);
751 
753  for (uint i = 0; i < 256; i++) {
754  uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
755 
756  if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
757 
758  CargoID cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
759 
760  if (!IsValidCargoID(cargo)) continue;
761  produced[cargo]++;
762  }
763  } else {
764  if (hs->population > 0) {
766  produced[cs->Index()]++;
767  }
768  }
769  if (hs->mail_generation > 0) {
771  produced[cs->Index()]++;
772  }
773  }
774  }
775 }
776 
784 static void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, CargoTypes &always_accepted)
785 {
786  if (!IsValidCargoID(cargo) || amount == 0) return;
787  acceptance[cargo] += amount;
788  SetBit(always_accepted, cargo);
789 }
790 
791 static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes &always_accepted)
792 {
793  const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
794  CargoID accepts[lengthof(hs->accepts_cargo)];
795 
796  /* Set the initial accepted cargo types */
797  for (uint8_t i = 0; i < lengthof(accepts); i++) {
798  accepts[i] = hs->accepts_cargo[i];
799  }
800 
801  /* Check for custom accepted cargo types */
803  uint16_t callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
804  if (callback != CALLBACK_FAILED) {
805  /* Replace accepted cargo types with translated values from callback */
806  accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
807  accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
808  accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
809  }
810  }
811 
812  /* Check for custom cargo acceptance */
814  uint16_t callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, GetHouseType(tile), Town::GetByTile(tile), tile);
815  if (callback != CALLBACK_FAILED) {
816  AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
817  AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
818  if (_settings_game.game_creation.landscape != LT_TEMPERATE && HasBit(callback, 12)) {
819  /* The 'S' bit indicates food instead of goods */
820  AddAcceptedCargoSetMask(GetCargoIDByLabel(CT_FOOD), GB(callback, 8, 4), acceptance, always_accepted);
821  } else {
822  AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
823  }
824  return;
825  }
826  }
827 
828  /* No custom acceptance, so fill in with the default values */
829  for (uint8_t i = 0; i < lengthof(accepts); i++) {
830  AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
831  }
832 }
833 
834 static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
835 {
836  const HouseID house = GetHouseType(tile);
837  const HouseSpec *hs = HouseSpec::Get(house);
838  bool house_completed = IsHouseCompleted(tile);
839 
840  td->str = hs->building_name;
841 
842  uint16_t callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile);
843  if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
844  if (callback_res > 0x400) {
846  } else {
847  StringID new_name = GetGRFStringID(hs->grf_prop.grffile->grfid, 0xD000 + callback_res);
848  if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
849  td->str = new_name;
850  }
851  }
852  }
853 
854  if (!house_completed) {
855  td->dparam = td->str;
856  td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
857  }
858 
859  if (hs->grf_prop.grffile != nullptr) {
860  const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grffile->grfid);
861  td->grf = gc->GetName();
862  }
863 
864  td->owner[0] = OWNER_TOWN;
865 }
866 
867 static TrackStatus GetTileTrackStatus_Town(TileIndex, TransportType, uint, DiagDirection)
868 {
869  /* not used */
870  return 0;
871 }
872 
873 static void ChangeTileOwner_Town(TileIndex, Owner, Owner)
874 {
875  /* not used */
876 }
877 
878 static bool GrowTown(Town *t);
879 
884 static void TownTickHandler(Town *t)
885 {
886  if (HasBit(t->flags, TOWN_IS_GROWING)) {
887  int i = (int)t->grow_counter - 1;
888  if (i < 0) {
889  if (GrowTown(t)) {
890  i = t->growth_rate;
891  } else {
892  /* If growth failed wait a bit before retrying */
893  i = std::min<uint16_t>(t->growth_rate, Ticks::TOWN_GROWTH_TICKS - 1);
894  }
895  }
896  t->grow_counter = i;
897  }
898 }
899 
902 {
903  if (_game_mode == GM_EDITOR) return;
904 
905  for (Town *t : Town::Iterate()) {
906  TownTickHandler(t);
907  }
908 }
909 
916 {
917  if (IsRoadDepotTile(tile) || IsBayRoadStopTile(tile)) return ROAD_NONE;
918 
919  return GetAnyRoadBits(tile, RTT_ROAD, true);
920 }
921 
927 {
928  RoadType best_rt = ROADTYPE_ROAD;
929  const RoadTypeInfo *best = nullptr;
930  const uint16_t assume_max_speed = 50;
931 
932  for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
933  if (RoadTypeIsTram(rt)) continue;
934 
935  const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
936 
937  /* Unused road type. */
938  if (rti->label == 0) continue;
939 
940  /* Can town build this road. */
941  if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue;
942 
943  /* Not yet introduced at this date. */
945 
946  if (best != nullptr) {
947  if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
948  }
949 
950  best_rt = rt;
951  best = rti;
952  }
953 
954  return best_rt;
955 }
956 
961 static TimerGameCalendar::Date GetTownRoadTypeFirstIntroductionDate()
962 {
963  const RoadTypeInfo *best = nullptr;
964  for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
965  if (RoadTypeIsTram(rt)) continue;
966  const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
967  if (rti->label == 0) continue; // Unused road type.
968  if (!HasBit(rti->flags, ROTF_TOWN_BUILD)) continue; // Town can't build this road type.
969 
970  if (best != nullptr && rti->introduction_date >= best->introduction_date) continue;
971  best = rti;
972  }
973 
974  if (best == nullptr) return INT32_MAX;
975  return best->introduction_date;
976 }
977 
983 {
984  auto min_date = GetTownRoadTypeFirstIntroductionDate();
985  if (min_date <= TimerGameCalendar::date) return true;
986 
987  if (min_date < INT32_MAX) {
988  SetDParam(0, min_date);
989  ShowErrorMessage(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET, STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET_EXPLANATION, WL_CRITICAL);
990  } else {
991  ShowErrorMessage(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL, STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL_EXPLANATION, WL_CRITICAL);
992  }
993  return false;
994 }
995 
1006 static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
1007 {
1008  if (!IsValidTile(tile)) return false;
1009 
1010  /* Lookup table for the used diff values */
1011  const TileIndexDiff tid_lt[3] = {
1015  };
1016 
1017  dist_multi = (dist_multi + 1) * 4;
1018  for (uint pos = 4; pos < dist_multi; pos++) {
1019  /* Go (pos / 4) tiles to the left or the right */
1020  TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
1021 
1022  /* Use the current tile as origin, or go one tile backwards */
1023  if (pos & 2) cur += tid_lt[2];
1024 
1025  /* Test for roadbit parallel to dir and facing towards the middle axis */
1026  if (IsValidTile(tile + cur) &&
1027  GetTownRoadBits(TileAdd(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
1028  }
1029  return false;
1030 }
1031 
1040 static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
1041 {
1042  if (DistanceFromEdge(tile) == 0) return false;
1043 
1044  /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
1045  if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
1046 
1047  /* Check if there already is a road at this point? */
1048  if (GetTownRoadBits(tile) == ROAD_NONE) {
1049  /* No, try if we are able to build a road piece there.
1050  * If that fails clear the land, and if that fails exit.
1051  * This is to make sure that we can build a road here later. */
1052  RoadType rt = GetTownRoadType();
1053  if (Command<CMD_BUILD_ROAD>::Do(DC_AUTO | DC_NO_WATER, tile, (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? ROAD_Y : ROAD_X, rt, DRD_NONE, 0).Failed() &&
1055  return false;
1056  }
1057  }
1058 
1059  Slope cur_slope = _settings_game.construction.build_on_slopes ? std::get<0>(GetFoundationSlope(tile)) : GetTileSlope(tile);
1060  bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
1061  if (cur_slope == SLOPE_FLAT) return ret;
1062 
1063  /* If the tile is not a slope in the right direction, then
1064  * maybe terraform some. */
1065  Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
1066  if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
1067  if (Chance16(1, 8)) {
1068  CommandCost res = CMD_ERROR;
1069  if (!_generating_world && Chance16(1, 10)) {
1070  /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
1072  tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, false));
1073  }
1074  if (res.Failed() && Chance16(1, 3)) {
1075  /* We can consider building on the slope, though. */
1076  return ret;
1077  }
1078  }
1079  return false;
1080  }
1081  return ret;
1082 }
1083 
1084 static bool TerraformTownTile(TileIndex tile, Slope edges, bool dir)
1085 {
1086  assert(tile < Map::Size());
1087 
1088  CommandCost r = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(DC_AUTO | DC_NO_WATER, tile, edges, dir));
1089  if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
1091  return true;
1092 }
1093 
1094 static void LevelTownLand(TileIndex tile)
1095 {
1096  assert(tile < Map::Size());
1097 
1098  /* Don't terraform if land is plain or if there's a house there. */
1099  if (IsTileType(tile, MP_HOUSE)) return;
1100  Slope tileh = GetTileSlope(tile);
1101  if (tileh == SLOPE_FLAT) return;
1102 
1103  /* First try up, then down */
1104  if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, true)) {
1105  TerraformTownTile(tile, tileh & SLOPE_ELEVATED, false);
1106  }
1107 }
1108 
1118 {
1119  /* align the grid to the downtown */
1120  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1121  RoadBits rcmd = ROAD_NONE;
1122 
1123  switch (t->layout) {
1124  default: NOT_REACHED();
1125 
1126  case TL_2X2_GRID:
1127  if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
1128  if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
1129  break;
1130 
1131  case TL_3X3_GRID:
1132  if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
1133  if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
1134  break;
1135  }
1136 
1137  /* Optimise only X-junctions */
1138  if (rcmd != ROAD_ALL) return rcmd;
1139 
1140  RoadBits rb_template;
1141 
1142  switch (GetTileSlope(tile)) {
1143  default: rb_template = ROAD_ALL; break;
1144  case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
1145  case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
1146  case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
1147  case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
1148  case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
1149  case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
1150  case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
1151  case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
1152  case SLOPE_STEEP_W:
1153  case SLOPE_STEEP_S:
1154  case SLOPE_STEEP_E:
1155  case SLOPE_STEEP_N:
1156  rb_template = ROAD_NONE;
1157  break;
1158  }
1159 
1160  /* Stop if the template is compatible to the growth dir */
1161  if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
1162  /* If not generate a straight road in the direction of the growth */
1164 }
1165 
1177 {
1178  /* We can't look further than that. */
1179  if (DistanceFromEdge(tile) == 0) return false;
1180 
1181  uint counter = 0; // counts the house neighbor tiles
1182 
1183  /* Check the tiles E,N,W and S of the current tile for houses */
1184  for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1185  /* Count both void and house tiles for checking whether there
1186  * are enough houses in the area. This to make it likely that
1187  * houses get build up to the edge of the map. */
1188  switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1189  case MP_HOUSE:
1190  case MP_VOID:
1191  counter++;
1192  break;
1193 
1194  default:
1195  break;
1196  }
1197 
1198  /* If there are enough neighbors stop here */
1199  if (counter >= 3) {
1200  if (TryBuildTownHouse(t, tile)) {
1201  _grow_town_result = GROWTH_SUCCEED;
1202  return true;
1203  }
1204  return false;
1205  }
1206  }
1207  return false;
1208 }
1209 
1218 static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1219 {
1220  RoadType rt = GetTownRoadType();
1221  if (Command<CMD_BUILD_ROAD>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile, rcmd, rt, DRD_NONE, t->index).Succeeded()) {
1222  _grow_town_result = GROWTH_SUCCEED;
1223  return true;
1224  }
1225  return false;
1226 }
1227 
1237 static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
1238 {
1239  const int delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
1240  TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
1241  RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
1242  RoadType rt = GetTownRoadType();
1243 
1244  /* Before we try anything, make sure the tile is on the map and not the void. */
1245  if (!IsValidTile(next_tile)) return false;
1246 
1247  /* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
1248  if (IsTileType(next_tile, MP_TUNNELBRIDGE)) {
1249  return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == road_dir;
1250  }
1251 
1252  /* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
1253  if (IsTileType(next_tile, MP_STATION)) {
1254  /* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */
1255  return IsAnyRoadStop(next_tile) && (GetRoadStopDir(next_tile) == ReverseDiagDir(road_dir) || (IsDriveThroughStopTile(next_tile) && GetRoadStopDir(next_tile) == road_dir));
1256  }
1257 
1258  /* If the next tile is a road depot, allow if it's facing the right way. */
1259  if (IsTileType(next_tile, MP_ROAD)) {
1260  return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
1261  }
1262 
1263  /* If the next tile is a railroad track, check if towns are allowed to build level crossings.
1264  * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
1265  if (IsTileType(next_tile, MP_RAILWAY) && !_settings_game.economy.allow_town_level_crossings) return false;
1266 
1267  /* If a road tile can be built, the construction is allowed. */
1268  return Command<CMD_BUILD_ROAD>::Do(DC_AUTO | DC_NO_WATER, next_tile, rcmd, rt, DRD_NONE, t->index).Succeeded();
1269 }
1270 
1277 static bool RedundantBridgeExistsNearby(TileIndex tile, void *user_data)
1278 {
1279  /* Don't look into the void. */
1280  if (!IsValidTile(tile)) return false;
1281 
1282  /* Only consider bridge head tiles. */
1283  if (!IsBridgeTile(tile)) return false;
1284 
1285  /* Only consider road bridges. */
1286  if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) return false;
1287 
1288  /* If the bridge is facing the same direction as the proposed bridge, we've found a redundant bridge. */
1289  return (GetTileSlope(tile) & InclinedSlope(ReverseDiagDir(*(DiagDirection *)user_data)));
1290 }
1291 
1302 static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1303 {
1304  assert(bridge_dir < DIAGDIR_END);
1305 
1306  const Slope slope = GetTileSlope(tile);
1307 
1308  /* Make sure the direction is compatible with the slope.
1309  * Well we check if the slope has an up bit set in the
1310  * reverse direction. */
1311  if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1312 
1313  /* Assure that the bridge is connectable to the start side */
1314  if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1315 
1316  /* We are in the right direction */
1317  uint bridge_length = 0; // This value stores the length of the possible bridge
1318  TileIndex bridge_tile = tile; // Used to store the other waterside
1319 
1320  const int delta = TileOffsByDiagDir(bridge_dir);
1321 
1322  /* To prevent really small towns from building disproportionately
1323  * long bridges, make the max a function of its population. */
1324  const uint TOWN_BRIDGE_LENGTH_CAP = 11;
1325  uint base_bridge_length = 5;
1326  uint max_bridge_length = std::min(t->cache.population / 1000 + base_bridge_length, TOWN_BRIDGE_LENGTH_CAP);
1327 
1328  if (slope == SLOPE_FLAT) {
1329  /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1330  do {
1331  if (bridge_length++ >= base_bridge_length) {
1332  /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1333  return false;
1334  }
1335  bridge_tile += delta;
1336  } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1337  } else {
1338  do {
1339  if (bridge_length++ >= max_bridge_length) {
1340  /* Ensure the bridge is not longer than the max allowed length. */
1341  return false;
1342  }
1343  bridge_tile += delta;
1344  } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1345  }
1346 
1347  /* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
1348  if (bridge_length == 1) return false;
1349 
1350  /* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
1351  if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;
1352 
1353  /* If another parallel bridge exists nearby, this one would be redundant and shouldn't be built. We don't care about flat bridges. */
1354  TileIndex search = tile;
1355  DiagDirection direction_to_match = bridge_dir;
1356  if (slope != SLOPE_FLAT && CircularTileSearch(&search, bridge_length, 0, 0, RedundantBridgeExistsNearby, &direction_to_match)) return false;
1357 
1358  for (uint8_t times = 0; times <= 22; times++) {
1359  uint8_t bridge_type = RandomRange(MAX_BRIDGES - 1);
1360 
1361  /* Can we actually build the bridge? */
1362  RoadType rt = GetTownRoadType();
1363  if (Command<CMD_BUILD_BRIDGE>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt).Succeeded()) {
1364  Command<CMD_BUILD_BRIDGE>::Do(DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt);
1365  _grow_town_result = GROWTH_SUCCEED;
1366  return true;
1367  }
1368  }
1369  /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1370  return false;
1371 }
1372 
1383 static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
1384 {
1385  assert(tunnel_dir < DIAGDIR_END);
1386 
1387  Slope slope = GetTileSlope(tile);
1388 
1389  /* Only consider building a tunnel if the starting tile is sloped properly. */
1390  if (slope != InclinedSlope(tunnel_dir)) return false;
1391 
1392  /* Assure that the tunnel is connectable to the start side */
1393  if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))) & DiagDirToRoadBits(tunnel_dir))) return false;
1394 
1395  const int delta = TileOffsByDiagDir(tunnel_dir);
1396  int max_tunnel_length = 0;
1397 
1398  /* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
1399  if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
1400  /* 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. */
1401  TileIndex slope_tile = tile;
1402  for (uint8_t tiles = 0; tiles < 4; tiles++) {
1403  if (!IsValidTile(slope_tile)) return false;
1404  slope = GetTileSlope(slope_tile);
1405  if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
1406  slope_tile += delta;
1407  }
1408 
1409  /* More population means longer tunnels, but make sure we can at least cover the smallest mountain which neccesitates tunneling. */
1410  max_tunnel_length = (t->cache.population / 1000) + 7;
1411  } else {
1412  /* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
1413  max_tunnel_length = 5;
1414  }
1415 
1416  uint8_t tunnel_length = 0;
1417  TileIndex tunnel_tile = tile; // Iteratator to store the other end tile of the tunnel.
1418 
1419  /* Find the end tile of the tunnel for length and continuation checks. */
1420  do {
1421  if (tunnel_length++ >= max_tunnel_length) return false;
1422  tunnel_tile += delta;
1423  /* The tunnel ends when start and end tiles are the same height. */
1424  } while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));
1425 
1426  /* Don't allow a tunnel where the start and end tiles are adjacent. */
1427  if (tunnel_length == 1) return false;
1428 
1429  /* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
1430  if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;
1431 
1432  /* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
1433  RoadType rt = GetTownRoadType();
1434  if (Command<CMD_BUILD_TUNNEL>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt).Succeeded()) {
1435  Command<CMD_BUILD_TUNNEL>::Do(DC_EXEC | CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt);
1436  _grow_town_result = GROWTH_SUCCEED;
1437  return true;
1438  }
1439 
1440  return false;
1441 }
1442 
1449 static inline bool RoadTypesAllowHouseHere(TileIndex t)
1450 {
1451  static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1452  bool allow = false;
1453 
1454  for (const auto &ptr : tiles) {
1455  TileIndex cur_tile = t + ToTileIndexDiff(ptr);
1456  if (!IsValidTile(cur_tile)) continue;
1457 
1458  if (!(IsTileType(cur_tile, MP_ROAD) || IsAnyRoadStopTile(cur_tile))) continue;
1459  allow = true;
1460 
1461  RoadType road_rt = GetRoadTypeRoad(cur_tile);
1462  RoadType tram_rt = GetRoadTypeTram(cur_tile);
1463  if (road_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(road_rt)->flags, ROTF_NO_HOUSES)) return true;
1464  if (tram_rt != INVALID_ROADTYPE && !HasBit(GetRoadTypeInfo(tram_rt)->flags, ROTF_NO_HOUSES)) return true;
1465  }
1466 
1467  /* If no road was found surrounding the tile we can allow building the house since there is
1468  * nothing which forbids it, if a road was found but the execution reached this point, then
1469  * all the found roads don't allow houses to be built */
1470  return !allow;
1471 }
1472 
1477 static bool TownCanGrowRoad(TileIndex tile)
1478 {
1479  if (!IsTileType(tile, MP_ROAD)) return true;
1480 
1481  /* Allow extending on roadtypes which can be built by town, or if the road type matches the type the town will build. */
1482  RoadType rt = GetRoadTypeRoad(tile);
1483  return HasBit(GetRoadTypeInfo(rt)->flags, ROTF_TOWN_BUILD) || GetTownRoadType() == rt;
1484 }
1485 
1490 static inline bool TownAllowedToBuildRoads()
1491 {
1492  return _settings_game.economy.allow_town_roads || _generating_world || _game_mode == GM_EDITOR;
1493 }
1494 
1512 static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1513 {
1514  RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1515  TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1516 
1517  assert(tile < Map::Size());
1518 
1519  if (cur_rb == ROAD_NONE) {
1520  /* Tile has no road. First reset the status counter
1521  * to say that this is the last iteration. */
1522  _grow_town_result = GROWTH_SEARCH_STOPPED;
1523 
1524  if (!TownAllowedToBuildRoads()) return;
1526 
1527  /* Remove hills etc */
1528  if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1529 
1530  /* Is a road allowed here? */
1531  switch (t1->layout) {
1532  default: NOT_REACHED();
1533 
1534  case TL_3X3_GRID:
1535  case TL_2X2_GRID:
1536  rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1537  if (rcmd == ROAD_NONE) return;
1538  break;
1539 
1540  case TL_BETTER_ROADS:
1541  case TL_ORIGINAL:
1542  if (!IsRoadAllowedHere(t1, tile, target_dir)) return;
1543 
1544  DiagDirection source_dir = ReverseDiagDir(target_dir);
1545 
1546  if (Chance16(1, 4)) {
1547  /* Randomize a new target dir */
1548  do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1549  }
1550 
1551  if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1552  /* A road is not allowed to continue the randomized road,
1553  * return if the road we're trying to build is curved. */
1554  if (target_dir != ReverseDiagDir(source_dir)) return;
1555 
1556  /* Return if neither side of the new road is a house */
1559  return;
1560  }
1561 
1562  /* That means that the road is only allowed if there is a house
1563  * at any side of the new road. */
1564  }
1565 
1566  rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1567  break;
1568  }
1569 
1570  } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1571  if (!TownCanGrowRoad(tile)) return;
1572 
1573  /* Continue building on a partial road.
1574  * Should be always OK, so we only generate
1575  * the fitting RoadBits */
1576  _grow_town_result = GROWTH_SEARCH_STOPPED;
1577 
1578  if (!TownAllowedToBuildRoads()) return;
1579 
1580  switch (t1->layout) {
1581  default: NOT_REACHED();
1582 
1583  case TL_3X3_GRID:
1584  case TL_2X2_GRID:
1585  rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1586  break;
1587 
1588  case TL_BETTER_ROADS:
1589  case TL_ORIGINAL:
1590  rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1591  break;
1592  }
1593  } else {
1594  bool allow_house = true; // Value which decides if we want to construct a house
1595 
1596  /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1597  * it is the starting tile. Half the time, we stay on this side then.*/
1598  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1599  if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1600  *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1601  }
1602  return;
1603  }
1604 
1605  /* Possibly extend the road in a direction.
1606  * Randomize a direction and if it has a road, bail out. */
1607  target_dir = RandomDiagDir();
1608  RoadBits target_rb = DiagDirToRoadBits(target_dir);
1609  TileIndex house_tile; // position of a possible house
1610 
1611  if (cur_rb & target_rb) {
1612  /* If it's a road turn possibly build a house in a corner.
1613  * Use intersection with straight road as an indicator
1614  * that we randomed corner house position.
1615  * A turn (and we check for that later) always has only
1616  * one common bit with a straight road so it has the same
1617  * chance to be chosen as the house on the side of a road.
1618  */
1619  if ((cur_rb & ROAD_X) != target_rb) return;
1620 
1621  /* Check whether it is a turn and if so determine
1622  * position of the corner tile */
1623  switch (cur_rb) {
1624  case ROAD_N:
1625  house_tile = TileAddByDir(tile, DIR_S);
1626  break;
1627  case ROAD_S:
1628  house_tile = TileAddByDir(tile, DIR_N);
1629  break;
1630  case ROAD_E:
1631  house_tile = TileAddByDir(tile, DIR_W);
1632  break;
1633  case ROAD_W:
1634  house_tile = TileAddByDir(tile, DIR_E);
1635  break;
1636  default:
1637  return; // not a turn
1638  }
1639  target_dir = DIAGDIR_END;
1640  } else {
1641  house_tile = TileAddByDiagDir(tile, target_dir);
1642  }
1643 
1644  /* Don't walk into water. */
1645  if (HasTileWaterGround(house_tile)) return;
1646 
1647  if (!IsValidTile(house_tile)) return;
1648 
1649  if (target_dir != DIAGDIR_END && TownAllowedToBuildRoads()) {
1650  switch (t1->layout) {
1651  default: NOT_REACHED();
1652 
1653  case TL_3X3_GRID: // Use 2x2 grid afterwards!
1654  GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1655  [[fallthrough]];
1656 
1657  case TL_2X2_GRID:
1658  rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1659  allow_house = (rcmd & target_rb) == ROAD_NONE;
1660  break;
1661 
1662  case TL_BETTER_ROADS: // Use original afterwards!
1663  GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir));
1664  [[fallthrough]];
1665 
1666  case TL_ORIGINAL:
1667  /* Allow a house at the edge. 60% chance or
1668  * always ok if no road allowed. */
1669  rcmd = target_rb;
1670  allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1671  break;
1672  }
1673  }
1674 
1675  allow_house &= RoadTypesAllowHouseHere(house_tile);
1676 
1677  if (allow_house) {
1678  /* Build a house, but not if there already is a house there. */
1679  if (!IsTileType(house_tile, MP_HOUSE)) {
1680  /* Level the land if possible */
1681  if (Chance16(1, 6)) LevelTownLand(house_tile);
1682 
1683  /* And build a house.
1684  * Set result to -1 if we managed to build it. */
1685  if (TryBuildTownHouse(t1, house_tile)) {
1686  _grow_town_result = GROWTH_SUCCEED;
1687  }
1688  }
1689  return;
1690  }
1691 
1692  if (!TownCanGrowRoad(tile)) return;
1693 
1694  _grow_town_result = GROWTH_SEARCH_STOPPED;
1695  }
1696 
1697  /* Return if a water tile */
1698  if (HasTileWaterGround(tile)) return;
1699 
1700  /* Make the roads look nicer */
1701  rcmd = CleanUpRoadBits(tile, rcmd);
1702  if (rcmd == ROAD_NONE) return;
1703 
1704  /* Only use the target direction for bridges and tunnels to ensure they're connected.
1705  * The target_dir is as computed previously according to town layout, so
1706  * it will match it perfectly. */
1707  if (GrowTownWithBridge(t1, tile, target_dir)) return;
1708  if (GrowTownWithTunnel(t1, tile, target_dir)) return;
1709 
1710  GrowTownWithRoad(t1, tile, rcmd);
1711 }
1712 
1720 static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
1721 {
1722  TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1723  if (!IsValidTile(target_tile)) return false;
1724  if (HasTileWaterGround(target_tile)) return false;
1725 
1726  RoadBits target_rb = GetTownRoadBits(target_tile);
1727  if (TownAllowedToBuildRoads()) {
1728  /* Check whether a road connection exists or can be build. */
1729  switch (GetTileType(target_tile)) {
1730  case MP_ROAD:
1731  return target_rb != ROAD_NONE;
1732 
1733  case MP_STATION:
1734  return IsDriveThroughStopTile(target_tile);
1735 
1736  case MP_TUNNELBRIDGE:
1737  return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1738 
1739  case MP_HOUSE:
1740  case MP_INDUSTRY:
1741  case MP_OBJECT:
1742  return false;
1743 
1744  default:
1745  /* Checked for void and water earlier */
1746  return true;
1747  }
1748  } else {
1749  /* Check whether a road connection already exists,
1750  * and it leads somewhere else. */
1751  RoadBits back_rb = DiagDirToRoadBits(ReverseDiagDir(dir));
1752  return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1753  }
1754 }
1755 
1762 static bool GrowTownAtRoad(Town *t, TileIndex tile)
1763 {
1764  /* Special case.
1765  * @see GrowTownInTile Check the else if
1766  */
1767  DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1768 
1769  assert(tile < Map::Size());
1770 
1771  /* Number of times to search.
1772  * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1773  * them a little handicap. */
1774  switch (t->layout) {
1775  case TL_BETTER_ROADS:
1776  _grow_town_result = 10 + t->cache.num_houses * 2 / 9;
1777  break;
1778 
1779  case TL_3X3_GRID:
1780  case TL_2X2_GRID:
1781  _grow_town_result = 10 + t->cache.num_houses * 1 / 9;
1782  break;
1783 
1784  default:
1785  _grow_town_result = 10 + t->cache.num_houses * 4 / 9;
1786  break;
1787  }
1788 
1789  do {
1790  RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1791 
1792  /* Try to grow the town from this point */
1793  GrowTownInTile(&tile, cur_rb, target_dir, t);
1794  if (_grow_town_result == GROWTH_SUCCEED) return true;
1795 
1796  /* Exclude the source position from the bitmask
1797  * and return if no more road blocks available */
1798  if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1799  if (cur_rb == ROAD_NONE) return false;
1800 
1801  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1802  /* Only build in the direction away from the tunnel or bridge. */
1803  target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1804  } else {
1805  /* Select a random bit from the blockmask, walk a step
1806  * and continue the search from there. */
1807  do {
1808  if (cur_rb == ROAD_NONE) return false;
1809  RoadBits target_bits;
1810  do {
1811  target_dir = RandomDiagDir();
1812  target_bits = DiagDirToRoadBits(target_dir);
1813  } while (!(cur_rb & target_bits));
1814  cur_rb &= ~target_bits;
1815  } while (!CanFollowRoad(tile, target_dir));
1816  }
1817  tile = TileAddByDiagDir(tile, target_dir);
1818 
1819  if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
1820  /* Don't allow building over roads of other cities */
1821  if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1822  return false;
1823  } else if (IsRoadOwner(tile, RTT_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1824  /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1825  * owner :) (happy happy happy road now) */
1826  SetRoadOwner(tile, RTT_ROAD, OWNER_TOWN);
1827  SetTownIndex(tile, t->index);
1828  }
1829  }
1830 
1831  /* Max number of times is checked. */
1832  } while (--_grow_town_result >= 0);
1833 
1834  return false;
1835 }
1836 
1845 {
1846  uint32_t r = Random();
1847  uint a = GB(r, 0, 2);
1848  uint b = GB(r, 8, 2);
1849  if (a == b) b ^= 2;
1850  return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1851 }
1852 
1858 static bool GrowTown(Town *t)
1859 {
1860  static const TileIndexDiffC _town_coord_mod[] = {
1861  {-1, 0},
1862  { 1, 1},
1863  { 1, -1},
1864  {-1, -1},
1865  {-1, 0},
1866  { 0, 2},
1867  { 2, 0},
1868  { 0, -2},
1869  {-1, -1},
1870  {-2, 2},
1871  { 2, 2},
1872  { 2, -2},
1873  { 0, 0}
1874  };
1875 
1876  /* Current "company" is a town */
1878 
1879  TileIndex tile = t->xy; // The tile we are working with ATM
1880 
1881  /* Find a road that we can base the construction on. */
1882  for (const auto &ptr : _town_coord_mod) {
1883  if (GetTownRoadBits(tile) != ROAD_NONE) {
1884  bool success = GrowTownAtRoad(t, tile);
1885  cur_company.Restore();
1886  return success;
1887  }
1888  tile = TileAdd(tile, ToTileIndexDiff(ptr));
1889  }
1890 
1891  /* No road available, try to build a random road block by
1892  * clearing some land and then building a road there. */
1893  if (TownAllowedToBuildRoads()) {
1894  tile = t->xy;
1895  for (const auto &ptr : _town_coord_mod) {
1896  /* Only work with plain land that not already has a house */
1897  if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1898  if (Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded()) {
1899  RoadType rt = GetTownRoadType();
1901  cur_company.Restore();
1902  return true;
1903  }
1904  }
1905  tile = TileAdd(tile, ToTileIndexDiff(ptr));
1906  }
1907  }
1908 
1909  cur_company.Restore();
1910  return false;
1911 }
1912 
1918 {
1919  static const std::array<std::array<uint32_t, HZB_END>, 23> _town_squared_town_zone_radius_data = {{
1920  { 4, 0, 0, 0, 0}, // 0
1921  { 16, 0, 0, 0, 0},
1922  { 25, 0, 0, 0, 0},
1923  { 36, 0, 0, 0, 0},
1924  { 49, 0, 4, 0, 0},
1925  { 64, 0, 4, 0, 0}, // 20
1926  { 64, 0, 9, 0, 1},
1927  { 64, 0, 9, 0, 4},
1928  { 64, 0, 16, 0, 4},
1929  { 81, 0, 16, 0, 4},
1930  { 81, 0, 16, 0, 4}, // 40
1931  { 81, 0, 25, 0, 9},
1932  { 81, 36, 25, 0, 9},
1933  { 81, 36, 25, 16, 9},
1934  { 81, 49, 0, 25, 9},
1935  { 81, 64, 0, 25, 9}, // 60
1936  { 81, 64, 0, 36, 9},
1937  { 81, 64, 0, 36, 16},
1938  {100, 81, 0, 49, 16},
1939  {100, 81, 0, 49, 25},
1940  {121, 81, 0, 49, 25}, // 80
1941  {121, 81, 0, 49, 25},
1942  {121, 81, 0, 49, 36}, // 88
1943  }};
1944 
1945  if (t->cache.num_houses < std::size(_town_squared_town_zone_radius_data) * 4) {
1946  t->cache.squared_town_zone_radius = _town_squared_town_zone_radius_data[t->cache.num_houses / 4];
1947  } else {
1948  int mass = t->cache.num_houses / 8;
1949  /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1950  * The offsets are to make sure the radii do not decrease in size when going from the table
1951  * to the calculated value.*/
1952  t->cache.squared_town_zone_radius[HZB_TOWN_EDGE] = mass * 15 - 40;
1953  t->cache.squared_town_zone_radius[HZB_TOWN_OUTSKIRT] = mass * 9 - 15;
1954  t->cache.squared_town_zone_radius[HZB_TOWN_OUTER_SUBURB] = 0;
1955  t->cache.squared_town_zone_radius[HZB_TOWN_INNER_SUBURB] = mass * 5 - 5;
1956  t->cache.squared_town_zone_radius[HZB_TOWN_CENTRE] = mass * 3 + 5;
1957  }
1958 }
1959 
1965 {
1967  t->supplied[cs->Index()].old_max = ScaleByCargoScale(t->cache.population >> 3, true);
1968  }
1970  t->supplied[cs->Index()].old_max = ScaleByCargoScale(t->cache.population >> 4, true);
1971  }
1972 }
1973 
1974 static void UpdateTownGrowthRate(Town *t);
1975 static void UpdateTownGrowth(Town *t);
1976 
1988 static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
1989 {
1990  AutoRestoreBackup backup(_generating_town, true);
1991 
1992  t->xy = tile;
1993  t->cache.num_houses = 0;
1994  t->time_until_rebuild = 10;
1995  UpdateTownRadius(t);
1996  t->flags = 0;
1997  t->cache.population = 0;
1999  /* Spread growth across ticks so even if there are many
2000  * similar towns they're unlikely to grow all in one tick */
2002  t->growth_rate = TownTicksToGameTicks(250);
2003  t->show_zone = false;
2004 
2005  _town_kdtree.Insert(t->index);
2006 
2007  /* Set the default cargo requirement for town growth */
2009  case LT_ARCTIC:
2011  break;
2012 
2013  case LT_TROPIC:
2016  break;
2017  }
2018 
2019  t->fund_buildings_months = 0;
2020 
2021  for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
2022 
2023  t->have_ratings = 0;
2025  t->exclusive_counter = 0;
2026  t->statues = 0;
2027 
2028  {
2030  t->townnamegrfid = tnp.grfid;
2031  t->townnametype = tnp.type;
2032  }
2033  t->townnameparts = townnameparts;
2034 
2035  t->InitializeLayout(layout);
2036 
2037  t->larger_town = city;
2038 
2039  int x = (int)size * 16 + 3;
2040  if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
2041  /* Don't create huge cities when founding town in-game */
2042  if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
2043 
2044  t->cache.num_houses += x;
2045  UpdateTownRadius(t);
2046 
2047  int i = x * 4;
2048  do {
2049  GrowTown(t);
2050  } while (--i);
2051 
2052  t->UpdateVirtCoord();
2053  InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
2054 
2055  t->cache.num_houses -= x;
2056  UpdateTownRadius(t);
2058  UpdateTownMaxPass(t);
2060 }
2061 
2068 {
2069  /* Check if too close to the edge of map */
2070  if (DistanceFromEdge(tile) < 12) {
2071  return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
2072  }
2073 
2074  /* Check distance to all other towns. */
2075  if (IsCloseToTown(tile, 20)) {
2076  return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
2077  }
2078 
2079  /* Can only build on clear flat areas, possibly with trees. */
2080  if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
2081  return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
2082  }
2083 
2084  return CommandCost(EXPENSES_OTHER);
2085 }
2086 
2092 static bool IsUniqueTownName(const std::string &name)
2093 {
2094  for (const Town *t : Town::Iterate()) {
2095  if (!t->name.empty() && t->name == name) return false;
2096  }
2097 
2098  return true;
2099 }
2100 
2113 std::tuple<CommandCost, Money, TownID> CmdFoundTown(DoCommandFlag flags, TileIndex tile, TownSize size, bool city, TownLayout layout, bool random_location, uint32_t townnameparts, const std::string &text)
2114 {
2116 
2117  if (size >= TSZ_END) return { CMD_ERROR, 0, INVALID_TOWN };
2118  if (layout >= NUM_TLS) return { CMD_ERROR, 0, INVALID_TOWN };
2119 
2120  /* Some things are allowed only in the scenario editor and for game scripts. */
2121  if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
2122  if (_settings_game.economy.found_town == TF_FORBIDDEN) return { CMD_ERROR, 0, INVALID_TOWN };
2123  if (size == TSZ_LARGE) return { CMD_ERROR, 0, INVALID_TOWN };
2124  if (random_location) return { CMD_ERROR, 0, INVALID_TOWN };
2126  return { CMD_ERROR, 0, INVALID_TOWN };
2127  }
2128  } else if (_current_company == OWNER_DEITY && random_location) {
2129  /* Random parameter is not allowed for Game Scripts. */
2130  return { CMD_ERROR, 0, INVALID_TOWN };
2131  }
2132 
2133  if (text.empty()) {
2134  /* If supplied name is empty, townnameparts has to generate unique automatic name */
2135  if (!VerifyTownName(townnameparts, &par)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, INVALID_TOWN };
2136  } else {
2137  /* If name is not empty, it has to be unique custom name */
2138  if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return { CMD_ERROR, 0, INVALID_TOWN };
2139  if (!IsUniqueTownName(text)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, INVALID_TOWN };
2140  }
2141 
2142  /* Allocate town struct */
2143  if (!Town::CanAllocateItem()) return { CommandCost(STR_ERROR_TOO_MANY_TOWNS), 0, INVALID_TOWN };
2144 
2145  if (!random_location) {
2146  CommandCost ret = TownCanBePlacedHere(tile);
2147  if (ret.Failed()) return { ret, 0, INVALID_TOWN };
2148  }
2149 
2150  static const uint8_t price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
2151  /* multidimensional arrays have to have defined length of non-first dimension */
2152  static_assert(lengthof(price_mult[0]) == 4);
2153 
2154  CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
2155  uint8_t mult = price_mult[city][size];
2156 
2157  cost.MultiplyCost(mult);
2158 
2159  /* Create the town */
2160  TownID new_town = INVALID_TOWN;
2161  if (flags & DC_EXEC) {
2162  if (cost.GetCost() > GetAvailableMoneyForCommand()) {
2163  return { CommandCost(EXPENSES_OTHER), cost.GetCost(), INVALID_TOWN };
2164  }
2165 
2166  Backup<bool> old_generating_world(_generating_world, true);
2168  Town *t;
2169  if (random_location) {
2170  t = CreateRandomTown(20, townnameparts, size, city, layout);
2171  if (t == nullptr) return { CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN), 0, INVALID_TOWN };
2172  } else {
2173  t = new Town(tile);
2174  DoCreateTown(t, tile, townnameparts, size, city, layout, true);
2175  }
2176 
2177  new_town = t->index;
2179  old_generating_world.Restore();
2180 
2181  if (t != nullptr && !text.empty()) {
2182  t->name = text;
2183  t->UpdateVirtCoord();
2184  }
2185 
2186  if (_game_mode != GM_EDITOR) {
2187  /* 't' can't be nullptr since 'random' is false outside scenedit */
2188  assert(!random_location);
2189 
2190  if (_current_company == OWNER_DEITY) {
2191  SetDParam(0, t->index);
2192  AddTileNewsItem(STR_NEWS_NEW_TOWN_UNSPONSORED, NT_INDUSTRY_OPEN, tile);
2193  } else {
2195  NewsStringData *company_name = new NewsStringData(GetString(STR_COMPANY_NAME));
2196 
2197  SetDParamStr(0, company_name->string);
2198  SetDParam(1, t->index);
2199 
2200  AddTileNewsItem(STR_NEWS_NEW_TOWN, NT_INDUSTRY_OPEN, tile, company_name);
2201  }
2202  AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
2203  Game::NewEvent(new ScriptEventTownFounded(t->index));
2204  }
2205  }
2206  return { cost, 0, new_town };
2207 }
2208 
2219 {
2220  switch (layout) {
2221  case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
2222  case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
2223  default: return tile;
2224  }
2225 }
2226 
2236 static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
2237 {
2238  switch (layout) {
2239  case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
2240  case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
2241  default: return true;
2242  }
2243 }
2244 
2248 struct SpotData {
2250  uint max_dist;
2252 };
2253 
2270 static bool FindFurthestFromWater(TileIndex tile, void *user_data)
2271 {
2272  SpotData *sp = (SpotData*)user_data;
2273  uint dist = GetClosestWaterDistance(tile, true);
2274 
2275  if (IsTileType(tile, MP_CLEAR) &&
2276  IsTileFlat(tile) &&
2277  IsTileAlignedToGrid(tile, sp->layout) &&
2278  dist > sp->max_dist) {
2279  sp->tile = tile;
2280  sp->max_dist = dist;
2281  }
2282 
2283  return false;
2284 }
2285 
2290 static bool FindNearestEmptyLand(TileIndex tile, void *)
2291 {
2292  return IsTileType(tile, MP_CLEAR);
2293 }
2294 
2308 {
2309  SpotData sp = { INVALID_TILE, 0, layout };
2310 
2311  TileIndex coast = tile;
2312  if (CircularTileSearch(&coast, 40, FindNearestEmptyLand, nullptr)) {
2313  CircularTileSearch(&coast, 10, FindFurthestFromWater, &sp);
2314  return sp.tile;
2315  }
2316 
2317  /* if we get here just give up */
2318  return INVALID_TILE;
2319 }
2320 
2330 static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout)
2331 {
2332  assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
2333 
2334  if (!Town::CanAllocateItem()) return nullptr;
2335 
2336  do {
2337  /* Generate a tile index not too close from the edge */
2338  TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2339 
2340  /* if we tried to place the town on water, slide it over onto
2341  * the nearest likely-looking spot */
2342  if (IsTileType(tile, MP_WATER)) {
2343  tile = FindNearestGoodCoastalTownSpot(tile, layout);
2344  if (tile == INVALID_TILE) continue;
2345  }
2346 
2347  /* Make sure town can be placed here */
2348  if (TownCanBePlacedHere(tile).Failed()) continue;
2349 
2350  /* Allocate a town struct */
2351  Town *t = new Town(tile);
2352 
2353  DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2354 
2355  /* if the population is still 0 at the point, then the
2356  * placement is so bad it couldn't grow at all */
2357  if (t->cache.population > 0) return t;
2358 
2360  [[maybe_unused]] CommandCost rc = Command<CMD_DELETE_TOWN>::Do(DC_EXEC, t->index);
2361  cur_company.Restore();
2362  assert(rc.Succeeded());
2363 
2364  /* We already know that we can allocate a single town when
2365  * entering this function. However, we create and delete
2366  * a town which "resets" the allocation checks. As such we
2367  * need to check again when assertions are enabled. */
2368  assert(Town::CanAllocateItem());
2369  } while (--attempts != 0);
2370 
2371  return nullptr;
2372 }
2373 
2374 static const uint8_t _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2375 
2383 {
2384  uint current_number = 0;
2385  uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.number_towns : 0;
2386  uint total = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : Map::ScaleBySize(_num_initial_towns[difficulty] + (Random() & 7));
2387  total = std::min<uint>(TownPool::MAX_SIZE, total);
2388  uint32_t townnameparts;
2389  TownNames town_names;
2390 
2392 
2393  /* Pre-populate the town names list with the names of any towns already on the map */
2394  for (const Town *town : Town::Iterate()) {
2395  town_names.insert(town->GetCachedName());
2396  }
2397 
2398  /* First attempt will be made at creating the suggested number of towns.
2399  * Note that this is really a suggested value, not a required one.
2400  * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2401  do {
2404  /* Get a unique name for the town. */
2405  if (!GenerateTownName(_random, &townnameparts, &town_names)) continue;
2406  /* try 20 times to create a random-sized town for the first loop. */
2407  if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2408  } while (--total);
2409 
2410  town_names.clear();
2411 
2412  /* Build the town k-d tree again to make sure it's well balanced */
2413  RebuildTownKdtree();
2414 
2415  if (current_number != 0) return true;
2416 
2417  /* If current_number is still zero at this point, it means that not a single town has been created.
2418  * So give it a last try, but now more aggressive */
2419  if (GenerateTownName(_random, &townnameparts) &&
2420  CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2421  return true;
2422  }
2423 
2424  /* If there are no towns at all and we are generating new game, bail out */
2425  if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
2426  ShowErrorMessage(STR_ERROR_COULD_NOT_CREATE_TOWN, INVALID_STRING_ID, WL_CRITICAL);
2427  }
2428 
2429  return false; // we are still without a town? we failed, simply
2430 }
2431 
2432 
2439 HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
2440 {
2441  uint dist = DistanceSquare(tile, t->xy);
2442 
2443  if (t->fund_buildings_months && dist <= 25) return HZB_TOWN_CENTRE;
2444 
2445  HouseZonesBits smallest = HZB_TOWN_EDGE;
2446  for (HouseZonesBits i = HZB_BEGIN; i < HZB_END; i++) {
2447  if (dist < t->cache.squared_town_zone_radius[i]) smallest = i;
2448  }
2449 
2450  return smallest;
2451 }
2452 
2463 static inline void ClearMakeHouseTile(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits)
2464 {
2465  [[maybe_unused]] CommandCost cc = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile);
2466  assert(cc.Succeeded());
2467 
2468  IncreaseBuildingCount(t, type);
2469  MakeHouseTile(tile, t->index, counter, stage, type, random_bits);
2470  if (HouseSpec::Get(type)->building_flags & BUILDING_IS_ANIMATED) AddAnimatedTile(tile, false);
2471 
2472  MarkTileDirtyByTile(tile);
2473 }
2474 
2475 
2486 static void MakeTownHouse(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits)
2487 {
2488  BuildingFlags size = HouseSpec::Get(type)->building_flags;
2489 
2490  ClearMakeHouseTile(tile, t, counter, stage, type, random_bits);
2491  if (size & BUILDING_2_TILES_Y) ClearMakeHouseTile(tile + TileDiffXY(0, 1), t, counter, stage, ++type, random_bits);
2492  if (size & BUILDING_2_TILES_X) ClearMakeHouseTile(tile + TileDiffXY(1, 0), t, counter, stage, ++type, random_bits);
2493  if (size & BUILDING_HAS_4_TILES) ClearMakeHouseTile(tile + TileDiffXY(1, 1), t, counter, stage, ++type, random_bits);
2494 
2495  ForAllStationsAroundTiles(TileArea(tile, (size & BUILDING_2_TILES_X) ? 2 : 1, (size & BUILDING_2_TILES_Y) ? 2 : 1), [t](Station *st, TileIndex) {
2496  t->stations_near.insert(st);
2497  return true;
2498  });
2499 }
2500 
2501 
2508 static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2509 {
2510  /* cannot build on these slopes... */
2511  Slope slope = GetTileSlope(tile);
2512  if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2513 
2514  /* at least one RoadTypes allow building the house here? */
2515  if (!RoadTypesAllowHouseHere(tile)) return false;
2516 
2517  /* building under a bridge? */
2518  if (IsBridgeAbove(tile)) return false;
2519 
2520  /* can we clear the land? */
2521  return Command<CMD_LANDSCAPE_CLEAR>::Do(DC_AUTO | DC_NO_WATER, tile).Succeeded();
2522 }
2523 
2524 
2533 static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2534 {
2535  if (!CanBuildHouseHere(tile, noslope)) return false;
2536 
2537  /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2538  if (GetTileMaxZ(tile) != z) return false;
2539 
2540  return true;
2541 }
2542 
2543 
2552 static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2553 {
2554  /* we need to check this tile too because we can be at different tile now */
2555  if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2556 
2557  for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2558  tile += TileOffsByDiagDir(d);
2559  if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2560  }
2561 
2562  return true;
2563 }
2564 
2565 
2573 static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2574 {
2575  /* Allow towns everywhere when we don't build roads */
2576  if (!TownAllowedToBuildRoads()) return true;
2577 
2578  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2579 
2580  switch (t->layout) {
2581  case TL_2X2_GRID:
2582  if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2583  break;
2584 
2585  case TL_3X3_GRID:
2586  if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2587  break;
2588 
2589  default:
2590  break;
2591  }
2592 
2593  return true;
2594 }
2595 
2596 
2604 static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2605 {
2606  /* Allow towns everywhere when we don't build roads */
2607  if (!TownAllowedToBuildRoads()) return true;
2608 
2609  /* Compute relative position of tile. (Positive offsets are towards north) */
2610  TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2611 
2612  switch (t->layout) {
2613  case TL_2X2_GRID:
2614  grid_pos.x %= 3;
2615  grid_pos.y %= 3;
2616  if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2617  (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2618  break;
2619 
2620  case TL_3X3_GRID:
2621  if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2622  break;
2623 
2624  default:
2625  break;
2626  }
2627 
2628  return true;
2629 }
2630 
2631 
2641 static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2642 {
2643  /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2644 
2645  TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2646  if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2647 
2648  tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2649  if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2650  *tile = tile2;
2651  return true;
2652  }
2653 
2654  return false;
2655 }
2656 
2657 
2666 static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2667 {
2668  TileIndex tile2 = *tile;
2669 
2670  for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2671  if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
2672  *tile = tile2;
2673  return true;
2674  }
2675  if (d == DIAGDIR_END) break;
2676  tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2677  }
2678 
2679  return false;
2680 }
2681 
2690 static void BuildTownHouse(Town *t, TileIndex tile, const HouseSpec *hs, HouseID house, uint8_t random_bits)
2691 {
2692  /* build the house */
2693  t->cache.num_houses++;
2694 
2695  uint8_t construction_counter = 0;
2696  uint8_t construction_stage = 0;
2697 
2698  if (_generating_world || _game_mode == GM_EDITOR) {
2699  uint32_t construction_random = Random();
2700 
2701  construction_stage = TOWN_HOUSE_COMPLETED;
2702  if (_generating_world && Chance16(1, 7)) construction_stage = GB(construction_random, 0, 2);
2703 
2704  if (construction_stage == TOWN_HOUSE_COMPLETED) {
2705  ChangePopulation(t, hs->population);
2706  } else {
2707  construction_counter = GB(construction_random, 2, 2);
2708  }
2709  }
2710 
2711  MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
2712  UpdateTownRadius(t);
2714 }
2715 
2722 static bool TryBuildTownHouse(Town *t, TileIndex tile)
2723 {
2724  /* forbidden building here by town layout */
2725  if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2726 
2727  /* no house allowed at all, bail out */
2728  if (!CanBuildHouseHere(tile, false)) return false;
2729 
2730  Slope slope = GetTileSlope(tile);
2731  int maxz = GetTileMaxZ(tile);
2732 
2733  /* Get the town zone type of the current tile, as well as the climate.
2734  * This will allow to easily compare with the specs of the new house to build */
2735  HouseZonesBits rad = GetTownRadiusGroup(t, tile);
2736 
2737  /* Above snow? */
2739  if (land == LT_ARCTIC && maxz > HighestSnowLine()) land = -1;
2740 
2741  uint bitmask = (1 << rad) + (1 << (land + 12));
2742 
2743  /* bits 0-4 are used
2744  * bits 11-15 are used
2745  * bits 5-10 are not used. */
2746  static std::vector<std::pair<HouseID, uint>> probs;
2747  probs.clear();
2748 
2749  uint probability_max = 0;
2750 
2751  /* Generate a list of all possible houses that can be built. */
2752  for (const auto &hs : HouseSpec::Specs()) {
2753  /* Verify that the candidate house spec matches the current tile status */
2754  if ((~hs.building_availability & bitmask) != 0 || !hs.enabled || hs.grf_prop.override != INVALID_HOUSE_ID) continue;
2755 
2756  /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2757  if (hs.class_id != HOUSE_NO_CLASS) {
2758  /* id_count is always <= class_count, so it doesn't need to be checked */
2759  if (t->cache.building_counts.class_count[hs.class_id] == UINT16_MAX) continue;
2760  } else {
2761  /* If the house has no class, check id_count instead */
2762  if (t->cache.building_counts.id_count[hs.Index()] == UINT16_MAX) continue;
2763  }
2764 
2765  uint cur_prob = hs.probability;
2766  probability_max += cur_prob;
2767  probs.emplace_back(hs.Index(), cur_prob);
2768  }
2769 
2770  TileIndex baseTile = tile;
2771 
2772  while (probability_max > 0) {
2773  /* Building a multitile building can change the location of tile.
2774  * The building would still be built partially on that tile, but
2775  * its northern tile would be elsewhere. However, if the callback
2776  * fails we would be basing further work from the changed tile.
2777  * So a next 1x1 tile building could be built on the wrong tile. */
2778  tile = baseTile;
2779 
2780  uint r = RandomRange(probability_max);
2781  uint i;
2782  for (i = 0; i < probs.size(); i++) {
2783  if (probs[i].second > r) break;
2784  r -= probs[i].second;
2785  }
2786 
2787  HouseID house = probs[i].first;
2788  probability_max -= probs[i].second;
2789 
2790  /* remove tested house from the set */
2791  probs[i] = probs.back();
2792  probs.pop_back();
2793 
2794  const HouseSpec *hs = HouseSpec::Get(house);
2795 
2796  if (!_generating_world && _game_mode != GM_EDITOR && (hs->extra_flags & BUILDING_IS_HISTORICAL) != 0) {
2797  continue;
2798  }
2799 
2800  if (TimerGameCalendar::year < hs->min_year || TimerGameCalendar::year > hs->max_year) continue;
2801 
2802  /* Special houses that there can be only one of. */
2803  uint oneof = 0;
2804 
2805  if (hs->building_flags & BUILDING_IS_CHURCH) {
2806  SetBit(oneof, TOWN_HAS_CHURCH);
2807  } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2808  SetBit(oneof, TOWN_HAS_STADIUM);
2809  }
2810 
2811  if (t->flags & oneof) continue;
2812 
2813  /* Make sure there is no slope? */
2814  bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2815  if (noslope && slope != SLOPE_FLAT) continue;
2816 
2817  if (hs->building_flags & TILE_SIZE_2x2) {
2818  if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2819  } else if (hs->building_flags & TILE_SIZE_2x1) {
2820  if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2821  } else if (hs->building_flags & TILE_SIZE_1x2) {
2822  if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2823  } else {
2824  /* 1x1 house checks are already done */
2825  }
2826 
2827  uint8_t random_bits = Random();
2828 
2830  uint16_t callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
2831  if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2832  }
2833 
2834  /* Special houses that there can be only one of. */
2835  t->flags |= oneof;
2836 
2837  BuildTownHouse(t, tile, hs, house, random_bits);
2838 
2839  return true;
2840  }
2841 
2842  return false;
2843 }
2844 
2845 CommandCost CmdPlaceHouse(DoCommandFlag flags, TileIndex tile, HouseID house)
2846 {
2847  if (_game_mode != GM_EDITOR) return CMD_ERROR;
2848  if (Town::GetNumItems() == 0) return_cmd_error(STR_ERROR_MUST_FOUND_TOWN_FIRST);
2849 
2850  if (static_cast<size_t>(house) >= HouseSpec::Specs().size()) return CMD_ERROR;
2851  const HouseSpec *hs = HouseSpec::Get(house);
2852  if (!hs->enabled) return CMD_ERROR;
2853 
2854  Town *t = ClosestTownFromTile(tile, UINT_MAX);
2855 
2856  /* cannot build on these slopes... */
2857  Slope slope = GetTileSlope(tile);
2858  if (IsSteepSlope(slope)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2859 
2860  /* building under a bridge? */
2861  if (IsBridgeAbove(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
2862 
2863  /* can we clear the land? */
2865  if (!cost.Succeeded()) return cost;
2866 
2867  int maxz = GetTileMaxZ(tile);
2868 
2869  /* Make sure there is no slope? */
2870  bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
2871  if (noslope && slope != SLOPE_FLAT) return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
2872 
2873  TileArea ta = tile;
2874  if (hs->building_flags & TILE_SIZE_2x2) ta.Add(TileAddXY(tile, 1, 1));
2875  if (hs->building_flags & TILE_SIZE_2x1) ta.Add(TileAddByDiagDir(tile, DIAGDIR_SW));
2876  if (hs->building_flags & TILE_SIZE_1x2) ta.Add(TileAddByDiagDir(tile, DIAGDIR_SE));
2877 
2878  /* Check additonal tiles covered by this house. */
2879  for (const TileIndex &subtile : ta) {
2881  if (!cost.Succeeded()) return cost;
2882 
2883  if (!CheckBuildHouseSameZ(subtile, maxz, noslope)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2884  }
2885 
2886  if (flags & DC_EXEC) {
2887  BuildTownHouse(t, tile, hs, house, Random());
2888  }
2889 
2890  return CommandCost();
2891 }
2892 
2899 static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2900 {
2901  assert(IsTileType(tile, MP_HOUSE));
2902  DecreaseBuildingCount(t, house);
2903  DoClearSquare(tile);
2904  DeleteAnimatedTile(tile);
2905 
2906  DeleteNewGRFInspectWindow(GSF_HOUSES, tile.base());
2907 }
2908 
2917 {
2918  if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2919  if (HouseSpec::Get(house - 1)->building_flags & TILE_SIZE_2x1) {
2920  house--;
2921  return TileDiffXY(-1, 0);
2922  } else if (HouseSpec::Get(house - 1)->building_flags & BUILDING_2_TILES_Y) {
2923  house--;
2924  return TileDiffXY(0, -1);
2925  } else if (HouseSpec::Get(house - 2)->building_flags & BUILDING_HAS_4_TILES) {
2926  house -= 2;
2927  return TileDiffXY(-1, 0);
2928  } else if (HouseSpec::Get(house - 3)->building_flags & BUILDING_HAS_4_TILES) {
2929  house -= 3;
2930  return TileDiffXY(-1, -1);
2931  }
2932  }
2933  return 0;
2934 }
2935 
2942 {
2943  assert(IsTileType(tile, MP_HOUSE));
2944 
2945  HouseID house = GetHouseType(tile);
2946 
2947  /* The northernmost tile of the house is the main house. */
2948  tile += GetHouseNorthPart(house);
2949 
2950  const HouseSpec *hs = HouseSpec::Get(house);
2951 
2952  /* Remove population from the town if the house is finished. */
2953  if (IsHouseCompleted(tile)) {
2954  ChangePopulation(t, -hs->population);
2955  }
2956 
2957  t->cache.num_houses--;
2958 
2959  /* Clear flags for houses that only may exist once/town. */
2960  if (hs->building_flags & BUILDING_IS_CHURCH) {
2962  } else if (hs->building_flags & BUILDING_IS_STADIUM) {
2964  }
2965 
2966  /* Do the actual clearing of tiles */
2967  DoClearTownHouseHelper(tile, t, house);
2968  if (hs->building_flags & BUILDING_2_TILES_Y) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
2969  if (hs->building_flags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
2970  if (hs->building_flags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
2971 
2972  RemoveNearbyStations(t, tile, hs->building_flags);
2973 
2974  UpdateTownRadius(t);
2975 }
2976 
2984 CommandCost CmdRenameTown(DoCommandFlag flags, TownID town_id, const std::string &text)
2985 {
2986  Town *t = Town::GetIfValid(town_id);
2987  if (t == nullptr) return CMD_ERROR;
2988 
2989  bool reset = text.empty();
2990 
2991  if (!reset) {
2993  if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
2994  }
2995 
2996  if (flags & DC_EXEC) {
2997  t->cached_name.clear();
2998  if (reset) {
2999  t->name.clear();
3000  } else {
3001  t->name = text;
3002  }
3003 
3004  t->UpdateVirtCoord();
3005  InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_RESORT);
3006  ClearAllStationCachedNames();
3007  ClearAllIndustryCachedNames();
3009  }
3010  return CommandCost();
3011 }
3012 
3019 {
3020  for (const CargoSpec *cs : CargoSpec::Iterate()) {
3021  if (cs->town_acceptance_effect == effect) return cs;
3022  }
3023  return nullptr;
3024 }
3025 
3034 CommandCost CmdTownCargoGoal(DoCommandFlag flags, TownID town_id, TownAcceptanceEffect tae, uint32_t goal)
3035 {
3036  if (_current_company != OWNER_DEITY) return CMD_ERROR;
3037 
3038  if (tae < TAE_BEGIN || tae >= TAE_END) return CMD_ERROR;
3039 
3040  Town *t = Town::GetIfValid(town_id);
3041  if (t == nullptr) return CMD_ERROR;
3042 
3043  /* Validate if there is a cargo which is the requested TownEffect */
3045  if (cargo == nullptr) return CMD_ERROR;
3046 
3047  if (flags & DC_EXEC) {
3048  t->goal[tae] = goal;
3049  UpdateTownGrowth(t);
3051  }
3052 
3053  return CommandCost();
3054 }
3055 
3063 CommandCost CmdTownSetText(DoCommandFlag flags, TownID town_id, const std::string &text)
3064 {
3065  if (_current_company != OWNER_DEITY) return CMD_ERROR;
3066  Town *t = Town::GetIfValid(town_id);
3067  if (t == nullptr) return CMD_ERROR;
3068 
3069  if (flags & DC_EXEC) {
3070  t->text.clear();
3071  if (!text.empty()) t->text = text;
3073  }
3074 
3075  return CommandCost();
3076 }
3077 
3085 CommandCost CmdTownGrowthRate(DoCommandFlag flags, TownID town_id, uint16_t growth_rate)
3086 {
3087  if (_current_company != OWNER_DEITY) return CMD_ERROR;
3088 
3089  Town *t = Town::GetIfValid(town_id);
3090  if (t == nullptr) return CMD_ERROR;
3091 
3092  if (flags & DC_EXEC) {
3093  if (growth_rate == 0) {
3094  /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
3096  } else {
3097  uint old_rate = t->growth_rate;
3098  if (t->grow_counter >= old_rate) {
3099  /* This also catches old_rate == 0 */
3100  t->grow_counter = growth_rate;
3101  } else {
3102  /* Scale grow_counter, so half finished houses stay half finished */
3103  t->grow_counter = t->grow_counter * growth_rate / old_rate;
3104  }
3105  t->growth_rate = growth_rate;
3107  }
3108  UpdateTownGrowth(t);
3110  }
3111 
3112  return CommandCost();
3113 }
3114 
3123 CommandCost CmdTownRating(DoCommandFlag flags, TownID town_id, CompanyID company_id, int16_t rating)
3124 {
3125  if (_current_company != OWNER_DEITY) return CMD_ERROR;
3126 
3127  Town *t = Town::GetIfValid(town_id);
3128  if (t == nullptr) return CMD_ERROR;
3129 
3130  if (!Company::IsValidID(company_id)) return CMD_ERROR;
3131 
3132  int16_t new_rating = Clamp(rating, RATING_MINIMUM, RATING_MAXIMUM);
3133  if (flags & DC_EXEC) {
3134  t->ratings[company_id] = new_rating;
3136  }
3137 
3138  return CommandCost();
3139 }
3140 
3148 CommandCost CmdExpandTown(DoCommandFlag flags, TownID town_id, uint32_t grow_amount)
3149 {
3150  if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
3151  Town *t = Town::GetIfValid(town_id);
3152  if (t == nullptr) return CMD_ERROR;
3153 
3154  if (flags & DC_EXEC) {
3155  /* The more houses, the faster we grow */
3156  if (grow_amount == 0) {
3157  uint amount = RandomRange(ClampTo<uint16_t>(t->cache.num_houses / 10)) + 3;
3158  t->cache.num_houses += amount;
3159  UpdateTownRadius(t);
3160 
3161  uint n = amount * 10;
3162  do GrowTown(t); while (--n);
3163 
3164  t->cache.num_houses -= amount;
3165  } else {
3166  for (; grow_amount > 0; grow_amount--) {
3167  /* Try several times to grow, as we are really suppose to grow */
3168  for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
3169  }
3170  }
3171  UpdateTownRadius(t);
3172 
3173  UpdateTownMaxPass(t);
3174  }
3175 
3176  return CommandCost();
3177 }
3178 
3186 {
3187  if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
3188  Town *t = Town::GetIfValid(town_id);
3189  if (t == nullptr) return CMD_ERROR;
3190 
3191  /* Stations refer to towns. */
3192  for (const Station *st : Station::Iterate()) {
3193  if (st->town == t) {
3194  /* Non-oil rig stations are always a problem. */
3195  if (!(st->facilities & FACIL_AIRPORT) || st->airport.type != AT_OILRIG) return CMD_ERROR;
3196  /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
3197  CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, st->airport.tile);
3198  if (ret.Failed()) return ret;
3199  }
3200  }
3201 
3202  /* Waypoints refer to towns. */
3203  for (const Waypoint *wp : Waypoint::Iterate()) {
3204  if (wp->town == t) return CMD_ERROR;
3205  }
3206 
3207  /* Depots refer to towns. */
3208  for (const Depot *d : Depot::Iterate()) {
3209  if (d->town == t) return CMD_ERROR;
3210  }
3211 
3212  /* Check all tiles for town ownership. First check for bridge tiles, as
3213  * these do not directly have an owner so we need to check adjacent
3214  * tiles. This won't work correctly in the same loop if the adjacent
3215  * tile was already deleted earlier in the loop. */
3216  for (TileIndex current_tile = 0; current_tile < Map::Size(); ++current_tile) {
3217  if (IsTileType(current_tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(current_tile, t)) {
3218  CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3219  if (ret.Failed()) return ret;
3220  }
3221  }
3222 
3223  /* Check all remaining tiles for town ownership. */
3224  for (TileIndex current_tile = 0; current_tile < Map::Size(); ++current_tile) {
3225  bool try_clear = false;
3226  switch (GetTileType(current_tile)) {
3227  case MP_ROAD:
3228  try_clear = HasTownOwnedRoad(current_tile) && GetTownIndex(current_tile) == t->index;
3229  break;
3230 
3231  case MP_HOUSE:
3232  try_clear = GetTownIndex(current_tile) == t->index;
3233  break;
3234 
3235  case MP_INDUSTRY:
3236  try_clear = Industry::GetByTile(current_tile)->town == t;
3237  break;
3238 
3239  case MP_OBJECT:
3240  if (Town::GetNumItems() == 1) {
3241  /* No towns will be left, remove it! */
3242  try_clear = true;
3243  } else {
3244  Object *o = Object::GetByTile(current_tile);
3245  if (o->town == t) {
3246  if (o->type == OBJECT_STATUE) {
3247  /* Statue... always remove. */
3248  try_clear = true;
3249  } else {
3250  /* Tell to find a new town. */
3251  if (flags & DC_EXEC) o->town = nullptr;
3252  }
3253  }
3254  }
3255  break;
3256 
3257  default:
3258  break;
3259  }
3260  if (try_clear) {
3261  CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3262  if (ret.Failed()) return ret;
3263  }
3264  }
3265 
3266  /* The town destructor will delete the other things related to the town. */
3267  if (flags & DC_EXEC) {
3268  _town_kdtree.Remove(t->index);
3269  if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
3270  delete t;
3271  }
3272 
3273  return CommandCost();
3274 }
3275 
3280 const uint8_t _town_action_costs[TACT_COUNT] = {
3281  2, 4, 9, 35, 48, 53, 117, 175
3282 };
3283 
3291 {
3292  if (flags & DC_EXEC) {
3293  ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
3294  }
3295  return CommandCost();
3296 }
3297 
3305 {
3306  if (flags & DC_EXEC) {
3307  ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
3308  }
3309  return CommandCost();
3310 }
3311 
3319 {
3320  if (flags & DC_EXEC) {
3321  ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
3322  }
3323  return CommandCost();
3324 }
3325 
3333 {
3334  /* Check if the company is allowed to fund new roads. */
3336 
3337  if (flags & DC_EXEC) {
3338  t->road_build_months = 6;
3339 
3341  NewsStringData *company_name = new NewsStringData(GetString(STR_COMPANY_NAME));
3342 
3343  SetDParam(0, t->index);
3344  SetDParamStr(1, company_name->string);
3345 
3346  AddNewsItem(
3347  TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_ROAD_REBUILDING_MINUTES : STR_NEWS_ROAD_REBUILDING_MONTHS,
3348  NT_GENERAL, NF_NORMAL, NR_TOWN, t->index, NR_NONE, UINT32_MAX, company_name);
3349  AI::BroadcastNewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3350  Game::NewEvent(new ScriptEventRoadReconstruction((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3351  }
3352  return CommandCost();
3353 }
3354 
3360 static bool CheckClearTile(TileIndex tile)
3361 {
3364  cur_company.Restore();
3365  return r.Succeeded();
3366 }
3367 
3372 
3373  StatueBuildSearchData(TileIndex best_pos, int count) : best_position(best_pos), tile_count(count) { }
3374 };
3375 
3382 static bool SearchTileForStatue(TileIndex tile, void *user_data)
3383 {
3384  static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3385 
3386  StatueBuildSearchData *statue_data = (StatueBuildSearchData *)user_data;
3387  statue_data->tile_count++;
3388 
3389  /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3390  if (IsSteepSlope(GetTileSlope(tile))) return false;
3391  /* Don't build statues under bridges. */
3392  if (IsBridgeAbove(tile)) return false;
3393 
3394  /* A clear-able open space is always preferred. */
3395  if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && CheckClearTile(tile)) {
3396  statue_data->best_position = tile;
3397  return true;
3398  }
3399 
3400  bool house = IsTileType(tile, MP_HOUSE);
3401 
3402  /* Searching inside the inner circle. */
3403  if (statue_data->tile_count <= STATUE_NUMBER_INNER_TILES) {
3404  /* Save first house in inner circle. */
3405  if (house && statue_data->best_position == INVALID_TILE && CheckClearTile(tile)) {
3406  statue_data->best_position = tile;
3407  }
3408 
3409  /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3410  return statue_data->tile_count == STATUE_NUMBER_INNER_TILES && statue_data->best_position != INVALID_TILE;
3411  }
3412 
3413  /* Searching outside the circle, just pick the first possible spot. */
3414  statue_data->best_position = tile; // Is optimistic, the condition below must also hold.
3415  return house && CheckClearTile(tile);
3416 }
3417 
3426 {
3427  if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
3428 
3429  TileIndex tile = t->xy;
3430  StatueBuildSearchData statue_data(INVALID_TILE, 0);
3431  if (!CircularTileSearch(&tile, 9, SearchTileForStatue, &statue_data)) return_cmd_error(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3432 
3433  if (flags & DC_EXEC) {
3436  cur_company.Restore();
3438  SetBit(t->statues, _current_company); // Once found and built, "inform" the Town.
3439  MarkTileDirtyByTile(statue_data.best_position);
3440  }
3441  return CommandCost();
3442 }
3443 
3451 {
3452  /* Check if it's allowed to buy the rights */
3454 
3455  if (flags & DC_EXEC) {
3456  /* And grow for 3 months */
3457  t->fund_buildings_months = 3;
3458 
3459  /* Enable growth (also checking GameScript's opinion) */
3460  UpdateTownGrowth(t);
3461 
3462  /* Build a new house, but add a small delay to make sure
3463  * that spamming funding doesn't let town grow any faster
3464  * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3465  * Also emulate original behaviour when town was only growing in
3466  * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3467  * tick-perfect and gives player some time window where they can
3468  * spam funding with the exact same efficiency.
3469  */
3471 
3473  }
3474  return CommandCost();
3475 }
3476 
3484 {
3485  /* Check if it's allowed to buy the rights */
3487  if (t->exclusivity != INVALID_COMPANY) return CMD_ERROR;
3488 
3489  if (flags & DC_EXEC) {
3490  t->exclusive_counter = 12;
3492 
3493  ModifyStationRatingAround(t->xy, _current_company, 130, 17);
3494 
3496 
3497  /* Spawn news message */
3499  SetDParam(0, STR_NEWS_EXCLUSIVE_RIGHTS_TITLE);
3500  SetDParam(1, TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MINUTES : STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MONTHS);
3501  SetDParam(2, t->index);
3502  SetDParamStr(3, cni->company_name);
3503  AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_GENERAL, NF_COMPANY, NR_TOWN, t->index, NR_NONE, UINT32_MAX, cni);
3504  AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3505  Game::NewEvent(new ScriptEventExclusiveTransportRights((ScriptCompany::CompanyID)(Owner)_current_company, t->index));
3506  }
3507  return CommandCost();
3508 }
3509 
3517 {
3518  if (flags & DC_EXEC) {
3519  if (Chance16(1, 14)) {
3520  /* set as unwanted for 6 months */
3521  t->unwanted[_current_company] = 6;
3522 
3523  /* set all close by station ratings to 0 */
3524  for (Station *st : Station::Iterate()) {
3525  if (st->town == t && st->owner == _current_company) {
3526  for (GoodsEntry &ge : st->goods) ge.rating = 0;
3527  }
3528  }
3529 
3530  /* only show error message to the executing player. All errors are handled command.c
3531  * but this is special, because it can only 'fail' on a DC_EXEC */
3532  if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
3533 
3534  /* decrease by a lot!
3535  * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3536  * be independent of any cheat settings
3537  */
3538  if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3539  t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3541  }
3542  } else {
3543  ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DC_EXEC);
3546  t->exclusive_counter = 0;
3547  }
3548  }
3549  }
3550  return CommandCost();
3551 }
3552 
3553 typedef CommandCost TownActionProc(Town *t, DoCommandFlag flags);
3554 static TownActionProc * const _town_action_proc[] = {
3563 };
3564 
3572 {
3573  TownActions buttons = TACT_NONE;
3574 
3575  /* Spectators and unwanted have no options */
3576  if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3577 
3578  /* Actions worth more than this are not able to be performed */
3579  Money avail = GetAvailableMoney(cid);
3580 
3581  /* Check the action bits for validity and
3582  * if they are valid add them */
3583  for (uint i = 0; i != lengthof(_town_action_costs); i++) {
3584  const TownActions cur = (TownActions)(1 << i);
3585 
3586  /* Is the company prohibited from bribing ? */
3587  if (cur == TACT_BRIBE) {
3588  /* Company can't bribe if setting is disabled */
3589  if (!_settings_game.economy.bribe) continue;
3590  /* Company can bribe if another company has exclusive transport rights,
3591  * or its standing with the town is less than outstanding. */
3592  if (t->ratings[cid] >= RATING_BRIBE_MAXIMUM) {
3593  if (t->exclusivity == _current_company) continue;
3594  if (t->exclusive_counter == 0) continue;
3595  }
3596  }
3597 
3598  /* Is the company not able to buy exclusive rights ? */
3599  if (cur == TACT_BUY_RIGHTS && (!_settings_game.economy.exclusive_rights || t->exclusive_counter != 0)) continue;
3600 
3601  /* Is the company not able to fund buildings ? */
3602  if (cur == TACT_FUND_BUILDINGS && !_settings_game.economy.fund_buildings) continue;
3603 
3604  /* Is the company not able to fund local road reconstruction? */
3605  if (cur == TACT_ROAD_REBUILD && !_settings_game.economy.fund_roads) continue;
3606 
3607  /* Is the company not able to build a statue ? */
3608  if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid)) continue;
3609 
3610  if (avail >= _town_action_costs[i] * _price[PR_TOWN_ACTION] >> 8) {
3611  buttons |= cur;
3612  }
3613  }
3614  }
3615 
3616  return buttons;
3617 }
3618 
3628 CommandCost CmdDoTownAction(DoCommandFlag flags, TownID town_id, uint8_t action)
3629 {
3630  Town *t = Town::GetIfValid(town_id);
3631  if (t == nullptr || action >= lengthof(_town_action_proc)) return CMD_ERROR;
3632 
3633  if (!HasBit(GetMaskOfTownActions(_current_company, t), action)) return CMD_ERROR;
3634 
3635  CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * _town_action_costs[action] >> 8);
3636 
3637  CommandCost ret = _town_action_proc[action](t, flags);
3638  if (ret.Failed()) return ret;
3639 
3640  if (flags & DC_EXEC) {
3642  }
3643 
3644  return cost;
3645 }
3646 
3647 template <typename Func>
3648 static void ForAllStationsNearTown(Town *t, Func func)
3649 {
3650  /* Ideally the search radius should be close to the actual town zone 0 radius.
3651  * The true radius is not stored or calculated anywhere, only the squared radius. */
3652  /* The efficiency of this search might be improved for large towns and many stations on the map,
3653  * by using an integer square root approximation giving a value not less than the true square root. */
3654  uint search_radius = t->cache.squared_town_zone_radius[HZB_TOWN_EDGE] / 2;
3655  ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3656  if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
3657  func(st);
3658  }
3659  });
3660 }
3661 
3666 static void UpdateTownRating(Town *t)
3667 {
3668  /* Increase company ratings if they're low */
3669  for (const Company *c : Company::Iterate()) {
3670  if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3671  t->ratings[c->index] = std::min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3672  }
3673  }
3674 
3675  ForAllStationsNearTown(t, [&](const Station *st) {
3676  if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3677  if (Company::IsValidID(st->owner)) {
3678  int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3679  t->ratings[st->owner] = std::min<int>(new_rating, INT16_MAX); // do not let it overflow
3680  }
3681  } else {
3682  if (Company::IsValidID(st->owner)) {
3683  int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3684  t->ratings[st->owner] = std::max(new_rating, INT16_MIN);
3685  }
3686  }
3687  });
3688 
3689  /* clamp all ratings to valid values */
3690  for (uint i = 0; i < MAX_COMPANIES; i++) {
3691  t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3692  }
3693 
3695 }
3696 
3697 
3704 static void UpdateTownGrowCounter(Town *t, uint16_t prev_growth_rate)
3705 {
3706  if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3707  if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3708  t->grow_counter = std::min<uint16_t>(t->growth_rate, t->grow_counter);
3709  return;
3710  }
3711  t->grow_counter = RoundDivSU((uint32_t)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3712 }
3713 
3720 {
3721  int n = 0;
3722  ForAllStationsNearTown(t, [&](const Station * st) {
3723  if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3724  n++;
3725  }
3726  });
3727  return n;
3728 }
3729 
3736 static uint GetNormalGrowthRate(Town *t)
3737 {
3743  static const uint16_t _grow_count_values[2][6] = {
3744  { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3745  { 320, 420, 300, 220, 160, 100 } // Normal values
3746  };
3747 
3748  int n = CountActiveStations(t);
3749  uint16_t m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][std::min(n, 5)];
3750 
3751  uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3752 
3753  m >>= growth_multiplier;
3754  if (t->larger_town) m /= 2;
3755 
3756  return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3757 }
3758 
3764 {
3765  if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) return;
3766  uint old_rate = t->growth_rate;
3768  UpdateTownGrowCounter(t, old_rate);
3770 }
3771 
3776 static void UpdateTownGrowth(Town *t)
3777 {
3779 
3782 
3783  if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3784 
3785  if (t->fund_buildings_months == 0) {
3786  /* Check if all goals are reached for this town to grow (given we are not funding it) */
3787  for (int i = TAE_BEGIN; i < TAE_END; i++) {
3788  switch (t->goal[i]) {
3789  case TOWN_GROWTH_WINTER:
3790  if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3791  break;
3792  case TOWN_GROWTH_DESERT:
3793  if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3794  break;
3795  default:
3796  if (t->goal[i] > t->received[i].old_act) return;
3797  break;
3798  }
3799  }
3800  }
3801 
3802  if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) {
3805  return;
3806  }
3807 
3808  if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3809 
3812 }
3813 
3821 {
3822  /* The required rating is hardcoded to RATING_VERYPOOR (see below), not the authority attitude setting, so we can bail out like this. */
3823  if (_settings_game.difficulty.town_council_tolerance == TOWN_COUNCIL_PERMISSIVE) return CommandCost();
3824 
3826 
3828  if (t == nullptr) return CommandCost();
3829 
3830  if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3831 
3832  SetDParam(0, t->index);
3833  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
3834 }
3835 
3845 {
3846  if (Town::GetNumItems() == 0) return nullptr;
3847 
3848  TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3849  Town *town = Town::Get(tid);
3850  if (DistanceManhattan(tile, town->xy) < threshold) return town;
3851  return nullptr;
3852 }
3853 
3862 Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3863 {
3864  switch (GetTileType(tile)) {
3865  case MP_ROAD:
3866  if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3867 
3868  if (!HasTownOwnedRoad(tile)) {
3869  TownID tid = GetTownIndex(tile);
3870 
3871  if (tid == INVALID_TOWN) {
3872  /* in the case we are generating "many random towns", this value may be INVALID_TOWN */
3873  if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3874  assert(Town::GetNumItems() == 0);
3875  return nullptr;
3876  }
3877 
3878  assert(Town::IsValidID(tid));
3879  Town *town = Town::Get(tid);
3880 
3881  if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
3882 
3883  return town;
3884  }
3885  [[fallthrough]];
3886 
3887  case MP_HOUSE:
3888  return Town::GetByTile(tile);
3889 
3890  default:
3891  return CalcClosestTownFromTile(tile, threshold);
3892  }
3893 }
3894 
3895 static bool _town_rating_test = false;
3896 static std::map<const Town *, int> _town_test_ratings;
3897 
3903 void SetTownRatingTestMode(bool mode)
3904 {
3905  static int ref_count = 0; // Number of times test-mode is switched on.
3906  if (mode) {
3907  if (ref_count == 0) {
3908  _town_test_ratings.clear();
3909  }
3910  ref_count++;
3911  } else {
3912  assert(ref_count > 0);
3913  ref_count--;
3914  }
3915  _town_rating_test = !(ref_count == 0);
3916 }
3917 
3923 static int GetRating(const Town *t)
3924 {
3925  if (_town_rating_test) {
3926  auto it = _town_test_ratings.find(t);
3927  if (it != _town_test_ratings.end()) {
3928  return it->second;
3929  }
3930  }
3931  return t->ratings[_current_company];
3932 }
3933 
3941 void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
3942 {
3943  /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3944  if (t == nullptr || (flags & DC_NO_MODIFY_TOWN_RATING) ||
3946  (_cheats.magic_bulldozer.value && add < 0)) {
3947  return;
3948  }
3949 
3950  int rating = GetRating(t);
3951  if (add < 0) {
3952  if (rating > max) {
3953  rating += add;
3954  if (rating < max) rating = max;
3955  }
3956  } else {
3957  if (rating < max) {
3958  rating += add;
3959  if (rating > max) rating = max;
3960  }
3961  }
3962  if (_town_rating_test) {
3963  _town_test_ratings[t] = rating;
3964  } else {
3966  t->ratings[_current_company] = rating;
3968  }
3969 }
3970 
3979 {
3980  /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
3981  if (t == nullptr || !Company::IsValidID(_current_company) ||
3983  return CommandCost();
3984  }
3985 
3986  /* minimum rating needed to be allowed to remove stuff */
3987  static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
3988  /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
3993  };
3994 
3995  /* check if you're allowed to remove the road/bridge/tunnel
3996  * owned by a town no removal if rating is lower than ... depends now on
3997  * difficulty setting. Minimum town rating selected by difficulty level
3998  */
3999  int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
4000 
4001  if (GetRating(t) < needed) {
4002  SetDParam(0, t->index);
4003  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
4004  }
4005 
4006  return CommandCost();
4007 }
4008 
4009 static IntervalTimer<TimerGameEconomy> _economy_towns_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::TOWN}, [](auto)
4010 {
4011  for (Town *t : Town::Iterate()) {
4012  /* Check for active town actions and decrement their counters. */
4013  if (t->road_build_months != 0) t->road_build_months--;
4014  if (t->fund_buildings_months != 0) t->fund_buildings_months--;
4015 
4016  if (t->exclusive_counter != 0) {
4017  if (--t->exclusive_counter == 0) t->exclusivity = INVALID_COMPANY;
4018  }
4019 
4020  /* Check for active failed bribe cooloff periods and decrement them. */
4021  for (const Company *c : Company::Iterate()) {
4022  if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
4023  }
4024 
4025  /* Update cargo statistics. */
4026  for (auto &supplied : t->supplied) supplied.NewMonth();
4027  for (auto &received : t->received) received.NewMonth();
4028 
4029  UpdateTownGrowth(t);
4030  UpdateTownRating(t);
4031 
4033  }
4034 });
4035 
4036 static IntervalTimer<TimerGameEconomy> _economy_towns_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::TOWN}, [](auto)
4037 {
4038  /* Increment house ages */
4039  for (TileIndex t = 0; t < Map::Size(); t++) {
4040  if (!IsTileType(t, MP_HOUSE)) continue;
4041  IncrementHouseAge(t);
4042  }
4043 });
4044 
4045 static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
4046 {
4047  if (AutoslopeEnabled()) {
4048  HouseID house = GetHouseType(tile);
4049  GetHouseNorthPart(house); // modifies house to the ID of the north tile
4050  const HouseSpec *hs = HouseSpec::Get(house);
4051 
4052  /* Here we differ from TTDP by checking TILE_NOT_SLOPED */
4053  if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
4054  (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
4055  bool allow_terraform = true;
4056 
4057  /* Call the autosloping callback per tile, not for the whole building at once. */
4058  house = GetHouseType(tile);
4059  hs = HouseSpec::Get(house);
4061  /* If the callback fails, allow autoslope. */
4062  uint16_t res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
4063  if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
4064  }
4065 
4066  if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
4067  }
4068  }
4069 
4070  return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
4071 }
4072 
4074 extern const TileTypeProcs _tile_type_town_procs = {
4075  DrawTile_Town, // draw_tile_proc
4076  GetSlopePixelZ_Town, // get_slope_z_proc
4077  ClearTile_Town, // clear_tile_proc
4078  AddAcceptedCargo_Town, // add_accepted_cargo_proc
4079  GetTileDesc_Town, // get_tile_desc_proc
4080  GetTileTrackStatus_Town, // get_tile_track_status_proc
4081  nullptr, // click_tile_proc
4082  AnimateTile_Town, // animate_tile_proc
4083  TileLoop_Town, // tile_loop_proc
4084  ChangeTileOwner_Town, // change_tile_owner_proc
4085  AddProducedCargo_Town, // add_produced_cargo_proc
4086  nullptr, // vehicle_enter_tile_proc
4087  GetFoundation_Town, // get_foundation_proc
4088  TerraformTile_Town, // terraform_tile_proc
4089 };
4090 
4091 std::span<const DrawBuildingsTileStruct> GetTownDrawTileData()
4092 {
4093  return _town_draw_tile_data;
4094 }
SLOPE_E
@ SLOPE_E
the east corner of the tile is raised
Definition: slope_type.h:52
GrowTownInTile
static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
Grows the given town.
Definition: town_cmd.cpp:1512
game.hpp
RoadTypeInfo::flags
RoadTypeFlags flags
Bit mask of road type flags.
Definition: road.h:127
SLOPE_SE
@ SLOPE_SE
south and east corner are raised
Definition: slope_type.h:57
TileY
static debug_inline uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition: map_func.h:437
TileInfo::z
int z
Height.
Definition: tile_cmd.h:48
MP_CLEAR
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition: tile_type.h:48
MP_HOUSE
@ MP_HOUSE
A house by a town.
Definition: tile_type.h:51
DeleteNewGRFInspectWindow
void DeleteNewGRFInspectWindow(GrfSpecFeature feature, uint index)
Delete inspect window for a given feature and index.
Definition: newgrf_debug_gui.cpp:729
IsTileFlat
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition: tile_map.cpp:95
TACT_BRIBE
@ TACT_BRIBE
Try to bribe the council.
Definition: town.h:222
TileDesc::grf
const char * grf
newGRF used for the tile contents
Definition: tile_cmd.h:63
Town::have_ratings
CompanyMask have_ratings
which companies have a rating
Definition: town.h:73
ClearTownHouse
void ClearTownHouse(Town *t, TileIndex tile)
Clear a town house.
Definition: town_cmd.cpp:2941
OWNER_DEITY
@ OWNER_DEITY
The object is owned by a superuser / goal script.
Definition: company_type.h:27
TROPICZONE_DESERT
@ TROPICZONE_DESERT
Tile is desert.
Definition: tile_type.h:78
RoadTypeInfo
Definition: road.h:78
TACT_BUILD_STATUE
@ TACT_BUILD_STATUE
Build a statue.
Definition: town.h:219
InvalidateWindowData
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition: window.cpp:3208
StatueBuildSearchData
Structure for storing data while searching the best place to build a statue.
Definition: town_cmd.cpp:3369
TileLoop_Town
static void TileLoop_Town(TileIndex tile)
Tile callback function.
Definition: town_cmd.cpp:605
ResetHouseAge
void ResetHouseAge(Tile t)
Sets the age of the house to zero.
Definition: town_map.h:227
_town_test_ratings
static std::map< const Town *, int > _town_test_ratings
Map of towns to modified ratings, while in town rating test-mode.
Definition: town_cmd.cpp:3896
TileAdd
constexpr TileIndex TileAdd(TileIndex tile, TileIndexDiff offset)
Adds a given offset to a tile.
Definition: map_func.h:466
Cheats::magic_bulldozer
Cheat magic_bulldozer
dynamite industries, objects
Definition: cheat_type.h:27
GoodsEntry::rating
uint8_t rating
Station rating for this cargo.
Definition: station_base.h:226
SetBit
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
Definition: bitmath_func.hpp:121
newgrf_house.h
RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE
@ RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE
"Hostile"
Definition: town_type.h:61
StationFinder
Structure contains cached list of stations nearby.
Definition: station_type.h:102
CalcClosestTownFromTile
Town * CalcClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest to the given tile within threshold.
Definition: town_cmd.cpp:3844
TownSize
TownSize
Supported initial town sizes.
Definition: town_type.h:19
Pool::PoolItem<&_town_pool >::Get
static Titem * Get(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:339
GetDisallowedRoadDirections
DisallowedRoadDirections GetDisallowedRoadDirections(Tile t)
Gets the disallowed directions.
Definition: road_map.h:301
TimerGameTick::counter
static TickCounter counter
Monotonic counter, in ticks, since start of game.
Definition: timer_game_tick.h:60
station_kdtree.h
TO_HOUSES
@ TO_HOUSES
town buildings
Definition: transparency.h:25
OnTick_Town
void OnTick_Town()
Iterate through all towns and call their tick handler.
Definition: town_cmd.cpp:901
EconomySettings::larger_towns
uint8_t larger_towns
the number of cities to build. These start off larger and grow twice as fast
Definition: settings_type.h:526
DIR_E
@ DIR_E
East.
Definition: direction_type.h:28
SetWindowDirty
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition: window.cpp:3090
GetTileMaxZ
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition: tile_map.cpp:136
GetRating
static int GetRating(const Town *t)
Get the rating of a town for the _current_company.
Definition: town_cmd.cpp:3923
RoadBits
RoadBits
Enumeration for the road parts on a tile.
Definition: road_type.h:52
TownGenerateCargoOriginal
static void TownGenerateCargoOriginal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
Generate cargo for a house using the original algorithm.
Definition: town_cmd.cpp:562
CBM_HOUSE_CARGO_ACCEPTANCE
@ CBM_HOUSE_CARGO_ACCEPTANCE
decides amount of cargo acceptance
Definition: newgrf_callbacks.h:335
DoClearTownHouseHelper
static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
Update data structures when a house is removed.
Definition: town_cmd.cpp:2899
TileHash2Bit
uint TileHash2Bit(uint x, uint y)
Get the last two bits of the TileHash from a tile position.
Definition: tile_map.h:342
command_func.h
TownGenerateCargoBinominal
static void TownGenerateCargoBinominal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
Generate cargo for a house using the binominal algorithm.
Definition: town_cmd.cpp:582
IsInsideMM
constexpr bool IsInsideMM(const T x, const size_t min, const size_t max) noexcept
Checks if a value is in an interval.
Definition: math_func.hpp:268
Town::InitializeLayout
void InitializeLayout(TownLayout layout)
Assign the town layout.
Definition: town_cmd.cpp:182
ROADTYPE_ROAD
@ ROADTYPE_ROAD
Basic road type.
Definition: road_type.h:27
IsRoadOwner
bool IsRoadOwner(Tile t, RoadTramType rtt, Owner o)
Check if a specific road type is owned by an owner.
Definition: road_map.h:268
EconomySettings::town_layout
TownLayout town_layout
select town layout,
Definition: settings_type.h:528
FindNearestEmptyLand
static bool FindNearestEmptyLand(TileIndex tile, void *)
CircularTileSearch callback to find the nearest land tile.
Definition: town_cmd.cpp:2290
ShowErrorMessage
void ShowErrorMessage(StringID summary_msg, int x, int y, CommandCost cc)
Display an error message in a window.
Definition: error_gui.cpp:367
Pool::PoolItem<&_town_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:350
CMD_ERROR
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
Definition: command_func.h:28
HouseSpec::Specs
static std::vector< HouseSpec > & Specs()
Get a reference to all HouseSpecs.
Definition: newgrf_house.cpp:50
RoadTypeInfo::introduction_date
TimerGameCalendar::Date introduction_date
Introduction date.
Definition: road.h:166
FlatteningFoundation
Foundation FlatteningFoundation(Slope s)
Returns the foundation needed to flatten a slope.
Definition: slope_func.h:369
ROAD_Y
@ ROAD_Y
Full road along the y-axis (north-west + south-east)
Definition: road_type.h:59
TownActionBuildStatue
static CommandCost TownActionBuildStatue(Town *t, DoCommandFlag flags)
Perform a 9x9 tiles circular search from the center of the town in order to find a free tile to place...
Definition: town_cmd.cpp:3425
Kdtree
K-dimensional tree, specialised for 2-dimensional space.
Definition: kdtree.hpp:35
TileInfo
Tile information, used while rendering the tile.
Definition: tile_cmd.h:43
Backup
Class to backup a specific variable and restore it later.
Definition: backup_type.hpp:21
Town::statues
CompanyMask statues
which companies have a statue?
Definition: town.h:70
terraform_cmd.h
HouseSpec::minimum_life
uint8_t minimum_life
The minimum number of years this house will survive before the town rebuilds it.
Definition: house.h:118
company_base.h
HouseSpec::max_year
TimerGameCalendar::Year max_year
last year it can be built
Definition: house.h:96
BuildObject
void BuildObject(ObjectType type, TileIndex tile, CompanyID owner=OWNER_NONE, struct Town *town=nullptr, uint8_t view=0)
Actually build the object.
Definition: object_cmd.cpp:88
tunnelbridge_map.h
CommandFlagsToDCFlags
static constexpr DoCommandFlag CommandFlagsToDCFlags(CommandFlags cmd_flags)
Extracts the DC flags needed for DoCommand from the flags returned by GetCommandFlags.
Definition: command_func.h:58
RemoveNearbyStations
static void RemoveNearbyStations(Town *t, TileIndex tile, BuildingFlags flags)
Remove stations from nearby station list if a town is no longer in the catchment area of each.
Definition: town_cmd.cpp:476
timer_game_calendar.h
CommandCost::MultiplyCost
void MultiplyCost(int factor)
Multiplies the cost of the command by the given factor.
Definition: command_type.h:74
HouseSpec::accepts_cargo
CargoID accepts_cargo[HOUSE_NUM_ACCEPTS]
input cargo slots
Definition: house.h:103
TileDesc::owner
Owner owner[4]
Name of the owner(s)
Definition: tile_cmd.h:55
SLOPE_NE
@ SLOPE_NE
north and east corner are raised
Definition: slope_type.h:58
Station
Station data structure.
Definition: station_base.h:439
GetTileSlope
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition: tile_map.h:279
GetWorldPopulation
uint32_t GetWorldPopulation()
Get the total population, the sum of all towns in the world.
Definition: town_cmd.cpp:462
GetClosestWaterDistance
uint GetClosestWaterDistance(TileIndex tile, bool water)
Finds the distance for the closest tile with water/land given a tile.
Definition: map.cpp:323
CargoPacket::InvalidateAllFrom
static void InvalidateAllFrom(SourceType src_type, SourceID src)
Invalidates (sets source_id to INVALID_SOURCE) all cargo packets from given source.
Definition: cargopacket.cpp:137
INVALID_COMPANY
@ INVALID_COMPANY
An invalid company.
Definition: company_type.h:30
_town_action_costs
const uint8_t _town_action_costs[TACT_COUNT]
Factor in the cost of each town action.
Definition: town_cmd.cpp:3280
UpdateTownRating
static void UpdateTownRating(Town *t)
Monthly callback to update town and station ratings.
Definition: town_cmd.cpp:3666
StringID
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Definition: strings_type.h:16
SLOPE_FLAT
@ SLOPE_FLAT
a flat tile
Definition: slope_type.h:49
ROAD_SE
@ ROAD_SE
South-east part.
Definition: road_type.h:56
CloseWindowById
void CloseWindowById(WindowClass cls, WindowNumber number, bool force, int data)
Close a window by its class and window number (if it is open).
Definition: window.cpp:1140
_town_rating_test
static bool _town_rating_test
If true, town rating is in test-mode.
Definition: town_cmd.cpp:3895
NT_INDUSTRY_OPEN
@ NT_INDUSTRY_OPEN
Opening of industries.
Definition: news_type.h:29
GetHouseBuildingStage
uint8_t GetHouseBuildingStage(Tile t)
House Construction Scheme.
Definition: town_map.h:184
IntervalTimer
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition: timer.h:76
GB
constexpr static debug_inline uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
Definition: bitmath_func.hpp:32
AddAcceptedCargoSetMask
static void AddAcceptedCargoSetMask(CargoID cargo, uint amount, CargoArray &acceptance, CargoTypes &always_accepted)
Fill cargo acceptance array and always_accepted mask, if cargo ID is valid.
Definition: town_cmd.cpp:784
IncHouseConstructionTick
void IncHouseConstructionTick(Tile t)
Sets the increment stage of a house It is working with the whole counter + stage 5 bits,...
Definition: town_map.h:209
AutoslopeEnabled
bool AutoslopeEnabled()
Tests if autoslope is enabled for _current_company.
Definition: autoslope.h:44
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
IsTransparencySet
bool IsTransparencySet(TransparencyOption to)
Check if the transparency option bit is set and if we aren't in the game menu (there's never transpar...
Definition: transparency.h:48
Pool::PoolItem::index
Tindex index
Index of this pool item.
Definition: pool_type.hpp:238
TACT_FUND_BUILDINGS
@ TACT_FUND_BUILDINGS
Fund new buildings.
Definition: town.h:220
DiagDirToAxis
Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
Definition: direction_func.h:214
Object::GetByTile
static Object * GetByTile(TileIndex tile)
Get the object associated with a tile.
Definition: object_cmd.cpp:55
TileAddXY
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition: map_func.h:479
GrowTownAtRoad
static bool GrowTownAtRoad(Town *t, TileIndex tile)
Try to grow a town at a given road tile.
Definition: town_cmd.cpp:1762
IsRoadAllowedHere
static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
Check if a Road is allowed on a given tile.
Definition: town_cmd.cpp:1040
CargoArray
Class for storing amounts of cargo.
Definition: cargo_type.h:114
PalSpriteID::sprite
SpriteID sprite
The 'real' sprite.
Definition: gfx_type.h:24
HouseSpec::cargo_acceptance
uint8_t cargo_acceptance[HOUSE_NUM_ACCEPTS]
acceptance level for the cargo slots
Definition: house.h:102
HouseSpec::enabled
bool enabled
the house is available to build (true by default, but can be disabled by newgrf)
Definition: house.h:107
ROAD_ALL
@ ROAD_ALL
Full 4-way crossing.
Definition: road_type.h:66
CheckTownBuild2x2House
static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
Definition: town_cmd.cpp:2666
GameSettings::difficulty
DifficultySettings difficulty
settings related to the difficulty
Definition: settings_type.h:593
GetTileZ
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition: tile_map.cpp:116
INVALID_TILE
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition: tile_type.h:95
ROAD_W
@ ROAD_W
Road at the two western edges.
Definition: road_type.h:64
DIR_S
@ DIR_S
South.
Definition: direction_type.h:30
ROADTYPE_BEGIN
@ ROADTYPE_BEGIN
Used for iterations.
Definition: road_type.h:26
Town::growth_rate
uint16_t growth_rate
town growth rate
Definition: town.h:96
AdvanceSingleHouseConstruction
static void AdvanceSingleHouseConstruction(TileIndex tile)
Helper function for house construction stage progression.
Definition: town_cmd.cpp:498
DIAGDIRDIFF_90LEFT
@ DIAGDIRDIFF_90LEFT
90 degrees left
Definition: direction_type.h:100
Waypoint
Representation of a waypoint.
Definition: waypoint_base.h:23
MP_RAILWAY
@ MP_RAILWAY
A railway.
Definition: tile_type.h:49
_tile_type_town_procs
const TileTypeProcs _tile_type_town_procs
Tile callback functions for a town.
Definition: landscape.cpp:51
TileHash
uint TileHash(uint x, uint y)
Calculate a hash value from a tile position.
Definition: tile_map.h:324
IsSteepSlope
static constexpr bool IsSteepSlope(Slope s)
Checks if a slope is steep.
Definition: slope_func.h:36
DifficultySettings::town_council_tolerance
uint8_t town_council_tolerance
minimum required town ratings to be allowed to demolish stuff
Definition: settings_type.h:116
OBJECT_STATUE
static const ObjectType OBJECT_STATUE
Statue in towns.
Definition: object_type.h:18
TF_FORBIDDEN
@ TF_FORBIDDEN
Forbidden.
Definition: town_type.h:96
TILE_SIZE
static const uint TILE_SIZE
Tile size in world coordinates.
Definition: tile_type.h:15
TownActionBuyRights
static CommandCost TownActionBuyRights(Town *t, DoCommandFlag flags)
Perform the "buy exclusive transport rights" town action.
Definition: town_cmd.cpp:3483
CBID_HOUSE_CUSTOM_NAME
@ CBID_HOUSE_CUSTOM_NAME
Called on the Get Tile Description for an house tile.
Definition: newgrf_callbacks.h:224
VerifyTownName
bool VerifyTownName(uint32_t r, const TownNameParams *par, TownNames *town_names)
Verifies the town name is valid and unique.
Definition: townname.cpp:103
DiagDirection
DiagDirection
Enumeration for diagonal directions.
Definition: direction_type.h:73
_random
Randomizer _random
Random used in the game state calculations.
Definition: random_func.cpp:37
HasTownOwnedRoad
bool HasTownOwnedRoad(Tile t)
Checks if given tile has town owned road.
Definition: road_map.h:280
HouseSpec::callback_mask
uint16_t callback_mask
Bitmask of house callbacks that have to be called.
Definition: house.h:111
HouseSpec::building_name
StringID building_name
building name
Definition: house.h:99
CargoSpec::Iterate
static IterateWrapper Iterate(size_t from=0)
Returns an iterable ensemble of all valid CargoSpec.
Definition: cargotype.h:190
SLOPE_NW
@ SLOPE_NW
north and west corner are raised
Definition: slope_type.h:55
_settings_client
ClientSettings _settings_client
The current settings for this game.
Definition: settings.cpp:56
AddAnimatedTile
void AddAnimatedTile(TileIndex tile, bool mark_dirty)
Add the given tile to the animated tile table (if it does not exist yet).
Definition: animated_tile.cpp:39
Town::xy
TileIndex xy
town center tile
Definition: town.h:55
CargoSpec
Specification of a cargo type.
Definition: cargotype.h:71
DC_NO_WATER
@ DC_NO_WATER
don't allow building on water
Definition: command_type.h:379
HouseSpec::probability
uint8_t probability
Relative probability of appearing (16 is the standard value)
Definition: house.h:113
GetRoadStopDir
DiagDirection GetRoadStopDir(Tile t)
Gets the direction the road stop entrance points towards.
Definition: station_map.h:344
SetLiftDestination
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:94
MP_INDUSTRY
@ MP_INDUSTRY
Part of an industry.
Definition: tile_type.h:56
TimerGameEconomy::UsingWallclockUnits
static bool UsingWallclockUnits(bool newgame=false)
Check if we are using wallclock units.
Definition: timer_game_economy.cpp:97
town.h
newgrf_debug.h
SLOPE_STEEP_E
@ SLOPE_STEEP_E
a steep slope falling to west (from east)
Definition: slope_type.h:68
GetGRFConfig
GRFConfig * GetGRFConfig(uint32_t grfid, uint32_t mask)
Retrieve a NewGRF from the current config by its grfid.
Definition: newgrf_config.cpp:712
TileInfo::y
int y
Y position of the tile in unit coordinates.
Definition: tile_cmd.h:45
OrthogonalTileArea::Add
void Add(TileIndex to_add)
Add a single tile to a tile area; enlarge if needed.
Definition: tilearea.cpp:43
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > >
SLOPE_W
@ SLOPE_W
the west corner of the tile is raised
Definition: slope_type.h:50
DifficultySettings::number_towns
uint8_t number_towns
the amount of towns
Definition: settings_type.h:101
WC_STATION_VIEW
@ WC_STATION_VIEW
Station view; Window numbers:
Definition: window_type.h:345
IsWaterTile
bool IsWaterTile(Tile t)
Is it a water tile with plain water?
Definition: water_map.h:193
ROAD_N
@ ROAD_N
Road at the two northern edges.
Definition: road_type.h:61
CreateRandomTown
static Town * CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout)
Create a random town somewhere in the world.
Definition: town_cmd.cpp:2330
TL_ORIGINAL
@ TL_ORIGINAL
Original algorithm (min. 1 distance between roads)
Definition: town_type.h:82
Industry
Defines the internal data of a functional industry.
Definition: industry.h:68
Station::CatchmentCoversTown
bool CatchmentCoversTown(TownID t) const
Test if the given town ID is covered by our catchment area.
Definition: station.cpp:455
CBID_HOUSE_DRAW_FOUNDATIONS
@ CBID_HOUSE_DRAW_FOUNDATIONS
Called to determine the type (if any) of foundation to draw for house tile.
Definition: newgrf_callbacks.h:227
Map::ScaleBySize
static uint ScaleBySize(uint n)
Scales the given value by the map size, where the given value is for a 256 by 256 map.
Definition: map_func.h:328
DC_EXEC
@ DC_EXEC
execute the given command
Definition: command_type.h:376
Kdtree::Build
void Build(It begin, It end)
Clear and rebuild the tree from a new sequence of elements,.
Definition: kdtree.hpp:362
TPE_MAIL
@ TPE_MAIL
Cargo behaves mail-like for production.
Definition: cargotype.h:37
GameCreationSettings::landscape
uint8_t landscape
the landscape we're currently in
Definition: settings_type.h:368
GetTownRoadBits
static RoadBits GetTownRoadBits(TileIndex tile)
Return the RoadBits of a tile, ignoring depot and bay road stops.
Definition: town_cmd.cpp:915
BaseStation::owner
Owner owner
The owner of this station.
Definition: base_station_base.h:69
MP_ROAD
@ MP_ROAD
A tile with road (or tram tracks)
Definition: tile_type.h:50
TOWN_GROWTH_RATE_NONE
static const uint16_t TOWN_GROWTH_RATE_NONE
Special value for Town::growth_rate to disable town growth.
Definition: town.h:35
TileDesc
Tile description for the 'land area information' tool.
Definition: tile_cmd.h:52
LiftHasDestination
bool LiftHasDestination(Tile t)
Check if the lift of this animated house has a destination.
Definition: town_map.h:83
TCGM_ORIGINAL
@ TCGM_ORIGINAL
Original algorithm (quadratic cargo by population)
Definition: town_type.h:105
Town::show_zone
bool show_zone
NOSAVE: mark town to show the local authority zone in the viewports.
Definition: town.h:104
Chance16
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.
Definition: random_func.hpp:134
TOWN_HAS_STADIUM
@ TOWN_HAS_STADIUM
There can be only one stadium by town.
Definition: town.h:198
CBM_HOUSE_PRODUCE_CARGO
@ CBM_HOUSE_PRODUCE_CARGO
custom cargo production
Definition: newgrf_callbacks.h:339
DoCommandFlag
DoCommandFlag
List of flags for a command.
Definition: command_type.h:374
SLOPE_S
@ SLOPE_S
the south corner of the tile is raised
Definition: slope_type.h:51
genworld.h
Town::UpdateVirtCoord
void UpdateVirtCoord()
Resize the sign (label) of the town after it changes population.
Definition: town_cmd.cpp:409
Foundation
Foundation
Enumeration for Foundations.
Definition: slope_type.h:93
UpdateTownRadius
void UpdateTownRadius(Town *t)
Update the cached town zone radii of a town, based on the number of houses.
Definition: town_cmd.cpp:1917
SLOPE_STEEP_S
@ SLOPE_STEEP_S
a steep slope falling to north (from south)
Definition: slope_type.h:67
GenerateTowns
bool GenerateTowns(TownLayout layout)
Generate a number of towns with a given layout.
Definition: town_cmd.cpp:2382
Kdtree::Count
size_t Count() const
Get number of elements stored in tree.
Definition: kdtree.hpp:430
IncreaseGeneratingWorldProgress
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
Definition: genworld_gui.cpp:1547
ROAD_NW
@ ROAD_NW
North-west part.
Definition: road_type.h:54
SpotData
Used as the user_data for FindFurthestFromWater.
Definition: town_cmd.cpp:2248
Town::road_build_months
uint8_t road_build_months
fund road reconstruction in action?
Definition: town.h:99
Town::GetRandom
static Town * GetRandom()
Return a random valid town.
Definition: town_cmd.cpp:196
CommandCost::Succeeded
bool Succeeded() const
Did this command succeed?
Definition: command_type.h:162
RATING_GROWTH_UP_STEP
@ RATING_GROWTH_UP_STEP
when a town grows, all companies have rating increased a bit ...
Definition: town_type.h:52
HouseSpec::removal_cost
uint8_t removal_cost
cost multiplier for removing it
Definition: house.h:98
object_base.h
EconomySettings::bribe
bool bribe
enable bribing the local authority
Definition: settings_type.h:515
Kdtree::Remove
void Remove(const T &element)
Remove a single element from the tree, if it exists.
Definition: kdtree.hpp:417
Town::flags
uint8_t flags
See TownFlags.
Definition: town.h:66
GameSettings::game_creation
GameCreationSettings game_creation
settings used during the creation of a game (map)
Definition: settings_type.h:594
NR_TOWN
@ NR_TOWN
Reference town. Scroll to town when clicking on the news.
Definition: news_type.h:58
SpecializedStation< Station, false >::Iterate
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
Definition: base_station_base.h:305
TRANSPORT_ROAD
@ TRANSPORT_ROAD
Transport by road vehicle.
Definition: transport_type.h:28
ai.hpp
EconomySettings::town_growth_rate
uint8_t town_growth_rate
town growth rate
Definition: settings_type.h:525
RATING_INITIAL
@ RATING_INITIAL
initial rating
Definition: town_type.h:44
ComplementSlope
Slope ComplementSlope(Slope s)
Return the complement of a slope.
Definition: slope_func.h:76
TileInfo::tileh
Slope tileh
Slope of the tile.
Definition: tile_cmd.h:46
GetTileType
static debug_inline TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition: tile_map.h:96
TimerGameConst< struct Calendar >::MAX_DATE
static constexpr TimerGame< struct Calendar >::Date MAX_DATE
The date of the last day of the max year.
Definition: timer_game_common.h:187
TestTownOwnsBridge
static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
Check if a town 'owns' a bridge.
Definition: town_cmd.cpp:94
RoundDivSU
constexpr int RoundDivSU(int a, uint b)
Computes round(a / b) for signed a and unsigned b.
Definition: math_func.hpp:342
GetRoadDepotDirection
DiagDirection GetRoadDepotDirection(Tile t)
Get the direction of the exit of a road depot.
Definition: road_map.h:565
Pool::MAX_SIZE
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition: pool_type.hpp:84
ScaleByCargoScale
uint ScaleByCargoScale(uint num, bool town)
Scale a number by the cargo scale setting.
Definition: economy_func.h:77
IsInvisibilitySet
bool IsInvisibilitySet(TransparencyOption to)
Check if the invisibility option bit is set and if we aren't in the game menu (there's never transpar...
Definition: transparency.h:59
townname_func.h
HouseSpec::extra_flags
HouseExtraFlags extra_flags
some more flags
Definition: house.h:114
GetHouseAge
TimerGameCalendar::Year GetHouseAge(Tile t)
Get the age of the house.
Definition: town_map.h:250
GrowTown
static bool GrowTown(Town *t)
Grow the town.
Definition: town_cmd.cpp:1858
Utf8StringLength
size_t Utf8StringLength(const char *s)
Get the length of an UTF-8 encoded string in number of characters and thus not the number of bytes th...
Definition: string.cpp:359
GRFFileProps::override
uint16_t override
id of the entity been replaced by
Definition: newgrf_commons.h:322
Pool::PoolItem<&_town_pool >::GetPoolSize
static size_t GetPoolSize()
Returns first unused index.
Definition: pool_type.hpp:360
TransportType
TransportType
Available types of transport.
Definition: transport_type.h:19
DistanceManhattan
uint DistanceManhattan(TileIndex t0, TileIndex t1)
Gets the Manhattan distance between the two given tiles.
Definition: map.cpp:140
DIR_W
@ DIR_W
West.
Definition: direction_type.h:32
EconomySettings::fund_buildings
bool fund_buildings
allow funding new buildings
Definition: settings_type.h:520
depot_base.h
DIAGDIR_NW
@ DIAGDIR_NW
Northwest.
Definition: direction_type.h:78
landscape_cmd.h
CompanyNewsInformation::company_name
std::string company_name
The name of the company.
Definition: news_type.h:160
EconomySettings::dist_local_authority
uint8_t dist_local_authority
distance for town local authority, default 20
Definition: settings_type.h:518
ROAD_S
@ ROAD_S
Road at the two southern edges.
Definition: road_type.h:63
Town::supplied
TransportedCargoStat< uint32_t > supplied[NUM_CARGO]
Cargo statistics about supplied cargo.
Definition: town.h:79
CmdTownCargoGoal
CommandCost CmdTownCargoGoal(DoCommandFlag flags, TownID town_id, TownAcceptanceEffect tae, uint32_t goal)
Change the cargo goal of a town.
Definition: town_cmd.cpp:3034
return_cmd_error
#define return_cmd_error(errcode)
Returns from a function with a specific StringID as error.
Definition: command_func.h:38
TOWN_RATING_CHECK_TYPE_COUNT
@ TOWN_RATING_CHECK_TYPE_COUNT
Number of town checking action types.
Definition: town.h:178
RandomDiagDir
static DiagDirection RandomDiagDir()
Return a random direction.
Definition: town_cmd.cpp:258
ToTileIndexDiff
TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between two tiles from a TileIndexDiffC struct.
Definition: map_func.h:452
DIAGDIR_SE
@ DIAGDIR_SE
Southeast.
Definition: direction_type.h:76
IsBayRoadStopTile
bool IsBayRoadStopTile(Tile t)
Is tile t a bay (non-drive through) road stop station?
Definition: station_map.h:266
GetTownRoadType
RoadType GetTownRoadType()
Get the road type that towns should build at this current moment.
Definition: town_cmd.cpp:926
GetAvailableMoneyForCommand
Money GetAvailableMoneyForCommand()
This functions returns the money which can be used to execute a command.
Definition: company_cmd.cpp:230
TownActionAdvertiseSmall
static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlag flags)
Perform the "small advertising campaign" town action.
Definition: town_cmd.cpp:3290
GetTownRadiusGroup
HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
Returns the bit corresponding to the town zone of the specified tile.
Definition: town_cmd.cpp:2439
CommandCost
Common return value for all commands.
Definition: command_type.h:23
town_cmd.h
_generating_town
static bool _generating_town
Set if a town is being generated.
Definition: town_cmd.cpp:83
CircularTileSearch
bool CircularTileSearch(TileIndex *tile, uint size, TestTileOnSearchProc proc, void *user_data)
Function performing a search around a center tile and going outward, thus in circle.
Definition: map.cpp:241
GRFConfig
Information about GRF, used in the game and (part of it) in savegames.
Definition: newgrf_config.h:147
Town::grow_counter
uint16_t grow_counter
counter to count when to grow, value is smaller than or equal to growth_rate
Definition: town.h:95
ChangeDiagDir
DiagDirection ChangeDiagDir(DiagDirection d, DiagDirDiff delta)
Applies a difference on a DiagDirection.
Definition: direction_func.h:149
WC_TOWN_AUTHORITY
@ WC_TOWN_AUTHORITY
Town authority; Window numbers:
Definition: window_type.h:194
SpotData::tile
TileIndex tile
holds the tile that was found
Definition: town_cmd.cpp:2249
OWNER_NONE
@ OWNER_NONE
The tile has no ownership.
Definition: company_type.h:25
MAX_BRIDGES
static const uint MAX_BRIDGES
Maximal number of available bridge specs.
Definition: bridge.h:35
Industry::GetByTile
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition: industry.h:240
GSF_FAKE_TOWNS
@ GSF_FAKE_TOWNS
Fake town GrfSpecFeature for NewGRF debugging (parent scope)
Definition: newgrf.h:91
GameCreationSettings::custom_town_number
uint16_t custom_town_number
manually entered number of towns
Definition: settings_type.h:370
GetSlopeMaxZ
static constexpr int GetSlopeMaxZ(Slope s)
Returns the height of the highest corner of a slope relative to TileZ (= minimal height)
Definition: slope_func.h:160
BuildTownHouse
static void BuildTownHouse(Town *t, TileIndex tile, const HouseSpec *hs, HouseID house, uint8_t random_bits)
Build a house at this tile.
Definition: town_cmd.cpp:2690
NEW_HOUSE_OFFSET
static const HouseID NEW_HOUSE_OFFSET
Offset for new houses.
Definition: house.h:28
DRD_NONE
@ DRD_NONE
None of the directions are disallowed.
Definition: road_type.h:74
TownCanBePlacedHere
static CommandCost TownCanBePlacedHere(TileIndex tile)
Check if it's possible to place a town on a given tile.
Definition: town_cmd.cpp:2067
TOWN_GROWTH_DESERT
static const uint TOWN_GROWTH_DESERT
The town needs the cargo for growth when on desert (any amount)
Definition: town.h:34
autoslope.h
SpotData::max_dist
uint max_dist
holds the distance that tile is from the water
Definition: town_cmd.cpp:2250
TownRatingCheckType
TownRatingCheckType
Action types that a company must ask permission for to a town authority.
Definition: town.h:175
ROAD_SW
@ ROAD_SW
South-west part.
Definition: road_type.h:55
CountActiveStations
static int CountActiveStations(Town *t)
Calculates amount of active stations in the range of town (HZB_TOWN_EDGE).
Definition: town_cmd.cpp:3719
DistanceFromEdge
uint DistanceFromEdge(TileIndex tile)
Param the minimum distance to an edge.
Definition: map.cpp:200
DIAGDIR_BEGIN
@ DIAGDIR_BEGIN
Used for iterations.
Definition: direction_type.h:74
HouseSpec::building_flags
BuildingFlags building_flags
some flags that describe the house (size, stadium etc...)
Definition: house.h:105
Kdtree::Insert
void Insert(const T &element)
Insert a single element in the tree.
Definition: kdtree.hpp:398
MP_OBJECT
@ MP_OBJECT
Contains objects such as transmitters and owned land.
Definition: tile_type.h:58
CBID_HOUSE_ALLOW_CONSTRUCTION
@ CBID_HOUSE_ALLOW_CONSTRUCTION
Determine whether the house can be built on the specified tile.
Definition: newgrf_callbacks.h:54
_cheats
Cheats _cheats
All the cheats.
Definition: cheat.cpp:16
TSZ_END
@ TSZ_END
Number of available town sizes.
Definition: town_type.h:25
GUISettings::population_in_label
bool population_in_label
show the population of a town in its label?
Definition: settings_type.h:175
CBM_HOUSE_ACCEPT_CARGO
@ CBM_HOUSE_ACCEPT_CARGO
decides accepted types
Definition: newgrf_callbacks.h:338
CargoSpec::town_production_cargoes
static std::array< std::vector< const CargoSpec * >, NUM_TPE > town_production_cargoes
List of cargo specs for each Town Product Effect.
Definition: cargotype.h:193
MP_WATER
@ MP_WATER
Water tile.
Definition: tile_type.h:54
UpdateAirportsNoise
void UpdateAirportsNoise()
Recalculate the noise generated by the airports of each town.
Definition: station_cmd.cpp:2512
ReverseDiagDir
DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
Definition: direction_func.h:118
Town::stations_near
StationList stations_near
NOSAVE: List of nearby stations.
Definition: town.h:91
CommandCost::Failed
bool Failed() const
Did this command fail?
Definition: command_type.h:171
DoCreateTown
static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
Actually create a town.
Definition: town_cmd.cpp:1988
AlignTileToGrid
static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
Towns must all be placed on the same grid or when they eventually interpenetrate their road networks ...
Definition: town_cmd.cpp:2218
TPE_PASSENGERS
@ TPE_PASSENGERS
Cargo behaves passenger-like for production.
Definition: cargotype.h:36
Object
An object, such as transmitter, on the map.
Definition: object_base.h:23
GrowTownWithTunnel
static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
Grows the town with a tunnel.
Definition: town_cmd.cpp:1383
TryBuildTownHouse
static bool TryBuildTownHouse(Town *t, TileIndex tile)
Tries to build a house at this tile.
Definition: town_cmd.cpp:2722
TL_RANDOM
@ TL_RANDOM
Random town layout.
Definition: town_type.h:87
CmdTownRating
CommandCost CmdTownRating(DoCommandFlag flags, TownID town_id, CompanyID company_id, int16_t rating)
Change the rating of a company in a town.
Definition: town_cmd.cpp:3123
OrthogonalTileArea
Represents the covered area of e.g.
Definition: tilearea_type.h:18
TACT_ROAD_REBUILD
@ TACT_ROAD_REBUILD
Rebuild the roads.
Definition: town.h:218
DIAGDIR_SW
@ DIAGDIR_SW
Southwest.
Definition: direction_type.h:77
TownLayoutAllowsHouseHere
static bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
Checks if the current town layout allows building here.
Definition: town_cmd.cpp:2573
TileDiffXY
TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition: map_func.h:401
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:57
NewsStringData
Container for a single string to be passed as NewsAllocatedData.
Definition: news_type.h:148
DeleteSubsidyWith
void DeleteSubsidyWith(SourceType type, SourceID index)
Delete the subsidies associated with a given cargo source type and id.
Definition: subsidy.cpp:152
CALLBACK_HOUSEPRODCARGO_END
static const uint CALLBACK_HOUSEPRODCARGO_END
Sentinel indicating that the loop for CBID_HOUSE_PRODUCE_CARGO has ended.
Definition: newgrf_callbacks.h:421
timer_game_tick.h
IsBridgeTile
bool IsBridgeTile(Tile t)
checks if there is a bridge on this tile
Definition: bridge_map.h:35
Game::NewEvent
static void NewEvent(class ScriptEvent *event)
Queue a new event for a Game Script.
Definition: game_core.cpp:146
RoadType
RoadType
The different roadtypes we support.
Definition: road_type.h:25
GameSettings::economy
EconomySettings economy
settings to change the economy
Definition: settings_type.h:603
WL_INFO
@ WL_INFO
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition: error.h:24
DIAGDIRDIFF_90RIGHT
@ DIAGDIRDIFF_90RIGHT
90 degrees right
Definition: direction_type.h:98
Object::type
ObjectType type
Type of the object.
Definition: object_base.h:24
NUM_TLS
@ NUM_TLS
Number of town layouts.
Definition: town_type.h:89
AI::BroadcastNewEvent
static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company=MAX_COMPANIES)
Broadcast a new event to all active AIs.
Definition: ai_core.cpp:268
industry.h
safeguards.h
Town::unwanted
uint8_t unwanted[MAX_COMPANIES]
how many months companies aren't wanted by towns (bribe)
Definition: town.h:74
HouseSpec::Index
HouseID Index() const
Gets the index of this spec.
Definition: newgrf_house.cpp:59
timer.h
RedundantBridgeExistsNearby
static bool RedundantBridgeExistsNearby(TileIndex tile, void *user_data)
CircularTileSearch proc which checks for a nearby parallel bridge to avoid building redundant bridges...
Definition: town_cmd.cpp:1277
GetTownRoadTypeFirstIntroductionDate
static TimerGameCalendar::Date GetTownRoadTypeFirstIntroductionDate()
Get the calendar date of the earliest town-buildable road type.
Definition: town_cmd.cpp:961
ChangePopulation
static void ChangePopulation(Town *t, int mod)
Change the town's population as recorded in the town cache, town label, and town directory.
Definition: town_cmd.cpp:447
RATING_ROAD_NEEDED_HOSTILE
@ RATING_ROAD_NEEDED_HOSTILE
"Hostile"
Definition: town_type.h:69
lengthof
#define lengthof(array)
Return the length of an fixed size array.
Definition: stdafx.h:280
IsNormalRoadTile
static debug_inline bool IsNormalRoadTile(Tile t)
Return whether a tile is a normal road tile.
Definition: road_map.h:74
SearchTileForStatue
static bool SearchTileForStatue(TileIndex tile, void *user_data)
Search callback function for TownActionBuildStatue.
Definition: town_cmd.cpp:3382
HasTileRoadType
bool HasTileRoadType(Tile t, RoadTramType rtt)
Check if a tile has a road or a tram road type.
Definition: road_map.h:211
CommandCost::GetCost
Money GetCost() const
The costs as made up to this moment.
Definition: command_type.h:83
StatueBuildSearchData::tile_count
int tile_count
Number of tiles tried.
Definition: town_cmd.cpp:3371
IsCloseToTown
static bool IsCloseToTown(TileIndex tile, uint dist)
Determines if a town is close to a tile.
Definition: town_cmd.cpp:401
TownActionRoadRebuild
static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
Perform the "local road reconstruction" town action.
Definition: town_cmd.cpp:3332
GetFoundation_Town
static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
Get the foundation for a house.
Definition: town_cmd.cpp:326
HaltLift
void HaltLift(Tile t)
Stop the lift of this animated house from moving.
Definition: town_map.h:116
RandomTile
#define RandomTile()
Get a valid random tile.
Definition: map_func.h:659
RoadTypesAllowHouseHere
static bool RoadTypesAllowHouseHere(TileIndex t)
Checks whether at least one surrounding road allows to build a house here.
Definition: town_cmd.cpp:1449
TownActionFundBuildings
static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
Perform the "fund new buildings" town action.
Definition: town_cmd.cpp:3450
FindNearestGoodCoastalTownSpot
static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
Given a spot on the map (presumed to be a water tile), find a good coastal spot to build a city.
Definition: town_cmd.cpp:2307
DC_NO_TEST_TOWN_RATING
@ DC_NO_TEST_TOWN_RATING
town rating does not disallow you from building
Definition: command_type.h:381
CleanUpRoadBits
RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb)
Clean up unnecessary RoadBits of a planned tile.
Definition: road.cpp:47
EconomySettings::exclusive_rights
bool exclusive_rights
allow buying exclusive rights
Definition: settings_type.h:519
TownActionAdvertiseLarge
static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlag flags)
Perform the "large advertising campaign" town action.
Definition: town_cmd.cpp:3318
HouseSpec::population
uint8_t population
population (Zero on other tiles in multi tile house.)
Definition: house.h:97
UpdateTownMaxPass
void UpdateTownMaxPass(Town *t)
Update the maximum amount of montly passengers and mail for a town, based on its population.
Definition: town_cmd.cpp:1964
MP_TUNNELBRIDGE
@ MP_TUNNELBRIDGE
Tunnel entry/exit and bridge heads.
Definition: tile_type.h:57
TAE_END
@ TAE_END
End of town effects.
Definition: cargotype.h:29
TownLayoutAllows2x2HouseHere
static bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
Checks if the current town layout allows a 2x2 building here.
Definition: town_cmd.cpp:2604
newgrf_text.h
road_internal.h
road.h
INVALID_ROADTYPE
@ INVALID_ROADTYPE
flag for invalid roadtype
Definition: road_type.h:30
TileIndexDiff
int32_t TileIndexDiff
An offset value between two tiles.
Definition: map_func.h:376
Point
Coordinates of a point in 2D.
Definition: geometry_type.hpp:21
GetHouseType
HouseID GetHouseType(Tile t)
Get the type of this house, which is an index into the house spec array.
Definition: town_map.h:60
FOUNDATION_NONE
@ FOUNDATION_NONE
The tile has no foundation, the slope remains unchanged.
Definition: slope_type.h:94
EconomySettings::found_town
TownFounding found_town
town founding.
Definition: settings_type.h:531
error.h
DiagDirToRoadBits
RoadBits DiagDirToRoadBits(DiagDirection d)
Create the road-part which belongs to the given DiagDirection.
Definition: road_func.h:96
RATING_TUNNEL_BRIDGE_NEEDED_LENIENT
@ RATING_TUNNEL_BRIDGE_NEEDED_LENIENT
rating needed, "Lenient" difficulty settings
Definition: town_type.h:59
SetTownRatingTestMode
void SetTownRatingTestMode(bool mode)
Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings...
Definition: town_cmd.cpp:3903
SLOPE_N
@ SLOPE_N
the north corner of the tile is raised
Definition: slope_type.h:53
GetGRFStringID
StringID GetGRFStringID(uint32_t grfid, StringID stringid)
Returns the index for this stringid associated with its grfID.
Definition: newgrf_text.cpp:587
tunnelbridge_cmd.h
GetTownRoadGridElement
static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
Generate the RoadBits of a grid tile.
Definition: town_cmd.cpp:1117
CommandCost::AddCost
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Definition: command_type.h:63
CBID_HOUSE_CARGO_ACCEPTANCE
@ CBID_HOUSE_CARGO_ACCEPTANCE
Called to decide how much cargo a town building can accept.
Definition: newgrf_callbacks.h:78
stdafx.h
UpdateTownGrowth
static void UpdateTownGrowth(Town *t)
Updates town growth state (whether it is growing or not).
Definition: town_cmd.cpp:3776
TileAddByDir
TileIndex TileAddByDir(TileIndex tile, Direction dir)
Adds a Direction to a tile.
Definition: map_func.h:594
landscape.h
TileTypeProcs
Set of callback functions for performing tile operations of a given tile type.
Definition: tile_cmd.h:158
StationFinder::GetStations
const StationList * GetStations()
Run a tile loop to find stations around a tile, on demand.
Definition: station_cmd.cpp:4367
SpriteID
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition: gfx_type.h:18
CountBits
constexpr uint CountBits(T value)
Counts the number of set bits in a variable.
Definition: bitmath_func.hpp:262
Cheat::value
bool value
tells if the bool cheat is active or not
Definition: cheat_type.h:18
UpdateNearestTownForRoadTiles
void UpdateNearestTownForRoadTiles(bool invalidate)
Updates cached nearest town for all road tiles.
Definition: road_cmd.cpp:1918
EXPENSES_OTHER
@ EXPENSES_OTHER
Other expenses.
Definition: economy_type.h:185
viewport_func.h
NF_NORMAL
@ NF_NORMAL
Normal news item. (Newspaper with text only)
Definition: news_type.h:81
TOWN_HOUSE_COMPLETED
static const uint8_t TOWN_HOUSE_COMPLETED
Simple value that indicates the house has reached the final stage of construction.
Definition: house.h:23
RATING_ROAD_NEEDED_NEUTRAL
@ RATING_ROAD_NEEDED_NEUTRAL
"Neutral"
Definition: town_type.h:68
OWNER_TOWN
@ OWNER_TOWN
A town owns the tile, or a town is expanding.
Definition: company_type.h:24
ClearTile_Town
static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlag flags)
Callback function to clear a house tile.
Definition: town_cmd.cpp:717
SourceType::Town
@ Town
Source/destination is a town.
EconomySettings::town_cargogen_mode
TownCargoGenMode town_cargogen_mode
algorithm for generating cargo from houses,
Definition: settings_type.h:529
WC_TOWN_DIRECTORY
@ WC_TOWN_DIRECTORY
Town directory; Window numbers:
Definition: window_type.h:254
TownLayout
TownLayout
Town Layouts.
Definition: town_type.h:80
animated_tile_func.h
UpdateAllTownVirtCoords
void UpdateAllTownVirtCoords()
Update the virtual coords needed to draw the town sign for all towns.
Definition: town_cmd.cpp:427
IsPlainRailTile
static debug_inline bool IsPlainRailTile(Tile t)
Checks whether the tile is a rail tile or rail tile with signals.
Definition: rail_map.h:60
TownCache::population
uint32_t population
Current population of people.
Definition: town.h:44
AddSortableSpriteToDraw
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition: viewport.cpp:673
Town::time_until_rebuild
uint16_t time_until_rebuild
time until we rebuild a house
Definition: town.h:93
IsValidTile
bool IsValidTile(Tile tile)
Checks if a tile is valid.
Definition: tile_map.h:161
RATING_ROAD_NEEDED_PERMISSIVE
@ RATING_ROAD_NEEDED_PERMISSIVE
"Permissive" (local authority disabled)
Definition: town_type.h:70
ConvertBooleanCallback
bool ConvertBooleanCallback(const GRFFile *grffile, uint16_t cbid, uint16_t cb_res)
Converts a callback result into a boolean.
Definition: newgrf_commons.cpp:535
TileOffsByDiagDir
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition: map_func.h:565
object_map.h
MP_TREES
@ MP_TREES
Tile got trees.
Definition: tile_type.h:52
TransportedCargoStat::new_max
Tstorage new_max
Maximum amount this month.
Definition: town_type.h:116
GetRoadTypeInfo
const RoadTypeInfo * GetRoadTypeInfo(RoadType roadtype)
Returns a pointer to the Roadtype information for a given roadtype.
Definition: road.h:227
TileIndexDiffC
A pair-construct of a TileIndexDiff.
Definition: map_type.h:31
Ticks::TOWN_GROWTH_TICKS
static constexpr TimerGameTick::Ticks TOWN_GROWTH_TICKS
Cycle duration for towns trying to grow (this originates from the size of the town array in TTD).
Definition: timer_game_tick.h:83
AdvanceHouseConstruction
static void AdvanceHouseConstruction(TileIndex tile)
Increase the construction stage of a house.
Definition: town_cmd.cpp:521
DrawFoundation
void DrawFoundation(TileInfo *ti, Foundation f)
Draw foundation f at tile ti.
Definition: landscape.cpp:425
_generating_world
bool _generating_world
Whether we are generating the map or not.
Definition: genworld.cpp:67
HouseSpec::mail_generation
uint8_t mail_generation
mail generation multiplier (tile based, as the acceptances below)
Definition: house.h:101
DistanceSquare
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition: map.cpp:157
TransportedCargoStat::old_max
Tstorage old_max
Maximum amount last month.
Definition: town_type.h:115
ForAllStationsRadius
void ForAllStationsRadius(TileIndex center, uint radius, Func func)
Call a function on all stations whose sign is within a radius of a center tile.
Definition: station_kdtree.h:29
Industry::town
Town * town
Nearest town.
Definition: industry.h:97
ROADTYPE_END
@ ROADTYPE_END
Used for iterations.
Definition: road_type.h:29
TOWN_GROWTH_WINTER
static const uint TOWN_GROWTH_WINTER
The town only needs this cargo in the winter (any amount)
Definition: town.h:33
string_func.h
GetAnyRoadBits
RoadBits GetAnyRoadBits(Tile tile, RoadTramType rtt, bool straight_tunnel_bridge_entrance)
Returns the RoadBits on an arbitrary tile Special behaviour:
Definition: road_map.cpp:33
Town::PostDestructor
static void PostDestructor(size_t index)
Invalidating of the "nearest town cache" has to be done after removing item from the pool.
Definition: town_cmd.cpp:167
CALLBACK_FAILED
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
Definition: newgrf_callbacks.h:420
EconomySettings::allow_town_level_crossings
bool allow_town_level_crossings
towns are allowed to build level crossings
Definition: settings_type.h:534
Town::text
std::string text
General text with additional information.
Definition: town.h:83
ROAD_E
@ ROAD_E
Road at the two eastern edges.
Definition: road_type.h:62
RemapCoords2
Point RemapCoords2(int x, int y)
Map 3D world or tile coordinate to equivalent 2D coordinate as used in the viewports and smallmap.
Definition: landscape.h:95
IsValidDiagDirection
bool IsValidDiagDirection(DiagDirection d)
Checks if an integer value is a valid DiagDirection.
Definition: direction_func.h:21
SLOPE_STEEP_W
@ SLOPE_STEEP_W
a steep slope falling to east (from west)
Definition: slope_type.h:66
GoodsEntry
Stores station stats for a single cargo.
Definition: station_base.h:166
CmdTownSetText
CommandCost CmdTownSetText(DoCommandFlag flags, TownID town_id, const std::string &text)
Set a custom text in the Town window.
Definition: town_cmd.cpp:3063
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:53
TransportedCargoStat::new_act
Tstorage new_act
Actually transported this month.
Definition: town_type.h:118
TownAcceptanceEffect
TownAcceptanceEffect
Town growth effect when delivering cargo.
Definition: cargotype.h:21
TownActionBribe
static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
Perform the "bribe" town action.
Definition: town_cmd.cpp:3516
station_base.h
BUILDING_IS_HISTORICAL
@ BUILDING_IS_HISTORICAL
this house will only appear during town generation in random games, thus the historical
Definition: house.h:85
Pool::PoolItem<&_town_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:388
CompanyNewsInformation
Data that needs to be stored for company news messages.
Definition: news_type.h:159
strings_func.h
IsNeighborRoadTile
static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
Check for parallel road inside a given distance.
Definition: town_cmd.cpp:1006
IncrementHouseAge
void IncrementHouseAge(Tile t)
Increments the age of the house.
Definition: town_map.h:238
TownCache::building_counts
BuildingCounts< uint16_t > building_counts
The number of each type of building in the town.
Definition: town.h:48
Pool
Base class for all pools.
Definition: pool_type.hpp:80
RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
@ RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
"Permissive" (local authority disabled)
Definition: town_type.h:62
TownAllowedToBuildRoads
static bool TownAllowedToBuildRoads()
Check if the town is allowed to build roads.
Definition: town_cmd.cpp:1490
TACT_COUNT
@ TACT_COUNT
Number of available town actions.
Definition: town.h:224
CanFollowRoad
static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
Definition: town_cmd.cpp:1720
MP_VOID
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition: tile_type.h:55
subsidy_func.h
TCGM_BITCOUNT
@ TCGM_BITCOUNT
Bit-counted algorithm (normal distribution from individual house population)
Definition: town_type.h:106
Pool::PoolItem<&_town_pool >::GetNumItems
static size_t GetNumItems()
Returns number of valid items in the pool.
Definition: pool_type.hpp:369
DeleteAnimatedTile
void DeleteAnimatedTile(TileIndex tile)
Removes the given tile from the animated tile table.
Definition: animated_tile.cpp:25
TL_BETTER_ROADS
@ TL_BETTER_ROADS
Extended original algorithm (min. 2 distance between roads)
Definition: town_type.h:83
RoadTypeInfo::label
RoadTypeLabel label
Unique 32 bit road type identifier.
Definition: road.h:147
Backup::Restore
void Restore()
Restore the variable.
Definition: backup_type.hpp:110
TrackedViewportSign::UpdatePosition
void UpdatePosition(int center, int top, StringID str, StringID str_small=STR_NULL)
Update the position of the viewport sign.
Definition: viewport_type.h:60
Slope
Slope
Enumeration for the slope-type.
Definition: slope_type.h:48
CmdExpandTown
CommandCost CmdExpandTown(DoCommandFlag flags, TownID town_id, uint32_t grow_amount)
Expand a town (scenario editor only).
Definition: town_cmd.cpp:3148
CheckTownRoadTypes
bool CheckTownRoadTypes()
Check if towns are able to build road.
Definition: town_cmd.cpp:982
Map::Size
static debug_inline uint Size()
Get the size of the map.
Definition: map_func.h:288
TileDesc::dparam
uint64_t dparam
Parameter of the str string.
Definition: tile_cmd.h:54
IncreaseBuildingCount
void IncreaseBuildingCount(Town *t, HouseID house_id)
IncreaseBuildingCount() Increase the count of a building when it has been added by a town.
Definition: newgrf_house.cpp:190
NF_COMPANY
@ NF_COMPANY
Company news item. (Newspaper with face)
Definition: news_type.h:83
UpdateTownGrowCounter
static void UpdateTownGrowCounter(Town *t, uint16_t prev_growth_rate)
Updates town grow counter after growth rate change.
Definition: town_cmd.cpp:3704
SetDParam
void SetDParam(size_t n, uint64_t v)
Set a string parameter v at index n in the global string parameter array.
Definition: strings.cpp:104
SetGeneratingWorldProgress
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
Definition: genworld_gui.cpp:1533
RATING_GROWTH_MAXIMUM
@ RATING_GROWTH_MAXIMUM
... up to RATING_MEDIOCRE
Definition: town_type.h:53
ConstructionSettings::build_on_slopes
bool build_on_slopes
allow building on slopes
Definition: settings_type.h:383
GetTownName
static void GetTownName(StringBuilder &builder, const TownNameParams *par, uint32_t townnameparts)
Fills builder with specified town name.
Definition: townname.cpp:48
HouseSpec::Get
static HouseSpec * Get(size_t house_id)
Get the spec for a house ID.
Definition: newgrf_house.cpp:69
DrawBuildingsTileStruct
This structure is the same for both Industries and Houses.
Definition: sprite.h:67
cheat_type.h
SLOPE_SW
@ SLOPE_SW
south and west corner are raised
Definition: slope_type.h:56
ClearAllTownCachedNames
void ClearAllTownCachedNames()
Clear the cached_name of all towns.
Definition: town_cmd.cpp:435
Pool::PoolItem<&_town_pool >::CleaningPool
static bool CleaningPool()
Returns current state of pool cleaning - yes or no.
Definition: pool_type.hpp:318
Town::goal
uint32_t goal[NUM_TAE]
Amount of cargo required for the town to grow.
Definition: town.h:81
ROAD_NE
@ ROAD_NE
North-east part.
Definition: road_type.h:57
MarkTileDirtyByTile
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
Definition: viewport.cpp:2054
AddNewsItem
void AddNewsItem(StringID string, NewsType type, NewsFlag flags, NewsReferenceType reftype1=NR_NONE, uint32_t ref1=UINT32_MAX, NewsReferenceType reftype2=NR_NONE, uint32_t ref2=UINT32_MAX, const NewsAllocatedData *data=nullptr)
Add a new newsitem to be shown.
Definition: news_gui.cpp:828
FOUNDATION_LEVELED
@ FOUNDATION_LEVELED
The tile is leveled up to a flat slope.
Definition: slope_type.h:95
AutoRestoreBackup
Class to backup a specific variable and restore it upon destruction of this object to prevent stack v...
Definition: backup_type.hpp:150
Kdtree::FindNearest
T FindNearest(CoordT x, CoordT y) const
Find the element closest to given coordinate, in Manhattan distance.
Definition: kdtree.hpp:441
TransportedCargoStat::old_act
Tstorage old_act
Actually transported last month.
Definition: town_type.h:117
MP_STATION
@ MP_STATION
A tile of a station.
Definition: tile_type.h:53
GetString
std::string GetString(StringID string)
Resolve the given StringID into a std::string with all the associated DParam lookups and formatting.
Definition: strings.cpp:319
Town::cache
TownCache cache
Container for all cacheable data.
Definition: town.h:57
waypoint_base.h
TrackedViewportSign::kdtree_valid
bool kdtree_valid
Are the sign data valid for use with the _viewport_sign_kdtree?
Definition: viewport_type.h:52
ForAllStationsAroundTiles
void ForAllStationsAroundTiles(const TileArea &ta, Func func)
Call a function on all stations that have any part of the requested area within their catchment.
Definition: station_base.h:564
HouseSpec::class_id
HouseClassID class_id
defines the class this house has (not grf file based)
Definition: house.h:115
Pool::PoolItem<&_town_pool >::CanAllocateItem
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
Definition: pool_type.hpp:309
IsHouseCompleted
bool IsHouseCompleted(Tile t)
Get the completion of this house.
Definition: town_map.h:146
TownNameParams
Struct holding parameters used to generate town name.
Definition: townname_type.h:28
GetTunnelBridgeTransportType
TransportType GetTunnelBridgeTransportType(Tile t)
Tunnel: Get the transport type of the tunnel (road or rail) Bridge: Get the transport type of the bri...
Definition: tunnelbridge_map.h:39
ClosestTownFromTile
Town * ClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest (in distance or ownership) to a given tile, within a given threshold.
Definition: town_cmd.cpp:3862
TownProductionEffect
TownProductionEffect
Town effect when producing cargo.
Definition: cargotype.h:34
Town::~Town
~Town()
Destroy the town.
Definition: town_cmd.cpp:110
HouseSpec::building_availability
HouseZones building_availability
where can it be built (climates, zones)
Definition: house.h:106
MAX_UVALUE
#define MAX_UVALUE(type)
The largest value that can be entered in a variable.
Definition: stdafx.h:343
CheckforTownRating
CommandCost CheckforTownRating(DoCommandFlag flags, Town *t, TownRatingCheckType type)
Does the town authority allow the (destructive) action of the current company?
Definition: town_cmd.cpp:3978
TOWN_IS_GROWING
@ TOWN_IS_GROWING
Conditions for town growth are met. Grow according to Town::growth_rate.
Definition: town.h:196
ChangeTownRating
void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags)
Changes town rating of the current company.
Definition: town_cmd.cpp:3941
CargoID
uint8_t CargoID
Cargo slots to indicate a cargo type within a game.
Definition: cargo_type.h:22
DIAGDIR_END
@ DIAGDIR_END
Used for iterations.
Definition: direction_type.h:79
SLOPE_ELEVATED
@ SLOPE_ELEVATED
bit mask containing all 'simple' slopes
Definition: slope_type.h:61
GetFoundationSlope
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,...
Definition: landscape.cpp:382
SetDParamStr
void SetDParamStr(size_t n, const char *str)
This function is used to "bind" a C string to a OpenTTD dparam slot.
Definition: strings.cpp:344
HouseID
uint16_t HouseID
OpenTTD ID of house types.
Definition: house_type.h:13
IsBridgeAbove
bool IsBridgeAbove(Tile t)
checks if a bridge is set above the ground of this tile
Definition: bridge_map.h:45
TileDesc::str
StringID str
Description of the tile.
Definition: tile_cmd.h:53
EconomySettings::fund_roads
bool fund_roads
allow funding local road reconstruction
Definition: settings_type.h:521
GameCreationSettings::town_name
uint8_t town_name
the town name generator used for town names
Definition: settings_type.h:367
DC_AUTO
@ DC_AUTO
don't allow building on structures
Definition: command_type.h:377
DC_NO_MODIFY_TOWN_RATING
@ DC_NO_MODIFY_TOWN_RATING
do not change town rating
Definition: command_type.h:386
CanRoadContinueIntoNextTile
static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
Checks if a town road can be continued into the next tile.
Definition: town_cmd.cpp:1237
company_func.h
SetRoadOwner
void SetRoadOwner(Tile t, RoadTramType rtt, Owner o)
Set the owner of a specific road type.
Definition: road_map.h:251
StatueBuildSearchData::best_position
TileIndex best_position
Best position found so far.
Definition: town_cmd.cpp:3370
ROAD_NONE
@ ROAD_NONE
No road-part is build.
Definition: road_type.h:53
TownCache::num_houses
uint32_t num_houses
Amount of houses.
Definition: town.h:43
ROTF_TOWN_BUILD
@ ROTF_TOWN_BUILD
Bit number for allowing towns to build this roadtype.
Definition: road.h:42
SetTownIndex
void SetTownIndex(Tile t, TownID index)
Set the town index for a road or house tile.
Definition: town_map.h:35
GetOtherTunnelBridgeEnd
TileIndex GetOtherTunnelBridgeEnd(Tile t)
Determines type of the wormhole and returns its other end.
Definition: tunnelbridge_map.h:78
TACT_NONE
@ TACT_NONE
Empty action set.
Definition: town.h:213
GetHouseNorthPart
TileIndexDiff GetHouseNorthPart(HouseID &house)
Determines if a given HouseID is part of a multitile house.
Definition: town_cmd.cpp:2916
INSTANTIATE_POOL_METHODS
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
Definition: pool_func.hpp:237
ErrorUnknownCallbackResult
void ErrorUnknownCallbackResult(uint32_t grfid, uint16_t cbid, uint16_t cb_res)
Record that a NewGRF returned an unknown/invalid callback result.
Definition: newgrf_commons.cpp:505
TileArea
OrthogonalTileArea TileArea
Shorthand for the much more common orthogonal tile area.
Definition: tilearea_type.h:102
RandomRange
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.
Definition: random_func.hpp:88
TileIndexDiffC::y
int16_t y
The y value of the coordinate.
Definition: map_type.h:33
InclinedSlope
Slope InclinedSlope(DiagDirection dir)
Returns the slope that is inclined in a specific direction.
Definition: slope_func.h:256
SetLiftPosition
void SetLiftPosition(Tile t, uint8_t pos)
Set the position of the lift on this animated house.
Definition: town_map.h:136
CommandHelper
Definition: command_func.h:93
CBID_HOUSE_PRODUCE_CARGO
@ CBID_HOUSE_PRODUCE_CARGO
Called to determine how much cargo a town building produces.
Definition: newgrf_callbacks.h:129
window_func.h
AnimateTile_Town
static void AnimateTile_Town(TileIndex tile)
Animate a tile for a town.
Definition: town_cmd.cpp:350
TownTickHandler
static void TownTickHandler(Town *t)
Handle the town tick for a single town, by growing the town if desired.
Definition: town_cmd.cpp:884
GetLiftPosition
uint8_t GetLiftPosition(Tile t)
Get the position of the lift on this animated house.
Definition: town_map.h:126
Depot
Definition: depot_base.h:20
RoadTypeInfo::max_speed
uint16_t max_speed
Maximum speed for vehicles travelling on this road type.
Definition: road.h:142
GrowTownWithExtraHouse
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
Grows the town with an extra house.
Definition: town_cmd.cpp:1176
Town
Town data structure.
Definition: town.h:54
TownCanGrowRoad
static bool TownCanGrowRoad(TileIndex tile)
Test if town can grow road onto a specific tile.
Definition: town_cmd.cpp:1477
ROTF_NO_HOUSES
@ ROTF_NO_HOUSES
Bit number for setting this roadtype as not house friendly.
Definition: road.h:40
AddChildSpriteScreen
void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale, bool relative)
Add a child sprite to a parent sprite.
Definition: viewport.cpp:829
MarkWholeScreenDirty
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition: gfx.cpp:1529
CheckBuildHouseSameZ
static bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
Check if a tile where we want to build a multi-tile house has an appropriate max Z.
Definition: town_cmd.cpp:2533
TileXY
static debug_inline TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition: map_func.h:385
random_func.hpp
GetTileMaxPixelZ
int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition: tile_map.h:312
COMPANY_SPECTATOR
@ COMPANY_SPECTATOR
The client is spectating.
Definition: company_type.h:35
TileHeight
static debug_inline uint TileHeight(Tile tile)
Returns the height of a tile.
Definition: tile_map.h:29
CmdDeleteTown
CommandCost CmdDeleteTown(DoCommandFlag flags, TownID town_id)
Delete a town (scenario editor or worldgen only).
Definition: town_cmd.cpp:3185
TownCache::squared_town_zone_radius
std::array< uint32_t, HZB_END > squared_town_zone_radius
UpdateTownRadius updates this given the house count.
Definition: town.h:47
OverflowSafeInt< int64_t >
GenRandomRoadBits
static RoadBits GenRandomRoadBits()
Generate a random road block.
Definition: town_cmd.cpp:1844
Town::fund_buildings_months
uint8_t fund_buildings_months
fund buildings program in action?
Definition: town.h:98
TAE_WATER
@ TAE_WATER
Cargo behaves water-like.
Definition: cargotype.h:27
GrowTownWithBridge
static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
Grows the town with a bridge.
Definition: town_cmd.cpp:1302
HouseSpec
Definition: house.h:93
Town::ratings
int16_t ratings[MAX_COMPANIES]
ratings of each company for this town
Definition: town.h:77
TownGenerateCargo
static void TownGenerateCargo(Town *t, CargoID ct, uint amount, StationFinder &stations, bool affected_by_recession)
Generate cargo for a house, scaled by the current economy scale.
Definition: town_cmd.cpp:538
CmdRenameTown
CommandCost CmdRenameTown(DoCommandFlag flags, TownID town_id, const std::string &text)
Rename a town (server-only).
Definition: town_cmd.cpp:2984
Town::received
TransportedCargoStat< uint16_t > received[NUM_TAE]
Cargo statistics about received cargotypes.
Definition: town.h:80
CBM_HOUSE_AUTOSLOPE
@ CBM_HOUSE_AUTOSLOPE
decides allowance of autosloping
Definition: newgrf_callbacks.h:342
NewsStringData::string
std::string string
The string to retain.
Definition: news_type.h:149
IsValidCargoID
bool IsValidCargoID(CargoID t)
Test whether cargo type is not INVALID_CARGO.
Definition: cargo_type.h:107
WC_TOWN_VIEW
@ WC_TOWN_VIEW
Town view; Window numbers:
Definition: window_type.h:333
CmdFoundTown
std::tuple< CommandCost, Money, TownID > CmdFoundTown(DoCommandFlag flags, TileIndex tile, TownSize size, bool city, TownLayout layout, bool random_location, uint32_t townnameparts, const std::string &text)
Create a new town.
Definition: town_cmd.cpp:2113
GenerateTownName
bool GenerateTownName(Randomizer &randomizer, uint32_t *townnameparts, TownNames *town_names)
Generates valid town name.
Definition: townname.cpp:136
Town::layout
TownLayout layout
town specific road layout
Definition: town.h:102
TF_CUSTOM_LAYOUT
@ TF_CUSTOM_LAYOUT
Allowed, with custom town layout.
Definition: town_type.h:98
TileInfo::x
int x
X position of the tile in unit coordinates.
Definition: tile_cmd.h:44
FindFirstCargoWithTownAcceptanceEffect
const CargoSpec * FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect)
Determines the first cargo with a certain town effect.
Definition: town_cmd.cpp:3018
CheckClearTile
static bool CheckClearTile(TileIndex tile)
Check whether the land can be cleared.
Definition: town_cmd.cpp:3360
PalSpriteID::pal
PaletteID pal
The palette (use PAL_NONE) if not needed)
Definition: gfx_type.h:25
TimerGameCalendar::date
static Date date
Current date in days (day counter).
Definition: timer_game_calendar.h:34
IsUniqueTownName
static bool IsUniqueTownName(const std::string &name)
Verifies this custom name is unique.
Definition: town_cmd.cpp:2092
TileInfo::tile
TileIndex tile
Tile index.
Definition: tile_cmd.h:47
GameSettings::construction
ConstructionSettings construction
construction of things in-game
Definition: settings_type.h:595
TL_3X3_GRID
@ TL_3X3_GRID
Geometric 3x3 grid algorithm.
Definition: town_type.h:85
DC_NONE
@ DC_NONE
no flag is set
Definition: command_type.h:375
IsAnyRoadStop
bool IsAnyRoadStop(Tile t)
Is the station at t a road station?
Definition: station_map.h:245
TL_2X2_GRID
@ TL_2X2_GRID
Geometric 2x2 grid algorithm.
Definition: town_type.h:84
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
_town_draw_tile_data
static const DrawBuildingsTileStruct _town_draw_tile_data[]
structure of houses graphics
Definition: town_land.h:27
GetSnowLine
uint8_t GetSnowLine()
Get the current snow line, either variable or static.
Definition: landscape.cpp:608
IsTileType
static debug_inline bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition: tile_map.h:150
EconomyIsInRecession
bool EconomyIsInRecession()
Is the economy in recession?
Definition: economy_func.h:49
TSZ_LARGE
@ TSZ_LARGE
Large town.
Definition: town_type.h:22
GetAvailableMoney
Money GetAvailableMoney(CompanyID company)
Get the amount of money that a company has available, or INT64_MAX if there is no such valid company.
Definition: company_cmd.cpp:216
Pool::PoolItem<&_town_pool >::IsValidID
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:328
CBM_HOUSE_DRAW_FOUNDATIONS
@ CBM_HOUSE_DRAW_FOUNDATIONS
decides if default foundations need to be drawn
Definition: newgrf_callbacks.h:341
CheckIfAuthorityAllowsNewStation
CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags)
Checks whether the local authority allows construction of a new station (rail, road,...
Definition: town_cmd.cpp:3820
FindFurthestFromWater
static bool FindFurthestFromWater(TileIndex tile, void *user_data)
CircularTileSearch callback; finds the tile furthest from any water.
Definition: town_cmd.cpp:2270
Clamp
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition: math_func.hpp:79
GRFFilePropsBase::grffile
const struct GRFFile * grffile
grf file that introduced this entity
Definition: newgrf_commons.h:312
TileX
static debug_inline uint TileX(TileIndex tile)
Get the X component of a tile.
Definition: map_func.h:427
Town::larger_town
bool larger_town
if this is a larger town and should grow more quickly
Definition: town.h:101
TownActionAdvertiseMedium
static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlag flags)
Perform the "medium advertising campaign" town action.
Definition: town_cmd.cpp:3304
HighestSnowLine
uint8_t HighestSnowLine()
Get the highest possible snow line height, either variable or static.
Definition: landscape.cpp:621
DrawTile_Town
static void DrawTile_Town(TileInfo *ti)
Draw a house and its tile.
Definition: town_cmd.cpp:267
MAX_LENGTH_TOWN_NAME_CHARS
static const uint MAX_LENGTH_TOWN_NAME_CHARS
The maximum length of a town name in characters including '\0'.
Definition: town_type.h:110
DecreaseBuildingCount
void DecreaseBuildingCount(Town *t, HouseID house_id)
DecreaseBuildingCount() Decrease the number of a building when it is deleted.
Definition: newgrf_house.cpp:209
GetLiftDestination
uint8_t GetLiftDestination(Tile t)
Get the current destination for this lift.
Definition: town_map.h:105
CmdDoTownAction
CommandCost CmdDoTownAction(DoCommandFlag flags, TownID town_id, uint8_t action)
Do a town action.
Definition: town_cmd.cpp:3628
TileIndexToTileIndexDiffC
TileIndexDiffC TileIndexToTileIndexDiffC(TileIndex tile_a, TileIndex tile_b)
Returns the diff between two tiles.
Definition: map_func.h:540
pool_func.hpp
MakeHouseTile
void MakeHouseTile(Tile t, TownID tid, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits)
Make the tile a house.
Definition: town_map.h:353
HouseSpec::remove_rating_decrease
uint16_t remove_rating_decrease
rating decrease if removed
Definition: house.h:100
CBM_HOUSE_ALLOW_CONSTRUCTION
@ CBM_HOUSE_ALLOW_CONSTRUCTION
decide whether the house can be built on a given tile
Definition: newgrf_callbacks.h:330
GetBridgeAxis
Axis GetBridgeAxis(Tile t)
Get the axis of the bridge that goes over the tile.
Definition: bridge_map.h:68
Company
Definition: company_base.h:133
TSZ_RANDOM
@ TSZ_RANDOM
Random size, bigger than small, smaller than large.
Definition: town_type.h:23
GetCargoTranslation
CargoID GetCargoTranslation(uint8_t cargo, const GRFFile *grffile, bool usebit)
Translate a GRF-local cargo slot/bitnum into a CargoID.
Definition: newgrf_cargo.cpp:79
IsSlopeWithOneCornerRaised
bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition: slope_func.h:88
IsLocalCompany
bool IsLocalCompany()
Is the current company the local company?
Definition: company_func.h:47
Town::name
std::string name
Custom town name. If empty, the town was not renamed and uses the generated name.
Definition: town.h:63
Town::exclusivity
CompanyID exclusivity
which company has exclusivity
Definition: town.h:75
RATING_ROAD_NEEDED_LENIENT
@ RATING_ROAD_NEEDED_LENIENT
rating needed, "Lenient" difficulty settings
Definition: town_type.h:67
ClrBit
constexpr T ClrBit(T &x, const uint8_t y)
Clears a bit in a variable.
Definition: bitmath_func.hpp:151
IsTileOwner
bool IsTileOwner(Tile tile, Owner owner)
Checks if a tile belongs to the given owner.
Definition: tile_map.h:214
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3116
UpdateAllStationVirtCoords
void UpdateAllStationVirtCoords()
Update the virtual coords needed to draw the station sign for all stations.
Definition: station_cmd.cpp:476
HouseSpec::GetRemovalCost
Money GetRemovalCost() const
Get the cost for removing this house.
Definition: town_cmd.cpp:225
GetTropicZone
TropicZone GetTropicZone(Tile tile)
Get the tropic zone.
Definition: tile_map.h:238
TOWN_CUSTOM_GROWTH
@ TOWN_CUSTOM_GROWTH
Growth rate is controlled by GS.
Definition: town.h:199
EconomySettings::allow_town_roads
bool allow_town_roads
towns are allowed to build roads (always allowed when generating world / in SE)
Definition: settings_type.h:530
TileAddByDiagDir
TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition: map_func.h:606
GrowTownWithRoad
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
Grows the town with a road piece.
Definition: town_cmd.cpp:1218
GWP_TOWN
@ GWP_TOWN
Generate towns.
Definition: genworld.h:74
IsAnyRoadStopTile
bool IsAnyRoadStopTile(Tile t)
Is tile t a road stop station?
Definition: station_map.h:256
HasTileWaterGround
bool HasTileWaterGround(Tile t)
Checks whether the tile has water at the ground.
Definition: water_map.h:353
CBID_HOUSE_ACCEPT_CARGO
@ CBID_HOUSE_ACCEPT_CARGO
Called to determine which cargoes a town building should accept.
Definition: newgrf_callbacks.h:114
SLOPE_STEEP_N
@ SLOPE_STEEP_N
a steep slope falling to south (from north)
Definition: slope_type.h:69
TileIndexDiffC::x
int16_t x
The x value of the coordinate.
Definition: map_type.h:32
GetMaskOfTownActions
TownActions GetMaskOfTownActions(CompanyID cid, const Town *t)
Get a list of available town authority actions.
Definition: town_cmd.cpp:3571
newgrf_cargo.h
CheckTownBuild2House
static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
Definition: town_cmd.cpp:2641
Object::town
Town * town
Town the object is built in.
Definition: object_base.h:25
Convert8bitBooleanCallback
bool Convert8bitBooleanCallback(const GRFFile *grffile, uint16_t cbid, uint16_t cb_res)
Converts a callback result into a boolean.
Definition: newgrf_commons.cpp:554
town_kdtree.h
TOWN_HAS_CHURCH
@ TOWN_HAS_CHURCH
There can be only one church by town.
Definition: town.h:197
Town::exclusive_counter
uint8_t exclusive_counter
months till the exclusivity expires
Definition: town.h:76
DIR_N
@ DIR_N
North.
Definition: direction_type.h:26
IsRoadDepot
static debug_inline bool IsRoadDepot(Tile t)
Return whether a tile is a road depot.
Definition: road_map.h:106
ROAD_X
@ ROAD_X
Full road along the x-axis (south-west + north-east)
Definition: road_type.h:58
town_land.h
HouseSpec::grf_prop
GRFFileProps grf_prop
Properties related the the grf file.
Definition: house.h:110
Town::cached_name
std::string cached_name
NOSAVE: Cache of the resolved name of the town, if not using a custom town name.
Definition: town.h:64
TownActions
TownActions
Town actions of a company.
Definition: town.h:212
CUSTOM_TOWN_NUMBER_DIFFICULTY
static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY
value for custom town number in difficulty settings
Definition: town.h:28
NR_NONE
@ NR_NONE
Empty reference.
Definition: news_type.h:53
GRFFilePropsBase::spritegroup
std::array< const struct SpriteGroup *, Tcnt > spritegroup
pointers to the different sprites of the entity
Definition: newgrf_commons.h:313
NT_GENERAL
@ NT_GENERAL
General news (from towns)
Definition: news_type.h:39
InitializeBuildingCounts
void InitializeBuildingCounts(Town *t)
Initialise building counts for a town.
Definition: newgrf_house.cpp:152
CmdTownGrowthRate
CommandCost CmdTownGrowthRate(DoCommandFlag flags, TownID town_id, uint16_t growth_rate)
Change the growth rate of the town.
Definition: town_cmd.cpp:3085
GetHouseConstructionTick
uint8_t GetHouseConstructionTick(Tile t)
Gets the construction stage of a house.
Definition: town_map.h:196
MakeTownHouse
static void MakeTownHouse(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits)
Write house information into the map.
Definition: town_cmd.cpp:2486
CBID_HOUSE_AUTOSLOPE
@ CBID_HOUSE_AUTOSLOPE
Called to determine if one can alter the ground below a house tile.
Definition: newgrf_callbacks.h:230
UpdateTownGrowthRate
static void UpdateTownGrowthRate(Town *t)
Updates town growth rate.
Definition: town_cmd.cpp:3763
timer_game_economy.h
road_cmd.h
IsDriveThroughStopTile
bool IsDriveThroughStopTile(Tile t)
Is tile t a drive through road stop station or waypoint?
Definition: station_map.h:276
DrawGroundSprite
void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
Draws a ground sprite for the current tile.
Definition: viewport.cpp:589
AT_OILRIG
@ AT_OILRIG
Oilrig airport.
Definition: airport.h:38
INVALID_STRING_ID
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
Definition: strings_type.h:17
ClientSettings::gui
GUISettings gui
settings related to the GUI
Definition: settings_type.h:611
WL_CRITICAL
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition: error.h:27
TownCache::sign
TrackedViewportSign sign
Location of name sign, UpdateVirtCoord updates this.
Definition: town.h:45
object.h
TAE_FOOD
@ TAE_FOOD
Cargo behaves food/fizzy-drinks-like.
Definition: cargotype.h:28
RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL
@ RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL
"Neutral"
Definition: town_type.h:60
IsRoadDepotTile
static debug_inline bool IsRoadDepotTile(Tile t)
Return whether a tile is a road depot tile.
Definition: road_map.h:116
GRFConfig::GetName
const char * GetName() const
Get the name of this grf.
Definition: newgrf_config.cpp:98
CheckFree2x2Area
static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
Checks if a house of size 2x2 can be built at this tile.
Definition: town_cmd.cpp:2552
TACT_BUY_RIGHTS
@ TACT_BUY_RIGHTS
Buy exclusive transport rights.
Definition: town.h:221
EconomySettings::initial_city_size
uint8_t initial_city_size
multiplier for the initial size of the cities compared to towns
Definition: settings_type.h:527
news_func.h
GetTunnelBridgeDirection
DiagDirection GetTunnelBridgeDirection(Tile t)
Get the direction pointing to the other end.
Definition: tunnelbridge_map.h:26
SpotData::layout
TownLayout layout
tells us what kind of town we're building
Definition: town_cmd.cpp:2251
GetNormalGrowthRate
static uint GetNormalGrowthRate(Town *t)
Calculates town growth rate in normal conditions (custom growth rate not set).
Definition: town_cmd.cpp:3736
TimerGameCalendar::year
static Year year
Current year, starting at 0.
Definition: timer_game_calendar.h:32
GetTownIndex
TownID GetTownIndex(Tile t)
Get the index of which town this house/street is attached to.
Definition: town_map.h:23
IsTileAlignedToGrid
static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
Towns must all be placed on the same grid or when they eventually interpenetrate their road networks ...
Definition: town_cmd.cpp:2236
FACIL_AIRPORT
@ FACIL_AIRPORT
Station with an airport.
Definition: station_type.h:57
EXPENSES_CONSTRUCTION
@ EXPENSES_CONSTRUCTION
Construction costs.
Definition: economy_type.h:173
CanBuildHouseHere
static bool CanBuildHouseHere(TileIndex tile, bool noslope)
Check if a house can be built here, based on slope, whether there's a bridge above,...
Definition: town_cmd.cpp:2508
backup_type.hpp
ClearMakeHouseTile
static void ClearMakeHouseTile(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits)
Clears tile and builds a house or house part.
Definition: town_cmd.cpp:2463
IsSea
bool IsSea(Tile t)
Is it a sea water tile?
Definition: water_map.h:161
HasBit
constexpr debug_inline bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
Definition: bitmath_func.hpp:103