OpenTTD Source 20250529-master-g10c159a79f
town_cmd.cpp
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1/*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
7
10#include "stdafx.h"
11#include "road.h"
12#include "road_internal.h" /* Cleaning up road bits */
13#include "road_cmd.h"
14#include "landscape.h"
15#include "viewport_func.h"
16#include "viewport_kdtree.h"
17#include "command_func.h"
18#include "company_func.h"
19#include "industry.h"
20#include "station_base.h"
21#include "waypoint_base.h"
22#include "station_kdtree.h"
23#include "company_base.h"
24#include "news_func.h"
25#include "error.h"
26#include "object.h"
27#include "genworld.h"
28#include "newgrf_debug.h"
29#include "newgrf_house.h"
30#include "newgrf_text.h"
31#include "autoslope.h"
32#include "tunnelbridge_map.h"
33#include "strings_func.h"
34#include "window_func.h"
35#include "string_func.h"
36#include "newgrf_cargo.h"
37#include "cheat_type.h"
38#include "animated_tile_func.h"
39#include "subsidy_func.h"
40#include "core/pool_func.hpp"
41#include "town.h"
42#include "town_kdtree.h"
43#include "townname_func.h"
44#include "core/random_func.hpp"
45#include "core/backup_type.hpp"
46#include "depot_base.h"
47#include "object_map.h"
48#include "object_base.h"
49#include "ai/ai.hpp"
50#include "game/game.hpp"
51#include "town_cmd.h"
52#include "landscape_cmd.h"
53#include "road_cmd.h"
54#include "terraform_cmd.h"
55#include "tunnelbridge_cmd.h"
56#include "timer/timer.h"
60
61#include "table/strings.h"
62#include "table/town_land.h"
63
64#include "safeguards.h"
65
66/* Initialize the town-pool */
67TownPool _town_pool("Town");
69
70
71TownKdtree _town_kdtree{};
72
73void RebuildTownKdtree()
74{
75 std::vector<TownID> townids;
76 for (const Town *town : Town::Iterate()) {
77 townids.push_back(town->index);
78 }
79 _town_kdtree.Build(townids.begin(), townids.end());
80}
81
83static bool _generating_town = false;
84
94static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
95{
96 if (!IsTileOwner(tile, OWNER_TOWN)) return false;
97
99 bool town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
100
101 if (!town_owned) {
102 /* Or other adjacent road */
104 town_owned = IsTileType(adjacent, MP_ROAD) && IsTileOwner(adjacent, OWNER_TOWN) && GetTownIndex(adjacent) == t->index;
105 }
106
107 return town_owned;
108}
109
111{
112 if (CleaningPool()) return;
113
114 /* Delete town authority window
115 * and remove from list of sorted towns */
117
118#ifdef WITH_ASSERT
119 /* Check no industry is related to us. */
120 for (const Industry *i : Industry::Iterate()) {
121 assert(i->town != this);
122 }
123
124 /* ... and no object is related to us. */
125 for (const Object *o : Object::Iterate()) {
126 assert(o->town != this);
127 }
128
129 /* Check no tile is related to us. */
130 for (const auto tile : Map::Iterate()) {
131 switch (GetTileType(tile)) {
132 case MP_HOUSE:
133 assert(GetTownIndex(tile) != this->index);
134 break;
135
136 case MP_ROAD:
137 assert(!HasTownOwnedRoad(tile) || GetTownIndex(tile) != this->index);
138 break;
139
140 case MP_TUNNELBRIDGE:
141 assert(!TestTownOwnsBridge(tile, this));
142 break;
143
144 default:
145 break;
146 }
147 }
148#endif /* WITH_ASSERT */
149
150 /* Clear the persistent storage list. */
151 for (auto &psa : this->psa_list) {
152 delete psa;
153 }
154 this->psa_list.clear();
155
156 Source src{this->index, SourceType::Town};
161}
162
163
169{
170 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
172
173 /* Give objects a new home! */
174 for (Object *o : Object::Iterate()) {
175 if (o->town == nullptr) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
176 }
177}
178
184{
185 if (layout != TL_RANDOM) {
186 this->layout = layout;
187 return;
188 }
189
190 this->layout = static_cast<TownLayout>(TileHash(TileX(this->xy), TileY(this->xy)) % (NUM_TLS - 1));
191}
192
197/* static */ Town *Town::GetRandom()
198{
199 if (Town::GetNumItems() == 0) return nullptr;
200 int num = RandomRange((uint16_t)Town::GetNumItems());
201 size_t index = std::numeric_limits<size_t>::max();
202
203 while (num >= 0) {
204 num--;
205 index++;
206
207 /* Make sure we have a valid town */
208 while (!Town::IsValidID(index)) {
209 index++;
210 assert(index < Town::GetPoolSize());
211 }
212 }
213
214 return Town::Get(index);
215}
216
217void Town::FillCachedName() const
218{
219 this->cached_name = GetTownName(this);
220}
221
227{
228 return (_price[PR_CLEAR_HOUSE] * this->removal_cost) >> 8;
229}
230
231static bool TryBuildTownHouse(Town *t, TileIndex tile);
232static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout);
233
234static void TownDrawHouseLift(const TileInfo *ti)
235{
236 AddChildSpriteScreen(SPR_LIFT, PAL_NONE, 14, 60 - GetLiftPosition(ti->tile));
237}
238
239typedef void TownDrawTileProc(const TileInfo *ti);
240static TownDrawTileProc * const _town_draw_tile_procs[1] = {
241 TownDrawHouseLift
242};
243
250{
252}
253
258static void DrawTile_Town(TileInfo *ti)
259{
260 HouseID house_id = GetHouseType(ti->tile);
261
262 if (house_id >= NEW_HOUSE_OFFSET) {
263 /* Houses don't necessarily need new graphics. If they don't have a
264 * spritegroup associated with them, then the sprite for the substitute
265 * house id is drawn instead. */
266 if (HouseSpec::Get(house_id)->grf_prop.HasSpriteGroups()) {
267 DrawNewHouseTile(ti, house_id);
268 return;
269 } else {
270 house_id = HouseSpec::Get(house_id)->grf_prop.subst_id;
271 }
272 }
273
274 /* Retrieve pointer to the draw town tile struct */
275 const DrawBuildingsTileStruct *dcts = &_town_draw_tile_data[house_id << 4 | TileHash2Bit(ti->x, ti->y) << 2 | GetHouseBuildingStage(ti->tile)];
276
278
279 DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal);
280
281 /* If houses are invisible, do not draw the upper part */
282 if (IsInvisibilitySet(TO_HOUSES)) return;
283
284 /* Add a house on top of the ground? */
285 SpriteID image = dcts->building.sprite;
286 if (image != 0) {
287 AddSortableSpriteToDraw(image, dcts->building.pal,
288 ti->x + dcts->subtile_x,
289 ti->y + dcts->subtile_y,
290 dcts->width,
291 dcts->height,
292 dcts->dz,
293 ti->z,
295 );
296
297 if (IsTransparencySet(TO_HOUSES)) return;
298 }
299
300 {
301 int proc = dcts->draw_proc - 1;
302
303 if (proc >= 0) _town_draw_tile_procs[proc](ti);
304 }
305}
306
307static int GetSlopePixelZ_Town(TileIndex tile, uint, uint, bool)
308{
309 return GetTileMaxPixelZ(tile);
310}
311
318{
319 HouseID hid = GetHouseType(tile);
320
321 /* For NewGRF house tiles we might not be drawing a foundation. We need to
322 * account for this, as other structures should
323 * draw the wall of the foundation in this case.
324 */
325 if (hid >= NEW_HOUSE_OFFSET) {
326 const HouseSpec *hs = HouseSpec::Get(hid);
328 uint32_t callback_res = GetHouseCallback(CBID_HOUSE_DRAW_FOUNDATIONS, 0, 0, hid, Town::GetByTile(tile), tile);
329 if (callback_res != CALLBACK_FAILED && !ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_DRAW_FOUNDATIONS, callback_res)) return FOUNDATION_NONE;
330 }
331 }
332 return FlatteningFoundation(tileh);
333}
334
342{
343 if (GetHouseType(tile) >= NEW_HOUSE_OFFSET) {
344 AnimateNewHouseTile(tile);
345 return;
346 }
347
348 if (TimerGameTick::counter & 3) return;
349
350 /* If the house is not one with a lift anymore, then stop this animating.
351 * Not exactly sure when this happens, but probably when a house changes.
352 * Before this was just a return...so it'd leak animated tiles..
353 * That bug seems to have been here since day 1?? */
354 if (!HouseSpec::Get(GetHouseType(tile))->building_flags.Test(BuildingFlag::IsAnimated)) {
355 DeleteAnimatedTile(tile);
356 return;
357 }
358
359 if (!LiftHasDestination(tile)) {
360 uint i;
361
362 /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
363 * This is due to the fact that the first floor is, in the graphics,
364 * the height of 2 'normal' floors.
365 * Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
366 do {
367 i = RandomRange(7);
368 } while (i == 1 || i * 6 == GetLiftPosition(tile));
369
370 SetLiftDestination(tile, i);
371 }
372
373 int pos = GetLiftPosition(tile);
374 int dest = GetLiftDestination(tile) * 6;
375 pos += (pos < dest) ? 1 : -1;
376 SetLiftPosition(tile, pos);
377
378 if (pos == dest) {
379 HaltLift(tile);
380 DeleteAnimatedTile(tile);
381 }
382
384}
385
392static bool IsCloseToTown(TileIndex tile, uint dist)
393{
394 if (_town_kdtree.Count() == 0) return false;
395 Town *t = Town::Get(_town_kdtree.FindNearest(TileX(tile), TileY(tile)));
396 return DistanceManhattan(tile, t->xy) < dist;
397}
398
401{
402 Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE);
403
404 if (this->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(this->index));
405
406 std::string town_string = GetString(STR_TOWN_NAME, this->index);
407 this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_BASE,
408 _settings_client.gui.population_in_label ? GetString(STR_VIEWPORT_TOWN_POP, this->index, this->cache.population) : town_string,
409 town_string);
410
411 _viewport_sign_kdtree.Insert(ViewportSignKdtreeItem::MakeTown(this->index));
412
414}
415
418{
419 for (Town *t : Town::Iterate()) {
420 t->UpdateVirtCoord();
421 }
422}
423
426{
427 for (Town *t : Town::Iterate()) {
428 t->cached_name.clear();
429 }
430}
431
437static void ChangePopulation(Town *t, int mod)
438{
439 t->cache.population += mod;
440 if (_generating_town) [[unlikely]] return;
441
442 InvalidateWindowData(WC_TOWN_VIEW, t->index); // Cargo requirements may appear/vanish for small populations
444
445 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_POPULATION_CHANGE);
446}
447
453{
454 uint32_t pop = 0;
455 for (const Town *t : Town::Iterate()) pop += t->cache.population;
456 return pop;
457}
458
467{
468 for (StationList::iterator it = t->stations_near.begin(); it != t->stations_near.end(); /* incremented inside loop */) {
469 const Station *st = *it;
470
471 bool covers_area = st->TileIsInCatchment(tile);
472 if (flags.Any(BUILDING_2_TILES_Y)) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(0, 1));
473 if (flags.Any(BUILDING_2_TILES_X)) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 0));
474 if (flags.Any(BUILDING_HAS_4_TILES)) covers_area |= st->TileIsInCatchment(tile + TileDiffXY(1, 1));
475
476 if (covers_area && !st->CatchmentCoversTown(t->index)) {
477 it = t->stations_near.erase(it);
478 } else {
479 ++it;
480 }
481 }
482}
483
489{
490 assert(IsTileType(tile, MP_HOUSE));
491
492 /* Progress in construction stages */
494 if (GetHouseConstructionTick(tile) != 0) return;
495
496 TriggerHouseAnimation_ConstructionStageChanged(tile, false);
497
498 if (IsHouseCompleted(tile)) {
499 /* Now that construction is complete, we can add the population of the
500 * building to the town. */
501 ChangePopulation(Town::GetByTile(tile), HouseSpec::Get(GetHouseType(tile))->population);
502 ResetHouseAge(tile);
503 }
505}
506
512{
514 if (flags.Any(BUILDING_HAS_1_TILE)) AdvanceSingleHouseConstruction(TileAddXY(tile, 0, 0));
515 if (flags.Any(BUILDING_2_TILES_Y)) AdvanceSingleHouseConstruction(TileAddXY(tile, 0, 1));
516 if (flags.Any(BUILDING_2_TILES_X)) AdvanceSingleHouseConstruction(TileAddXY(tile, 1, 0));
517 if (flags.Any(BUILDING_HAS_4_TILES)) AdvanceSingleHouseConstruction(TileAddXY(tile, 1, 1));
518}
519
528static void TownGenerateCargo(Town *t, CargoType cargo, uint amount, StationFinder &stations, bool affected_by_recession)
529{
530 if (amount == 0) return;
531
532 /* All production is halved during a recession (except for NewGRF-supplied town cargo). */
533 if (affected_by_recession && EconomyIsInRecession()) {
534 amount = (amount + 1) >> 1;
535 }
536
537 /* Scale by cargo scale setting. */
538 amount = ScaleByCargoScale(amount, true);
539
540 /* Actually generate cargo and update town statistics. */
541 t->supplied[cargo].new_max += amount;
542 t->supplied[cargo].new_act += MoveGoodsToStation(cargo, amount, {t->index, SourceType::Town}, stations.GetStations());;
543}
544
552static void TownGenerateCargoOriginal(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
553{
554 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
555 uint32_t r = Random();
556 if (GB(r, 0, 8) < rate) {
557 CargoType cargo_type = cs->Index();
558 uint amt = (GB(r, 0, 8) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR) / 8 + 1;
559
560 TownGenerateCargo(t, cargo_type, amt, stations, true);
561 }
562 }
563}
564
572static void TownGenerateCargoBinomial(Town *t, TownProductionEffect tpe, uint8_t rate, StationFinder &stations)
573{
574 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[tpe]) {
575 CargoType cargo_type = cs->Index();
576 uint32_t r = Random();
577
578 /* Make a bitmask with up to 32 bits set, one for each potential pax. */
579 int genmax = (rate + 7) / 8;
580 uint32_t genmask = (genmax >= 32) ? 0xFFFFFFFF : ((1 << genmax) - 1);
581
582 /* Mask random value by potential pax and count number of actual pax. */
583 uint amt = CountBits(r & genmask) * cs->town_production_multiplier / TOWN_PRODUCTION_DIVISOR;
584
585 TownGenerateCargo(t, cargo_type, amt, stations, true);
586 }
587}
588
595static void TileLoop_Town(TileIndex tile)
596{
597 HouseID house_id = GetHouseType(tile);
598
599 /* NewHouseTileLoop returns false if Callback 21 succeeded, i.e. the house
600 * doesn't exist any more, so don't continue here. */
601 if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
602
603 if (!IsHouseCompleted(tile)) {
604 /* Construction is not completed, so we advance a construction stage. */
606 return;
607 }
608
609 const HouseSpec *hs = HouseSpec::Get(house_id);
610
611 /* If the lift has a destination, it is already an animated tile. */
612 if (hs->building_flags.Test(BuildingFlag::IsAnimated) &&
613 house_id < NEW_HOUSE_OFFSET &&
614 !LiftHasDestination(tile) &&
615 Chance16(1, 2)) {
616 AddAnimatedTile(tile);
617 }
618
619 Town *t = Town::GetByTile(tile);
620 uint32_t r = Random();
621
622 StationFinder stations(TileArea(tile, 1, 1));
623
625 for (uint i = 0; i < 256; i++) {
626 uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, r, house_id, t, tile);
627
628 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
629
630 CargoType cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
631 if (!IsValidCargoType(cargo)) continue;
632
633 uint amt = GB(callback, 0, 8);
634 if (amt == 0) continue;
635
636 /* NewGRF-supplied town cargos are not affected by recessions. */
637 TownGenerateCargo(t, cargo, amt, stations, false);
638 }
639 } else {
641 case TCGM_ORIGINAL:
642 /* Original (quadratic) cargo generation algorithm */
645 break;
646
647 case TCGM_BITCOUNT:
648 /* Binomial distribution per tick, by a series of coin flips */
649 /* Reduce generation rate to a 1/4, using tile bits to spread out distribution.
650 * As tick counter is incremented by 256 between each call, we ignore the lower 8 bits. */
651 if (GB(TimerGameTick::counter, 8, 2) == GB(tile.base(), 0, 2)) {
654 }
655 break;
656
657 default:
658 NOT_REACHED();
659 }
660 }
661
663
664 if (hs->building_flags.Any(BUILDING_HAS_1_TILE) &&
666 CanDeleteHouse(tile) &&
667 GetHouseAge(tile) >= hs->minimum_life &&
668 --t->time_until_rebuild == 0) {
669 t->time_until_rebuild = GB(r, 16, 8) + 192;
670
671 ClearTownHouse(t, tile);
672
673 /* Rebuild with another house? */
674 if (GB(r, 24, 8) >= 12) {
675 /* If we are multi-tile houses, make sure to replace the house
676 * closest to city center. If we do not do this, houses tend to
677 * wander away from roads and other houses. */
678 if (hs->building_flags.Any(BUILDING_HAS_2_TILES)) {
679 /* House tiles are always the most north tile. Move the new
680 * house to the south if we are north of the city center. */
681 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
682 int x = Clamp(grid_pos.x, 0, 1);
683 int y = Clamp(grid_pos.y, 0, 1);
684
685 if (hs->building_flags.Test(BuildingFlag::Size2x2)) {
686 tile = TileAddXY(tile, x, y);
687 } else if (hs->building_flags.Test(BuildingFlag::Size1x2)) {
688 tile = TileAddXY(tile, 0, y);
689 } else if (hs->building_flags.Test(BuildingFlag::Size2x1)) {
690 tile = TileAddXY(tile, x, 0);
691 }
692 }
693
694 TryBuildTownHouse(t, tile);
695 }
696 }
697
698 cur_company.Restore();
699}
700
708{
709 if (flags.Test(DoCommandFlag::Auto)) return CommandCost(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
710 if (!CanDeleteHouse(tile)) return CMD_ERROR;
711
712 const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
713
715 cost.AddCost(hs->GetRemovalCost());
716
717 int rating = hs->remove_rating_decrease;
718 Town *t = Town::GetByTile(tile);
719
722 /* NewGRFs can add indestructible houses. */
723 if (rating > RATING_MAXIMUM) {
724 return CommandCost(CMD_ERROR);
725 }
726 /* If town authority controls removal, check the company's rating. */
727 if (rating > t->ratings[_current_company] && _settings_game.difficulty.town_council_tolerance != TOWN_COUNCIL_PERMISSIVE) {
728 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
729 }
730 }
731 }
732
733 ChangeTownRating(t, -rating, RATING_HOUSE_MINIMUM, flags);
734 if (flags.Test(DoCommandFlag::Execute)) {
735 ClearTownHouse(t, tile);
736 }
737
738 return cost;
739}
740
741static void AddProducedCargo_Town(TileIndex tile, CargoArray &produced)
742{
743 HouseID house_id = GetHouseType(tile);
744 const HouseSpec *hs = HouseSpec::Get(house_id);
745 Town *t = Town::GetByTile(tile);
746
748 for (uint i = 0; i < 256; i++) {
749 uint16_t callback = GetHouseCallback(CBID_HOUSE_PRODUCE_CARGO, i, 0, house_id, t, tile);
750
751 if (callback == CALLBACK_FAILED || callback == CALLBACK_HOUSEPRODCARGO_END) break;
752
753 CargoType cargo = GetCargoTranslation(GB(callback, 8, 7), hs->grf_prop.grffile);
754
755 if (!IsValidCargoType(cargo)) continue;
756 produced[cargo]++;
757 }
758 } else {
759 if (hs->population > 0) {
760 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_PASSENGERS]) {
761 produced[cs->Index()]++;
762 }
763 }
764 if (hs->mail_generation > 0) {
765 for (const CargoSpec *cs : CargoSpec::town_production_cargoes[TPE_MAIL]) {
766 produced[cs->Index()]++;
767 }
768 }
769 }
770}
771
779static void AddAcceptedCargoSetMask(CargoType cargo, uint amount, CargoArray &acceptance, CargoTypes &always_accepted)
780{
781 if (!IsValidCargoType(cargo) || amount == 0) return;
782 acceptance[cargo] += amount;
783 SetBit(always_accepted, cargo);
784}
785
795void AddAcceptedCargoOfHouse(TileIndex tile, HouseID house, const HouseSpec *hs, Town *t, CargoArray &acceptance, CargoTypes &always_accepted)
796{
797 CargoType accepts[lengthof(hs->accepts_cargo)];
798
799 /* Set the initial accepted cargo types */
800 for (uint8_t i = 0; i < lengthof(accepts); i++) {
801 accepts[i] = hs->accepts_cargo[i];
802 }
803
804 /* Check for custom accepted cargo types */
806 uint16_t callback = GetHouseCallback(CBID_HOUSE_ACCEPT_CARGO, 0, 0, house, t, tile, {}, tile == INVALID_TILE);
807 if (callback != CALLBACK_FAILED) {
808 /* Replace accepted cargo types with translated values from callback */
809 accepts[0] = GetCargoTranslation(GB(callback, 0, 5), hs->grf_prop.grffile);
810 accepts[1] = GetCargoTranslation(GB(callback, 5, 5), hs->grf_prop.grffile);
811 accepts[2] = GetCargoTranslation(GB(callback, 10, 5), hs->grf_prop.grffile);
812 }
813 }
814
815 /* Check for custom cargo acceptance */
817 uint16_t callback = GetHouseCallback(CBID_HOUSE_CARGO_ACCEPTANCE, 0, 0, house, t, tile, {}, tile == INVALID_TILE);
818 if (callback != CALLBACK_FAILED) {
819 AddAcceptedCargoSetMask(accepts[0], GB(callback, 0, 4), acceptance, always_accepted);
820 AddAcceptedCargoSetMask(accepts[1], GB(callback, 4, 4), acceptance, always_accepted);
821 if (_settings_game.game_creation.landscape != LandscapeType::Temperate && HasBit(callback, 12)) {
822 /* The 'S' bit indicates food instead of goods */
823 AddAcceptedCargoSetMask(GetCargoTypeByLabel(CT_FOOD), GB(callback, 8, 4), acceptance, always_accepted);
824 } else {
825 AddAcceptedCargoSetMask(accepts[2], GB(callback, 8, 4), acceptance, always_accepted);
826 }
827 return;
828 }
829 }
830
831 /* No custom acceptance, so fill in with the default values */
832 for (uint8_t i = 0; i < lengthof(accepts); i++) {
833 AddAcceptedCargoSetMask(accepts[i], hs->cargo_acceptance[i], acceptance, always_accepted);
834 }
835}
836
837static void AddAcceptedCargo_Town(TileIndex tile, CargoArray &acceptance, CargoTypes &always_accepted)
838{
839 HouseID house = GetHouseType(tile);
840 AddAcceptedCargoOfHouse(tile, house, HouseSpec::Get(house), Town::GetByTile(tile), acceptance, always_accepted);
841}
842
849{
850 CargoTypes always_accepted{};
851 CargoArray acceptance{};
852 AddAcceptedCargoOfHouse(INVALID_TILE, hs->Index(), hs, nullptr, acceptance, always_accepted);
853 return acceptance;
854}
855
856static void GetTileDesc_Town(TileIndex tile, TileDesc &td)
857{
858 const HouseID house = GetHouseType(tile);
859 const HouseSpec *hs = HouseSpec::Get(house);
860 bool house_completed = IsHouseCompleted(tile);
861
862 td.str = hs->building_name;
864
865 std::array<int32_t, 1> regs100;
866 uint16_t callback_res = GetHouseCallback(CBID_HOUSE_CUSTOM_NAME, house_completed ? 1 : 0, 0, house, Town::GetByTile(tile), tile, regs100);
867 if (callback_res != CALLBACK_FAILED && callback_res != 0x400) {
868 StringID new_name = STR_NULL;
869 if (callback_res == 0x40F) {
870 new_name = GetGRFStringID(hs->grf_prop.grfid, static_cast<GRFStringID>(regs100[0]));
871 } else if (callback_res > 0x400) {
873 } else {
874 new_name = GetGRFStringID(hs->grf_prop.grfid, GRFSTR_MISC_GRF_TEXT + callback_res);
875 }
876 if (new_name != STR_NULL && new_name != STR_UNDEFINED) {
877 td.str = new_name;
878 }
879 }
880
881 if (!house_completed) {
882 td.dparam = td.str;
883 td.str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
884 }
885
886 if (hs->grf_prop.HasGrfFile()) {
887 const GRFConfig *gc = GetGRFConfig(hs->grf_prop.grfid);
888 td.grf = gc->GetName();
889 }
890
891 td.owner[0] = OWNER_TOWN;
892}
893
894static TrackStatus GetTileTrackStatus_Town(TileIndex, TransportType, uint, DiagDirection)
895{
896 /* not used */
897 return 0;
898}
899
900static void ChangeTileOwner_Town(TileIndex, Owner, Owner)
901{
902 /* not used */
903}
904
905static bool GrowTown(Town *t);
906
911static void TownTickHandler(Town *t)
912{
913 if (HasBit(t->flags, TOWN_IS_GROWING)) {
914 int i = (int)t->grow_counter - 1;
915 if (i < 0) {
916 if (GrowTown(t)) {
917 i = t->growth_rate;
918 } else {
919 /* If growth failed wait a bit before retrying */
920 i = std::min<uint16_t>(t->growth_rate, Ticks::TOWN_GROWTH_TICKS - 1);
921 }
922 }
923 t->grow_counter = i;
924 }
925}
926
929{
930 if (_game_mode == GM_EDITOR) return;
931
932 for (Town *t : Town::Iterate()) {
934 }
935}
936
943{
944 if (IsRoadDepotTile(tile) || IsBayRoadStopTile(tile)) return ROAD_NONE;
945
946 return GetAnyRoadBits(tile, RTT_ROAD, true);
947}
948
954{
955 RoadType best_rt = ROADTYPE_ROAD;
956 const RoadTypeInfo *best = nullptr;
957 const uint16_t assume_max_speed = 50;
958
959 for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
960 if (RoadTypeIsTram(rt)) continue;
961
962 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
963
964 /* Unused road type. */
965 if (rti->label == 0) continue;
966
967 /* Can town build this road. */
968 if (!rti->flags.Test(RoadTypeFlag::TownBuild)) continue;
969
970 /* Not yet introduced at this date. */
972
973 if (best != nullptr) {
974 if ((rti->max_speed == 0 ? assume_max_speed : rti->max_speed) < (best->max_speed == 0 ? assume_max_speed : best->max_speed)) continue;
975 }
976
977 best_rt = rt;
978 best = rti;
979 }
980
981 return best_rt;
982}
983
989{
990 const RoadTypeInfo *best = nullptr;
991 for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
992 if (RoadTypeIsTram(rt)) continue;
993 const RoadTypeInfo *rti = GetRoadTypeInfo(rt);
994 if (rti->label == 0) continue; // Unused road type.
995 if (!rti->flags.Test(RoadTypeFlag::TownBuild)) continue; // Town can't build this road type.
996
997 if (best != nullptr && rti->introduction_date >= best->introduction_date) continue;
998 best = rti;
999 }
1000
1001 if (best == nullptr) return TimerGameCalendar::Date(INT32_MAX);
1002 return best->introduction_date;
1003}
1004
1010{
1011 auto min_date = GetTownRoadTypeFirstIntroductionDate();
1012 if (min_date <= TimerGameCalendar::date) return true;
1013
1014 if (min_date < INT32_MAX) {
1016 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET),
1017 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_YET_EXPLANATION, min_date),
1018 WL_CRITICAL);
1019 } else {
1021 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL),
1022 GetEncodedString(STR_ERROR_NO_TOWN_ROADTYPES_AVAILABLE_AT_ALL_EXPLANATION), WL_CRITICAL);
1023 }
1024 return false;
1025}
1026
1037static bool IsNeighbourRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
1038{
1039 if (!IsValidTile(tile)) return false;
1040
1041 /* Lookup table for the used diff values */
1042 const TileIndexDiff tid_lt[3] = {
1046 };
1047
1048 dist_multi = (dist_multi + 1) * 4;
1049 for (uint pos = 4; pos < dist_multi; pos++) {
1050 /* Go (pos / 4) tiles to the left or the right */
1051 TileIndexDiff cur = tid_lt[(pos & 1) ? 0 : 1] * (pos / 4);
1052
1053 /* Use the current tile as origin, or go one tile backwards */
1054 if (pos & 2) cur += tid_lt[2];
1055
1056 /* Test for roadbit parallel to dir and facing towards the middle axis */
1057 if (IsValidTile(tile + cur) &&
1058 GetTownRoadBits(TileAdd(tile, cur)) & DiagDirToRoadBits((pos & 2) ? dir : ReverseDiagDir(dir))) return true;
1059 }
1060 return false;
1061}
1062
1072{
1073 if (DistanceFromEdge(tile) == 0) return false;
1074
1075 /* Prevent towns from building roads under bridges along the bridge. Looks silly. */
1076 if (IsBridgeAbove(tile) && GetBridgeAxis(tile) == DiagDirToAxis(dir)) return false;
1077
1078 /* Check if there already is a road at this point? */
1079 if (GetTownRoadBits(tile) == ROAD_NONE) {
1080 /* No, try if we are able to build a road piece there.
1081 * If that fails clear the land, and if that fails exit.
1082 * This is to make sure that we can build a road here later. */
1086 return false;
1087 }
1088 }
1089
1090 Slope cur_slope = _settings_game.construction.build_on_slopes ? std::get<0>(GetFoundationSlope(tile)) : GetTileSlope(tile);
1091 bool ret = !IsNeighbourRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
1092 if (cur_slope == SLOPE_FLAT) return ret;
1093
1094 /* If the tile is not a slope in the right direction, then
1095 * maybe terraform some. */
1096 Slope desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
1097 if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
1098 if (Chance16(1, 8)) {
1099 CommandCost res = CMD_ERROR;
1100 if (!_generating_world && Chance16(1, 10)) {
1101 /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */
1103 tile, Chance16(1, 16) ? cur_slope : cur_slope ^ SLOPE_ELEVATED, false));
1104 }
1105 if (res.Failed() && Chance16(1, 3)) {
1106 /* We can consider building on the slope, though. */
1107 return ret;
1108 }
1109 }
1110 return false;
1111 }
1112 return ret;
1113}
1114
1115static bool TerraformTownTile(TileIndex tile, Slope edges, bool dir)
1116{
1117 assert(tile < Map::Size());
1118
1120 if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
1122 return true;
1123}
1124
1125static void LevelTownLand(TileIndex tile)
1126{
1127 assert(tile < Map::Size());
1128
1129 /* Don't terraform if land is plain or if there's a house there. */
1130 if (IsTileType(tile, MP_HOUSE)) return;
1131 Slope tileh = GetTileSlope(tile);
1132 if (tileh == SLOPE_FLAT) return;
1133
1134 /* First try up, then down */
1135 if (!TerraformTownTile(tile, ~tileh & SLOPE_ELEVATED, true)) {
1136 TerraformTownTile(tile, tileh & SLOPE_ELEVATED, false);
1137 }
1138}
1139
1149{
1150 /* align the grid to the downtown */
1151 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile); // Vector from downtown to the tile
1152 RoadBits rcmd = ROAD_NONE;
1153
1154 switch (t->layout) {
1155 default: NOT_REACHED();
1156
1157 case TL_2X2_GRID:
1158 if ((grid_pos.x % 3) == 0) rcmd |= ROAD_Y;
1159 if ((grid_pos.y % 3) == 0) rcmd |= ROAD_X;
1160 break;
1161
1162 case TL_3X3_GRID:
1163 if ((grid_pos.x % 4) == 0) rcmd |= ROAD_Y;
1164 if ((grid_pos.y % 4) == 0) rcmd |= ROAD_X;
1165 break;
1166 }
1167
1168 /* Optimise only X-junctions */
1169 if (rcmd != ROAD_ALL) return rcmd;
1170
1171 RoadBits rb_template;
1172
1173 switch (GetTileSlope(tile)) {
1174 default: rb_template = ROAD_ALL; break;
1175 case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
1176 case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
1177 case SLOPE_S: rb_template = ROAD_SW | ROAD_SE; break;
1178 case SLOPE_SE: rb_template = ROAD_X | ROAD_SE; break;
1179 case SLOPE_E: rb_template = ROAD_SE | ROAD_NE; break;
1180 case SLOPE_NE: rb_template = ROAD_Y | ROAD_NE; break;
1181 case SLOPE_N: rb_template = ROAD_NE | ROAD_NW; break;
1182 case SLOPE_NW: rb_template = ROAD_X | ROAD_NW; break;
1183 case SLOPE_STEEP_W:
1184 case SLOPE_STEEP_S:
1185 case SLOPE_STEEP_E:
1186 case SLOPE_STEEP_N:
1187 rb_template = ROAD_NONE;
1188 break;
1189 }
1190
1191 /* Stop if the template is compatible to the growth dir */
1192 if (DiagDirToRoadBits(ReverseDiagDir(dir)) & rb_template) return rb_template;
1193 /* If not generate a straight road in the direction of the growth */
1195}
1196
1208{
1209 /* We can't look further than that. */
1210 if (DistanceFromEdge(tile) == 0) return false;
1211
1212 uint counter = 0; // counts the house neighbour tiles
1213
1214 /* Check the tiles E,N,W and S of the current tile for houses */
1215 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
1216 /* Count both void and house tiles for checking whether there
1217 * are enough houses in the area. This to make it likely that
1218 * houses get build up to the edge of the map. */
1219 switch (GetTileType(TileAddByDiagDir(tile, dir))) {
1220 case MP_HOUSE:
1221 case MP_VOID:
1222 counter++;
1223 break;
1224
1225 default:
1226 break;
1227 }
1228
1229 /* If there are enough neighbours stop here */
1230 if (counter >= 3) {
1231 return TryBuildTownHouse(t, tile);
1232 }
1233 }
1234 return false;
1235}
1236
1245static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
1246{
1249}
1250
1260static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
1261{
1262 const TileIndexDiff delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
1263 TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
1264 RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
1266
1267 /* Before we try anything, make sure the tile is on the map and not the void. */
1268 if (!IsValidTile(next_tile)) return false;
1269
1270 /* If the next tile is a bridge or tunnel, allow if it's continuing in the same direction. */
1271 if (IsTileType(next_tile, MP_TUNNELBRIDGE)) {
1272 return GetTunnelBridgeTransportType(next_tile) == TRANSPORT_ROAD && GetTunnelBridgeDirection(next_tile) == road_dir;
1273 }
1274
1275 /* If the next tile is a station, allow if it's a road station facing the proper direction. Otherwise return false. */
1276 if (IsTileType(next_tile, MP_STATION)) {
1277 /* If the next tile is a road station, allow if it can be entered by the new tunnel/bridge, otherwise disallow. */
1278 if (IsDriveThroughStopTile(next_tile)) return GetDriveThroughStopAxis(next_tile) == DiagDirToAxis(road_dir);
1279 if (IsBayRoadStopTile(next_tile)) return GetBayRoadStopDir(next_tile) == ReverseDiagDir(road_dir);
1280 return false;
1281 }
1282
1283 /* If the next tile is a road depot, allow if it's facing the right way. */
1284 if (IsTileType(next_tile, MP_ROAD)) {
1285 return IsRoadDepot(next_tile) && GetRoadDepotDirection(next_tile) == ReverseDiagDir(road_dir);
1286 }
1287
1288 /* If the next tile is a railroad track, check if towns are allowed to build level crossings.
1289 * If level crossing are not allowed, reject the construction. Else allow DoCommand to determine if the rail track is buildable. */
1290 if (IsTileType(next_tile, MP_RAILWAY) && !_settings_game.economy.allow_town_level_crossings) return false;
1291
1292 /* If a road tile can be built, the construction is allowed. */
1293 return Command<CMD_BUILD_ROAD>::Do({DoCommandFlag::Auto, DoCommandFlag::NoWater}, next_tile, rcmd, rt, DRD_NONE, t->index).Succeeded();
1294}
1295
1306static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
1307{
1308 assert(bridge_dir < DIAGDIR_END);
1309
1310 const Slope slope = GetTileSlope(tile);
1311
1312 /* Make sure the direction is compatible with the slope.
1313 * Well we check if the slope has an up bit set in the
1314 * reverse direction. */
1315 if (slope != SLOPE_FLAT && slope & InclinedSlope(bridge_dir)) return false;
1316
1317 /* Assure that the bridge is connectable to the start side */
1318 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(bridge_dir))) & DiagDirToRoadBits(bridge_dir))) return false;
1319
1320 /* We are in the right direction */
1321 uint bridge_length = 0; // This value stores the length of the possible bridge
1322 TileIndex bridge_tile = tile; // Used to store the other waterside
1323
1324 const TileIndexDiff delta = TileOffsByDiagDir(bridge_dir);
1325
1326 /* To prevent really small towns from building disproportionately
1327 * long bridges, make the max a function of its population. */
1328 const uint TOWN_BRIDGE_LENGTH_CAP = 11;
1329 uint base_bridge_length = 5;
1330 uint max_bridge_length = std::min(t->cache.population / 1000 + base_bridge_length, TOWN_BRIDGE_LENGTH_CAP);
1331
1332 if (slope == SLOPE_FLAT) {
1333 /* Bridges starting on flat tiles are only allowed when crossing rivers, rails or one-way roads. */
1334 do {
1335 if (bridge_length++ >= base_bridge_length) {
1336 /* Allow to cross rivers, not big lakes, nor large amounts of rails or one-way roads. */
1337 return false;
1338 }
1339 bridge_tile += delta;
1340 } while (IsValidTile(bridge_tile) && ((IsWaterTile(bridge_tile) && !IsSea(bridge_tile)) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1341 } else {
1342 do {
1343 if (bridge_length++ >= max_bridge_length) {
1344 /* Ensure the bridge is not longer than the max allowed length. */
1345 return false;
1346 }
1347 bridge_tile += delta;
1348 } while (IsValidTile(bridge_tile) && (IsWaterTile(bridge_tile) || IsPlainRailTile(bridge_tile) || (IsNormalRoadTile(bridge_tile) && GetDisallowedRoadDirections(bridge_tile) != DRD_NONE)));
1349 }
1350
1351 /* Don't allow a bridge where the start and end tiles are adjacent with no span between. */
1352 if (bridge_length == 1) return false;
1353
1354 /* Make sure the road can be continued past the bridge. At this point, bridge_tile holds the end tile of the bridge. */
1355 if (!CanRoadContinueIntoNextTile(t, bridge_tile, bridge_dir)) return false;
1356
1357 /* If another parallel bridge exists nearby, this one would be redundant and shouldn't be built. We don't care about flat bridges. */
1358 if (slope != SLOPE_FLAT) {
1359 for (auto search : SpiralTileSequence(tile, bridge_length, 0, 0)) {
1360 /* Only consider bridge head tiles. */
1361 if (!IsBridgeTile(search)) continue;
1362
1363 /* Only consider road bridges. */
1364 if (GetTunnelBridgeTransportType(search) != TRANSPORT_ROAD) continue;
1365
1366 /* If the bridge is facing the same direction as the proposed bridge, we've found a redundant bridge. */
1367 if (GetTileSlope(search) & InclinedSlope(ReverseDiagDir(bridge_dir))) return false;
1368 }
1369 }
1370
1371 for (uint8_t times = 0; times <= 22; times++) {
1372 uint8_t bridge_type = RandomRange(MAX_BRIDGES - 1);
1373
1374 /* Can we actually build the bridge? */
1376 if (Command<CMD_BUILD_BRIDGE>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt).Succeeded()) {
1377 Command<CMD_BUILD_BRIDGE>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_BRIDGE>()).Set(DoCommandFlag::Execute), tile, bridge_tile, TRANSPORT_ROAD, bridge_type, rt);
1378 return true;
1379 }
1380 }
1381 /* Quit if it selecting an appropriate bridge type fails a large number of times. */
1382 return false;
1383}
1384
1395static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
1396{
1397 assert(tunnel_dir < DIAGDIR_END);
1398
1399 Slope slope = GetTileSlope(tile);
1400
1401 /* Only consider building a tunnel if the starting tile is sloped properly. */
1402 if (slope != InclinedSlope(tunnel_dir)) return false;
1403
1404 /* Assure that the tunnel is connectable to the start side */
1405 if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))) & DiagDirToRoadBits(tunnel_dir))) return false;
1406
1407 const TileIndexDiff delta = TileOffsByDiagDir(tunnel_dir);
1408 int max_tunnel_length = 0;
1409
1410 /* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
1411 if (CanRoadContinueIntoNextTile(t, tile, tunnel_dir)) {
1412 /* 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. */
1413 TileIndex slope_tile = tile;
1414 for (uint8_t tiles = 0; tiles < 4; tiles++) {
1415 if (!IsValidTile(slope_tile)) return false;
1416 slope = GetTileSlope(slope_tile);
1417 if (slope != InclinedSlope(tunnel_dir) && !IsSteepSlope(slope) && !IsSlopeWithOneCornerRaised(slope)) return false;
1418 slope_tile += delta;
1419 }
1420
1421 /* More population means longer tunnels, but make sure we can at least cover the smallest mountain which neccesitates tunneling. */
1422 max_tunnel_length = (t->cache.population / 1000) + 7;
1423 } else {
1424 /* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
1425 max_tunnel_length = 5;
1426 }
1427
1428 uint8_t tunnel_length = 0;
1429 TileIndex tunnel_tile = tile; // Iteratator to store the other end tile of the tunnel.
1430
1431 /* Find the end tile of the tunnel for length and continuation checks. */
1432 do {
1433 if (tunnel_length++ >= max_tunnel_length) return false;
1434 tunnel_tile += delta;
1435 /* The tunnel ends when start and end tiles are the same height. */
1436 } while (IsValidTile(tunnel_tile) && GetTileZ(tile) != GetTileZ(tunnel_tile));
1437
1438 /* Don't allow a tunnel where the start and end tiles are adjacent. */
1439 if (tunnel_length == 1) return false;
1440
1441 /* Make sure the road can be continued past the tunnel. At this point, tunnel_tile holds the end tile of the tunnel. */
1442 if (!CanRoadContinueIntoNextTile(t, tunnel_tile, tunnel_dir)) return false;
1443
1444 /* Attempt to build the tunnel. Return false if it fails to let the town build a road instead. */
1446 if (Command<CMD_BUILD_TUNNEL>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()), tile, TRANSPORT_ROAD, rt).Succeeded()) {
1447 Command<CMD_BUILD_TUNNEL>::Do(CommandFlagsToDCFlags(GetCommandFlags<CMD_BUILD_TUNNEL>()).Set(DoCommandFlag::Execute), tile, TRANSPORT_ROAD, rt);
1448 return true;
1449 }
1450
1451 return false;
1452}
1453
1461{
1462 static const TileIndexDiffC tiles[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1} };
1463 bool allow = false;
1464
1465 for (const auto &ptr : tiles) {
1466 TileIndex cur_tile = t + ToTileIndexDiff(ptr);
1467 if (!IsValidTile(cur_tile)) continue;
1468
1469 if (!(IsTileType(cur_tile, MP_ROAD) || IsAnyRoadStopTile(cur_tile))) continue;
1470 allow = true;
1471
1472 RoadType road_rt = GetRoadTypeRoad(cur_tile);
1473 RoadType tram_rt = GetRoadTypeTram(cur_tile);
1474 if (road_rt != INVALID_ROADTYPE && !GetRoadTypeInfo(road_rt)->flags.Test(RoadTypeFlag::NoHouses)) return true;
1475 if (tram_rt != INVALID_ROADTYPE && !GetRoadTypeInfo(tram_rt)->flags.Test(RoadTypeFlag::NoHouses)) return true;
1476 }
1477
1478 /* If no road was found surrounding the tile we can allow building the house since there is
1479 * nothing which forbids it, if a road was found but the execution reached this point, then
1480 * all the found roads don't allow houses to be built */
1481 return !allow;
1482}
1483
1489{
1490 if (!IsTileType(tile, MP_ROAD)) return true;
1491
1492 /* Allow extending on roadtypes which can be built by town, or if the road type matches the type the town will build. */
1493 RoadType rt = GetRoadTypeRoad(tile);
1495}
1496
1501static inline bool TownAllowedToBuildRoads()
1502{
1503 return _settings_game.economy.allow_town_roads || _generating_world || _game_mode == GM_EDITOR;
1504}
1505
1506/* The possible states of town growth. */
1507enum class TownGrowthResult {
1508 Succeed,
1509 SearchStopped,
1510 Continue,
1511};
1512
1531static TownGrowthResult GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
1532{
1533 RoadBits rcmd = ROAD_NONE; // RoadBits for the road construction command
1534 TileIndex tile = *tile_ptr; // The main tile on which we base our growth
1535
1536 assert(tile < Map::Size());
1537
1538 if (cur_rb == ROAD_NONE) {
1539 /* Tile has no road.
1540 * We will return TownGrowthResult::SearchStopped to say that this is the last iteration. */
1541
1542 if (!TownAllowedToBuildRoads()) return TownGrowthResult::SearchStopped;
1543 if (!_settings_game.economy.allow_town_level_crossings && IsTileType(tile, MP_RAILWAY)) return TownGrowthResult::SearchStopped;
1544
1545 /* Remove hills etc */
1546 if (!_settings_game.construction.build_on_slopes || Chance16(1, 6)) LevelTownLand(tile);
1547
1548 /* Is a road allowed here? */
1549 switch (t1->layout) {
1550 default: NOT_REACHED();
1551
1552 case TL_3X3_GRID:
1553 case TL_2X2_GRID:
1554 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1555 if (rcmd == ROAD_NONE) return TownGrowthResult::SearchStopped;
1556 break;
1557
1558 case TL_BETTER_ROADS:
1559 case TL_ORIGINAL:
1560 if (!IsRoadAllowedHere(t1, tile, target_dir)) return TownGrowthResult::SearchStopped;
1561
1562 DiagDirection source_dir = ReverseDiagDir(target_dir);
1563
1564 if (Chance16(1, 4)) {
1565 /* Randomize a new target dir */
1566 do target_dir = RandomDiagDir(); while (target_dir == source_dir);
1567 }
1568
1569 if (!IsRoadAllowedHere(t1, TileAddByDiagDir(tile, target_dir), target_dir)) {
1570 /* A road is not allowed to continue the randomized road,
1571 * return if the road we're trying to build is curved. */
1572 if (target_dir != ReverseDiagDir(source_dir)) return TownGrowthResult::SearchStopped;
1573
1574 /* Return if neither side of the new road is a house */
1577 return TownGrowthResult::SearchStopped;
1578 }
1579
1580 /* That means that the road is only allowed if there is a house
1581 * at any side of the new road. */
1582 }
1583
1584 rcmd = DiagDirToRoadBits(target_dir) | DiagDirToRoadBits(source_dir);
1585 break;
1586 }
1587
1588 } else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
1589 if (!TownCanGrowRoad(tile)) return TownGrowthResult::Continue;
1590
1591 if (!TownAllowedToBuildRoads()) return TownGrowthResult::SearchStopped;
1592
1593 /* Continue building on a partial road.
1594 * Should be always OK, so we only generate
1595 * the fitting RoadBits */
1596 switch (t1->layout) {
1597 default: NOT_REACHED();
1598
1599 case TL_3X3_GRID:
1600 case TL_2X2_GRID:
1601 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1602 break;
1603
1604 case TL_BETTER_ROADS:
1605 case TL_ORIGINAL:
1606 rcmd = DiagDirToRoadBits(ReverseDiagDir(target_dir));
1607 break;
1608 }
1609 } else {
1610 bool allow_house = true; // Value which decides if we want to construct a house
1611
1612 /* Reached a tunnel/bridge? Then continue at the other side of it, unless
1613 * it is the starting tile. Half the time, we stay on this side then.*/
1614 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1615 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (target_dir != DIAGDIR_END || Chance16(1, 2))) {
1616 *tile_ptr = GetOtherTunnelBridgeEnd(tile);
1617 }
1618 return TownGrowthResult::Continue;
1619 }
1620
1621 /* Possibly extend the road in a direction.
1622 * Randomize a direction and if it has a road, bail out. */
1623 target_dir = RandomDiagDir();
1624 RoadBits target_rb = DiagDirToRoadBits(target_dir);
1625 TileIndex house_tile; // position of a possible house
1626
1627 if (cur_rb & target_rb) {
1628 /* If it's a road turn possibly build a house in a corner.
1629 * Use intersection with straight road as an indicator
1630 * that we randomed corner house position.
1631 * A turn (and we check for that later) always has only
1632 * one common bit with a straight road so it has the same
1633 * chance to be chosen as the house on the side of a road.
1634 */
1635 if ((cur_rb & ROAD_X) != target_rb) return TownGrowthResult::Continue;
1636
1637 /* Check whether it is a turn and if so determine
1638 * position of the corner tile */
1639 switch (cur_rb) {
1640 case ROAD_N:
1641 house_tile = TileAddByDir(tile, DIR_S);
1642 break;
1643 case ROAD_S:
1644 house_tile = TileAddByDir(tile, DIR_N);
1645 break;
1646 case ROAD_E:
1647 house_tile = TileAddByDir(tile, DIR_W);
1648 break;
1649 case ROAD_W:
1650 house_tile = TileAddByDir(tile, DIR_E);
1651 break;
1652 default:
1653 return TownGrowthResult::Continue; // not a turn
1654 }
1655 target_dir = DIAGDIR_END;
1656 } else {
1657 house_tile = TileAddByDiagDir(tile, target_dir);
1658 }
1659
1660 /* Don't walk into water. */
1661 if (HasTileWaterGround(house_tile)) return TownGrowthResult::Continue;
1662
1663 if (!IsValidTile(house_tile)) return TownGrowthResult::Continue;
1664
1665 TownGrowthResult result = TownGrowthResult::Continue;
1666
1667 if (target_dir != DIAGDIR_END && TownAllowedToBuildRoads()) {
1668 switch (t1->layout) {
1669 default: NOT_REACHED();
1670
1671 case TL_3X3_GRID: // Use 2x2 grid afterwards!
1672 if (GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir))) {
1673 result = TownGrowthResult::Succeed;
1674 }
1675 [[fallthrough]];
1676
1677 case TL_2X2_GRID:
1678 rcmd = GetTownRoadGridElement(t1, tile, target_dir);
1679 allow_house = (rcmd & target_rb) == ROAD_NONE;
1680 break;
1681
1682 case TL_BETTER_ROADS: // Use original afterwards!
1683 if (GrowTownWithExtraHouse(t1, TileAddByDiagDir(house_tile, target_dir))) {
1684 result = TownGrowthResult::Succeed;
1685 }
1686 [[fallthrough]];
1687
1688 case TL_ORIGINAL:
1689 /* Allow a house at the edge. 60% chance or
1690 * always ok if no road allowed. */
1691 rcmd = target_rb;
1692 allow_house = (!IsRoadAllowedHere(t1, house_tile, target_dir) || Chance16(6, 10));
1693 break;
1694 }
1695 }
1696
1697 allow_house &= RoadTypesAllowHouseHere(house_tile);
1698
1699 if (allow_house) {
1700 /* Build a house, but not if there already is a house there. */
1701 if (!IsTileType(house_tile, MP_HOUSE)) {
1702 /* Level the land if possible */
1703 if (Chance16(1, 6)) LevelTownLand(house_tile);
1704
1705 /* And build a house.
1706 * Set result to -1 if we managed to build it. */
1707 if (TryBuildTownHouse(t1, house_tile)) {
1708 result = TownGrowthResult::Succeed;
1709 }
1710 }
1711 return result;
1712 }
1713
1714 if (!TownCanGrowRoad(tile)) return result;
1715 }
1716
1717 /* Return if a water tile */
1718 if (HasTileWaterGround(tile)) return TownGrowthResult::SearchStopped;
1719
1720 /* Make the roads look nicer */
1721 rcmd = CleanUpRoadBits(tile, rcmd);
1722 if (rcmd == ROAD_NONE) return TownGrowthResult::SearchStopped;
1723
1724 /* Only use the target direction for bridges and tunnels to ensure they're connected.
1725 * The target_dir is as computed previously according to town layout, so
1726 * it will match it perfectly. */
1727 if (GrowTownWithBridge(t1, tile, target_dir)) {
1728 return TownGrowthResult::Succeed;
1729 }
1730 if (GrowTownWithTunnel(t1, tile, target_dir)) {
1731 return TownGrowthResult::Succeed;
1732 }
1733
1734 if (GrowTownWithRoad(t1, tile, rcmd)) {
1735 return TownGrowthResult::Succeed;
1736 }
1737 return TownGrowthResult::SearchStopped;
1738}
1739
1748{
1749 TileIndex target_tile = tile + TileOffsByDiagDir(dir);
1750 if (!IsValidTile(target_tile)) return false;
1751 if (HasTileWaterGround(target_tile)) return false;
1752
1753 RoadBits target_rb = GetTownRoadBits(target_tile);
1755 /* Check whether a road connection exists or can be build. */
1756 switch (GetTileType(target_tile)) {
1757 case MP_ROAD:
1758 return target_rb != ROAD_NONE;
1759
1760 case MP_STATION:
1761 return IsDriveThroughStopTile(target_tile);
1762
1763 case MP_TUNNELBRIDGE:
1764 return GetTunnelBridgeTransportType(target_tile) == TRANSPORT_ROAD;
1765
1766 case MP_HOUSE:
1767 case MP_INDUSTRY:
1768 case MP_OBJECT:
1769 return false;
1770
1771 default:
1772 /* Checked for void and water earlier */
1773 return true;
1774 }
1775 } else {
1776 /* Check whether a road connection already exists,
1777 * and it leads somewhere else. */
1779 return (target_rb & back_rb) != 0 && (target_rb & ~back_rb) != 0;
1780 }
1781}
1782
1789static bool GrowTownAtRoad(Town *t, TileIndex tile)
1790{
1791 /* Special case.
1792 * @see GrowTownInTile Check the else if
1793 */
1794 DiagDirection target_dir = DIAGDIR_END; // The direction in which we want to extend the town
1795
1796 assert(tile < Map::Size());
1797
1798 /* Number of times to search.
1799 * Better roads, 2X2 and 3X3 grid grow quite fast so we give
1800 * them a little handicap. */
1801 int iterations;
1802 switch (t->layout) {
1803 case TL_BETTER_ROADS:
1804 iterations = 10 + t->cache.num_houses * 2 / 9;
1805 break;
1806
1807 case TL_3X3_GRID:
1808 case TL_2X2_GRID:
1809 iterations = 10 + t->cache.num_houses * 1 / 9;
1810 break;
1811
1812 default:
1813 iterations = 10 + t->cache.num_houses * 4 / 9;
1814 break;
1815 }
1816
1817 do {
1818 RoadBits cur_rb = GetTownRoadBits(tile); // The RoadBits of the current tile
1819
1820 /* Try to grow the town from this point */
1821 switch (GrowTownInTile(&tile, cur_rb, target_dir, t)) {
1822 case TownGrowthResult::Succeed:
1823 return true;
1824 case TownGrowthResult::SearchStopped:
1825 iterations = 0;
1826 break;
1827 default:
1828 break;
1829 };
1830
1831 /* Exclude the source position from the bitmask
1832 * and return if no more road blocks available */
1833 if (IsValidDiagDirection(target_dir)) cur_rb &= ~DiagDirToRoadBits(ReverseDiagDir(target_dir));
1834 if (cur_rb == ROAD_NONE) return false;
1835
1836 if (IsTileType(tile, MP_TUNNELBRIDGE)) {
1837 /* Only build in the direction away from the tunnel or bridge. */
1838 target_dir = ReverseDiagDir(GetTunnelBridgeDirection(tile));
1839 } else {
1840 /* Select a random bit from the blockmask, walk a step
1841 * and continue the search from there. */
1842 do {
1843 if (cur_rb == ROAD_NONE) return false;
1844 RoadBits target_bits;
1845 do {
1846 target_dir = RandomDiagDir();
1847 target_bits = DiagDirToRoadBits(target_dir);
1848 } while (!(cur_rb & target_bits));
1849 cur_rb &= ~target_bits;
1850 } while (!CanFollowRoad(tile, target_dir));
1851 }
1852 tile = TileAddByDiagDir(tile, target_dir);
1853
1854 if (IsTileType(tile, MP_ROAD) && !IsRoadDepot(tile) && HasTileRoadType(tile, RTT_ROAD)) {
1855 /* Don't allow building over roads of other cities */
1856 if (IsRoadOwner(tile, RTT_ROAD, OWNER_TOWN) && Town::GetByTile(tile) != t) {
1857 return false;
1858 } else if (IsRoadOwner(tile, RTT_ROAD, OWNER_NONE) && _game_mode == GM_EDITOR) {
1859 /* If we are in the SE, and this road-piece has no town owner yet, it just found an
1860 * owner :) (happy happy happy road now) */
1861 SetRoadOwner(tile, RTT_ROAD, OWNER_TOWN);
1862 SetTownIndex(tile, t->index);
1863 }
1864 }
1865
1866 /* Max number of times is checked. */
1867 } while (--iterations >= 0);
1868
1869 return false;
1870}
1871
1880{
1881 uint32_t r = Random();
1882 uint a = GB(r, 0, 2);
1883 uint b = GB(r, 8, 2);
1884 if (a == b) b ^= 2;
1885 return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
1886}
1887
1893static bool GrowTown(Town *t)
1894{
1895 static const TileIndexDiffC _town_coord_mod[] = {
1896 {-1, 0},
1897 { 1, 1},
1898 { 1, -1},
1899 {-1, -1},
1900 {-1, 0},
1901 { 0, 2},
1902 { 2, 0},
1903 { 0, -2},
1904 {-1, -1},
1905 {-2, 2},
1906 { 2, 2},
1907 { 2, -2},
1908 { 0, 0}
1909 };
1910
1911 /* Current "company" is a town */
1913
1914 TileIndex tile = t->xy; // The tile we are working with ATM
1915
1916 /* Find a road that we can base the construction on. */
1917 for (const auto &ptr : _town_coord_mod) {
1918 if (GetTownRoadBits(tile) != ROAD_NONE) {
1919 bool success = GrowTownAtRoad(t, tile);
1920 cur_company.Restore();
1921 return success;
1922 }
1923 tile = TileAdd(tile, ToTileIndexDiff(ptr));
1924 }
1925
1926 /* No road available, try to build a random road block by
1927 * clearing some land and then building a road there. */
1929 tile = t->xy;
1930 for (const auto &ptr : _town_coord_mod) {
1931 /* Only work with plain land that not already has a house */
1932 if (!IsTileType(tile, MP_HOUSE) && IsTileFlat(tile)) {
1936 cur_company.Restore();
1937 return true;
1938 }
1939 }
1940 tile = TileAdd(tile, ToTileIndexDiff(ptr));
1941 }
1942 }
1943
1944 cur_company.Restore();
1945 return false;
1946}
1947
1953{
1954 static const std::array<std::array<uint32_t, NUM_HOUSE_ZONES>, 23> _town_squared_town_zone_radius_data = {{
1955 { 4, 0, 0, 0, 0}, // 0
1956 { 16, 0, 0, 0, 0},
1957 { 25, 0, 0, 0, 0},
1958 { 36, 0, 0, 0, 0},
1959 { 49, 0, 4, 0, 0},
1960 { 64, 0, 4, 0, 0}, // 20
1961 { 64, 0, 9, 0, 1},
1962 { 64, 0, 9, 0, 4},
1963 { 64, 0, 16, 0, 4},
1964 { 81, 0, 16, 0, 4},
1965 { 81, 0, 16, 0, 4}, // 40
1966 { 81, 0, 25, 0, 9},
1967 { 81, 36, 25, 0, 9},
1968 { 81, 36, 25, 16, 9},
1969 { 81, 49, 0, 25, 9},
1970 { 81, 64, 0, 25, 9}, // 60
1971 { 81, 64, 0, 36, 9},
1972 { 81, 64, 0, 36, 16},
1973 {100, 81, 0, 49, 16},
1974 {100, 81, 0, 49, 25},
1975 {121, 81, 0, 49, 25}, // 80
1976 {121, 81, 0, 49, 25},
1977 {121, 81, 0, 49, 36}, // 88
1978 }};
1979
1980 if (t->cache.num_houses < std::size(_town_squared_town_zone_radius_data) * 4) {
1981 t->cache.squared_town_zone_radius = _town_squared_town_zone_radius_data[t->cache.num_houses / 4];
1982 } else {
1983 int mass = t->cache.num_houses / 8;
1984 /* Actually we are proportional to sqrt() but that's right because we are covering an area.
1985 * The offsets are to make sure the radii do not decrease in size when going from the table
1986 * to the calculated value.*/
1987 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownEdge)] = mass * 15 - 40;
1988 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownOutskirt)] = mass * 9 - 15;
1989 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownOuterSuburb)] = 0;
1990 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownInnerSuburb)] = mass * 5 - 5;
1991 t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownCentre)] = mass * 3 + 5;
1992 }
1993}
1994
2000{
2002 t->supplied[cs->Index()].old_max = ScaleByCargoScale(t->cache.population >> 3, true);
2003 }
2005 t->supplied[cs->Index()].old_max = ScaleByCargoScale(t->cache.population >> 4, true);
2006 }
2007}
2008
2009static void UpdateTownGrowthRate(Town *t);
2010static void UpdateTownGrowth(Town *t);
2011
2023static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
2024{
2025 AutoRestoreBackup backup(_generating_town, true);
2026
2027 t->xy = tile;
2028 t->cache.num_houses = 0;
2029 t->time_until_rebuild = 10;
2031 t->flags = 0;
2032 t->cache.population = 0;
2034 /* Spread growth across ticks so even if there are many
2035 * similar towns they're unlikely to grow all in one tick */
2037 t->growth_rate = TownTicksToGameTicks(250);
2038 t->show_zone = false;
2039
2040 _town_kdtree.Insert(t->index);
2041
2042 /* Set the default cargo requirement for town growth */
2044 case LandscapeType::Arctic:
2046 break;
2047
2048 case LandscapeType::Tropic:
2051 break;
2052
2053 default:
2054 break;
2055 }
2056
2057 t->fund_buildings_months = 0;
2058
2059 for (uint i = 0; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
2060
2061 t->have_ratings = {};
2062 t->exclusivity = CompanyID::Invalid();
2063 t->exclusive_counter = 0;
2064 t->statues = {};
2065
2066 {
2068 t->townnamegrfid = tnp.grfid;
2069 t->townnametype = tnp.type;
2070 }
2071 t->townnameparts = townnameparts;
2072
2073 t->InitializeLayout(layout);
2074
2075 t->larger_town = city;
2076
2077 int x = (int)size * 16 + 3;
2078 if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8;
2079 /* Don't create huge cities when founding town in-game */
2080 if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size;
2081
2082 t->cache.num_houses += x;
2084
2085 int i = x * 4;
2086 do {
2087 GrowTown(t);
2088 } while (--i);
2089
2090 t->UpdateVirtCoord();
2091 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_REBUILD);
2092
2093 t->cache.num_houses -= x;
2098}
2099
2106{
2107 /* Check if too close to the edge of map */
2108 if (DistanceFromEdge(tile) < 12) {
2109 return CommandCost(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB);
2110 }
2111
2112 /* Check distance to all other towns. */
2113 if (IsCloseToTown(tile, 20)) {
2114 return CommandCost(STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN);
2115 }
2116
2117 /* Can only build on clear flat areas, possibly with trees. */
2118 if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || !IsTileFlat(tile)) {
2119 return CommandCost(STR_ERROR_SITE_UNSUITABLE);
2120 }
2121
2123}
2124
2130static bool IsUniqueTownName(const std::string &name)
2131{
2132 for (const Town *t : Town::Iterate()) {
2133 if (!t->name.empty() && t->name == name) return false;
2134 }
2135
2136 return true;
2137}
2138
2151std::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)
2152{
2154
2155 if (size >= TSZ_END) return { CMD_ERROR, 0, TownID::Invalid() };
2156 if (layout >= NUM_TLS) return { CMD_ERROR, 0, TownID::Invalid() };
2157
2158 /* Some things are allowed only in the scenario editor and for game scripts. */
2159 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) {
2160 if (_settings_game.economy.found_town == TF_FORBIDDEN) return { CMD_ERROR, 0, TownID::Invalid() };
2161 if (size == TSZ_LARGE) return { CMD_ERROR, 0, TownID::Invalid() };
2162 if (random_location) return { CMD_ERROR, 0, TownID::Invalid() };
2164 return { CMD_ERROR, 0, TownID::Invalid() };
2165 }
2166 } else if (_current_company == OWNER_DEITY && random_location) {
2167 /* Random parameter is not allowed for Game Scripts. */
2168 return { CMD_ERROR, 0, TownID::Invalid() };
2169 }
2170
2171 if (text.empty()) {
2172 /* If supplied name is empty, townnameparts has to generate unique automatic name */
2173 if (!VerifyTownName(townnameparts, &par)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, TownID::Invalid() };
2174 } else {
2175 /* If name is not empty, it has to be unique custom name */
2176 if (Utf8StringLength(text) >= MAX_LENGTH_TOWN_NAME_CHARS) return { CMD_ERROR, 0, TownID::Invalid() };
2177 if (!IsUniqueTownName(text)) return { CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE), 0, TownID::Invalid() };
2178 }
2179
2180 /* Allocate town struct */
2181 if (!Town::CanAllocateItem()) return { CommandCost(STR_ERROR_TOO_MANY_TOWNS), 0, TownID::Invalid() };
2182
2183 if (!random_location) {
2184 CommandCost ret = TownCanBePlacedHere(tile);
2185 if (ret.Failed()) return { ret, 0, TownID::Invalid() };
2186 }
2187
2188 static const uint8_t price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
2189 /* multidimensional arrays have to have defined length of non-first dimension */
2190 static_assert(lengthof(price_mult[0]) == 4);
2191
2192 CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
2193 uint8_t mult = price_mult[city][size];
2194
2195 cost.MultiplyCost(mult);
2196
2197 /* Create the town */
2198 TownID new_town = TownID::Invalid();
2199 if (flags.Test(DoCommandFlag::Execute)) {
2200 if (cost.GetCost() > GetAvailableMoneyForCommand()) {
2201 return { CommandCost(EXPENSES_OTHER), cost.GetCost(), TownID::Invalid() };
2202 }
2203
2204 Backup<bool> old_generating_world(_generating_world, true);
2206 Town *t;
2207 if (random_location) {
2208 t = CreateRandomTown(20, townnameparts, size, city, layout);
2209 } else {
2210 t = new Town(tile);
2211 DoCreateTown(t, tile, townnameparts, size, city, layout, true);
2212 }
2213
2215 old_generating_world.Restore();
2216
2217 if (t == nullptr) return { CommandCost(STR_ERROR_NO_SPACE_FOR_TOWN), 0, TownID::Invalid() };
2218
2219 new_town = t->index;
2220
2221 if (!text.empty()) {
2222 t->name = text;
2223 t->UpdateVirtCoord();
2224 }
2225
2226 if (_game_mode != GM_EDITOR) {
2227 /* 't' can't be nullptr since 'random' is false outside scenedit */
2228 assert(!random_location);
2229
2231 AddTileNewsItem(GetEncodedString(STR_NEWS_NEW_TOWN_UNSPONSORED, t->index), NewsType::IndustryOpen, tile);
2232 } else {
2233 std::string company_name = GetString(STR_COMPANY_NAME, _current_company);
2234 AddTileNewsItem(GetEncodedString(STR_NEWS_NEW_TOWN, company_name, t->index), NewsType::IndustryOpen, tile);
2235 }
2236 AI::BroadcastNewEvent(new ScriptEventTownFounded(t->index));
2237 Game::NewEvent(new ScriptEventTownFounded(t->index));
2238 }
2239 }
2240 return { cost, 0, new_town };
2241}
2242
2253{
2254 switch (layout) {
2255 case TL_2X2_GRID: return TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
2256 case TL_3X3_GRID: return TileXY(TileX(tile) & ~3, TileY(tile) & ~3);
2257 default: return tile;
2258 }
2259}
2260
2271{
2272 switch (layout) {
2273 case TL_2X2_GRID: return TileX(tile) % 3 == 0 && TileY(tile) % 3 == 0;
2274 case TL_3X3_GRID: return TileX(tile) % 4 == 0 && TileY(tile) % 4 == 0;
2275 default: return true;
2276 }
2277}
2278
2292{
2293 for (auto coast : SpiralTileSequence(tile, 40)) {
2294 /* Find nearest land tile */
2295 if (!IsTileType(tile, MP_CLEAR)) continue;
2296
2297 TileIndex furthest = INVALID_TILE;
2298 uint max_dist = 0;
2299 for (auto test : SpiralTileSequence(coast, 10)) {
2300 if (!IsTileType(test, MP_CLEAR) || !IsTileFlat(test) || !IsTileAlignedToGrid(test, layout)) continue;
2301
2302 uint dist = GetClosestWaterDistance(test, true);
2303 if (dist > max_dist) {
2304 furthest = test;
2305 max_dist = dist;
2306 }
2307 }
2308 return furthest;
2309 }
2310
2311 /* if we get here just give up */
2312 return INVALID_TILE;
2313}
2314
2320{
2322 case LandscapeType::Temperate: return HouseZone::ClimateTemperate;
2324 case LandscapeType::Tropic: return HouseZone::ClimateSubtropic;
2325 case LandscapeType::Toyland: return HouseZone::ClimateToyland;
2326 default: NOT_REACHED();
2327 }
2328}
2329
2339static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize size, bool city, TownLayout layout)
2340{
2341 assert(_game_mode == GM_EDITOR || _generating_world); // These are the preconditions for CMD_DELETE_TOWN
2342
2343 if (!Town::CanAllocateItem()) return nullptr;
2344
2345 do {
2346 /* Generate a tile index not too close from the edge */
2347 TileIndex tile = AlignTileToGrid(RandomTile(), layout);
2348
2349 /* if we tried to place the town on water, slide it over onto
2350 * the nearest likely-looking spot */
2351 if (IsTileType(tile, MP_WATER)) {
2352 tile = FindNearestGoodCoastalTownSpot(tile, layout);
2353 if (tile == INVALID_TILE) continue;
2354 }
2355
2356 /* Make sure town can be placed here */
2357 if (TownCanBePlacedHere(tile).Failed()) continue;
2358
2359 /* Allocate a town struct */
2360 Town *t = new Town(tile);
2361
2362 DoCreateTown(t, tile, townnameparts, size, city, layout, false);
2363
2364 /* if the population is still 0 at the point, then the
2365 * placement is so bad it couldn't grow at all */
2366 if (t->cache.population > 0) return t;
2367
2370 cur_company.Restore();
2371 assert(rc.Succeeded());
2372
2373 /* We already know that we can allocate a single town when
2374 * entering this function. However, we create and delete
2375 * a town which "resets" the allocation checks. As such we
2376 * need to check again when assertions are enabled. */
2377 assert(Town::CanAllocateItem());
2378 } while (--attempts != 0);
2379
2380 return nullptr;
2381}
2382
2389{
2390 static const uint8_t num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
2393 }
2394 return Map::ScaleBySize(num_initial_towns[_settings_game.difficulty.number_towns]);
2395}
2396
2404bool GenerateTowns(TownLayout layout, std::optional<uint> number)
2405{
2406 uint current_number = 0;
2407 uint total;
2408 if (number.has_value()) {
2409 total = number.value();
2410 } else if (_settings_game.difficulty.number_towns == static_cast<uint>(CUSTOM_TOWN_NUMBER_DIFFICULTY)) {
2411 total = GetDefaultTownsForMapSize();
2412 } else {
2413 total = GetDefaultTownsForMapSize() + (Random() & 7);
2414 }
2415
2416 total = std::min<uint>(TownPool::MAX_SIZE, total);
2417 uint32_t townnameparts;
2418 TownNames town_names;
2419
2421
2422 /* Pre-populate the town names list with the names of any towns already on the map */
2423 for (const Town *town : Town::Iterate()) {
2424 town_names.insert(town->GetCachedName());
2425 }
2426
2427 /* Randomised offset for city status. This means with e.g. 1-in-4 towns being cities, a map with 10 towns
2428 * may have 2 or 3 cities, instead of always 3. */
2429 uint city_random_offset = _settings_game.economy.larger_towns == 0 ? 0 : (Random() % _settings_game.economy.larger_towns);
2430
2431 /* First attempt will be made at creating the suggested number of towns.
2432 * Note that this is really a suggested value, not a required one.
2433 * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */
2434 do {
2435 bool city = (_settings_game.economy.larger_towns != 0 && ((city_random_offset + current_number) % _settings_game.economy.larger_towns) == 0);
2437 /* Get a unique name for the town. */
2438 if (!GenerateTownName(_random, &townnameparts, &town_names)) continue;
2439 /* try 20 times to create a random-sized town for the first loop. */
2440 if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != nullptr) current_number++; // If creation was successful, raise a flag.
2441 } while (--total);
2442
2443 town_names.clear();
2444
2445 /* Build the town k-d tree again to make sure it's well balanced */
2446 RebuildTownKdtree();
2447
2448 if (current_number != 0) return true;
2449
2450 /* If current_number is still zero at this point, it means that not a single town has been created.
2451 * So give it a last try, but now more aggressive */
2452 if (GenerateTownName(_random, &townnameparts) &&
2453 CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != nullptr) {
2454 return true;
2455 }
2456
2457 /* If there are no towns at all and we are generating new game, bail out */
2458 if (Town::GetNumItems() == 0 && _game_mode != GM_EDITOR) {
2459 ShowErrorMessage(GetEncodedString(STR_ERROR_COULD_NOT_CREATE_TOWN), {}, WL_CRITICAL);
2460 }
2461
2462 return false; // we are still without a town? we failed, simply
2463}
2464
2465
2473{
2474 uint dist = DistanceSquare(tile, t->xy);
2475
2476 if (t->fund_buildings_months != 0 && dist <= 25) return HouseZone::TownCentre;
2477
2478 HouseZone smallest = HouseZone::TownEdge;
2479 for (HouseZone i : HZ_ZONE_ALL) {
2480 if (dist < t->cache.squared_town_zone_radius[to_underlying(i)]) smallest = i;
2481 }
2482
2483 return smallest;
2484}
2485
2497static inline void ClearMakeHouseTile(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool is_protected)
2498{
2500 assert(cc.Succeeded());
2501
2502 IncreaseBuildingCount(t, type);
2503 MakeHouseTile(tile, t->index, counter, stage, type, random_bits, is_protected);
2504 if (HouseSpec::Get(type)->building_flags.Test(BuildingFlag::IsAnimated)) AddAnimatedTile(tile, false);
2505
2506 MarkTileDirtyByTile(tile);
2507}
2508
2509
2521static void MakeTownHouse(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool is_protected)
2522{
2524
2525 ClearMakeHouseTile(tile, t, counter, stage, type, random_bits, is_protected);
2526 if (size.Any(BUILDING_2_TILES_Y)) ClearMakeHouseTile(tile + TileDiffXY(0, 1), t, counter, stage, ++type, random_bits, is_protected);
2527 if (size.Any(BUILDING_2_TILES_X)) ClearMakeHouseTile(tile + TileDiffXY(1, 0), t, counter, stage, ++type, random_bits, is_protected);
2528 if (size.Any(BUILDING_HAS_4_TILES)) ClearMakeHouseTile(tile + TileDiffXY(1, 1), t, counter, stage, ++type, random_bits, is_protected);
2529
2530 ForAllStationsAroundTiles(TileArea(tile, size.Any(BUILDING_2_TILES_X) ? 2 : 1, size.Any(BUILDING_2_TILES_Y) ? 2 : 1), [t](Station *st, TileIndex) {
2531 t->stations_near.insert(st);
2532 return true;
2533 });
2534}
2535
2536
2543static inline bool CanBuildHouseHere(TileIndex tile, bool noslope)
2544{
2545 /* cannot build on these slopes... */
2546 Slope slope = GetTileSlope(tile);
2547 if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
2548
2549 /* at least one RoadTypes allow building the house here? */
2550 if (!RoadTypesAllowHouseHere(tile)) return false;
2551
2552 /* building under a bridge? */
2553 if (IsBridgeAbove(tile)) return false;
2554
2555 /* can we clear the land? */
2557}
2558
2559
2568static inline bool CheckBuildHouseSameZ(TileIndex tile, int z, bool noslope)
2569{
2570 if (!CanBuildHouseHere(tile, noslope)) return false;
2571
2572 /* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
2573 if (GetTileMaxZ(tile) != z) return false;
2574
2575 return true;
2576}
2577
2578
2587static bool CheckFree2x2Area(TileIndex tile, int z, bool noslope)
2588{
2589 /* we need to check this tile too because we can be at different tile now */
2590 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2591
2592 for (DiagDirection d = DIAGDIR_SE; d < DIAGDIR_END; d++) {
2593 tile += TileOffsByDiagDir(d);
2594 if (!CheckBuildHouseSameZ(tile, z, noslope)) return false;
2595 }
2596
2597 return true;
2598}
2599
2600
2608static inline bool TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
2609{
2610 /* Allow towns everywhere when we don't build roads */
2611 if (!TownAllowedToBuildRoads()) return true;
2612
2613 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2614
2615 switch (t->layout) {
2616 case TL_2X2_GRID:
2617 if ((grid_pos.x % 3) == 0 || (grid_pos.y % 3) == 0) return false;
2618 break;
2619
2620 case TL_3X3_GRID:
2621 if ((grid_pos.x % 4) == 0 || (grid_pos.y % 4) == 0) return false;
2622 break;
2623
2624 default:
2625 break;
2626 }
2627
2628 return true;
2629}
2630
2631
2639static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
2640{
2641 /* Allow towns everywhere when we don't build roads */
2642 if (!TownAllowedToBuildRoads()) return true;
2643
2644 /* Compute relative position of tile. (Positive offsets are towards north) */
2645 TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
2646
2647 switch (t->layout) {
2648 case TL_2X2_GRID:
2649 grid_pos.x %= 3;
2650 grid_pos.y %= 3;
2651 if ((grid_pos.x != 2 && grid_pos.x != -1) ||
2652 (grid_pos.y != 2 && grid_pos.y != -1)) return false;
2653 break;
2654
2655 case TL_3X3_GRID:
2656 if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
2657 break;
2658
2659 default:
2660 break;
2661 }
2662
2663 return true;
2664}
2665
2666
2676static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
2677{
2678 /* 'tile' is already checked in BuildTownHouse() - CanBuildHouseHere() and slope test */
2679
2680 TileIndex tile2 = *tile + TileOffsByDiagDir(second);
2681 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) return true;
2682
2683 tile2 = *tile + TileOffsByDiagDir(ReverseDiagDir(second));
2684 if (TownLayoutAllowsHouseHere(t, tile2) && CheckBuildHouseSameZ(tile2, maxz, noslope)) {
2685 *tile = tile2;
2686 return true;
2687 }
2688
2689 return false;
2690}
2691
2692
2701static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
2702{
2703 TileIndex tile2 = *tile;
2704
2705 for (DiagDirection d = DIAGDIR_SE;; d++) { // 'd' goes through DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_END
2706 if (TownLayoutAllows2x2HouseHere(t, tile2) && CheckFree2x2Area(tile2, maxz, noslope)) {
2707 *tile = tile2;
2708 return true;
2709 }
2710 if (d == DIAGDIR_END) break;
2711 tile2 += TileOffsByDiagDir(ReverseDiagDir(d)); // go clockwise
2712 }
2713
2714 return false;
2715}
2716
2727static void BuildTownHouse(Town *t, TileIndex tile, const HouseSpec *hs, HouseID house, uint8_t random_bits, bool house_completed, bool is_protected)
2728{
2729 /* build the house */
2730 t->cache.num_houses++;
2731
2732 uint8_t construction_counter = 0;
2733 uint8_t construction_stage = 0;
2734
2735 if (_generating_world || _game_mode == GM_EDITOR || house_completed) {
2736 uint32_t construction_random = Random();
2737
2738 construction_stage = TOWN_HOUSE_COMPLETED;
2739 if (_generating_world && !hs->extra_flags.Test(HouseExtraFlag::BuildingIsHistorical) && Chance16(1, 7)) construction_stage = GB(construction_random, 0, 2);
2740
2741 if (construction_stage == TOWN_HOUSE_COMPLETED) {
2743 } else {
2744 construction_counter = GB(construction_random, 2, 2);
2745 }
2746 }
2747
2748 MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits, is_protected);
2751
2752 BuildingFlags size = hs->building_flags;
2753
2754 TriggerHouseAnimation_ConstructionStageChanged(tile, true);
2755 if (size.Any(BUILDING_2_TILES_Y)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(0, 1), true);
2756 if (size.Any(BUILDING_2_TILES_X)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(1, 0), true);
2757 if (size.Any(BUILDING_HAS_4_TILES)) TriggerHouseAnimation_ConstructionStageChanged(tile + TileDiffXY(1, 1), true);
2758}
2759
2766static bool TryBuildTownHouse(Town *t, TileIndex tile)
2767{
2768 /* forbidden building here by town layout */
2769 if (!TownLayoutAllowsHouseHere(t, tile)) return false;
2770
2771 /* no house allowed at all, bail out */
2772 if (!CanBuildHouseHere(tile, false)) return false;
2773
2774 Slope slope = GetTileSlope(tile);
2775 int maxz = GetTileMaxZ(tile);
2776
2777 /* Get the town zone type of the current tile, as well as the climate.
2778 * This will allow to easily compare with the specs of the new house to build */
2779 HouseZones zones = GetTownRadiusGroup(t, tile);
2780
2782 case LandscapeType::Temperate: zones.Set(HouseZone::ClimateTemperate); break;
2783 case LandscapeType::Arctic: zones.Set(maxz > HighestSnowLine() ? HouseZone::ClimateSubarcticAboveSnow : HouseZone::ClimateSubarcticBelowSnow); break;
2784 case LandscapeType::Tropic: zones.Set(HouseZone::ClimateSubtropic); break;
2785 case LandscapeType::Toyland: zones.Set(HouseZone::ClimateToyland); break;
2786 }
2787
2788 /* bits 0-4 are used
2789 * bits 11-15 are used
2790 * bits 5-10 are not used. */
2791 static std::vector<std::pair<HouseID, uint>> probs;
2792 probs.clear();
2793
2794 uint probability_max = 0;
2795
2796 /* Generate a list of all possible houses that can be built. */
2797 for (const auto &hs : HouseSpec::Specs()) {
2798 /* Verify that the candidate house spec matches the current tile status */
2799 if (!hs.building_availability.All(zones) || !hs.enabled || hs.grf_prop.override_id != INVALID_HOUSE_ID) continue;
2800
2801 /* Don't let these counters overflow. Global counters are 32bit, there will never be that many houses. */
2802 if (hs.class_id != HOUSE_NO_CLASS) {
2803 /* id_count is always <= class_count, so it doesn't need to be checked */
2804 if (t->cache.building_counts.class_count[hs.class_id] == UINT16_MAX) continue;
2805 } else {
2806 /* If the house has no class, check id_count instead */
2807 if (t->cache.building_counts.id_count[hs.Index()] == UINT16_MAX) continue;
2808 }
2809
2810 uint cur_prob = hs.probability;
2811 probability_max += cur_prob;
2812 probs.emplace_back(hs.Index(), cur_prob);
2813 }
2814
2815 TileIndex base_tile = tile;
2816
2817 while (probability_max > 0) {
2818 /* Building a multitile building can change the location of tile.
2819 * The building would still be built partially on that tile, but
2820 * its northern tile would be elsewhere. However, if the callback
2821 * fails we would be basing further work from the changed tile.
2822 * So a next 1x1 tile building could be built on the wrong tile. */
2823 tile = base_tile;
2824
2825 uint r = RandomRange(probability_max);
2826 uint i;
2827 for (i = 0; i < probs.size(); i++) {
2828 if (probs[i].second > r) break;
2829 r -= probs[i].second;
2830 }
2831
2832 HouseID house = probs[i].first;
2833 probability_max -= probs[i].second;
2834
2835 /* remove tested house from the set */
2836 probs[i] = probs.back();
2837 probs.pop_back();
2838
2839 const HouseSpec *hs = HouseSpec::Get(house);
2840
2841 if (!_generating_world && _game_mode != GM_EDITOR && hs->extra_flags.Test(HouseExtraFlag::BuildingIsHistorical)) {
2842 continue;
2843 }
2844
2845 if (TimerGameCalendar::year < hs->min_year || TimerGameCalendar::year > hs->max_year) continue;
2846
2847 /* Special houses that there can be only one of. */
2848 uint oneof = 0;
2849
2850 if (hs->building_flags.Test(BuildingFlag::IsChurch)) {
2851 SetBit(oneof, TOWN_HAS_CHURCH);
2852 } else if (hs->building_flags.Test(BuildingFlag::IsStadium)) {
2853 SetBit(oneof, TOWN_HAS_STADIUM);
2854 }
2855
2856 if (t->flags & oneof) continue;
2857
2858 /* Make sure there is no slope? */
2859 bool noslope = hs->building_flags.Test(BuildingFlag::NotSloped);
2860 if (noslope && slope != SLOPE_FLAT) continue;
2861
2862 if (hs->building_flags.Test(BuildingFlag::Size2x2)) {
2863 if (!CheckTownBuild2x2House(&tile, t, maxz, noslope)) continue;
2864 } else if (hs->building_flags.Test(BuildingFlag::Size2x1)) {
2865 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SW)) continue;
2866 } else if (hs->building_flags.Test(BuildingFlag::Size1x2)) {
2867 if (!CheckTownBuild2House(&tile, t, maxz, noslope, DIAGDIR_SE)) continue;
2868 } else {
2869 /* 1x1 house checks are already done */
2870 }
2871
2872 uint8_t random_bits = Random();
2873
2875 uint16_t callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, {}, true, random_bits);
2876 if (callback_res != CALLBACK_FAILED && !Convert8bitBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_ALLOW_CONSTRUCTION, callback_res)) continue;
2877 }
2878
2879 /* Special houses that there can be only one of. */
2880 t->flags |= oneof;
2881
2882 BuildTownHouse(t, tile, hs, house, random_bits, false, hs->extra_flags.Test(HouseExtraFlag::BuildingIsProtected));
2883
2884 return true;
2885 }
2886
2887 return false;
2888}
2889
2898CommandCost CmdPlaceHouse(DoCommandFlags flags, TileIndex tile, HouseID house, bool is_protected)
2899{
2900 if (_game_mode != GM_EDITOR && _settings_game.economy.place_houses == PH_FORBIDDEN) return CMD_ERROR;
2901
2902 if (Town::GetNumItems() == 0) return CommandCost(STR_ERROR_MUST_FOUND_TOWN_FIRST);
2903
2904 if (static_cast<size_t>(house) >= HouseSpec::Specs().size()) return CMD_ERROR;
2905 const HouseSpec *hs = HouseSpec::Get(house);
2906 if (!hs->enabled) return CMD_ERROR;
2907
2908 Town *t = ClosestTownFromTile(tile, UINT_MAX);
2909
2910 /* cannot build on these slopes... */
2911 Slope slope = GetTileSlope(tile);
2912 if (IsSteepSlope(slope)) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2913
2914 /* building under a bridge? */
2915 if (IsBridgeAbove(tile)) return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
2916
2917 /* can we clear the land? */
2919 if (!cost.Succeeded()) return cost;
2920
2921 int maxz = GetTileMaxZ(tile);
2922
2923 /* Make sure there is no slope? */
2924 bool noslope = hs->building_flags.Test(BuildingFlag::NotSloped);
2925 if (noslope && slope != SLOPE_FLAT) return CommandCost(STR_ERROR_FLAT_LAND_REQUIRED);
2926
2927 TileArea ta = tile;
2928 if (hs->building_flags.Test(BuildingFlag::Size2x2)) ta.Add(TileAddXY(tile, 1, 1));
2929 if (hs->building_flags.Test(BuildingFlag::Size2x1)) ta.Add(TileAddByDiagDir(tile, DIAGDIR_SW));
2930 if (hs->building_flags.Test(BuildingFlag::Size1x2)) ta.Add(TileAddByDiagDir(tile, DIAGDIR_SE));
2931
2932 /* Check additional tiles covered by this house. */
2933 for (const TileIndex &subtile : ta) {
2935 if (!cost.Succeeded()) return cost;
2936
2937 if (!CheckBuildHouseSameZ(subtile, maxz, noslope)) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
2938 }
2939
2940 if (flags.Test(DoCommandFlag::Execute)) {
2941 bool house_completed = _settings_game.economy.place_houses == PH_ALLOWED_CONSTRUCTED;
2942 BuildTownHouse(t, tile, hs, house, Random(), house_completed, is_protected);
2943 }
2944
2945 return CommandCost();
2946}
2947
2954static void DoClearTownHouseHelper(TileIndex tile, Town *t, HouseID house)
2955{
2956 assert(IsTileType(tile, MP_HOUSE));
2957 DecreaseBuildingCount(t, house);
2958 DoClearSquare(tile);
2959
2960 DeleteNewGRFInspectWindow(GSF_HOUSES, tile.base());
2961}
2962
2971{
2972 if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
2973 if (HouseSpec::Get(house - 1)->building_flags.Test(BuildingFlag::Size2x1)) {
2974 house--;
2975 return TileDiffXY(-1, 0);
2976 } else if (HouseSpec::Get(house - 1)->building_flags.Any(BUILDING_2_TILES_Y)) {
2977 house--;
2978 return TileDiffXY(0, -1);
2979 } else if (HouseSpec::Get(house - 2)->building_flags.Any(BUILDING_HAS_4_TILES)) {
2980 house -= 2;
2981 return TileDiffXY(-1, 0);
2982 } else if (HouseSpec::Get(house - 3)->building_flags.Any(BUILDING_HAS_4_TILES)) {
2983 house -= 3;
2984 return TileDiffXY(-1, -1);
2985 }
2986 }
2987 return TileDiffXY(0, 0);
2988}
2989
2996{
2997 assert(IsTileType(tile, MP_HOUSE));
2998
2999 HouseID house = GetHouseType(tile);
3000
3001 /* The northernmost tile of the house is the main house. */
3002 tile += GetHouseNorthPart(house);
3003
3004 const HouseSpec *hs = HouseSpec::Get(house);
3005
3006 /* Remove population from the town if the house is finished. */
3007 if (IsHouseCompleted(tile)) {
3009 }
3010
3011 t->cache.num_houses--;
3012
3013 /* Clear flags for houses that only may exist once/town. */
3014 if (hs->building_flags.Test(BuildingFlag::IsChurch)) {
3016 } else if (hs->building_flags.Test(BuildingFlag::IsStadium)) {
3018 }
3019
3020 /* Do the actual clearing of tiles */
3021 DoClearTownHouseHelper(tile, t, house);
3022 if (hs->building_flags.Any(BUILDING_2_TILES_Y)) DoClearTownHouseHelper(tile + TileDiffXY(0, 1), t, ++house);
3023 if (hs->building_flags.Any(BUILDING_2_TILES_X)) DoClearTownHouseHelper(tile + TileDiffXY(1, 0), t, ++house);
3024 if (hs->building_flags.Any(BUILDING_HAS_4_TILES)) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
3025
3027
3029}
3030
3038CommandCost CmdRenameTown(DoCommandFlags flags, TownID town_id, const std::string &text)
3039{
3040 Town *t = Town::GetIfValid(town_id);
3041 if (t == nullptr) return CMD_ERROR;
3042
3043 bool reset = text.empty();
3044
3045 if (!reset) {
3047 if (!IsUniqueTownName(text)) return CommandCost(STR_ERROR_NAME_MUST_BE_UNIQUE);
3048 }
3049
3050 if (flags.Test(DoCommandFlag::Execute)) {
3051 t->cached_name.clear();
3052 if (reset) {
3053 t->name.clear();
3054 } else {
3055 t->name = text;
3056 }
3057
3058 t->UpdateVirtCoord();
3059 InvalidateWindowData(WC_TOWN_DIRECTORY, 0, TDIWD_FORCE_RESORT);
3060 ClearAllStationCachedNames();
3061 ClearAllIndustryCachedNames();
3063 }
3064 return CommandCost();
3065}
3066
3073{
3074 for (const CargoSpec *cs : CargoSpec::Iterate()) {
3075 if (cs->town_acceptance_effect == effect) return cs;
3076 }
3077 return nullptr;
3078}
3079
3089{
3090 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3091
3092 if (tae < TAE_BEGIN || tae >= TAE_END) return CMD_ERROR;
3093
3094 Town *t = Town::GetIfValid(town_id);
3095 if (t == nullptr) return CMD_ERROR;
3096
3097 /* Validate if there is a cargo which is the requested TownEffect */
3099 if (cargo == nullptr) return CMD_ERROR;
3100
3101 if (flags.Test(DoCommandFlag::Execute)) {
3102 t->goal[tae] = goal;
3105 }
3106
3107 return CommandCost();
3108}
3109
3118{
3119 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3120 Town *t = Town::GetIfValid(town_id);
3121 if (t == nullptr) return CMD_ERROR;
3122
3123 if (flags.Test(DoCommandFlag::Execute)) {
3124 t->text.clear();
3125 if (!text.empty()) t->text = text;
3127 }
3128
3129 return CommandCost();
3130}
3131
3139CommandCost CmdTownGrowthRate(DoCommandFlags flags, TownID town_id, uint16_t growth_rate)
3140{
3141 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3142
3143 Town *t = Town::GetIfValid(town_id);
3144 if (t == nullptr) return CMD_ERROR;
3145
3146 if (flags.Test(DoCommandFlag::Execute)) {
3147 if (growth_rate == 0) {
3148 /* Just clear the flag, UpdateTownGrowth will determine a proper growth rate */
3150 } else {
3151 uint old_rate = t->growth_rate;
3152 if (t->grow_counter >= old_rate) {
3153 /* This also catches old_rate == 0 */
3154 t->grow_counter = growth_rate;
3155 } else {
3156 /* Scale grow_counter, so half finished houses stay half finished */
3157 t->grow_counter = t->grow_counter * growth_rate / old_rate;
3158 }
3159 t->growth_rate = growth_rate;
3161 }
3164 }
3165
3166 return CommandCost();
3167}
3168
3177CommandCost CmdTownRating(DoCommandFlags flags, TownID town_id, CompanyID company_id, int16_t rating)
3178{
3179 if (_current_company != OWNER_DEITY) return CMD_ERROR;
3180
3181 Town *t = Town::GetIfValid(town_id);
3182 if (t == nullptr) return CMD_ERROR;
3183
3184 if (!Company::IsValidID(company_id)) return CMD_ERROR;
3185
3186 int16_t new_rating = Clamp(rating, RATING_MINIMUM, RATING_MAXIMUM);
3187 if (flags.Test(DoCommandFlag::Execute)) {
3188 t->ratings[company_id] = new_rating;
3190 }
3191
3192 return CommandCost();
3193}
3194
3202CommandCost CmdExpandTown(DoCommandFlags flags, TownID town_id, uint32_t grow_amount)
3203{
3204 if (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY) return CMD_ERROR;
3205 Town *t = Town::GetIfValid(town_id);
3206 if (t == nullptr) return CMD_ERROR;
3207
3208 if (flags.Test(DoCommandFlag::Execute)) {
3209 /* The more houses, the faster we grow */
3210 if (grow_amount == 0) {
3211 uint amount = RandomRange(ClampTo<uint16_t>(t->cache.num_houses / 10)) + 3;
3212 t->cache.num_houses += amount;
3214
3215 uint n = amount * 10;
3216 do GrowTown(t); while (--n);
3217
3218 t->cache.num_houses -= amount;
3219 } else {
3220 for (; grow_amount > 0; grow_amount--) {
3221 /* Try several times to grow, as we are really suppose to grow */
3222 for (uint i = 0; i < 25; i++) if (GrowTown(t)) break;
3223 }
3224 }
3226
3228 }
3229
3230 return CommandCost();
3231}
3232
3240{
3241 if (_game_mode != GM_EDITOR && !_generating_world) return CMD_ERROR;
3242 Town *t = Town::GetIfValid(town_id);
3243 if (t == nullptr) return CMD_ERROR;
3244
3245 /* Stations refer to towns. */
3246 for (const Station *st : Station::Iterate()) {
3247 if (st->town == t) {
3248 /* Non-oil rig stations are always a problem. */
3249 if (!st->facilities.Test(StationFacility::Airport) || st->airport.type != AT_OILRIG) return CMD_ERROR;
3250 /* We can only automatically delete oil rigs *if* there's no vehicle on them. */
3251 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, st->airport.tile);
3252 if (ret.Failed()) return ret;
3253 }
3254 }
3255
3256 /* Waypoints refer to towns. */
3257 for (const Waypoint *wp : Waypoint::Iterate()) {
3258 if (wp->town == t) return CMD_ERROR;
3259 }
3260
3261 /* Depots refer to towns. */
3262 for (const Depot *d : Depot::Iterate()) {
3263 if (d->town == t) return CMD_ERROR;
3264 }
3265
3266 /* Check all tiles for town ownership. First check for bridge tiles, as
3267 * these do not directly have an owner so we need to check adjacent
3268 * tiles. This won't work correctly in the same loop if the adjacent
3269 * tile was already deleted earlier in the loop. */
3270 for (const auto current_tile : Map::Iterate()) {
3271 if (IsTileType(current_tile, MP_TUNNELBRIDGE) && TestTownOwnsBridge(current_tile, t)) {
3272 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3273 if (ret.Failed()) return ret;
3274 }
3275 }
3276
3277 /* Check all remaining tiles for town ownership. */
3278 for (const auto current_tile : Map::Iterate()) {
3279 bool try_clear = false;
3280 switch (GetTileType(current_tile)) {
3281 case MP_ROAD:
3282 try_clear = HasTownOwnedRoad(current_tile) && GetTownIndex(current_tile) == t->index;
3283 break;
3284
3285 case MP_HOUSE:
3286 try_clear = GetTownIndex(current_tile) == t->index;
3287 break;
3288
3289 case MP_INDUSTRY:
3290 try_clear = Industry::GetByTile(current_tile)->town == t;
3291 break;
3292
3293 case MP_OBJECT:
3294 if (Town::GetNumItems() == 1) {
3295 /* No towns will be left, remove it! */
3296 try_clear = true;
3297 } else {
3298 Object *o = Object::GetByTile(current_tile);
3299 if (o->town == t) {
3300 if (o->type == OBJECT_STATUE) {
3301 /* Statue... always remove. */
3302 try_clear = true;
3303 } else {
3304 /* Tell to find a new town. */
3305 if (flags.Test(DoCommandFlag::Execute)) o->town = nullptr;
3306 }
3307 }
3308 }
3309 break;
3310
3311 default:
3312 break;
3313 }
3314 if (try_clear) {
3315 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, current_tile);
3316 if (ret.Failed()) return ret;
3317 }
3318 }
3319
3320 /* The town destructor will delete the other things related to the town. */
3321 if (flags.Test(DoCommandFlag::Execute)) {
3322 _town_kdtree.Remove(t->index);
3323 if (t->cache.sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeTown(t->index));
3324 delete t;
3325 }
3326
3327 return CommandCost();
3328}
3329
3336{
3341 static const uint8_t town_action_costs[] = {
3342 2, 4, 9, 35, 48, 53, 117, 175
3343 };
3344 static_assert(std::size(town_action_costs) == to_underlying(TownAction::End));
3345
3346 assert(to_underlying(action) < std::size(town_action_costs));
3347 return town_action_costs[to_underlying(action)];
3348}
3349
3357{
3358 if (flags.Test(DoCommandFlag::Execute)) {
3359 ModifyStationRatingAround(t->xy, _current_company, 0x40, 10);
3360 }
3361 return CommandCost();
3362}
3363
3371{
3372 if (flags.Test(DoCommandFlag::Execute)) {
3373 ModifyStationRatingAround(t->xy, _current_company, 0x70, 15);
3374 }
3375 return CommandCost();
3376}
3377
3385{
3386 if (flags.Test(DoCommandFlag::Execute)) {
3387 ModifyStationRatingAround(t->xy, _current_company, 0xA0, 20);
3388 }
3389 return CommandCost();
3390}
3391
3399{
3400 /* Check if the company is allowed to fund new roads. */
3402
3403 if (flags.Test(DoCommandFlag::Execute)) {
3404 t->road_build_months = 6;
3405
3406 std::string company_name = GetString(STR_COMPANY_NAME, _current_company);
3407
3409 GetEncodedString(TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_ROAD_REBUILDING_MINUTES : STR_NEWS_ROAD_REBUILDING_MONTHS, t->index, company_name),
3411 AI::BroadcastNewEvent(new ScriptEventRoadReconstruction(_current_company, t->index));
3412 Game::NewEvent(new ScriptEventRoadReconstruction(_current_company, t->index));
3413 }
3414 return CommandCost();
3415}
3416
3422static bool CheckClearTile(TileIndex tile)
3423{
3426 cur_company.Restore();
3427 return r.Succeeded();
3428}
3429
3438{
3439 if (!Object::CanAllocateItem()) return CommandCost(STR_ERROR_TOO_MANY_OBJECTS);
3440
3441 static const int STATUE_NUMBER_INNER_TILES = 25; // Number of tiles int the center of the city, where we try to protect houses.
3442
3443 TileIndex best_position = INVALID_TILE;
3444 uint tile_count = 0;
3445 for (auto tile : SpiralTileSequence(t->xy, 9)) {
3446 tile_count++;
3447
3448 /* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
3449 if (IsSteepSlope(GetTileSlope(tile))) continue;
3450 /* Don't build statues under bridges. */
3451 if (IsBridgeAbove(tile)) continue;
3452
3453 /* A clear-able open space is always preferred. */
3454 if ((IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) && CheckClearTile(tile)) {
3455 best_position = tile;
3456 break;
3457 }
3458
3459 bool house = IsTileType(tile, MP_HOUSE);
3460
3461 /* Searching inside the inner circle. */
3462 if (tile_count <= STATUE_NUMBER_INNER_TILES) {
3463 /* Save first house in inner circle. */
3464 if (house && best_position == INVALID_TILE && CheckClearTile(tile)) {
3465 best_position = tile;
3466 }
3467
3468 /* If we have reached the end of the inner circle, and have a saved house, terminate the search. */
3469 if (tile_count == STATUE_NUMBER_INNER_TILES && best_position != INVALID_TILE) break;
3470 }
3471
3472 /* Searching outside the circle, just pick the first possible spot. */
3473 if (!house || !CheckClearTile(tile)) continue;
3474 best_position = tile;
3475 break;
3476 }
3477 if (best_position == INVALID_TILE) return CommandCost(STR_ERROR_STATUE_NO_SUITABLE_PLACE);
3478
3479 if (flags.Test(DoCommandFlag::Execute)) {
3482 cur_company.Restore();
3483 BuildObject(OBJECT_STATUE, best_position, _current_company, t);
3484 t->statues.Set(_current_company); // Once found and built, "inform" the Town.
3485 MarkTileDirtyByTile(best_position);
3486 }
3487 return CommandCost();
3488}
3489
3497{
3498 /* Check if it's allowed to buy the rights */
3500
3501 if (flags.Test(DoCommandFlag::Execute)) {
3502 /* And grow for 3 months */
3503 t->fund_buildings_months = 3;
3504
3505 /* Enable growth (also checking GameScript's opinion) */
3507
3508 /* Build a new house, but add a small delay to make sure
3509 * that spamming funding doesn't let town grow any faster
3510 * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
3511 * Also emulate original behaviour when town was only growing in
3512 * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
3513 * tick-perfect and gives player some time window where they can
3514 * spam funding with the exact same efficiency.
3515 */
3517
3519 }
3520 return CommandCost();
3521}
3522
3530{
3531 /* Check if it's allowed to buy the rights */
3533 if (t->exclusivity != CompanyID::Invalid()) return CMD_ERROR;
3534
3535 if (flags.Test(DoCommandFlag::Execute)) {
3536 t->exclusive_counter = 12;
3538
3539 ModifyStationRatingAround(t->xy, _current_company, 130, 17);
3540
3542
3543 /* Spawn news message */
3544 auto cni = std::make_unique<CompanyNewsInformation>(STR_NEWS_EXCLUSIVE_RIGHTS_TITLE, Company::Get(_current_company));
3545 EncodedString message = GetEncodedString(TimerGameEconomy::UsingWallclockUnits() ? STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MINUTES : STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION_MONTHS, t->index, cni->company_name);
3546 AddNewsItem(std::move(message),
3547 NewsType::General, NewsStyle::Company, {}, t->index, {}, std::move(cni));
3548 AI::BroadcastNewEvent(new ScriptEventExclusiveTransportRights(_current_company, t->index));
3549 Game::NewEvent(new ScriptEventExclusiveTransportRights(_current_company, t->index));
3550 }
3551 return CommandCost();
3552}
3553
3561{
3562 if (flags.Test(DoCommandFlag::Execute)) {
3563 if (Chance16(1, 14)) {
3564 /* set as unwanted for 6 months */
3565 t->unwanted[_current_company] = 6;
3566
3567 /* set all close by station ratings to 0 */
3568 for (Station *st : Station::Iterate()) {
3569 if (st->town == t && st->owner == _current_company) {
3570 for (GoodsEntry &ge : st->goods) ge.rating = 0;
3571 }
3572 }
3573
3574 /* only show error message to the executing player. All errors are handled command.c
3575 * but this is special, because it can only 'fail' on a DoCommandFlag::Execute */
3576 if (IsLocalCompany()) ShowErrorMessage(GetEncodedString(STR_ERROR_BRIBE_FAILED), {}, WL_INFO);
3577
3578 /* decrease by a lot!
3579 * ChangeTownRating is only for stuff in demolishing. Bribe failure should
3580 * be independent of any cheat settings
3581 */
3582 if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) {
3583 t->ratings[_current_company] = RATING_BRIBE_DOWN_TO;
3585 }
3586 } else {
3587 ChangeTownRating(t, RATING_BRIBE_UP_STEP, RATING_BRIBE_MAXIMUM, DoCommandFlag::Execute);
3588 if (t->exclusivity != _current_company && t->exclusivity != CompanyID::Invalid()) {
3589 t->exclusivity = CompanyID::Invalid();
3590 t->exclusive_counter = 0;
3591 }
3592 }
3593 }
3594 return CommandCost();
3595}
3596
3597typedef CommandCost TownActionProc(Town *t, DoCommandFlags flags);
3598static TownActionProc * const _town_action_proc[] = {
3607};
3608static_assert(std::size(_town_action_proc) == to_underlying(TownAction::End));
3609
3617{
3618 TownActions buttons{};
3619
3620 /* Spectators and unwanted have no options */
3621 if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
3622
3623 /* Actions worth more than this are not able to be performed */
3624 Money avail = GetAvailableMoney(cid);
3625
3626 /* Check the action bits for validity and
3627 * if they are valid add them */
3628 for (TownAction cur = {}; cur != TownAction::End; ++cur) {
3629
3630 /* Is the company prohibited from bribing ? */
3631 if (cur == TownAction::Bribe) {
3632 /* Company can't bribe if setting is disabled */
3633 if (!_settings_game.economy.bribe) continue;
3634 /* Company can bribe if another company has exclusive transport rights,
3635 * or its standing with the town is less than outstanding. */
3636 if (t->ratings[cid] >= RATING_BRIBE_MAXIMUM) {
3637 if (t->exclusivity == _current_company) continue;
3638 if (t->exclusive_counter == 0) continue;
3639 }
3640 }
3641
3642 /* Is the company not able to buy exclusive rights ? */
3644
3645 /* Is the company not able to fund buildings ? */
3647
3648 /* Is the company not able to fund local road reconstruction? */
3650
3651 /* Is the company not able to build a statue ? */
3652 if (cur == TownAction::BuildStatue && t->statues.Test(cid)) continue;
3653
3654 if (avail >= GetTownActionCost(cur) * _price[PR_TOWN_ACTION] >> 8) {
3655 buttons.Set(cur);
3656 }
3657 }
3658 }
3659
3660 return buttons;
3661}
3662
3673{
3674 Town *t = Town::GetIfValid(town_id);
3675 if (t == nullptr || to_underlying(action) >= std::size(_town_action_proc)) return CMD_ERROR;
3676
3677 if (!GetMaskOfTownActions(_current_company, t).Test(action)) return CMD_ERROR;
3678
3679 CommandCost cost(EXPENSES_OTHER, _price[PR_TOWN_ACTION] * GetTownActionCost(action) >> 8);
3680
3681 CommandCost ret = _town_action_proc[to_underlying(action)](t, flags);
3682 if (ret.Failed()) return ret;
3683
3684 if (flags.Test(DoCommandFlag::Execute)) {
3686 }
3687
3688 return cost;
3689}
3690
3691template <typename Func>
3692static void ForAllStationsNearTown(Town *t, Func func)
3693{
3694 /* Ideally the search radius should be close to the actual town zone 0 radius.
3695 * The true radius is not stored or calculated anywhere, only the squared radius. */
3696 /* The efficiency of this search might be improved for large towns and many stations on the map,
3697 * by using an integer square root approximation giving a value not less than the true square root. */
3698 uint search_radius = t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownEdge)] / 2;
3699 ForAllStationsRadius(t->xy, search_radius, [&](const Station * st) {
3700 if (DistanceSquare(st->xy, t->xy) <= t->cache.squared_town_zone_radius[to_underlying(HouseZone::TownEdge)]) {
3701 func(st);
3702 }
3703 });
3704}
3705
3710static void UpdateTownRating(Town *t)
3711{
3712 /* Increase company ratings if they're low */
3713 for (const Company *c : Company::Iterate()) {
3714 if (t->ratings[c->index] < RATING_GROWTH_MAXIMUM) {
3715 t->ratings[c->index] = std::min((int)RATING_GROWTH_MAXIMUM, t->ratings[c->index] + RATING_GROWTH_UP_STEP);
3716 }
3717 }
3718
3719 ForAllStationsNearTown(t, [&](const Station *st) {
3720 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3721 if (Company::IsValidID(st->owner)) {
3722 int new_rating = t->ratings[st->owner] + RATING_STATION_UP_STEP;
3723 t->ratings[st->owner] = std::min<int>(new_rating, INT16_MAX); // do not let it overflow
3724 }
3725 } else {
3726 if (Company::IsValidID(st->owner)) {
3727 int new_rating = t->ratings[st->owner] + RATING_STATION_DOWN_STEP;
3728 t->ratings[st->owner] = std::max(new_rating, INT16_MIN);
3729 }
3730 }
3731 });
3732
3733 /* clamp all ratings to valid values */
3734 for (uint i = 0; i < MAX_COMPANIES; i++) {
3735 t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM);
3736 }
3737
3739}
3740
3741
3748static void UpdateTownGrowCounter(Town *t, uint16_t prev_growth_rate)
3749{
3750 if (t->growth_rate == TOWN_GROWTH_RATE_NONE) return;
3751 if (prev_growth_rate == TOWN_GROWTH_RATE_NONE) {
3752 t->grow_counter = std::min<uint16_t>(t->growth_rate, t->grow_counter);
3753 return;
3754 }
3755 t->grow_counter = RoundDivSU((uint32_t)t->grow_counter * (t->growth_rate + 1), prev_growth_rate + 1);
3756}
3757
3764{
3765 int n = 0;
3766 ForAllStationsNearTown(t, [&](const Station * st) {
3767 if (st->time_since_load <= 20 || st->time_since_unload <= 20) {
3768 n++;
3769 }
3770 });
3771 return n;
3772}
3773
3781{
3787 static const uint16_t _grow_count_values[2][6] = {
3788 { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
3789 { 320, 420, 300, 220, 160, 100 } // Normal values
3790 };
3791
3792 int n = CountActiveStations(t);
3793 uint16_t m = _grow_count_values[t->fund_buildings_months != 0 ? 0 : 1][std::min(n, 5)];
3794
3795 uint growth_multiplier = _settings_game.economy.town_growth_rate != 0 ? _settings_game.economy.town_growth_rate - 1 : 1;
3796
3797 m >>= growth_multiplier;
3798 if (t->larger_town) m /= 2;
3799
3800 return TownTicksToGameTicks(m / (t->cache.num_houses / 50 + 1));
3801}
3802
3808{
3809 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) return;
3810 uint old_rate = t->growth_rate;
3812 UpdateTownGrowCounter(t, old_rate);
3814}
3815
3820static void UpdateTownGrowth(Town *t)
3821{
3823
3826
3828
3829 if (t->fund_buildings_months == 0) {
3830 /* Check if all goals are reached for this town to grow (given we are not funding it) */
3831 for (int i = TAE_BEGIN; i < TAE_END; i++) {
3832 switch (t->goal[i]) {
3833 case TOWN_GROWTH_WINTER:
3834 if (TileHeight(t->xy) >= GetSnowLine() && t->received[i].old_act == 0 && t->cache.population > 90) return;
3835 break;
3836 case TOWN_GROWTH_DESERT:
3837 if (GetTropicZone(t->xy) == TROPICZONE_DESERT && t->received[i].old_act == 0 && t->cache.population > 60) return;
3838 break;
3839 default:
3840 if (t->goal[i] > t->received[i].old_act) return;
3841 break;
3842 }
3843 }
3844 }
3845
3846 if (HasBit(t->flags, TOWN_CUSTOM_GROWTH)) {
3849 return;
3850 }
3851
3852 if (t->fund_buildings_months == 0 && CountActiveStations(t) == 0 && !Chance16(1, 12)) return;
3853
3856}
3857
3865{
3866 /* The required rating is hardcoded to RATING_VERYPOOR (see below), not the authority attitude setting, so we can bail out like this. */
3867 if (_settings_game.difficulty.town_council_tolerance == TOWN_COUNCIL_PERMISSIVE) return CommandCost();
3868
3870
3872 if (t == nullptr) return CommandCost();
3873
3874 if (t->ratings[_current_company] > RATING_VERYPOOR) return CommandCost();
3875
3876 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
3877}
3878
3888{
3889 if (Town::GetNumItems() == 0) return nullptr;
3890
3891 TownID tid = _town_kdtree.FindNearest(TileX(tile), TileY(tile));
3892 Town *town = Town::Get(tid);
3893 if (DistanceManhattan(tile, town->xy) < threshold) return town;
3894 return nullptr;
3895}
3896
3905Town *ClosestTownFromTile(TileIndex tile, uint threshold)
3906{
3907 switch (GetTileType(tile)) {
3908 case MP_ROAD:
3909 if (IsRoadDepot(tile)) return CalcClosestTownFromTile(tile, threshold);
3910
3911 if (!HasTownOwnedRoad(tile)) {
3912 TownID tid = GetTownIndex(tile);
3913
3914 if (tid == TownID::Invalid()) {
3915 /* in the case we are generating "many random towns", this value may be TownID::Invalid() */
3916 if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
3917 assert(Town::GetNumItems() == 0);
3918 return nullptr;
3919 }
3920
3921 assert(Town::IsValidID(tid));
3922 Town *town = Town::Get(tid);
3923
3924 if (DistanceManhattan(tile, town->xy) >= threshold) town = nullptr;
3925
3926 return town;
3927 }
3928 [[fallthrough]];
3929
3930 case MP_HOUSE:
3931 return Town::GetByTile(tile);
3932
3933 default:
3934 return CalcClosestTownFromTile(tile, threshold);
3935 }
3936}
3937
3938static bool _town_rating_test = false;
3939static std::map<const Town *, int> _town_test_ratings;
3940
3947{
3948 static int ref_count = 0; // Number of times test-mode is switched on.
3949 if (mode) {
3950 if (ref_count == 0) {
3951 _town_test_ratings.clear();
3952 }
3953 ref_count++;
3954 } else {
3955 assert(ref_count > 0);
3956 ref_count--;
3957 }
3958 _town_rating_test = !(ref_count == 0);
3959}
3960
3966static int GetRating(const Town *t)
3967{
3968 if (_town_rating_test) {
3969 auto it = _town_test_ratings.find(t);
3970 if (it != _town_test_ratings.end()) {
3971 return it->second;
3972 }
3973 }
3974 return t->ratings[_current_company];
3975}
3976
3984void ChangeTownRating(Town *t, int add, int max, DoCommandFlags flags)
3985{
3986 /* if magic_bulldozer cheat is active, town doesn't penalize for removing stuff */
3987 if (t == nullptr || flags.Test(DoCommandFlag::NoModifyTownRating) ||
3989 (_cheats.magic_bulldozer.value && add < 0)) {
3990 return;
3991 }
3992
3993 int rating = GetRating(t);
3994 if (add < 0) {
3995 if (rating > max) {
3996 rating += add;
3997 if (rating < max) rating = max;
3998 }
3999 } else {
4000 if (rating < max) {
4001 rating += add;
4002 if (rating > max) rating = max;
4003 }
4004 }
4005 if (_town_rating_test) {
4006 _town_test_ratings[t] = rating;
4007 } else {
4009 t->ratings[_current_company] = rating;
4011 }
4012}
4013
4022{
4023 /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
4024 if (t == nullptr || !Company::IsValidID(_current_company) ||
4026 return CommandCost();
4027 }
4028
4029 /* minimum rating needed to be allowed to remove stuff */
4030 static const int needed_rating[][TOWN_RATING_CHECK_TYPE_COUNT] = {
4031 /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE */
4036 };
4037
4038 /* check if you're allowed to remove the road/bridge/tunnel
4039 * owned by a town no removal if rating is lower than ... depends now on
4040 * difficulty setting. Minimum town rating selected by difficulty level
4041 */
4042 int needed = needed_rating[_settings_game.difficulty.town_council_tolerance][type];
4043
4044 if (GetRating(t) < needed) {
4045 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
4046 }
4047
4048 return CommandCost();
4049}
4050
4051static const IntervalTimer<TimerGameEconomy> _economy_towns_monthly({TimerGameEconomy::MONTH, TimerGameEconomy::Priority::TOWN}, [](auto)
4052{
4053 for (Town *t : Town::Iterate()) {
4054 /* Check for active town actions and decrement their counters. */
4055 if (t->road_build_months != 0) t->road_build_months--;
4057
4058 if (t->exclusive_counter != 0) {
4059 if (--t->exclusive_counter == 0) t->exclusivity = CompanyID::Invalid();
4060 }
4061
4062 /* Check for active failed bribe cooloff periods and decrement them. */
4063 for (const Company *c : Company::Iterate()) {
4064 if (t->unwanted[c->index] > 0) t->unwanted[c->index]--;
4065 }
4066
4067 /* Update cargo statistics. */
4068 for (auto &supplied : t->supplied) supplied.NewMonth();
4069 for (auto &received : t->received) received.NewMonth();
4070
4073
4075 }
4076});
4077
4078static const IntervalTimer<TimerGameEconomy> _economy_towns_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::TOWN}, [](auto)
4079{
4080 /* Increment house ages */
4081 for (const auto t : Map::Iterate()) {
4082 if (!IsTileType(t, MP_HOUSE)) continue;
4084 }
4085});
4086
4087static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlags flags, int z_new, Slope tileh_new)
4088{
4089 if (AutoslopeEnabled()) {
4090 HouseID house = GetHouseType(tile);
4091 GetHouseNorthPart(house); // modifies house to the ID of the north tile
4092 const HouseSpec *hs = HouseSpec::Get(house);
4093
4094 /* Here we differ from TTDP by checking BuildingFlag::NotSloped */
4095 if (!hs->building_flags.Test(BuildingFlag::NotSloped) && !IsSteepSlope(tileh_new) &&
4096 (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
4097 bool allow_terraform = true;
4098
4099 /* Call the autosloping callback per tile, not for the whole building at once. */
4100 house = GetHouseType(tile);
4101 hs = HouseSpec::Get(house);
4103 /* If the callback fails, allow autoslope. */
4104 uint16_t res = GetHouseCallback(CBID_HOUSE_AUTOSLOPE, 0, 0, house, Town::GetByTile(tile), tile);
4105 if (res != CALLBACK_FAILED && ConvertBooleanCallback(hs->grf_prop.grffile, CBID_HOUSE_AUTOSLOPE, res)) allow_terraform = false;
4106 }
4107
4108 if (allow_terraform) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
4109 }
4110 }
4111
4112 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
4113}
4114
4116extern const TileTypeProcs _tile_type_town_procs = {
4117 DrawTile_Town, // draw_tile_proc
4118 GetSlopePixelZ_Town, // get_slope_z_proc
4119 ClearTile_Town, // clear_tile_proc
4120 AddAcceptedCargo_Town, // add_accepted_cargo_proc
4121 GetTileDesc_Town, // get_tile_desc_proc
4122 GetTileTrackStatus_Town, // get_tile_track_status_proc
4123 nullptr, // click_tile_proc
4124 AnimateTile_Town, // animate_tile_proc
4125 TileLoop_Town, // tile_loop_proc
4126 ChangeTileOwner_Town, // change_tile_owner_proc
4127 AddProducedCargo_Town, // add_produced_cargo_proc
4128 nullptr, // vehicle_enter_tile_proc
4129 GetFoundation_Town, // get_foundation_proc
4130 TerraformTile_Town, // terraform_tile_proc
4131};
4132
4133std::span<const DrawBuildingsTileStruct> GetTownDrawTileData()
4134{
4135 return _town_draw_tile_data;
4136}
Base functions for all AIs.
@ AT_OILRIG
Oilrig airport.
Definition airport.h:38
void AddAnimatedTile(TileIndex tile, bool mark_dirty)
Add the given tile to the animated tile table (if it does not exist yet).
void DeleteAnimatedTile(TileIndex tile, bool immediate)
Stops animation on the given tile.
Tile animation!
Functions related to autoslope.
bool AutoslopeEnabled()
Tests if autoslope is enabled for _current_company.
Definition autoslope.h:65
Class for backupping variables and making sure they are restored later.
debug_inline constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
constexpr uint CountBits(T value)
Counts the number of set bits in a variable.
debug_inline static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
constexpr T ClrBit(T &x, const uint8_t y)
Clears a bit in a variable.
static const uint MAX_BRIDGES
Maximal number of available bridge specs.
Definition bridge.h:35
bool IsBridgeTile(Tile t)
checks if there is a bridge on this tile
Definition bridge_map.h:35
bool IsBridgeAbove(Tile t)
checks if a bridge is set above the ground of this tile
Definition bridge_map.h:45
Axis GetBridgeAxis(Tile t)
Get the axis of the bridge that goes over the tile.
Definition bridge_map.h:68
uint8_t CargoType
Cargo slots to indicate a cargo type within a game.
Definition cargo_type.h:23
bool IsValidCargoType(CargoType cargo)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:106
TownProductionEffect
Town effect when producing cargo.
Definition cargotype.h:35
@ TPE_PASSENGERS
Cargo behaves passenger-like for production.
Definition cargotype.h:37
@ TPE_MAIL
Cargo behaves mail-like for production.
Definition cargotype.h:38
TownAcceptanceEffect
Town growth effect when delivering cargo.
Definition cargotype.h:22
@ TAE_END
End of town effects.
Definition cargotype.h:30
@ TAE_FOOD
Cargo behaves food/fizzy-drinks-like.
Definition cargotype.h:29
@ TAE_WATER
Cargo behaves water-like.
Definition cargotype.h:28
Cheats _cheats
All the cheats.
Definition cheat.cpp:16
Types related to cheating.
static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company=CompanyID::Invalid())
Broadcast a new event to all active AIs.
Definition ai_core.cpp:255
constexpr bool All(const Timpl &other) const
Test if all of the values are set.
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr 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.
static void NewEvent(class ScriptEvent *event)
Queue a new event for a Game Script.
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition timer.h:76
K-dimensional tree, specialised for 2-dimensional space.
Definition kdtree.hpp:33
void Build(It begin, It end)
Clear and rebuild the tree from a new sequence of elements,.
Definition kdtree.hpp:360
size_t Count() const
Get number of elements stored in tree.
Definition kdtree.hpp:428
void Insert(const T &element)
Insert a single element in the tree.
Definition kdtree.hpp:396
void Remove(const T &element)
Remove a single element from the tree, if it exists.
Definition kdtree.hpp:415
T FindNearest(CoordT x, CoordT y) const
Find the element closest to given coordinate, in Manhattan distance.
Definition kdtree.hpp:439
RoadTypeLabel label
Unique 32 bit road type identifier.
Definition road.h:138
TimerGameCalendar::Date introduction_date
Introduction date.
Definition road.h:157
RoadTypeFlags flags
Bit mask of road type flags.
Definition road.h:118
uint16_t max_speed
Maximum speed for vehicles travelling on this road type.
Definition road.h:133
Generate TileIndices around a center tile or tile area, with increasing distance.
Structure contains cached list of stations nearby.
const StationList & GetStations()
Run a tile loop to find stations around a tile, on demand.
static constexpr TimerGameTick::Ticks TOWN_GROWTH_TICKS
Cycle duration for towns trying to grow (this originates from the size of the town array in TTD).
static Date date
Current date in days (day counter).
static Year year
Current year, starting at 0.
static constexpr TimerGame< struct Calendar >::Date MAX_DATE
The date of the last day of the max year.
static bool UsingWallclockUnits(bool newgame=false)
Check if we are using wallclock units.
static TickCounter counter
Monotonic counter, in ticks, since start of game.
CommandCost CommandCostWithParam(StringID str, uint64_t value)
Return an error status, with string and parameter.
Definition command.cpp:417
Functions related to commands.
static constexpr DoCommandFlags CommandFlagsToDCFlags(CommandFlags cmd_flags)
Extracts the DC flags needed for DoCommand from the flags returned by GetCommandFlags.
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
@ Execute
execute the given command
@ NoModifyTownRating
do not change town rating
@ NoTestTownRating
town rating does not disallow you from building
@ NoWater
don't allow building on water
@ Auto
don't allow building on structures
Definition of stuff that is very close to a company, like the company struct itself.
Money GetAvailableMoneyForCommand()
This functions returns the money which can be used to execute a command.
Money GetAvailableMoney(CompanyID company)
Get the amount of money that a company has available, or INT64_MAX if there is no such valid company.
CompanyID _current_company
Company currently doing an action.
Functions related to companies.
bool IsLocalCompany()
Is the current company the local company?
static constexpr Owner OWNER_DEITY
The object is owned by a superuser / goal script.
static constexpr CompanyID COMPANY_SPECTATOR
The client is spectating.
static constexpr Owner OWNER_TOWN
A town owns the tile, or a town is expanding.
static constexpr Owner OWNER_NONE
The tile has no ownership.
Base for all depots (except hangars)
DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
bool IsValidDiagDirection(DiagDirection d)
Checks if an integer value is a valid DiagDirection.
DiagDirection ChangeDiagDir(DiagDirection d, DiagDirDiff delta)
Applies a difference on a DiagDirection.
Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
@ DIR_N
North.
@ DIR_S
South.
@ DIR_W
West.
@ DIR_E
East.
@ DIAGDIRDIFF_90RIGHT
90 degrees right
@ DIAGDIRDIFF_90LEFT
90 degrees left
DiagDirection
Enumeration for diagonal directions.
@ DIAGDIR_NW
Northwest.
@ DIAGDIR_SE
Southeast.
@ DIAGDIR_END
Used for iterations.
@ DIAGDIR_BEGIN
Used for iterations.
@ DIAGDIR_SW
Southwest.
bool EconomyIsInRecession()
Is the economy in recession?
uint ScaleByCargoScale(uint num, bool town)
Scale a number by the cargo scale setting.
@ EXPENSES_CONSTRUCTION
Construction costs.
@ EXPENSES_OTHER
Other expenses.
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23)
Definition enum_type.hpp:17
Functions related to errors.
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition error.h:27
@ WL_INFO
Used for DoCommand-like (and some non-fatal AI GUI) errors/information.
Definition error.h:24
void ShowErrorMessage(EncodedString &&summary_msg, int x, int y, CommandCost &cc)
Display an error message in a window.
Base functions for all Games.
bool _generating_world
Whether we are generating the map or not.
Definition genworld.cpp:74
Functions related to world/map generation.
void IncreaseGeneratingWorldProgress(GenWorldProgress cls)
Increases the current stage of the world generation with one.
@ GWP_TOWN
Generate towns.
Definition genworld.h:66
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total)
Set the total of a stage of the world generation.
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition gfx_type.h:17
uint8_t GetSnowLine()
Get the current snow line, either variable or static.
uint8_t HighestSnowLine()
Get the highest possible snow line height, either variable or static.
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition gfx.cpp:1535
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
@ BuildingIsHistorical
this house will only appear during town generation in random games, thus the historical
@ BuildingIsProtected
towns and AI will not remove this house, while human players will be able to
static const HouseID NEW_HOUSE_OFFSET
Offset for new houses.
Definition house.h:28
static const uint8_t TOWN_HOUSE_COMPLETED
Simple value that indicates the house has reached the final stage of construction.
Definition house.h:25
HouseZone
Definition house.h:55
@ ClimateSubarcticAboveSnow
Building can appear in sub-arctic climate above the snow line.
@ ClimateSubarcticBelowSnow
Building can appear in sub-arctic climate below the snow line.
@ ClimateTemperate
Building can appear in temperate climate.
@ ClimateToyland
Building can appear in toyland climate.
@ ClimateSubtropic
Building can appear in subtropical climate.
uint16_t HouseID
OpenTTD ID of house types.
Definition house_type.h:13
Base of all industries.
void DrawFoundation(TileInfo *ti, Foundation f)
Draw foundation f at tile ti.
std::tuple< Slope, int > GetFoundationSlope(TileIndex tile)
Get slope of a tile on top of a (possible) foundation If a tile does not have a foundation,...
Functions related to OTTD's landscape.
Point RemapCoords2(int x, int y)
Map 3D world or tile coordinate to equivalent 2D coordinate as used in the viewports and smallmap.
Definition landscape.h:95
Command definitions related to landscape (slopes etc.).
@ Random
Randomise borders.
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition map.cpp:159
uint DistanceFromEdge(TileIndex tile)
Param the minimum distance to an edge.
Definition map.cpp:202
uint DistanceManhattan(TileIndex t0, TileIndex t1)
Gets the Manhattan distance between the two given tiles.
Definition map.cpp:142
uint GetClosestWaterDistance(TileIndex tile, bool water)
Finds the distance for the closest tile with water/land given a tile.
Definition map.cpp:236
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition map_func.h:469
TileIndex TileAddByDir(TileIndex tile, Direction dir)
Adds a Direction to a tile.
Definition map_func.h:598
static debug_inline TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition map_func.h:372
TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
Return the offset between two tiles from a TileIndexDiffC struct.
Definition map_func.h:439
TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition map_func.h:610
TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition map_func.h:388
constexpr TileIndex TileAdd(TileIndex tile, TileIndexDiff offset)
Adds a given offset to a tile.
Definition map_func.h:456
#define RandomTile()
Get a valid random tile.
Definition map_func.h:651
static debug_inline uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:424
static debug_inline uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:414
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:569
TileIndexDiffC TileIndexToTileIndexDiffC(TileIndex tile_a, TileIndex tile_b)
Returns the diff between two tiles.
Definition map_func.h:530
int32_t TileIndexDiff
An offset value between two tiles.
Definition map_type.h:23
constexpr bool IsInsideMM(const size_t x, const size_t min, const size_t max) noexcept
Checks if a value is in an interval.
constexpr int RoundDivSU(int a, uint b)
Computes round(a / b) for signed a and unsigned b.
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition math_func.hpp:79
@ GSF_FAKE_TOWNS
Fake town GrfSpecFeature for NewGRF debugging (parent scope)
Definition newgrf.h:95
@ CBID_HOUSE_DRAW_FOUNDATIONS
Called to determine the type (if any) of foundation to draw for house tile.
@ CBID_HOUSE_CARGO_ACCEPTANCE
Called to decide how much cargo a town building can accept.
@ CBID_HOUSE_AUTOSLOPE
Called to determine if one can alter the ground below a house tile.
@ CBID_HOUSE_CUSTOM_NAME
Called on the Get Tile Description for an house tile.
@ CBID_HOUSE_ALLOW_CONSTRUCTION
Determine whether the house can be built on the specified tile.
@ CBID_HOUSE_ACCEPT_CARGO
Called to determine which cargoes a town building should accept.
@ CBID_HOUSE_PRODUCE_CARGO
Called to determine how much cargo a town building produces.
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
@ AllowConstruction
decide whether the house can be built on a given tile
@ AcceptCargo
decides accepted types
@ CargoAcceptance
decides amount of cargo acceptance
@ DrawFoundations
decides if default foundations need to be drawn
@ ProduceCargo
custom cargo production
@ Autoslope
decides allowance of autosloping
static const uint CALLBACK_HOUSEPRODCARGO_END
Sentinel indicating that the loop for CBID_HOUSE_PRODUCE_CARGO has ended.
CargoType GetCargoTranslation(uint8_t cargo, const GRFFile *grffile, bool usebit)
Translate a GRF-local cargo slot/bitnum into a CargoType.
Cargo support for NewGRFs.
void ErrorUnknownCallbackResult(uint32_t grfid, uint16_t cbid, uint16_t cb_res)
Record that a NewGRF returned an unknown/invalid callback result.
bool Convert8bitBooleanCallback(const GRFFile *grffile, uint16_t cbid, uint16_t cb_res)
Converts a callback result into a boolean.
bool ConvertBooleanCallback(const GRFFile *grffile, uint16_t cbid, uint16_t cb_res)
Converts a callback result into a boolean.
GRFConfig * GetGRFConfig(uint32_t grfid, uint32_t mask)
Retrieve a NewGRF from the current config by its grfid.
Functions/types related to NewGRF debugging.
void DeleteNewGRFInspectWindow(GrfSpecFeature feature, uint index)
Delete inspect window for a given feature and index.
void DecreaseBuildingCount(Town *t, HouseID house_id)
DecreaseBuildingCount() Decrease the number of a building when it is deleted.
void IncreaseBuildingCount(Town *t, HouseID house_id)
IncreaseBuildingCount() Increase the count of a building when it has been added by a town.
void InitializeBuildingCounts()
Initialise global building counts and all town building counts.
Functions related to NewGRF houses.
StringID GetGRFStringID(uint32_t grfid, GRFStringID stringid)
Returns the index for this stringid associated with its grfID.
Header of Action 04 "universal holder" structure and functions.
static constexpr GRFStringID GRFSTR_MISC_GRF_TEXT
Miscellaneous GRF text range.
Functions related to news.
void AddNewsItem(EncodedString &&headline, NewsType type, NewsStyle style, NewsFlags flags, NewsReference ref1={}, NewsReference ref2={}, std::unique_ptr< NewsAllocatedData > &&data=nullptr, AdviceType advice_type=AdviceType::Invalid)
Add a new newsitem to be shown.
Definition news_gui.cpp:902
@ General
General news (from towns)
@ IndustryOpen
Opening of industries.
@ Company
Company news item. (Newspaper with face)
@ Normal
Normal news item. (Newspaper with text only)
Functions related to objects.
void BuildObject(ObjectType type, TileIndex tile, CompanyID owner=OWNER_NONE, struct Town *town=nullptr, uint8_t view=0)
Actually build the object.
Base for all objects.
Map accessors for object tiles.
static const ObjectType OBJECT_STATUE
Statue in towns.
Definition object_type.h:20
Some methods of Pool are placed here in order to reduce compilation time and binary size.
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don't get linker errors.
static debug_inline bool IsPlainRailTile(Tile t)
Checks whether the tile is a rail tile or rail tile with signals.
Definition rail_map.h:60
Randomizer _random
Random used in the game state calculations.
Pseudo random number generator.
uint32_t RandomRange(uint32_t limit, const std::source_location location=std::source_location::current())
Pick a random number between 0 and limit - 1, inclusive.
bool Chance16(const uint32_t a, const uint32_t b, const std::source_location location=std::source_location::current())
Flips a coin with given probability.
RoadBits CleanUpRoadBits(const TileIndex tile, RoadBits org_rb)
Clean up unnecessary RoadBits of a planned tile.
Definition road.cpp:47
Road specific functions.
@ NoHouses
Bit number for setting this roadtype as not house friendly.
@ TownBuild
Bit number for allowing towns to build this roadtype.
const RoadTypeInfo * GetRoadTypeInfo(RoadType roadtype)
Returns a pointer to the Roadtype information for a given roadtype.
Definition road.h:230
void UpdateNearestTownForRoadTiles(bool invalidate)
Updates cached nearest town for all road tiles.
Road related functions.
RoadBits DiagDirToRoadBits(DiagDirection d)
Create the road-part which belongs to the given DiagDirection.
Definition road_func.h:96
Functions used internally by the roads.
RoadBits GetAnyRoadBits(Tile tile, RoadTramType rtt, bool straight_tunnel_bridge_entrance)
Returns the RoadBits on an arbitrary tile Special behaviour:
Definition road_map.cpp:54
void SetRoadOwner(Tile t, RoadTramType rtt, Owner o)
Set the owner of a specific road type.
Definition road_map.h:235
bool HasTownOwnedRoad(Tile t)
Checks if given tile has town owned road.
Definition road_map.h:264
static debug_inline bool IsNormalRoadTile(Tile t)
Return whether a tile is a normal road tile.
Definition road_map.h:58
static debug_inline bool IsRoadDepot(Tile t)
Return whether a tile is a road depot.
Definition road_map.h:90
DisallowedRoadDirections GetDisallowedRoadDirections(Tile t)
Gets the disallowed directions.
Definition road_map.h:285
bool HasTileRoadType(Tile t, RoadTramType rtt)
Check if a tile has a road or a tram road type.
Definition road_map.h:195
DiagDirection GetRoadDepotDirection(Tile t)
Get the direction of the exit of a road depot.
Definition road_map.h:545
static debug_inline bool IsRoadDepotTile(Tile t)
Return whether a tile is a road depot tile.
Definition road_map.h:100
bool IsRoadOwner(Tile t, RoadTramType rtt, Owner o)
Check if a specific road type is owned by an owner.
Definition road_map.h:252
RoadBits
Enumeration for the road parts on a tile.
Definition road_type.h:40
@ ROAD_SW
South-west part.
Definition road_type.h:43
@ ROAD_ALL
Full 4-way crossing.
Definition road_type.h:54
@ ROAD_NONE
No road-part is build.
Definition road_type.h:41
@ ROAD_E
Road at the two eastern edges.
Definition road_type.h:50
@ ROAD_NE
North-east part.
Definition road_type.h:45
@ ROAD_N
Road at the two northern edges.
Definition road_type.h:49
@ ROAD_SE
South-east part.
Definition road_type.h:44
@ ROAD_Y
Full road along the y-axis (north-west + south-east)
Definition road_type.h:47
@ ROAD_S
Road at the two southern edges.
Definition road_type.h:51
@ ROAD_W
Road at the two western edges.
Definition road_type.h:52
@ ROAD_NW
North-west part.
Definition road_type.h:42
@ ROAD_X
Full road along the x-axis (south-west + north-east)
Definition road_type.h:46
RoadType
The different roadtypes we support.
Definition road_type.h:23
@ INVALID_ROADTYPE
flag for invalid roadtype
Definition road_type.h:28
@ ROADTYPE_ROAD
Basic road type.
Definition road_type.h:25
@ ROADTYPE_END
Used for iterations.
Definition road_type.h:27
@ ROADTYPE_BEGIN
Used for iterations.
Definition road_type.h:24
@ DRD_NONE
None of the directions are disallowed.
Definition road_type.h:62
A number of safeguards to prevent using unsafe methods.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:61
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition settings.cpp:62
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
static constexpr int GetSlopeMaxZ(Slope s)
Returns the height of the highest corner of a slope relative to TileZ (= minimal height)
Definition slope_func.h:160
bool IsSlopeWithOneCornerRaised(Slope s)
Tests if a specific slope has exactly one corner raised.
Definition slope_func.h:88
static constexpr bool IsSteepSlope(Slope s)
Checks if a slope is steep.
Definition slope_func.h:36
Foundation FlatteningFoundation(Slope s)
Returns the foundation needed to flatten a slope.
Definition slope_func.h:369
Slope InclinedSlope(DiagDirection dir)
Returns the slope that is inclined in a specific direction.
Definition slope_func.h:256
Slope ComplementSlope(Slope s)
Return the complement of a slope.
Definition slope_func.h:76
Slope
Enumeration for the slope-type.
Definition slope_type.h:48
@ SLOPE_W
the west corner of the tile is raised
Definition slope_type.h:50
@ SLOPE_ELEVATED
bit mask containing all 'simple' slopes
Definition slope_type.h:61
@ SLOPE_E
the east corner of the tile is raised
Definition slope_type.h:52
@ SLOPE_S
the south corner of the tile is raised
Definition slope_type.h:51
@ SLOPE_N
the north corner of the tile is raised
Definition slope_type.h:53
@ SLOPE_SW
south and west corner are raised
Definition slope_type.h:56
@ SLOPE_FLAT
a flat tile
Definition slope_type.h:49
@ SLOPE_STEEP_W
a steep slope falling to east (from west)
Definition slope_type.h:66
@ SLOPE_NE
north and east corner are raised
Definition slope_type.h:58
@ SLOPE_STEEP_E
a steep slope falling to west (from east)
Definition slope_type.h:68
@ SLOPE_SE
south and east corner are raised
Definition slope_type.h:57
@ SLOPE_NW
north and west corner are raised
Definition slope_type.h:55
@ SLOPE_STEEP_N
a steep slope falling to south (from north)
Definition slope_type.h:69
@ SLOPE_STEEP_S
a steep slope falling to north (from south)
Definition slope_type.h:67
Foundation
Enumeration for Foundations.
Definition slope_type.h:93
@ FOUNDATION_LEVELED
The tile is leveled up to a flat slope.
Definition slope_type.h:95
@ FOUNDATION_NONE
The tile has no foundation, the slope remains unchanged.
Definition slope_type.h:94
@ Town
Source/destination is a town.
Base classes/functions for stations.
void ForAllStationsAroundTiles(const TileArea &ta, Func func)
Call a function on all stations that have any part of the requested area within their catchment.
void UpdateAllStationVirtCoords()
Update the virtual coords needed to draw the station sign for all stations.
void UpdateAirportsNoise()
Recalculate the noise generated by the airports of each town.
Declarations for accessing the k-d tree of stations.
void ForAllStationsRadius(TileIndex center, uint radius, Func func)
Call a function on all stations whose sign is within a radius of a center tile.
bool IsBayRoadStopTile(Tile t)
Is tile t a bay (non-drive through) road stop station?
bool IsDriveThroughStopTile(Tile t)
Is tile t a drive through road stop station or waypoint?
Axis GetDriveThroughStopAxis(Tile t)
Gets the axis of the drive through stop.
DiagDirection GetBayRoadStopDir(Tile t)
Gets the direction the bay road stop entrance points towards.
bool IsAnyRoadStopTile(Tile t)
Is tile t a road stop station?
@ Airport
Station with an airport.
Definition of base types and functions in a cross-platform compatible way.
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:271
size_t Utf8StringLength(std::string_view str)
Get the length of an UTF-8 encoded string in number of characters and thus not the number of bytes th...
Definition string.cpp:347
Functions related to low-level strings.
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:91
std::string GetString(StringID string)
Resolve the given StringID into a std::string with formatting but no parameters.
Definition strings.cpp:415
Functions related to OTTD's strings.
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Class to backup a specific variable and restore it upon destruction of this object to prevent stack v...
Class to backup a specific variable and restore it later.
void Restore()
Restore the variable.
Owner owner
The owner of this station.
Class for storing amounts of cargo.
Definition cargo_type.h:113
static void InvalidateAllFrom(Source src)
Invalidates (sets source_id to INVALID_SOURCE) all cargo packets from given source.
Specification of a cargo type.
Definition cargotype.h:74
static IterateWrapper Iterate(size_t from=0)
Returns an iterable ensemble of all valid CargoSpec.
Definition cargotype.h:192
static std::array< std::vector< const CargoSpec * >, NUM_TPE > town_production_cargoes
List of cargo specs for each Town Product Effect.
Definition cargotype.h:25
bool value
tells if the bool cheat is active or not
Definition cheat_type.h:18
Cheat magic_bulldozer
dynamite industries, objects
Definition cheat_type.h:27
GUISettings gui
settings related to the GUI
bool build_on_slopes
allow building on slopes
uint8_t number_towns
the amount of towns
uint8_t town_council_tolerance
minimum required town ratings to be allowed to demolish stuff
This structure is the same for both Industries and Houses.
Definition sprite.h:72
bool bribe
enable bribing the local authority
TownFounding found_town
town founding.
PlaceHouses place_houses
players are allowed to place town houses.
bool exclusive_rights
allow buying exclusive rights
uint8_t initial_city_size
multiplier for the initial size of the cities compared to towns
TownLayout town_layout
select town layout,
bool allow_town_level_crossings
towns are allowed to build level crossings
uint8_t town_growth_rate
town growth rate
bool allow_town_roads
towns are allowed to build roads (always allowed when generating world / in SE)
bool fund_buildings
allow funding new buildings
bool fund_roads
allow funding local road reconstruction
TownCargoGenMode town_cargogen_mode
algorithm for generating cargo from houses,
uint8_t dist_local_authority
distance for town local authority, default 20
uint8_t larger_towns
the number of cities to build. These start off larger and grow twice as fast
Information about GRF, used in the game and (part of it) in savegames.
std::string GetName() const
Get the name of this grf.
const struct GRFFile * grffile
grf file that introduced this entity
uint32_t grfid
grfid that introduced this entity.
bool HasGrfFile() const
Test if this entity was introduced by NewGRF.
bool population_in_label
show the population of a town in its label?
uint16_t custom_town_number
manually entered number of towns
LandscapeType landscape
the landscape we're currently in
uint8_t town_name
the town name generator used for town names
EconomySettings economy
settings to change the economy
ConstructionSettings construction
construction of things in-game
DifficultySettings difficulty
settings related to the difficulty
GameCreationSettings game_creation
settings used during the creation of a game (map)
Stores station stats for a single cargo.
CargoType accepts_cargo[HOUSE_NUM_ACCEPTS]
input cargo slots
Definition house.h:108
SubstituteGRFFileProps grf_prop
Properties related the the grf file.
Definition house.h:114
uint8_t probability
Relative probability of appearing (16 is the standard value)
Definition house.h:117
uint8_t removal_cost
cost multiplier for removing it
Definition house.h:103
uint8_t mail_generation
mail generation multiplier (tile based, as the acceptances below)
Definition house.h:106
bool enabled
the house is available to build (true by default, but can be disabled by newgrf)
Definition house.h:111
Money GetRemovalCost() const
Get the cost for removing this house.
Definition town_cmd.cpp:226
static HouseSpec * Get(size_t house_id)
Get the spec for a house ID.
BuildingFlags building_flags
some flags that describe the house (size, stadium etc...)
Definition house.h:109
TimerGameCalendar::Year max_year
last year it can be built
Definition house.h:101
HouseCallbackMasks callback_mask
Bitmask of house callbacks that have to be called.
Definition house.h:115
uint16_t remove_rating_decrease
rating decrease if removed
Definition house.h:105
uint8_t population
population (Zero on other tiles in multi tile house.)
Definition house.h:102
HouseExtraFlags extra_flags
some more flags
Definition house.h:118
uint8_t cargo_acceptance[HOUSE_NUM_ACCEPTS]
acceptance level for the cargo slots
Definition house.h:107
HouseID Index() const
Gets the index of this spec.
HouseClassID class_id
defines the class this house has (not grf file based)
Definition house.h:119
StringID building_name
building name
Definition house.h:104
uint8_t minimum_life
The minimum number of years this house will survive before the town rebuilds it.
Definition house.h:122
HouseZones building_availability
where can it be built (climates, zones)
Definition house.h:110
static std::vector< HouseSpec > & Specs()
Get a reference to all HouseSpecs.
Defines the internal data of a functional industry.
Definition industry.h:64
Town * town
Nearest town.
Definition industry.h:93
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition industry.h:236
Size related data of the map.
Definition map_func.h:206
static uint ScaleBySize(uint n)
Scales the given value by the map size, where the given value is for a 256 by 256 map.
Definition map_func.h:327
static IterateWrapper Iterate()
Returns an iterable ensemble of all Tiles.
Definition map_func.h:362
static debug_inline uint Size()
Get the size of the map.
Definition map_func.h:287
An object, such as transmitter, on the map.
Definition object_base.h:23
ObjectType type
Type of the object.
Definition object_base.h:24
Town * town
Town the object is built in.
Definition object_base.h:25
static Object * GetByTile(TileIndex tile)
Get the object associated with a tile.
Represents the covered area of e.g.
void Add(TileIndex to_add)
Add a single tile to a tile area; enlarge if needed.
Definition tilearea.cpp:43
SpriteID sprite
The 'real' sprite.
Definition gfx_type.h:23
PaletteID pal
The palette (use PAL_NONE) if not needed)
Definition gfx_type.h:24
Coordinates of a point in 2D.
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
static size_t GetPoolSize()
Returns first unused index.
static Titem * Get(auto index)
Returns Titem with given index.
static size_t GetNumItems()
Returns number of valid items in the pool.
Tindex index
Index of this pool item.
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
static bool IsValidID(auto index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static bool CleaningPool()
Returns current state of pool cleaning - yes or no.
static Titem * GetIfValid(auto index)
Returns Titem with given index.
Base class for all pools.
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
A location from where cargo can come from (or go to).
Definition source_type.h:32
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
Station data structure.
bool CatchmentCoversTown(TownID t) const
Test if the given town ID is covered by our catchment area.
Definition station.cpp:452
uint16_t override_id
id of the entity been replaced by
Tile description for the 'land area information' tool.
Definition tile_cmd.h:38
std::optional< std::string > grf
newGRF used for the tile contents
Definition tile_cmd.h:49
StringID str
Description of the tile.
Definition tile_cmd.h:39
std::array< Owner, 4 > owner
Name of the owner(s)
Definition tile_cmd.h:41
uint64_t dparam
Parameter of the str string.
Definition tile_cmd.h:40
std::optional< bool > town_can_upgrade
Whether the town can upgrade this house during town growth.
Definition tile_cmd.h:56
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:29
int z
Height.
Definition tile_cmd.h:34
int x
X position of the tile in unit coordinates.
Definition tile_cmd.h:30
Slope tileh
Slope of the tile.
Definition tile_cmd.h:32
TileIndex tile
Tile index.
Definition tile_cmd.h:33
int y
Y position of the tile in unit coordinates.
Definition tile_cmd.h:31
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:144
uint32_t population
Current population of people.
Definition town.h:42
uint32_t num_houses
Amount of houses.
Definition town.h:41
TrackedViewportSign sign
Location of name sign, UpdateVirtCoord updates this.
Definition town.h:43
BuildingCounts< uint16_t > building_counts
The number of each type of building in the town.
Definition town.h:46
std::array< uint32_t, NUM_HOUSE_ZONES > squared_town_zone_radius
UpdateTownRadius updates this given the house count.
Definition town.h:45
Struct holding parameters used to generate town name.
uint16_t type
town name style
uint32_t grfid
newgrf ID (0 if not used)
Town data structure.
Definition town.h:52
EncodedString text
General text with additional information.
Definition town.h:81
bool larger_town
if this is a larger town and should grow more quickly
Definition town.h:99
CompanyMask statues
which companies have a statue?
Definition town.h:68
uint16_t time_until_rebuild
time until we rebuild a house
Definition town.h:91
ReferenceThroughBaseContainer< std::array< int16_t, MAX_COMPANIES > > ratings
ratings of each company for this town
Definition town.h:75
std::string cached_name
NOSAVE: Cache of the resolved name of the town, if not using a custom town name.
Definition town.h:62
TileIndex xy
town center tile
Definition town.h:53
uint8_t fund_buildings_months
fund buildings program in action?
Definition town.h:96
TownLayout layout
town specific road layout
Definition town.h:100
static Town * GetRandom()
Return a random valid town.
Definition town_cmd.cpp:197
ReferenceThroughBaseContainer< std::array< uint8_t, MAX_COMPANIES > > unwanted
how many months companies aren't wanted by towns (bribe)
Definition town.h:72
std::string name
Custom town name. If empty, the town was not renamed and uses the generated name.
Definition town.h:61
uint16_t grow_counter
counter to count when to grow, value is smaller than or equal to growth_rate
Definition town.h:93
uint8_t flags
See TownFlags.
Definition town.h:64
TownCache cache
Container for all cacheable data.
Definition town.h:55
CompanyID exclusivity
which company has exclusivity
Definition town.h:73
std::array< TransportedCargoStat< uint32_t >, NUM_CARGO > supplied
Cargo statistics about supplied cargo.
Definition town.h:77
void InitializeLayout(TownLayout layout)
Assign the town layout.
Definition town_cmd.cpp:183
bool show_zone
NOSAVE: mark town to show the local authority zone in the viewports.
Definition town.h:102
uint8_t exclusive_counter
months till the exclusivity expires
Definition town.h:74
void UpdateVirtCoord()
Resize the sign (label) of the town after it changes population.
Definition town_cmd.cpp:400
CompanyMask have_ratings
which companies have a rating
Definition town.h:71
~Town()
Destroy the town.
Definition town_cmd.cpp:110
uint16_t growth_rate
town growth rate
Definition town.h:94
StationList stations_near
NOSAVE: List of nearby stations.
Definition town.h:89
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:168
uint8_t road_build_months
fund road reconstruction in action?
Definition town.h:97
std::array< TransportedCargoStat< uint16_t >, NUM_TAE > received
Cargo statistics about received cargotypes.
Definition town.h:78
std::array< uint32_t, NUM_TAE > goal
Amount of cargo required for the town to grow.
Definition town.h:79
void UpdatePosition(int center, int top, std::string_view str, std::string_view str_small={})
Update the position of the viewport sign.
bool kdtree_valid
Are the sign data valid for use with the _viewport_sign_kdtree?
Representation of a waypoint.
void DeleteSubsidyWith(Source source)
Delete the subsidies associated with a given cargo source type and id.
Definition subsidy.cpp:119
Functions related to subsidies.
Command definitions related to terraforming.
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition tile_map.cpp:95
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition tile_map.cpp:136
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition tile_map.cpp:116
uint TileHash(uint x, uint y)
Calculate a hash value from a tile position.
Definition tile_map.h:324
bool IsTileOwner(Tile tile, Owner owner)
Checks if a tile belongs to the given owner.
Definition tile_map.h:214
int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition tile_map.h:312
static debug_inline TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
bool IsValidTile(Tile tile)
Checks if a tile is valid.
Definition tile_map.h:161
uint TileHash2Bit(uint x, uint y)
Get the last two bits of the TileHash from a tile position.
Definition tile_map.h:342
TropicZone GetTropicZone(Tile tile)
Get the tropic zone.
Definition tile_map.h:238
static debug_inline bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.h:279
static debug_inline uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
static const uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
@ TROPICZONE_DESERT
Tile is desert.
Definition tile_type.h:78
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:95
@ MP_TREES
Tile got trees.
Definition tile_type.h:52
@ MP_ROAD
A tile with road (or tram tracks)
Definition tile_type.h:50
@ MP_STATION
A tile of a station.
Definition tile_type.h:53
@ MP_TUNNELBRIDGE
Tunnel entry/exit and bridge heads.
Definition tile_type.h:57
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition tile_type.h:48
@ MP_HOUSE
A house by a town.
Definition tile_type.h:51
@ MP_WATER
Water tile.
Definition tile_type.h:54
@ MP_RAILWAY
A railway.
Definition tile_type.h:49
@ MP_INDUSTRY
Part of an industry.
Definition tile_type.h:56
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition tile_type.h:55
@ MP_OBJECT
Contains objects such as transmitters and owned land.
Definition tile_type.h:58
OrthogonalTileArea TileArea
Shorthand for the much more common orthogonal tile area.
Definition of Interval and OneShot timers.
Definition of the game-calendar-timer.
Definition of the game-economy-timer.
Definition of the tick-based game-timer.
Base of the town class.
static const uint TOWN_GROWTH_WINTER
The town only needs this cargo in the winter (any amount)
Definition town.h:31
static const uint TOWN_GROWTH_DESERT
The town needs the cargo for growth when on desert (any amount)
Definition town.h:32
@ TOWN_HAS_CHURCH
There can be only one church by town.
Definition town.h:195
@ TOWN_HAS_STADIUM
There can be only one stadium by town.
Definition town.h:196
@ TOWN_IS_GROWING
Conditions for town growth are met. Grow according to Town::growth_rate.
Definition town.h:194
@ TOWN_CUSTOM_GROWTH
Growth rate is controlled by GS.
Definition town.h:197
TownRatingCheckType
Action types that a company must ask permission for to a town authority.
Definition town.h:173
@ TOWN_RATING_CHECK_TYPE_COUNT
Number of town checking action types.
Definition town.h:176
static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY
value for custom town number in difficulty settings
Definition town.h:28
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:210
@ RoadRebuild
Rebuild the roads.
@ Bribe
Try to bribe the council.
@ BuildStatue
Build a statue.
@ BuyRights
Buy exclusive transport rights.
@ FundBuildings
Fund new buildings.
static const uint16_t TOWN_GROWTH_RATE_NONE
Special value for Town::growth_rate to disable town growth.
Definition town.h:33
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.
static bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
Checks if the current town layout allows a 2x2 building here.
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 CommandCost TownActionAdvertiseSmall(Town *t, DoCommandFlags flags)
Perform the "small advertising campaign" town action.
static bool GrowTownWithExtraHouse(Town *t, TileIndex tile)
Grows the town with an extra house.
static CommandCost TownActionFundBuildings(Town *t, DoCommandFlags flags)
Perform the "fund new buildings" town action.
static bool IsTileAlignedToGrid(TileIndex tile, TownLayout layout)
Towns must all be placed on the same grid or when they eventually interpenetrate their road networks ...
static CommandCost TownActionBuildStatue(Town *t, DoCommandFlags flags)
Perform a 9x9 tiles circular search from the center of the town in order to find a free tile to place...
static CommandCost TownActionBribe(Town *t, DoCommandFlags flags)
Perform the "bribe" town action.
TileIndexDiff GetHouseNorthPart(HouseID &house)
Determines if a given HouseID is part of a multitile house.
static int GetRating(const Town *t)
Get the rating of a town for the _current_company.
uint GetDefaultTownsForMapSize()
Calculate the number of towns which should be on the map according to the current "town density" newg...
void ClearTownHouse(Town *t, TileIndex tile)
Clear a town house.
static uint GetNormalGrowthRate(Town *t)
Calculates town growth rate in normal conditions (custom growth rate not set).
TownActions GetMaskOfTownActions(CompanyID cid, const Town *t)
Get a list of available town authority actions.
static CommandCost TownActionBuyRights(Town *t, DoCommandFlags flags)
Perform the "buy exclusive transport rights" town action.
static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDirection bridge_dir)
Grows the town with a bridge.
const CargoSpec * FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect)
Determines the first cargo with a certain town effect.
static TileIndex FindNearestGoodCoastalTownSpot(TileIndex tile, TownLayout layout)
Given a spot on the map (presumed to be a water tile), find a good coastal spot to build a city.
Town * ClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest (in distance or ownership) to a given tile, within a given threshold.
static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
Check if a Road is allowed on a given tile.
static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
Checks if a town road can be continued into the next tile.
static 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 CommandCost TownCanBePlacedHere(TileIndex tile)
Check if it's possible to place a town on a given tile.
static bool IsNeighbourRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
Check for parallel road inside a given distance.
CommandCost CmdPlaceHouse(DoCommandFlags flags, TileIndex tile, HouseID house, bool is_protected)
Place an individual house.
static bool _generating_town
Set if a town is being generated.
Definition town_cmd.cpp:83
static bool CanFollowRoad(TileIndex tile, DiagDirection dir)
Checks whether a road can be followed or is a dead end, that can not be extended to the next tile.
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 TownLayoutAllowsHouseHere(Town *t, TileIndex tile)
Checks if the current town layout allows building here.
static void TileLoop_Town(TileIndex tile)
Tile callback function.
Definition town_cmd.cpp:595
static bool CanBuildHouseHere(TileIndex tile, bool noslope)
Check if a house can be built here, based on slope, whether there's a bridge above,...
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:572
static void UpdateTownRating(Town *t)
Monthly callback to update town and station ratings.
static void AdvanceHouseConstruction(TileIndex tile)
Increase the construction stage of a house.
Definition town_cmd.cpp:511
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:452
static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDirection tunnel_dir)
Grows the town with a tunnel.
static std::map< const Town *, int > _town_test_ratings
Map of towns to modified ratings, while in town rating test-mode.
static CommandCost ClearTile_Town(TileIndex tile, DoCommandFlags flags)
Callback function to clear a house tile.
Definition town_cmd.cpp:707
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:552
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:437
static bool CheckTownBuild2x2House(TileIndex *tile, Town *t, int maxz, bool noslope)
Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
CargoArray GetAcceptedCargoOfHouse(const HouseSpec *hs)
Get accepted cargo of a house prototype.
Definition town_cmd.cpp:848
static bool TownAllowedToBuildRoads()
Check if the town is allowed to build roads.
static bool GrowTown(Town *t)
Grow the town.
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:779
static DiagDirection RandomDiagDir()
Return a random direction.
Definition town_cmd.cpp:249
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:466
CommandCost CmdExpandTown(DoCommandFlags flags, TownID town_id, uint32_t grow_amount)
Expand a town (scenario editor only).
static bool GrowTownAtRoad(Town *t, TileIndex tile)
Try to grow a town at a given road tile.
uint8_t GetTownActionCost(TownAction action)
Get cost factors for a TownAction.
CommandCost CmdTownSetText(DoCommandFlags flags, TownID town_id, const EncodedString &text)
Set a custom text in the Town window.
Town * CalcClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest to the given tile within threshold.
CommandCost CmdTownGrowthRate(DoCommandFlags flags, TownID town_id, uint16_t growth_rate)
Change the growth rate of the town.
static 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:425
CommandCost CmdDeleteTown(DoCommandFlags flags, TownID town_id)
Delete a town (scenario editor or worldgen only).
static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
Get the foundation for a house.
Definition town_cmd.cpp:317
static TimerGameCalendar::Date GetTownRoadTypeFirstIntroductionDate()
Get the calendar date of the earliest town-buildable road type.
Definition town_cmd.cpp:988
static void AnimateTile_Town(TileIndex tile)
Animate a tile for a town.
Definition town_cmd.cpp:341
const TileTypeProcs _tile_type_town_procs
Tile callback functions for a town.
Definition landscape.cpp:52
RoadType GetTownRoadType()
Get the road type that towns should build at this current moment.
Definition town_cmd.cpp:953
static RoadBits GetTownRoadBits(TileIndex tile)
Return the RoadBits of a tile, ignoring depot and bay road stops.
Definition town_cmd.cpp:942
CommandCost CmdRenameTown(DoCommandFlags flags, TownID town_id, const std::string &text)
Rename a town (server-only).
CommandCost CmdTownCargoGoal(DoCommandFlags flags, TownID town_id, TownAcceptanceEffect tae, uint32_t goal)
Change the cargo goal of a town.
static void DoCreateTown(Town *t, TileIndex tile, uint32_t townnameparts, TownSize size, bool city, TownLayout layout, bool manual)
Actually create a town.
CommandCost CheckforTownRating(DoCommandFlags flags, Town *t, TownRatingCheckType type)
Does the town authority allow the (destructive) action of the current company?
HouseZone GetTownRadiusGroup(const Town *t, TileIndex tile)
Returns the bit corresponding to the town zone of the specified tile.
static bool TryBuildTownHouse(Town *t, TileIndex tile)
Tries to build a house at this tile.
static bool TestTownOwnsBridge(TileIndex tile, const Town *t)
Check if a town 'owns' a bridge.
Definition town_cmd.cpp:94
void OnTick_Town()
Iterate through all towns and call their tick handler.
Definition town_cmd.cpp:928
static CommandCost TownActionAdvertiseLarge(Town *t, DoCommandFlags flags)
Perform the "large advertising campaign" town action.
bool CheckTownRoadTypes()
Check if towns are able to build road.
static bool CheckTownBuild2House(TileIndex *tile, Town *t, int maxz, bool noslope, DiagDirection second)
Checks if a 1x2 or 2x1 building is allowed here, accounting for road layout and tile heights.
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:488
static void TownTickHandler(Town *t)
Handle the town tick for a single town, by growing the town if desired.
Definition town_cmd.cpp:911
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.
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:795
static bool IsCloseToTown(TileIndex tile, uint dist)
Determines if a town is close to a tile.
Definition town_cmd.cpp:392
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.
static TownGrowthResult GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection target_dir, Town *t1)
Grows the given town.
CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlags flags)
Checks whether the local authority allows construction of a new station (rail, road,...
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:528
static bool IsUniqueTownName(const std::string &name)
Verifies this custom name is unique.
static void DrawTile_Town(TileInfo *ti)
Draw a house and its tile.
Definition town_cmd.cpp:258
void UpdateAllTownVirtCoords()
Update the virtual coords needed to draw the town sign for all towns.
Definition town_cmd.cpp:417
Command definitions related to towns.
Declarations for accessing the k-d tree of towns.
Sprites to use and how to display them for town tiles.
static const DrawBuildingsTileStruct _town_draw_tile_data[]
structure of houses graphics
Definition town_land.h:27
void IncrementHouseAge(Tile t)
Increments the age of the house.
Definition town_map.h:259
void HaltLift(Tile t)
Stop the lift of this animated house from moving.
Definition town_map.h:137
HouseID GetHouseType(Tile t)
Get the type of this house, which is an index into the house spec array.
Definition town_map.h:60
void ResetHouseAge(Tile t)
Sets the age of the house to zero.
Definition town_map.h:248
void MakeHouseTile(Tile t, TownID tid, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits, bool house_protected)
Make the tile a house.
Definition town_map.h:375
void IncHouseConstructionTick(Tile t)
Sets the increment stage of a house It is working with the whole counter + stage 5 bits,...
Definition town_map.h:230
uint8_t GetLiftPosition(Tile t)
Get the position of the lift on this animated house.
Definition town_map.h:147
void SetLiftDestination(Tile t, uint8_t dest)
Set the new destination of the lift for this animated house, and activate the LiftHasDestination bit.
Definition town_map.h:115
TimerGameCalendar::Year GetHouseAge(Tile t)
Get the age of the house.
Definition town_map.h:271
void SetLiftPosition(Tile t, uint8_t pos)
Set the position of the lift on this animated house.
Definition town_map.h:157
uint8_t GetLiftDestination(Tile t)
Get the current destination for this lift.
Definition town_map.h:126
uint8_t GetHouseBuildingStage(Tile t)
House Construction Scheme.
Definition town_map.h:205
TownID GetTownIndex(Tile t)
Get the index of which town this house/street is attached to.
Definition town_map.h:23
void SetTownIndex(Tile t, TownID index)
Set the town index for a road or house tile.
Definition town_map.h:35
bool LiftHasDestination(Tile t)
Check if the lift of this animated house has a destination.
Definition town_map.h:104
bool IsHouseCompleted(Tile t)
Get the completion of this house.
Definition town_map.h:167
bool IsHouseProtected(Tile t)
Check if the house is protected from removal by towns.
Definition town_map.h:82
uint8_t GetHouseConstructionTick(Tile t)
Gets the construction stage of a house.
Definition town_map.h:217
static constexpr int RATING_GROWTH_UP_STEP
when a town grows, all companies have rating increased a bit ...
Definition town_type.h:53
static constexpr int RATING_INITIAL
initial rating
Definition town_type.h:45
static constexpr int RATING_ROAD_NEEDED_HOSTILE
"Hostile"
Definition town_type.h:71
@ TCGM_BITCOUNT
Bit-counted algorithm (normal distribution from individual house population)
Definition town_type.h:107
@ TCGM_ORIGINAL
Original algorithm (quadratic cargo by population)
Definition town_type.h:106
static constexpr int RATING_ROAD_NEEDED_NEUTRAL
"Neutral"
Definition town_type.h:70
TownLayout
Town Layouts.
Definition town_type.h:81
@ TL_3X3_GRID
Geometric 3x3 grid algorithm.
Definition town_type.h:86
@ TL_ORIGINAL
Original algorithm (min. 1 distance between roads)
Definition town_type.h:83
@ TL_2X2_GRID
Geometric 2x2 grid algorithm.
Definition town_type.h:85
@ TL_RANDOM
Random town layout.
Definition town_type.h:88
@ TL_BETTER_ROADS
Extended original algorithm (min. 2 distance between roads)
Definition town_type.h:84
@ NUM_TLS
Number of town layouts.
Definition town_type.h:90
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_LENIENT
rating needed, "Lenient" difficulty settings
Definition town_type.h:61
@ TF_CUSTOM_LAYOUT
Allowed, with custom town layout.
Definition town_type.h:99
@ TF_FORBIDDEN
Forbidden.
Definition town_type.h:97
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_HOSTILE
"Hostile"
Definition town_type.h:63
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_PERMISSIVE
"Permissive" (local authority disabled)
Definition town_type.h:64
static constexpr int RATING_TUNNEL_BRIDGE_NEEDED_NEUTRAL
"Neutral"
Definition town_type.h:62
static constexpr int RATING_ROAD_NEEDED_LENIENT
rating needed, "Lenient" difficulty settings
Definition town_type.h:69
TownSize
Supported initial town sizes.
Definition town_type.h:21
@ TSZ_RANDOM
Random size, bigger than small, smaller than large.
Definition town_type.h:25
@ TSZ_END
Number of available town sizes.
Definition town_type.h:27
@ TSZ_LARGE
Large town.
Definition town_type.h:24
static const uint MAX_LENGTH_TOWN_NAME_CHARS
The maximum length of a town name in characters including '\0'.
Definition town_type.h:111
static constexpr int RATING_ROAD_NEEDED_PERMISSIVE
"Permissive" (local authority disabled)
Definition town_type.h:72
static constexpr int RATING_GROWTH_MAXIMUM
... up to RATING_MEDIOCRE
Definition town_type.h:54
bool VerifyTownName(uint32_t r, const TownNameParams *par, TownNames *town_names)
Verifies the town name is valid and unique.
Definition townname.cpp:103
bool GenerateTownName(Randomizer &randomizer, uint32_t *townnameparts, TownNames *town_names)
Generates valid town name.
Definition townname.cpp:136
Town name generator stuff.
bool IsTransparencySet(TransparencyOption to)
Check if the transparency option bit is set and if we aren't in the game menu (there's never transpar...
bool IsInvisibilitySet(TransparencyOption to)
Check if the invisibility option bit is set and if we aren't in the game menu (there's never transpar...
@ TO_HOUSES
town buildings
TransportType
Available types of transport.
@ TRANSPORT_ROAD
Transport by road vehicle.
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 w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition viewport.cpp:663
void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale, bool relative)
Add a child sprite to a parent sprite.
Definition viewport.cpp:819
void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
Draws a ground sprite for the current tile.
Definition viewport.cpp:579
Functions related to (drawing on) viewports.
bool HasTileWaterGround(Tile t)
Checks whether the tile has water at the ground.
Definition water_map.h:350
bool IsWaterTile(Tile t)
Is it a water tile with plain water?
Definition water_map.h:190
bool IsSea(Tile t)
Is it a sea water tile?
Definition water_map.h:158
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:1182
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition window.cpp:3173
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:3265
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition window.cpp:3147
Window functions not directly related to making/drawing windows.
@ WC_TOWN_AUTHORITY
Town authority; Window numbers:
@ WC_STATION_VIEW
Station view; Window numbers:
@ WC_TOWN_VIEW
Town view; Window numbers:
@ WC_TOWN_DIRECTORY
Town directory; Window numbers: