OpenTTD Source 20260820-master-g39da062c0c
town_cmd.cpp
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1/*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
6 */
7
9
10#include "stdafx.h"
11#include "misc/history_type.hpp"
12#include "misc/history_func.hpp"
13#include "road.h"
14#include "road_internal.h" /* Cleaning up road bits */
15#include "road_cmd.h"
16#include "landscape.h"
17#include "viewport_func.h"
18#include "viewport_kdtree.h"
19#include "command_func.h"
20#include "company_func.h"
21#include "industry.h"
22#include "station_base.h"
23#include "waypoint_base.h"
24#include "station_kdtree.h"
25#include "company_base.h"
26#include "news_func.h"
27#include "error.h"
28#include "object.h"
29#include "genworld.h"
30#include "newgrf_debug.h"
31#include "newgrf_house.h"
32#include "newgrf_text.h"
33#include "autoslope.h"
34#include "tunnelbridge_map.h"
35#include "strings_func.h"
36#include "window_func.h"
37#include "string_func.h"
38#include "newgrf_cargo.h"
39#include "cheat_type.h"
40#include "animated_tile_func.h"
41#include "subsidy_func.h"
42#include "core/pool_func.hpp"
43#include "town.h"
44#include "town_kdtree.h"
45#include "townname_func.h"
46#include "core/random_func.hpp"
47#include "core/backup_type.hpp"
48#include "depot_base.h"
49#include "object_map.h"
50#include "object_base.h"
51#include "ai/ai.hpp"
52#include "game/game.hpp"
53#include "town_cmd.h"
54#include "landscape_cmd.h"
55#include "road_cmd.h"
56#include "terraform_cmd.h"
57#include "tunnelbridge_cmd.h"
58#include "clear_map.h"
59#include "tree_map.h"
60#include "map_func.h"
61#include "script/api/script_event_types.hpp"
62#include "timer/timer.h"
66
67#include "table/strings.h"
68#include "table/town_land.h"
69
70#include "safeguards.h"
71
72/* Initialize the town-pool */
73TownPool _town_pool("Town");
75
76
77TownKdtree _town_kdtree{};
78
79void RebuildTownKdtree()
80{
81 std::vector<TownID> townids;
82 for (const Town *town : Town::Iterate()) {
83 townids.push_back(town->index);
84 }
85 _town_kdtree.Build(townids.begin(), townids.end());
86}
87
89static bool _generating_town = false;
90
100static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
101{
102 if (!IsTileOwner(tile, OWNER_TOWN)) return false;
103
105 bool town_owned = IsTileType(adjacent, TileType::Road) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
106
107 if (!town_owned) {
108 /* Or other adjacent road */
110 town_owned = IsTileType(adjacent, TileType::Road) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
111 }
112
113 return town_owned;
114}
115
117{
118 if (CleaningPool()) return;
119
120 /* Delete town authority window
121 * and remove from list of sorted towns */
122 CloseWindowById(WindowClass::TownView, this->index);
123 CloseWindowById(WindowClass::TownCargoGraph, this->index);
124
125#ifdef WITH_ASSERT
126 /* Check no industry is related to us. */
127 for (const Industry *i : Industry::Iterate()) {
128 assert(i->town != this);
129 }
130
131 /* ... and no object is related to us. */
132 for (const Object *o : Object::Iterate()) {
133 assert(o->town != this);
134 }
135
136 /* Check no tile is related to us. */
137 for (const auto tile : Map::Iterate()) {
138 switch (GetTileType(tile)) {
139 case TileType::House:
140 assert(GetTownIndex(tile) != this->index);
141 break;
142
143 case TileType::Road:
144 assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
145 break;
146
148 assert(!TestTownOwnsBridge(tile, this));
149 break;
150
151 default:
152 break;
153 }
154 }
155#endif /* WITH_ASSERT */
156
157 /* Clear the persistent storage list. */
158 for (auto &psa : this->psa_list) {
159 delete psa;
160 }
161 this->psa_list.clear();
162
163 Source src{this->index, SourceType::Town};
168}
169
170
176void Town::PostDestructor([[maybe_unused]] size_t index)
177{
178 InvalidateWindowData(WindowClass::TownDirectory, 0, TDIWD_FORCE_REBUILD);
180
181 /* Give objects a new home! */
182 for (Object *o : Object::Iterate()) {
183 if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
184 }
185}
186
192{
193 if (layout != TownLayout::Random) {
194 this->layout = layout;
195 return;
196 }
197
198 this->layout = static_cast<TownLayout>(TileHash(TileX(this->xy), TileY(this->xy)) % (to_underlying(TownLayout::End) - 1));
199}
200
205/* static */ Town *Town::GetRandom()
206{
207 if (Town::GetNumItems() == 0) return nullptr;
208 int num = RandomRange((uint16_t)Town::GetNumItems());
209 size_t index = std::numeric_limits<size_t>::max();
210
211 while (num >= 0) {
212 num--;
213 index++;
214
215 /* Make sure we have a valid town */
216 while (!Town::IsValidID(index)) {
217 index++;
218 assert(index < Town::GetPoolSize());
219 }
220 }
221
222 return Town::Get(index);
223}
224
225void Town::FillCachedName() const
226{
227 this->cached_name = GetTownName(this);
228}
229
235{
236 return (_price[Price::ClearHouse] * this->removal_cost) >> 8;
237}
238
239static bool TryBuildTownHouse(Town *t, TileIndex tile, TownExpandModes modes);
240static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout);
241
242static void TownDrawHouseLift(const TileInfo *ti)
243{
244 AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
245}
246
247typedef void TownDrawTileProc(const TileInfo *ti);
248static TownDrawTileProc * const _town_draw_tile_procs[1] = {
249 TownDrawHouseLift
250};
251
253static void DrawTile_Town(TileInfo *ti)
254{
255 HouseID house_id = GetHouseType(ti->tile);
256
257 if (house_id >= NEW_HOUSE_OFFSET) {
258 /* Houses don't necessarily need new graphics. If they don't have a
259 * spritegroup associated with them, then the sprite for the substitute
260 * house id is drawn instead. */
261 if (HouseSpec::Get(house_id)->grf_prop.HasSpriteGroups()) {
262 DrawNewHouseTile(ti, house_id);
263 return;
264 } else {
265 house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
266 }
267 }
268
269 /* Retrieve pointer to the draw town tile struct */
270 const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
271
273
274 DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
275
276 /* If houses are invisible, do not draw the upper part */
278
279 /* Add a house on top of the ground? */
280 SpriteID image = dcts->building.sprite;
281 if (image != 0) {
282 AddSortableSpriteToDraw(image, dcts->building.pal, *ti, *dcts, IsTransparencySet(TransparencyOption::Houses));
283
285 }
286
287 {
288 int proc = dcts->draw_proc - 1;
289
290 if (proc >= 0) _town_draw_tile_procs[proc](ti);
291 }
292}
293
296{
297 HouseID hid = GetHouseType(tile);
298
299 /* For NewGRF house tiles we might not be drawing a foundation. We need to
300 * account for this, as other structures should
301 * draw the wall of the foundation in this case.
302 */
303 if (hid >= NEW_HOUSE_OFFSET) {
304 const HouseSpec *hs = HouseSpec::Get(hid);
306 uint32_t callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
308 }
309 }
310 return FlatteningFoundation(tileh);
311}
312
320{
321 if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
322 AnimateNewHouseTile(tile);
323 return;
324 }
325
326 if (TimerGameTick::counter & 3) return;
327
328 /* If the house is not one with a lift anymore, then stop this animating.
329 * Not exactly sure when this happens, but probably when a house changes.
330 * Before this was just a return...so it'd leak animated tiles..
331 * That bug seems to have been here since day 1?? */
332 if (!HouseSpec::Get(GetHouseType(tile))->building_flags.Test(BuildingFlag::IsAnimated)) {
333 DeleteAnimatedTile(tile);
334 return;
335 }
336
337 if (!LiftHasDestination(tile)) {
338 uint i;
339
340 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
341 * This is due to the fact that the first floor is, in the graphics,
342 * the height of 2 'normal' floors.
343 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
344 do {
345 i = RandomRange(7);
346 } while (i == 1 || i * 6 == GetLiftPosition(tile));
347
348 SetLiftDestination(tile, i);
349 }
350
351 int pos = GetLiftPosition(tile);
352 int dest = GetLiftDestination(tile) * 6;
353 pos += (pos < dest) ? 1 : -1;
354 SetLiftPosition(tile, pos);
355
356 if (pos == dest) {
357 HaltLift(tile);
358 DeleteAnimatedTile(tile);
359 }
360
362}
363
370static bool IsCloseToTown(TileIndex tile, uint dist)
371{
372 if (_town_kdtree.Count() == 0) return false;
373 Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
374 return DistanceManhattan(tile, t->xy) < dist;
375}
376
379{
380 Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
381
382 if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));
383
384 std::string town_string;
385 if (this->larger_town) {
386 town_string = GetString(_settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_CITY_POP : STR_VIEWPORT_TOWN_CITY, this->index, this->cache.population);
387 } else {
388 town_string = GetString(_settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_TOWN_NAME, this->index, this->cache.population);
389 }
390
391 this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_BASE,
392 town_string,
393 GetString(STR_TOWN_NAME, this->index, this->cache.population)
394);
395
396 _viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));
397
398 SetWindowDirty(WindowClass::TownView, this->index);
399}
400
403{
404 for (Town *t : Town::Iterate()) {
405 t->UpdateVirtCoord();
406 }
407}
408
411{
412 for (Town *t : Town::Iterate()) {
413 t->cached_name.clear();
414 }
415}
416
422static void ChangePopulation(Town *t, int mod)
423{
424 t->cache.population += mod;
425 if (_generating_town) [[unlikely]] return;
426
427 InvalidateWindowData(WindowClass::TownView, t->index); // Cargo requirements may appear/vanish for small populations
428 if (_settings_client.gui.population_in_label) t->UpdateVirtCoord();
429
430 InvalidateWindowData(WindowClass::TownDirectory, 0, TDIWD_POPULATION_CHANGE);
431}
432
438{
439 uint32_t pop = 0;
440 for (const Town *t : Town::Iterate()) pop += t->cache.population;
441 return pop;
442}
443
452{
453 for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
454 const Station *st = *it;
455
456 bool covers_area = st->TileIsInCatchment(tile);
457 if (flags.Any(BUILDING_2_TILES_Y)) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(0, 1));
458 if (flags.Any(BUILDING_2_TILES_X)) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 0));
459 if (flags.Any(BUILDING_HAS_4_TILES)) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 1));
460
461 if (covers_area && !st->CatchmentCoversTown(t->index)) {
462 it = t->stations_near.erase(it);
463 } else {
464 ++it;
465 }
466 }
467}
468
474{
475 assert(IsTileType(tile, TileType::House));
476
477 /* Progress in construction stages */
479 if (GetHouseConstructionTick(tile) != 0) return;
480
481 TriggerHouseAnimation_ConstructionStageChanged(tile, false);
482
483 if (IsHouseCompleted(tile)) {
484 /* Now that construction is complete, we can add the population of the
485 * building to the town. */
486 ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
487 ResetHouseAge(tile);
488 }
490}
491
497{
499 if (flags.Any(BUILDING_HAS_1_TILE)) AdvanceSingleHouseConstruction(TileAddXY(tile, 0, 0));
500 if (flags.Any(BUILDING_2_TILES_Y)) AdvanceSingleHouseConstruction(TileAddXY(tile, 0, 1));
501 if (flags.Any(BUILDING_2_TILES_X)) AdvanceSingleHouseConstruction(TileAddXY(tile, 1, 0));
502 if (flags.Any(BUILDING_HAS_4_TILES)) AdvanceSingleHouseConstruction(TileAddXY(tile, 1, 1));
503}
504
513static void TownGenerateCargo(Town *t, CargoType cargo, uint amount, StationFinder &stations, bool affected_by_recession)
514{
515 if (amount == 0) return;
516
517 /* All production is halved during a recession (except for NewGRF-supplied town cargo). */
518 if (affected_by_recession && EconomyIsInRecession()) {
519 amount = (amount + 1) >> 1;
520 }
521
522 /* Scale by cargo scale setting. */
523 amount = ScaleByCargoScale(amount, true);
524 if (amount == 0) return;
525
526 /* Actually generate cargo and update town statistics. */
527 auto &supplied = t->GetOrCreateCargoSupplied(cargo);
528 supplied.history[THIS_MONTH].production += amount;
529 supplied.history[THIS_MONTH].transported += MoveGoodsToStation(cargo, amount, {t->index, SourceType::Town}, stations.GetStations());;
530}
531
539static void TownGenerateCargoOriginal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
540{
541 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
542 uint32_t r = Random();
543 if (GB(r, 0, 8) < rate) {
544 CargoType cargo_type = cs->Index();
545 uint amt = (GB(r, 0, 8) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR) / 8 + 1;
546
547 TownGenerateCargo(t, cargo_type, amt, stations, true);
548 }
549 }
550}
551
559static void TownGenerateCargoBinomial(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
560{
561 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
562 CargoType cargo_type = cs->Index();
563 uint32_t r = Random();
564
565 /* Make a bitmask with up to 32 bits set, one for each potential pax. */
566 int genmax = (rate + 7) / 8;
567 uint32_t genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
568
569 /* Mask random value by potential pax and count number of actual pax. */
570 uint amt = CountBits(r & genmask) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR;
571
572 TownGenerateCargo(t, cargo_type, amt, stations, true);
573 }
574}
575
577static void TileLoop_Town(TileIndex tile)
578{
579 HouseID house_id = GetHouseType(tile);
580
581 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
582 * doesn't exist any more, so don't continue here. */
583 if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
584
585 if (!IsHouseCompleted(tile)) {
586 /* Construction is not completed, so we advance a construction stage. */
588 return;
589 }
590
591 const HouseSpec *hs = HouseSpec::Get(house_id);
592
593 /* If the lift has a destination, it is already an animated tile. */
595 house_id < NEW_HOUSE_OFFSET &&
596 !LiftHasDestination(tile) &&
597 Chance16(1, 2)) {
598 AddAnimatedTile(tile);
599 }
600
601 Town *t = Town::GetByTile(tile);
602 uint32_t r = Random();
603
604 StationFinder stations(TileArea(tile, 1, 1));
605
607 for (uint i = 0; i < 256; i++) {
608 uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
609
610 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
611
612 CargoType cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
613 if (!IsValidCargoType(cargo)) continue;
614
615 uint amt = GB(callback, 0, 8);
616 if (amt == 0) continue;
617
618 /* NewGRF-supplied town cargos are not affected by recessions. */
619 TownGenerateCargo(t, cargo, amt, stations, false);
620 }
621 } else {
622 switch (_settings_game.economy.town_cargogen_mode) {
624 /* Original (quadratic) cargo generation algorithm */
627 break;
628
630 /* Binomial distribution per tick, by a series of coin flips */
631 /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
632 * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
633 if (GB(TimerGameTick::counter, 8, 2) == GB(tile.base(), 0, 2)) {
636 }
637 break;
638
639 default:
640 NOT_REACHED();
641 }
642 }
643
645
646 if (hs->building_flags.Any(BUILDING_HAS_1_TILE) &&
648 CanDeleteHouse(tile) &&
649 GetHouseAge(tile) >= hs->minimum_life &&
650 --t->time_until_rebuild == 0) {
651 t->time_until_rebuild = GB(r, 16, 8) + 192;
652
653 ClearTownHouse(t, tile);
654
655 /* Rebuild with another house? */
656 if (GB(r, 24, 8) >= 12) {
657 /* If we are multi-tile houses, make sure to replace the house
658 * closest to city center. If we do not do this, houses tend to
659 * wander away from roads and other houses. */
660 if (hs->building_flags.Any(BUILDING_HAS_2_TILES)) {
661 /* House tiles are always the most north tile. Move the new
662 * house to the south if we are north of the city center. */
663 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
664 int x = Clamp(grid_pos.x, 0, 1);
665 int y = Clamp(grid_pos.y, 0, 1);
666
668 tile = TileAddXY(tile, x, y);
669 } else if (hs->building_flags.Test(BuildingFlag::Size1x2)) {
670 tile = TileAddXY(tile, 0, y);
671 } else if (hs->building_flags.Test(BuildingFlag::Size2x1)) {
672 tile = TileAddXY(tile, x, 0);
673 }
674 }
675
677 if (_settings_game.economy.allow_town_roads) modes.Set(TownExpandMode::Roads);
678
679 TryBuildTownHouse(t, tile, modes);
680 }
681 }
682}
683
686{
687 if (flags.Test(DoCommandFlag::Auto)) return CommandCost(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
688 if (!CanDeleteHouse(tile)) return CommandCost(STR_ERROR_BUILDING_IS_PROTECTED);
689
690 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
691
693 cost.AddCost(hs->GetRemovalCost());
694
695 int rating = hs->remove_rating_decrease;
696 Town *t = Town::GetByTile(tile);
697
699 if (!_cheats.magic_bulldozer.value && !flags.Test(DoCommandFlag::NoTestTownRating)) {
700 /* NewGRFs can add indestructible houses. */
701 if (rating > RATING_MAXIMUM) {
702 return CommandCost(STR_ERROR_BUILDING_IS_PROTECTED);
703 }
704 /* If town authority controls removal, check the company's rating. */
705 if (rating > t->ratings[_current_company] && _settings_game.difficulty.town_council_tolerance != TOWN_COUNCIL_PERMISSIVE) {
706 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
707 }
708 }
709 }
710
711 ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
712 if (flags.Test(DoCommandFlag::Execute)) {
713 ClearTownHouse(t, tile);
714 }
715
716 return cost;
717}
718
720static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
721{
722 HouseID house_id = GetHouseType(tile);
723 const HouseSpec *hs = HouseSpec::Get(house_id);
724 Town *t = Town::GetByTile(tile);
725
727 for (uint i = 0; i < 256; i++) {
728 uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
729
730 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
731
732 CargoType cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
733
734 if (!IsValidCargoType(cargo)) continue;
735 produced[cargo]++;
736 }
737 } else {
738 if (hs->population > 0) {
740 produced[cs->Index()]++;
741 }
742 }
743 if (hs->mail_generation > 0) {
745 produced[cs->Index()]++;
746 }
747 }
748 }
749}
750
758static void AddAcceptedCargoSetMask(CargoType cargo, uint amount, CargoArray &acceptance, CargoTypes &always_accepted)
759{
760 if (!IsValidCargoType(cargo) || amount == 0) return;
761 acceptance[cargo] += amount;
762 always_accepted.Set(cargo);
763}
764
774void AddAcceptedCargoOfHouse(TileIndex tile, HouseID house, const HouseSpec *hs, Town *t, CargoArray &acceptance, CargoTypes &always_accepted)
775{
776 CargoType accepts[lengthof(hs->accepts_cargo)];
777
778 /* Set the initial accepted cargo types */
779 for (uint8_t i = 0; i < lengthof(accepts); i++) {
780 accepts[i] = hs->accepts_cargo[i];
781 }
782
783 /* Check for custom accepted cargo types */
785 uint16_t callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, house, t, tile, {}, tile == INVALID_TILE);
786 if (callback != CALLBACK_FAILED) {
787 /* Replace accepted cargo types with translated values from callback */
788 accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
789 accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
790 accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
791 }
792 }
793
794 /* Check for custom cargo acceptance */
796 uint16_t callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, house, t, tile, {}, tile == INVALID_TILE);
797 if (callback != CALLBACK_FAILED) {
798 AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
799 AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
800 if (_settings_game.game_creation.landscape != LandscapeType::Temperate && HasBit(callback, 12)) {
801 /* The 'S' bit indicates food instead of goods */
802 AddAcceptedCargoSetMask(GetCargoTypeByLabel(CT_FOOD), GB(callback, 8, 4), acceptance, always_accepted);
803 } else {
804 AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
805 }
806 return;
807 }
808 }
809
810 /* No custom acceptance, so fill in with the default values */
811 for (uint8_t i = 0; i < lengthof(accepts); i++) {
812 AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
813 }
814}
815
817static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes &always_accepted)
818{
819 HouseID house = GetHouseType(tile);
820 AddAcceptedCargoOfHouse(tile, house, HouseSpec::Get(house), Town::GetByTile(tile), acceptance, always_accepted);
821}
822
829{
830 CargoTypes always_accepted{};
831 CargoArray acceptance{};
832 AddAcceptedCargoOfHouse(INVALID_TILE, hs->Index(), hs, nullptr, acceptance, always_accepted);
833 return acceptance;
834}
835
837static void GetTileDesc_Town(TileIndex tile, TileDesc &td)
838{
839 const HouseID house = GetHouseType(tile);
840 const HouseSpec *hs = HouseSpec::Get(house);
841 bool house_completed = IsHouseCompleted(tile);
842
843 td.str = hs->building_name;
844
845 /* Show if a player has protected the house, or if the house property is set for protection.
846 * Note that houses also have a callback which overrides their property (player choice is always respected),
847 * but it's impossible to know the possible results of the callback in runtime so it's not evaluated here. */
849
850 std::array<int32_t, 1> regs100;
851 uint16_t callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile, regs100);
852 if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
853 StringID new_name = STR_NULL;
854 if (callback_res == 0x40F) {
855 new_name = GetGRFStringID(hs->grf_prop.grfid, static_cast<GRFStringID>(regs100[0]));
856 } else if (callback_res > 0x400) {
858 } else {
859 new_name = GetGRFStringID(hs->grf_prop.grfid, GRFSTR_MISC_GRF_TEXT + callback_res);
860 }
861 if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
862 td.str = new_name;
863 }
864 }
865
866 if (!house_completed) {
867 td.dparam = td.str.base();
868 td.str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
869 }
870
871 if (hs->grf_prop.HasGrfFile()) {
872 const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grfid);
873 td.grf = gc->GetName();
874 }
875
876 td.owner[0] = OWNER_TOWN;
877}
878
879static bool GrowTown(Town *t, TownExpandModes modes);
880
885static void TownTickHandler(Town *t)
886{
889 if (_settings_game.economy.allow_town_roads) modes.Set(TownExpandMode::Roads);
890 int i = (int)t->grow_counter - 1;
891 if (i < 0) {
892 if (GrowTown(t, modes)) {
893 i = t->growth_rate;
894 } else {
895 /* If growth failed wait a bit before retrying */
896 i = std::min<uint16_t>(t->growth_rate, Ticks::TOWN_GROWTH_TICKS - 1);
897 }
898 }
899 t->grow_counter = i;
900 }
901}
902
905{
906 if (_game_mode == GameMode::Editor) return;
907
908 for (Town *t : Town::Iterate()) {
910 }
911}
912
919{
920 if (IsRoadDepotTile(tile) || IsBayRoadStopTile(tile)) return {};
921
922 return GetAnyRoadBits(tile, RoadTramType::Road, true);
923}
924
931{
932 RoadType best_rt = ROADTYPE_ROAD;
933 const RoadTypeInfo *best = nullptr;
934 const uint16_t assume_max_speed = 50;
935
937 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
938
939 /* Can town build this road. */
940 if (!rti->flags.Test(RoadTypeFlag::TownBuild)) continue;
941
942 /* Not yet introduced at this date. */
944
945 if (best != nullptr) {
946 if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
947 }
948
949 best_rt = rt;
950 best = rti;
951 }
952
953 return best_rt;
954}
955
961{
962 const RoadTypeInfo *best = nullptr;
964 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
965
966 if (!rti->flags.Test(RoadTypeFlag::TownBuild)) continue; // Town can't build this road type.
967
968 if (best != nullptr && rti->introduction_date >= best->introduction_date) continue;
969 best = rti;
970 }
971
972 if (best == nullptr) return TimerGameCalendar::Date(INT32_MAX);
973 return best->introduction_date;
974}
975
981{
982 auto min_date = GetTownRoadTypeFirstIntroductionDate();
983 if (min_date <= TimerGameCalendar::date) return true;
984
985 if (min_date < INT32_MAX) {
987 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET),
988 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET_EXPLANATION, min_date),
990 } else {
992 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL),
993 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL_EXPLANATION), WarningLevel::Critical);
994 }
995 return false;
996}
997
1008static bool IsNeighbourRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
1009{
1010 if (!IsValidTile(tile)) return false;
1011
1012 /* Lookup table for the used diff values */
1013 const TileIndexDiff tid_lt[3] = {
1017 };
1018
1019 dist_multi = (dist_multi + 1) * 4;
1020 for (uint pos = 4; pos < dist_multi; pos++) {
1021 /* Go (pos / 4) tiles to the left or the right */
1022 TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
1023
1024 /* Use the current tile as origin, or go one tile backwards */
1025 if (pos & 2) cur += tid_lt[2];
1026
1027 /* Test for roadbit parallel to dir and facing towards the middle axis */
1028 if (IsValidTile(tile + cur) &&
1029 GetTownRoadBits(TileAdd(tile, cur)).Any(DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir)))) return true;
1030 }
1031 return false;
1032}
1033
1043{
1044 if (DistanceFromEdge(tile) == 0) return false;
1045
1046 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
1047 if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
1048
1049 /* Check if there already is a road at this point? */
1050 if (GetTownRoadBits(tile).None()) {
1051 /* No, try if we are able to build a road piece there.
1052 * If that fails clear the land, and if that fails exit.
1053 * This is to make sure that we can build a road here later. */
1055 if (Command<Commands::BuildRoad>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, tile, (dir == DiagDirection::NW || dir == DiagDirection::SE) ? ROAD_Y : ROAD_X, rt, {}, t->index).Failed() &&
1056 Command<Commands::LandscapeClear>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, tile).Failed()) {
1057 return false;
1058 }
1059 }
1060
1061 Slope cur_slope = _settings_game.construction.build_on_slopes ? std::get<Slope>(GetFoundationSlope(tile)) : GetTileSlope(tile);
1062 bool ret = !IsNeighbourRoadTile(tile, dir, t->layout == TownLayout::Original ? 1 : 2);
1063 if (cur_slope == SLOPE_FLAT) return ret;
1064
1065 /* If the tile is not a slope in the right direction, then
1066 * maybe terraform some. */
1067 Slope desired_slope = (dir == DiagDirection::NW || dir == DiagDirection::SE) ? SLOPE_NW : SLOPE_NE;
1068 if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
1069 if (Chance16(1, 8)) {
1070 CommandCost res = CMD_ERROR;
1071 if (!_generating_world && Chance16(1, 10)) {
1072 res = ExtractCommandCost(Command<Commands::TerraformLand>::Do({DoCommandFlag::Execute, DoCommandFlag::Auto, DoCommandFlag::NoWater},
1073 tile, Chance16(1, 16) ? cur_slope : ComplementSlope(RemoveSteepSlope(RemoveHalftileSlope(cur_slope))), false));
1074 }
1075 if (res.Failed() && Chance16(1, 3)) {
1076 /* We can consider building on the slope, though. */
1077 return ret;
1078 }
1079 }
1080 return false;
1081 }
1082 return ret;
1083}
1084
1085static bool TerraformTownTile(TileIndex tile, Slope edges, bool dir)
1086{
1087 assert(tile < Map::Size());
1088
1089 CommandCost r = ExtractCommandCost(Command<Commands::TerraformLand>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, tile, edges, dir));
1090 if (r.Failed() || r.GetCost() >= (_price[Price::Terraform] + 2) * 8) return false;
1091 Command<Commands::TerraformLand>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater, DoCommandFlag::Execute}, tile, edges, dir);
1092 return true;
1093}
1094
1095static void LevelTownLand(TileIndex tile)
1096{
1097 assert(tile < Map::Size());
1098
1099 /* Don't terraform if land is plain or if there's a house there. */
1100 if (IsTileType(tile, TileType::House)) return;
1101 Slope tileh = GetTileSlope(tile);
1102 if (tileh == SLOPE_FLAT) return;
1103
1104 /* First try up, then down */
1105 if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, true)) {
1106 TerraformTownTile(tile, tileh & SLOPE_ELEVATED, false);
1107 }
1108}
1109
1119{
1120 /* align the grid to the downtown */
1121 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1122 RoadBits rcmd{};
1123
1124 switch (t->layout) {
1125 default: NOT_REACHED();
1126
1128 if ((grid_pos.x % 3) == 0) rcmd.Set(ROAD_Y);
1129 if ((grid_pos.y % 3) == 0) rcmd.Set(ROAD_X);
1130 break;
1131
1133 if ((grid_pos.x % 4) == 0) rcmd.Set(ROAD_Y);
1134 if ((grid_pos.y % 4) == 0) rcmd.Set(ROAD_X);
1135 break;
1136 }
1137
1138 /* Optimise only X-junctions */
1139 if (rcmd != ROAD_ALL) return rcmd;
1140
1141 RoadBits rb_template;
1142
1143 switch (GetTileSlope(tile)) {
1144 default: rb_template = ROAD_ALL; break;
1145 case SLOPE_W: rb_template = {RoadBit::NW, RoadBit::SW}; break;
1146 case SLOPE_SW: rb_template = ROAD_Y | RoadBit::SW; break;
1147 case SLOPE_S: rb_template = {RoadBit::SW, RoadBit::SE}; break;
1148 case SLOPE_SE: rb_template = ROAD_X | RoadBit::SE; break;
1149 case SLOPE_E: rb_template = {RoadBit::SE, RoadBit::NE}; break;
1150 case SLOPE_NE: rb_template = ROAD_Y | RoadBit::NE; break;
1151 case SLOPE_N: rb_template = {RoadBit::NE, RoadBit::NW}; break;
1152 case SLOPE_NW: rb_template = ROAD_X | RoadBit::NW; break;
1153 case SLOPE_STEEP_W:
1154 case SLOPE_STEEP_S:
1155 case SLOPE_STEEP_E:
1156 case SLOPE_STEEP_N:
1157 rb_template = {};
1158 break;
1159 }
1160
1161 /* Stop if the template is compatible to the growth dir */
1162 if (DiagDirToRoadBits(ReverseDiagDir(dir)).Any(rb_template)) return rb_template;
1163 /* If not generate a straight road in the direction of the growth */
1165}
1166
1179{
1180 /* We can't look further than that. */
1181 if (DistanceFromEdge(tile) == 0) return false;
1182
1183 uint counter = 0; // counts the house neighbour tiles
1184
1185 /* Check the tiles E,N,W and S of the current tile for houses */
1187 /* Count both void and house tiles for checking whether there
1188 * are enough houses in the area. This to make it likely that
1189 * houses get build up to the edge of the map. */
1190 switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1191 case TileType::House:
1192 case TileType::Void:
1193 counter++;
1194 break;
1195
1196 default:
1197 break;
1198 }
1199
1200 /* If there are enough neighbours stop here */
1201 if (counter >= 3) {
1202 return TryBuildTownHouse(t, tile, modes);
1203 }
1204 }
1205 return false;
1206}
1207
1216static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1217{
1219 return Command<Commands::BuildRoad>::Do({DoCommandFlag::Execute, DoCommandFlag::Auto, DoCommandFlag::NoWater}, tile, rcmd, rt, {}, t->index).Succeeded();
1220}
1221
1231static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
1232{
1233 const TileIndexDiff delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
1234 TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
1235 RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
1237
1238 /* Before we try anything, make sure the tile is on the map and not the void. */
1239 if (!IsValidTile(next_tile)) return false;
1240
1241 /* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
1242 if (IsTileType(next_tile, TileType::TunnelBridge)) {
1243 return GetTunnelBridgeTransportType(next_tile) == TransportType::Road && GetTunnelBridgeDirection(next_tile) == road_dir;
1244 }
1245
1246 /* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
1247 if (IsTileType(next_tile, TileType::Station)) {
1248 /* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */
1249 if (IsDriveThroughStopTile(next_tile)) return GetDriveThroughStopAxis(next_tile) == DiagDirToAxis(road_dir);
1250 if (IsBayRoadStopTile(next_tile)) return GetBayRoadStopDir(next_tile) == ReverseDiagDir(road_dir);
1251 return false;
1252 }
1253
1254 /* If the next tile is a road depot, allow if it's facing the right way. */
1255 if (IsTileType(next_tile, TileType::Road)) {
1256 return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
1257 }
1258
1259 /* If the next tile is a railroad track, check if towns are allowed to build level crossings.
1260 * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
1261 if (IsTileType(next_tile, TileType::Railway) && !_settings_game.economy.allow_town_level_crossings) return false;
1262
1263 /* If a road tile can be built, the construction is allowed. */
1264 return Command<Commands::BuildRoad>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, next_tile, rcmd, rt, {}, t->index).Succeeded();
1265}
1266
1277static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1278{
1279 assert(bridge_dir < DiagDirection::End);
1280
1281 const Slope slope = GetTileSlope(tile);
1282
1283 /* Make sure the direction is compatible with the slope.
1284 * Well we check if the slope has an up bit set in the
1285 * reverse direction. */
1286 if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1287
1288 /* Assure that the bridge is connectable to the start side */
1289 if (!GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))).Any(DiagDirToRoadBits(bridge_dir))) return false;
1290
1291 /* We are in the right direction */
1292 uint bridge_length = 0; // This value stores the length of the possible bridge
1293 TileIndex bridge_tile = tile; // Used to store the other waterside
1294
1295 const TileIndexDiff delta = TileOffsByDiagDir(bridge_dir);
1296
1297 /* To prevent really small towns from building disproportionately
1298 * long bridges, make the max a function of its population. */
1299 const uint TOWN_BRIDGE_LENGTH_CAP = 11;
1300 uint base_bridge_length = 5;
1301 uint max_bridge_length = std::min(t->cache.population / 1000 + base_bridge_length, TOWN_BRIDGE_LENGTH_CAP);
1302
1303 if (slope == SLOPE_FLAT) {
1304 /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1305 do {
1306 if (bridge_length++ >= base_bridge_length) {
1307 /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1308 return false;
1309 }
1310 bridge_tile += delta;
1311 } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile).Any())));
1312 } else {
1313 do {
1314 if (bridge_length++ >= max_bridge_length) {
1315 /* Ensure the bridge is not longer than the max allowed length. */
1316 return false;
1317 }
1318 bridge_tile += delta;
1319 } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile).Any())));
1320 }
1321
1322 /* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
1323 if (bridge_length == 1) return false;
1324
1325 /* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
1326 if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;
1327
1328 /* If another parallel bridge exists nearby, this one would be redundant and shouldn't be built. We don't care about flat bridges. */
1329 if (slope != SLOPE_FLAT) {
1330 for (auto search : SpiralTileSequence(tile, bridge_length, 0, 0)) {
1331 /* Only consider bridge head tiles. */
1332 if (!IsBridgeTile(search)) continue;
1333
1334 /* Only consider road bridges. */
1335 if (GetTunnelBridgeTransportType(search) != TransportType::Road) continue;
1336
1337 /* If the bridge is facing the same direction as the proposed bridge, we've found a redundant bridge. */
1338 if (GetTileSlope(search) & InclinedSlope(ReverseDiagDir(bridge_dir))) return false;
1339 }
1340 }
1341
1343 for (uint8_t times = 0; times <= 22; times++) {
1344 uint8_t bridge_type = RandomRange(MAX_BRIDGES - 1);
1345
1346 /* Can we actually build the bridge? */
1347 if (Command<Commands::BuildBridge>::Do(CommandFlagsToDCFlags(GetCommandFlags<Commands::BuildBridge>()), tile, bridge_tile, TransportType::Road, bridge_type, INVALID_RAILTYPE, rt).Succeeded()) {
1348 Command<Commands::BuildBridge>::Do(CommandFlagsToDCFlags(GetCommandFlags<Commands::BuildBridge>()).Set(DoCommandFlag::Execute), tile, bridge_tile, TransportType::Road, bridge_type, INVALID_RAILTYPE, rt);
1349 return true;
1350 }
1351 }
1352 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1353 return false;
1354}
1355
1366static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
1367{
1368 assert(tunnel_dir < DiagDirection::End);
1369
1370 Slope slope = GetTileSlope(tile);
1371
1372 /* Only consider building a tunnel if the starting tile is sloped properly. */
1373 if (slope != InclinedSlope(tunnel_dir)) return false;
1374
1375 /* Assure that the tunnel is connectable to the start side */
1376 if (!GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))).Any(DiagDirToRoadBits(tunnel_dir))) return false;
1377
1378 const TileIndexDiff delta = TileOffsByDiagDir(tunnel_dir);
1379 int max_tunnel_length = 0;
1380
1381 /* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
1382 if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
1383 /* 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. */
1384 TileIndex slope_tile = tile;
1385 for (uint8_t tiles = 0; tiles < 4; tiles++) {
1386 if (!IsValidTile(slope_tile)) return false;
1387 slope = GetTileSlope(slope_tile);
1388 if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
1389 slope_tile += delta;
1390 }
1391
1392 /* More population means longer tunnels, but make sure we can at least cover the smallest mountain which necessitates tunneling. */
1393 max_tunnel_length = (t->cache.population / 1000) + 7;
1394 } else {
1395 /* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
1396 max_tunnel_length = 5;
1397 }
1398
1399 uint8_t tunnel_length = 0;
1400 TileIndex tunnel_tile = tile; // Iterator to store the other end tile of the tunnel.
1401
1402 /* Find the end tile of the tunnel for length and continuation checks. */
1403 do {
1404 if (tunnel_length++ >= max_tunnel_length) return false;
1405 tunnel_tile += delta;
1406 /* The tunnel ends when start and end tiles are the same height. */
1407 } while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));
1408
1409 /* Don't allow a tunnel where the start and end tiles are adjacent. */
1410 if (tunnel_length == 1) return false;
1411
1412 /* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
1413 if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;
1414
1415 /* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
1417 if (Command<Commands::BuildTunnel>::Do(CommandFlagsToDCFlags(GetCommandFlags<Commands::BuildTunnel>()), tile, TransportType::Road, INVALID_RAILTYPE, rt).Succeeded()) {
1419 return true;
1420 }
1421
1422 return false;
1423}
1424
1432{
1433 static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1434 bool allow = false;
1435
1436 for (const auto &ptr : tiles) {
1437 TileIndex cur_tile = t + ToTileIndexDiff(ptr);
1438 if (!IsValidTile(cur_tile)) continue;
1439
1440 if (!(IsTileType(cur_tile, TileType::Road) || IsAnyRoadStopTile(cur_tile))) continue;
1441 allow = true;
1442
1443 RoadType road_rt = GetRoadTypeRoad(cur_tile);
1444 if (road_rt != INVALID_ROADTYPE && !GetRoadTypeInfo(road_rt)->flags.Test(RoadTypeFlag::NoHouses)) return true;
1445 }
1446
1447 /* If no road was found surrounding the tile we can allow building the house since there is
1448 * nothing which forbids it, if a road was found but the execution reached this point, then
1449 * all the found roads don't allow houses to be built */
1450 return !allow;
1451}
1452
1458{
1459 if (!IsTileType(tile, TileType::Road)) return true;
1460
1461 /* Allow extending on roadtypes which can be built by town, or if the road type matches the type the town will build. */
1462 RoadType rt = GetRoadTypeRoad(tile);
1464}
1465
1472{
1473 return modes.Test(TownExpandMode::Roads);
1474}
1475
1482
1502static TownGrowthResult GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1, TownExpandModes modes)
1503{
1504 RoadBits rcmd{}; // RoadBits for the road construction command
1505 TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1506
1507 assert(tile < Map::Size());
1508
1509 if (cur_rb.None()) {
1510 /* Tile has no road.
1511 * We will return TownGrowthResult::SearchStopped to say that this is the last iteration. */
1512
1514 if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, TileType::Railway)) return TownGrowthResult::SearchStopped;
1515
1516 /* Remove hills etc */
1517 if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1518
1519 /* Is a road allowed here? */
1520 switch (t1->layout) {
1521 default: NOT_REACHED();
1522
1525 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1526 if (rcmd.None()) return TownGrowthResult::SearchStopped;
1527 break;
1528
1531 if (!IsRoadAllowedHere(t1, tile, target_dir)) return TownGrowthResult::SearchStopped;
1532
1533 DiagDirection source_dir = ReverseDiagDir(target_dir);
1534
1535 if (Chance16(1, 4)) {
1536 /* Randomize a new target dir */
1537 do target_dir = RandomRange(DiagDirection::End); while (target_dir == source_dir);
1538 }
1539
1540 if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1541 /* A road is not allowed to continue the randomized road,
1542 * return if the road we're trying to build is curved. */
1543 if (target_dir != ReverseDiagDir(source_dir)) return TownGrowthResult::SearchStopped;
1544
1545 /* Return if neither side of the new road is a house */
1549 }
1550
1551 /* That means that the road is only allowed if there is a house
1552 * at any side of the new road. */
1553 }
1554
1555 rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1556 break;
1557 }
1558
1559 } else if (target_dir < DiagDirection::End && !cur_rb.Any(DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1561
1563
1564 /* Continue building on a partial road.
1565 * Should be always OK, so we only generate
1566 * the fitting RoadBits */
1567 switch (t1->layout) {
1568 default: NOT_REACHED();
1569
1572 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1573 break;
1574
1577 rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1578 break;
1579 }
1580 } else {
1581 bool allow_house = true; // Value which decides if we want to construct a house
1582
1583 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1584 * it is the starting tile. Half the time, we stay on this side then.*/
1586 if (GetTunnelBridgeTransportType(tile) == TransportType::Road && (target_dir != DiagDirection::End || Chance16(1, 2))) {
1587 *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1588 }
1590 }
1591
1592 /* Possibly extend the road in a direction.
1593 * Randomize a direction and if it has a road, bail out. */
1594 target_dir = RandomRange(DiagDirection::End);
1595 RoadBits target_rb = DiagDirToRoadBits(target_dir);
1596 TileIndex house_tile; // position of a possible house
1597
1598 if (cur_rb.Any(target_rb)) {
1599 /* If it's a road turn possibly build a house in a corner.
1600 * Use intersection with straight road as an indicator
1601 * that we randomised corner house position.
1602 * A turn (and we check for that later) always has only
1603 * one common bit with a straight road so it has the same
1604 * chance to be chosen as the house on the side of a road.
1605 */
1606 if ((cur_rb & ROAD_X) != target_rb) return TownGrowthResult::Continue;
1607
1608 /* Check whether it is a turn and if so determine
1609 * position of the corner tile */
1610 switch (cur_rb.base()) {
1611 case ROAD_N.base():
1612 house_tile = TileAddByDir(tile, Direction::S);
1613 break;
1614 case ROAD_S.base():
1615 house_tile = TileAddByDir(tile, Direction::N);
1616 break;
1617 case ROAD_E.base():
1618 house_tile = TileAddByDir(tile, Direction::W);
1619 break;
1620 case ROAD_W.base():
1621 house_tile = TileAddByDir(tile, Direction::E);
1622 break;
1623 default:
1624 return TownGrowthResult::Continue; // not a turn
1625 }
1626 target_dir = DiagDirection::End;
1627 } else {
1628 house_tile = TileAddByDiagDir(tile, target_dir);
1629 }
1630
1631 /* Don't walk into water. */
1632 if (HasTileWaterGround(house_tile)) return TownGrowthResult::Continue;
1633
1634 if (!IsValidTile(house_tile)) return TownGrowthResult::Continue;
1635
1637
1638 if (target_dir != DiagDirection::End && TownAllowedToBuildRoads(modes)) {
1639 switch (t1->layout) {
1640 default: NOT_REACHED();
1641
1642 case TownLayout::Grid3x3: // Use 2x2 grid afterwards!
1643 if (GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir), modes)) {
1645 }
1646 [[fallthrough]];
1647
1649 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1650 allow_house = !rcmd.Any(target_rb);
1651 break;
1652
1653 case TownLayout::BetterRoads: // Use original afterwards!
1654 if (GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir), modes)) {
1656 }
1657 [[fallthrough]];
1658
1660 /* Allow a house at the edge. 60% chance or
1661 * always ok if no road allowed. */
1662 rcmd = target_rb;
1663 allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1664 break;
1665 }
1666 }
1667
1668 allow_house &= RoadTypesAllowHouseHere(house_tile);
1669
1670 if (allow_house) {
1671 /* Build a house, but not if there already is a house there. */
1672 if (!IsTileType(house_tile, TileType::House)) {
1673 /* Level the land if possible */
1674 if (Chance16(1, 6)) LevelTownLand(house_tile);
1675
1676 /* And build a house.
1677 * Set result to -1 if we managed to build it. */
1678 if (TryBuildTownHouse(t1, house_tile, modes)) {
1680 }
1681 }
1682 return result;
1683 }
1684
1685 if (!TownCanGrowRoad(tile)) return result;
1686 }
1687
1688 /* Return if a water tile */
1690
1691 /* Make the roads look nicer */
1692 rcmd = CleanUpRoadBits(tile, rcmd);
1693 if (rcmd.None()) return TownGrowthResult::SearchStopped;
1694
1695 /* Only use the target direction for bridges and tunnels to ensure they're connected.
1696 * The target_dir is as computed previously according to town layout, so
1697 * it will match it perfectly. */
1698 if (GrowTownWithBridge(t1, tile, target_dir)) {
1700 }
1701 if (GrowTownWithTunnel(t1, tile, target_dir)) {
1703 }
1704
1705 if (GrowTownWithRoad(t1, tile, rcmd)) {
1707 }
1709}
1710
1720{
1721 TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1722 if (!IsValidTile(target_tile)) return false;
1723 if (HasTileWaterGround(target_tile)) return false;
1724
1725 RoadBits target_rb = GetTownRoadBits(target_tile);
1726 if (TownAllowedToBuildRoads(modes)) {
1727 /* Check whether a road connection exists or can be build. */
1728 switch (GetTileType(target_tile)) {
1729 case TileType::Road:
1730 return target_rb.Any();
1731
1732 case TileType::Station:
1733 return IsDriveThroughStopTile(target_tile);
1734
1737
1738 case TileType::House:
1739 case TileType::Industry:
1740 case TileType::Object:
1741 return false;
1742
1743 default:
1744 /* Checked for void and water earlier */
1745 return true;
1746 }
1747 } else {
1748 /* Check whether a road connection already exists,
1749 * and it leads somewhere else. */
1751 return target_rb.Any(back_rb) && target_rb.Reset(back_rb).Any();
1752 }
1753}
1754
1762static bool GrowTownAtRoad(Town *t, TileIndex tile, TownExpandModes modes)
1763{
1764 /* Special case.
1765 * @see GrowTownInTile Check the else if
1766 */
1767 DiagDirection target_dir = DiagDirection::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 int iterations;
1775 switch (t->layout) {
1777 iterations = 10 + t->cache.num_houses * 2 / 9;
1778 break;
1779
1782 iterations = 10 + t->cache.num_houses * 1 / 9;
1783 break;
1784
1785 default:
1786 iterations = 10 + t->cache.num_houses * 4 / 9;
1787 break;
1788 }
1789
1790 do {
1791 RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1792
1793 /* Try to grow the town from this point */
1794 switch (GrowTownInTile(&tile, cur_rb, target_dir, t, modes)) {
1796 return true;
1798 iterations = 0;
1799 break;
1800 default:
1801 break;
1802 };
1803
1804 /* Exclude the source position from the bitmask
1805 * and return if no more road blocks available */
1806 if (IsValidDiagDirection(target_dir)) cur_rb.Reset(DiagDirToRoadBits(ReverseDiagDir(target_dir)));
1807 if (cur_rb.None()) return false;
1808
1810 /* Only build in the direction away from the tunnel or bridge. */
1811 target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1812 } else {
1813 /* Select a random bit from the blockmask, walk a step
1814 * and continue the search from there. */
1815 do {
1816 if (cur_rb.None()) return false;
1817 RoadBits target_bits;
1818 do {
1819 target_dir = RandomRange(DiagDirection::End);
1820 target_bits = DiagDirToRoadBits(target_dir);
1821 } while (!cur_rb.Any(target_bits));
1822 cur_rb.Reset(target_bits);
1823 } while (!CanFollowRoad(tile, target_dir, modes));
1824 }
1825 tile = TileAddByDiagDir(tile, target_dir);
1826
1828 /* Don't allow building over roads of other cities */
1829 if (IsRoadOwner(tile, RoadTramType::Road, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1830 return false;
1831 } else if (IsRoadOwner(tile, RoadTramType::Road, OWNER_NONE) && _game_mode == GameMode::Editor) {
1832 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1833 * owner :) (happy happy happy road now) */
1835 SetTownIndex(tile, t->index);
1836 }
1837 }
1838
1839 /* Max number of times is checked. */
1840 } while (--iterations >= 0);
1841
1842 return false;
1843}
1844
1853{
1854 uint32_t r = Random();
1855 uint a = GB(r, 0, 2);
1856 uint b = GB(r, 8, 2);
1857 if (a == b) b ^= 2;
1858 return static_cast<RoadBits>((RoadBits{RoadBit::NW}.base() << a) + (RoadBits{RoadBit::NW}.base() << b));
1859}
1860
1867static bool GrowTown(Town *t, TownExpandModes modes)
1868{
1869 static const TileIndexDiffC _town_coord_mod[] = {
1870 {-1, 0},
1871 { 1, 1},
1872 { 1, -1},
1873 {-1, -1},
1874 {-1, 0},
1875 { 0, 2},
1876 { 2, 0},
1877 { 0, -2},
1878 {-1, -1},
1879 {-2, 2},
1880 { 2, 2},
1881 { 2, -2},
1882 { 0, 0}
1883 };
1884
1885 /* Current "company" is a town */
1887
1888 TileIndex tile = t->xy; // The tile we are working with ATM
1889
1890 /* Find a road that we can base the construction on. */
1891 for (const auto &ptr : _town_coord_mod) {
1892 if (GetTownRoadBits(tile).Any()) {
1893 bool success = GrowTownAtRoad(t, tile, modes);
1894 return success;
1895 }
1896 tile = TileAdd(tile, ToTileIndexDiff(ptr));
1897 }
1898
1899 /* No road available, try to build a random road block by
1900 * clearing some land and then building a road there. */
1901 if (TownAllowedToBuildRoads(modes)) {
1902 tile = t->xy;
1903 for (const auto &ptr : _town_coord_mod) {
1904 /* Only work with plain land that not already has a house */
1905 if (!IsTileType(tile, TileType::House) && IsTileFlat(tile)) {
1906 if (Command<Commands::LandscapeClear>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, tile).Succeeded()) {
1908 Command<Commands::BuildRoad>::Do({DoCommandFlag::Execute, DoCommandFlag::Auto}, tile, GenRandomRoadBits(), rt, {}, t->index);
1909 return true;
1910 }
1911 }
1912 tile = TileAdd(tile, ToTileIndexDiff(ptr));
1913 }
1914 }
1915
1916 return false;
1917}
1918
1924{
1925 static const std::array<std::array<uint32_t, NUM_HOUSE_ZONES>, 23> _town_squared_town_zone_radius_data = {{
1926 { 4, 0, 0, 0, 0}, // 0
1927 { 16, 0, 0, 0, 0},
1928 { 25, 0, 0, 0, 0},
1929 { 36, 0, 0, 0, 0},
1930 { 49, 0, 4, 0, 0},
1931 { 64, 0, 4, 0, 0}, // 20
1932 { 64, 0, 9, 0, 1},
1933 { 64, 0, 9, 0, 4},
1934 { 64, 0, 16, 0, 4},
1935 { 81, 0, 16, 0, 4},
1936 { 81, 0, 16, 0, 4}, // 40
1937 { 81, 0, 25, 0, 9},
1938 { 81, 36, 25, 0, 9},
1939 { 81, 36, 25, 16, 9},
1940 { 81, 49, 0, 25, 9},
1941 { 81, 64, 0, 25, 9}, // 60
1942 { 81, 64, 0, 36, 9},
1943 { 81, 64, 0, 36, 16},
1944 {100, 81, 0, 49, 16},
1945 {100, 81, 0, 49, 25},
1946 {121, 81, 0, 49, 25}, // 80
1947 {121, 81, 0, 49, 25},
1948 {121, 81, 0, 49, 36}, // 88
1949 }};
1950
1951 if (t->cache.num_houses < std::size(_town_squared_town_zone_radius_data) * 4) {
1952 t->cache.squared_town_zone_radius = _town_squared_town_zone_radius_data[t->cache.num_houses / 4];
1953 } else {
1954 int mass = t->cache.num_houses / 8;
1955 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1956 * The offsets are to make sure the radii do not decrease in size when going from the table
1957 * to the calculated value.*/
1963 }
1964}
1965
1971{
1973 uint32_t production = ScaleByCargoScale(t->cache.population >> 3, true);
1974 if (production == 0) continue;
1975
1976 auto &supplied = t->GetOrCreateCargoSupplied(cs->Index());
1977 supplied.history[LAST_MONTH].production = production;
1978 }
1979
1981 uint32_t production = ScaleByCargoScale(t->cache.population >> 4, true);
1982 if (production == 0) continue;
1983
1984 auto &supplied = t->GetOrCreateCargoSupplied(cs->Index());
1985 supplied.history[LAST_MONTH].production = production;
1986 }
1987}
1988
1989static void UpdateTownGrowthRate(Town *t);
1990static void UpdateTownGrowth(Town *t);
1991
2003static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
2004{
2005 AutoRestoreBackup backup(_generating_town, true);
2006
2007 t->xy = tile;
2008 t->cache.num_houses = 0;
2009 t->time_until_rebuild = 10;
2011 t->flags.Reset();
2012 t->cache.population = 0;
2014 /* Spread growth across ticks so even if there are many
2015 * similar towns they're unlikely to grow all in one tick */
2016 t->grow_counter = t->index % Ticks::TOWN_GROWTH_TICKS;
2017 t->growth_rate = TownTicksToGameTicks(250);
2018 t->show_zone = false;
2019
2020 _town_kdtree.Insert(t->index);
2021
2022 /* Set the default cargo requirement for town growth */
2023 switch (_settings_game.game_creation.landscape) {
2026 break;
2027
2031 break;
2032
2033 default:
2034 break;
2035 }
2036
2037 t->fund_buildings_months = 0;
2038
2039 t->ratings.fill(RATING_INITIAL);
2040
2041 t->have_ratings = {};
2042 t->exclusivity = CompanyID::Invalid();
2043 t->exclusive_counter = 0;
2044 t->statues = {};
2045
2046 {
2047 TownNameParams tnp(_settings_game.game_creation.town_name);
2048 t->townnamegrfid = tnp.grfid;
2049 t->townnametype = tnp.type;
2050 }
2051 t->townnameparts = townnameparts;
2052
2053 t->InitializeLayout(layout);
2054
2055 t->larger_town = city;
2056
2057 int x = to_underlying(size) * 16 + 3;
2058 if (size == TownSize::Random) x = (Random() & 0xF) + 8;
2059 /* Don't create huge cities when founding town in-game */
2060 if (city && (!manual || _game_mode == GameMode::Editor)) x *= _settings_game.economy.initial_city_size;
2061
2062 t->cache.num_houses += x;
2064
2065 int i = x * 4;
2066 do {
2068 } while (--i);
2069
2070 t->UpdateVirtCoord();
2071 InvalidateWindowData(WindowClass::TownDirectory, 0, TDIWD_FORCE_REBUILD);
2072
2073 t->cache.num_houses -= x;
2078}
2079
2086static CommandCost TownCanBePlacedHere(TileIndex tile, bool check_surrounding)
2087{
2088 /* Check if too close to the edge of map */
2089 if (DistanceFromEdge(tile) < 12) {
2090 return CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP);
2091 }
2092
2093 /* Check distance to all other towns. */
2094 if (IsCloseToTown(tile, _settings_game.economy.town_min_distance)) {
2095 return CommandCost(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
2096 }
2097
2098 /* Can only build on clear flat areas, possibly with trees. */
2099 if ((!IsTileType(tile, TileType::Clear) && !IsTileType(tile, TileType::Trees)) || !IsTileFlat(tile)) {
2100 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
2101 }
2102
2103 /* We might want to make sure the town has enough room. */
2104 if (check_surrounding) {
2105 constexpr uint SEARCH_DIAMETER = 5; // Center tile of town + 2 tile radius.
2106 /* Half of the tiles in the search must be valid for the town to build upon. */
2107 constexpr uint VALID_TILE_GOAL = (SEARCH_DIAMETER * SEARCH_DIAMETER) / 2;
2108 uint counter = 0;
2109 int town_height = GetTileZ(tile);
2110 for (TileIndex t : SpiralTileSequence(tile, SEARCH_DIAMETER)) {
2111 if (counter == VALID_TILE_GOAL) break;
2112
2113 switch (GetTileType(t)) {
2114 case TileType::Clear:
2115 /* Don't allow rough tiles, as they are likely wetlands. */
2116 if (GetClearGround(t) == ClearGround::Rough) continue;
2117 break;
2118
2119 case TileType::Trees:
2120 /* Don't allow rough trees, as they are likely wetlands. */
2121 if (GetTreeGround(t) == TreeGround::Rough) continue;
2122 break;
2123
2124 default:
2125 continue;
2126 }
2127
2128 bool elevation_similar = (GetTileMaxZ(t) <= town_height + 1) && (GetTileZ(t) >= town_height - 1);
2129 if (elevation_similar) counter++;
2130 }
2131
2132 if (counter < VALID_TILE_GOAL) return CommandCost(STR_ERROR_SITE_UNSUITABLE);
2133 }
2134
2136}
2137
2143static bool IsUniqueTownName(const std::string &name)
2144{
2145 for (const Town *t : Town::Iterate()) {
2146 if (!t->name.empty() && t->name == name) return false;
2147 }
2148
2149 return true;
2150}
2151
2164std::tuple<CommandCost, Money, TownID> CmdFoundTown(DoCommandFlags flags, TileIndex tile, TownSize size, bool city, TownLayout layout, bool random_location, uint32_t townnameparts, const std::string &text)
2165{
2166 TownNameParams par(_settings_game.game_creation.town_name);
2167
2168 if (size >= TownSize::End) return { CMD_ERROR, 0, TownID::Invalid() };
2169 if (layout >= TownLayout::End) return { CMD_ERROR, 0, TownID::Invalid() };
2170
2171 /* Some things are allowed only in the scenario editor and for game scripts. */
2172 if (_game_mode != GameMode::Editor && _current_company != OWNER_DEITY) {
2173 if (_settings_game.economy.found_town == TownFounding::Forbidden) return { CMD_ERROR, 0, TownID::Invalid() };
2174 if (size == TownSize::Large) return { CMD_ERROR, 0, TownID::Invalid() };
2175 if (random_location) return { CMD_ERROR, 0, TownID::Invalid() };
2176 if (_settings_game.economy.found_town != TownFounding::CustomLayout && layout != _settings_game.economy.town_layout) {
2177 return { CMD_ERROR, 0, TownID::Invalid() };
2178 }
2179 } else if (_current_company == OWNER_DEITY && random_location) {
2180 /* Random parameter is not allowed for Game Scripts. */
2181 return { CMD_ERROR, 0, TownID::Invalid() };
2182 }
2183
2184 if (text.empty()) {
2185 /* If supplied name is empty, townnameparts has to generate unique automatic name */
2186 if (!VerifyTownName(townnameparts, &par)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, TownID::Invalid() };
2187 } else {
2188 /* If name is not empty, it has to be unique custom name */
2189 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return { CMD_ERROR, 0, TownID::Invalid() };
2190 if (!IsUniqueTownName(text)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, TownID::Invalid() };
2191 }
2192
2193 /* Allocate town struct */
2194 if (!Town::CanAllocateItem()) return { CommandCost(STR_ERROR_TOO_MANY_TOWNS), 0, TownID::Invalid() };
2195
2196 if (!random_location) {
2197 CommandCost ret = TownCanBePlacedHere(tile, false);
2198 if (ret.Failed()) return { ret, 0, TownID::Invalid() };
2199 }
2200
2201 static const EnumIndexArray<uint8_t, TownSize, TownSize::End> town_price_mult = {15, 25, 40, 25};
2202 static const EnumIndexArray<uint8_t, TownSize, TownSize::End> city_price_mult = {20, 35, 55, 35};
2203
2205 uint8_t mult = city ? city_price_mult[size] : town_price_mult[size];
2206
2207 cost.MultiplyCost(mult);
2208
2209 /* Create the town */
2210 TownID new_town = TownID::Invalid();
2211 if (flags.Test(DoCommandFlag::Execute)) {
2212 if (cost.GetCost() > GetAvailableMoneyForCommand()) {
2213 return { CommandCost(ExpensesType::Other), cost.GetCost(), TownID::Invalid() };
2214 }
2215
2216 Backup<bool> old_generating_world(_generating_world, true);
2218 Town *t;
2219 if (random_location) {
2220 t = CreateRandomTown(20, townnameparts, size, city, layout);
2221 } else {
2222 t = Town::Create(tile);
2223 DoCreateTown(t, tile, townnameparts, size, city, layout, true);
2224 }
2225
2227 old_generating_world.Restore();
2228
2229 if (t == nullptr) return { CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN), 0, TownID::Invalid() };
2230
2231 new_town = t->index;
2232
2233 if (!text.empty()) {
2234 t->name = text;
2235 t->UpdateVirtCoord();
2236 }
2237
2238 if (_game_mode != GameMode::Editor) {
2239 /* 't' can't be nullptr since 'random' is false outside scenedit */
2240 assert(!random_location);
2241
2243 AddTileNewsItem(GetEncodedString(STR_NEWS_NEW_TOWN_UNSPONSORED, t->index), NewsType::IndustryOpen, tile);
2244 } else {
2245 std::string company_name = GetString(STR_COMPANY_NAME, _current_company);
2246 AddTileNewsItem(GetEncodedString(STR_NEWS_NEW_TOWN, company_name, t->index), NewsType::IndustryOpen, tile);
2247 }
2248 AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
2249 Game::NewEvent(new ScriptEventTownFounded(t->index));
2250 }
2251 }
2252 return { cost, 0, new_town };
2253}
2254
2265{
2266 switch (layout) {
2267 case TownLayout::Grid2x2: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
2268 case TownLayout::Grid3x3: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
2269 default: return tile;
2270 }
2271}
2272
2283{
2284 switch (layout) {
2285 case TownLayout::Grid2x2: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
2286 case TownLayout::Grid3x3: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
2287 default: return true;
2288 }
2289}
2290
2304{
2305 for (auto coast : SpiralTileSequence(tile, 40)) {
2306 /* Find nearest land tile */
2307 if (!IsTileType(coast, TileType::Clear)) continue;
2308
2309 TileIndex furthest = INVALID_TILE;
2310 uint max_dist = 0;
2311 for (auto test : SpiralTileSequence(coast, 10)) {
2312 if (!IsTileType(test, TileType::Clear) || !IsTileFlat(test) || !IsTileAlignedToGrid(test, layout)) continue;
2313 if (TownCanBePlacedHere(test, true).Failed()) continue;
2314
2315 uint dist = GetClosestWaterDistance(test, true);
2316 if (dist > max_dist) {
2317 furthest = test;
2318 max_dist = dist;
2319 }
2320 }
2321 return furthest;
2322 }
2323
2324 /* if we get here just give up */
2325 return INVALID_TILE;
2326}
2327
2342
2352static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout)
2353{
2354 assert(_game_mode == GameMode::Editor || _generating_world); // These are the preconditions for Commands::DeleteTown
2355
2356 if (!Town::CanAllocateItem()) return nullptr;
2357
2358 do {
2359 /* Generate a tile index not too close from the edge */
2360 TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2361
2362 /* If we tried to place the town on water, find a suitable land tile nearby.
2363 * Otherwise, evaluate the land tile. */
2364 if (IsTileType(tile, TileType::Water)) {
2365 tile = FindNearestGoodCoastalTownSpot(tile, layout);
2366 if (tile == INVALID_TILE) continue;
2367 } else if (TownCanBePlacedHere(tile, true).Failed()) continue;
2368
2369 /* Allocate a town struct */
2370 Town *t = Town::Create(tile);
2371
2372 DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2373
2374 /* if the population is still 0 at the point, then the
2375 * placement is so bad it couldn't grow at all */
2376 if (t->cache.population > 0) return t;
2377
2379 [[maybe_unused]] CommandCost rc = Command<Commands::DeleteTown>::Do(DoCommandFlag::Execute, t->index);
2380 assert(rc.Succeeded());
2381
2382 /* We already know that we can allocate a single town when
2383 * entering this function. However, we create and delete
2384 * a town which "resets" the allocation checks. As such we
2385 * need to check again when assertions are enabled. */
2386 assert(Town::CanAllocateItem());
2387 } while (--attempts != 0);
2388
2389 return nullptr;
2390}
2391
2398{
2399 static const uint8_t num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2400 if (_settings_game.difficulty.number_towns == static_cast<uint>(CUSTOM_TOWN_NUMBER_DIFFICULTY)) {
2401 return _settings_newgame.game_creation.custom_town_number;
2402 }
2403 return Map::ScaleBySize(num_initial_towns[_settings_game.difficulty.number_towns]);
2404}
2405
2413bool GenerateTowns(TownLayout layout, std::optional<uint> number)
2414{
2415 uint current_number = 0;
2416 uint total;
2417 if (number.has_value()) {
2418 total = number.value();
2419 } else if (_settings_game.difficulty.number_towns == static_cast<uint>(CUSTOM_TOWN_NUMBER_DIFFICULTY)) {
2420 total = GetDefaultTownsForMapSize();
2421 } else {
2422 total = Map::ScaleByLandProportion(GetDefaultTownsForMapSize() + (Random() & 7));
2423 }
2424
2425 total = Clamp<uint>(total, 1, TownPool::MAX_SIZE);
2426 uint32_t townnameparts;
2427 TownNames town_names;
2428
2430
2431 /* Pre-populate the town names list with the names of any towns already on the map */
2432 for (const Town *town : Town::Iterate()) {
2433 town_names.insert(town->GetCachedName());
2434 }
2435
2436 /* Randomised offset for city status. This means with e.g. 1-in-4 towns being cities, a map with 10 towns
2437 * may have 2 or 3 cities, instead of always 3. */
2438 uint city_random_offset = _settings_game.economy.larger_towns == 0 ? 0 : (Random() % _settings_game.economy.larger_towns);
2439
2440 /* First attempt will be made at creating the suggested number of towns.
2441 * Note that this is really a suggested value, not a required one.
2442 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2443 do {
2444 bool city = (_settings_game.economy.larger_towns != 0 && ((city_random_offset + current_number) % _settings_game.economy.larger_towns) == 0);
2446 /* Get a unique name for the town. */
2447 if (!GenerateTownName(_random, &townnameparts, &town_names)) continue;
2448 /* try 20 times to create a random-sized town for the first loop. */
2449 if (CreateRandomTown(20, townnameparts, TownSize::Random, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2450 } while (--total);
2451
2452 town_names.clear();
2453
2454 /* Build the town k-d tree again to make sure it's well balanced */
2455 RebuildTownKdtree();
2456
2457 if (current_number != 0) return true;
2458
2459 /* If current_number is still zero at this point, it means that not a single town has been created.
2460 * So give it a last try, but now more aggressive */
2461 if (GenerateTownName(_random, &townnameparts) &&
2462 CreateRandomTown(10000, townnameparts, TownSize::Random, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2463 return true;
2464 }
2465
2466 /* If there are no towns at all and we are generating new game, bail out */
2467 if (Town::GetNumItems() == 0 && _game_mode != GameMode::Editor) {
2468 ShowErrorMessage(GetEncodedString(STR_ERROR_COULD_NOT_CREATE_TOWN), {}, WarningLevel::Critical);
2469 }
2470
2471 return false; // we are still without a town? we failed, simply
2472}
2473
2474
2482{
2483 uint dist = DistanceSquare(tile, t->xy);
2484
2485 if (t->fund_buildings_months != 0 && dist <= 25) return HouseZone::TownCentre;
2486
2487 HouseZone smallest = HouseZone::TownEdge;
2488 for (HouseZone i : HZ_ZONE_ALL) {
2489 if (dist < t->cache.squared_town_zone_radius[to_underlying(i)]) smallest = i;
2490 }
2491
2492 return smallest;
2493}
2494
2506static inline void ClearMakeHouseTile(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool is_protected)
2507{
2508 [[maybe_unused]] CommandCost cc = Command<Commands::LandscapeClear>::Do({DoCommandFlag::Execute, DoCommandFlag::Auto, DoCommandFlag::NoWater}, tile);
2509 assert(cc.Succeeded());
2510
2511 IncreaseBuildingCount(t, type);
2512 MakeHouseTile(tile, t->index, counter, stage, type, random_bits, is_protected);
2513 if (HouseSpec::Get(type)->building_flags.Test(BuildingFlag::IsAnimated)) AddAnimatedTile(tile, false);
2514
2515 MarkTileDirtyByTile(tile);
2516}
2517
2518
2530static void MakeTownHouse(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool is_protected)
2531{
2533
2534 ClearMakeHouseTile(tile, t, counter, stage, type, random_bits, is_protected);
2535 if (size.Any(BUILDING_2_TILES_Y)) ClearMakeHouseTile(tile + TileDiffXY(0, 1), t, counter, stage, ++type, random_bits, is_protected);
2536 if (size.Any(BUILDING_2_TILES_X)) ClearMakeHouseTile(tile + TileDiffXY(1, 0), t, counter, stage, ++type, random_bits, is_protected);
2537 if (size.Any(BUILDING_HAS_4_TILES)) ClearMakeHouseTile(tile + TileDiffXY(1, 1), t, counter, stage, ++type, random_bits, is_protected);
2538
2539 ForAllStationsAroundTiles(TileArea(tile, size.Any(BUILDING_2_TILES_X) ? 2 : 1, size.Any(BUILDING_2_TILES_Y) ? 2 : 1), [t](Station *st, TileIndex) {
2540 t->stations_near.insert(st);
2541 return true;
2542 });
2543}
2544
2545
2552static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2553{
2554 /* cannot build on these slopes... */
2555 Slope slope = GetTileSlope(tile);
2556 if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2557
2558 /* at least one RoadTypes allow building the house here? */
2559 if (!RoadTypesAllowHouseHere(tile)) return false;
2560
2561 /* building under a bridge? */
2562 if (IsBridgeAbove(tile)) return false;
2563
2564 /* can we clear the land? */
2565 return Command<Commands::LandscapeClear>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, tile).Succeeded();
2566}
2567
2568
2577static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2578{
2579 if (!CanBuildHouseHere(tile, noslope)) return false;
2580
2581 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2582 if (GetTileMaxZ(tile) != z) return false;
2583
2584 return true;
2585}
2586
2587
2596static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2597{
2598 /* we need to check this tile too because we can be at different tile now */
2599 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2600
2602 tile += TileOffsByDiagDir(d);
2603 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2604 }
2605
2606 return true;
2607}
2608
2609
2618static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile, TownExpandModes modes)
2619{
2620 if (!modes.Test(TownExpandMode::Buildings)) return false;
2621
2622 /* Allow towns everywhere when we don't build roads */
2623 if (!TownAllowedToBuildRoads(modes)) return true;
2624
2625 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2626
2627 switch (t->layout) {
2629 if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2630 break;
2631
2633 if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2634 break;
2635
2636 default:
2637 break;
2638 }
2639
2640 return true;
2641}
2642
2643
2653{
2654 if (!modes.Test(TownExpandMode::Buildings)) return false;
2655
2656 /* Allow towns everywhere when we don't build roads */
2657 if (!TownAllowedToBuildRoads(modes)) return true;
2658
2659 /* Compute relative position of tile. (Positive offsets are towards north) */
2660 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2661
2662 switch (t->layout) {
2664 grid_pos.x %= 3;
2665 grid_pos.y %= 3;
2666 if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2667 (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2668 break;
2669
2671 if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2672 break;
2673
2674 default:
2675 break;
2676 }
2677
2678 return true;
2679}
2680
2681
2693static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second, TownExpandModes modes)
2694{
2695 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2696
2697 TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2698 if (TownLayoutAllowsHouseHere(t, tile2, modes) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2699
2700 tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2701 if (TownLayoutAllowsHouseHere(t, tile2, modes) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2702 *tile = tile2;
2703 return true;
2704 }
2705
2706 return false;
2707}
2708
2709
2720static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope, TownExpandModes modes)
2721{
2722 TileIndex tile2 = *tile;
2723
2724 for (DiagDirection d = DiagDirection::SE;; d++) { // 'd' goes through DiagDirection::SE, DiagDirection::SW, DiagDirection::NW, DiagDirection::End
2725 if (TownLayoutAllows2x2HouseHere(t, tile2, modes) && CheckFree2x2Area(tile2, maxz, noslope)) {
2726 *tile = tile2;
2727 return true;
2728 }
2729 if (d == DiagDirection::End) break;
2730 tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2731 }
2732
2733 return false;
2734}
2735
2746static void BuildTownHouse(Town *t, TileIndex tile, const HouseSpec *hs, HouseID house, uint8_t random_bits, bool house_completed, bool is_protected)
2747{
2748 /* build the house */
2749 t->cache.num_houses++;
2750
2751 uint8_t construction_counter = 0;
2752 uint8_t construction_stage = 0;
2753
2754 if (_generating_world || _game_mode == GameMode::Editor || house_completed) {
2755 uint32_t construction_random = Random();
2756
2757 construction_stage = TOWN_HOUSE_COMPLETED;
2758 if (_generating_world && !hs->extra_flags.Test(HouseExtraFlag::BuildingIsHistorical) && Chance16(1, 7)) construction_stage = GB(construction_random, 0, 2);
2759
2760 if (construction_stage == TOWN_HOUSE_COMPLETED) {
2762 } else {
2763 construction_counter = GB(construction_random, 2, 2);
2764 }
2765 }
2766
2767 MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits, is_protected);
2770
2771 BuildingFlags size = hs->building_flags;
2772
2773 TriggerHouseAnimation_ConstructionStageChanged(tile, true);
2774 if (size.Any(BUILDING_2_TILES_Y)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(0, 1), true);
2775 if (size.Any(BUILDING_2_TILES_X)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(1, 0), true);
2776 if (size.Any(BUILDING_HAS_4_TILES)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(1, 1), true);
2777}
2778
2787{
2788 /* forbidden building here by town layout */
2789 if (!TownLayoutAllowsHouseHere(t, tile, modes)) return false;
2790
2791 /* no house allowed at all, bail out */
2792 if (!CanBuildHouseHere(tile, false)) return false;
2793
2794 Slope slope = GetTileSlope(tile);
2795 int maxz = GetTileMaxZ(tile);
2796
2797 /* Get the town zone type of the current tile, as well as the climate.
2798 * This will allow to easily compare with the specs of the new house to build */
2799 HouseZones zones = GetTownRadiusGroup(t, tile);
2800
2801 switch (_settings_game.game_creation.landscape) {
2806 }
2807
2808 /* bits 0-4 are used
2809 * bits 11-15 are used
2810 * bits 5-10 are not used. */
2811 static std::vector<std::pair<HouseID, uint>> probs;
2812 probs.clear();
2813
2814 uint probability_max = 0;
2815
2816 /* Generate a list of all possible houses that can be built. */
2817 for (const auto &hs : HouseSpec::Specs()) {
2818 /* Verify that the candidate house spec matches the current tile status */
2819 if (!hs.building_availability.All(zones) || !hs.enabled || hs.grf_prop.override_id != INVALID_HOUSE_ID) continue;
2820
2821 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2822 if (hs.class_id != HOUSE_NO_CLASS) {
2823 /* id_count is always <= class_count, so it doesn't need to be checked */
2824 if (t->cache.building_counts.class_count[hs.class_id] == UINT16_MAX) continue;
2825 } else {
2826 /* If the house has no class, check id_count instead */
2827 if (t->cache.building_counts.id_count[hs.Index()] == UINT16_MAX) continue;
2828 }
2829
2830 uint cur_prob = hs.probability;
2831 probability_max += cur_prob;
2832 probs.emplace_back(hs.Index(), cur_prob);
2833 }
2834
2835 TileIndex base_tile = tile;
2836
2837 while (probability_max > 0) {
2838 /* Building a multitile building can change the location of tile.
2839 * The building would still be built partially on that tile, but
2840 * its northern tile would be elsewhere. However, if the callback
2841 * fails we would be basing further work from the changed tile.
2842 * So a next 1x1 tile building could be built on the wrong tile. */
2843 tile = base_tile;
2844
2845 uint r = RandomRange(probability_max);
2846 uint i;
2847 for (i = 0; i < probs.size(); i++) {
2848 if (probs[i].second > r) break;
2849 r -= probs[i].second;
2850 }
2851
2852 HouseID house = probs[i].first;
2853 probability_max -= probs[i].second;
2854
2855 /* remove tested house from the set */
2856 probs[i] = probs.back();
2857 probs.pop_back();
2858
2859 const HouseSpec *hs = HouseSpec::Get(house);
2860
2862 continue;
2863 }
2864
2866
2867 /* Special houses that there can be only one of. */
2868 TownFlags oneof{};
2869
2871 oneof.Set(TownFlag::HasChurch);
2874 }
2875
2876 if (t->flags.Any(oneof)) continue;
2877
2878 /* Make sure there is no slope? */
2879 bool noslope = hs->building_flags.Test(BuildingFlag::NotSloped);
2880 if (noslope && slope != SLOPE_FLAT) continue;
2881
2883 if (!CheckTownBuild2x2House(&tile, t, maxz, noslope, modes)) continue;
2884 } else if (hs->building_flags.Test(BuildingFlag::Size2x1)) {
2885 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DiagDirection::SW, modes)) continue;
2886 } else if (hs->building_flags.Test(BuildingFlag::Size1x2)) {
2887 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DiagDirection::SE, modes)) continue;
2888 } else {
2889 /* 1x1 house checks are already done */
2890 }
2891
2892 uint8_t random_bits = Random();
2893
2895 uint16_t callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, {}, true, random_bits);
2896 if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2897 }
2898
2899 /* Special houses that there can be only one of. */
2900 t->flags.Set(oneof);
2901
2902 BuildTownHouse(t, tile, hs, house, random_bits, false, false);
2903
2904 return true;
2905 }
2906
2907 return false;
2908}
2909
2919CommandCost CmdPlaceHouse(DoCommandFlags flags, TileIndex tile, HouseID house, bool is_protected, bool replace)
2920{
2921 if (_game_mode != GameMode::Editor && _settings_game.economy.place_houses == PlaceHouses::Forbidden) return CMD_ERROR;
2922
2923 if (Town::GetNumItems() == 0) return CommandCost(STR_ERROR_MUST_FOUND_TOWN_FIRST);
2924
2925 if (static_cast<size_t>(house) >= HouseSpec::Specs().size()) return CMD_ERROR;
2926 const HouseSpec *hs = HouseSpec::Get(house);
2927 if (!hs->enabled) return CMD_ERROR;
2928
2929 int maxz = GetTileMaxZ(tile);
2930
2931 /* Check each tile of a multi-tile house. */
2932 TileArea ta(tile, 1, 1);
2933 if (hs->building_flags.Test(BuildingFlag::Size2x2)) ta.Add(TileAddXY(tile, 1, 1));
2936
2937 for (const TileIndex subtile : ta) {
2938 /* Houses cannot be built on steep slopes. */
2939 Slope slope = GetTileSlope(subtile);
2940 if (IsSteepSlope(slope)) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2941
2942 /* Houses cannot be built under bridges. */
2943 if (IsBridgeAbove(subtile)) return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
2944
2945 /* Make sure there is no slope? */
2946 bool noslope = hs->building_flags.Test(BuildingFlag::NotSloped);
2947 if (noslope && slope != SLOPE_FLAT) return CommandCost(STR_ERROR_FLAT_LAND_REQUIRED);
2948
2949 /* All tiles of a multi-tile house must have the same z-level. */
2950 if (GetTileMaxZ(subtile) != maxz) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2951
2952 /* We might be replacing an existing house, otherwise check if we can clear land. */
2953 if (!(replace && GetTileType(subtile) == TileType::House)) {
2954 CommandCost cost = Command<Commands::LandscapeClear>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, subtile);
2955 if (!cost.Succeeded()) return cost;
2956 }
2957 }
2958
2959 if (flags.Test(DoCommandFlag::Execute)) {
2960 /* If replacing, clear any existing houses first. */
2961 if (replace) {
2962 for (const TileIndex &subtile : ta) {
2963 if (GetTileType(subtile) == TileType::House) ClearTownHouse(Town::GetByTile(subtile), subtile);
2964 }
2965 }
2966
2967 Town *t = ClosestTownFromTile(tile, UINT_MAX);
2968 bool house_completed = _settings_game.economy.place_houses == PlaceHouses::AllowedConstructed;
2969 BuildTownHouse(t, tile, hs, house, Random(), house_completed, is_protected);
2970 }
2971
2972 return CommandCost();
2973}
2974
2986CommandCost CmdPlaceHouseArea(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, HouseID house, bool is_protected, bool replace, bool diagonal)
2987{
2988 if (start_tile >= Map::Size()) return CMD_ERROR;
2989
2990 if (_game_mode != GameMode::Editor && _settings_game.economy.place_houses == PlaceHouses::Forbidden) return CMD_ERROR;
2991
2992 if (Town::GetNumItems() == 0) return CommandCost(STR_ERROR_MUST_FOUND_TOWN_FIRST);
2993
2994 if (static_cast<size_t>(house) >= HouseSpec::Specs().size()) return CMD_ERROR;
2995 const HouseSpec *hs = HouseSpec::Get(house);
2996 if (!hs->enabled) return CMD_ERROR;
2997
2998 /* Only allow placing an area of 1x1 houses. */
3000
3001 /* Use the built object limit to rate limit house placement. */
3003 int limit = (c == nullptr ? INT32_MAX : GB(c->build_object_limit, 16, 16));
3004
3005 CommandCost last_error = CMD_ERROR;
3006 bool had_success = false;
3007
3008 std::unique_ptr<TileIterator> iter = TileIterator::Create(tile, start_tile, diagonal);
3009 for (; *iter != INVALID_TILE; ++(*iter)) {
3010 TileIndex t = *iter;
3011 CommandCost ret = Command<Commands::PlaceHouse>::Do(DoCommandFlags{flags}.Reset(DoCommandFlag::Execute), t, house, is_protected, replace);
3012
3013 /* If we've reached the limit, stop building (or testing). */
3014 if (c != nullptr && limit-- <= 0) break;
3015
3016 if (ret.Failed()) {
3017 last_error = std::move(ret);
3018 continue;
3019 }
3020
3021 if (flags.Test(DoCommandFlag::Execute)) Command<Commands::PlaceHouse>::Do(flags, t, house, is_protected, replace);
3022 had_success = true;
3023 }
3024
3025 return had_success ? CommandCost{} : last_error;
3026}
3027
3034static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
3035{
3036 assert(IsTileType(tile, TileType::House));
3037 DecreaseBuildingCount(t, house);
3038 DoClearSquare(tile);
3039
3041}
3042
3051{
3052 if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
3053 if (HouseSpec::Get(house - 1)->building_flags.Test(BuildingFlag::Size2x1)) {
3054 house--;
3055 return TileDiffXY(-1, 0);
3056 } else if (HouseSpec::Get(house - 1)->building_flags.Any(BUILDING_2_TILES_Y)) {
3057 house--;
3058 return TileDiffXY(0, -1);
3059 } else if (HouseSpec::Get(house - 2)->building_flags.Any(BUILDING_HAS_4_TILES)) {
3060 house -= 2;
3061 return TileDiffXY(-1, 0);
3062 } else if (HouseSpec::Get(house - 3)->building_flags.Any(BUILDING_HAS_4_TILES)) {
3063 house -= 3;
3064 return TileDiffXY(-1, -1);
3065 }
3066 }
3067 return TileDiffXY(0, 0);
3068}
3069
3076{
3077 assert(IsTileType(tile, TileType::House));
3078
3079 HouseID house = GetHouseType(tile);
3080
3081 /* The northernmost tile of the house is the main house. */
3082 tile += GetHouseNorthPart(house);
3083
3084 const HouseSpec *hs = HouseSpec::Get(house);
3085
3086 /* Remove population from the town if the house is finished. */
3087 if (IsHouseCompleted(tile)) {
3089 }
3090
3091 t->cache.num_houses--;
3092
3093 /* Clear flags for houses that only may exist once/town. */
3098 }
3099
3100 /* Do the actual clearing of tiles */
3101 DoClearTownHouseHelper(tile, t, house);
3102 if (hs->building_flags.Any(BUILDING_2_TILES_Y)) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
3103 if (hs->building_flags.Any(BUILDING_2_TILES_X)) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
3104 if (hs->building_flags.Any(BUILDING_HAS_4_TILES)) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
3105
3107
3109}
3110
3118CommandCost CmdRenameTown(DoCommandFlags flags, TownID town_id, const std::string &text)
3119{
3120 Town *t = Town::GetIfValid(town_id);
3121 if (t == nullptr) return CMD_ERROR;
3122
3123 bool reset = text.empty();
3124
3125 if (!reset) {
3127 if (!IsUniqueTownName(text)) return CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE);
3128 }
3129
3130 if (flags.Test(DoCommandFlag::Execute)) {
3131 t->cached_name.clear();
3132 if (reset) {
3133 t->name.clear();
3134 } else {
3135 t->name = text;
3136 }
3137
3138 t->UpdateVirtCoord();
3139 InvalidateWindowData(WindowClass::TownDirectory, 0, TDIWD_FORCE_RESORT);
3140 ClearAllStationCachedNames();
3141 ClearAllIndustryCachedNames();
3143 }
3144 return CommandCost();
3145}
3146
3153{
3154 for (const CargoSpec *cs : CargoSpec::Iterate()) {
3155 if (cs->town_acceptance_effect == effect) return cs;
3156 }
3157 return nullptr;
3158}
3159
3168CommandCost CmdTownCargoGoal(DoCommandFlags flags, TownID town_id, TownAcceptanceEffect tae, uint32_t goal)
3169{
3170 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3171
3172 if (tae < TownAcceptanceEffect::Begin || tae >= TownAcceptanceEffect::End) return CMD_ERROR;
3173
3174 Town *t = Town::GetIfValid(town_id);
3175 if (t == nullptr) return CMD_ERROR;
3176
3177 /* Validate if there is a cargo which is the requested TownEffect */
3179 if (cargo == nullptr) return CMD_ERROR;
3180
3181 if (flags.Test(DoCommandFlag::Execute)) {
3182 t->goal[tae] = goal;
3184 InvalidateWindowData(WindowClass::TownView, town_id);
3185 }
3186
3187 return CommandCost();
3188}
3189
3197CommandCost CmdTownSetText(DoCommandFlags flags, TownID town_id, const EncodedString &text)
3198{
3199 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3200 Town *t = Town::GetIfValid(town_id);
3201 if (t == nullptr) return CMD_ERROR;
3202
3203 if (flags.Test(DoCommandFlag::Execute)) {
3204 t->text.clear();
3205 if (!text.empty()) t->text = text;
3206 InvalidateWindowData(WindowClass::TownView, town_id);
3207 }
3208
3209 return CommandCost();
3210}
3211
3219CommandCost CmdTownGrowthRate(DoCommandFlags flags, TownID town_id, uint16_t growth_rate)
3220{
3221 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3222
3223 Town *t = Town::GetIfValid(town_id);
3224 if (t == nullptr) return CMD_ERROR;
3225
3226 if (flags.Test(DoCommandFlag::Execute)) {
3227 if (growth_rate == 0) {
3228 /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
3230 } else {
3231 uint old_rate = t->growth_rate;
3232 if (t->grow_counter >= old_rate) {
3233 /* This also catches old_rate == 0 */
3234 t->grow_counter = growth_rate;
3235 } else {
3236 /* Scale grow_counter, so half finished houses stay half finished */
3237 t->grow_counter = t->grow_counter * growth_rate / old_rate;
3238 }
3239 t->growth_rate = growth_rate;
3241 }
3243 InvalidateWindowData(WindowClass::TownView, town_id);
3244 }
3245
3246 return CommandCost();
3247}
3248
3257CommandCost CmdTownRating(DoCommandFlags flags, TownID town_id, CompanyID company_id, int16_t rating)
3258{
3259 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3260
3261 Town *t = Town::GetIfValid(town_id);
3262 if (t == nullptr) return CMD_ERROR;
3263
3264 if (!Company::IsValidID(company_id)) return CMD_ERROR;
3265
3266 int16_t new_rating = Clamp(rating, RATING_MINIMUM, RATING_MAXIMUM);
3267 if (flags.Test(DoCommandFlag::Execute)) {
3268 t->ratings[company_id] = new_rating;
3269 InvalidateWindowData(WindowClass::TownAuthority, town_id);
3270 }
3271
3272 return CommandCost();
3273}
3274
3283CommandCost CmdExpandTown(DoCommandFlags flags, TownID town_id, uint32_t grow_amount, TownExpandModes modes)
3284{
3285 if (_game_mode != GameMode::Editor && _current_company != OWNER_DEITY) return CMD_ERROR;
3286 if (modes.None()) return CMD_ERROR;
3287 Town *t = Town::GetIfValid(town_id);
3288 if (t == nullptr) return CMD_ERROR;
3289
3290 if (flags.Test(DoCommandFlag::Execute)) {
3291 /* The more houses, the faster we grow */
3292 if (grow_amount == 0) {
3293 uint amount = RandomRange(ClampTo<uint16_t>(t->cache.num_houses / 10)) + 3;
3294 t->cache.num_houses += amount;
3296
3297 uint n = amount * 10;
3298 do GrowTown(t, modes); while (--n);
3299
3300 t->cache.num_houses -= amount;
3301 } else {
3302 for (; grow_amount > 0; grow_amount--) {
3303 /* Try several times to grow, as we are really suppose to grow */
3304 for (uint i = 0; i < 25; i++) if (GrowTown(t, modes)) break;
3305 }
3306 }
3308
3310 }
3311
3312 return CommandCost();
3313}
3314
3322{
3323 if (_game_mode != GameMode::Editor && !_generating_world) return CMD_ERROR;
3324 Town *t = Town::GetIfValid(town_id);
3325 if (t == nullptr) return CMD_ERROR;
3326
3327 /* Stations refer to towns. */
3328 for (const Station *st : Station::Iterate()) {
3329 if (st->town == t) {
3330 /* Non-oil rig stations are always a problem. */
3331 if (!st->facilities.Test(StationFacility::Airport) || st->airport.type != AT_OILRIG) return CMD_ERROR;
3332 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
3333 CommandCost ret = Command<Commands::LandscapeClear>::Do(flags, st->airport.tile);
3334 if (ret.Failed()) return ret;
3335 }
3336 }
3337
3338 /* Waypoints refer to towns. */
3339 for (const Waypoint *wp : Waypoint::Iterate()) {
3340 if (wp->town == t) return CMD_ERROR;
3341 }
3342
3343 /* Depots refer to towns. */
3344 for (const Depot *d : Depot::Iterate()) {
3345 if (d->town == t) return CMD_ERROR;
3346 }
3347
3348 /* Check all tiles for town ownership. First check for bridge tiles, as
3349 * these do not directly have an owner so we need to check adjacent
3350 * tiles. This won't work correctly in the same loop if the adjacent
3351 * tile was already deleted earlier in the loop. */
3352 for (const auto current_tile : Map::Iterate()) {
3353 if (IsTileType(current_tile, TileType::TunnelBridge) && TestTownOwnsBridge(current_tile, t)) {
3354 CommandCost ret = Command<Commands::LandscapeClear>::Do(flags, current_tile);
3355 if (ret.Failed()) return ret;
3356 }
3357 }
3358
3359 /* Check all remaining tiles for town ownership. */
3360 for (const auto current_tile : Map::Iterate()) {
3361 bool try_clear = false;
3362 switch (GetTileType(current_tile)) {
3363 case TileType::Road:
3364 try_clear = HasTownOwnedRoad(current_tile) && GetTownIndex(current_tile) == t->index;
3365 break;
3366
3367 case TileType::House:
3368 try_clear = GetTownIndex(current_tile) == t->index;
3369 break;
3370
3371 case TileType::Industry:
3372 try_clear = Industry::GetByTile(current_tile)->town == t;
3373 break;
3374
3375 case TileType::Object:
3376 if (Town::GetNumItems() == 1) {
3377 /* No towns will be left, remove it! */
3378 try_clear = true;
3379 } else {
3380 Object *o = Object::GetByTile(current_tile);
3381 if (o->town == t) {
3382 if (o->type == OBJECT_STATUE) {
3383 /* Statue... always remove. */
3384 try_clear = true;
3385 } else {
3386 /* Tell to find a new town. */
3387 if (flags.Test(DoCommandFlag::Execute)) o->town = nullptr;
3388 }
3389 }
3390 }
3391 break;
3392
3393 default:
3394 break;
3395 }
3396 if (try_clear) {
3397 CommandCost ret = Command<Commands::LandscapeClear>::Do(flags, current_tile);
3398 if (ret.Failed()) return ret;
3399 }
3400 }
3401
3402 /* The town destructor will delete the other things related to the town. */
3403 if (flags.Test(DoCommandFlag::Execute)) {
3404 _town_kdtree.Remove(t->index);
3405 if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
3406 delete t;
3407 }
3408
3409 return CommandCost();
3410}
3411
3418{
3423 static const uint8_t town_action_costs[] = {
3424 2, 4, 9, 35, 48, 53, 117, 175
3425 };
3426 static_assert(std::size(town_action_costs) == to_underlying(TownAction::End));
3427
3428 assert(to_underlying(action) < std::size(town_action_costs));
3429 return town_action_costs[to_underlying(action)];
3430}
3431
3439{
3440 if (flags.Test(DoCommandFlag::Execute)) {
3442 }
3443 return CommandCost();
3444}
3445
3453{
3454 if (flags.Test(DoCommandFlag::Execute)) {
3456 }
3457 return CommandCost();
3458}
3459
3467{
3468 if (flags.Test(DoCommandFlag::Execute)) {
3470 }
3471 return CommandCost();
3472}
3473
3481{
3482 /* Check if the company is allowed to fund new roads. */
3483 if (!_settings_game.economy.fund_roads) return CMD_ERROR;
3484
3485 if (flags.Test(DoCommandFlag::Execute)) {
3486 t->road_build_months = 6;
3487
3488 std::string company_name = GetString(STR_COMPANY_NAME, _current_company);
3489
3491 GetEncodedString(TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_ROAD_REBUILDING_MINUTES : STR_NEWS_ROAD_REBUILDING_MONTHS, t->index, company_name),
3492 NewsType::General, NewsStyle::Normal, {}, t->index);
3493 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction(_current_company, t->index));
3494 Game::NewEvent(new ScriptEventRoadReconstruction(_current_company, t->index));
3495 }
3496 return CommandCost();
3497}
3498
3504static bool CheckClearTile(TileIndex tile)
3505{
3507 return Command<Commands::LandscapeClear>::Do({}, tile).Succeeded();
3508}
3509
3518{
3519 if (!Object::CanAllocateItem()) return CommandCost(STR_ERROR_TOO_MANY_OBJECTS);
3520
3521 static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3522
3523 TileIndex best_position = INVALID_TILE;
3524 uint tile_count = 0;
3525 for (auto tile : SpiralTileSequence(t->xy, 9)) {
3526 tile_count++;
3527
3528 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3529 if (IsSteepSlope(GetTileSlope(tile))) continue;
3530 /* Don't build statues under bridges. */
3531 if (IsBridgeAbove(tile)) continue;
3532
3533 /* A clear-able open space is always preferred. */
3534 if ((IsTileType(tile, TileType::Clear) || IsTileType(tile, TileType::Trees)) && CheckClearTile(tile)) {
3535 best_position = tile;
3536 break;
3537 }
3538
3539 bool house = IsTileType(tile, TileType::House);
3540
3541 /* Searching inside the inner circle. */
3542 if (tile_count <= STATUE_NUMBER_INNER_TILES) {
3543 /* Save first house in inner circle. */
3544 if (house && best_position == INVALID_TILE && CheckClearTile(tile)) {
3545 best_position = tile;
3546 }
3547
3548 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3549 if (tile_count == STATUE_NUMBER_INNER_TILES && best_position != INVALID_TILE) break;
3550 }
3551
3552 /* Searching outside the circle, just pick the first possible spot. */
3553 if (!house || !CheckClearTile(tile)) continue;
3554 best_position = tile;
3555 break;
3556 }
3557 if (best_position == INVALID_TILE) return CommandCost(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3558
3559 if (flags.Test(DoCommandFlag::Execute)) {
3561 Command<Commands::LandscapeClear>::Do(DoCommandFlag::Execute, best_position);
3562 cur_company.Restore();
3563 BuildObject(OBJECT_STATUE, best_position, _current_company, t);
3564 t->statues.Set(_current_company); // Once found and built, "inform" the Town.
3565 MarkTileDirtyByTile(best_position);
3566 }
3567 return CommandCost();
3568}
3569
3577{
3578 /* Check if it's allowed to buy the rights */
3579 if (!_settings_game.economy.fund_buildings) return CMD_ERROR;
3580
3581 if (flags.Test(DoCommandFlag::Execute)) {
3582 /* And grow for 3 months */
3583 t->fund_buildings_months = 3;
3584
3585 /* Enable growth (also checking GameScript's opinion) */
3587
3588 /* Build a new house, but add a small delay to make sure
3589 * that spamming funding doesn't let town grow any faster
3590 * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3591 * Also emulate original behaviour when town was only growing in
3592 * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3593 * tick-perfect and gives player some time window where they can
3594 * spam funding with the exact same efficiency.
3595 */
3597
3598 SetWindowDirty(WindowClass::TownView, t->index);
3599 }
3600 return CommandCost();
3601}
3602
3610{
3611 /* Check if it's allowed to buy the rights */
3612 if (!_settings_game.economy.exclusive_rights) return CMD_ERROR;
3613 if (t->exclusivity != CompanyID::Invalid()) return CMD_ERROR;
3614
3615 if (flags.Test(DoCommandFlag::Execute)) {
3616 t->exclusive_counter = 12;
3618
3620
3621 SetWindowClassesDirty(WindowClass::StationView);
3622
3623 /* Spawn news message */
3624 auto cni = std::make_unique<CompanyNewsInformation>(STR_NEWS_EXCLUSIVE_RIGHTS_TITLE, Company::Get(_current_company));
3625 EncodedString message = GetEncodedString(TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MINUTES : STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MONTHS, t->index, cni->company_name);
3626 AddNewsItem(std::move(message),
3627 NewsType::General, NewsStyle::Company, {}, t->index, {}, std::move(cni));
3628 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights(_current_company, t->index));
3629 Game::NewEvent(new ScriptEventExclusiveTransportRights(_current_company, t->index));
3630 }
3631 return CommandCost();
3632}
3633
3641{
3642 if (flags.Test(DoCommandFlag::Execute)) {
3643 if (Chance16(1, 14)) {
3644 /* set as unwanted for 6 months */
3645 t->unwanted[_current_company] = 6;
3646
3647 /* set all close by station ratings to 0 */
3648 for (Station *st : Station::Iterate()) {
3649 if (st->town == t && st->owner == _current_company) {
3650 for (GoodsEntry &ge : st->goods) ge.rating = 0;
3651 }
3652 }
3653
3654 /* only show error message to the executing player. All errors are handled command.c
3655 * but this is special, because it can only 'fail' on a DoCommandFlag::Execute */
3656 if (IsLocalCompany()) ShowErrorMessage(GetEncodedString(STR_ERROR_BRIBE_FAILED), {}, WarningLevel::Info);
3657
3658 /* decrease by a lot!
3659 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3660 * be independent of any cheat settings
3661 */
3662 if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3663 t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3664 SetWindowDirty(WindowClass::TownAuthority, t->index);
3665 }
3666 } else {
3667 ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DoCommandFlag::Execute);
3668 if (t->exclusivity != _current_company && t->exclusivity != CompanyID::Invalid()) {
3669 t->exclusivity = CompanyID::Invalid();
3670 t->exclusive_counter = 0;
3671 }
3672 }
3673 }
3674 return CommandCost();
3675}
3676
3677typedef CommandCost TownActionProc(Town *t, DoCommandFlags flags);
3678static TownActionProc * const _town_action_proc[] = {
3687};
3688static_assert(std::size(_town_action_proc) == to_underlying(TownAction::End));
3689
3696TownActions GetMaskOfTownActions(CompanyID cid, const Town *t)
3697{
3698 TownActions buttons{};
3699
3700 /* Spectators and unwanted have no options */
3701 if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3702
3703 /* Actions worth more than this are not able to be performed */
3704 Money avail = GetAvailableMoney(cid);
3705
3706 /* Check the action bits for validity and
3707 * if they are valid add them */
3708 for (TownAction cur : EnumRange(TownAction::End)) {
3709
3710 /* Is the company prohibited from bribing ? */
3711 if (cur == TownAction::Bribe) {
3712 /* Company can't bribe if setting is disabled */
3713 if (!_settings_game.economy.bribe) continue;
3714 /* Company can bribe if another company has exclusive transport rights,
3715 * or its standing with the town is less than outstanding. */
3716 if (t->ratings[cid] >= RATING_BRIBE_MAXIMUM) {
3717 if (t->exclusivity == _current_company) continue;
3718 if (t->exclusive_counter == 0) continue;
3719 }
3720 }
3721
3722 /* Is the company not able to buy exclusive rights ? */
3723 if (cur == TownAction::BuyRights && (!_settings_game.economy.exclusive_rights || t->exclusive_counter != 0)) continue;
3724
3725 /* Is the company not able to fund buildings ? */
3726 if (cur == TownAction::FundBuildings && !_settings_game.economy.fund_buildings) continue;
3727
3728 /* Is the company not able to fund local road reconstruction? */
3729 if (cur == TownAction::RoadRebuild && !_settings_game.economy.fund_roads) continue;
3730
3731 /* Is the company not able to build a statue ? */
3732 if (cur == TownAction::BuildStatue && t->statues.Test(cid)) continue;
3733
3734 if (avail >= GetTownActionCost(cur) * _price[Price::TownAction] >> 8) {
3735 buttons.Set(cur);
3736 }
3737 }
3738 }
3739
3740 return buttons;
3741}
3742
3753{
3754 Town *t = Town::GetIfValid(town_id);
3755 if (t == nullptr || to_underlying(action) >= std::size(_town_action_proc)) return CMD_ERROR;
3756
3757 if (!GetMaskOfTownActions(_current_company, t).Test(action)) return CMD_ERROR;
3758
3760
3761 CommandCost ret = _town_action_proc[to_underlying(action)](t, flags);
3762 if (ret.Failed()) return ret;
3763
3764 if (flags.Test(DoCommandFlag::Execute)) {
3765 SetWindowDirty(WindowClass::TownAuthority, town_id);
3766 }
3767
3768 return cost;
3769}
3770
3771template <typename Func>
3772static void ForAllStationsNearTown(Town *t, Func func)
3773{
3774 /* Ideally the search radius should be close to the actual town zone 0 radius.
3775 * The true radius is not stored or calculated anywhere, only the squared radius. */
3776 /* The efficiency of this search might be improved for large towns and many stations on the map,
3777 * by using an integer square root approximation giving a value not less than the true square root. */
3779 ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3780 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownEdge)]) {
3781 func(st);
3782 }
3783 });
3784}
3785
3790static void UpdateTownRating(Town *t)
3791{
3792 /* Increase company ratings if they're low */
3793 for (const Company *c : Company::Iterate()) {
3794 if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3795 t->ratings[c->index] = std::min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3796 }
3797 }
3798
3799 ForAllStationsNearTown(t, [&](const Station *st) {
3800 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3801 if (Company::IsValidID(st->owner)) {
3802 int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3803 t->ratings[st->owner] = std::min<int>(new_rating, INT16_MAX); // do not let it overflow
3804 }
3805 } else {
3806 if (Company::IsValidID(st->owner)) {
3807 int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3808 t->ratings[st->owner] = std::max(new_rating, INT16_MIN);
3809 }
3810 }
3811 });
3812
3813 /* clamp all ratings to valid values */
3814 for (auto it = t->ratings.begin(); it != t->ratings.end(); ++it) {
3815 *it = Clamp(*it, RATING_MINIMUM, RATING_MAXIMUM);
3816 }
3817
3818 SetWindowDirty(WindowClass::TownAuthority, t->index);
3819}
3820
3821
3828static void UpdateTownGrowCounter(Town *t, uint16_t prev_growth_rate)
3829{
3830 if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3831 if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3832 t->grow_counter = std::min<uint16_t>(t->growth_rate, t->grow_counter);
3833 return;
3834 }
3835 t->grow_counter = RoundDivSU((uint32_t)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3836}
3837
3844{
3845 int n = 0;
3846 ForAllStationsNearTown(t, [&](const Station * st) {
3847 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3848 n++;
3849 }
3850 });
3851 return n;
3852}
3853
3861{
3867 static const uint16_t _grow_count_values[2][6] = {
3868 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3869 { 320, 420, 300, 220, 160, 100 } // Normal values
3870 };
3871
3872 int n = CountActiveStations(t);
3873 uint16_t m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][std::min(n, 5)];
3874
3875 uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3876
3877 m >>= growth_multiplier;
3878 if (t->larger_town) m /= 2;
3879
3880 return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3881}
3882
3888{
3889 if (t->flags.Test(TownFlag::CustomGrowth)) return;
3890 uint old_rate = t->growth_rate;
3892 UpdateTownGrowCounter(t, old_rate);
3893 SetWindowDirty(WindowClass::TownView, t->index);
3894}
3895
3900static void UpdateTownGrowth(Town *t)
3901{
3903
3905 SetWindowDirty(WindowClass::TownView, t->index);
3906
3907 if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
3908
3909 if (t->fund_buildings_months == 0) {
3910 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3912 switch (t->goal[i]) {
3913 case TOWN_GROWTH_WINTER:
3914 if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3915 break;
3916 case TOWN_GROWTH_DESERT:
3917 if (GetTropicZone(t->xy) == TropicZone::Desert && t->received[i].old_act == 0 && t->cache.population > 60) return;
3918 break;
3919 default:
3920 if (t->goal[i] > t->received[i].old_act) return;
3921 break;
3922 }
3923 }
3924 }
3925
3928 SetWindowDirty(WindowClass::TownView, t->index);
3929 return;
3930 }
3931
3932 if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3933
3935 SetWindowDirty(WindowClass::TownView, t->index);
3936}
3937
3945{
3946 /* The required rating is hardcoded to RATING_VERYPOOR (see below), not the authority attitude setting, so we can bail out like this. */
3947 if (_settings_game.difficulty.town_council_tolerance == TOWN_COUNCIL_PERMISSIVE) return CommandCost();
3948
3950
3951 Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
3952 if (t == nullptr) return CommandCost();
3953
3954 if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3955
3956 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
3957}
3958
3968{
3969 if (Town::GetNumItems() == 0) return nullptr;
3970
3971 TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3972 Town *town = Town::Get(tid);
3973 if (DistanceManhattan(tile, town->xy) < threshold) return town;
3974 return nullptr;
3975}
3976
3985Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3986{
3987 switch (GetTileType(tile)) {
3988 case TileType::Road:
3989 if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3990
3991 if (!HasTownOwnedRoad(tile)) {
3992 TownID tid = GetTownIndex(tile);
3993
3994 if (tid == TownID::Invalid()) {
3995 /* in the case we are generating "many random towns", this value may be TownID::Invalid() */
3996 if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3997 assert(Town::GetNumItems() == 0);
3998 return nullptr;
3999 }
4000
4001 assert(Town::IsValidID(tid));
4002 Town *town = Town::Get(tid);
4003
4004 if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
4005
4006 return town;
4007 }
4008 [[fallthrough]];
4009
4010 case TileType::House:
4011 return Town::GetByTile(tile);
4012
4013 default:
4014 return CalcClosestTownFromTile(tile, threshold);
4015 }
4016}
4017
4018static bool _town_rating_test = false;
4019static std::map<const Town *, int> _town_test_ratings;
4020
4027{
4028 static int ref_count = 0; // Number of times test-mode is switched on.
4029 if (mode) {
4030 if (ref_count == 0) {
4031 _town_test_ratings.clear();
4032 }
4033 ref_count++;
4034 } else {
4035 assert(ref_count > 0);
4036 ref_count--;
4037 }
4038 _town_rating_test = !(ref_count == 0);
4039}
4040
4046static int GetRating(const Town *t)
4047{
4048 if (_town_rating_test) {
4049 auto it = _town_test_ratings.find(t);
4050 if (it != _town_test_ratings.end()) {
4051 return it->second;
4052 }
4053 }
4054 return t->ratings[_current_company];
4055}
4056
4064void ChangeTownRating(Town *t, int add, int max, DoCommandFlags flags)
4065{
4066 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
4067 if (t == nullptr || flags.Test(DoCommandFlag::NoModifyTownRating) ||
4069 (_cheats.magic_bulldozer.value && add < 0)) {
4070 return;
4071 }
4072
4073 int rating = GetRating(t);
4074 if (add < 0) {
4075 if (rating > max) {
4076 rating += add;
4077 if (rating < max) rating = max;
4078 }
4079 } else {
4080 if (rating < max) {
4081 rating += add;
4082 if (rating > max) rating = max;
4083 }
4084 }
4085 if (_town_rating_test) {
4086 _town_test_ratings[t] = rating;
4087 } else {
4089 t->ratings[_current_company] = rating;
4090 SetWindowDirty(WindowClass::TownAuthority, t->index);
4091 }
4092}
4093
4102{
4103 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
4104 if (t == nullptr || !Company::IsValidID(_current_company) ||
4105 _cheats.magic_bulldozer.value || flags.Test(DoCommandFlag::NoTestTownRating)) {
4106 return CommandCost();
4107 }
4108
4109 /* minimum rating needed to be allowed to remove stuff */
4110 static const int needed_rating[][to_underlying(TownRatingCheckType::End)] = {
4111 /* RoadRemove, TunnelBridgeRemove */
4116 };
4117
4118 /* check if you're allowed to remove the road/bridge/tunnel
4119 * owned by a town no removal if rating is lower than ... depends now on
4120 * difficulty setting. Minimum town rating selected by difficulty level
4121 */
4122 int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][to_underlying(type)];
4123
4124 if (GetRating(t) < needed) {
4125 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
4126 }
4127
4128 return CommandCost();
4129}
4130
4136template <>
4137Town::SuppliedHistory SumHistory(std::span<const Town::SuppliedHistory> history)
4138{
4139 uint64_t production = std::accumulate(std::begin(history), std::end(history), 0, [](uint64_t r, const auto &s) { return r + s.production; });
4140 uint64_t transported = std::accumulate(std::begin(history), std::end(history), 0, [](uint64_t r, const auto &s) { return r + s.transported; });
4141 auto count = std::size(history);
4142 return {.production = ClampTo<uint32_t>(production / count), .transported = ClampTo<uint32_t>(transported / count)};
4143}
4144
4150template <>
4151Town::AcceptedHistory SumHistory(std::span<const Town::AcceptedHistory> history)
4152{
4153 uint64_t accepted = std::accumulate(std::begin(history), std::end(history), 0, [](uint64_t r, const auto &s) { return r + s.accepted; });
4154 auto count = std::size(history);
4155 return {.accepted = ClampTo<uint32_t>(accepted / count)};
4156}
4157
4159static const IntervalTimer<TimerGameEconomy> _economy_towns_monthly({TimerGameEconomy::Trigger::Month, TimerGameEconomy::Priority::Town}, [](auto)
4160{
4161 for (Town *t : Town::Iterate()) {
4162 /* Check for active town actions and decrement their counters. */
4163 if (t->road_build_months != 0) t->road_build_months--;
4164 if (t->fund_buildings_months != 0) t->fund_buildings_months--;
4165
4166 if (t->exclusive_counter != 0) {
4167 if (--t->exclusive_counter == 0) t->exclusivity = CompanyID::Invalid();
4168 }
4169
4170 /* Check for active failed bribe cooloff periods and decrement them. */
4171 for (const Company *c : Company::Iterate()) {
4172 if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
4173 }
4174
4175 UpdateValidHistory(t->valid_history, HISTORY_YEAR, TimerGameEconomy::month);
4176
4177 /* Update cargo statistics. */
4178 for (auto &s : t->supplied) RotateHistory(s.history, t->valid_history, HISTORY_YEAR, TimerGameEconomy::month);
4179 for (auto &a : t->accepted) RotateHistory(a.history, t->valid_history, HISTORY_YEAR, TimerGameEconomy::month);
4180 for (auto &received : t->received) received.NewMonth();
4181
4184
4185 SetWindowDirty(WindowClass::TownView, t->index);
4186 }
4187});
4188
4189static const IntervalTimer<TimerGameEconomy> _economy_towns_yearly({TimerGameEconomy::Trigger::Year, TimerGameEconomy::Priority::Town}, [](auto)
4190{
4191 /* Increment house ages */
4192 for (const auto t : Map::Iterate()) {
4193 if (!IsTileType(t, TileType::House)) continue;
4195 }
4196});
4197
4199static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlags flags, int z_new, Slope tileh_new)
4200{
4201 if (AutoslopeEnabled()) {
4202 HouseID house = GetHouseType(tile);
4203 GetHouseNorthPart(house); // modifies house to the ID of the north tile
4204 const HouseSpec *hs = HouseSpec::Get(house);
4205
4206 /* Here we differ from TTDP by checking BuildingFlag::NotSloped */
4207 if (!hs->building_flags.Test(BuildingFlag::NotSloped) && !IsSteepSlope(tileh_new) &&
4208 (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
4209 bool allow_terraform = true;
4210
4211 /* Call the autosloping callback per tile, not for the whole building at once. */
4212 house = GetHouseType(tile);
4213 hs = HouseSpec::Get(house);
4215 /* If the callback fails, allow autoslope. */
4216 uint16_t res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
4217 if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
4218 }
4219
4221 }
4222 }
4223
4224 return Command<Commands::LandscapeClear>::Do(flags, tile);
4225}
4226
4228extern const TileTypeProcs _tile_type_town_procs = {
4229 .draw_tile_proc = DrawTile_Town,
4230 .get_slope_pixel_z_proc = [](TileIndex tile, uint, uint, bool) { return GetTileMaxPixelZ(tile); },
4231 .clear_tile_proc = ClearTile_Town,
4232 .add_accepted_cargo_proc = AddAcceptedCargo_Town,
4233 .get_tile_desc_proc = GetTileDesc_Town,
4234 .animate_tile_proc = AnimateTile_Town,
4235 .tile_loop_proc = TileLoop_Town,
4236 .add_produced_cargo_proc = AddProducedCargo_Town,
4237 .get_foundation_proc = GetFoundation_Town,
4238 .terraform_tile_proc = TerraformTile_Town,
4239};
4240
4241std::span<const DrawBuildingsTileStruct> GetTownDrawTileData()
4242{
4243 return _town_draw_tile_data;
4244}
Base functions for all AIs.
@ AT_OILRIG
Oilrig airport.
Definition airport.h:38
void AddAnimatedTile(TileIndex tile, bool mark_dirty)
Add the given tile to the animated tile table (if it does not exist yet).
void DeleteAnimatedTile(TileIndex tile, bool immediate)
Stops animation on the given tile.
Tile animation!
@ None
Tile is not animated.
Functions related to autoslope.
bool AutoslopeEnabled()
Tests if autoslope is enabled for _current_company.
Definition autoslope.h:65
Class for backupping variables and making sure they are restored later.
static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
constexpr uint CountBits(T value)
Counts the number of set bits in a variable.
constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
static const uint MAX_BRIDGES
Maximal number of available bridge specs.
Definition bridge.h:18
bool IsBridgeTile(Tile t)
checks if there is a bridge on this tile
Definition bridge_map.h:35
bool IsBridgeAbove(Tile t)
checks if a bridge is set above the ground of this tile
Definition bridge_map.h:45
Axis GetBridgeAxis(Tile t)
Get the axis of the bridge that goes over the tile.
Definition bridge_map.h:68
bool IsValidCargoType(CargoType cargo)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:110
EnumBitSet< CargoType, uint64_t > CargoTypes
Bitset of CargoType elements.
Definition cargo_type.h:113
CargoType
Cargo slots to indicate a cargo type within a game.
Definition cargo_type.h:22
TownProductionEffect
Town effect when producing cargo.
Definition cargotype.h:36
@ Mail
Cargo behaves mail-like for production.
Definition cargotype.h:39
@ Passengers
Cargo behaves passenger-like for production.
Definition cargotype.h:38
TownAcceptanceEffect
Town growth effect when delivering cargo.
Definition cargotype.h:22
@ Food
Cargo behaves food/fizzy-drinks-like.
Definition cargotype.h:29
@ Water
Cargo behaves water-like.
Definition cargotype.h:28
@ End
End of town effects.
Definition cargotype.h:30
Cheats _cheats
All the cheats.
Definition cheat.cpp:16
Types related to cheating.
static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company=CompanyID::Invalid())
Broadcast a new event to all active AIs.
Definition ai_core.cpp:250
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr Tstorage base() const noexcept
Retrieve the raw value behind this bit set.
constexpr bool None() const
Test if none of the values are set.
constexpr Timpl & Reset()
Reset all bits.
constexpr Timpl & Set()
Set all bits.
constexpr bool Any(const Timpl &other) const
Test if any of the given values are set.
Common return value for all commands.
bool Succeeded() const
Did this command succeed?
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Money GetCost() const
The costs as made up to this moment.
bool Failed() const
Did this command fail?
void MultiplyCost(int factor)
Multiplies the cost of the command by the given factor.
Container for an encoded string, created by GetEncodedString.
Iterate a range of enum values.
static void NewEvent(class ScriptEvent *event)
Queue a new event for the game script.
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition timer.h:76
TimerGameCalendar::Date introduction_date
Introduction date.
Definition road.h:142
RoadTypeFlags flags
Bit mask of road type flags.
Definition road.h:103
uint16_t max_speed
Maximum speed for vehicles travelling on this road type.
Definition road.h:118
Generate TileIndices around a center tile or tile area, with increasing distance.
Structure contains cached list of stations nearby.
const StationList & GetStations()
Run a tile loop to find stations around a tile, on demand.
static constexpr TimerGameTick::Ticks TOWN_GROWTH_TICKS
Cycle duration for towns trying to grow (this originates from the size of the town array in TTD).
static std::unique_ptr< TileIterator > Create(TileIndex corner1, TileIndex corner2, bool diagonal)
Create either an OrthogonalTileIterator or DiagonalTileIterator given the diagonal parameter.
Definition tilearea.cpp:292
static Date date
Current date in days (day counter).
static Year year
Current year, starting at 0.
static constexpr TimerGame< struct Calendar >::Date MAX_DATE
static Month month
Current month (0..11).
static bool UsingWallclockUnits(bool newgame=false)
Check if we are using wallclock units.
static TickCounter counter
Monotonic counter, in ticks, since start of game.
StrongType::Typedef< int32_t, DateTag< struct Calendar >, StrongType::Compare, StrongType::Integer > Date
Map accessors for 'clear' tiles.
@ Rough
Rough mounds (3).
Definition clear_map.h:23
ClearGround GetClearGround(Tile t)
Get the type of clear tile.
Definition clear_map.h:52
CommandFlags GetCommandFlags(Commands cmd)
Get the command flags associated with the given command.
Definition command.cpp:113
CommandCost CommandCostWithParam(StringID str, uint64_t value)
Return an error status, with string and parameter.
Definition command.cpp:416
Functions related to commands.
CommandCost & ExtractCommandCost(Tret &ret)
Extract the CommandCost from a command proc result.
static constexpr DoCommandFlags CommandFlagsToDCFlags(CommandFlags cmd_flags)
Extracts the DC flags needed for DoCommand from the flags returned by GetCommandFlags.
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
@ Auto
don't allow building on structures
@ NoModifyTownRating
do not change town rating
@ NoWater
don't allow building on water
@ Execute
execute the given command
@ NoTestTownRating
town rating does not disallow you from building
EnumBitSet< DoCommandFlag, uint16_t > DoCommandFlags
Bitset of DoCommandFlag elements.
Definition of stuff that is very close to a company, like the company struct itself.
Money GetAvailableMoneyForCommand()
This functions returns the money which can be used to execute a command.
Money GetAvailableMoney(CompanyID company)
Get the amount of money that a company has available, or INT64_MAX if there is no such valid company.
CompanyID _current_company
Company currently doing an action.
Functions related to companies.
bool IsLocalCompany()
Is the current company the local company?
static constexpr Owner OWNER_DEITY
The object is owned by a superuser / goal script.
static constexpr CompanyID COMPANY_SPECTATOR
The client is spectating.
static constexpr Owner OWNER_TOWN
A town owns the tile, or a town is expanding.
static constexpr Owner OWNER_NONE
The tile has no ownership.
Base for all depots (except hangars).
DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
bool IsValidDiagDirection(DiagDirection d)
Checks if an integer value is a valid DiagDirection.
DiagDirection ChangeDiagDir(DiagDirection d, DiagDirDiff delta)
Applies a difference on a DiagDirection.
Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
@ Left90
90 degrees left
@ Right90
90 degrees right
DiagDirection
Enumeration for diagonal directions.
@ SW
Southwest.
@ NW
Northwest.
@ End
Used for iterations.
@ SE
Southeast.
Prices _price
Prices and also the fractional part.
Definition economy.cpp:107
bool EconomyIsInRecession()
Is the economy in recession?
uint ScaleByCargoScale(uint num, bool town)
Scale a number by the cargo scale setting.
@ Construction
Construction costs.
@ Other
Other expenses.
@ Terraform
Price for terraforming land, e.g. rising, lowering and flattening.
@ BuildFoundation
Price for building foundation under other constructions e.g. roads, rails, depots,...
@ TownAction
Price for interaction with local authorities.
@ ClearHouse
Price for destroying houses and other town buildings.
@ BuildTown
Price for funding new towns and cities.
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23).
Definition enum_type.hpp:21
EnumClassIndexContainer< std::array< T, to_underlying(N)>, Index > EnumIndexArray
A typedef for EnumClassIndexContainer using std::array as the backing container type.
Functions related to errors.
@ Critical
Critical errors, the MessageBox is shown in all cases.
Definition error.h:27
@ Info
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition error.h:24
void ShowErrorMessage(EncodedString &&summary_msg, int x, int y, CommandCost &cc)
Display an error message in a window.
Base functions for all Games.
bool _generating_world
Whether we are generating the map or not.
Definition genworld.cpp:74
Functions related to world/map generation.
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
@ Towns
Generate towns.
Definition genworld.h:64
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition gfx_type.h:17
uint8_t GetSnowLine()
Get the current snow line, either variable or static.
uint8_t HighestSnowLine()
Get the highest possible snow line height, either variable or static.
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition gfx.cpp:1553
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
static const SpriteID SPR_LIFT
Definition sprites.h:1151
void UpdateValidHistory(ValidHistoryMask &valid_history, const HistoryRange &hr, uint cur_month)
Update mask of valid records for a historical data.
Definition history.cpp:25
Functions for storing historical data.
void RotateHistory(HistoryData< T > &history, ValidHistoryMask valid_history, const HistoryRange &hr, uint cur_month)
Rotate historical data.
Types for storing historical data.
@ BuildingIsHistorical
this house will only appear during town generation in random games, thus the historical
Definition house.h:97
@ BuildingIsProtected
towns and AI will not remove this house, while human players will be able to
Definition house.h:98
@ Size1x1
The building is a single tile.
Definition house.h:39
@ Size2x2
The building is 2x2 tiles.
Definition house.h:43
@ IsAnimated
The building uses animation.
Definition house.h:44
@ NotSloped
The building can only be built on flat land; when not set foundations are placed.
Definition house.h:40
@ Size2x1
The building is 2x1 tiles, i.e. wider on the X-axis.
Definition house.h:41
@ IsChurch
The building functions as a church, i.e. only one can be built in a town.
Definition house.h:45
@ IsStadium
The building functions as a stadium, i.e. only one can be built in a town.
Definition house.h:46
@ Size1x2
The building is 1x2 tiles, i.e. wider on the Y-axis.
Definition house.h:42
static const HouseID NEW_HOUSE_OFFSET
Offset for new houses.
Definition house.h:28
EnumBitSet< BuildingFlag, uint8_t > BuildingFlags
Bitset of BuildingFlag elements.
Definition house.h:50
EnumBitSet< HouseZone, uint16_t > HouseZones
Bitset of HouseZone elements.
Definition house.h:75
static const uint8_t TOWN_HOUSE_COMPLETED
Simple value that indicates the house has reached the final stage of construction.
Definition house.h:25
HouseZone
Concentric rings of zoning around the centre of a town.
Definition house.h:59
@ TownOuterSuburb
Outer suburbs; roads with pavement.
Definition house.h:62
@ ClimateSubarcticAboveSnow
Building can appear in sub-arctic climate above the snow line.
Definition house.h:67
@ ClimateSubarcticBelowSnow
Building can appear in sub-arctic climate below the snow line.
Definition house.h:69
@ TownInnerSuburb
Inner suburbs; roads with pavement and trees.
Definition house.h:63
@ TownOutskirt
Outskirts of a town; roads without pavement.
Definition house.h:61
@ TownEdge
Edge of the town; roads without pavement.
Definition house.h:60
@ TownCentre
Centre of town; roads with pavement and streetlights.
Definition house.h:64
@ ClimateTemperate
Building can appear in temperate climate.
Definition house.h:68
@ ClimateToyland
Building can appear in toyland climate.
Definition house.h:71
@ ClimateSubtropic
Building can appear in subtropical climate.
Definition house.h:70
uint16_t HouseID
OpenTTD ID of house types.
Definition house_type.h:15
Base of all industries.
void DrawFoundation(TileInfo *ti, Foundation f)
Draw foundation f at tile ti.
std::tuple< Slope, int > GetFoundationSlope(TileIndex tile)
Get slope of a tile on top of a (possible) foundation If a tile does not have a foundation,...
const TileTypeProcs _tile_type_town_procs
TileTypeProcs definitions for TileType::Town tiles.
Definition landscape.cpp:55
Functions related to OTTD's landscape.
Point RemapCoords2(int x, int y)
Map 3D world or tile coordinate to equivalent 2D coordinate as used in the viewports and smallmap.
Definition landscape.h:97
Command definitions related to landscape (slopes etc.).
@ Arctic
Landscape with snow levels.
@ Toyland
Landscape with funky industries and vehicles.
@ Tropic
Landscape with distinct rainforests and deserts,.
@ Temperate
Base landscape.
#define Point
Macro that prevents name conflicts between included headers.
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition map.cpp:186
uint DistanceFromEdge(TileIndex tile)
Param the minimum distance to an edge.
Definition map.cpp:229
uint DistanceManhattan(TileIndex t0, TileIndex t1)
Gets the Manhattan distance between the two given tiles.
Definition map.cpp:169
uint GetClosestWaterDistance(TileIndex tile, bool water)
Finds the distance for the closest tile with water/land given a tile.
Definition map.cpp:263
Functions related to maps.
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition map_func.h:474
TileIndex TileAddByDir(TileIndex tile, Direction dir)
Adds a Direction to a tile.
Definition map_func.h:603
TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between two tiles from a TileIndexDiffC struct.
Definition map_func.h:444
TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition map_func.h:615
TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition map_func.h:392
static TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition map_func.h:376
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:429
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:419
constexpr TileIndex TileAdd(TileIndex tile, TileIndexDiff offset)
Adds a given offset to a tile.
Definition map_func.h:461
#define RandomTile()
Get a valid random tile.
Definition map_func.h:656
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:574
TileIndexDiffC TileIndexToTileIndexDiffC(TileIndex tile_a, TileIndex tile_b)
Returns the diff between two tiles.
Definition map_func.h:535
int32_t TileIndexDiff
An offset value between two tiles.
Definition map_type.h:23
constexpr bool IsInsideMM(const size_t x, const size_t min, const size_t max) noexcept
Checks if a value is in an interval.
constexpr int RoundDivSU(int a, uint b)
Computes round(a / b) for signed a and unsigned b.
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition math_func.hpp:79
constexpr To ClampTo(From value)
Clamp the given value down to lie within the requested type.
@ FakeTowns
Fake town GrfSpecFeature for NewGRF debugging (parent scope).
Definition newgrf.h:104
@ Houses
Houses feature.
Definition newgrf.h:86
@ CBID_HOUSE_DRAW_FOUNDATIONS
Called to determine the type (if any) of foundation to draw for house tile.
@ CBID_HOUSE_CARGO_ACCEPTANCE
Called to decide how much cargo a town building can accept.
@ CBID_HOUSE_AUTOSLOPE
Called to determine if one can alter the ground below a house tile.
@ CBID_HOUSE_CUSTOM_NAME
Called on the Get Tile Description for an house tile.
@ CBID_HOUSE_ALLOW_CONSTRUCTION
Determine whether the house can be built on the specified tile.
@ CBID_HOUSE_ACCEPT_CARGO
Called to determine which cargoes a town building should accept.
@ CBID_HOUSE_PRODUCE_CARGO
Called to determine how much cargo a town building produces.
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
@ AllowConstruction
decide whether the house can be built on a given tile
@ AcceptCargo
decides accepted types
@ CargoAcceptance
decides amount of cargo acceptance
@ DrawFoundations
decides if default foundations need to be drawn
@ ProduceCargo
custom cargo production
@ Autoslope
decides allowance of autosloping
static const uint CALLBACK_HOUSEPRODCARGO_END
Sentinel indicating that the loop for CBID_HOUSE_PRODUCE_CARGO has ended.
CargoType GetCargoTranslation(uint8_t cargo, const GRFFile *grffile, bool usebit)
Translate a GRF-local cargo slot/bitnum into a CargoType.
Cargo support for NewGRFs.
bool Convert8bitBooleanCallback(const GRFFile *grffile, uint16_t cbid, uint16_t cb_res)
Converts a callback result into a boolean.
bool ConvertBooleanCallback(const GRFFile *grffile, uint16_t cbid, uint16_t cb_res)
Converts a callback result into a boolean.
void ErrorUnknownCallbackResult(GrfID grfid, uint16_t cbid, uint16_t cb_res)
Record that a NewGRF returned an unknown/invalid callback result.
GRFConfig * GetGRFConfig(GrfID grfid, uint32_t mask)
Retrieve a NewGRF from the current config by its grfid.
@ Any
Use first found.
Functions/types related to NewGRF debugging.
void DeleteNewGRFInspectWindow(GrfSpecFeature feature, uint index)
Delete inspect window for a given feature and index.
void DecreaseBuildingCount(Town *t, HouseID house_id)
DecreaseBuildingCount() Decrease the number of a building when it is deleted.
void IncreaseBuildingCount(Town *t, HouseID house_id)
IncreaseBuildingCount() Increase the count of a building when it has been added by a town.
uint16_t GetHouseCallback(CallbackID callback, uint32_t param1, uint32_t param2, HouseID house_id, Town *town, TileIndex tile, std::span< int32_t > regs100, bool not_yet_constructed, uint8_t initial_random_bits, CargoTypes watched_cargo_triggers, int view)
Get the result of a house callback.
void InitializeBuildingCounts()
Initialise global building counts and all town building counts.
Functions related to NewGRF houses.
StringID GetGRFStringID(GrfID grfid, GRFStringID stringid)
Returns the index for this stringid associated with its grfID.
Header of Action 04 "universal holder" structure and functions.
StrongType::Typedef< uint32_t, struct GRFStringIDTag, StrongType::Compare, StrongType::Integer > GRFStringID
Type for GRF-internal string IDs.
static constexpr GRFStringID GRFSTR_MISC_GRF_TEXT
Miscellaneous GRF text range.
Functions related to news.
void AddNewsItem(EncodedString &&headline, NewsType type, NewsStyle style, NewsFlags flags, NewsReference ref1={}, NewsReference ref2={}, std::unique_ptr< NewsAllocatedData > &&data=nullptr, AdviceType advice_type=AdviceType::Invalid)
Add a new newsitem to be shown.
Definition news_gui.cpp:917
@ General
General news (from towns).
Definition news_type.h:45
@ IndustryOpen
Opening of industries.
Definition news_type.h:35
@ Company
Company news item. (Newspaper with face).
Definition news_type.h:82
@ Normal
Normal news item. (Newspaper with text only).
Definition news_type.h:80
Functions related to objects.
void BuildObject(ObjectType type, TileIndex tile, CompanyID owner=OWNER_NONE, struct Town *town=nullptr, uint8_t view=0)
Actually build the object.
Base for all objects.
Map accessors for object tiles.
static const ObjectType OBJECT_STATUE
Statue in towns.
Definition object_type.h:20
@ Editor
In the scenario editor.
Definition openttd.h:21
Some methods of Pool are placed here in order to reduce compilation time and binary size.
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
static bool IsPlainRailTile(Tile t)
Checks whether the tile is a rail tile or rail tile with signals.
Definition rail_map.h:60
@ INVALID_RAILTYPE
Flag for invalid railtype.
Definition rail_type.h:33
Randomizer _random
Random used in the game state calculations.
Pseudo random number generator.
uint32_t RandomRange(uint32_t limit, const std::source_location location=std::source_location::current())
Pick a random number between 0 and limit - 1, inclusive.
bool Chance16(const uint32_t a, const uint32_t b, const std::source_location location=std::source_location::current())
Flips a coin with given probability.
RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb)
Clean up unnecessary RoadBits of a planned tile.
Definition road.cpp:59
Road specific functions.
@ NoHouses
Bit number for setting this roadtype as not house friendly.
Definition road.h:27
@ TownBuild
Bit number for allowing towns to build this roadtype.
Definition road.h:29
RoadTypes GetMaskForRoadTramType(RoadTramType rtt)
Get the mask for road types of the given RoadTramType.
Definition road.h:185
const RoadTypeInfo * GetRoadTypeInfo(RoadType roadtype)
Returns a pointer to the Roadtype information for a given roadtype.
Definition road.h:217
void UpdateNearestTownForRoadTiles(bool invalidate)
Updates cached nearest town for all road tiles.
Road related functions.
RoadBits DiagDirToRoadBits(DiagDirection d)
Create the road-part which belongs to the given DiagDirection.
Definition road_func.h:78
Functions used internally by the roads.
RoadBits GetAnyRoadBits(Tile tile, RoadTramType rtt, bool straight_tunnel_bridge_entrance)
Returns the RoadBits on an arbitrary tile Special behaviour:
Definition road_map.cpp:54
void SetRoadOwner(Tile t, RoadTramType rtt, Owner o)
Set the owner of a specific road type.
Definition road_map.h:261
bool HasTownOwnedRoad(Tile t)
Checks if given tile has town owned road.
Definition road_map.h:290
RoadType GetRoadTypeRoad(Tile t)
Get the road type for RoadTramType being RoadTramType::Road.
Definition road_map.h:152
static bool IsRoadDepotTile(Tile t)
Return whether a tile is a road depot tile.
Definition road_map.h:100
DisallowedRoadDirections GetDisallowedRoadDirections(Tile t)
Gets the disallowed directions.
Definition road_map.h:311
bool HasTileRoadType(Tile t, RoadTramType rtt)
Check if a tile has a road or a tram road type.
Definition road_map.h:221
DiagDirection GetRoadDepotDirection(Tile t)
Get the direction of the exit of a road depot.
Definition road_map.h:565
static bool IsRoadDepot(Tile t)
Return whether a tile is a road depot.
Definition road_map.h:90
static bool IsNormalRoadTile(Tile t)
Return whether a tile is a normal road tile.
Definition road_map.h:58
bool IsRoadOwner(Tile t, RoadTramType rtt, Owner o)
Check if a specific road type is owned by an owner.
Definition road_map.h:278
static constexpr RoadBits ROAD_W
Road at the two western edges.
Definition road_type.h:73
static constexpr RoadBits ROAD_X
Full road along the x-axis (south-west + north-east).
Definition road_type.h:67
EnumBitSet< RoadBit, uint8_t > RoadBits
Bitset of RoadBit elements.
Definition road_type.h:65
static constexpr RoadBits ROAD_E
Road at the two eastern edges.
Definition road_type.h:71
@ SW
South-west part.
Definition road_type.h:59
@ NW
North-west part.
Definition road_type.h:58
@ NE
North-east part.
Definition road_type.h:61
@ SE
South-east part.
Definition road_type.h:60
static constexpr RoadBits ROAD_ALL
Full 4-way crossing.
Definition road_type.h:75
static constexpr RoadBits ROAD_Y
Full road along the y-axis (north-west + south-east).
Definition road_type.h:68
static constexpr RoadBits ROAD_N
Road at the two northern edges.
Definition road_type.h:70
RoadType
The different roadtypes we support.
Definition road_type.h:24
@ INVALID_ROADTYPE
flag for invalid roadtype
Definition road_type.h:29
@ ROADTYPE_ROAD
Basic road type.
Definition road_type.h:26
static constexpr RoadBits ROAD_S
Road at the two southern edges.
Definition road_type.h:72
@ Road
Road type.
Definition road_type.h:39
A number of safeguards to prevent using unsafe methods.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:61
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition settings.cpp:62
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
static constexpr int GetSlopeMaxZ(Slope s)
Returns the height of the highest corner of a slope relative to TileZ (= minimal height).
Definition slope_func.h:170
static constexpr Slope RemoveHalftileSlope(Slope s)
Removes a halftile slope from a slope.
Definition slope_func.h:70
bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition slope_func.h:98
static constexpr bool IsSteepSlope(Slope s)
Checks if a slope is steep.
Definition slope_func.h:36
static constexpr Slope RemoveSteepSlope(Slope s)
Removes a steep flag from a slope.
Definition slope_func.h:46
Foundation FlatteningFoundation(Slope s)
Returns the foundation needed to flatten a slope.
Definition slope_func.h:377
Slope InclinedSlope(DiagDirection dir)
Returns the slope that is inclined in a specific direction.
Definition slope_func.h:266
Slope ComplementSlope(Slope s)
Return the complement of a slope.
Definition slope_func.h:86
Slope
Enumeration for the slope-type.
Definition slope_type.h:53
@ SLOPE_W
the west corner of the tile is raised
Definition slope_type.h:55
@ SLOPE_ELEVATED
bit mask containing all 'simple' slopes
Definition slope_type.h:66
@ SLOPE_E
the east corner of the tile is raised
Definition slope_type.h:57
@ SLOPE_S
the south corner of the tile is raised
Definition slope_type.h:56
@ SLOPE_N
the north corner of the tile is raised
Definition slope_type.h:58
@ SLOPE_SW
south and west corner are raised
Definition slope_type.h:61
@ SLOPE_FLAT
a flat tile
Definition slope_type.h:54
@ SLOPE_STEEP_W
a steep slope falling to east (from west)
Definition slope_type.h:71
@ SLOPE_NE
north and east corner are raised
Definition slope_type.h:63
@ SLOPE_STEEP_E
a steep slope falling to west (from east)
Definition slope_type.h:73
@ SLOPE_SE
south and east corner are raised
Definition slope_type.h:62
@ SLOPE_NW
north and west corner are raised
Definition slope_type.h:60
@ SLOPE_STEEP_N
a steep slope falling to south (from north)
Definition slope_type.h:74
@ SLOPE_STEEP_S
a steep slope falling to north (from south)
Definition slope_type.h:72
Foundation
Enumeration for Foundations.
Definition slope_type.h:119
@ Leveled
The tile is leveled up to a flat slope.
Definition slope_type.h:121
@ None
The tile has no foundation, the slope remains unchanged.
Definition slope_type.h:120
@ Town
Source/destination is a town.
Definition source_type.h:22
Base classes/functions for stations.
void ForAllStationsAroundTiles(const TileArea &ta, Func func)
Call a function on all stations that have any part of the requested area within their catchment.
void UpdateAllStationVirtCoords()
Update the virtual coords needed to draw the station sign for all stations.
void UpdateAirportsNoise()
Recalculate the noise generated by the airports of each town.
void ModifyStationRatingAround(TileIndex tile, Owner owner, int amount, uint radius)
Forcibly modify station ratings near a given tile.
Declarations for accessing the k-d tree of stations.
void ForAllStationsRadius(TileIndex center, uint radius, Func func)
Call a function on all stations whose sign is within a radius of a center tile.
bool IsBayRoadStopTile(Tile t)
Is tile t a bay (non-drive through) road stop station?
bool IsDriveThroughStopTile(Tile t)
Is tile t a drive through road stop station or waypoint?
Axis GetDriveThroughStopAxis(Tile t)
Gets the axis of the drive through stop.
DiagDirection GetBayRoadStopDir(Tile t)
Gets the direction the bay road stop entrance points towards.
bool IsAnyRoadStopTile(Tile t)
Is tile t a road stop station?
@ Airport
Station with an airport.
Definition of base types and functions in a cross-platform compatible way.
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:261
size_t Utf8StringLength(std::string_view str)
Get the length of an UTF-8 encoded string in number of characters and thus not the number of bytes th...
Definition string.cpp:351
Functions related to low-level strings.
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:90
std::string GetString(StringID string)
Resolve the given StringID into a std::string with formatting but no parameters.
Definition strings.cpp:424
Functions related to OTTD's strings.
StrongType::Typedef< uint32_t, struct StringIDTag, StrongType::Compare, StrongType::Integer > StringID
Numeric value that represents a string, independent of the selected language.
Class to backup a specific variable and restore it upon destruction of this object to prevent stack v...
Class to backup a specific variable and restore it later.
void Restore()
Restore the variable.
Owner owner
The owner of this station.
Class for storing amounts of cargo.
Definition cargo_type.h:118
static void InvalidateAllFrom(Source src)
Invalidates (sets source_id to INVALID_SOURCE) all cargo packets from given source.
Specification of a cargo type.
Definition cargotype.h:77
static EnumIndexArray< std::vector< const CargoSpec * >, TownProductionEffect, TownProductionEffect::End > town_production_cargoes
List of cargo specs for each Town Product Effect.
Definition cargotype.h:197
static IterateWrapper Iterate(size_t from=0)
Returns an iterable ensemble of all valid CargoSpec.
Definition cargotype.h:194
uint32_t build_object_limit
Amount of tiles we can (still) build objects on (times 65536). Also applies to buying land and placin...
T y
Y coordinate.
T x
X coordinate.
T x
X coordinate.
T y
Y coordinate.
This structure is the same for both Industries and Houses.
Definition sprite.h:90
uint8_t draw_proc
This allows to specify a special drawing procedure.
Definition sprite.h:93
Information about GRF, used in the game and (part of it) in savegames.
std::string GetName() const
Get the name of this grf.
GrfID grfid
grfid that introduced this entity.
const struct GRFFile * grffile
grf file that introduced this entity
bool HasGrfFile() const
Test if this entity was introduced by NewGRF.
Stores station stats for a single cargo.
uint8_t rating
Station rating for this cargo.
CargoType accepts_cargo[HOUSE_NUM_ACCEPTS]
input cargo slots
Definition house.h:116
SubstituteGRFFileProps grf_prop
Properties related the the grf file.
Definition house.h:122
uint8_t removal_cost
cost multiplier for removing it
Definition house.h:111
uint8_t mail_generation
mail generation multiplier (tile based, as the acceptances below)
Definition house.h:114
bool enabled
the house is available to build (true by default, but can be disabled by newgrf)
Definition house.h:119
Money GetRemovalCost() const
Get the cost for removing this house.
Definition town_cmd.cpp:234
static HouseSpec * Get(size_t house_id)
Get the spec for a house ID.
BuildingFlags building_flags
some flags that describe the house (size, stadium etc...)
Definition house.h:117
TimerGameCalendar::Year max_year
last year it can be built
Definition house.h:109
HouseCallbackMasks callback_mask
Bitmask of house callbacks that have to be called.
Definition house.h:123
uint16_t remove_rating_decrease
rating decrease if removed
Definition house.h:113
uint8_t population
population (Zero on other tiles in multi tile house.)
Definition house.h:110
HouseExtraFlags extra_flags
some more flags
Definition house.h:126
uint8_t cargo_acceptance[HOUSE_NUM_ACCEPTS]
acceptance level for the cargo slots
Definition house.h:115
HouseID Index() const
Gets the index of this spec.
StringID building_name
building name
Definition house.h:112
uint8_t minimum_life
The minimum number of years this house will survive before the town rebuilds it.
Definition house.h:130
static std::vector< HouseSpec > & Specs()
Get a reference to all HouseSpecs.
Defines the internal data of a functional industry.
Definition industry.h:64
Town * town
Nearest town.
Definition industry.h:109
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition industry.h:253
static uint ScaleBySize(uint n)
Scales the given value by the map size, where the given value is for a 256 by 256 map.
Definition map_func.h:331
static IterateWrapper Iterate()
Returns an iterable ensemble of all Tiles.
Definition map_func.h:366
static uint ScaleByLandProportion(uint n)
Scales the given value by the number of water tiles.
Definition map_func.h:308
static uint Size()
Get the size of the map.
Definition map_func.h:280
An object, such as transmitter, on the map.
Definition object_base.h:24
ObjectType type
Type of the object.
Definition object_base.h:25
Town * town
Town the object is built in.
Definition object_base.h:26
static Object * GetByTile(TileIndex tile)
Get the object associated with a tile.
void Add(TileIndex to_add)
Add a single tile to a tile area; enlarge if needed.
Definition tilearea.cpp:43
SpriteID sprite
The 'real' sprite.
Definition gfx_type.h:23
PaletteID pal
The palette (use PAL_NONE) if not needed).
Definition gfx_type.h:24
static Pool::IterateWrapper< Town > Iterate(size_t from=0)
static T * Create(Targs &&... args)
static Town * Get(auto index)
static bool CanAllocateItem(size_t n=1)
static bool IsValidID(auto index)
static Company * GetIfValid(auto index)
static constexpr size_t MAX_SIZE
A location from where cargo can come from (or go to).
Definition source_type.h:32
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Station data structure.
bool CatchmentCoversTown(TownID t) const
Test if the given town ID is covered by our catchment area.
Definition station.cpp:455
uint16_t subst_id
The id of the entity to replace.
Tile description for the 'land area information' tool.
Definition tile_cmd.h:40
std::optional< std::string > grf
newGRF used for the tile contents
Definition tile_cmd.h:51
StringID str
Description of the tile.
Definition tile_cmd.h:41
std::array< Owner, 4 > owner
Name of the owner(s).
Definition tile_cmd.h:43
uint64_t dparam
Parameter of the str string.
Definition tile_cmd.h:42
std::optional< bool > town_can_upgrade
Whether the town can upgrade this house during town growth.
Definition tile_cmd.h:58
A pair-construct of a TileIndexDiff.
Definition map_type.h:31
int16_t x
The x value of the coordinate.
Definition map_type.h:32
int16_t y
The y value of the coordinate.
Definition map_type.h:33
Tile information, used while rendering the tile.
Definition tile_cmd.h:34
Slope tileh
Slope of the tile.
Definition tile_cmd.h:35
TileIndex tile
Tile index.
Definition tile_cmd.h:36
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:214
uint32_t population
Current population of people.
Definition town.h:54
uint32_t num_houses
Amount of houses.
Definition town.h:53
TrackedViewportSign sign
Location of name sign, UpdateVirtCoord updates this.
Definition town.h:55
BuildingCounts< uint16_t > building_counts
The number of each type of building in the town.
Definition town.h:58
std::array< uint32_t, NUM_HOUSE_ZONES > squared_town_zone_radius
UpdateTownRadius updates this given the house count.
Definition town.h:57
Struct holding parameters used to generate town name.
GrfID grfid
newgrf ID (0 if not used)
uint16_t type
town name style
Individual data point for accepted cargo history.
Definition town.h:111
Town data structure.
Definition town.h:64
EncodedString text
General text with additional information.
Definition town.h:137
bool larger_town
if this is a larger town and should grow more quickly
Definition town.h:199
CompanyMask statues
which companies have a statue?
Definition town.h:82
uint16_t time_until_rebuild
time until we rebuild a house
Definition town.h:191
std::string cached_name
NOSAVE: Cache of the resolved name of the town, if not using a custom town name.
Definition town.h:75
TileIndex xy
town center tile
Definition town.h:65
uint8_t fund_buildings_months
fund buildings program in action?
Definition town.h:196
TownLayout layout
town specific road layout
Definition town.h:200
static Town * GetRandom()
Return a random valid town.
Definition town_cmd.cpp:205
std::string name
Custom town name. If empty, the town was not renamed and uses the generated name.
Definition town.h:74
Town(TownID index, TileIndex tile=INVALID_TILE)
Creates a new town.
Definition town.h:211
GrfID townnamegrfid
NewGRF id that contains the name. O is not used.
Definition town.h:71
uint16_t grow_counter
counter to count when to grow, value is smaller than or equal to growth_rate
Definition town.h:193
uint32_t townnameparts
Random number that give unique town name when passed to generator.
Definition town.h:73
TownFlags flags
See TownFlags.
Definition town.h:78
TownCache cache
Container for all cacheable data.
Definition town.h:67
TypedIndexContainer< std::array< uint8_t, MAX_COMPANIES >, CompanyID > unwanted
how many months companies aren't wanted by towns (bribe)
Definition town.h:86
CompanyID exclusivity
which company has exclusivity
Definition town.h:87
void InitializeLayout(TownLayout layout)
Assign the town layout.
Definition town_cmd.cpp:191
bool show_zone
NOSAVE: mark town to show the local authority zone in the viewports.
Definition town.h:202
uint8_t exclusive_counter
months till the exclusivity expires
Definition town.h:88
void UpdateVirtCoord()
Resize the sign (label) of the town after it changes population.
Definition town_cmd.cpp:378
EnumIndexArray< TransportedCargoStat< uint16_t >, TownAcceptanceEffect, TownAcceptanceEffect::End > received
Cargo statistics about received cargotypes.
Definition town.h:133
CompanyMask have_ratings
which companies have a rating
Definition town.h:85
~Town()
Destroy the town.
Definition town_cmd.cpp:116
TypedIndexContainer< std::array< int16_t, MAX_COMPANIES >, CompanyID > ratings
ratings of each company for this town
Definition town.h:89
uint16_t growth_rate
town growth rate
Definition town.h:194
StationList stations_near
NOSAVE: List of nearby stations.
Definition town.h:189
static void PostDestructor(size_t index)
Invalidating of the "nearest town cache" has to be done after removing item from the pool.
Definition town_cmd.cpp:176
uint8_t road_build_months
fund road reconstruction in action?
Definition town.h:197
EnumIndexArray< uint32_t, TownAcceptanceEffect, TownAcceptanceEffect::End > goal
Amount of cargo required for the town to grow.
Definition town.h:134
uint16_t townnametype
The style of the name.
Definition town.h:72
bool kdtree_valid
Are the sign data valid for use with the _viewport_sign_kdtree?
Representation of a waypoint.
void DeleteSubsidyWith(Source source)
Delete the subsidies associated with a given cargo source type and id.
Definition subsidy.cpp:120
Functions related to subsidies.
Command definitions related to terraforming.
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition tile_map.cpp:94
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition tile_map.cpp:135
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition tile_map.cpp:115
static bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
uint TileHash(uint x, uint y)
Calculate a hash value from a tile position.
Definition tile_map.h:324
static uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
bool IsTileOwner(Tile tile, Owner owner)
Checks if a tile belongs to the given owner.
Definition tile_map.h:214
int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition tile_map.h:312
bool IsValidTile(Tile tile)
Checks if a tile is valid.
Definition tile_map.h:161
uint TileHash2Bit(uint x, uint y)
Get the last two bits of the TileHash from a tile position.
Definition tile_map.h:342
TropicZone GetTropicZone(Tile tile)
Get the tropic zone.
Definition tile_map.h:238
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.h:279
static TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > > TileIndex
The index/ID of a Tile.
Definition tile_type.h:92
@ Desert
Tile is desert.
Definition tile_type.h:83
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:100
static constexpr uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
@ TunnelBridge
Tunnel entry/exit and bridge heads.
Definition tile_type.h:58
@ Water
Water tile.
Definition tile_type.h:55
@ Station
A tile of a station or airport.
Definition tile_type.h:54
@ Object
Contains objects such as transmitters and owned land.
Definition tile_type.h:59
@ Industry
Part of an industry.
Definition tile_type.h:57
@ Railway
A tile with railway.
Definition tile_type.h:50
@ Void
Invisible tiles at the SW and SE border.
Definition tile_type.h:56
@ Trees
Tile with one or more trees.
Definition tile_type.h:53
@ House
A house by a town.
Definition tile_type.h:52
@ Road
A tile with road and/or tram tracks.
Definition tile_type.h:51
@ Clear
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition tile_type.h:49
OrthogonalTileArea TileArea
Shorthand for the much more common orthogonal tile area.
Definition of Interval and OneShot timers.
Definition of the game-calendar-timer.
Definition of the game-economy-timer.
Definition of the tick-based game-timer.
Base of the town class.
static const uint TOWN_GROWTH_WINTER
The town only needs this cargo in the winter (any amount).
Definition town.h:32
TownRatingCheckType
Action types that a company must ask permission for to a town authority.
Definition town.h:274
@ End
End marker.
Definition town.h:277
EnumBitSet< TownFlag, uint8_t > TownFlags
Bitset of TownFlag elements.
Definition town.h:49
static const uint TOWN_GROWTH_DESERT
The town needs the cargo for growth when on desert (any amount).
Definition town.h:33
EnumBitSet< TownAction, uint8_t > TownActions
Bitset of TownAction elements.
Definition town.h:310
static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY
value for custom town number in difficulty settings
Definition town.h:29
Town * CalcClosestTownFromTile(TileIndex tile, uint threshold=UINT_MAX)
Return the town closest to the given tile within threshold.
TownAction
Town actions of a company.
Definition town.h:297
@ RoadRebuild
Rebuild the roads.
Definition town.h:301
@ Bribe
Try to bribe the council.
Definition town.h:305
@ End
End marker.
Definition town.h:306
@ BuildStatue
Build a statue.
Definition town.h:302
@ BuyRights
Buy exclusive transport rights.
Definition town.h:304
@ FundBuildings
Fund new buildings.
Definition town.h:303
@ HasChurch
There can be only one church by town.
Definition town.h:43
@ CustomGrowth
Growth rate is controlled by GS.
Definition town.h:45
@ HasStadium
There can be only one stadium by town.
Definition town.h:44
@ IsGrowing
Conditions for town growth are met. Grow according to Town::growth_rate.
Definition town.h:42
static const uint16_t TOWN_GROWTH_RATE_NONE
Special value for Town::growth_rate to disable town growth.
Definition town.h:34
static bool RoadTypesAllowHouseHere(TileIndex t)
Checks whether at least one surrounding road allows to build a house here.
static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
Checks if a house of size 2x2 can be built at this tile.
std::tuple< CommandCost, Money, TownID > CmdFoundTown(DoCommandFlags flags, TileIndex tile, TownSize size, bool city, TownLayout layout, bool random_location, uint32_t townnameparts, const std::string &text)
Create a new town.
void ChangeTownRating(Town *t, int add, int max, DoCommandFlags flags)
Changes town rating of the current company.
HouseZones GetClimateMaskForLandscape()
Get the HouseZones climate mask for the current landscape type.
static bool GrowTownAtRoad(Town *t, TileIndex tile, TownExpandModes modes)
Try to grow a town at a given road tile.
static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes &always_accepted)
Tile callback function signature for obtaining cargo acceptance of a tile.
Definition town_cmd.cpp:817
static CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlags flags)
Perform the "small advertising campaign" town action.
static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlags flags, int z_new, Slope tileh_new)
Tile callback function signature of the terraforming callback.
static CommandCost TownActionFundBuildings(Town *t, DoCommandFlags flags)
Perform the "fund new buildings" town action.
static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
Towns must all be placed on the same grid or when they eventually interpenetrate their road networks ...
static CommandCost TownActionBuildStatue(Town *t, DoCommandFlags flags)
Perform a 9x9 tiles circular search from the center of the town in order to find a free tile to place...
static CommandCost TownActionBribe(Town *t, DoCommandFlags flags)
Perform the "bribe" town action.
TileIndexDiff GetHouseNorthPart(HouseID &house)
Determines if a given HouseID is part of a multitile house.
static int GetRating(const Town *t)
Get the rating of a town for the _current_company.
uint GetDefaultTownsForMapSize()
Calculate the number of towns which should be on the map according to the current "town density" newg...
void ClearTownHouse(Town *t, TileIndex tile)
Clear a town house.
static uint GetNormalGrowthRate(Town *t)
Calculates town growth rate in normal conditions (custom growth rate not set).
TownActions GetMaskOfTownActions(CompanyID cid, const Town *t)
Get a list of available town authority actions.
static CommandCost TownActionBuyRights(Town *t, DoCommandFlags flags)
Perform the "buy exclusive transport rights" town action.
static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
Grows the town with a bridge.
const CargoSpec * FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect)
Determines the first cargo with a certain town effect.
static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
Given a spot on the map (presumed to be a water tile), find a good coastal spot to build a city.
Town * ClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest (in distance or ownership) to a given tile, within a given threshold.
static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
Check if a Road is allowed on a given tile.
TownGrowthResult
The possible states of town growth.
@ Continue
The town hasn't grown yet, but try again.
@ Succeed
The town has grown.
@ SearchStopped
There is a reason not to try growing the town now.
static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
Checks if a town road can be continued into the next tile.
static bool TryBuildTownHouse(Town *t, TileIndex tile, TownExpandModes modes)
Tries to build a house at this tile.
static void UpdateTownGrowCounter(Town *t, uint16_t prev_growth_rate)
Updates town grow counter after growth rate change.
static int CountActiveStations(Town *t)
Calculates amount of active stations in the range of town (HZB_TOWN_EDGE).
static bool IsNeighbourRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
Check for parallel road inside a given distance.
static bool _generating_town
Set if a town is being generated.
Definition town_cmd.cpp:89
static void MakeTownHouse(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool is_protected)
Write house information into the map.
static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope, TownExpandModes modes)
Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
static void TileLoop_Town(TileIndex tile)
Tile callback function signature for running periodic tile updates.
Definition town_cmd.cpp:577
static bool CanBuildHouseHere(TileIndex tile, bool noslope)
Check if a house can be built here, based on slope, whether there's a bridge above,...
static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
Tile callback function signature for obtaining the produced cargo of a tile.
Definition town_cmd.cpp:720
static bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile, TownExpandModes modes)
Checks if the current town layout allows building here.
bool GenerateTowns(TownLayout layout, std::optional< uint > number)
Generate a number of towns with a given layout.
static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
Grows the town with a road piece.
CommandCost CmdDoTownAction(DoCommandFlags flags, TownID town_id, TownAction action)
Do a town action.
static void TownGenerateCargoBinomial(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
Generate cargo for a house using the binomial algorithm.
Definition town_cmd.cpp:559
static void UpdateTownRating(Town *t)
Monthly callback to update town and station ratings.
static bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile, TownExpandModes modes)
Checks if the current town layout allows a 2x2 building here.
static void AdvanceHouseConstruction(TileIndex tile)
Increase the construction stage of a house.
Definition town_cmd.cpp:496
static bool TownCanGrowRoad(TileIndex tile)
Test if town can grow road onto a specific tile.
uint32_t GetWorldPopulation()
Get the total population, the sum of all towns in the world.
Definition town_cmd.cpp:437
static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
Grows the town with a tunnel.
static std::map< const Town *, int > _town_test_ratings
Map of towns to modified ratings, while in town rating test-mode.
static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlags flags)
Tile callback function signature for clearing a tile.
Definition town_cmd.cpp:685
static bool CheckClearTile(TileIndex tile)
Check whether the land can be cleared.
static CommandCost TownActionAdvertiseMedium(Town *t, DoCommandFlags flags)
Perform the "medium advertising campaign" town action.
static void TownGenerateCargoOriginal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
Generate cargo for a house using the original algorithm.
Definition town_cmd.cpp:539
static void ClearMakeHouseTile(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool is_protected)
Clears tile and builds a house or house part.
void UpdateTownMaxPass(Town *t)
Update the maximum amount of monthly passengers and mail for a town, based on its population.
static void ChangePopulation(Town *t, int mod)
Change the town's population as recorded in the town cache, town label, and town directory.
Definition town_cmd.cpp:422
Town::SuppliedHistory SumHistory(std::span< const Town::SuppliedHistory > history)
Sum history for town supplied cargo.
CargoArray GetAcceptedCargoOfHouse(const HouseSpec *hs)
Get accepted cargo of a house prototype.
Definition town_cmd.cpp:828
static void AddAcceptedCargoSetMask(CargoType cargo, uint amount, CargoArray &acceptance, CargoTypes &always_accepted)
Fill cargo acceptance array and always_accepted mask, if cargo type is valid.
Definition town_cmd.cpp:758
static TileIndex AlignTileToGrid(TileIndex tile, TownLayout layout)
Towns must all be placed on the same grid or when they eventually interpenetrate their road networks ...
static Town * CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout)
Create a random town somewhere in the world.
static void RemoveNearbyStations(Town *t, TileIndex tile, BuildingFlags flags)
Remove stations from nearby station list if a town is no longer in the catchment area of each.
Definition town_cmd.cpp:451
uint8_t GetTownActionCost(TownAction action)
Get cost factors for a TownAction.
static const IntervalTimer< TimerGameEconomy > _economy_towns_monthly({TimerGameEconomy::Trigger::Month, TimerGameEconomy::Priority::Town}, [](auto) { for(Town *t :Town::Iterate()) { if(t->road_build_months !=0) t->road_build_months--;if(t->fund_buildings_months !=0) t->fund_buildings_months--;if(t->exclusive_counter !=0) { if(--t->exclusive_counter==0) t->exclusivity=CompanyID::Invalid();} for(const Company *c :Company::Iterate()) { if(t->unwanted[c->index] > 0) t->unwanted[c->index]--;} UpdateValidHistory(t->valid_history, HISTORY_YEAR, TimerGameEconomy::month);for(auto &s :t->supplied) RotateHistory(s.history, t->valid_history, HISTORY_YEAR, TimerGameEconomy::month);for(auto &a :t->accepted) RotateHistory(a.history, t->valid_history, HISTORY_YEAR, TimerGameEconomy::month);for(auto &received :t->received) received.NewMonth();UpdateTownGrowth(t);UpdateTownRating(t);SetWindowDirty(WindowClass::TownView, t->index);} })
Economy monthly timer for towns.
CommandCost CmdTownSetText(DoCommandFlags flags, TownID town_id, const EncodedString &text)
Set a custom text in the Town window.
Town * CalcClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest to the given tile within threshold.
CommandCost CmdTownGrowthRate(DoCommandFlags flags, TownID town_id, uint16_t growth_rate)
Change the growth rate of the town.
static TownGrowthResult GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1, TownExpandModes modes)
Grows the given town.
static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlags flags)
Perform the "local road reconstruction" town action.
void ClearAllTownCachedNames()
Clear the cached_name of all towns.
Definition town_cmd.cpp:410
CommandCost CmdDeleteTown(DoCommandFlags flags, TownID town_id)
Delete a town (scenario editor or worldgen only).
static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
Tile callback function signature for getting the foundation of a tile.
Definition town_cmd.cpp:295
static TimerGameCalendar::Date GetTownRoadTypeFirstIntroductionDate()
Get the calendar date of the earliest town-buildable road type.
Definition town_cmd.cpp:960
static void AnimateTile_Town(TileIndex tile)
Tile callback function signature for animating a tile.
Definition town_cmd.cpp:319
CommandCost CmdPlaceHouse(DoCommandFlags flags, TileIndex tile, HouseID house, bool is_protected, bool replace)
Place an individual house.
RoadType GetTownRoadType()
Get the road type that towns should build at this current moment.
Definition town_cmd.cpp:930
static RoadBits GetTownRoadBits(TileIndex tile)
Return the RoadBits of a tile, ignoring depot and bay road stops.
Definition town_cmd.cpp:918
CommandCost CmdRenameTown(DoCommandFlags flags, TownID town_id, const std::string &text)
Rename a town (server-only).
CommandCost CmdTownCargoGoal(DoCommandFlags flags, TownID town_id, TownAcceptanceEffect tae, uint32_t goal)
Change the cargo goal of a town.
static void GetTileDesc_Town(TileIndex tile, TileDesc &td)
Tile callback function signature for obtaining a tile description.
Definition town_cmd.cpp:837
static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
Actually create a town.
CommandCost CheckforTownRating(DoCommandFlags flags, Town *t, TownRatingCheckType type)
Does the town authority allow the (destructive) action of the current company?
HouseZone GetTownRadiusGroup(const Town *t, TileIndex tile)
Returns the bit corresponding to the town zone of the specified tile.
static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second, TownExpandModes modes)
Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
static CommandCost TownCanBePlacedHere(TileIndex tile, bool check_surrounding)
Check if it's possible to place a town on a given tile.
static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
Check if a town 'owns' a bridge.
Definition town_cmd.cpp:100
void OnTick_Town()
Iterate through all towns and call their tick handler.
Definition town_cmd.cpp:904
static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlags flags)
Perform the "large advertising campaign" town action.
bool CheckTownRoadTypes()
Check if towns are able to build road.
Definition town_cmd.cpp:980
static bool GrowTown(Town *t, TownExpandModes modes)
Grow the town.
static void UpdateTownGrowthRate(Town *t)
Updates town growth rate.
static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection dir)
Generate the RoadBits of a grid tile.
static void AdvanceSingleHouseConstruction(TileIndex tile)
Helper function for house construction stage progression.
Definition town_cmd.cpp:473
static void TownTickHandler(Town *t)
Handle the town tick for a single town, by growing the town if desired.
Definition town_cmd.cpp:885
void SetTownRatingTestMode(bool mode)
Switch the town rating to test-mode, to allow commands to be tested without affecting current ratings...
static bool _town_rating_test
If true, town rating is in test-mode.
CommandCost CmdTownRating(DoCommandFlags flags, TownID town_id, CompanyID company_id, int16_t rating)
Change the rating of a company in a town.
void UpdateTownRadius(Town *t)
Update the cached town zone radii of a town, based on the number of houses.
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile, TownExpandModes modes)
Grows the town with an extra house.
void AddAcceptedCargoOfHouse(TileIndex tile, HouseID house, const HouseSpec *hs, Town *t, CargoArray &acceptance, CargoTypes &always_accepted)
Determine accepted cargo for a house.
Definition town_cmd.cpp:774
static bool TownAllowedToBuildRoads(TownExpandModes modes)
Check if the town is allowed to build roads.
CommandCost CmdExpandTown(DoCommandFlags flags, TownID town_id, uint32_t grow_amount, TownExpandModes modes)
Expand a town (scenario editor only).
static bool IsCloseToTown(TileIndex tile, uint dist)
Determines if a town is close to a tile.
Definition town_cmd.cpp:370
static void UpdateTownGrowth(Town *t)
Updates town growth state (whether it is growing or not).
static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
Update data structures when a house is removed.
static RoadBits GenRandomRoadBits()
Generate a random road block.
static bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
Check if a tile where we want to build a multi-tile house has an appropriate max Z.
CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlags flags)
Checks whether the local authority allows construction of a new station (rail, road,...
static bool CanFollowRoad(TileIndex tile, DiagDirection dir, TownExpandModes modes)
Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
static void BuildTownHouse(Town *t, TileIndex tile, const HouseSpec *hs, HouseID house, uint8_t random_bits, bool house_completed, bool is_protected)
Build a house at this tile.
static void TownGenerateCargo(Town *t, CargoType cargo, uint amount, StationFinder &stations, bool affected_by_recession)
Generate cargo for a house, scaled by the current economy scale.
Definition town_cmd.cpp:513
static bool IsUniqueTownName(const std::string &name)
Verifies this custom name is unique.
static void DrawTile_Town(TileInfo *ti)
Tile callback function signature for drawing a tile and its contents to the screen.
Definition town_cmd.cpp:253
void UpdateAllTownVirtCoords()
Update the virtual coords needed to draw the town sign for all towns.
Definition town_cmd.cpp:402
CommandCost CmdPlaceHouseArea(DoCommandFlags flags, TileIndex tile, TileIndex start_tile, HouseID house, bool is_protected, bool replace, bool diagonal)
Construct multiple houses in an area.
Command definitions related to towns.
Declarations for accessing the k-d tree of towns.
Sprites to use and how to display them for town tiles.
static const DrawBuildingsTileStruct _town_draw_tile_data[]
structure of houses graphics
Definition town_land.h:27
void IncrementHouseAge(Tile t)
Increments the age of the house.
Definition town_map.h:259
void HaltLift(Tile t)
Stop the lift of this animated house from moving.
Definition town_map.h:137
HouseID GetHouseType(Tile t)
Get the type of this house, which is an index into the house spec array.
Definition town_map.h:60
void ResetHouseAge(Tile t)
Sets the age of the house to zero.
Definition town_map.h:248
void MakeHouseTile(Tile t, TownID tid, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool house_protected)
Make the tile a house.
Definition town_map.h:375
void IncHouseConstructionTick(Tile t)
Sets the increment stage of a house It is working with the whole counter + stage 5 bits,...
Definition town_map.h:230
uint8_t GetLiftPosition(Tile t)
Get the position of the lift on this animated house.
Definition town_map.h:147
bool IsHousePlayerProtected(Tile t)
Check if a house is protected by a player from removal by towns.
Definition town_map.h:82
void SetLiftDestination(Tile t, uint8_t dest)
Set the new destination of the lift for this animated house, and activate the LiftHasDestination bit.
Definition town_map.h:115
TimerGameCalendar::Year GetHouseAge(Tile t)
Get the age of the house.
Definition town_map.h:271
void SetLiftPosition(Tile t, uint8_t pos)
Set the position of the lift on this animated house.
Definition town_map.h:157
uint8_t GetLiftDestination(Tile t)
Get the current destination for this lift.
Definition town_map.h:126
uint8_t GetHouseBuildingStage(Tile t)
House Construction Scheme.
Definition town_map.h:205
TownID GetTownIndex(Tile t)
Get the index of which town this house/street is attached to.
Definition town_map.h:23
void SetTownIndex(Tile t, TownID index)
Set the town index for a road or house tile.
Definition town_map.h:35
bool LiftHasDestination(Tile t)
Check if the lift of this animated house has a destination.
Definition town_map.h:104
bool IsHouseCompleted(Tile t)
Get the completion of this house.
Definition town_map.h:167
uint8_t GetHouseConstructionTick(Tile t)
Gets the construction stage of a house.
Definition town_map.h:217
static constexpr int RATING_GROWTH_UP_STEP
when a town grows, all companies have rating increased a bit ...
Definition town_type.h:52
static constexpr int RATING_INITIAL
initial rating
Definition town_type.h:44
static constexpr int RATING_ROAD_NEEDED_HOSTILE
"Hostile"
Definition town_type.h:70
@ Original
Original algorithm (quadratic cargo by population).
Definition town_type.h:112
@ Bitcount
Bit-counted algorithm (normal distribution from individual house population).
Definition town_type.h:113
static constexpr int RATING_ROAD_NEEDED_NEUTRAL
"Neutral"
Definition town_type.h:69
TownLayout
Town Layouts.
Definition town_type.h:83
@ Original
Original algorithm (min. 1 distance between roads).
Definition town_type.h:84
@ Random
Random town layout.
Definition town_type.h:89
@ BetterRoads
Extended original algorithm (min. 2 distance between roads).
Definition town_type.h:85
@ End
Number of town layouts.
Definition town_type.h:91
@ Grid2x2
Geometric 2x2 grid algorithm.
Definition town_type.h:86
@ Grid3x3
Geometric 3x3 grid algorithm.
Definition town_type.h:87
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_LENIENT
rating needed, "Lenient" difficulty settings
Definition town_type.h:60
@ CustomLayout
Allowed, with custom town layout.
Definition town_type.h:107
@ Forbidden
Forbidden.
Definition town_type.h:105
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE
"Hostile"
Definition town_type.h:62
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
"Permissive" (local authority disabled)
Definition town_type.h:63
static constexpr int RATING_STATION_DOWN_STEP
... but loses for badly serviced stations
Definition town_type.h:55
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL
"Neutral"
Definition town_type.h:61
static constexpr int RATING_ROAD_NEEDED_LENIENT
rating needed, "Lenient" difficulty settings
Definition town_type.h:68
static constexpr int RATING_STATION_UP_STEP
when a town grows, company gains reputation for all well serviced stations ...
Definition town_type.h:54
TownSize
Supported initial town sizes.
Definition town_type.h:21
@ Large
Large town.
Definition town_type.h:24
@ Random
Random size, bigger than small, smaller than large.
Definition town_type.h:25
@ End
Number of available town sizes.
Definition town_type.h:27
static const uint MAX_LENGTH_TOWN_NAME_CHARS
The maximum length of a town name in characters including '\0'.
Definition town_type.h:116
@ Roads
Allow town to place roads.
Definition town_type.h:97
@ Buildings
Allow town to place buildings.
Definition town_type.h:96
EnumBitSet< TownExpandMode, uint8_t > TownExpandModes
Bitset of TownExpandMode elements.
Definition town_type.h:101
static constexpr int RATING_ROAD_NEEDED_PERMISSIVE
"Permissive" (local authority disabled)
Definition town_type.h:71
static constexpr int RATING_GROWTH_MAXIMUM
... up to RATING_MEDIOCRE
Definition town_type.h:53
bool VerifyTownName(uint32_t r, const TownNameParams *par, TownNames *town_names)
Verifies the town name is valid and unique.
Definition townname.cpp:103
bool GenerateTownName(Randomizer &randomizer, uint32_t *townnameparts, TownNames *town_names)
Generates valid town name.
Definition townname.cpp:136
Town name generator stuff.
bool IsTransparencySet(TransparencyOption to)
Check if the transparency option bit is set and if we aren't in the game menu (there's never transpar...
bool IsInvisibilitySet(TransparencyOption to)
Check if the invisibility option bit is set and if we aren't in the game menu (there's never transpar...
@ Houses
town buildings
@ Road
Transport by road vehicle.
Map accessors for tree tiles.
TreeGround GetTreeGround(Tile t)
Returns the groundtype for tree tiles.
Definition tree_map.h:102
@ Rough
Rough land.
Definition tree_map.h:54
Command definitions related to tunnels and bridges.
Functions that have tunnels and bridges in common.
DiagDirection GetTunnelBridgeDirection(Tile t)
Get the direction pointing to the other end.
TransportType GetTunnelBridgeTransportType(Tile t)
Tunnel: Get the transport type of the tunnel (road or rail) Bridge: Get the transport type of the bri...
TileIndex GetOtherTunnelBridgeEnd(Tile t)
Determines type of the wormhole and returns its other end.
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int z, const SpriteBounds &bounds, bool transparent, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition viewport.cpp:664
void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale, bool relative)
Add a child sprite to a parent sprite.
Definition viewport.cpp:826
void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
Draws a ground sprite for the current tile.
Definition viewport.cpp:579
Functions related to (drawing on) viewports.
Declarations for accessing the k-d tree of viewports.
bool HasTileWaterGround(Tile t)
Checks whether the tile has water at the ground.
Definition water_map.h:353
bool IsWaterTile(Tile t)
Is it a water tile with plain water?
Definition water_map.h:192
bool IsSea(Tile t)
Is it a sea water tile?
Definition water_map.h:160
Base of waypoints.
void CloseWindowById(WindowClass cls, WindowNumber number, bool force, int data)
Close a window by its class and window number (if it is open).
Definition window.cpp:1204
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting).
Definition window.cpp:3226
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:3318
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting).
Definition window.cpp:3196
Window functions not directly related to making/drawing windows.